I would check the adb application (Android Debug Bridge), as this is how Flash Pro talks to the physical devices.
At the command line, navigate to wherever adb lives (usually the Android SDK install directory) and try "adb devices". That should give you a list of all the devices that adb sees.
If that is returning numerous, try stopping/killing adb and restarting it.
(All my work/testing etc comes from Windows, so if adb doesn't exist or works differently on OSX, my apologies!)
Thanks for your reply. Sadly I have not been able to sort this problem from what you suggested which is probably more down to me not going through the required steps...
I don't know if this will make any difference to anyone who could help me but I have since re-installed my mac operating system and installed a fresh copy of flash pro cs5.5 and I still get the same error from flash regarding more than one device is connected
which for me now has brought my mobile app developement to a frustrating end while this problem continues...
Again thanks to anyone who can help,
I'm having this exact same thing happen. I've messed around with adb for days - starting, stopping, getting the most recent version. I really don't think it has anything to do with the problem.
This must be a very common thing. I'm using CS5.5, OSX10.7.4, and Android 4.0.4 (Ice Cream Sandwich).
Come on Adobe - what's the problem here? It's stopping me from continuing development. This has got to be effecting many others...
Sorry to hear this is happening to you but
This is best email I have had in ages... I honestly thought I was the only person with this problem!
I have now upgraded to flash pro cs6 and still have this problem.
I have turned my development to apple at the moment but now you have posted this I am going to contact adobe as it needs sorting.
Thanks for posting your comments.
Sent from my iPhone
That's bad news that it happens in CS6. I was going to buy it to hopefully get rid of the problem.
I submitted a formal bug report about it to Adobe. It's really hurting me. My app works fine under iOS but it's quicker to test on an Android device and this bug is just a really dumb one. I spent 5 hours trying to get around it in various ways. I'm stuck.
I seriously feel your pain honestly.
I have an app on google play that is ready for an update
But can't test it...
Did upgrade to cs6 hoping the problem would "go away" but it has not so don't bother. You are the first person to confirm the same problem since March but generally searching the net no one is experiencing it...
My android app took me 9 months to develop and can't move any further because of this stupid problem!
If I get any joy with adobe I will let you know. Please do the same for me.
Sent from my iPhone
Gents, is it just the deployment that's the problem?
Check the project directory for the creation of the SWF and APK files... if the APK exists, you can very quickly copy it to the device. With the device plugged in, as though it's a flash storage device, copy the APK to some directory (I use "Downloads" for consistency). Then, ensuring you have "Unknown Sources" enabled (Allow installation of non-Market apps), you can navigate to your Downloads directory on the device, select the APK, install and run.
I know it's a pain and extra few steps, but it's still pretty quick - and helps to narrow down some possible problems.
If the APK is built and the app installs, then it almost certainly is ADB... if it doesn't install, then I would think it's the package builder in some way, but we can hopefully narrow down what's borked and where after the APK test.
Hope that helps!
Edit: Also, I switched from Flash Pro to Flash Builder (4.6) for the extra tools one gets with an Eclipse based IDE, over Flash. We still have and use Flash Pro for building animations in SWFs, but anything to do with code we do in FB - it's also much, much cheaper!
Thanks for your comments. I must admit what you have suggested makes sense from installing the APK to the device. I had never thought of doing that!
So I read through your post and then made my way to my computer to try what you said.
As you will know from the above I have recently upgraded to Flash Pro CS6 and went through the whole process of trying to deploy an app to any android device and still kept getting the same error. The last time I tried this was around a month ago but as I have had no problems deploying to an ios device I have been developing for the ipad/iPhone...
Just before trying what you suggested I quickly "threw" together a quick simple app and attempted to deploy to an android tablet and it worked perfectly!
So now as if by "magic" I don't have a problem...
I have not done anything differently so I am convinced that some "update" my computers got back in March/April had screwed something up behind the scenes and now has been corrected by another "update"...
Prior to having this problem I must have deployed to my android devices some 500 times without an issue before submitting to the Google Play Store.
All the best to all,
I get no apk created so it's something deeper than just the adb part of this. adb is working fine for me on it's own. For some reason, and most clearly it's a bug, Flash Pro CS5.5 and 6 decides that there are multiple Android devices connected (there aren't - adb verifies this in addition to the fact that there aren't 2 devices connected). It fails in the test movie and doesn't create an apk. All the rebooting, re-launching, and basic user-techniques aren't going to make this work. There's something else.
It's hard to believe that others aren't having the same problem.
We would like to narrow down to the exact issue you faced while installing APK to android devices. Please provide answers to following questions -
- Were you able to publish/install a simple AIR for Android application to any android device?
- Were you able to Test the application using menu Control->Test Movie->in AIR Debug Launcher(Desktop)?
- In AIR for Android Settings dialog, de-select options to Install and Launch the application on the connected Android device and then try to publish the app.
- If possible, provide the exact steps where to reproduce the error.
Flash Professional QE Engg Team, Adobe
I'm happy to answer your questions and test things.
1. I only have a single Android device - a Samsung tab.
2. Yes, Test Movie worked.
3. I deselected the two install and launch checkboxes. Publish worked and created a .airi file.
4. There really is nothing special about reproducing the problem. Just publish and install.
One question you didn't ask...
Publishing the exact same code to the AIR/iOS works perfectly and installs without a problem. The whole process of testing on Android is much quicker and is prefered though.
Can the .airi file created be launched on an Android device? I know about .apk's but I don't know what a .airi file is.
As you mentioned in item 3 - once de-selecting install and launch checkboxes, clicking on publishing produced .apk file(it should not create .airi file).
Could you please perform following actions:
1) Connect Device to the system.
2) Open a new AIR for Android document.
3) Click File-> AIR for Android Settings.. menu.
4) AIR for Android Settings dialog will open.
5) Go to General Tab, provide the necessary information - Output file, App name etc.
6) Go to Deployment Tab and provide the necessary information - certificate, password.
7) De-select the two checkboxes under "After Publishing" label.
8) Click on Publish.
9) .APK file should be created.
10) Install this app on android device and launch it - It should get launched.
11) If you select the two checkboxed under "After Publishing" label and click on publish - APK file shall be installed and launched directly on Android device.
Please let me know if the above scenario works for you.
OK, the problem is solved and the bug can be closed.
Here's what happened.
For some reason, in Air for Android Settings, the General/Output file name was given a name with an extension of .airi. With this, you will always get that "can figure out which device to install onto". Admittedly, it's wrong that the filename didn't have a .apk extension but that error message is severly lacking. I also don't know what set it to .airi but something did that automatically and I didn't notice it.
Changing to .apk fixes everything and life is wonderful again.
Could you please try and see if the solutions suggested in the below mentioned blog help you resolve the issue?
I don't think that's it. It has to do with something setting the deployment extension name as something other than .apk. When that happens, you get that "there are multiple devices connected" message. Changing the output file to .apk makes it all just work.
Someone needs to look into what triggers that error message because it is somewhat less than helpful.
I know this is an old thread, but just in case someone still experiences this problem (for some reason, I get this problem from time to time when doing a "Test movie > On device via USB"), you can just use ADB like this:
adb install yourpackage.apk
If you want to install over an existing installation and without having to uninstall, type:
adb install -r yourpackage.apk
The "adb" tool can be installed with the Android SDK, but it's also located inside the AIR SDK. For example:
"c:\Program Files (x86)\Adobe\Adobe Flash CS6\AIR3.7\lib\android\bin\adb.exe"
I don't know why Flash fails to install the APK sometimes, since it's using the same adb tool to do so, but from console, it works!
Hope this helps.