App works fine in simulator, only black screen on device.

I doubt you’ll have much luck with Optimus One. Out of curiosity, have you tried a different image besides bg.png? I have ran into 2 “black screens of death” since 2.0 graphics. One was resolved by changing the image to a .jpg, might try that. Best.

remarking

Runtime:addEventListener( “location”, locationHandler ); – the gps eventhandler

prevented the app from cruhing, even if it had error handling.

This is awesome news.

I could ignore the gps or make a workaround.

Now I need to check how to read gps on android, if any different than normally.

/BK

I’m having the same issue on my app running on iPhone / iPad after moving my app to G2. Looking for a discussion on your findings pointing to the jpg change etc. Is there a thread on this? Thanks

@ksan I don’t have any threads going and still have not submitted my test case.  It’s been hard to manage projects and get bug reports in right now.  A lot of moving targets in G2, as I’m sure you’re aware.

I was in a rush to get my project out, so after having no luck trying other options, I tried the background image as a .jpg on a whim, and it worked!  I moved on and have not had a chance to revisit, and more importantly have not had the issue since.

The strange thing is that all other items in the scene were “invisible” when the background was not loading.  I could still tap on buttons, etc.  After the .jpg change, all other items showed up as well.

Did you try changing any background or large image to .jpg?  Are you having the same results on Android?

I just saw your other thread…I assume this is no longer as issue.

Cheers.

Thanks for the added info. Its most weird indeed. As you noticed my issue was nothing related it turned out. All is good on this end. Sorry for the thread hijacking. 

Any update on this, I am having the same problem.  Works great in simulator but when installed on my samsung galaxy android phone just brings up a blank screen.

I’m having the same issue. 

my logcat shows:

V/Corona  ( 5050): > Class.forName: network.LuaLoader

V/Corona  ( 5050): < Class.forName: network.LuaLoader

V/Corona  ( 5050): Loading via reflection: network.LuaLoader

I/Corona  ( 5050): Platform: SM-T210 / ARM Neon / 4.1.2 / GC1000 core / OpenGL ES 2.0

V/Corona  ( 5050): > Class.forName: CoronaProvider.licensing.google.LuaLoader

V/Corona  ( 5050): < Class.forName: CoronaProvider.licensing.google.LuaLoader

V/Corona  ( 5050): Loading via reflection: CoronaProvider.licensing.google.LuaLoader

I/Corona  ( 5050): Runtime error

I/Corona  ( 5050): ?:0: attempt to index a nil value

I/Corona  ( 5050): stack traceback:

I/Corona  ( 5050):     ?: in function <?:24>

I/Corona  ( 5050):     ?: in function ‘dispatchEvent’

I/Corona  ( 5050):     ?: in function ‘gotoScene’

I/Corona  ( 5050):     ?: in main chunk

 

 

 

except I don’t have any issues in that area…The Create scene function is line 24. In the Main.lua I only use a GotoStatment. Works like a charm on IOS, but android is bugging me.  <_<

 

Samsung Tab 3 7 inch 

CoronaSDK 2014.2187  2014.02.27  

 

[lua]local storyboard = require “storyboard”

local scene = storyboard.newScene()

local json = require(“json”)

local mime = require( “mime” )

local widget = require(“widget”)

require “sqlite3”

local connection = require(“testconnection”)

local ads = require “ads”

    local scalex = display.contentScaleX

    local scaley = display.contentScaleY

    local _W = display.contentWidth

    local _W_2 = _W/2

    local _H = display.contentHeight

    local _H_2 = _H/2

    local error_text

    

– Called when the scene’s view does not exist:

function scene:createScene( event )

    local localGroup = self.view    

    

    local background = display.newImageRect( “backgrass.pngt”,900,1425 )

    background.x = _W_2

    background.y = _H_2        

    localGroup:insert( background )

    local backgroundF = display.newImageRect( “WCheader.pngt”,800,200 )

    backgroundF.x = _W_2

    backgroundF.y = 100 

    localGroup:insert( backgroundF)

    

    local Hand = display.newImageRect( “hand.pngt”,256,256 )

    Hand.x = _W_2

    Hand.y = _H-320 

    localGroup:insert( Hand)

    

    local handtext = display.newText(“To keep the app free, please click the ad!”, 0,0, native.systemFont, 32);

    handtext.x = _W_2

    handtext.y = _H-440

    handtext:setFillColor(1)

    localGroup:insert( handtext )    

    

end

[/lua]

I’m having the same problem too… Corona should do something with the simulator! already wasted all day on debugging. 

Any update on this, I am having the same problem.  Works great in simulator but when installed on my samsung galaxy android phone just brings up a blank screen.

I’m having the same issue. 

my logcat shows:

V/Corona  ( 5050): > Class.forName: network.LuaLoader

V/Corona  ( 5050): < Class.forName: network.LuaLoader

V/Corona  ( 5050): Loading via reflection: network.LuaLoader

I/Corona  ( 5050): Platform: SM-T210 / ARM Neon / 4.1.2 / GC1000 core / OpenGL ES 2.0

V/Corona  ( 5050): > Class.forName: CoronaProvider.licensing.google.LuaLoader

V/Corona  ( 5050): < Class.forName: CoronaProvider.licensing.google.LuaLoader

V/Corona  ( 5050): Loading via reflection: CoronaProvider.licensing.google.LuaLoader

I/Corona  ( 5050): Runtime error

I/Corona  ( 5050): ?:0: attempt to index a nil value

I/Corona  ( 5050): stack traceback:

I/Corona  ( 5050):     ?: in function <?:24>

I/Corona  ( 5050):     ?: in function ‘dispatchEvent’

I/Corona  ( 5050):     ?: in function ‘gotoScene’

I/Corona  ( 5050):     ?: in main chunk

 

 

 

except I don’t have any issues in that area…The Create scene function is line 24. In the Main.lua I only use a GotoStatment. Works like a charm on IOS, but android is bugging me.  <_<

 

Samsung Tab 3 7 inch 

CoronaSDK 2014.2187  2014.02.27  

 

[lua]local storyboard = require “storyboard”

local scene = storyboard.newScene()

local json = require(“json”)

local mime = require( “mime” )

local widget = require(“widget”)

require “sqlite3”

local connection = require(“testconnection”)

local ads = require “ads”

    local scalex = display.contentScaleX

    local scaley = display.contentScaleY

    local _W = display.contentWidth

    local _W_2 = _W/2

    local _H = display.contentHeight

    local _H_2 = _H/2

    local error_text

    

– Called when the scene’s view does not exist:

function scene:createScene( event )

    local localGroup = self.view    

    

    local background = display.newImageRect( “backgrass.pngt”,900,1425 )

    background.x = _W_2

    background.y = _H_2        

    localGroup:insert( background )

    local backgroundF = display.newImageRect( “WCheader.pngt”,800,200 )

    backgroundF.x = _W_2

    backgroundF.y = 100 

    localGroup:insert( backgroundF)

    

    local Hand = display.newImageRect( “hand.pngt”,256,256 )

    Hand.x = _W_2

    Hand.y = _H-320 

    localGroup:insert( Hand)

    

    local handtext = display.newText(“To keep the app free, please click the ad!”, 0,0, native.systemFont, 32);

    handtext.x = _W_2

    handtext.y = _H-440

    handtext:setFillColor(1)

    localGroup:insert( handtext )    

    

end

[/lua]

I’m having the same problem too… Corona should do something with the simulator! already wasted all day on debugging.