New information below:
I have been using Orbot for android for a while now and suddenly I was having issues with it stopping suddenly causing difficulty loading some sites.
So I uninstalled it and when I tried to re-install it from F-droid I got a notification that guardianproject.info website was blocked by an entity named a.ns.mayfirst.org and b.ns.mayfirst.org
So I then downloaded it from github but when I tried to install it my device took me BACK to the F-droid app where a popup said "needs authorization". But nowhere could I see how I could do that.
I also found information that the ttl: was set to 86400. But my device ttl performed at about 2 seconds thus timing out.
Either I need help changing my device ttl or I need a way to get around the block.
I must disclose I am not a developer, I am self-taught.
Related
I can not figure out if this should work or not.
According to this post it should NOT work. But it's also from 2017.
According to this it should be stored in the Keystore services, which seems to only be erased if you log out.
Played a couple of other games that I'm confident uses firebase as well, and they seem to be able to log me back in after I uninstall the app (without connecting to Facebook or similar)
Also as a side note iOS keeps the credentials also after uninstall and are able to log back in
I just went live with my android app (Xamarin) -- and all my users are getting a -504 error when they try to install the application. Please help!
The app name is 'ControlTower' (the one with a tick symbol); can you tell me what I might have done wrong
Seems to download fine here. So I don't know who "all your users" are, but they might want to check this link: http://appslova.com/fix-android-504-error/
The error 504 code appears while attempting to download apps or games
in the Google Play Store. This is a gateway timeout error and is
generally associated with slower internet connections or mobile data
networks. Simple fix that worked for some is turning your mobile data
off and then back on. You can try it now by turning your Airplane mode
on and then off or by going to settings >> data usage>> turn off
Mobile data and turn it back on. Now try to download or update the app
via Google Play. If that didn’t work, some users have even solved the
Google Play Store error 504 by freeing some space in their android
device by uninstalling unwanted apps or games. If these Android fixes
didn’t work there are more to go in this post for “App” could not be
downloaded due to an error. (504)
Has more to do with the user's device than anything else. You say it just went live. It might have to fall through to all proxies and servers etc. So it might just be a small hiccup while going live on the app store.
Hello and thanks in advance for your response.
I have my licensed app uploaded to the Play Store. I can test and get expected results with all of the static test license responses (Licensed, Not Licensed, etc). So far so good.
But if my test device has no internet connection, the license check ALWAYS fails. This is not how I understand the ServerManaged policy to work. If an install is found to have been licensed sometime in the recent past, the policy is supposed to cache information in a shared prefs file and use it if there is no internet connection.
So I temporarily commented-out the obfuscation of the data in the prefs file that the license system creates. When I look at the data, I see that the retry count and other stuff is set to zero. This is not what I expect. With data like this, it is behaving for me as if I were using a Strict policy (and I am not).
I am presuming that this is an artifact of using the test response system and that "real" users will get actual data in their obfuscated shared prefs that permits them to operate in the absence of an internet connection.
So I have tried setting the server response to "Respond Normally". When I do this, I ALWAYS get a NOT LICENSED response. And I guess this makes some sense because I have not purchased the app and downloaded it.
So how can I, as the developer, experience exactly what my end-users experience? I want to be able to test how this all works without an internet connection, for example. I cannot seem to figure out how to do this? I guess I could purchase my own app but I am not sure that will even work since the test device is logged into the test account. And it makes no sense for a developer to have to purchase their own app.
Thanks for any suggestions.
I think I found a possible solution to your problem.
What I have done:
first, I created a google group for alpha/beta testers of my app (after uploading the app, of course). Then, I ivited myself in this google group and accept the invitation. After this, I inserted my gmail developer account in the list of the users for the license test and set the server response to "RESPOND_NORMALLY".
In this way, the response of the server will be always "LICENSED" for my account, and the validity time will not expire in 2 minutes. It's as I had bought the app!
The only limitation to this trick is that you have to upload your app in a beta or alpha slot of your google developer console but, after this, you can also get a "LICENSED" answer using a debug app uploaded on your device using the usual Eclipse IDE! You don't have to wait for the generation of the link to download the test app (that is very slow to generate... Up to 24 hours!).
I too have experienced this frustration. I too want to have the same experience as my customers. As soon as I set 'Respond Normally' I always see the 'NOT LICENSED' response -- which seems VERY SUBOPTIMAL. I BELIEVE what Google needs to added is a setting of **'RESPOND_NORMALLY_AND_LICENSED'**. That would do what's needed.
The heart of the difficulty: if I leave my app as 'LICENSED' that works fine when I have an internet connection, then after 2 minutes with no connection, my app stops working as licensed (since the cache is set on the Google Play Server to 2 minutes). Thus if I want to use my own app day-in and day-out, I need to produce an app with licensing disabled --- something my customers never see. That's a VERY bad idea.
We all learned a long time ago: "You must eat your own 'dog food' as a developer."
I have reported this as a 'Developer Console' Bug, but it is perhaps instead of a 'Bug,' a very strong suggestion--and it would be seemingly be simple to implement.
As a work around, I have now added code in ServerManagedPolicy.processServerResponse() to simply add two months of time the licensed time and call setValidityTimestamp(). I hope this helps someone else. Now I am content ---
I have an app written in Adobe Air (actionscript3) then packaged as an APK for the moto xoom (android os, using flashdevlop).
We are looking to host both the install and update. There are no issues with selecting unknown sources. And installing from web works but i cant seem to find anyway to set it up to find updates thru my server or the correct way to push those updates. Thoughts or links, google has failed me?
UPDATE
I forgot to make clear i need it to work thru the built in update checking so it will auto update if the device is set to do this. By default either the app or device is checking for updates somewhere. I want to change where it checks for that update and what format/syntax its expecting.
The built-in update check is the Android Market app, pinging the Android Market server to check for updates. Since you're not distributing your app through Market, there's no way for you to take advantage of its update mechanism- You'll have to write your own (Amazon's market app, by way of example, does this).
Essentially you'll have to set up some sort of alert mechanism (check for updates on app startup, maybe), download the APK, and fire an intent to have the user explicitly state they want to install the app. Auto updating (downloading and installing the APK without the user doing anything at all) isn't possible outside of Android Market, for security reasons.
For more information on how to fire the "install" activity, check out this thread.
It sounds like a good case for cloud to device messaging....to notify the user of the update
is available...
http://code.google.com/android/c2dm/
I think they will still have to download/install it.....You can help them by making the download/install feature of the app it self.....
okey... i think you have a few web services right... create a update webservice that takes in the user version and sends it to you.. you can cross reference it and if the user needs to download a new version they get directed to a browser ... where you can poit to where you host the files... you can put in a menu item in the app to say allow the user to check for any upgrades... version number of the app can be got easily... check google or get back to me if you still are nunable to find any...
I have an app that uses the Android licensing. I'm using the ServerManagedPolicy which according to http://developer.android.com/guide/publishing/licensing.html should cache the server responses.
To test it I did the following:
In the developer console, set the server answer to be "LICENSED" for my account.
Connect the phone to Internet, and run the app. It shows the dialog I created to let the user know it is trying to obtain a valid license. It then shows that it found it and lets me run the app.
I exit the app (back button) and the force close it.
I disconnect from the Internet.
I run the app again. I see the dialog again, but this time it says a valid license was not found and doesn't let me run the app.
Shouldn't the ServerManagedPolicy cache the license it found the first time and let me run the app the second time?
I haven't published this app yet. Could this have something to do?
Thanks!
Don't worry, I had the same issue. When you use a test or dev account, licence is not cached bu the ServerManagedPolicy. But for your real clients, it will be cached by LVL.
Nothing in the docs says it clearly, but that works and actually, is nice feature for devs.
Regards,
stéphane
Btw, You should add a link to your app in your profile as I did... I am curious about it but can't guess what it is.