AIR for Android maximum screen size?

Hey folks!
Sorry if this question was already made here, but I couldn't find. Does anyone know if  AIR for Android has a maximum screen size for apps? I have this app developed for 1080p resolution, and my device (CS918 with Rockchip RK3188) is set to 1080p as well. But when I run it through FlashDevelop debug, it downsizes to 720p, still showing in fullscreen. My AIR is version 14.0.
Maybe it's my device, but since I don't have any other Android devices to test, I can't tell yet.
Thank you.

Thanks for letting me know! Here's the main thing I said:
What you say about fullscreen isn’t correct. That just dictates whether the status bar is showing or not.
The thing that controls how the stage is scaled is stage.scaleMode. The default value is “showAll”, and under that the stage will scale up so that either the height of the stage fills the height of the dvcid, or the width fills the width, depending on the ratio of the stage and the device.
“noBorder” is another useful mode. You could design a 14:9 stage and have content near the edges that isn’t vital. The stage would then scale to fill the screen, but would allow some content to go off the edges. It’s easy to support a range of devices, from 4:3 to 16:9, with that single 14:9 stage.
Some people use “noScale”, and then do all the mathematics themselves to get the contents of the stage to scale correctly. I just let Flash do that for me!
What moonlight says about calculating the pixels that are visible on a given device is true, and useful. Here’s my function for finding out where the top of the stage falls on the current device:
private static var landscapewidth:int = Math.max(Capabilities.screenResolutionX,Capabilities.screenResolutionY);
private static var landscapeheight:int = Math.min(Capabilities.screenResolutionX,Capabilities.screenResolutionY);
public static function landscapeTopEdge(thestage:Stage){
  return thestage.stageHeight * .5 - (thestage.stageWidth / landscapewidth * landscapeheight) * .5;
Because I pass in the stage to the function I can use its width and height as part of the calculation. That saves hard coding it for a particular stage size.
It’s a static function because I have it in a class with other device utilities. I would call it like this:
var topedge: Number = DeviceUtils.landscapeTopEdge(this.stage);

Similar Messages

  • Air For Android - Full Screen not working

    Opened CS5.5 > Chose "Air For Android" which gave me a stage dimension of 480x800 default. I then created my app.
    I am using a Droid Bionic and testing my app on it. It will not go to full screen, regardless of how I am holding the Droid. When publishing, I clicked "Full Screen" and Portrait, Landscape, Auto Orientation, etc. I tried all of the publishing options, yet still there is white screen on the eastern and southern side of the screen.
    I have a picture on the main screen, and it fits perfectly within the 480x800 dimmensions when playing in Flash. After publishing to an APK file and testing it on Droid, I have that white space as mentioned, as if the stage size grew larger than the picture / app. I also shrank the stage(480x800) dimensions to to (340x600) , but still the same amount of white space. When I move the picture to the right a bit, and publish, it shows the white space on the left hand side of the stage. This can only mean that when I publish, the stage size grows but everything on the stage stays the same. 
    Any ideas?
    Thanks!

    I removed:
    stage.scaleMode = StageScaleMode.NO_SCALE;
    stage.align = StageAlign.TOP_LEFT;
    from AS3 and it works better. Now there is even white space on the north and south side of the screen. Clicking "Full Screen" in the publish settings, makes a little more white space, which is weird. It as if now the stage is expanding its height, rather than its height and width due to me using the above code. Still, would like to get rid of that extra white space.
    Edit: It looks like the stage height grew by 60. If I expand the picture by 60, placing it on the stage at 0x and -30y, it fits fine on the bionic. I don't understand why this is happening, and scared that it may be different for each device.

  • Air for Android app just a black blank screen on emulator.

    Greetings,
    I'm starting android app development using air for android and I'm encountering the same problem as in this discussion, http://forums.adobe.com/message/4343423.
    Followed all the suggested solutions on the above link and nothing is working for me.
    Before I started air for android development, I upgraded my air sdk from 2.6 to 3.2, I overlayed the AIR 3.2 SDK in flash following the instructions on this link http://www.flashdeveloper.co/post/20583114199/air32-in-flash-cs-55.
    Published my first air for android test app (a simple test app to test swipe gestures) and installed the .apk on the emulator using the command line. When I launched the app on the emulator, it says Adobe AIR runtime is required so I installed the AIR runtime on the emulator using this tutorial http://renaun.com/blog/2010/12/finding-the-air-for-android-emulator-runtime/.
    When I thought everything will now work as expected then this problem came up. What do you think is the problem here?
    I'm using flash pro cs5.5 on windows 7 64-bit.
    Thanks in advance.
    Thanks,
    Randy

    Hi guys, any ideas?

  • 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?
    erik

    After a lot of trouble (account canned on ADMOB ) and research, I have gotten Ads to work in all my Android Apps. This will work on a lot of AD networks, but most will ban you click fraud. Only one network allows this method and they provide support for it too.
    I have over 100 games apps. with this method implemented and working. Here is a link to one of them for you to see how it will look in game. I am using multiple ads in this to force the user to click and make me some money: https://market.android.com/details?id=air.GraffitiCityMarketFree&feature=search_result
    Does LeadBolt offer HTML integration for banner ads?
    LeadBolt does allow banner ads to be integrated into your app using HTML, rather than using our SDK. To create a HTML banner ad after adding an app to the LeadBolt portal, simply click “Add Ad” and select “App Banner (HTML)” from the drop down box. The HTML snippet can then be added directly into your app’s HTML framework.
    So far my eCPM is $6.15
    I have created this guide to show my appreciation:
    Publisher Code:
    STEP I:
    Get an Account: http://leadboltapps.com/web/publishers/signup.php?ref=10022842
    STEP II:
    Click on the “APPS” tab and “Create New APP” to create an AD. Remember to change content unlocker to HTML Banner. While in the process.
    STEP III:
    Get the HTML AD Code and keep it safe. That is all we need from the site. How simple was that?
    AD HTML FILE:
    Create an HTML File and Load it to your site. Remember to replace your HTML Code from above step with where I have put: ****ENTER HTML AD CODE HERE****
    <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
    <html xmlns="http://www.w3.org/1999/xhtml">
    <head>
    <meta http-equiv="Content-Type" content="text/html; charset=UTF-8" />
    <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no"/>
    <title>Untitled Document</title>
    <style type="text/css">
    body,td,th {
         color: #FFF;
    body {
         background-color: #000;
         margin-left: 0px;
         margin-top: 0px;
         margin-right: 0px;
         margin-bottom: 0px;
         text-align: center;
         position: relative;
    </style>
    </head>
    <body>
    ****ENTER HTML AD CODE HERE****
    </body>
    </html>
    Action Script Code:
    STEP I:
    Credit: I found this on another site and would like to give credit to the author of pixelpaton.com
    The only change you need to make is to enter your website html url where you have placed the AD HTML FILE in the space where I have put : "****ENTER COMPLETE HTML URL HERE****". Where ever you want the AD, place the following code:
    // imports
    import flash.events.Event;
    import flash.events.LocationChangeEvent;
    import flash.geom.Rectangle;
    import flash.media.StageWebView;
    import flash.net.navigateToURL;
    import flash.net.URLRequest;
    import flash.events.MouseEvent;
    // setup variables
    var _stageWebView:StageWebView;
    var myAdvertURL:String = "****ENTER COMPLETE HTML URL HERE****";
                    // check that _stageWebView doersn't exist
                    if (! _stageWebView) {
                                    _stageWebView = new StageWebView () ;
                                    // set the size of the html 'window'
                                    _stageWebView.viewPort = new Rectangle(0,0, 800, 100);
                                    // add a listener for when the content of the StageWebView changes
                                    _stageWebView.addEventListener(LocationChangeEvent.LOCATION_CHANGE,onLocationChange);
                                    // start loading the URL;
                                    _stageWebView.loadURL(myAdvertURL);
                    // show the ad by setting it's stage property;
                    _stageWebView.stage = stage;
    function toggleAd(event:MouseEvent):void {
                    trace("toggling advert",_stageWebView);
                    // check that StageWebView instance exists
                    if (_stageWebView) {
                                    trace("_stageWebView.stage:"+_stageWebView.stage);
                                    if (_stageWebView.stage == null) {
                                                    //show the ad by setting the stage parameter
                                                    _stageWebView.stage = stage;
                                    } else {
                                                    // hide the ad by nulling the stage parameter
                                                    _stageWebView.stage = null;
                    } else {
                                    // ad StageWebView doesn't exist - show create it
    function destroyAd(event:MouseEvent):void {
                    // check that the instace of StageWebView exists
                    if (_stageWebView) {
                                    trace("removing advert");
                                    // destroys the ad
                                    _stageWebView.stage = null;
                                    _stageWebView = null;
    function onLocationChange(event:LocationChangeEvent):void {
                    // check that it's not our ad URL loading
                    if (_stageWebView.location != myAdvertURL) {
                                    // destroy the ad as the user has kindly clicked on my ad
                                    destroyAd(null);
                                    // Launch a normal browser window with the captured  URL;
                                    navigateToURL( new URLRequest( event.location ) );
    // setup button listeners
    Hope this works and helps you. If you have questions, let me know. Enjoy.

  • Partial wakelock in Adobe Air for Android

    I'm developing Adobe Air (for Android) application which is intended to be constantly on. App has event based operations. However, when phone enters to sleep mode app is able to perform only one or few events in a second which is not good enough. AIR's SystemIdleMode.KEEP_AWAKE -mode is not an alternative since it is too battery consuming.
    I'm looking for a solution where phone is allowed to go into sleep mode (screen is off) but still CPU performance is not drastically dropped. Not sure if Android's partial wakelock -mode does the job and is available via ANE?

    Well Im a bit puzzled now. I just created a quick AIR app using AIR13 for Android and did a DEACTIVATE test on the NativeApplication.nativeApplication property and used a TextField to "trace" out the frame rate when the app deactivated. The frame rate stayed at 24FPS the entire time. I turned the screen off, let it turn off, went to the home screen, and switched to other apps while the test app was still running. In all cases, the frame rate never dropped to 4FPS as indicated in Adobe's documentation. So it is either something a bug or feature of AIR13+ or it is how Android KitKat handles applications in the background. Im using an unlocked/stock Moto X running Android 4.4.3. The app also appends the getTimer() call to the end so you can see that it does change. Here is a link to the quick app I created: Dropbox - deactivate.apk
    I guess if you want to download that and test it out to see how it behaves on your device and let me know the results. What device and OS are you running?
    Below is the original message I started to type before I decided to create a quick app to test with. It may or may not still be relevant based on your results from my app test.
    If you are looking at just recording information, you could probably setup something on the Android/Java side that gets started when the app "sleeps" using the DEACTIVE event as a trigger to start the ANE side of things. Then when your app "wakes", you could use the ACTIVATE event to trigger a call to the ANE to pull all the data collected in the Java side back to AIR and stop the ANE data capture since the data capture would be back to being handled by AIR.

  • Textfield not working in air for android

    Hi,
    I have a weird problem. An input text component that works in air for desktop refuses to work in an air for android application.
    It draws on the screen as it should but i cant input text. Am i missing something fundamental?
    It is kind of hard to log in if i cant enter credentials
    Here is the code:
       idFmt1= new TextFormat("arial",18,0x000000);
       idFmt1.align="left";
       _inputText= new TextField();
       _inputText.defaultTextFormat = idFmt1;
       _inputText.x=150;
       _inputText.height = 35;
       _inputText.width= 150;
       _inputText.type = TextFieldType.INPUT;
       _inputText.background = true;
       _inputText.backgroundColor = 0xa0a0a0;
       _inputText.text = _initText;
       _inputText.tabEnabled = true;
       _inputText.tabIndex = 1;
       _inputText.displayAsPassword = false;
       _inputText.antiAliasType = flash.text.AntiAliasType.ADVANCED;
       _inputText.embedFonts = true;
       _inputText.alwaysShowSelection = true;
       _inputText.mouseEnabled=true;
       addChild(_inputText);

    I can't seem to get anywhere with capturing text input! I set the "type" to TextFieldType.INPUT  but this is still ignored on both the desktop and the device. If I place an input textield on the scene in Flash, that works in so far as it brings up the Android keyboard - but then nothing you type is of any consequence.
    What could I be missing?

  • AIR for Android App - Video Issue

    Hi all,
    I've developed a Air for Android application targeted specifically for Samsung N 800.
    There is a section in the application that has a list of Thumbnails and the user can click on any thumbnail and Play appropriate video.
    When playing the video, there is a Close button and Next / Back buttons available on the screen to handle respective actions.
    The issue with the app is that, when the Video is playing, if I hit the Home button available on the Tablet, the app minimises. Now if I maximize the app from the System Tray or reopen the App from the Menu, the video continues to play, but this time the Video overlaps the Close and Next / Back, so the user is not able to close the video what so ever.
    The same issue occurs when I access any of the buttons available on the Tablets system bar on the bottom of the screen.
    Any help will be much appreciated

    I'm not sure if I completely understand you, but if I do, you want to check the Exif info to see how the image is oriented, then rotate it to show it how you want on the screen. Take a look at this post here: http://forums.adobe.com/thread/875157 it may help with doing what you need. It's a little tricky and works differently for iOS and Android, but not too hard to figure out. Also, in the future, you may have more luck getting some decent answers by posting in this forum: http://forums.adobe.com/community/air/development/mobile?view=discussions

  • Google Maps for Flash in AIR for Android: ~2 minutes to start up

    I have a "Hello World" style AIR for Android app using Flash Builder 4 Burrito/Flex Hero.
    When debugging on device (stock HTC Desire) using Flex version v1.20 of Google Maps for Flash (map_flex_1_20.swc), it takes 1 minute and 50 seconds for the app to startup to display a simple map:Map3D on the home screen. The same app without the map:Map3D object starts in just a few seconds.
    There are no startup delays using the simulator.
    Anyone know what might be causing the severe startup delay when running on device?
    Thanks,
    Stephen

    Hi - yes no problem: I've uploaded a sample app here: http://crackedfrog.com/files/AndroidAIRMap.zip.
    You'll need to add a valid Google Maps API key and corresponding URL back into the maps:Map3D object:
    <maps:Map3D left="0" right="0" top="0" bottom="0"
      xmlns:maps="com.google.maps.*" id="map"
      url=""
      key=""
      sensor="false"/>
    This shows the same behaviour as described above - around 2 minutes to start up when debugging on the device.
    Appreciate any help.
    Thanks,
    Stephen

  • Flash cs5.5 FLVplayback Encoding Problems with Air for Android

    Dear All,
    I'm trying to play flv in my air application by using FLV playback in flash cs5.5.
    I can play flv in the pc but not on the samsung galaxy tab andriod platform.
    if anyone out there has tried out FLV playback with either an Air For Android application, where the FLV files are packaged within the app, or either streaming via normal http//:, any help  would be greatly appreciated.
    Thanks!

    First disable autoplay. It gave errors for me. Try to make the movie play with the play() command.
    to embed the movie in your air bundle, just go to publish settings for your flash project. Then in that screen go to the player settings.
    In the first GENERAL tab you'll see a the bottom that you can add files to your project
    Propably there is allready your .swf and an .xml file in there.
    Using the + icon you can add your video.
    Make sure that your video is in the same directory as your . FLA file and you can use it as is (by name)
    If for example your flashfile is in c:\mytest\mytest.fla and the video in c:\mytest\videos\myvideo.flv , then you will have to load your video as "videos/myvideo.flv" with a FORWARD slash, never use \
    Good luck

  • MacMini maximum screen size?

    Hi! Does anyone know what the maximum screen size (in inches and/or resolution) is for a Mac Mini?

    Many thanks for your help. Not quite sure yet, but just wanted to be sure that if I bought, say, a 24 inch display that the graphics card in the MacMini would cope. Nigel.
    Nigel, welcome!
    1920x1200
    There is no limit on inches.
    What kind of device are you thinking of driving?

  • Activation fails when not anwsering an incoming call Air for Android

    Hi,
    I'm developing a game with Adobe AIR for Android; we are handling events for Deactivate (Pausing) / Activate (just tracing for now) of the game.
    It works OK when:  I press home button and then go back. When I get an incoming call and answer it. When I get an incoming call and reject it. They all activate the game when finished
    It doesn’t work when: I get an incoming call and I missed it (no answering, no rejection either) instead of activating the game again a black screen is showed (trace on Activate event is not fired either).
    Did anyone experience the same issue?
    Regards

    I tried the above case on Samsung S4(v4.2.2)(Currently I have with me) with latest AIR SDK available at http://www.adobe.com/devnet/air/air-sdk-download.html and I am getting the activate and deactivate event if I get an incoming call and I missed it. Below is the code snippet I used. Please update if you are using something different.
    stage.addEventListener(Event.ACTIVATE,onActivate);
    stage.addEventListener(Event.DEACTIVATE, onDeactivate);
    protected function onDeactivate(event:Event):void
    // TODO Auto-generated method stub
    trace("In the deactivate method..........");
    protected function onActivate(event:Event):void
    // TODO Auto-generated method stub
    trace("In the activate method...........");
    Could you please share the 3.7 version using adt -version command on either terminal or command promt. You can find adt at AIRSDK/bin folder.
    Regards,
    Nimit

  • Increase brightness using adobe air for android

    Is there any fringe api to increase the screen brightness in adobe air for android?
    Im making a morse code app and it could really use a pump in brightness while the app is in use.
    If its not yet implemented, then this would deffinately make a nice addition.

    i have an app called screenLight on my droidx. it really pumps up the screen brightness and makes it like a flashlight (kinda)... so i am pretty sure it is possible. i dont know how but you might try to see if you can contact one of their develepors. another option for you would be to possibly use the cameras flash. it is way brighter than the screen will ever be (though much smaller)
    good idea for an app!

  • 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?

  • How can I use a file in flash cs6 that I made in flash cs5.5 air for android

    I have made an app in in air for android in flash cs5.5 air for android, and I want to edit it in cs6 and play it in cs6.
    But if I put Ctrl+Enter I got an error: createWin process failed with error 2: system couldn't find the file. I think the problem is that I'am using air for android 2.6 version in flash cs5.5 and version 3.2 in flash cs6. I have searched the web and found out that you can add older air versions using the sdk manager and I have tried it but first I get the error that the version of the sdk I am trying to install is not valid and after some files that I added to the sdk folder I get this error:Only SDK higher than version 3.4.2540 may be added.
    I there a possible way to update the air for android for an fla or apk? Or how can I let my originally file work fine in flash cs6??

    system couldn't find the file
    If you can´t get a more specific hint why your project can´t compile then I can think of some reasons theis error might occur
    1.You had files included besides the swf, like videos, audio files, xml files, that are not present in the place air expects them to be
    2.somewhere in your createWin functions there is a class import needed that isn`t present in 3.2 anymore, for example some classes or functions from classes that were valid in 2.6 are not any more in 3.2
    3. to achieve better eror logging, allow for debugging in the publishing options and see what specific lines in your code throw the error
    4.any air app needs a cert file, this needs to be created once, if you migrated to e new system it might be you never created that file which air expects to even begin the compiling process
    once you isolate the problem, report back

  • APP created with Air for Android but doesn't work on the emulator for test - Help!

    When I create an application using Flash CS5.5>>> AIR FOR ANDROID.
    After creating a test page I go to publish settings and send the app on Emulator RELEASE ... The APP is loaded correctly but as soon as you start the emulator, give this error "The application XXnameappXX (process air.XXnameappXX) has stopped unexpectedly. Please try again" Help Please!

    Ok i've find this before "Adobe Flash CS5/AIK2.5/runtimes/air/android/emulator/Runtime.apk" and install it on android emulator! Now works all i hope! Thanks for your answer!

Maybe you are looking for

  • I inadvertently have two Apple Podcast ID's on ONE feed URL

    Hi, My first post here... I assume Apple support reads this... I updated our old Podcast on the Book of Acts with a new one on the Book of John, but I used the same feed URL namely, http://www.raystedman.org/messages.rss . The new podcast is working

  • Writing Urdu in java swing component

    Hi firiends, I am searching out how to write urdu as input in java swing JTextField. I have searched a lot but still i am unable to get right information. So plz guys help me how i do use urdu on java swing JTextField. i will be higly thankful to you

  • Mistyped e-mail address from day 1. Can't change it.

    From Day 1 I had problem using the tiny keyboard and by mistake typed one letter incorrectly on my Apple ID/email.  Although I've changed my email in other areas I still cannot access those areas with the mistyped email because I can't remember the d

  • Airport Express not working with HughsNet

    After ditching Comcast and signing up with HughsNet and Dirct TV, our Internet Access is very intermittent.  We are requested to 'restart the device' when we access internet with both of our Macs at the same time.  Only one or the other Macs works at

  • Shutdown on it's own...

    I've been having a problem with my MacPro. On occasion, I leave the machine to render overnight, but when I come back the next morning it is off. It is not scheduled to shutdown by itself. This morning when I came in, I looked at the log and found th