I integrated pushwoosh functionality inside my android app. I tested it, installing apk from eclipse, and was able to receive notifications, everything was fine. But, after uploading apk to google play and after many downloads, subscribers in pushwoosh control panel is still 1 after 24h (the same one since when I installed the app from eclipse).
I copied paste code from official guide, and added a little function to check if com.google.android.gsk is installed, just to let emulator run the app without crash but again, it was working in a real device when installing apk directly from my pc.
Is there something to set up to let pushwoosh work from googleplay? Or maybe some known issue I'm missing?
I don't think the problem is due to pushwoosh control panel updating latency, since the one subscriber (me) was counted just after installation, and now 24h are passed.
Related
I setup Google Analytics for my Android app. When I test it with the Android Studio emulator everything works fine and I can see the events in real time on the Google Analytics web console.
If I put the app on my phone (debug or signed with keystore) and I watch the log I can see that the hit are created and sent just fine but I can't see them on the web console. I tried to wait 2-3 days and I tried to submit the app to see if other users' devices would work but the only results I see are the ones from my local emulator and the ones from Google's pre-launch reports (so emulators again).
The same thing happens when I try with the sample app available on the developer guide (Here), so it's definitely not my code. What am I missing?
Working on a Cordova app:
We are trying to find a way to capture JSON results of an in-app transaction. In debug mode, we have access to the console, but in-app billing is disabled; when we've pushed an alpha or beta release to our GDC, the in-app billing works but we do not have access to the console. We use variations of pop-up alerts but this is a flaky solution. The main annoyance stems from having to build & upload to GDC every time we want to test new things that have to do with in-app billing. Surely there is something we're missing.
Is there a way to read the console (or any output of that sort) from a built Android app?
First of all plug your device to computer, from Android Studio, choose Tools > Android Device Monitor or click the Android Device Monitor icon. This will show your device and apps running on it. You can filter type of logs it is showing (because at moment device shows lot of logs).
But if you use command line then , in the SDK tools/ directory, enter the following command :
monitor
It will also open monitor tool. Here is documentation to this tool.
My app uses AdMob. My app doesn't contain any inapp purchases. No device is excluded in developer console and devices tested had higher sdk version than minimum required. My app is optimized with proguard and then zipaligned. Users can install other apps without problems. Why are they getting this error? How can I solve it?
Also when trying to install it via browser on a PC? In this case, where does the error occur, on the pc or the mobile device?
Which app is it?
I think Google Play takes random amount of time even after app being published, before it becomes available for download. Same thing happened to other person I know. After few hours of app being published (not app being uploaded) his app could be downloaded. His app could be downloaded before mine even though mine app was uploaded before his.
I created a new app today and put it on Google Play after testing on the emulator and 2 devices I own. A friend then downloaded it to give it a look-see and said that he did not see any ad (using AdMob). This baffled me 'cos I had seen the test ad on my development device and in the emulator.
I thought I had done everything I needed to do correctly with the new app, but I checked two older apps that I'd created previously which also used AdMob, to satisfy myself.
I ran these two apps from within Android Studio on my Motorola Xoom connected via USB. I seem to be now getting errors in LogCat like this across all 3 apps...
E/GooglePlayServicesUtil﹕ The Google Play services resources were not found. Check your project configuration to ensure that the resources are included.
Two of these apps are apps that I've not touched for some time, I just re-opened them in Android Studio today to see if they could help me understand why the new app wasn't working as I'd expected. I can confirm 100% that ads have been working in them prior to this.
I do see the test AdMob ad on my development devices. I also see:
I/Ads﹕ Ad finished loading.
Eventually in LogCat.
Can anyone help me understand this better? I looked at another SO question and it seemed to be related to location services, but none of my apps make use of location.
I checked on the AdMob dashboard, and it is also clearly showing that the new app has a number of impressions today, which is even more confusing.
I am using Android Studio 0.4.6.
I am using Google Play Services com.google.android.gms:play-services:4.2.42.
I have performed a Clean, Rebuild on these projects and I have stopped and restarted Android Studio. Any input appreciated so I can understand what's truly going on here.
There is nothing to be concerned about.
Current version of Google Play Services seems to have a benign bug where this message sometimes gets displayed:
E/GooglePlayServicesUtil﹕ The Google Play services resources were not found. Check your project configuration to ensure that the resources are included.
But it doesn't stop your app from working or ads being displayed.
If there are no ads available for a certain area/device then occasionally an ad won't get displayed. But that is perfectly normal. It's why you should use mediation to make sure you always have ad fill.
Now that android has a web store I was wondering how is this done and how this thing works internally? I think this is really awesome. Is this available on the SDK's? Are all android versions supported?
Thanks
Its not about SDK.
There's Android Cloud to device messaging. you have to get that app on your phone, and the webstore sends the market link to the APK , OTA to your phone, because your phone has that app.
Then your phone knows how to interpret that URL and install an app.
Similar to this, we already had Chrome to Phone thingie.
UPDATE: Thats something which needed some experiments. I just tried to install an app on my phone. Market Webstore asked me to sign-in and after signing in, I could see all the apps that I currently have on my phone. looks like my google account was recording that too. As I clicked the install button, Market said the app will be downloaded on my phone.
Looks like it has marked that app for installation in my google account, and when my account is synced on phone, the phone will realize that it has to download this app and will download it.
But, as of now, nothing seems to be happening.
UPDATE: Damn! The download started! There were two options in the market webstore about the device you wish to install it to, and don't know why, both of them were 'phone'.
I selected the upper option, and download started almost instantly, AND Silently
thus, you get your answer. silent installs are there.