Air for Android drops cookies after a certain number of requests.

I opened up a bug: https://bugbase.adobe.com/index.cfm?event=bug&id=3360647 because it essentially makes it impossible to deploy our app on the android market place.
Essentially the following occurs: Our Air app authenticates (via HTTP) and the session cookie is set. At this point we make a bunch of requests to the server with that cookie. Everything works for a while until Android (and only Android, as we don't see this behaviour on iOS or Playbook) decides to drop the cookie at some random time, causing the server to reject the request.
Has anyone come across this?  Any ideas for mitigating strategies? How does Air on Adroid handles cookies? Workarounds? (we use httpservice and remoteobject in our app).

Also this problem is from an edge server. I tested the origin server and it works fine. It can reach over 1000 connections.

Similar Messages

  • Why is debugging an AIR for Android on device via USB so awful?

    I've used Flash 8, Flash Pro CS4, CS5, CS5.5, and now CS6 and I have to say when it comes to debugging it is absolutely the worst environment I've ever worked in. Over the years the number of times I've successfully debugged an application can be counted on one hand. Really, its that bad. Flash will crash or stop responding. I place a breakpoint in the code and Flash will either: A) Ignore it, B) "Breakpoint not set; No executable code at line ###" C) Crash and burn. D) breakpoint turns on but can never be turned off.
    Its infuriating and maddening. After this much time why can't Adobe make the debugger work?
    Frankly, because of this I have to write ALOT of trace statements into my code.
    Has Adobe just given up on the debugger in Flash Pro? As a developer should I be trying to convince my company  to switch over to Flash Builder?
    For example, right now I'm trying to debug an AIR for Android 3.4.0.2540 via USB on a Motorola Droid 2. I can publish and run in debug mode and see all my trace statements just fine. But I know the instant I need to try to set a breakpoint I'm doomed. Or if my code gets in a race condition like right now. The breakpoints in the new code I added were ignored (see B above) and I can find no options in the Debug menu to break into my app and observe what code it is currently executing. My only option is to end the debug session.
    Can anyone comment on debugging in Flash Builder vs. Flash Pro? Is it any better?
    Can anyone suggest a solid development environement with debugging that supports Actionscript 3 or can compile it to some other language or object code that would allow me to reliably debug code?
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    Hi Chris,
    I also have an HTC Legend, and I'm trying to make some tutorials about publishing from Flash Builder to Android.
    I've notice this also, and I must say, it's a complete deception that AIR cannot support this phone, and certainly it seems that upgrading to the Android 2.2 was a bad option, since I defenitly was able to make a simple flash game, and some other exeperiments, and got them to work with AIR when this phone had Android 2.1
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    I was starting to program on Flash Builder, and experimenting on my Legend, but now I stumbled on this.
    Thanks,
    Leonel

  • AIR for Android monetizing

    I am new to this so forgive me, but i launched a paid version of an AIR for Android App and wanted to launch a free version with ads in an attempt to see how the monetizing of an app goes.  Does anyone have experience doing this with AIR for android?  if so what are my options?
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    body,td,th {
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         margin-top: 0px;
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  • How can I use a file in flash cs6 that I made in flash cs5.5 air for android

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    Leonel

  • Adobe Air for Android - caching key event that have "unusual" keycode

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  • Air for Android Extremely Slow...

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    If you are deploying for iPhone it is on the 'general' settings(First setting page opened).
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  • AIR for Android video issue

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         stream.play (mymoov) ;
         MovieClip(parent).sVtext.text = "Init 2";
         stream.addEventListener(NetStatusEvent.NET_STATUS, netStatusHandler);

  • Broadcast Receiver in Air for Android

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    8) Publish and test it to your USB connected device by launching the "publish.bat" file I have created
       Open a dos prompt and move to your project directory then type publish.bat and press enter.
       Note: it can be that you have to edit the bat file in order to change the path to the ADT tool that comes with Air3.0 sdk
       It should be in [your adobe flash cs5.5 directory]\AIR2.6\bin\adt (rememeber, you must have installed the Air3.0 sdk overlying the old Air2.6/2.7 in the AIR2.6 directory)
       Inside the bat file you can change easily the target type (captive or not) simply by commenting/decommenting the right line.
       Captive version is about 8Mb more than the normal one but the big deal is that the user that installs it do not need the air runtime installed on his phone!
       The "big line" that creates the package is the following one:
       call %ADT_LINK% -package -target %TARGET_TYPE% -storetype pkcs12 -keystore certificate/vibrate.p12 -storepass android AirVibrate.apk real-vibrate-app.xml -extdir extensions vibrate.swf icons assets
       where:
       call %ADT_LINK%          it's just the path to the ADT tool
       -package                 it's the command that we want ADT to execute
       -target %TARGET_TYPE%    captive/non captive version
       -storetype pkcs12        certificate related
       -keystore certificate/vibrate.p12  path to your self signed certificate
       -storepass android       certificate related, I created the example certificate with "android" password and this parameters tell ADT to always use it without prompting
       AirVibrate.apk           the name of the Apk
       real-vibrate-app.xml     the apk-xml to use that is the one we modified manually above
       -extdir extensions       it's the path to the directory that contains the native extension
       vibrate.swf              the main swf
       icons                    the icons directory
       assets                   the assets directory (where I put the external jpg)
    That's all.
    If everything is correct, the batch file creates the AirVibrate.apk then installs it on your attached usb device and run it.
    When you tap over the Android image that will appear, your phone should vibrate.
    Now.. does someone wants to develop a Native Extension to show Admob banners in our Android Air Applications?
    If I missed something, please let me know.
    Thanks

  • How to add Google Ads or similar in "AIR for Android" application?

    Hello,
    I have developed my android application (AIR for Android) in Flash Professional CS5.5. It's completed and fully tested on multiple android phones. Now I want to add Google Ads in my application to make some money.
    What I already know:
    I know that Adobe provides AdMob native extension API which allows you to add Google Ads in your app. But unfortunately, it's not free.
    What I want:
    I want a free resource through which I can add ads in my application.
    Please guide me how can I achieve this?
    Thanks in advance,
    momersaleem

    Yes, its for me broken, too.
    I found the link in this thread:
    http://forums.adobe.com/message/4036804
    Maybe try to contact the author or one of the thread participants for an unbroken version?

  • Best practice for images. Air for Android

    Hey guys...
    I was thinking about the best solution when it comes to images storage for Air on Android.
    Since I dont have much experience with non-web based apps, I thought of two way and I would like to know your thought on them.
    1.Application Storage Directory. If I get it right, this folder is created when the app is installed and the project can access files in it. Any idea on how this can work with images?
    2.Database. My app uses a local database anyway so maybe that the proper way to do it. I've done some research and found out that the image must be converted to a byte array (thats easy) but then I dont have a clue on how to save it to the database.
    So? Which one is better for the mobile world?
    Also, if there are other ways let me know please.

    While I am no expert in this area, I did run across this blog:
    http://www.remotesynthesis.com/post.cfm/local-caching-of-remote-images-in-air-for-android
    It deal with local caching of remotely loaded images.  Should be exactly what you are looking for.
    Darren

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