Error (4800004) authorizing web app - google-play-services

I was debugging my app in my personal Google play services account but the company I am working on has already got their Google play services account so I changed and DELETED (deleting api credentials and unpublished it) the game. I have managed to register a new android app but when I try to register a web app I get the error #4800004 (An unexpected error has occurred. Try again later).
What should I do?

It can take approx 7 days for your old package to be removed. You will not be able to add a new one until that happens.
Your options:
Wait 7 days and try again.
Rename your package.
Alternately: You cannot have two apps with the same package details. Are your two apps conflicting with each other?

From the github post, it was mentioned that you maybe re-registering an app with the same package name. You can check if your project was already registered in the console. Projects that you have deleted will take effect after the 7th day.
For further information, you can also try to check this page. It may also have something to do with SHA1 Signing Certificate Fingerprint from android studio.

You need to make sure that the LaunchURL that you provide includes the protocol (for example: http://) in addition to the domain. If you do not provide the protocol, google appears to automatically add https://, but this led to the error posted in the question for me.

Related

Heroku error when attempting to deploy app from dropbox

I am trying to deploy a node app on heroku via the web GUI for dropbox, and I get the error:
Item could not be modified:
"Content-Type" request header must be set to "application/json".
Any clues as to what that might mean?
Disclaimer: I was not the one who wrote the app, just made two mods for heroku.
In case you haven't found an answer... I have the same problem.
You probably need to update your runtime stack.
Here's Heroku's message on their website:
"The legacy Cedar-10 stack has been deprecated and reached its end-of-life on November 4, 2015. Applications may continue running, however you will not be able to push to your application without upgrading to Cedar-14 first."
How to update informations are available here:
https://devcenter.heroku.com/articles/cedar-14-migration#upgrading-the-production-app-to-cedar-14
I have the same problem. I raised a ticket at Heroku. They replied,
"Are you using Firefox? We seen this recently with Firefox and we are currently working on a fix. In the meantime, you can use another browser like Google Chrome for deploying your app."
And using Google Chrome fixes the problem.

Apps that do not perform as advertised by the developer will be rejected when sandbox mode

My app is rejected by
2.3 Apps that do not perform as advertised by the developer will be rejected
It said that the file copied into "~/Library/Fonts" failed.
It works when test by myself, I find that it will get permission fail when using the sandbox mode, did Apple reviewer will accept this feedback?
thanks
Apps must work in the sandbox no exceptions allowed.
A sandboxed application cannot write to ~/Library/Fonts.
Either store the font in the app bundle and use it from there, or put up a standard file dialog asking the user to grant permission to write to ~/Library/Fonts by selecting it.
If you get stuck doing either of those ask a specific question on them showing what you've tried. Such a question is unlikely to be seen as off topic.
HTH

OSX Cocoa Bad Instruction crash

I am developing an app (for like a year) and it works fine , when it comes to submitting to App Store -> all my problems started:
1)The app store would me to make my app to run in a sandbox(Why Apple ? Why !?).
It took like 2 days to understand why just toggling "ON" in capabilities doesn't make it...
etc ... in the end I somehow managed to convince my app to run in sandbox.
2)now the app passing the validation fine and can be submitted to the bloody App Store
However when I checked the app before the submitting I discovered that it simply don't want to work (running from Xcode or product).
It just crashes before it comes to `applicationDidFinishLaunchingWithOptions"
The crash itself is even more epic "thread1: EXC_BAD_INSTRUCTION (code=EXC_i386_INVOP, subdued = 0x0)"
and I see a lot of assembly lines -> from the comments inside the assembly I understood that the app tries to "Open" a sandbox , but then comes the bad instruction :( ud2
The stuck I see is:
_libseinit_initialize_once
0 _libsecinit_setup_secinitd_client
1 _libsecinit_initialize_once
2 _dispatch_client_callout
3 dispatch_once_f
4 libSystem_initializer
5 ImageLoaderMachO::doModInitFunctions(ImageLoader::LinkContext const&) ()
I think the rest are not relevant since they are all about some IMAGE loader :/
lately I ensured that removing the app sandbox key or setting it to NO Resolves my Issue but if I do so i getting back to issue number 1
so I kinda stuck with an egg and a turkey problem :(
maybe some 1 knows any interesting workaround or solution to submit the bloody app to the mighty app store ?
Sounds like what Apple document here:
OS X’s enforcement of container integrity impacts your development and
distribution cycle. This is because, in the course of creating and
distributing an app, the app is code signed using various signatures.
Here’s how the process works:
Before you create a project, you obtain three code signing
certificates from Apple: a development certificate, a distribution
certificate, and (optionally) a Developer ID certificate. (To learn
how to obtain these code signing certificates, read App Distribution
Guide.) When used in conjunction with the corresponding private keys
from your keychain, these certificates form three separate digital
identities. For development and testing, you sign your app with your
development identity. When you submit a version to the app store, you
use your distribution identity. If you are distributing a version
outside the app store, you use your Developer ID identity.
When the Mac App Store distributes your app, it is signed with an
Apple code signature. For testing and debugging, you may want to run
both versions of your app: the version you sign and the version Apple
signs. But OS X sees the Apple-signed version of your app as an
intruder and won’t allow it to launch: Its code signature does not
match the one expected by your app’s existing container.
If you try to run the Apple-signed version of your app, you get a
crash report containing a statement similar to this:
Exception Type: EXC_BAD_INSTRUCTION (SIGILL) The solution is to
adjust the access control list (ACL) on your app’s container to
recognize the Apple-signed version of your app. Specifically, you add
the designated code requirement of the Apple-signed version of your
app to the app container’s ACL.
I also had this problem, and although Droppy's answer was correct, it doesn't really resolve the problem (at least, not for me).
After messing around a bit, I found that the reason I had this problem is that, (although I had disabled keychain sharing in 'Capabilities' in Xcode's project editor) I still had a keychain value added. Removing this, or completely disabling all app capabilities (yes, including sandbox) will solve this problem.
Hopefully, this saves someone some time in the future.

Provisioning Profiles, certificates and such

I'm trying to understand the whole provisioning-proccess, but I just don't get it..
I have tried to read up, but it's too weird and difficult for me to understand, especially when English is neither my primary or secondary language..
I have been developing for a while, and I remember stressing alot when setting up my iphone for development the first time. When I go into Settings->General on my phone I have 17 profiles, but at least I got it working in the end.
Now, I'm porting my app to iPad, and I'm trying to add my iPad to the table.
This is what I did:
I went to developer.apple.com, added my udid in devices, I then went to provisioning on the same webpage, and saw three profiles, one uneditable(controlled by xcode), one connected to my app's AppID, and one connected to myself as an AppID.
I added my new iPad-device to all three of them to be sure, and downloaded them again.
I dragged the .mobileprovisions to iTunes and to Xcode, and I went into organizer and clicked Refresh to update them. I clicked Use for development on my iPad, and it says it contains those profiles. They're also in Settings->General on my iPad.
In my XCode project, I go under Targets->Build Settings->Code Signing, and set one of my new profiles to Debug, and one of the other to Any iOS Sdk inside it. I've tried multiple combinations. I also went to Project->Build Settings->Code Signing and did the same thing.
When I run my app on my device, it pops up two of the same error message saying A valid provisioning profile for this executable was not found.
When I now connect my iPhone, which has been working perfectly fine all along, the exact same thing happens. Two of the same error message.
The question:
Which profiles goes where? What is the difference between the profile containing myself as an AppID and the one containing my actual app's ID as AppID? What is the difference between Target->Build Settings and Project->Build Settings when it comes to Code Signing?
Also, we spent a lot of time making push work, and out app is on AppStore rigth now, so I don't want to start deleting profiles and ID's, cause I think I read somewhere that that could make the notification stop working.
Oh, and I downloaded a new certificate as well at some point, containing the new profiles, and it ended up in keychain named along with 1000 others..
Help :( ?
Sorry for long and extremely boring/noobish question.
I think that your code doesn't build because of a certificate issue - like you said at the end of your question - you "downloaded a new certificate at some point containing the profiles..." You need to understand that a certificate does not 'contain' profiles, but profiles are created and signed using a specific certificate. Check that you have the private key of this certificate - if the signing request was not issued by you, it will require someone else exporting this certificate for you from his own keychain. Keep in mind that downloading the certificate available in your developer account will not suffice.
As for everything else:
Which profiles goes where?
Make sure you're creating relevant profiles with correct bundle IDs for your apps. Distribution profiles should include AdHoc and AppStore profiles, while Development profiles are, well, for development :)
What is the difference between the profile containing myself as an AppID and the one containing my actual app's ID as AppID?
Not sure what you mean here. Myself as an AppID? Each profile is linked to a specific App ID that has a bundle ID - it can be used to compile any app that has this bundle or any sub-domain of it in the info.plist of the project.
What is the difference between Target->Build Settings and Project->Build Settings when it comes to Code Signing?
You can think of your Project->Build Settings as the global settings and the Target->Build Settings as the target-specific settings. If XCode can't figure out which profile to use from the target settings, it will go and fetch it from the project settings.
The problem was that after we had released our app to the AppStore, we forgot to put the "Edit Scheme->Run" back to Debug from Release. This had no effect on my iPhone because I have added it to the release-provisioning-test thing.

Determine whether app has been previously installed

I'm about to implement some unlock-functionality In-App-Purchase in an app. The client would like the functionality to be available the first two weeks after installing the app, and then go away until the user pays up.
I need the app to determine whether it has been previously installed, deleted, and installed again. If I can't do that users can just reinstall the app and get two more weeks for free.
Any ideas?
It seems all data is deleted when the app itself is deleted, which kind of limits my options. There is a server backend to the app. Is my best option to log something there or is there another way?
You can make use of the keychain in iOS. It will not be removed even if you uninstall the app. But you have to make sure you use the same provisioning profile across different versions of your application.
And, have a look at this utility