It appears as though everyone using my application on an LG Ally is having to redownload the application every time they turn off their phone.
I've received the folling market comments relating to the issue:
"Is great when it works. But if i shut my phone off i have to reinstall it. Lg ally."
"Great quick ref. I do have to redownload it every time my cell updates. Lg Ally"
And the following report in an email:
"The one problem that I have with it is should I turn my pohone off or the battery dies completly I have to redownload and install again. I was wondering if there was a way to fix this. I am using an LG Ally with the latest android sofware what ever that may be. Thank you for the app and your time."
Based on a quick google, the LG Ally currently has Android 2.1.
My application requests the following permissions:
android.permission.INTERNET
android.permission.CALL_PHONE
and is using copy protection.
What could be causing this issue?
From what I've read the problem has to do with the Ally specifically and the android Market.
They're saying that if copy-protection is turned off it should work normally.
from the Verizon Community Forums
I'm an app developer and this update has effected many of my users (with the LG Ally). Uninstalling/reinstalling fixes the problem temporarily but then after a reboot the issue is back.
I provided the app to user's outside the market and the problem was fixed. The only difference is the version from the Market has "copy-protection" enabled. So my guess is Verizon messed up apps with copy-protection somehow.
Just a tip if you are experiencing issues with apps, ask the app developers if the issue is with copy-protection and if they will turn copy-protection off in the Market or provide the app to you some other way.
-Peter
Related
We are building an app in Unity for the Samsung S21 specifically, and we are noticing an interesting bug that resembles the following: https://issuetracker.unity3d.com/issues/android-not-enough-storage-space-to-install-required-resources-error-when-building-app-bundle-with-split-application-binary.
We have isolated it to phones that are "Fully managed" with Samsung Knox, and have noted that this occurs across all apps made with Unity, including major commercial releases on Google Play. This does not appear to be an issue with non-Unity apps.
After a factory reset, our app installs fine, but once it is updated or uninstalled and reinstalled we get the message "Error: Not enough storage space to install required resources." I have noticed that certain folders do not delete after the app is uninstalled--specifically /files/il2cpp and /files/Unity, and I cannot delete these on Knox-protected phones, while I CAN delete these folders on standard devices.
My Knox security settings say "User Deletion: Disallow."
I know that Knox is the issue here, but I am curious if anyone has any explanation what in particular with Unity is causing the problem. My suspicion is that this is because my Knox security settings do not allow me to delete, but it is interesting that this only seems to be the case in Unity apps as apps not developed in Unity (NBA Live is an example) uninstall and install fine. It is also worth noting that this all seems irrespective of the link I put above with the initial bug that claimed it was related to splitting the application binary.
We determined that using the Managed Google Play store only for downloads does not produce the issue. Any downloads from the commercial store--specifically Unity apps--will cause this issue. There is no workaround for this. If the organization with which you are working would like to be able to install a specific app on a phone with an account managed through Knox it must allow the specific app on the Managed Google Play store.
I just finished my first Android app. I tested it in the emulator and on my personal device (Nexus 6p). Other folks are installing it and it's working for them. My dad, however, also gave it a try. He has a Samsung Galaxy S6 running 6.0.1, and the app crashes on startup for him.
My guess is it's something touchwiz related. The thing is, he's not the most technical person, as far as getting a logcat would go. So... what are my options to try and investigate this issue?
Crashlytics can help you to retrieve the stack trace and exceptions when your app crashes.
But if you want to test and fix before the deploy, another options is Xamarin Test Cloud, it's a paid solution, but have a free-trial
[EDIT]
Searching in the internet, I found something similar to Xamarin Test Cloud, I personally have not tested this solution, but you can check it out.
TestMunk, they have a free plan.
This is an aspect of the extreme fragmentation of the Android ecosystem. I've seen bugs that manifest only on a specific device from a specific carrier. For example, at one point, Verizon broke ACTION_HEADSET_PLUG on one of their tablets, so that no app would ever receive it. It had worked fine on an earlier firmware version. Naturally, they refused to acknowledge the problem. The same tablet model from T-Mobile never exhibited this issue.
This is why I don't trust the emulator. It's fine for early testing, but you still need to test on the actual hardware that you intend to support. There are online services that test your app on a wide variety of real devices to try to uncover the weird vendor-specific issues. I've never used these services, so I can't recommend one.
I am trying to recreate an issue which is only caused on HTC One XL phone running Android 4.2.2. It is a styling issue which can be fixed with CSS. The problem is that the Chrome Developers Tool does not have a profile for HTC One XL phone running Android 4.2.2.
I do not have a real device! How can I test for an issue that only exists on particular phone running a particular Android version?
FInd someone with the device to test a beta or debug info gathering build. There's three reasons one particular device has issues.
1)Hardware problem. No emulator will solve this as they won't perfectly emulate hardware.
2)Software bug on this device's framework. Since each OEM ships their own set of patches, there's no way to know what is actually running, except for having the device.
3)Something weird in the system of an individual user. Some odd combo of software, hardware, and data. You need that actual phone to fix this, but it generally only effects a handful of users.
But none of these are solvable without access to the device, or a real Eureka moment. More logging helps, but you'd still need to get those logs which requires a device.
I recently released my app to the Google Play community. The team and myself tested the app on Gingerbread, jellybean, and kitkat. All were either Samsungs or Nexus. Now we have someone getting a crash on a Motorolla Droid Bionic, Android version 4.1.2.
My app required wifi (not Cell data) connection which is not possible with androids emulator. I am in the process of installing android on VirtualBox but I don't know if this will allow me to identify the problem.
Should I be this concerned? This is my first app and I want to make sure it works for everyone? This app is for controlling a home appliance so I feel like we need to make sure that it works, but I'm not sure how to really get accurate test results and error messages.
What do other developers do to emulate accurately specific phones and OS versions?
thanks for any advise and help.
Ask for the "Stack Traces" reported in "Crashes & ANRs" section of your application in Google play Developer Console to have more details about the problem.
we have an android app uploaded to the Android Market and we can browse it through the desktop computer, but unfortunately, the app can't be seen from a mobile terminal (we tried with a Motorola A953 with Android 2.2) and a with a Nexus S with Android 2.3.6) and the application simply doesn't appear in the search results where it should be.
The application is called Voetbal.nl
Any idea what the problem could be?
Best,
Manuel
Does your app by any chance require a specific API level, heigher than the one the Nexus has (10)? You can check them out here: https://developer.android.com/resources/dashboard/platform-versions.html
You can also check if it's available for download in the country you are located in. I know it's an obvious thing but omitting something like this by accident happens more often than we'd like to admit. :)
Please checkout your manifest file. its filtered out your device.
please refer http://developer.android.com/guide/appendix/market-filters.html
Fixed; it was just a matter of time, since Google updated the app after like 30 minutes.