Unable to receive full wallet with Google play service v8.4.0 and build tool 23.0.2 - google-play-services

I referred to the tutorial on Android Pay on site
Androi Pay integration tutorial
and able to execute it and get the full wallet. This Biker app is compiled with build tool v22.0.1 and Google play services library v8.1.0. But my application requires build tool version 23.0.2 and Google play service library v8.4.0. Full wallet is not received in the Biker application when I do these two modifications to build.gradle:
Build tool from v22.0.1 to 23.0.2
Google play service wallet library from v8.1.0 to v8.4.0
I get result code 1 on activity result when the full wallet is requested.
Also 'Change card/address' button on the wallet fragment fails to respond with these modifications in build.gradle. I have updated the Android SDK. Is there anything I am missing?
Edit 02/16/2016
Now I referred the latest Android Pay source from Github that has latest build tool (v23.0.2) and Google Play services library (v8.4.0). I can't run the application in Android Pay mode as I don't have cards that are supported by Android Pay. I did not find any workaround for introducing mock cards in Android Pay to work with Wallet mode ENVIRONMENT_TEST
After modifying the WalletFragmentStyle to
WalletFragmentStyle walletFragmentStyle = new WalletFragmentStyle()
.setBuyButtonText(BuyButtonText.BUY_WITH_GOOGLE)
.setBuyButtonAppearance(BuyButtonAppearance.CLASSIC)
.setBuyButtonWidth(Dimension.MATCH_PARENT);
I get the same response in onActivityResult with RESPONSE CODE as 1 when requesting for Full wallet. The error number is 10. I am unable to trace what error 10 corresponds to.

You need to click 'Install repository and sync project' after encountering the error. This issue will be fixed after installing all the latest versions of build tools and other updates.

Related

How to fix optimazition error publish in play store

my apk is 1.4MB but error is "This APK results in unused code and resources being sent to users. Your app could be smaller if you used the Android App Bundle. By not optimizing your app for device configurations, your app is larger to download and install on users' devices than it needs to be. Larger apps see lower install success rates and take up storage on users' devices."
how to fix this error
It's only a warning, not an error.
For an app that small I wouldn't worry.
It's not something that's made its way into the Ionic ecosystem yet but I heard that if you open up your project in Android Studio and then do the build through there you can create an app bundle.
I'm not totally sure that its fully tested for Ionic so you might have issues with this, but Android have published a full guide:
https://developer.android.com/guide/app-bundle#get_started
This is what they say:
Download Android Studio 3.2 or higher—it's the easiest way
to add dynamic feature modules and build app bundles.
Add support for Dynamic Delivery
by including a base module, organizing code and resources for configuration
APKs, and, optionally, adding dynamic feature modules.
Build an Android App Bundle using Android Studio.
If you're not using the IDE, you can instead build an app bundle from the
command line.
Test your Android App Bundle by using it to generate APKs that
you deploy to a device.
Enroll into app signing by Google Play.
Otherwise, you can't upload your app bundle to the Play Console.
Publish your app bundle to Google Play.

Fabric issue App not showing after following instruction

I have carefully followed the instruction from fabric (https://fabric.io/kits/ios/crashlytics/manual-install) to install crashlytics in my app. However I cannot select my app after the instruction since my app is not showing. I have tried most of the solution that has been given in this question here (Crashlytics in iOS won't proceed past "Build Your Project" in Fabric app)
But I still failed to get my app in fabric.
I am using react native to develop my app and using Xcode Version 10.2.1
Fabric/Firebaser here - If you've gone through all the necessary instructions, try cleaning your project first before building and running again to try to get your app up on your dashboard. And if you haven't seen it, here are some instructions specifically for setting up react native apps with Crashlytics: https://www.npmjs.com/package/react-native-fabric#crashlytics-usage). And make sure that if you haven't, set the Debug Information Format to DWARF with dSYM file for both debug and release as specified in that SO post you linked.
You can also see more debug information about Fabric if you set Fabric to debug mode in your initialization statement: https://docs.fabric.io/apple/fabric/advanced-settings/debugging.html. Check to see if the settings requests are being made to Fabric or if there is anything unusual.
If you're still having trouble, reach out to support(at)fabric(dot)io with your app's bundle ID and support will be able to help you out more.

When you publish a React Native app with Expo will over-the-air updates go out to previous versions on the App and Play Store?

I'm using Expo.io for publishing my over-the-air updates. I have submitted several new official updates (so new SDK/IPA files) to the App and Play store. I'm still using the same version of Expo as before. Will my over the air updates go out to the previous versions(people haven't gotten the offical app/play store update)? Or are the old versions stuck until the user manually updates to the latest version so that they can get OTA updates again?
If you upload a new build to the app store and play store, the user will need to download the build in order to get OTA updates for that build.
If you just build and push to the expo server, the user will be able to get OTA updates without any download.
The standalone app knows to look for updates at your app's published url.
From the documentation : Publishing Guide
When you build the binary, the current version of your app JavaScript
is bundled so that it loads immediately the first time the app opens.
But you’re not stuck with that version of your code, you can publish
updates at any time after that without needing to re-build the binary.
For example, if you find a bug or want to add some functionality to
the app after submitting the binary.
The standalone app knows to look for updates at your app’s published
url, and if you publish an update then the next time a user opens your
app they will automatically download the new version. These are
commonly referred to as “Over the Air” (OTA) updates, the
functionality is similar to CodePush, but it is built into Expo so you
don’t need to install anything.
Core expo team member #ide answered your question in this comment:
The way Expo, the publishing system, and versions work is this:
The Expo client and standalone apps support multiple SDK versions (ex: 18, 17, 16, 15).
When you publish your project, the Expo server saves your project bundle and the "sdkVersion" value in exp.json or app.json.
When the Expo client loads your project, the server sends back the latest bundle with the greatest SDK version that your client supports. So if your client supports SDKs 15 through 18 and you've published your project with SDK 15 and SDK 16, the server will send back the latest bundle for SDK 16.
So if you had published your project with SDK 16 before but then went back to SDK 15, any client that supports SDK 16 would still receive the old SDK 16 bundle.
The old Play Store versions will still get OTA (exp publish) updates as long as the published URL hasn't changed, which you can set in your app.json. This is because that URL is hardcoded into the native code (it's in MainActivity.java for Android).
Your published URL will be expo.io/#your-username/slug. From app.json's documentation:
slug
Required. The friendly url name for publishing. eg: expo.io/#your-username/slug.

statusCode=unknown status code=9000 | Google Places API for Android

I am using the exact design example google place
https://github.com/googlesamples/android-play-places/tree/master/PlaceComplete
I added an api key with the package name and my SHA1 to generate the key
when I run the project via Android Studio on emulators Android works perfectly research.
I generate an apk and install on my device or BlueStacks I get this error statusCode=unknown status code=9000
Could someone tell me why this error only on my devices?

AIR Google Play Services library classes missing apk

I am working on a test app to test an ane I have built with Google Play Services included. I had things working fine, but recently I updated the version of the Google Play Services library I was using, and now when I built the project in Adobe Flash CC, it seems to be stripping out the Google Play Services classes from the apk. When I decompile the apk I can see they are missing. When I put back the old version of GPlay, I can see it doesn't strip them out.
This post mentions a tool within the AIR needs updating (dx.jar) and this post seems to have the same message. I did update that file but it did not fix the issue.
Thanks!
The problem will be with the AIR SDK. You need to update the dx.jar in your AIR SDK, I've logged an issue with Adobe about this but they haven't updated the build tools as yet so we have to do it manually:
Have a look here for the details: http://airnativeextensions.com/knowledgebase/tutorial/5
It's important that you have a recent version of the Android SDK installed and updated for this to work.
Also rather than packaging the Google Play Libraries into your ANE I suggest you use a shared ANE, like this one:
https://github.com/distriqt/ANE-googleplayservices
Otherwise you can cause conflicts with other ANE's that use the Google Play Library.