Error on my APK

can someone help me to fix this? ASAP! 

Maybe you’ve called your file “home.lua”, and then called it with composer.gotoScene(“Home”) ?

The corona simulator doesn’t care about capitalisation, but android does.

no. i already check the codes.

local composer = require( “composer” )

local widget = require (“widget”)

local math = require (“math”)

local scene = composer.newScene()


– All code outside of the listener functions will only be executed ONCE unless “composer.removeScene()” is called.


– local forward references should go here


– “scene:create()”

function scene:create( event )

    local sceneGroup = self.view

    local temp = nil

    local params = event.params

    value = params.key

     centerX = display.contentWidth / 2

centerY = display.contentHeight / 2

local background = display.newImageRect (“bg1.jpg”,570, display.contentHeight)

background.x = centerX

background.y = centerY

local myImage = display.newImage( “bg.png” )

myImage:scale(1,0.60)

– position the image

myImage:translate( 320,157)

function tryagain( event )

  local options = {

   effect = “fade”,

   time = 500,

   isModal = true,

}

composer.showOverlay( “tryagain”, options )

end

function congrats( event)

    local options = {

    effect = “fade”,

    time = 500,

    isModal = true,

}

composer.showOverlay(“congrats”, options)

end

    function PauseGame( event )

        local options = {

        effect = “fade”,

        time = 500,

        isModal = true

    }

    

composer.showOverlay(“PauseGame”, options)

end

 local whichsound = audio.loadSound( “which is/letter/i.mp3” )

audio.play(whichsound)

    

    local function XX( event )

        if (“ended” == event.phase) then

       –         local whichsound = audio.loadSound( “singleletter/x.mp3” )

–audio.play(whichsound)

end

end

   

local XX = widget.newButton

{

    width = 140,

    height = 140,

    defaultFile = “bago/x.png”,

    overFile = “bago/x.png”,

    onEvent = XX

}

  

    XX.x = 220

    XX.y = 80

        XX:addEventListener(“touch”,tryagain)

     local function SS(event )

        if (“ended” == event.phase) then

       –         local whichsound = audio.loadSound( “singleletter/s.mp3” )

–audio.play(whichsound)

    end

end

    local SS = widget.newButton

    {

    width = 140,

    height = 140,

    defaultFile = “bago/s.png”,

    overFile = “bago/s.png”,

    onEvent = SS

}

    SS.x = 410

    SS.y = 80

    SS:addEventListener(“touch”, tryagain)

    local function II( event )

        if (“ended” == event.phase) then

        

        if(value ~= 9) then

 value = params.key +1

value2 = params.key2 +1

    local options = {

   effect = “fade”,

   time = 400,

   params = {

      key = value,

      key2 = value2

   }

}

local function Timer( event )

 composer.gotoScene(mixedTable[value2],options)

 end

timer.performWithDelay( 700, Timer)

  else

    local function Timer( event )

 savelevel(true,false,false,false)

composer.gotoScene(“levelshouse”)

end

timer.performWithDelay( 700, Timer)

end

    –    local whichsound = audio.loadSound( “singleletter/i.mp3” )

–audio.play(whichsound)

    end

end

    local II = widget.newButton

    {

    width = 140,

    height = 140,

    defaultFile = “bago/i.png”,

    overFile = “bago/i.png”,

    onEvent = II

}

    II.x = 220

    II.y = 230

    II:addEventListener(“touch”, congrats) 

     local function VV( event )

        if(“ended” == event.phase) then

   –      local whichsound = audio.loadSound( “singleletter/v.mp3” )

–audio.play(whichsound)

    end

end

    local VV = widget.newButton

    {

    width = 140,

    height = 140,

    defaultFile = “bago/v.png”,

    overFile = “bago/v.png”,

    onEvent = VV

}

    VV.x = 410

    VV.y = 230

    VV:addEventListener(“touch”, tryagain)

    local function pause( event )

        if (“ended” == event.phase) then

    end

end

    local pause = widget.newButton

    {

    width = 50,

    height = 50,

    defaultFile = “pausebutton.png”,

    overFile = “pausebutton.png”,

    onEvent = pause

}

    pause.x = 0.1

    pause.y = 40

    pause:addEventListener(“touch”, PauseGame)

      local function mother( event )

        if (“ended” == event.phase) then

        local whichsound = audio.loadSound( “which is/letter/i.mp3” )

audio.play(whichsound)

    end

end

    local mother = widget.newButton

    {

    width = 120,

    height = 200,

    defaultFile = “mother.png”,

    overFile = “mother.png”,

    onEvent = mother

}

    mother.x =40

    mother.y = 210

        sceneGroup:insert(background)

        sceneGroup:insert(myImage)

            sceneGroup:insert(mother)

        sceneGroup:insert(pause)

        sceneGroup:insert(XX)

        sceneGroup:insert(SS)

        sceneGroup:insert(II)

        sceneGroup:insert(VV)

    end

– “scene:show()”

function scene:show( event )

    local sceneGroup = self.view

    local phase = event.phase

    if ( phase == “will” ) then

        – Called when the scene is still off screen (but is about to come on screen).

    elseif ( phase == “did” ) then

        – Called when the scene is now on screen.

        – Insert code here to make the scene come alive.

        – Example: start timers, begin animation, play audio, etc.

    end

end

– “scene:hide()”

function scene:hide( event )

    local sceneGroup = self.view

    local phase = event.phase

    if ( phase == “will” ) then

        – Called when the scene is on screen (but is about to go off screen).

        – Insert code here to “pause” the scene.

        – Example: stop timers, stop animation, stop audio, etc.

    elseif ( phase == “did” ) then

        – Called immediately after scene goes off screen.

    end

end

– “scene:destroy()”

function scene:destroy( event )

    local sceneGroup = self.view

if back then

        back.removeSelf()

        back = nil

    end

    – Called prior to the removal of scene’s view (“sceneGroup”).

    – Insert code here to clean up the scene.

    – Example: remove display objects, save state, etc.

end


– Listener setup

scene:addEventListener( “create”, scene )

scene:addEventListener( “show”, scene )

scene:addEventListener( “hide”, scene )

scene:addEventListener( “destroy”, scene )


return scene

here is my code for Home…q7

Why do you have …'s in the name?  In Unix and Windows, that is the meta character meaning go up one level of directory.

where is the 's? i see one but the codes are in comment

You said above:  “here is my code for Home**… **q7

The error message says it can’t find " Home**… **q7".

Why are you putting the two dot-dot’s ("…") in the file name? To the operating system this means go up one level in the folder structure.  

Rob

Maybe you’ve called your file “home.lua”, and then called it with composer.gotoScene(“Home”) ?

The corona simulator doesn’t care about capitalisation, but android does.

no. i already check the codes.

local composer = require( “composer” )

local widget = require (“widget”)

local math = require (“math”)

local scene = composer.newScene()


– All code outside of the listener functions will only be executed ONCE unless “composer.removeScene()” is called.


– local forward references should go here


– “scene:create()”

function scene:create( event )

    local sceneGroup = self.view

    local temp = nil

    local params = event.params

    value = params.key

     centerX = display.contentWidth / 2

centerY = display.contentHeight / 2

local background = display.newImageRect (“bg1.jpg”,570, display.contentHeight)

background.x = centerX

background.y = centerY

local myImage = display.newImage( “bg.png” )

myImage:scale(1,0.60)

– position the image

myImage:translate( 320,157)

function tryagain( event )

  local options = {

   effect = “fade”,

   time = 500,

   isModal = true,

}

composer.showOverlay( “tryagain”, options )

end

function congrats( event)

    local options = {

    effect = “fade”,

    time = 500,

    isModal = true,

}

composer.showOverlay(“congrats”, options)

end

    function PauseGame( event )

        local options = {

        effect = “fade”,

        time = 500,

        isModal = true

    }

    

composer.showOverlay(“PauseGame”, options)

end

 local whichsound = audio.loadSound( “which is/letter/i.mp3” )

audio.play(whichsound)

    

    local function XX( event )

        if (“ended” == event.phase) then

       –         local whichsound = audio.loadSound( “singleletter/x.mp3” )

–audio.play(whichsound)

end

end

   

local XX = widget.newButton

{

    width = 140,

    height = 140,

    defaultFile = “bago/x.png”,

    overFile = “bago/x.png”,

    onEvent = XX

}

  

    XX.x = 220

    XX.y = 80

        XX:addEventListener(“touch”,tryagain)

     local function SS(event )

        if (“ended” == event.phase) then

       –         local whichsound = audio.loadSound( “singleletter/s.mp3” )

–audio.play(whichsound)

    end

end

    local SS = widget.newButton

    {

    width = 140,

    height = 140,

    defaultFile = “bago/s.png”,

    overFile = “bago/s.png”,

    onEvent = SS

}

    SS.x = 410

    SS.y = 80

    SS:addEventListener(“touch”, tryagain)

    local function II( event )

        if (“ended” == event.phase) then

        

        if(value ~= 9) then

 value = params.key +1

value2 = params.key2 +1

    local options = {

   effect = “fade”,

   time = 400,

   params = {

      key = value,

      key2 = value2

   }

}

local function Timer( event )

 composer.gotoScene(mixedTable[value2],options)

 end

timer.performWithDelay( 700, Timer)

  else

    local function Timer( event )

 savelevel(true,false,false,false)

composer.gotoScene(“levelshouse”)

end

timer.performWithDelay( 700, Timer)

end

    –    local whichsound = audio.loadSound( “singleletter/i.mp3” )

–audio.play(whichsound)

    end

end

    local II = widget.newButton

    {

    width = 140,

    height = 140,

    defaultFile = “bago/i.png”,

    overFile = “bago/i.png”,

    onEvent = II

}

    II.x = 220

    II.y = 230

    II:addEventListener(“touch”, congrats) 

     local function VV( event )

        if(“ended” == event.phase) then

   –      local whichsound = audio.loadSound( “singleletter/v.mp3” )

–audio.play(whichsound)

    end

end

    local VV = widget.newButton

    {

    width = 140,

    height = 140,

    defaultFile = “bago/v.png”,

    overFile = “bago/v.png”,

    onEvent = VV

}

    VV.x = 410

    VV.y = 230

    VV:addEventListener(“touch”, tryagain)

    local function pause( event )

        if (“ended” == event.phase) then

    end

end

    local pause = widget.newButton

    {

    width = 50,

    height = 50,

    defaultFile = “pausebutton.png”,

    overFile = “pausebutton.png”,

    onEvent = pause

}

    pause.x = 0.1

    pause.y = 40

    pause:addEventListener(“touch”, PauseGame)

      local function mother( event )

        if (“ended” == event.phase) then

        local whichsound = audio.loadSound( “which is/letter/i.mp3” )

audio.play(whichsound)

    end

end

    local mother = widget.newButton

    {

    width = 120,

    height = 200,

    defaultFile = “mother.png”,

    overFile = “mother.png”,

    onEvent = mother

}

    mother.x =40

    mother.y = 210

        sceneGroup:insert(background)

        sceneGroup:insert(myImage)

            sceneGroup:insert(mother)

        sceneGroup:insert(pause)

        sceneGroup:insert(XX)

        sceneGroup:insert(SS)

        sceneGroup:insert(II)

        sceneGroup:insert(VV)

    end

– “scene:show()”

function scene:show( event )

    local sceneGroup = self.view

    local phase = event.phase

    if ( phase == “will” ) then

        – Called when the scene is still off screen (but is about to come on screen).

    elseif ( phase == “did” ) then

        – Called when the scene is now on screen.

        – Insert code here to make the scene come alive.

        – Example: start timers, begin animation, play audio, etc.

    end

end

– “scene:hide()”

function scene:hide( event )

    local sceneGroup = self.view

    local phase = event.phase

    if ( phase == “will” ) then

        – Called when the scene is on screen (but is about to go off screen).

        – Insert code here to “pause” the scene.

        – Example: stop timers, stop animation, stop audio, etc.

    elseif ( phase == “did” ) then

        – Called immediately after scene goes off screen.

    end

end

– “scene:destroy()”

function scene:destroy( event )

    local sceneGroup = self.view

if back then

        back.removeSelf()

        back = nil

    end

    – Called prior to the removal of scene’s view (“sceneGroup”).

    – Insert code here to clean up the scene.

    – Example: remove display objects, save state, etc.

end


– Listener setup

scene:addEventListener( “create”, scene )

scene:addEventListener( “show”, scene )

scene:addEventListener( “hide”, scene )

scene:addEventListener( “destroy”, scene )


return scene

here is my code for Home…q7

Why do you have …'s in the name?  In Unix and Windows, that is the meta character meaning go up one level of directory.

where is the 's? i see one but the codes are in comment

You said above:  “here is my code for Home**… **q7

The error message says it can’t find " Home**… **q7".

Why are you putting the two dot-dot’s ("…") in the file name? To the operating system this means go up one level in the folder structure.  

Rob