google play services .apk file memory - google-play-services

can any buddy help me
I develop an android app
first it has memory of only 632kb .apk file and shows 1.45mb in app manager (after instead in my phone)
but after importing google play services(for ads from admob) my app has memory of 1.78mb of .apk file and it shows 6.05mb in app manager....
I import google play services in such a way that
1. import google play services lib to package explorer
2.in my app (after left click of mouse)-> properties -> android -> add-> google play services-> ok
then
is there any way to reduce memory of app?
(or)
is there any other way to add ads to my app?
(or)
is there any way to import google play services?
I need to reduce memory of my app
I really work for it......

Related

How can I show offline maps? download completed successfully but how to display in offline mode using async storage in react native

I am going to develop an application by using third-party library called react-native-map-box. Currently, everything just working fine with online map as this third-party library is used map_box maps. But my problem is went I move to offline mode it would be caused a problem for my application.
My question is there any possible way to view downloaded maps using createPack method ex like offline region
application is load with the specific bound area of a country?

Download .ipa build via App Store Connect API

Due to some unique quality and regulatory requirements in our organisation, we need to be able to download a .ipa build from App Store Connect, in order to be able to compare it against a locally built binary. I appreciate this is an unusual requirement, but it is non-negotiable.
Clearly there is no way to do this via the App Store Connect web interface, so I've been looking at the App Store Connect API. However it is ambiguous from the documentation, whether it is possible to use this to download an .ipa build.
Does anyone know if this is possible, and how one might go about doing it if so please?
Apple does not provide any way of retrieving an upload app/IPA. It's neither possible through App Store Connect nor the App Store Connect API.
You can only check entitlements and additional build information in the App Store Connect interface. For that go to App Store Connect > My Apps > Activity > All Builds > Click on the build
(Fastlane does also not provide any way, because Apple does not expose the data. It uses the "web API", i.e. has access to more information than the "standard" App Store Connect API)
We can download IPA file with the help of Apple Configurator. Follow below steps to download IPA file.
Download Apple Configurator 2 app on your MAC.
Connect your iPhone with MAC and Apple ID should be same in apple Configurator and iPhone.
New window will display with app count badge in All Devices Tab.
Right click on your connected device in Apple Configurator and select Add and then Apps.
Process will complete and Popup will show with options, no need to click any option and go to this path
~/Library/Group Containers/K36BKF7T3D.group.com.apple.configurator/Library/Caches/Assets/TemporaryItems/MobileApps/
Save IPA file in your directory
-Now stop Apple Configurator
EDIT: I know this question is aimed at Downloading Appstore/Testflight builds, specifically, but wanted to provide this answer for others who find your question while looking for it from anywhere.
You can download iOS .ipa from Firebase distribution, as well as for Android .apks. But you do need to have the right permissions.
I just did it 5 minutes ago. See ☝️?
Go into App Distribution > find your app scheme/variant > expand build number > see if you have a Download button. If you don't, your company needs to bump your permissions up a bit higher.
Keep in mind that firebase apps can experience limitations when interacting with Apple SDK features, though, like SIWA. You'd need to use Testflight to test things like that if they don't work for you (we have decent devs and never could get it working on Firebase builds).
If the file gets deleted before you can copy it, you can use this command:
watch -n 0.1 find "~/Library/Group\ Containers/K36BKF7T3D.group.com.apple.configurator" -iname "*.ipa" -exec 'cp -r {} ~/Downloads \;'
When it's downloaded it will copy it to the Downloads folder. You're welcome.
Part of the credits to my colleague Daniël.

Proximity Beacon Api project for Android is not scanning for devices

I am trying to implement Proximity Beacon Api for Android.
I downloaded the project from
https://github.com/google/beacon-platform/tree/master/samples/android
I can successfully run the project and after clicking on SCAN button in app nothing gets displayed.
I converted one of my Android device into EDDYSTONE beacon by installing app from
https://github.com/google/eddystone/tree/master/eddystone-uid.
But still did not find any luck in scanning beacons.
I also had a doubt that, where should I use clientID generated in google developer console.
Please help.
Did you try Nearby Messages API?
https://developers.google.com/nearby/messages/android/get-beacon-messages

React Native app is recognized as a game on Samsung Note8

I wrote react native application. The application is simple, more informational, it is used by Redux, Saga, several linked npm packages. The app runs in normal mode, not full-screen. The structure of the application was built on the basis of Ignite.
The problem is that on the phone (Samsung Note8) the application is recognized as a game. E.g. while app is running there is a message "The game is running" on the lock screen. Also there are additional buttons for the gamepad or something like that. In additional, app has a paddings on the top and on the bottom when it's working on real device (Samsung Note8). This effect real exists when some games running. When app is running on another device (e.g. ZTE Blade 610) it's running as usual and without any side effects.
The main version is the cause of all is Game Tools that's existed on Samsung Note8 but others apps have no similar effects and running as expected.
Is there a possibility to make a react native app as a real app but not a game? Why Game Tools recognizes my app as a game? Or what is the reason and how can it be affected?
Thanks.
I think there are few possibilities.
you (or one of your dependencies) have included the google play service API which inside of play service API has a module named games that samsung will automatically treat it as game.
You could find which of your dependency is loading google play service API and create a exclude like:
compile (project ('your.dependency')){
exclude group: 'com.google.android.gms', module:'play-services-game'
}
Your application id (can see on build.gradle) is registered on samsung game database. You could check by going into playstore and search for your application id
this is something that can happen on samsung phones due to the package name of your app.
we cant change this after the initial release, you must contact samsung developer support and they can fix it on the fly.
i wrote a gist on github about it:
https://gist.github.com/Adnan-Bacic/718eb3b4e70380696c91dc21c4804112

Buildfire: How to use the Barcode Scanner

I have gotten to the point where I can launch the barcode mock mode.
I am trying to figure out how I can start scanning test codes in development.
Or would an app that I am trying to test this on, need to have camera permissions on the app?
In that case, how do you overcome the use of the Camera Hardware on the PWA?
Or is there a way that I can scan QR-Codes using a different javascript API that would work in all cases?
Also, I had to move the camera and barcode service Javascript files into my Widget folder because when I was trying to reference them as you do on the instructions, the files wouldn't load.
Yes when you are in web it will mock the functionality because you're not on a device. There are HTML5 Camera API's see (https://www.html5rocks.com/en/tutorials/getusermedia/intro/)
You can use the BuildFire Previewer App (contact customer support if you havent downloaded it yet)
While you can take a copy of the services into your plugin it is risky. If we issue any updates or bug fixes you will not receive them. Also if it breaks compatibility at any time (rare but possible) your plugin stop working