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Building Mobile Apps for Multiple Devices with Flash Professional
Illustration by Don Barnett

Testing on an Android device


From:

Building Mobile Apps for Multiple Devices with Flash Professional

with Paul Trani

Video: Testing on an Android device

Now there's really no substitute for testing your content out on an actual device, so it is an exciting step but is really helpful in troubleshooting any issues. So, let's go through setting up an Android device for testing, as it go as publishing out to the device. Now, here I have an Android device happens to be the Nexus One and regardless of the Android device you need to go ahead and access the submenu button and go to Settings and go to Application once and then check Unknown sources, so that allows for the installation of non-market applications.

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Building Mobile Apps for Multiple Devices with Flash Professional
2h 31m Intermediate Jan 05, 2012

Viewers: in countries Watching now:

In this course, author Paul Trani demonstrates how to create, test, and publish a mobile app that works across multiple platforms (iOS, Android, and BlackBerry Tablet OS) and adapts to either a smartphone or tablet display. The course also tackles the issue of various screen sizes and density and how to scale and adjust content.

Topics include:
  • Designing for mobile
  • Modifying existing web content for mobile delivery
  • Using the accelerometer
  • Setting up a mobile project
  • How to test and debug
  • Optimizing graphics and ActionScript for mobile
  • Creating scalable content
  • Adjusting for orientation
  • Sharing and updating graphics across multiple projects
  • Publishing an app to the App Store and Android Market
Subjects:
Developer Mobile Apps
Software:
Flash Professional iOS Android
Author:
Paul Trani

Testing on an Android device

Now there's really no substitute for testing your content out on an actual device, so it is an exciting step but is really helpful in troubleshooting any issues. So, let's go through setting up an Android device for testing, as it go as publishing out to the device. Now, here I have an Android device happens to be the Nexus One and regardless of the Android device you need to go ahead and access the submenu button and go to Settings and go to Application once and then check Unknown sources, so that allows for the installation of non-market applications.

Then you can also go to Development and check USB debugging, so you want to be able to debug on the device as well. Lastly, you can always check Allow for mock locations in case you need that for GPS. But the Allow for mock locations, USB debugging and if I go back, checking the Unknown sources box, will basically set this Android device up for testing and pushing apps to this device. So, with that all it place, I'll now jump into Flash.

Here's my app in Flash and I'm going to go ahead and edit the application settings. This is set to AIR for Android. As I select that, see how it's going to create this apk and everything is looking pretty good in here. Keep in mind that this is set to Landscape mode on my device. I'll go to Deployment. I have my password in place and really I want to check these two boxes. So, After publishing, go ahead and install it on the connected android device, so I have this device connected by USB to my computer and I want to go ahead and launch the application on the connected Android device as well. All right! So, that's all set up.

Now, I can go ahead and click Publish and it will create that apk and install and launch it on my connected Android device. Here it is. You can see, it installs it on my phone and even as I tilt it you can see that little monster fly around the screen, which is really cool, as well as gives me the buttons on the screen. I can go ahead and click EASY, and then play the game, but you can see that I'm able to test this out on my actual Android device. That's it.

As soon as your device is set up as a development device, you can easily publish out and see your content on the device. Very exciting!

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