I want to see analytics in my android application, but am struggling to set Adobe Launch and Analytics up.
I have Mobile Core and Analytics set up in the app itself. And it isn't producing any errors on run.
MobileCore.setApplication(this)
MobileCore.setLogLevel(LoggingMode.DEBUG)
try {
MobileServices.registerExtension()
Analytics.registerExtension()
Lifecycle.registerExtension()
MobileCore.start { MobileCore.configureWithAppID("app-id-here") }
} catch (e: Exception) {
// Log
}
And have created the property in Adobe Launch adding the relevant extensions needed, setting up environments and publishing a library. I now have a library published. But have no idea how to view the data gathered from the app? Am I miss understanding what Launch is? Any help on this would be appreciated.
Once registeration is done you can able to see the logs in App logs "AdobeExperienceSDK" but to see the actual event you need to login on AEP dashboard portal.
For setup and instruction please visit below official url from Adobe Launch
https://experienceleague.adobe.com/docs/launch-learn/implementing-in-mobile-android-apps-with-launch/configure-launch/launch-install-the-mobile-sdk.html?lang=en#prerequisites
I may be misunderstanding your question, but if you're asking how to see an aggregation of the data you sent to Adobe, your request contains the address of the repo where you're sending your info. You need to log into Adobe Analytics to see what you sent.
You need to set the events to track the screen views. Example:
Analytics.trackState("Screen Name", null);
The oficial documentation:
https://docs.adobe.com/content/help/en/mobile-services/android/analytics-android/states.html
You can also use https://aep-sdks.gitbook.io/docs/using-mobile-extensions/adobe-experience-platform-assurance , which can let you see Adobe Launch console/debugging notes in the Adobe Griffon interface. A bit overkill for a one-time thing, but if you're going to be spending a lot of time withLaunch in your app, it might be worth setting up.
Related
As we know, there have been changes in access to the twitter API referring to callbacks URLs.
So far, I have been using the identification callback with firebase, as I indicated here:
This has been working perfectly so far.
I read in the documentation that now you have to indicate the callback, according to android or iOS in the following way:
twitterkit- : // if using Twitter Kit for iOS or
twittersdk: // if using Twitter Kit for Android.
My application is only developed for android.
I have tried all the possible variants, but I always get the following error:
The client application failed validation: Not a valid callback URL format.
The tested options have been:
twittersdk://pfa89MGYola62VIln ........ (MY_CONSUMER_KEY)
twittersdk://MY_APP-android.firebaseapp.com/__/auth/handler
twittersdk://https://MY_APP-android.firebaseapp.com/__/auth/handler
I have activated and deactivated the check "enable callback locking" ...
I've tried everything, I'm a little desperate
For another test, I tried to register the URL callback as if it were the iOS platform
twitterkit-MY_CONSUMER_KEY://
and it was accepted on the first attempt.
I do not mind losing the relationship with firebase, the truth is that I was not using it, but I have a serious problem if I can not connect with twitter again.
I appreciate any help.
I found the solution, I put it here in case it can be of help to someone.
The truth is that it is not well specified in the documentation, you have to take two steps.
First: activate the "enable callback locking" checkbox
Second: indicate the android sdk for twitter, WITHOUT CONSUMER KEY, unlike iOS users.
It would be like this:
I hope it helps
friends I am new in mirrorlink common Api.I don't know to enable mirror link service in android application.Please anyone tell me steps and any tutorial link.
I already do following things :-
I get developer account from mirrorlink.com.
I attached certificate with my app(that get from software that available from https://causeway.carconnectivity.org) Documents.
I saved device EMI number in my ACMS account (https://acms.carconnectivity.org)
Now I know I missing mirror link code for launching and terminate all this code and permission in manifest file.
Actually, I don't know how to code in the application for mirrorlink. please help me for step no.4
The launch and terminate UPnP code should be placed in the MainActivity. For certification purposes, your app needs to handle the Terminate intent without coming to the foreground (if it is in the background). Even if you don't respond to the intents, the app should be usable in MirrorLink.
You don't need to do anything extra to enable framebuffer streaming, or audio streaming. (Though providing context information via IContextManager.setFramebufferContextInformation and IContextManager.setAudioContextInformation is needed to make sure that the head unit knows what is being provided to it.)
Is there a way to disable iOS and Android apps which are live, for a few hours and add some custom message to all users, Can this be done through itunesconnect for Apple or google developer console for andorid.
Note :- i dont want to release new Apps / change existing code.
max
I know you mentioned you don't want to release new apps or change existing code, but unfortunately for this level of customization you'll have to (to start!) There's no push of a button to do this for you for either dashboard.
There's multiple ways of doing this and there's no official documentation out there, so if this answer gets accepted by the OP still look around at other answers on this thread.
My approach is to listen to an endpoint that you create, may it be from dropbox, s3, parse, etc. that have certain key-value pairs that your application can retrieve and handle appropriately. To the level of customization is up to you.
Let's do the example of your "we're temporarily unavailable" idea. Have the endpoint do the following:
{
"unavailable" : false,
"unavailable_text" : "Sorry we'll be back shortly!"
}
Now on app start up you listen to this endpoint. One day the unavailable key will be true, when that happens in the success handler for the endpoint you'll put in some logic to present a UnavailableViewController of sorts that might have a UILabel called descriptionLabel
if ([json valueForKey:#"unavailable"]) {
UnavailableViewController* controller = [[UnavailableViewController alloc] init];
controller.descriptionLabel.text = ([json valueForKey:#"unavailable_text"]) ? [json valueForKey:#"unavailable_text"] : #"We're temporarily unavailable, please try again later."; // just in case you forget to set it have a fallback.
// present view controller...
}
Hope this helps! Let me know in comments of any questions/concerns.
Unable to receive crash reports on my Test flight account even though application gets crashed.
I integrated the SDK in my application. I did following steps -
1. Integrated SDK in code
2. Used proper Application ID
3. Started session using TestFlight.startSession();
4. Called TestFlight.sendCrash(121213, "XXX", "YYY"); method
4. Ended session using TestFlight.endSession(); in one of my destroy() method.
Let me know if I am doing anything wrong or missing anything.
Thanks in advance, your answers will be much appropriated.
Crash sessions should be sent back to TestFlight automatically. There is no need to specify startSession, sendCrash, and endSession. Please contact TestFlight support here (http://help.testflightapp.com/customer/portal/emails/new) so we can further investigate. Please include the URL to the build's permissions page in the email.
Thanks,
Justin (TestFlight Support)
I am going to be sending off press-kits to various reviewers in regards to my new Android game and I am wondering how I should go about sending them an APK they can test? The game is paid and licensed.
If I send them the licensed version of the game they won't be able to run it on their phones without buying it. However, if I send them an unlicensed version and someone leaks it then everyone will just be able to get my game for free. What should I do?
Your options are pretty much limited to:
a time limited (demo) version
sending them an unlocked version which displays some personal information about the reviewer, thus making it in the reviewer's interests to keep the APK to themselves
using a licensing server. ie the game checks against a server (on GAE or similar) to see if it is allowed to run
I'm sure there are other options - I'd be interested to hear them.
One thing that is sorely missing from the Android Market is the ability to give the app to people. I think this is possible on the iOS store - at least like this you'd be able to grant real licences to the reviewers.
Following on from the above answers. Here's what I do (plus a message on the splash screen with the name of the reviewer)
private void initNewGame() {
//do a date check and quit if necessary
if ( reviewMode ) {
if ( new GregorianCalendar().after(new GregorianCalendar(2011,3,1,0,0,0))) {
//quit
((Program)parentActivity).finish();
}
}
}
I would also be interested if anyone has other ways of doing this, it's a really good question.
Make a free demo version that expires or something like that?