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Participant
August 7, 2013
Question

Activation fails when not anwsering an incoming call Air for Android

  • August 7, 2013
  • 1 reply
  • 1240 views

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

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1 reply

Adobe Employee
August 8, 2013

Could you please share the AIR SDK version you are using?

-Nimit

andreshroAuthor
Participant
August 8, 2013

Hi,

For developing we are using AIR SDK 3.7, we were testing in 2 devices with Jelly Bean (S3 mini and Galaxy Note).

Interestingly, we tried other games developed with Adobe Air and it is the same:i.e. Ruby Blast and Jumping Droid.

Regards

Adobe Employee
August 8, 2013

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