I have a capsule that I want to test on my Samsung S9+, and have enabled developer options, and created a submission.
However, when I attempt to launch on the phone, I get "Oh, there was a connection problem. Try again later"
How can I figure out what is going on?
This is a reported issue in the latest version of Bixby. It is being addressed.
https://support.bixbydevelopers.com/hc/en-us/articles/360023521654-Bixby-client-2-1-17-10-breaks-on-device-testing
issues should be resolved as of 5/31/2019
I got this email from the development team a few days ago. I guess we should just sit tight.
Hello Bixby Developers,
On the latest version of the Bixby client (2.1.17.10), if you are
using private submissions for on-device testing, there is currently an
issue that causes Bixby to fail with an error: "Oh there was a
connection problem. Please try again later"
Our engineering teams are working hard to release a hotfix as soon as
possible. We will provide a final email update once this issue is
resolved. In the meantime, we will provide ad-hoc updates here.
Thanks, The Bixby Team
Related
During a bug investigation on Instagram app, we tried to associate a Facebook page to an existing Instagram Business creator account. For some reason we had only a "Something went wrong error, please try again later" for days.
We also tried to do it from a new account when we just switched to business account and it worked! So later we tried on our existing account because it's this one that we need to test (but it's a real account from one of our coworker) to switch back to a personal account in order to start the process over.
Unfortunately we did it without being really careful about the grey message that says it will lose content from promotions (we were not even aware about what this is).
Then we switched again to business account and tried to link our Facebook page and it worked. So it clearly fixed the bug that we had to connect our Facebook page.
Nevertheless, a couple hours later, our coworker came to us very scared and told us that she lost all the insights from her previous posts and she really needs it for her other work..
Is there any chance that we can get back this data, and if so how?
This website is for all developers - but I doubt the developers you need to see this are not going to see this. We really don't know how to help you in this case because we (as a community - not as individuals) do not manage any of the instagram or facebook code. These problems will have to be solved using the help provided on their platforms.
THIS site: https://help.instagram.com/381579045265733
THIS site: https://www.facebook.com/help/326603310765065/
I have developed an Action for google assistant using Dialogflow v1, everything is working perfectly in a developer version, but once I have submitted it for the Alpha release, the user entity not working for the alpha version or with the testers account.
I have checked my logs and it shows me that user entity is created successfully but it didn't detect it in the slot filing.
I have also tested it with the Get request from Postman with the same sessionId and successfully get the entities but I understand why it is not detecting in slot filing in Alpha version.
I have attached the video also about the issue, Please help me to resolve this.
https://drive.google.com/file/d/1y2zSKqcZ3OTey_RGnRxHMZfFVhP5oSlh/view
I got stuck with this same issue a few weeks ago, after a looong conversation with AOG support I got this answer :
"I had to do some digging. Currently, the session entities arent available for alpha/beta/prod AoG versions."
A user of mine is reporting that there is a new chromecast version and my app broke. I have 4 different devices and they all have build 16041, but I have no idea where to check if that is the latest. I've tried rebooting all 4 of them already.
So is there a page or blog where that is listed?
Also as a bonus question, is there a way to get updates for when the Cast Companion Library is updated? or the sdk?
Thanks.
You can check the build using the Chromecast app for Android or iOS.
Once the app detects a device, select it and then, at the very bottom of the information view, you'll find the build number of the device's firmware.
There is no page to tell you what the latest build is; new builds go out in batches like other updates so not everyone gets them all at the very same time.
As your second question, register yourself on Github for that project to be notified when there is a commit.
In future, it is best if you open different StackOverflow questions for different questions.
I saw the commercial library for iAd's from Monte but he isn't developping it anylonger due to the coming of InnerActive Ads in Livecode, right? So, I have created an InnerActive account and tried the only lesson I found on Livecode Lessons. That didn't work. So I posted a comment there which is awaiting moderation for quite some time now. I also mailed Inneractive, got a ticket replied, but no answer from them either.
If anyone has Ads with Inneractive running please tell/show us how you did it. I am calling mobileAdRegister with my appID and that seems okay. Then I try mobileAdCreate and mobileAdSetTopVisible and 'the result' tells me 'could not create ad'.
Dictionairy then tells me the app does not have Internet permissions or the registered app key is not valid. But I do check for internet connection and I'm sure I'm using my valid appID..
Regards, Amsterfrank
I have tested ads in the current release of LiveCode and they do indeed seem to be broken.
The LiveCode quality control team is aware of this and are currently investigating what could be the cause of this. A report on this issue can be viewed here-
http://quality.runrev.com/show_bug.cgi?id=11224
A workaround for now is to use an older version of LiveCode. After running a few tests, the last version of LiveCode that does not exhibit the mobile ad bug is LiveCode 6.0.0. This is available to download from here-
http://downloads.livecode.com/livecode/
With that being said, I would recommend holding off until the issue is resolved in a more current releases as there have been many bug/enhancements to LiveCode since 6.0.0
Over the last couple months I've been developing an app with the free version of MonoTouch.
Now (at the time of this question) it seems Novell killed it, and now that my app is ready, not really sure where to go. If I understand correctly, to deploy to device or package for app store, I need to get a license; do I buy one from Novell, or what? Should I just find a MonoTouch contractor that can take care of that part for me for now?
Hoping to get some wisdom from some seasoned MonoTouch folks on this one...
The Novell Store is still up, and as recently as this weekend someone reported that the activation server is still working.
However, if you don't want to risk spending money on a license right now (and I don't blame you) your best bet is to get someone with an active MT license to help you.
in order to submit an application to the appstore, you need to have an apple developer account (developer.apple.com), generate a .ipa file and submit it through your mac's application Loader/iTunes connect. More info here
(http://developer.apple.com/library/ios/#documentation/Xcode/Conceptual/iphone_development/145-Distributing_Applications/distributing_applications.html)
However, i am not sure but i think that in order to properly generate the .ipa file you need a MonoTouch license..
Over the weekend Novell/Attachmate took down the Monotouch website database. This has killed the website. I don't think it will be back.
In the short term your best bet is to find another MonoTouch user and see if they will put your application up.
Now the database is down, I'm guessing the forums have gone. Someone setup a google group before this happened hopefully this will get some traction. http://groups.google.com/group/monotouch?hl=en-GB
Xamarin have announce that they shall be launching MonoTouch and MonoDroid compatible products in the next 3 months.
see Xamarun's Website