How to get list of devices with Management API (beta)? - android

I'm essentially in the "Hello, World" phase of implementing Google's upcoming Android Management API (beta) for devices. I've gone through the Android Management API (beta) introduction and several guides and I'm stuck at the very basic step of enrolling a device. Following Google's Quickstart guide, and the general outline of the code embedded in the linked IPython Notebook, I've managed to:
create a project,
create an enterprise,
create a policy,
script the process of generating an enrollment token and displaying the resulting qrCode.
It's step 4 that appears to be the problem: I'm stuck in actually enrolling a device. Doing a factory reset of a 7.1 device, I'm six-times tapping on the welcome screen, and getting to the qrCode scan. That appears to work, and the device gives some indications that it is managed, but I am so far unable to see the device ID listed when I request all devices via method enterprises.devices.list. That API call returns 200 OK and an empty list:
[]
Even waiting 24 hours, that list is still empty.
I'm assuming that I've misconfigured something with the JSON/qrCode, but I'm currently at a loss as to what. Help please; through the linked Android Management API (beta), how do I properly list the enrolled devices?

Looks like this is a bug with the particular Android device with which I'm currently working: Lenovo Tab 4 10 X304F (2G, 32GB). We can utilize the manual workflow of afw#setup as the username, and then type (not QR scan) the 20 character code enrollment token and it works as expected, but any attempt to QR scan results in enrollment failure.
For future web searchers, the actual failure presents as an "iZat" location consent prompt which interrupts the provisioning process. The provisioning process is apparently not robust, and can't be restarted or continued. The only recourse is to factory reset and go the manual code entry route. In short, a paperweight for our purposes.

Related

Error 403 while trying to download the app via App Distribution

For testing, a project was created in Firebase and two applications (for iOS and Android) were published. Testers have also been added, who have successfully received invitations to participate in testing by email.
When clicking on the link in the invitation, a window opens (first screenshot), which successfully displays some information about the application under test. Immediately, the user is offered to download the App Tester application or download the application being tested directly. When you click on both buttons, the same error appears (second screenshots).
ps What can it be connected with? I am currently in Russia, but I tried downloading using a VPN - the same result.
pss the application is written in Flutter, it was also initialized as a Flutter application in Firebase
Yes, the download does not start due to the fact that I am geographically located in Russia, which is sad. The download has started from the VPN of another country.
ps Apparently the VPN, under which the application did not load, also sent requests through Russia

MS Teams Links from Tab to Chat Channels request authorization only on Mobile App

We have a teams application that uses a grid in a custom tab (user tab) to display a list of channels with certain details related to the operation of the company. The idea is that when the user of the app is interested on following one of the items in the list they click and are redirected to the "Team - Channel" that is related to that item in the list. The Teams and Channel are created dynamically by our application using MS GRAPH API in the organization where the app is installed. All this works well and we store in our own backend the details of each channel created (The url provided by the Graph API to be able to redirect users to those channels).
All this works well and in the web UI and desktop version of the app the behavior is flawless. Although when testing the mobile version of MS TEAMS with an ANDROID tablet (Galaxy Tablet with Android V 10 and MS Teams V 1416/1.0.0.2021020402) We noticed that users which are either "Owners" or "Members" of the linked channels get a message "requesting to join" the channel when they click the link in the application tab that should redirect them to the specified channel. The same users can anyways from the mobile application itself see the team and channel related to the entry in the list and select it... and chat on it... but the link from our App tab to the channel itself pops up the "Request to Join" screen.
The situation has been as well a bit erratic... sometimes the link works as expected in the mobile app and all of the sudden the app start requesting access when accessing the link. We are wondering if is related with the fact that we create the teams and channels dynamically and maybe the mobile app caches the access to the user channels creating a conflict with recently added channels... just a theory.
Any help or idea or similar experience is greatly appreciated. Our application is close to hit production and this erratic behavior might render it unusable.
Thanks!
Jorge Luna.
We hope you are trying for authentication flow for tabs.
OAuth 2.0 is an open standard for authentication and authorization used by Azure Active Directory (AAD) and many other identity providers. A basic understanding of OAuth 2.0 is a prerequisite for working with authentication in Teams. For more information, see OAuth 2 simplified that is easier to follow than the formal specification. Authentication flow for tabs and bots are different because tabs are similar to websites so they can use OAuth 2.0 directly. Bots do a few things differently, but the core concepts are identical.
Could you please try the below sample code.
If you are still facing the issue please write to Microsoft Teams Community

Android Google Play TurnBasedMatch unable to create match from second machine

I am working on a version-controlled Google TurnBasedMatch Android application on two separate machines.
What works:
Creating matches and taking turns between Gmail 1 and Gmail 2 from devices running the debug app from Machine 1
Viewing in-progress matches between Gmail 1 and Gmail 2 from devices running the debug app from Machine 2
What does not work:
Creating matches and taking turns between Gmail 1 and Gmail 2 from devices running the debug app from Machine 2. Reading match data from an already existing game works fine, but any attempt to create a new match or alter an existing match results in GamesStatusCodes.STATUS_CLIENT_RECONNECT_REQUIRED
I have generated an OAuth 2.0 client ID for each of the two machines and added them to the Google Developer Console. That seemed to be the solution to the similar issue on this StackOverflow thread. Before this was added, I wasn't even able to login to Play Services, so I am unsure if this is related to the current issue.
Looking for ideas on credential/access-based differences that could exist between the two machines.
Finally figured it out - the key was to create a "Linked app" in the Google Play Console for each of the OAuth 2.0 Clients generated in the Google Developer Console. I only had an app linked to Machine 1 previously.

Google EndPoint not getting called when request has google plus profile url as parameter

My app uses Google App Engine as backend and it provides google plus & facebook login option to user.
One of the endpoint Api takes user profile picture url as input parameter and tries to store it in the user profile table. My endpoint Api was not getting called successfully when user choose the option of google plus as login,
I have narrowed down the issue to find out that it only happens during google plus login scenario and from the backend logs I see the issue is only because of below parameter which is profile photo url.
https:%2F%2Flh3.googleusercontent.com%2F-xPc6TIzQiFA%2FAAAAAAAAAAI%2FAAAAAAAAAeU%2FUIIpz-4G1dQ%2Fphoto.jpg%3Fsz=400
Backend Request from logs(Data changed for privacy reasons).
/_ah/api/registrationAPI/v2/XXXXXX/Rahul%20Purswani/rahulfhp#gmail.com/https:%2F%2Flh3.googleusercontent.com%2F-xPc6TIzQiFA%2FAAAAAAAAAAI%2FAAAAAAAAAeU%2FUIIpz-4G1dQ%2Fphoto.jpg%3Fsz=400/XXX/YYY/VVV, returning NOBODY to imply authentication is in progress.
My Api Class Declaration :
#Api(name="registrationAPI",
version="v2",
namespace=#ApiNamespace(ownerDomain="backend.XXX.XXX.YY",ownerName="backend.XXX.XXX.YY",packagePath=""))
public class PlayerRegistrationEndPoint {
}
And to my surprise this only happens when I test the Api on local development server through real device. If I deploy my api all works fine, I have spent almost the day to narrow it down, If you have any clue about it that will be really appreciable.
Are you accidentally logging the bytes of your pictures using logging.info(), logging.error(), print, etc? Logging bytes to either the logger or standard out can make the dev instances (or even production instance) go into zombie mode.
This has happened to me many times. Check all logs to make sure you aren't trying to log something that isn't a basic variable type.
I was getting this issue since we migrated our code base from Eclipse to Android Studio, during this migration our app-engine sdk version got changed from 1.9.22 to 1.9.18.
Looking back and doing comparative analysis with why it used to work with eclipse, I tried using 1.9.22 app-engine sdk here and issue got resolved, the zombie behavior is no more and even in development environment everything is stable now.
I also checked & removed all the loggers and out statements, though the issue was not fixed with trying that alone.
Thanks for even letting me know that it can also go wrong in future during development environment testing.

Using Android's Fingerprint Scanner for Application

I need to create an application that scans fingerprints and authenticates them. I can't find anything about fingerprint permissions on the Android website.
Is it possible to use a phone's fingerprint scanner for a regular application? If so, what is the limit on the number of fingerprints it can store (I'd prefer to store them on the phone itself)
Thanks
Fingerprint scanner is not a feature in Android (Now available on Android M).
So each company as Samsung, Motorola, HTC create is own API and SDK to access to fingerprint sensor.
For instance Samsung provide a SDK http://developer.samsung.com/galaxy#pass
Pass SDK allows you to use fingerprint recognition features in your
application. With Pass SDK, you can provide reinforced security, since
you can identify whether the current user actually is the authentic
owner of the device.
If you want to enroll multiple users and check users in your app, it's not possible with Samsung device. You could only check owner of device.
I don't know SDK of other companies.
UPDATE
Android M have new FingerPrint API:
https://developer.android.com/about/versions/marshmallow/android-6.0.html#fingerprint-authentication
Android M preview introducing FingerPrint scanner API.
You can checkout example for this here :
https://github.com/googlesamples/android-FingerprintDialog/
I needed a similar functionality and my solution was to use an external scanner instead of use a device with integrated fingerprint scanner. There are several companies which offer integration with mobile phones through SDKs. You should research through out the next companies on google:
Nitgen: http://www.nitgen.com/eng/product/Hamster3.html#a2
Secugen: http://www.secugen.com/products/sdk_pro.htm#android
Tactivo: http://precisebiometrics.com/smart-card-reader/android/
In my case I used Secugen, but feel free to use the suitable device for your solution. Notice that this solution could make your project cheaper because you don't need to use an expensive mobile phone, the only feature that the phone needs it's having a USB OTG (On-The-Go).
I know this solution it's a bit different from what your were asking for but I believe that it could be interesting for you too.
You can opt to use an external Fingerprint Scanner and be able to Enrol Biometric Fingerprints from Persons you are Registering then proceed to save the Biometric Fingerprint Data and Person's particulars in your Android Phone. In my case I used a DigitalPersona type 4500 Fingerprint Scanner and used the Crossmatch API for Fingerprint Capture.
This is actually the easiest and feasible way for you if you want to succeed at Capturing Biometric Fingerprint Data and Save it in your Android Phone from more than one Individual. In fact what can limit you from enrolling more Biometric Data from various Enrollees will be the memory size constraints of your Android Mobile Phone / Device. This you can however easily circumvent by integrating your Android Biometric Authentication App with an external RDBMs Centralized Database of your Organisation like an MSSQL, Oracle, MySQL, PostgreSQL etc.
If it pleases you, you can choose to use the Source AFIS API to implement it with much ease. For motivation you can check out this project's web page here at [Android Biometric Authentication using External USB Fingerprint Scanner][2] that I developed [here][2].
See screenshots I have attached below for Fingerprint Authentication when the result is a MATCH FOUND and when the result is MATCH NOT FOUND. I have also included a screenshot for when FINGERPRINT ENROLLED.
I designed the User Interface ( GUI) that is reusable on Android Mobile Phone screens of various screen sizes for both Fingerprint Enrollment and Fingerprint Authentication. You can design your own interface anyway but in my case I wanted to be able to display the Person's Fingerprint during Authentication and I added an Activity for swapping Fingerprint Images on display after Finger Touch event is fired if Person places Finger on Fingerprint Scanner.
Happy coding.
[2]: https://jomutech.com/androidexternalfingerprintscanner/
Simple answer is NO.
But you can integrate it by Implementing Google's fingerprint recognition introduced in Android M which only supports 5 attempts at a time, if all the attempt fails your device finger print reader will be blocked for 30 seconds, then after that duration you can authenticate with the fingerprint again.
For example you are using an 2 app(A & B) with finger print support. Then you enter 3 incorrect fingerprints and then you close the app A, then you open the app B so there are total 5 attempts available within 30 seconds so your app can only authenticate 2 times because app A took 3 attempts hence after 2 unauthorized attempts the OS blocks the reader for all apps.
So wait for 30 seconds or ask the user to enter pin or passcode accordingly if the user doesn't wants to wait for that amount of time.
Hope this helps.

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