Hi I am new to IOS automation and I have a scenario where we have to do an In-App purchase
As for Testing these could be done by AppStore Connect Portal under User Access and create a Sandbox account but is there a way by which we can create an Apple (Appstore Connect) Sandbox account programmatically
Please advise
Well, it isn't much of a solution and it is a PITA but you could use something like Appium, which is what I use, to automate all that stuff by driving a web browser.
I use it for testing 3rd party social logins. For things like Apple ID where the social login requires 2FA I have an Appium test step that goes to a google voice account in the mobile browser and retrieves the 2FA code that was texted to the GV number. It is tedious and a bit brittle but I couldn't find any other way to get around 2FA situations.
Related
Just wondering if anyone have done this before.
I have a react-native app that uses a phone number to authenticate. So, decided to go with Account kit. My question is, can we do our own UI and still able to perform the Account kit to send sms instead of using the UI that is popup from Account kit. Any suggestions will be helpful. Thanks.
Is it possible to install a Dialogflow chatbot for testing on my Google Home device
without using the phrase "Talk to my test app?"
I am a rather new user of Dialogflow and have several simple test apps that
I plan to develop as learning exercises. Can set them up for testing on my
personal Google Home device without entering the "Talk to my test app" and without
submitting them for distribution to the Google Home community. I do not consider them
sinificant enough to offer them the the Google community at large.
I anticipate the develop of the following apps: 1 - SillyNameMaker, 2 - Woodchuck,
Gettysburg Address.
Thanks for any help
Jim
If you provide an app name and sample invocations in the "App information" section of the Actions on Google console, you'll be able to use this name to invoke your app on devices that are signed in to the Google account you are using for development.
One thing to note, however, is that you can only have one app in testing at a time. If you start testing a new app, the previous one (even if it is named) will be unavailable.
I'm developing an application in Unity, primarily focusing on iOS right now.
For the backend, I decided to try out firebase since they have a Unity package and so far its been pretty painless.
Does a Google Signin option exist for Unity that doesnt involve GooglePlayGames (GPG)?
I'm not interested in integrating to that platform at all, Im really just after the Sign in feature so I can grab the user token and authenticate to Firebase.
I currently have GPG and Firebase up and running...and it works great.
My issue is that if a user is not a Google+ member, they cant authenticate since apparently GPG relies heavy on that.
All I'm really after is a solution for vanilla Google Login that would give me an auth token I can use in Firebase...
If you're familiar with Pokemon Go...a very similar login flow.
With that app i was able to use a google account that doesnt have google+ and everything worked fine.
First of all, don't use the Google Play games plugin; it doesn't work for iOS anyways if you don't have an existing Google Play games account via any Android device usage in past. Even for many Android users Play Games apps won't work because it's not packaged with every Android device.
However, I am using this Google Login Unity plugin in iOS & Android which is available in the Asset Store. It works really well.
https://www.assetstore.unity3d.com/en/content/94517
On https://glass.google.com/myglass, apps that require a login do it from the website before installing the app. How can I create an app that requires a login like this? I can't find anything in the documentation about it. Also, how can I test the app since it would not be in myglass?
Although Google has worked with some partners to get GDK-based Glassware in MyGlass that use auth, there is no public method to do so yet. This is a frequently requested feature, and you can expect that once the GDK leaves Developer Preview, it will be available.
Until then, you will need to test your app by sideloading the app onto Glass. If you're testing for yourself, you can hardcode the auth into the app, and many people have hacks that use QR codes.
Keep in mind that this only holds true for GDK Glassware. Anything built with the Mirror API has authentication as part of its web-based initialization which you can trigger without having to go through MyGlass.
Currenlty, Google Glass apps implemented with GDK do not have access to authentication support. The Google Glass team has accepted this issue to be implemented, but it is not there in XE12. Information from the Glass Team indicates that such authentication will be through the Account Manager, when it does arrive.
Only speculation and rumors about when that will be! (Though I will look at XE14 carefully when it comes out, moving Glass Android to 4.2.2 (KitKat).)
I'm trying to implement in-app payment support in a BB application.
Ok, I've read the API/docs and now I need to write a simple test. Here is what API says about testing:
To test the end-to-end purchase flow without being charged money, you can set up a BlackBerry ID as a test account. The test account allows you to download any applications or digital goods that are associated with your BlackBerry App World vendor account without incurring any costs. Local testing must be turned off for this type of testing, otherwise no network connections will be attempted.
From the above I see that I need to achieve 2 goals:
(1) "set up a BlackBerry ID as a test account" (what ever it means).
(2) "Local testing must be turned off for this type of testing" (what ever it means).
The API is vague on how to do that. I can only guess that point (1) can be done on the side of my customer (whom I'm writing the app for) via his AppWorld account. Is it true? And I'm totally out of ideas on point (2). Could anyone point me in the right direction?
Ah yes, the Payment API is particularly vague on testing, and in the latest version (1.5) RIM have removed the ability to test locally, so all testing must be done via App World. Here's how:
Setup a 'sandbox' account using the BlackBerry App World vendor portal
Upload your app into BlackBerry App world but don't publish it, just save it and leave it in draft state
Also in the vendor portal, set up your digital goods (the things available for in-app purchase)
On your BlackBerry, load App World and login with your sandbox account email address.
Within any screen in App World press ALT+TST and enter the SKU or ID of your test app.
You can then download the test version of your app (which is not available to anyone else)
Once the app is downloaded and installed you will be able to test your in app payments.
Bit of a faff, but not too hard once you've got the process sorted.