Android :: Performance - Taking Too Much Time To Finish The Activity In Android?
Jul 20, 2011
I have loading the webview in my Activity. the Web content is having some flash content. when i try to finish the Activity. Its taking too much time. the screen goes to blank screen for little time and resuming to the app.
This is really a two part question. First, is it possible to detect if Flash is installed on an Android device? Second, if it is installed, is it possible to display a flash video in an Activity? I'm thinking you'd have to use a WebView widget within your Activity to display the Flash content instead of something like a VideoView. Is Flash even supported within the WebView widget or is it only supported by the actual Browser app?
After a lot of head banging i'm still stuck I'm trying to deliver h.264 video over RTMP to a Flex app running on a Motorola Xoom. The BBC Iplayer, Youtube and lots of other video sites have beautiful HD video streaming without issues.
My solution currently encodes video using ffmpeg and plays fine on a desktop. But really appaulingly on the Xoom. I've tried forcing it to use h.264 baseline, and force it to use various levels. Still with no luck.
Has anyone had any luck encoding video for Flash on Android using ffmpeg and got a nice result?
i have an AIR android app which i am running on an android device ( samsung TAB ). i want the app to get laid out in landscape mode when the user starts the app holding the device in landscape ( same goes with portrait ).
but the AIR app always gets started in portrait mode irrespective of the way the device is held.
i tried the following ways use stage.deviceorientation (but when the app starts (after the applicationComplete notification ) the value is UNKNOWN) use stage resize event. (this gets triggered at start itself, a manual resize is not required - the values are based on portrait mode though - the width is 600 and height is 1024 (should have been otherway) )
i get correct values when i try changing the orientation of device, only at the startup i see problem with the required values.
I have an as3 built osmf video player swf that we embed on a standard HTML page. When you touch the image the video automatically goes fullscreen and begins playing. Droid and Flash often break after changing back and forth between landscape and portrait while in fullscreen.(by break I mean freeze, where you can hear the video and use the controls, but everything is just a still frozen image, the redrawing fails).Can you lock the fullscreen orientation in html, javascript, or do you have to try to handle it inside the swf?
I working on a project where the client side need to capture video and audio from the camera, use some library (proberly ffmpeg) to convert from mp4 to flv and send it to flash server on realtime,in the other side the client need to get flv and convert it to video type of android on real time. Is it possible to do?
I am porting my flash games on android. I have ported 3 successfully. But the problem with all of them is they are giving very low frame rate near about 7-8. And I have observed 1 thing that frame rate always varies. Sometimes it goes upto 45 and again in next frame it comes to 3-4 and again goes to 15-16.
I am quite confused. Please let me know if anyone is having any idea about this.
I am loading flash SWFs into an android WebView.I want the SWF to be instantly fullscreen and focused.The class name that handles flash is com.adobe.flashplayer.FlashPaintSurface .
Watching the log, when I fullscreen the flash manually, it calls com.adobe.flashplayer.FlashPaintSurface.toggleFullScreen()The first part of my question is, How can i call that method manually for my flash swf? Note that with a webview with a flash embedded, the only way i seem to be able to fullscreen it properly (to have flash's surfaceview fullscreen instead of the flash being displayed over top of the webview view) is by touching the screen with two fingers until an interface pops up at the top of the screen, and doesnt happen reliably.For focus, inside my webview class I call
@Override protected boolean drawChild (Canvas canvas, View child, long drawingTime) { if (child.getClass().getName().equals("com.adobe.flashplayer.FlashPaintSurface")) {
[code]...
This doesnt set the focus as I thought it would. Although i assume, if fullscreened properly, the flashpaintsurface should give itself focus. But if if the first part is not doable, i would wonder at least to not have to give focus to the SWF by clicking on it on startup.
I can't find this information online or in the documentation, does anyone know what versions of Android and iOS the AIR 3.0 captive runtime is compatible with? I'm assuming there is some restriction there, but short of actually compiling a program and trying it on iPhone for example, which I don't have, how can I tell which OS versions are supported?
I know that you can compile an Adobe AIR 2.7(?) application to target say Android 2.2, but what about the captive runtime with AIR 3.0? Also I don't see anywhere to find out the iOS version restriction with AIR, as you have to pay $100 to Apple to even get the SDK which would allow me to make an iOS project in the first place.
I gone thorough the adobe flash builder video tutorials and did the same thing to create an application for android device, but when i run the application it is showing Sorry dialog box saying that, The application Test1-debug(process air.Test1.debug) has stopped unexpectedly. Please try again. I tried many times but it is not working. Initially i thought no Adobe-AIR in my device, but it is there. I am using Reliance 3G Tab. I don't why it is not working, if anybody know this please reply me.
One more thing, i downloaded one APK (which is designed with adobe flash or flex) file from [URL]..and installed on my android device. When i run that application only blank screen is appearing, but in video they shown, it is working. Why it is happening like this?? Is any problem with my tablet ?? or application ?? or adobe AIR not installed properly on device ?? Like this i am getting too many doubts.
but when I import android.webkit.WebSettings.PluginState; eclipse return an error, asking me to search repositories to find it , the minSDK of my app is 7, any ideas?
What is the right way to view .Swf files that plays .Flv videos in Android? The code that I am using right now to enable Flash support in web view is
[Code]....
For the HTML file, I'm using swfObject. The problem is that I can open up the SWF file just fine from third party apps like SWF Player from the market. In addition, I can load up the HTML page from the browser by calling it directly through file:///. However, when I load it up using my webview, I'm stuck with a blank screen.
I want to use Adobe Flash in the development of Android applications. But how do I install flash on the emulator so that I can test my software with flash?
I have implemented an Augmented Reality application on Adobe Air for Android. When I publish my app on the android mobile phone (Nexus One) the 3D models that I have created don't appear on the screen.On flash CS5 it is working fine.I have used Away3DLite engine and I have imported a 3D collada object.I have also tried to publish some projects that I found online and I checked if the the 3D model appears on the screen but it doesn't show it either. how the 3D Models that I have imported in my project using Away3DLite can be visible when I publish the application on the android phone. Some extra stuff be usefull: I'm using GPU rendering.A also using a combination of the following softwares in order to create my AR application:
FLARToolkit FLARManager Away3DLite
I have created one 3D Model on 3DS MAX and another one on Maya 2010.
I need to add some animation to the UI of my application. Something similar to the Talking Tom application that is all the rage these days. I am a complete noob to animation, so had the following questions to zero in on a particular platform before I began with any development.
Out of Flash/Rendered Images/OpenGL which one would be the fastest to implement (assuming that I have a graphics designer to do the drawing)? If I was to go with flash, would I still be able to interact with the application or will it be more of a one-way play-and-stop kind of animation? I have looked over a lot of questions on SO about this issue and have not been able to make up my mind.
There are way for:On USB connect to PC (or other flash drive reader) - hook process and allow access only specified files and folder on android (custom store)?
I've recompiled my app with Flex 4.6 / AIR 3.1 and now when I upload to the Android market it says my app is using a "android.permission.BROADCAST_STICKY" permission. In it's simplest terms what is it and can or should I turn it off (it's not in the app descriptor file)?
BTW I used captive runtime for the first time in this upload. Would that have anything to do with it?
Using AIR for Android, is it possible to call from Flex into an NDK library? If so, how can this be done? I have a large C library that I need to use. I know that I can do this from an Android Java app (through JNI), but I have a large Flex codebase that I'd like to reuse.
Is it possible to use Air on android and access the compass? I saw there is some acceleration support[URL]..If it is NOT accessible, would it be possible to do some communication between a native android-app listening for compass update and an air application?
I am currently learning Actionscript 3.0, mainly to start developing mobile games for Android.Device central is really useful to emulate the Flash content running on devices, but I thought there was a way to test directly on the device itself via USB. Am I mistaken here, because I cannot for the life of me find any information on doing this.how to get the USB connection up, but the actual testing/debugging itself seems to be done exclusively in Flash Builder.
I am using Flash CS5, and I want to test my AS3 projects directly on my Nexus S via USB.The only guides I can find detail the publishing of Flash projects to Android, which is a fairly lengthy process. Surely there has to be a quicker way to preview content directly on your phone without having to go through the entire process of creating an APK for it?
I have a problem - How to run AIR (really big desktop application) on my Galaxy Tab 10.1? It's possible convert .air to .apk?
EDIT:
1. I set up a new desktop project (File -> New -> Flex Project)
2. Project name is "simpleTest", Application type is Desktop (runs in Adobe AIR), Flex SDK version 4.6.0 and click to Finish
3. I go to Design mode, then set the width to 500 and height to 250. I add one button by drawing and name it btnOne and make Generate Event Handler
4.Then I go to Project -> Export Release Build (Export as Signed AIR package) -> Next (I apply the certificate) -> Finish
5. I find the project file (...Adobe Flash Builder 4.6simpleTest) and copy simpleTest.air into a new file (simpleTestAPK - which contains my certificate > andCert.p12)
6. I rename "simpleTest.air" to "simpleTest.zip" and from this .zip I unpack just "simpleTest.swf" and "application.xml"
So I'm having this issue where I need an event to fire at the very beginning of my application
public function Main() { this.addEventListener(Event.ACTIVATE, onInit); }
I've also tried Event.ADDED_TO_STAGE, but both seem to not be firing onInit at the right time... they fire too early. For example, on testing for IPhone it's firing when I still see the Default.png icon... I want it to fire when that "loading" phase is over.
I'm creating an app to deploy for iOS and Android and I'd like to give them slightly different filenames (need to add a space so that name displays on two lines on Android). Is there a way for me to define this in the app.xml without having to change it each time I export?
I'm using Flash CS 5 and Flex 4, both to build an AIR application for android. I would like to know how to allow the user to move content(image or text) up and down(like a map,in this case only vertically).