Release mode APK do not work same as debug mode APK - android-studio

I am facing an interesting problem. The problem is when I build my APK in debug or profile mode I can use the app, but in release mode, I can not. My app has a login screen, in release mode APK I type the username and password my Restful API (Web Service) returns a correct response and actually, I am logging in but page do not route, but the app does not route to the main page, When I try the same thing in other build modes (such as debug and profile) they work fine.

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Refresh cache when release new version on pwa

Has someone know how to update cache when release new version on PWA
I know can use localstorage to compare version string with api ,when restart the app will reload page and forceUpdate it
but what if user didn’t close the app just minimize it, and come back without restart?

SHA1 key certification for release mode in android studio

I'm using SHA1 debugging key in firebase for debugging my application, but I want to release my app in the play store where I'm providing Google authentication in my application.
What can I do for release mode where do I get SHA1 release mode certificate and what can I do with that?
Is it necessary to download the json file again? How can I do that?
I had the same problem and found this enter link description here
Basiclly what he did, and for me works fine, is one you upload the app to google play:
Go to Release Management
Select App Signing
Use the SHA1 that you see there in FireBase

Deploying a privileged test app on FirefoxOS device

Is there any way I can distribute a "privileged" app prior to marketplace approval?
It's kinda hassle for me to "push" app to the device using Firefox OS Simulator every time I need to test it. Would it be great if I can just point my browser to app's html file and then it will automatically re-install the app? Just like what android *.apk does.
You cannot install a privileged app on a real device without the simulator dashboard (or app manager) if you didn't submit it to the marketplace first (and was approved). For security reasons, the application needs to be signed, so it's why you need to publish it to the marketplace.

Publishing vs2012 solution from TeamCity

I'm using Visual Studio 2012 and the publishing feature. I have created a publishing profile that deploys my application to a development server, and it works great when executed from vs2012 on my machine. Here is my problem; on the development server I also have TeamCity installed and I would like to trigger the publishing after a build have completed. So I created a simple build step that looks like this:
Build file path: .\src\Solution.sln
Targets: Rebuild
Command line parameters: /p:DeployOnBuild=true;PublishProfile=Ci
When this step is executing I get the following error:
C:\Program Files (x86)\MSBuild\Microsoft\VisualStudio\v11.0\Web\Microsoft.Web.Publishing.targets(4377, 5): error ERROR_USER_NOT_ADMIN: Web deployment task failed.
(Connected to 'dev.domain.com' using the Web Deployment Agent Service, but could not authorize. Make sure you are an administrator on 'dev.domain.com'.
The Ci profile contains a username and password that works when I run the publishing from Visual Studio on my machine. I have also tried passing in username and password as parameters in the build step, but I get the same result. Do I need to run the TeamCity services under admin accounts to get this working? All suggestions are appreciated.
I have just blogged about this at http://sedodream.com/2013/01/06/CommandLineWebProjectPublishing.aspx.
You are pretty close, hopefully I can close the gap.
You are correct that username and password are specified in the VS publish dialog, but we do not save the password in the .pubxml file. It is currently being saved in the .pubxml.user file, and that file is not used at all for command line scenarios. Because of that you will need to pass in the property. So in your case it should be
msbuild .\src\solution.sln /p:DeployOnBuild=true /p:PublishProfile=ci /p:Password=<insert-password>
If your web server does not have trusted certs you may need to also pass in /p:AllowUntrustedCertificate=true.
One little addition which may not be directly related to your issue, but may be helpful for others which may see this later.
If you are building the .csproj/.vbproj file (and potentially in some scenarios where the .sln file is used) you should pass in the property /p:VisualStudioVersion=11.0. More info on this available at my blog http://sedodream.com/2012/08/19/VisualStudioProjectCompatabilityAndVisualStudioVersion.aspx

Compiling the GKRocket demo without Provisioning and Code Signing

I understand the need to provision apps when you are getting close to deployment; however, right now, I am just trying to play with some sample code. Specifically, the GKRocket demo that ships with iOS 4.2 SDK. I want to compile and run it; however, I get the following error:
Code Sign error: a valid provisioning profile matching the application's Identifier 'com.apple.GKRocket' could not be found
The readme.txt claims "Build the game simply by opening it with Xcode and clicking on Build and Go."
I just read the following thread
Code Sign Error When Building iPhone Application
and the following
http://developer.apple.com/ios/manage/bundles/index.action
Since the app is using the NSNotificationCenter, it leads me to believe that I need an AppID. But shouldn't the demo already be pointing to and AppID setup by Apple for the demo code?
The plist shows
Bundle identifier com.apple.${PRODUCT_NAME:rfc1034identifier}
any ideas on what I should do to compile and run this in the simulator?
Update:
I was able to get it running by code signing, but never could compile without it :(
It appears since the GKRocket Demo is using the NSNotification Center that in fact you need to sign your code. You can sign your code with your/or your team cert. Change the Project -> Project Settings -> Code Signing Identity to use your cert. Note: If you don't have your cert, and you paid the $99 dev license go through the steps here.
Then open the plist file and change the bundle to your domain name.
Also, to get the GKRocket Demo running, make sure you turn on Bluetooth in your network settings.
System Preferences -> Bluetooth. Turn it on and check discoverable. Then go into advanced settings
Install your app on your iPhone with a build and run. Close the debugger. Then start your app in the local iOS simulator. Now manually run your app on your phone.

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