I have a problem on AIR Android SDK

I made a game with the help of Adobe Flash Professioanal CS6 - AIR for Android;

I also published my game on Store (click to see), my app works on many Android devices with success (like: GM, htc desire 300, the Galaxy win, tab 3, etc.) but some devices Samsung could not run it. Above all, who have a screen big thumb. Example note, Series S Galaxy usually can't run, but the series mini S running with success.. tab 3 can run, but tab4 eror get (this app stopped working).  Galaxy S6 also get black screen :/ but a bit a lot of large appliances have stopped working eror...

What would be the main problem?

Thank you...

I can verify that it does not work on the SGNote using the last Lolli OS5. It crashes immediately, I can not even a single Visual.

Because none of graphic works an immediate departure, which suggests that you should carefully consider the startup of your application process. Things like, how are you OS details such as the size of the screen and what you do for use these pixels? You want to immediately call a Context3D or a StageVideo? If so, do you run good detections to see availability before you press the device? What I especially ask here is if you try to force the device into a context from the outset that you have not really given enough time to exist or tested for. Samsung is not known for giving the penalty and in fact quite the opposite, usually offer very forgiving environments with a lot of CPU/GPU/RAM to depend on.

Any information you share on your process of creating applications will be useful. Including obtaining device and OS information, active handling screen orientation, contexts and initial loading.

Tags: Adobe Animate

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