Found a trick to control exactly when an app is put up on Google Play Android Dev |
- Found a trick to control exactly when an app is put up on Google Play
- Craziest bug of all time? You decide!
- Handing the Reins to Kotlin Delegate: A deep dive into Kotlin property delegation
- Write your own formatting code analysis rule with Android Lint
- New & Improved Fingerprint Authentication in Android Apps
- Moving open testing track subscription to Production
- Interstitials howto
- Can I mark my app as intended for children if it has ads?
- Empress — Android framework for ruling your app
- Downloaded COD Mobile and found that Google allowed non 64bit apk on store.
- Pixelbook as a developer machine
- Android Custom View 102 (Part II)
- Any ideas on how to customize autocomplete places UI?
- Need some help with my solution about sending data into api with for loop.
- Stuck because of Google Play app stability rejections
- How to create block-like graph interface like in LabView or SciLab-xcos?
- What does Compat mean or refer to in Android Development
- Kotlin vs Java (and how weird I think Kotlin looks)
- Troubles Exiting Emulator (Win10)?
Found a trick to control exactly when an app is put up on Google Play Posted: 01 Oct 2019 02:23 AM PDT Edit: it seems Timed Publishing works like this too. Wish I had found that option sooner! :) Oh well, hope this post at least helps people that weren't aware of Timed Publishing. Original Post: Lately my app updates started taking about 2 days instead of about 2 hours, which made it hard to communicate with users about app launches and synchronize other stuff with it. I now found a trick that allows you to release the app exactly when you want it:
I did 2 tests like these and the moment after I did that last step the update was already available for everyone. Hope this trick can help people out :) [link] [comments] | ||
Craziest bug of all time? You decide! Posted: 01 Oct 2019 07:28 AM PDT The logcat of the above looks like this: Something corrupting the stack, you say? I thought that too. However, if local_var is set to anything other than 1.0f, the corruption doesn't happen. NB: The local variable is not passed into the inner function call. This bug happens even if local_var and global_var are used for nothing at all anywhere in the app other than for illustrating this bug. So I tried this: Output (minus the ART spam): Then I tried this: Output: Things got stranger: Output: And stranger: Output: And stranger: Output: And stranger: Output: And stranger: In this last example, if local_var is set to the same value as ANY of the globals that are also assigned in the same function, it gets corrupted. Any other value survives unharmed. And it doesn't matter how the local variable is assigned that fateful number. It can be assigned directly from a literal, it can be the result of a calculation, it can be passed as a parameter to the function, or read from a global somewhere else - all that matters is what its value is at the moment the ART does its thing. I tried more and more variations, and it turns out that any and all local variables that happen to contain floats matching any values that are assigned to global or member variables in the same function, will get corrupted. For example: will cause the ART to subsequently corrupt any local variables that happen to contain 1.0 will subsequently corrupt any locals containing 2.0 will only corrupt locals containing 0.5f will - LATER! - corrupt locals containing 0.5, 1.0 and 2.0, but no others. Bear in mind, those three assignments occur before local_var is logged out for the first time. Only after the ART activity do those three assignment statements doom local_var to destruction if it happened to contain one of those numbers. So... do I win? [link] [comments] | ||
Handing the Reins to Kotlin Delegate: A deep dive into Kotlin property delegation Posted: 01 Oct 2019 08:00 AM PDT
| ||
Write your own formatting code analysis rule with Android Lint Posted: 01 Oct 2019 05:20 AM PDT
| ||
New & Improved Fingerprint Authentication in Android Apps Posted: 01 Oct 2019 06:26 AM PDT
| ||
Moving open testing track subscription to Production Posted: 01 Oct 2019 10:03 AM PDT Hi Everyone! My app is almost complete but I want make Play Store open testing track release so I can fix any bug in app before I make full release. But my app have content which I cannot give for free so I am charge subscription (real user payment with real money). My question is: When I move my app from open testing track to production release will all user subscription continue? I not want user lose subscription he have pay for. Thanks everyone! [link] [comments] | ||
Posted: 01 Oct 2019 01:48 PM PDT I received a note from Google AdMob that my app display interstitials 'unexpectedly' I display them in onCreate when the onAdLoaded callback is called. What is the right way to display interstitials ? Of course my detailed response and ask for clarification was returned with the same standard " your app is still in violation " text. No info or additional help [link] [comments] | ||
Can I mark my app as intended for children if it has ads? Posted: 01 Oct 2019 01:47 PM PDT I just filled out the new mandatory 'app content' survey, and I'm confused because my app could appeal to children (It's a game to learn beginner programming concepts) but there's ads on it unless you buy the ad free version. I also had to check 'this app could appeal to children' too, because the mascot is a cute robot character, so I'm worried Google play might hide it from children now, which isn't what I want. I would even consider uploading an ad-free version so kids can play it too. I don't have a ton of control over what ads play (I'm using Unity ads), but I did turn off dating site ads. I'm not sure if that's enough though. What should I do in this situation? [link] [comments] | ||
Empress — Android framework for ruling your app Posted: 01 Oct 2019 05:16 AM PDT
| ||
Downloaded COD Mobile and found that Google allowed non 64bit apk on store. Posted: 01 Oct 2019 12:41 PM PDT
| ||
Pixelbook as a developer machine Posted: 01 Oct 2019 12:07 PM PDT Hi, I just wrote a post about how it is to use a Pixelbook as a developer machine, in my case Android and Flutter developer: https://www.fluxit.dev/2019/10/pixelbook-as-developer-machine.html any comment is welcome [link] [comments] | ||
Android Custom View 102 (Part II) Posted: 01 Oct 2019 06:08 AM PDT | ||
Any ideas on how to customize autocomplete places UI? Posted: 01 Oct 2019 03:14 AM PDT
| ||
Need some help with my solution about sending data into api with for loop. Posted: 01 Oct 2019 08:31 AM PDT Hello. I need help with my solution which it is:I'm currently working on a homework, which i got so far and i'm trying new things, right now i'm getting all data from my sqlite with Room Persistance, in my app when someone hit save, if api wasn't reachable or internet was down, data will be save in sqlite, then what i'm trying to do is that when user came online send saved data into api, now here's what i've done i've put my ArrayList size into a int variable to get number of rows, then i've used it in for Loop like : let's say i have 70, data, i guess my app will try to send 70 row into api in ,i don't know 5 sec, which it will be so hard for a simple sharing host for api to handle something like this for i guess 10 running app + people who also sending data in normal way... i need help for this solution, i don't know if it's even right to use this method or not, so please if it's possible give me your advise to help me achieve this, with my homework. I'm also sorry for bad english. Another idea : i can also use timer to base on timer send data every 3 sec 1 by 1. [link] [comments] | ||
Stuck because of Google Play app stability rejections Posted: 30 Sep 2019 06:51 PM PDT Hi all, kinda long but seeking some advice on dealing with an update rejection issue in Google Play as I feel stuck. Recently, I tried to update some description text on the Google Play store listing for my Android game, which had been through alpha testing, was in production, had a couple updates since launch, no issues. Shortly after submitting, my store listing update was rejected with this reason "Issue: Violation of Families Policy Requirements - Eligibility Issue: App stability" and several versions of my app bundle listed as having the issue. There's been a lot of back and forth with the dev support team so I'll try to summarise as best I can. I believe there is no actual stability issue with the game and that its a cache issue on the test device. I was getting plenty of installs as I had a Google App Campaign running, so I checked to see if my users were experiencing crashes and they weren't. On top of this, support sent a screen of the app not launching, but it was the incorrect app icon which immediately told me it wasn't the production version being tested. After raising my concerns several times, support was unwilling to investigate the possibility of a test device cache issue or mistake in what APK they were testing. Desperate to just get it resolved, I followed support's advice which was to upload another APK with new version codes to get another review on my app. It was submitted as an alpha release which I was going to test ASAP and release to production immediately after. Low and behold it was rejected with the same email rejection response referring to instabilities in other earlier release APKs. Now the issue is that I am completely stuck. I can't upload new APKs to test or release if they are going to just automatically get rejected based on "app instabilities" of other versions. I will also need to keep exporting my game and incrementing version codes if I want to try to make a release again. What makes it so much more frustrating is that these APKs were all approved and put through the correct process before by the Google Play team. And what set this off was a simple text change on my store listing. It makes no sense. I was just wondering if anyone has had a similar situation and if so, what steps you took to resolve. I would leave the stupid Families program if that fixed it, but there must be a way for me to just get a new APK through that I can release to production. Feeling very stuck and the support is abysmal... Thanks for reading. [link] [comments] | ||
How to create block-like graph interface like in LabView or SciLab-xcos? Posted: 01 Oct 2019 03:46 AM PDT Hi, I am wondering what ways there are, to create a user-interface like in LabView and xCos/Scilab , or GnuRadio , or NI Reaktor. I have created a framework to process sensor data, where I can wire-up existing DSP-blocks and buffers at runtime. I am currently doing the wiring of these blocks via a formatted text file. Now I am wondering how much work it would be, to realize a graphic solution. I don't want to reinvent the wheel, but I could not find anything but bare OpenGL, where I am not really a champion. [link] [comments] | ||
What does Compat mean or refer to in Android Development Posted: 30 Sep 2019 06:18 PM PDT I have seen things such as ContextCompat and AppCompat and ActivityCompat but what does Compat really mean? Does it have a full meaning because by "ContextCompat", I dont really know what Compat does or mean? [link] [comments] | ||
Kotlin vs Java (and how weird I think Kotlin looks) Posted: 01 Oct 2019 03:50 AM PDT Consider this code block in Java (To create a alert dialogue): For programmers, it is natural for us to fill up the parameters needed for a function. But why does Kotlin 'code block' looks weird? Like for example it needs a String and a new instance of a listener (In Java)... But Kotlin: Why is the 'new instance' of the listener not inside the parenthesis of alert.setPositiveButton? It is instead outside the bracket! It looks so weird and I need to 'rewire' my brain for this. What is these (new instance of the listener outside of the parentheses) called in Kotlin, or even a concept? Should I... as of now... switch to Java for Android development (before its too late) or just stay with Kotlin. [link] [comments] | ||
Troubles Exiting Emulator (Win10)? Posted: 30 Sep 2019 09:42 PM PDT Just wondering if anyone has started recently facing issues regarding the Android Studio emulator, particularly when exiting them? Earlier, I exited and my computer froze so long it blue screened... Just now it froze for about 15 seconds and evidently crashed the gpu drivers (or something like that). Pretty annoying. [link] [comments] |
You are subscribed to email updates from Developing Android Apps. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment