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Activation fails when not anwsering an incoming call Air for Android

Community Beginner ,
Aug 07, 2013 Aug 07, 2013

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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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Adobe Employee ,
Aug 07, 2013 Aug 07, 2013

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

-Nimit

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Community Beginner ,
Aug 08, 2013 Aug 08, 2013

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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

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Adobe Employee ,
Aug 08, 2013 Aug 08, 2013

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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

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Community Beginner ,
Aug 13, 2013 Aug 13, 2013

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Hi,

Sorry for the delay.

We are using SDK 3.7.0.2090, the devices we tested have Android 4.1.2. We are using the events you mentioned.

As I've said this behavior occurs at least in 3 games developed in AIR (different vendors and differents AIR SDK).

Regards

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Adobe Employee ,
Aug 13, 2013 Aug 13, 2013

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This is very strange. I tried it Samsung S3(v4.1.2) with SDK 3.7.0.2090 and it's working fine. Could you please share the Google Play link of your application,we can try downloading it at our end and investigate it further. Also, please share the device name you are using.

Regards,

Nimit

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Community Beginner ,
Aug 15, 2013 Aug 15, 2013

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Hi, we don't have our game published yet but I've made 4 videos showing the issue

2 videos are captures of Ruby Blast and the other 2 of our game, showing good and bad behavior

Ruby Blast  (https://play.google.com/store/apps/details?id=com.zynga.zrush)

Call rejection (Fine) https://www.dropbox.com/s/cj8izcb1nbhhd6v/rubyblast-rejectedcall.wmv

Lost call (Wrong) https://www.dropbox.com/s/h59frsu1x8btpwm/rubyblast-lostcall.wmv

Our game

Call rejection (Fine) https://www.dropbox.com/s/v2s3n3x1m64u9ds/ourgame-rejectedcall.wmv

Lost call (Wrong) https://www.dropbox.com/s/69981fniv3g8l7g/ourgame-lostcall.wmv

In the meantime I;ve realized that you only need to touch the screen after the phone is ringing

and it will behave as expected (no matter if you answer or reject)

Regards.

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