App crashes on iOS 6

i have  many apps crashing since the update. Also battery is draining, can't barely last 4 hours. what do we do?
i can not use my phone now. Any help?

Restore your devices as NEW (and has already been addressed on this forum ad nauseum)

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    Just going on your original post about Android quitting as soon as the camera is invoked I did a quick test.
    FB Test code:
    package
        import flash.display.Bitmap;
        import flash.display.Loader;
        import flash.display.Sprite;
        import flash.display.StageAlign;
        import flash.display.StageScaleMode;
        import flash.events.Event;
        import flash.events.IOErrorEvent;
        import flash.events.MediaEvent;
        import flash.media.CameraUI;
        import flash.media.MediaPromise;
        import flash.media.MediaType;
        public class TestingCameraRoll extends Sprite
            private var cam:CameraUI;
            private var _imgNum:int = 1;
            public function TestingCameraRoll()
                super();
                stage.scaleMode = StageScaleMode.NO_SCALE;
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            protected function _onActivated(event:Event):void
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                var bm:Bitmap = new Bitmap(Bitmap(event.target.content).bitmapData);
                bm.width = stage.fullScreenWidth;
                bm.height = stage.fullScreenHeight;
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    All that does is continuously request to take a picture and then dump it on the display list at full size. I didn't do proper size/orientation compensation, I just sized down so I could verify it took the photo. The goal was to #1 successfully load the camera, #2 take a picture, #3 receive the data, #4 pile them up in full resolution (albeit scaled) on the display list without crashing.
    My SGS3 started to get slow after 15 pictures but here's the trace:
    App activated, starting camera.
    [SWF] TestingCameraRoll.swf - 3,029 bytes after decompression
    _captureMobileComplete: complete
    imgLoadHandler - width:3264 height:2448
    Added image: img_1
    _captureMobileComplete: complete
    imgLoadHandler - width:3264 height:2448
    Added image: img_2
    _captureMobileComplete: complete
    imgLoadHandler - width:3264 height:2448
    Added image: img_3
    _captureMobileComplete: complete
    imgLoadHandler - width:3264 height:2448
    Added image: img_4
    _captureMobileComplete: complete
    imgLoadHandler - width:3264 height:2448
    Added image: img_5
    _captureMobileComplete: complete
    imgLoadHandler - width:3264 height:2448
    Added image: img_6
    _captureMobileComplete: complete
    imgLoadHandler - width:3264 height:2448
    Added image: img_7
    _captureMobileComplete: complete
    imgLoadHandler - width:3264 height:2448
    Added image: img_8
    _captureMobileComplete: complete
    imgLoadHandler - width:3264 height:2448
    Added image: img_9
    _captureMobileComplete: complete
    imgLoadHandler - width:3264 height:2448
    Added image: img_10
    _captureMobileComplete: complete
    imgLoadHandler - width:3264 height:2448
    Added image: img_11
    _captureMobileComplete: complete
    imgLoadHandler - width:3264 height:2448
    Added image: img_12
    _captureMobileComplete: complete
    imgLoadHandler - width:3264 height:2448
    Added image: img_13
    _captureMobileComplete: complete
    imgLoadHandler - width:3264 height:2448
    Added image: img_14
    _captureMobileComplete: complete
    imgLoadHandler - width:3264 height:2448
    Added image: img_15
    Capture cancelled
    App never crashed, and this is running in debug mode. That's 15 8MP full size images stacked on the display list.
    I use AIR 3.5 release on this (3.5.0.600, not even the latest 3.5.0.880).

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    Message was edited by: TdogRedSoxFan

    ya pretty much. Apple did an awful job with this OS. they did not think it through AT ALL. and the reason for the crashes, is probably because you are on a 2G. I am too. and the full capabilities of the iOS 4 are ONLY available on the iPhone 4. It ***** i know.

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    sarathi94 wrote:
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