Windows 8 app live tile has "X" in the bottom right corner - windows-8

Just today I started noticing an "X" symbol in the bottom right of my live tiles, see picture.
I'm a little concerned, as I'm currently in the certification queue, that this means I've missed something from the package - a default badge image, for example. Do you know what this means?

The answer appears to be that your developer licence has expired!
when I tried to build something I got a popup alerting me to the problem and asking me to log in to my account again. At which point I was given a new developer licence, was able to build again, and all the crosses magically disappeared! :o)
I imagine the only reason your apps were still working was because they were still in a suspended state so weren't going through a proper launch cycle. The X means it won't run anymore as you don't have a valid licence.

Related

Camera in Roblox Studio (testing and building) is not working correctly

There are actually two camera problems.
The first is that sometimes the RMB to control the camera angle in Studio doesn't work. Sometimes using the LMB or movement keys helps, other times (like right now) it doesn't do anything. The hand cursor appears to shake in the direction I want to pan the camera but nothing happens. I did have an Advanced Camera plugin.
When I'm testing my game in Studio, I have NO camera control via RMB and zooming is nonfunctional. This is to say that I can turn using my mouse, but RMB doesn't change how mouseview works. Probably unrelated, but I cannot get scripts from the toolbox for run, crouch, zoom, etc. to work, either, even when I place them where instructed.
I get these errors in my game:
 16:36:47.313 ▼ ActivateCameraController did not select a module. (x3) - Client - CameraModule:362
     16:36:47.314    ActivateCameraController did not select a module.
     16:36:47.314    ActivateCameraController did not select a module.
I've been having trouble with Studio eating up too much bandwidth when NOT in use during actual gameplay in Roblox (exe), so I removed all the Studio plugins, thinking one of them might be the culprit (deliberate or accidental), and also hoping it might fix the camera issues. No such luck.
Probably unrelated, but I found a couple of apparently simple viruses (Vaccine and Fire) using clone() and spread() to reproduce within the confines that their simple scripts dictated. I removed all instances, as well as a presumably fake Antivirus. The first two were very basic scripts designed to spread the script and didn't do any damage (although the latter would damage players).
#Kylaaa came up with the answers, but there's no way for me to mark them as answers.
The problems did not occur in a new game until I copied all the stuff I'd added into it (from the troubled game).
Regarding RMB not working in the Studio:
Sometimes, if the Workspace Camera gets set to Scriptable, all mouse inputs stop working. You could try checking if switching the CameraType to Fixed or anything else fixes your problem. It should be in the Properties window when you select the Camera in the Workspace.
What I did: I changed the mode and the problem stopped. I suspect that the Advanced Camera plug-in that I had removed had something to do with the problem.
Regarding the camera not zooming and RMB not working during testing:
you have a malicious script somewhere in your Workspace. You can search/filter the workspace for Script and it will show all of the objects with scripts in them. I would recommend removing or Disabling the each of the scripts until you find which one is causing the errors
When you click on a Script in the Explorer, look in the Properties widget. There should be a checkbox titled Disabled. When you select that, it will prevent the script from running when the game starts
What I did: I deleted a bunch of stuff my son had added, and then disabled ALL scripts, then started enabling them one unique instance at a time (i.e. duplicates were enabled simultaneously). The camera problem didn't come back except when I edited a script during testing. I never located the problem script, despite going through and triggering all scripts.

Monaca IDE - console.log never appears

X-Post from here, for exposure: https://community.onsen.io/topic/222/monaca-ide-console-log-never-appears
Odd question, but only once while using Monaca IDE has anything ever shown up in the console.log portion of the IDE itself. It only occurred when I had a device synced via the debugger. I have since tried syncing it and I never get the device to show in the drop down box, it usually says unknown device /www/html/…
Now, do know that I have put several console.log(‘test’); lines of code to try this out and still no success. I would think that the IDE’s console area would show the log operations from the emulator and not from the device debugger as it has its own log that is view-able on the device, but this apparently isn’t the case. Is this correct or am I just really missing something simple here?
So this isn’t that big of an issue, but I figured out the problem. Basically, I keep the Monaca IDE tab open in Chrome all the time (I work via my laptop remotely). When I come back after a long absence (several hours, I don’t know what the time out is), the bottom section in the console has the Chrome error showing, like that page timed out. The IDE is still there, just that section is grayed out.
So to fix this, I would just refresh the page. The section pops back and all is good EXCEPT I just figured out that it is at that moment when the device connection no longer works. I can still click Run on Device and it works - syncing with the device - but the console.log no longer shows up. In order to get that back and working, you have to close the tab and reopen it; then everything works.

VB.Net application highlights all files in background when running / getting focus

I have an App that I inherited in VB6 and have ported mostly to VB.net
When I compile / run the app - it highlights all the files in the current selected folder.
What makes it worse, is it's very difficult to search online as what search terms does one use?
The app was ported to VS 2005 - quite successfully - but this has me stumped...
I have tried commenting out all the code that's run on startup and it still does it, so it must be some sort of background thing...
Any ideas?
I can't find an old version of my app to see if it's changes I have made and I don't know where to begin. See the image:
The top part is before I run the app, the bottom is once the app is running and has focus. I hope it makes sense
Also, if I'm browsing and then run the app, and go back to the browser, when my app gets the focus again, the webpage goes back to the top...
The folder is just an example - Basically when I compile (or later run) my App, if I go to Windows Explorer - when the app gets focus - whatever folder I am in has all its files highlighted. If instead of going to Windows Explorer, I go to a web browser, when the app gets focus the browser goes to the top (similar to Home).
There is Windows Integratio, but I have commented out what I can and still am no closer.
Does this info help?
I found the problem - after going back to the vb6 project and removing everything except for the 5 modules needed to startup and I eventually tracked the problem.
There was some code being called when two edit boxes received focus which called send keys home and end - hence it would go home - select all files to the end. I had deactivated one of the edit boxes to not receive focus and it helped temporarily(obviously until the other box got focus), but since deactivating the send keys when they get focus has helped. Albeit an arbitrary problem, maybe it will help someone in the future..

How to remove a build from itunes connect?

I want to delete one of my app builds from new itunes connect site.
But I couldn't find a delete/remove button.
Any ideas?
UPDATE:
Time has changed, you can now remove (expire) TestFlight Builds as in this answer but you still cannot delete the build.
OLD:
I asked apple and here is their answer:
I understand you would like to remove a build from iTunes Connect as
shown in your screenshot.
Please be advised this is expected behavior as you can remove a build
from being the current build but you cannot delete it from iTunes
Connect. For more information, please refer to the iTunes Connect
Developer Guide:
https://developer.apple.com/library/content/documentation/LanguagesUtilities/Conceptual/iTunesConnect_Guide/
So i just can't.
Wait! You can expire a build actually! :)
After 2017 Solution:
Still same at 2022
From the homepage, click My Apps, select your app.
Click the TestFlight tab.
In the sidebar, below Builds, click the platform (iOS or tvOS).
In the table on the right, in the Build column, click the app icon or build string for the build that is missing compliance information.
5.Click Expire Build.
Ta-da! Build expired at the App Store Connect.
Means:
Internal testers and external testers will no longer be able to install this build.
You can remove a build from being the current build
But, You cannot delete it from App Store Connect (iTunes Connect)
Required roles
Account Holder
Admin
App Manager
See Role permissions.
For more information please visit.
I had this problem. I'll share my ride on the learning curve.
First, I couldn't find how to reject the binary but remembered seeing it earlier today in the iTunesConnect App. So using the App I rejected the binary.
If you "mouse over" the rejected binary under the "Build" section you'll notice that a red circle icon with a - (i.e. a delete button) appears.
Tap on this and then hit the save button at the top of the screen. Submitted binary is now gone.
You should now get all the notifications for the app being in state "Prepare for Upload" (email, App notification etc).
Xcode organiser was still giving me "Redundant Binary".
After a bit of research I now understand the difference between "Version" & "Build".
Version is what iTunes displays and the user sees. Build is just the internal tracking number.
I had both at 2.3.0, I changed build to 2.3.0.1 and re-Archive.
Now it validates and I can upload the new binary and re-submit.
Hope that helps others!
Choose the build
The answer is that you Mouse over the icon for your build and at the end of the line you'll see a little colored minus in a circle. This removes the build and you can now click on the + sign and choose a new build for submitting.
It is an unbelievably complicated web page with tricks and gizmos to do the thing you want. I'm sure Steve never saw this page or tried to use it.
Surely it's better practice to design the screen so that you can see the options all the time, not to have the screen change depending on whether you have an app in review or not!
As I understand the new iTunesConnect philosophy :
you can upload some multiple "eligible" builds to iTunesConnect int the "pre release" tab
let some other testers test a specific build, via TestFlight (and declared as iTunesConnect users)
when you come to a stable version, select the correct build version, from the "Versions" tab to submit to the AppStore, the usual way.
To me, you can have like 150 build for a pre release, it doesn't matter.
in itunes connect:
AppStore >> iosAPP >> Build (scroll down)
click the red icon as seen in the picture
In our case, deletion was not possible due to already having an app that we were in pre-release. The fix was not to delete but rather to edit each section, including version number, that needed to change for the new candidate.
I'm able to remove and resubmit the app on the ItuneConnect currently.
I also faced the same trouble as you guys, but I realize something:
It needs to submit the current build to change the status from "ready to review" to "waiting for review" status
Then, click to kind "remove this build for submitting the new one"
-> App's status will change the "Developer rejected",
-> Then you can able to resubmit the new build normally. (I attacked the demonstration)
1: ---
2: ---
3: ---
Good luck!
Dang this is hard. Here is what I did to reject/delete/replace my ios build before it was released. The app was approved how ever I found found a bug I wanted to fix before releasing
I set release to "manual" and saved
I tried to create and app release
got an error message something like "you can only have one release at a time"
where the save button was there was not an option to cancel release
the version of the app is not marked "developer rejected" with a red dot
To replace the bad build I did the following
if you click on the "+ version or platform" to create a new version you will not be be able to create a new iOS version
you need to upload a new build
in your rejected app, select the new build
save
submit for review
For ios apps On the v1.0.10 App screen (rejected version) you moved down the form to the version number and clicked on the little red button next to it.
This allowed me to select v1.0.11 (the new corrected version) - I then edited the App screen changing the version number to v1.0.11 and completed the "what new notes". Then pressed the re-submit button, which it appeared to accept.
Then at 13.34 I got an email from Apple (referencing the original version v1.0.10) stating "Prepare for Upload" followed by another email at 13.37 referring to v1.0.11 (the new version) saying "Waiting For Review".
I used this link https://www.b4x.com/android/forum/threads/app-store-how-to-delete-an-earlier-build.110763/
Feb 2022 Correct answer. I spent an hour trying to figure out how to remove the OLD Build which had been rejected, and replace it with a newer one.
Remove the App from review. You cannot remove an old build if the App is still "In Review or a Rejected state".
AFTER STEP 1, Mouse Over/Hover over the row with the old build and a RED BUTTON appears on the right side of the row.
Click RED (-) Delete button.
After deletion the familiar UI that allows you to select a new build appears and you can select it.
Damn it Apple!! If it ain't broke, DONT FIX IT.

Tips on debugging UI errors in Windows Phone 7

I have a Windows Phone 7 application and I regularly see "weird" UI glitches that take me AGES to debug. It's a range of issues like controls appearing to have extra margin, scrollbars not appearing, animations looking really glitchy, entire page scrolled down, combobox items offset, etc. etc.
I'm happy to admit it might be me - but how to you debug UI errors like this? I know there's Silverlight Spy for the PC Silverlight Apps. Is there anything like this for Windows Phone 7?
Any debugging tips v much appreciated.
I have found that it is a good idea to start with Windows Phone 7 Design Templates, adopt a version control system right from day one of the project and to edit the XAML, use Expression Blend. The Visual Studio is great for writing code, but, to harness the real power of the tools, Expression Blend is the best to style your application.
HTH,
indyfromoz
Here are some tips:
Many people have issues with the emulator due to their graphics card.
Things like slow animations and ui glitches are very common.
Check that your graphics card is Direct X 10.1 at least and that your Driver
Model is WDDM 1.1
Make sure you have the latest drivers.
Windows 7 has less issues with the emulator than Vista
Make sure you have the latest tools, get the RTM release from the website.
In the RTM release, the frame rate counters are displayed by default in a vertical bar on the left, you should monitor these to check for performance issues
Here are a couple of things which I normally do... none of them are real smart, but sharing nevertheless.
Deploy it after every 2-3 controls that you add and ensure things are correctly laying out.
If by chance it doesn't work the way I am expecting it to, I have a parallel Silverlight 3 project running in which I typically paste the XAML and see if it works fine.
After that, I typically check it out as a Silverlight project since even I am not sure of any tools available for Win Phone 7.
I have favorited this question and I hope someone points us to something more interesting.
There's a lot you can checkout with Blend as Indy suggests. This is really good advice.
Regarding some of your specific issues these aren't necessarily glitches. I'll comment on a couple that stand out.
Extra margin - this and padding are built into the metro controls by design. Again, in blend you can dig into this by retemplating the control and changing properties of objects within the control.
The procedure for this is rclick the control, edit template, edit a copy. Then you can look at the different states and objects and change things as suits. While doing this please keep in mind the App Certification Requirements and UI Design Guidelines.
Regarding scrollbars, these are by design hidden until you start scrolling. You can control their availability with Horizontal/VerticalScrollBarVisibility on relevant controls (or on the ScrollViewer embedded in some controls - again retemplate in blend).
Combobox isn't metro themed so is going to struggle in the fitting in department, but there are posts around where people have done work on this. ListPicker is a better fit imo from the Windows Phone Toolkit released with the RTM tools.
If you can't see any obvious causes for the glitches in your code the first thing I would recommend is to actually test your app on a real device. Somethings - particularly animated objects -don't always look exactly the same when you run them on a device.
I thought I had a animation glitch in one of my apps but it only appears in the emulator. When I run on an actual device I don't see it.
Of course this doesn't help you if you can't get a phone to test it on yet, but before you potentially waste hours trying to debug a problem you might not have I would work on the rest of the app until such time as you can test the app on a real phone.
The same goes for anyone creating animations - don't waste time perfecting animations in the emulator. The timings will almost certainly be different on the actual device, so wait till you have one to test on.