Kindle Fire Splash Screen

The recomendation from: http://kb2.adobe.com/cps/900/cpsid_90052.html
says to use 1280x 800 and 800 x 1280 for android and amazon devices. Wouldn't it make sense for the kindle fire to have 1024x600 and 600x1024 resolutions for the spalsh screens?

A word of caution:
the Amazon Appstore checks for Kindle Fire support AFTER it accepts app updates.  So a developer can unknowingly break KF support, and still get app updates accepted into the store!
Here is an e-mail I just sent to Amazon's KF team:
FYI, there is a significant loophole in your submission pipeline:
1) All my apps use Adobe AIR.
2) For the longest time, they were all compiled with AIR 2.7 so there was no problem.  I got a bunch of downloads, including from Kindle Fire users.
3) A week ago, I updated most of my apps to AIR 3.1, and broke Kindle Fire support, without my realizing it, because I didn't know that the KF only supports AIR 2.7.  Unfortunately, all the updates with broken KF support were accepted into the store!!!
4) Now I am getting users complaining that their apps no longer work on Kindle Fire.
What should have happened: NONE of the updates should have been accepted after it was realized by your review team that they broke Kindle Fire support, while previous versions worked fine on it and KF users downloaded them.  Reviewing KF support separately, after the initial review/acceptance, is not a good process!
In any case, I have re-submitted all my apps with the release note 'Restored Kindle Fire support'.  What I did was use 'captive runtime' for compiling all my AIR 3.1 apps, which normally means that the app will not require an external AIR runtime to function.  Hopefully, this will work this time.  If not, I am going to have to re-compile everything using AIR 2.7, which is a major drag since some of the features I depended on are part of AIR 3.1.

Similar Messages

  • Sideloaded Custom Viewer (Multi-Issue) crashes after splash on KINDLE FIRE

    We have successfully used the Adobe Digital Publishing suite and pushed our application to the iTunes App Store and the Android Marketplace.
    Now, however, we are using the Viewer Builder to create an APK for the Amazon App Store.
    The Viewer Builder process is the same as for the Android, and we are able to download and sign the YOURAPPNAME-AndroidViewer.apk.
    We have sideloaded the APK to the Kindle Fire and succesfully installed it - but on load it REPEATEDLY crashes after the Splash screen.
    These two comments also indicate the SAME BEHAVIOR:
    http://forums.adobe.com/message/4050646#4050646
    http://forums.adobe.com/message/4098598#4098598
    ...and they are from over a month ago.
    The Kindle Fire is already, in only 3 months, the biggest and fastest selling Android tablet.
    I haven't seen anything on the Adobe site or elsewhere about anyone having published a Viewer-Builder-built custom viewer to the Kindle Fire.
    So... What is the status, Adobe?
    <3,
    A patient customer.

    It's odd to say this, but that crash on the Amazon Fire is actually working as designed. The .apk file you create is built to allow for in-app purchases (even if it's free). If you sideload this unwrapped .apk file to your Fire, it will crash because -- as I understand it -- Amazon still hasn't enabled in-app purchases yet, so the unwrapped .apk file is basically looking for a sandbox that doesn't exist. However, if you submit the .apk file to Amazon, they will wrap it, and it should work as designed. If you want to test it, you can ask Amazon to send you the wrapped version, but it's easier just to submit it and test the live version before you announce its availability.
    I went through this process with my DPS Tips app. It's now approved and in the Amazon Appstore. I haven't updated the publishing process doc yet. I was hoping to wait until Amazon got its subscriptions and in-app purchases up and running.

  • Kindle Fire and Adobe Air plug in + Air 2.7 + gpu + landscape + full screen

    Alright I got a couple of issues here.
    First I was on air 2.7 trying to convert an app that is designed to run in gpu mode, in landscape orientation, and full screen, well this is a known bug on 2.7 and the work arounds I found did not solve my problems or I was not clear on implementing them.
    Then I figured I go 3.1, surely that issue is fixed by now, run the app on my Kindle Fire and it tells me my air is out of date so it prompts me to go to the Amazon app store for an update except when I do it just takes me to the free app of the day page and I can't manually find the air app through the built in amazon app store, I see it on the web version but cannot download it, and if I am having this problem all the users will too so some solution like getting it off the android market and putting on the fire manually is useless.
    It seems that there is no plug in available on the amazon app store that will allow the fire to run applications built in 3.1, is this true? I've seen a few posts regarding this. And if true, why and when will this be fixed? I wasted a day with this problem when I could have been doing some design.
    Any ideas or suggestions are welcome.

    A word of caution:
    the Amazon Appstore checks for Kindle Fire support AFTER it accepts app updates.  So a developer can unknowingly break KF support, and still get app updates accepted into the store!
    Here is an e-mail I just sent to Amazon's KF team:
    FYI, there is a significant loophole in your submission pipeline:
    1) All my apps use Adobe AIR.
    2) For the longest time, they were all compiled with AIR 2.7 so there was no problem.  I got a bunch of downloads, including from Kindle Fire users.
    3) A week ago, I updated most of my apps to AIR 3.1, and broke Kindle Fire support, without my realizing it, because I didn't know that the KF only supports AIR 2.7.  Unfortunately, all the updates with broken KF support were accepted into the store!!!
    4) Now I am getting users complaining that their apps no longer work on Kindle Fire.
    What should have happened: NONE of the updates should have been accepted after it was realized by your review team that they broke Kindle Fire support, while previous versions worked fine on it and KF users downloaded them.  Reviewing KF support separately, after the initial review/acceptance, is not a good process!
    In any case, I have re-submitted all my apps with the release note 'Restored Kindle Fire support'.  What I did was use 'captive runtime' for compiling all my AIR 3.1 apps, which normally means that the app will not require an external AIR runtime to function.  Hopefully, this will work this time.  If not, I am going to have to re-compile everything using AIR 2.7, which is a major drag since some of the features I depended on are part of AIR 3.1.

  • How do i transfer a apple home screen to a kindle fire HDX?

    Ok so I have always loved the Apple home screen layout but instead of getting me a apple device for my birthday I got a kindle fire HDX. How do I transfer home screens? PLEASE I know for sure there is a way to do it.

    That does not make sense.  Home Screens are part of the software. The Kindle Fire has its own homescreen designed by its developers the way it is. 
    Also what does this have to do with remote desktop?
    Apple Remote desktop lets you access an Apple computer remotely from another Apple computer.
    Even if it was possible to somehow emulate an Apple Desktop on a kindle fire, that would be a question to ask in the Kindle fire forums not here. 

  • App audio plays while Kindle Fire screen is locked

    I am hoping someone has found a solution to this issue:
    If I put my Kindle Fire to sleep using the power button, when I wake it back up, the app's audio begins playback while the screen is still locked.
    All the other soft keys on the device control the app and the audio as expected.
    As far as I can tell, it seems that when the Event.ACTIVATE fires, the app runs and Amazon just tosses a screen-lock overlay on top. My app is running at full frame rate (and playing audio) underneath the screen lock, but there are no events I can listen for to tell when the unlock happens.
    I'm probably missing something, but shouldn't there be an event type in the NativeApplication class that we can listen for? Everything I've tried so far doesn't work.
    I haven't submitted this to Amazon yet, but it seems likely to be rejected. Any ideas appreciated!

    Yeah, this is a problem I had to solve about a year ago. Android's guidelines suggest you should pause your game on a DEACTIVATE event and then require user input, like a tap on a pause screen, before resuming your app. So that's what I ended up doing. I built a semi-transparent pause screen that overlays the entire screen and app, and then unpauses on the next tap. And I also had to handle resizing the pause screen when the app auto-orients.
    For audio I'd originally built a sound class that listened to ACTIVATE and DEACTIVATE events and would pause themselves accordingly, but I ended up tying their pause/unpause mechanism to the app's pause resume.
    Oh, and you will probably want to build a lock parameter into your pause method, so that in some situations the only code that can unpause the app is the code that passes the same lock/unlock string. Otherwise, you might find your app resuming when it wasn't suppose to.
    Hope that helps. Oh, and testers with the Samsung App Store sometimes think they are designers and sometimes may reject your app because they say the pause screen should have gone away automatically. Don't listen to them. Try filing a petition explaining your app is following Android guidelines or just resubmit the app and hope for a different tester. And one of the first tests a Samsung tester does is power off and on the screen and see if your app can handle it correctly. So yeah, they are tougher than Amazon.
    But warning. The worst is Google Play. If one app goofs up and inadvertently violates one of their guidelines they may just ban your entire account - nevermind that you may have a 100 other apps published through that account. And they will tell you nothing. Not the name of the app that caused the violation, or even what the violation was - just a "please read our guidelines again." And it could be something as seemingly innocuous as key word stuffing in the apps description - but you won't know what caused it. Sorry, now I'm venting a little. But if you need to publish a large number of apps consider finding a way to spread them out over multiple accounts if you can to protect yourself.

  • Kindle Fire & Adobe Air issues with scaling & bottom menu - GPU Mode only

    Hi,
    Long post ahead, please buckle down for a while.
    I'm having issues with the Kindle Fire and the bottom 20 pixel menu in GPU mode, CPU mode behaves correctly. The project was created with flash cs5.5, the stage size is 1024x600 and I've set the NO_SCALE flag. When the app is run on the Kindle Fire the Kindle scales it to 1024x580 for the bottom 20 pixel menu. If I create the project as 1024x580 it still scales it down and then centers it vertically introducing a 10pixel black bar at the top and I would assume a 10 pixel black bar at the bottom under their menu. In CPU mode the app is not scaled and the bottom 20 pixels is obscured.
    The problems I have encountered so far are incorrect mouse locations as reported in various mouse events. Messed up scrollRects when I try and clip something for display. Not being able to press buttons because of the incorrect mouse coordinates, the further down on the screen the more incorrect the buttons are. You can click below a button near the bottom of the screen and have it activate whereas a button at the top acts perfectly. This is due to the accumulated error value from the yPos * scaleValue.
    The mouse positions are off exactly by a scale factor of 600 / 580 (1.034).
    The video below shows the problems, sorry for the poor video handling. The red line in the video is drawn in the center of the y position detected on a mouse move and mouse down event, but shifted to the left for visibility. The center of that stylus is where it should be at all times, as you can see it isn't. You can also see displayed the buttons not working correctly, they are clearly being activated when the press on the screen is not over the button (indicated by the red line).
    The circle in the middle of the screen has it's scrollRect set to to the width and height of the circle, as you can see it is clipped.
    At the end of the video I press the power button then press it again to unlock, you can see the screen looks good for a split second then gets resized. Once resized the circle becomes clipped again. If I were fast enough I would assume the buttons would work correctly as well. Watch closely, it happens fast.
    Oh, and the app works fine on the desktop in either GPU or CPU mode. The app also works fine in GPU and CPU mode on my iPad2, Google HTC Nexus One, Nook Color and my 4th gen iPod Touch.
    Now whos issue is this? Adobes, Amazons or mine? I know what the problem is but don't know how to fix it.
    Youtube video link:
    http://youtu.be/660O3YMK9k8
    Thanks for your time!
    PS: if anyone wants the .fla for testing themselves, just ask and I will post a link to it.

    I'm going to forward this along to our android team for their review.  In the meantime, could you open a bug on this over at bugbase.adobe.com?  Please post back with the URL so that others affected can visit the bug and cast their votes.
    Thanks,
    Chris

  • Video Playback Android (Kindle Fire)

    I have been trying for several days to get video playback working on my Kindle Fire.  This is my first attempt at playing video on Android at all.
    Upon buildling my .apk, my video file resides at assets/cinematics/intro.mp4.  I would like to play this video full screen.  What I would really like is a step by step how to guide of playing a video in this manner on Android.
    Since Kindle Fire does not support StageVideo, I am trying to use flash.media.Video.  The code for playing these videos seem pretty standard.  However, I get absolutely no video playing at all. 
    Here is some version of my code although I have tried many variations:
    var nc:NetConnection = new NetConnection();
    nc.connect(null);
    var ns:NetStream = new NetStream(nc);
    var client:Object = new Object();
    client.onMetaData = function(metadata:Object):void {
    trace(metadata.duration);
    ns.client = client;
    var v:Video = new Video();
    v.attachNetStream(ns);
    stage.addChild(v);
    var videoPath:String = "assets/cinematics/intro.mp4";
    var videoFile:File = File.applicationDirectory.resolvePath(videoPath);
    ns.play(videoFile.url);
    I am not 100% sure the url I am passing to ns.play() is correct.  I have tried using also "file://" + vidoeFile.nativePath  but with no luck. 
    I have read somewhere that setting "Use Network Service" to false could resolve this issue, but that did not work either.
    I have tried copying the file to the File.applicationStorageDirectory and playing the video from there, but that did not seem to work either.
    I am also not real sure how to debug this issue.  What events should I be looking for?  How can I get some sort of error message telling me what may be wrong?
    Thanks for you help!

    It seems that you may be clicking the "skype" symbol on the tablet, which will take you to the skype homepage.
    Rather than doing that, go to the word "Apps" and touch that. You'll be taken to an app page where you can touch the "skype" app that is associated with your personal account.

  • AIR 3.5 images flickering on Kindle Fire

    We are writing a game for the android platform.
    During the course of the game, as more and more memory is used up, more characters and sprites are added to the screen, suddenly many of the sprites on the screen start to flicker. It only does this on the kindle fire, and not on our other android devices.
    Granted, memory usage is a little on the high side, but when researchign this I came across this:
    http://mac.softpedia.com/progChangelog/Adobe-AIR-Changelog-24145.html
    Adobe AIR 3.4.0.2410 Beta 2:
    · AIR app exhibits severe flickering on Kindle Fire(3290739)
    Now, no where after this does it mention that this has been fixed.... I am currently using 3.5.0.840
    I tested the beta Air 3.6 but the game would crash immediately on start up on the devices.
    Does anyone know anything about the flickering on the kindle and what causes it and what I can do to fix it?
    Cheers
    Dave

    You're on SoftPedia. Here's a list of all the release notes version to version:
    http://www.adobe.com/support/documentation/en/air/releasenotes.html
    In the official 3.4 release notes ( http://helpx.adobe.com/en/flash-player/release-note/fp_114_air_34_release_notes.html ) there is no mention of this being a "Known Issue". It's also not listed in Fixes.
    You can go back to version 3.3, 3.2, etc and try to locate it but I checked from beta 3.6 all the way back to version 3.0/FP11.0 and searched the page for "Kindle" and nothing was found.
    Also the wording doesn't suggest "what" exactly is flickering. You're saying your display list is exhibiting the issue but that line item suggests the entire app itself might flicker so I don't think they're related. Besides, I'd only stick with Adobe's official notes.
    I checked the bugbase too and couldn't find anything in 3.4 or 3.5 about "Kindle". 3.3 did list an issue with stageHeight being reported improperly on OS 2.3 ( https://bugbase.adobe.com/index.cfm?event=bug&id=3315186 ), but that has nothing to do with it.
    The reason I mention is if it doesn't exist in the bugbase and isn't in release notes, you should add this bug to the bugbase:
    https://bugbase.adobe.com
    It really helps to create a brand new test project that reproduces the issue each time. If you're saying you're adding a ton of display objects and that's all it takes then make a single complex symbol in the library and instantiate it a ton of times. If the number of items is the problem as you suggest (eating up RAM) then the issue will be reproducable. Then include that reproducable test project in your bug report so it will get tested quicker.
    Otherwise if you can't reproduce it, it's probably actually an issue somewhere in your own code.

  • Removing Splash Screen using button in Movieclip

    Hi
    I have created a shooting game and I am struggling to create a splash screen at the beginning informing the user of
    the controls with a button to start the game, which removes the splash screen. I am trying to add the splash screen in the main timeline
    using addChild event. I can get the splash screen to appear on the game and remove it when the playgame button is pressed, but this
    prevents all the other event listeners so I am not able to fire or move the ship.
    In the splash screen I have the code :
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    function playgame(e:Event):void
    Play_btn.removeEventListener(MouseEvent.CLICK,playgame)
    parent.removeChild(this);
    and in the main timeline I have :
    addChild(splashscreen);
    Can anyone give me some guidance, thanks for reading this

    Hi
    thanks for taking the time, I don't know how to upload the fla so here is my code.
    The code in the splashscreen MovieClip, which has a button called Play_btn is :
    Play_btn.addEventListener(MouseEvent.CLICK,playgame);
    function playgame(e:Event):void
    parent.removeChild(this);
    Play_btn.removeEventListener(MouseEvent.CLICK,playgame)
    and the code in the main timeline is :
    //import some important flash libraries.
    import flash.events.KeyboardEvent;
    import flash.events.Event;
    import flash.display.MovieClip;
    import flash.display.Sprite;
    import flash.sampler.Sample;
    var score:Number=0;
    var countCollisions:Number =0;
    var astArray:Array = new Array();
    var enemyshipArray = new Array();
    var enemybulletArray = new Array();
    var explosionArray = new Array()
    var speed:Number = 10;
    var key_left:Boolean = false;
    var key_right:Boolean = false;
    var key_up:Boolean = false;
    var key_down:Boolean = false;
    var key_space:Boolean = false;
    var shootLimiter:Number=0;
    var splashscreen:MovieClip = new Splash();
    //Play_btn.addEventListener(MouseEvent.CLICK,playgame);
    splashscreen.x = 0;
    splashscreen.y = 0;
    addChild(splashscreen);
    //removeChild(splashscreen);
    background.addEventListener(Event.ENTER_FRAME,backgroundmove);
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    background.x = 749.95;
    this is how you can comment over a number
    of different lines
    var timer:Timer = new Timer(1000, 10);
    timer.addEventListener(TimerEvent.TIMER, AddAsteroid);
    timer.start();
    var timerenemyship:Timer = new Timer(2000, 10);
    timerenemyship.addEventListener(TimerEvent.TIMER, Addenemyship);
    timerenemyship.start();
    stage.addEventListener(KeyboardEvent.KEY_DOWN,KeyDown);
    stage.addEventListener(KeyboardEvent.KEY_UP,KeyUp);
    var ship:MovieClip = new Ship()
    var enemyship:MovieClip = new EnemyShip()
    addChild(ship);
    function Addenemyship(e:TimerEvent):void
    var enemybullettimer:Timer = new Timer(2000, 10);
    enemybullettimer.addEventListener(TimerEvent.TIMER, Addenemybullet);
    var enemyship:MovieClip = new EnemyShip();   
    enemyship.x = 800;
    enemyship.y = Math.round(Math.random()*400);
    enemyshipArray.push(enemyship); 
    addChild(enemyship);
    enemybullettimer.start();
    function Addenemybullet(e:TimerEvent):void
    var enemybullet:MovieClip = new EnemyBullet();
    enemybullet.x = enemyship.x+50;
    enemybullet.y = enemyship.y+50;
    enemybulletArray.push(enemybullet);  
    addChild(enemybullet);
    enemybullet.addEventListener(Event.ENTER_FRAME,moveenemybullet);
    function moveenemybullet(e:Event):void
    enemybullet.x -=30;
        if(enemybullet.hitTestObject(ship))
       removeChild(ship);
    enemyship.addEventListener(Event.ENTER_FRAME,enemyshipmove);
    function enemyshipmove(e:Event):void
    enemyship.x -=10;
    for(var i=0; i<enemyshipArray.length; i++)
         if(enemyshipArray[i].hitTestObject(ship))
    // EXPLOSION
    var explosion:MovieClip = new Explosion();
    addChild(explosion);
    explosion.x =ship.x;
    explosion.y = ship.y;
    explosionArray.push(explosion);
    for (var l:int=0; l<explosionArray.length; l++)
    if (explosionArray[l].currentFrame == 10)
    removeChild(explosionArray[l]);
    explosionArray.splice(l,1);
    // END OF EXPLOSION  
            MovieClip(enemyshipArray[i]).removeEventListener(Event.ENTER_FRAME, enemyshipmove);
            removeChild(enemyshipArray[i]);
            enemyshipArray.splice(i, 1);
            countCollisions++;
             if(countCollisions >= 2)
             ship.gotoAndPlay(87);
       else
             ship.gotoAndPlay(6);
    function AddAsteroid(e:TimerEvent):void
    var asteroid:MovieClip = new Asteroid();   
    asteroid.x = 800;
    asteroid.y = Math.round(Math.random()*700);
    astArray.push(asteroid);  
    addChild(asteroid);
    asteroid.addEventListener(Event.ENTER_FRAME,asteroidmove);   
    function asteroidmove(e:Event):void
    asteroid.x--
    for(var i=0; i<astArray.length; i++)
         if(astArray[i].hitTestObject(ship))
            MovieClip(astArray[i]).removeEventListener(Event.ENTER_FRAME, asteroidmove);
            removeChild(astArray[i]);
            astArray.splice(i, 1);
            countCollisions++;
             if(countCollisions >= 4)
              ship.gotoAndPlay(87);
       //removeChild(ship);
       else
             ship.gotoAndPlay(6);
    addEventListener(Event.ENTER_FRAME,Main);
    function Main(event:Event)
    CheckKeys();
    function KeyDown(event:KeyboardEvent)
    if(event.keyCode == 37){  //checks if left arrowkey is pressed.
      key_left = true;
    if(event.keyCode == 39){  //checks if right arrowkey is pressed.
      key_right = true;
    if(event.keyCode == 38){  //checks if up arrowkey is pressed.
      key_up = true;
    if(event.keyCode == 40){  //checks if down arrowkey is pressed.
      key_down = true;
    if(event.keyCode == 32){  //checks if down arrowkey is pressed.
      key_space = true;
    function KeyUp(event:KeyboardEvent){
    if(event.keyCode == 37){  //checks if left arrowkey is released.
      key_left = false;
    if(event.keyCode == 39){  //checks if right arrowkey is released.
      key_right = false;
    if(event.keyCode == 38){  //checks if up arrowkey is released.
      key_up = false;
    if(event.keyCode == 40){  //checks if down arrowkey is released.
      key_down = false;
    if(event.keyCode == 32){  //checks if down arrowkey is released.
      key_space = false;
    function CheckKeys()
    shootLimiter += 1;
    if(key_left)
      setDirection(1);
      ship.x -= 5;
    if(key_right)
      setDirection(0);
      ship.x += 5;
    if(key_up){
      ship.y -= 5;
    if(key_down){
      ship.y += 5;
    if((key_space) && (shootLimiter > 8))
    shootLimiter = 0;
    var b = new Bullet();
    addChild(b);
    // ADD SOUND
    var bulletsound:Sound=new SoundEnemyShot()
        bulletsound.play();
    // END SOUND
    b.x = ship.x + 50;
    b.y = ship.y + 3;
    addEventListener(Event.ENTER_FRAME,moveBullet);
    function moveBullet(e:Event):void
    b.x +=10;
      if(b.x > 600)
       if(contains(b))
       removeChild(b);
              removeEventListener(Event.ENTER_FRAME,moveBullet);
      for(var i=0; i<astArray.length; i++)
       if(astArray[i].hitTestObject(b))
       removeChild(b);
       removeChild(astArray[i]);
          score +=10;
       score_txt.text = score.toString() ;
       removeEventListener(Event.ENTER_FRAME,moveBullet);
    for(var i=0; i<enemyshipArray.length; i++)
      if(enemyshipArray[i].hitTestObject(b))
      removeChild(b);
      removeChild(enemyshipArray[i]);
            enemyshipArray.splice(i, 1);
      MovieClip(enemyshipArray[i]).removeEventListener(Event.ENTER_FRAME, moveBullet);
    function setDirection(param) {
    if (param == 0) {
      ship.scaleX = 1;
    } else {
      ship.scaleX = -1;

  • Kindle Fire HD Replacement

    Hi, I got a Kindle Fire HD for christmas, and it was purchased the day before Christmas Eve (the 23 of Dec.) so, there for, I have not had it for 30 days. I tripped with it in my hands the other day, and it landed face down and the screen cracked. Can I get it replaced or fixed?
    Please reply ASAP.
    Thanks, 
    Taylor

    Did you buy a Best Buy protection plan? If you have a protection plan through Best Buy, they will take care of it. If you are only under the manufacturer warranty, you are probably out of luck. Manufacturers don't cover accidental damage. There IS a 30 day return period, but only if the item has no physical damage, which is no longer the case with your device.
    Another option you can explore, though... If you bought it with a credit card, some banks offer accidental damage protection on items purchased with the card. You'd have to contact your bank to inquire about this, though.

  • On a kindle fire, there is no menu icon or settings icon, how do I get to settings

    I have a kindle fire tablet, 8.9 hd. Just downloaded aurora and there is no apparent way to go to settings. When I tap the icon on aurora all it shows is " share", there is not a device menu icon on this screen, how do I get to settings?

    Hi bluesky4me,
    Sometimes Aurora will include a menu icon near the top-right of the screen - it will look like three vertical dots. If you tap that, settings should be right in there - though you may to scroll down a little to see them.
    If you don't see the three dots button, then Aurora has detected that there is a (physical or virtual) device menu button.
    On Kindles, I believe the button is in the black bar at the bottom of the screen. If the bar is hidden, you can swipe up to see it.
    There's more info in your device manual (pages 8 and 9)
    https://kindle-fire-updates.s3.amazonaws.com/Kindle_Fire_User_Guide.pdf#
    Hope that helps!

  • Latest Adobe Air 3.8 SDK breaks apps on Kindle Fire

    The latest Adobe AIR 3.8 SDK seems to break apps on the Kindle Fire. On launch I see a black screen. When I touch the screen I see the UI for a split second, and then it does black again.
    The same app works fine when compiled with the last release 3.7 SDK.
    Pls investigate ASAP and let me know if you have trouble reproducing this in-house.
    Thanks,
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    I tried it with a sample application on kindle(v7.3.1_user_3140720) with latest AIR SDK 3.8(version- 3.8.0.930) and its working fine. Could you please check it once with the apk attached at https://www.dropbox.com/s/44nl38jqj2jh3ll/kindlefire.apk
    I have download the latest version from http://labs.adobe.com/downloads/air.html.
    Regards,
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    Generally, if FCP opens under one account but not another, the issue is a corrupt preference in the non-functioning users account.
    While in your user account, download and intall FCP Rescue (google it to find it), open it up (with FCP not running) and TRASH your preferences.
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    x

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    Hi Casey,
    thank you very much for your help. It seems as amazon has changed the acceptance of "not working" Apps and does not publish/supress them any more. I did as you described and get back an rejection:
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    OS/Device(s)/Form Factor: 4.0.3/Samsung Tab2/Tablet.
    Seems like its not possible to publish to kindle at the moment? Do you have a contact at amazon, who could maybe assist me?
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    Hi,
    Is there any way to detect if Kindle Fire's bottom bar is activated (shown) or not? Or even somehow form the application manually show/hide it without directly tapping on it. I know how to control Home, Back. Menu, Search buttons, but need to cotrol or at least know bottom bars state.
    Developing platform is Flash CS 5.5 - >Adobe Air 2.7 (preinstalled on Kindle Fire)
    Thanks in advance.

    I agree with Colin, don't worry about it, its a temporary pop up, if you are running in normal mode as opposed to full screen that bar is a permanent fixture and you can't add content past it anyway but when it pops up you just let it be, since the user is intentionally hitting the pull up window on the bottom of the screen, its much like the pull down task bar on iOS it comes in and covers your whole screen, obviously the user is trying to do something outside your app so let them. Can't imagine why you would need to account for that.
    Sorry I know that post was probably useless.

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