Android Pay errorCode = 8 when generating MaskedWalletRequest - android-pay

I'm building a MaskedWalletRequest:
return MaskedWalletRequest.newBuilder()
// required fields
.setCurrencyCode(CURRENCY_CODE)
.setEstimatedTotalPrice(String.valueOf(order.getTotal()))
// optional fields
.setShippingAddressRequired(false)
.setMerchantName(MERCHANT_NAME)
.setPhoneNumberRequired(false)
.setPaymentMethodTokenizationParameters(tokenizationParameters)
.setMerchantTransactionId(String.valueOf(order.getId()))
.addAllowedCardNetwork(123)
.build();
I then start SupportWalletFragment:
SupportWalletFragment supportWalletFragment
SupportWalletFragment.newInstance(walletFragmentOptions);
MaskedWalletRequest maskedWalletRequest = createMaskedWalletRequest();
WalletFragmentInitParams initParams =
createWalletFragmentInitParams(maskedWalletRequest);
supportWalletFragment.initialize(initParams);
When I click on generated Android Pay button, my onActivityResult gets correct request code, result code = 1, and data Intent has error value of 8.
I don't see this error code in the WalletConstants class (link ). What am I missing?

It looks like the "8" may be coming from the CommonStatusCodes class.
It turns out the allowed card network was invalid. I just dropped '123' in there for a quick test. I can only pass in one of these network ints. I was hoping for a much more clear error string like the other errors generated during the Android Pay process.

When you tap “Buy with Android Pay “ button more than once - errorCode 8 occurs.
With respect to the above Masked Wallet builder please refer to the documentation on allowedCardNetworks() for more information.
https://developers.google.com/android/reference/com/google/android/gms/wallet/MaskedWalletRequest.Builder#addAllowedCardNetwork(int)

Related

Chrome screen sharing get monitor info

I implemented chrome extension which using chrome.desktopCapture.chooseDesktopMedia to retrieve screen id.
This is my background script:
chrome.runtime.onConnect.addListener(function (port) {
port.onMessage.addListener(messageHandler);
// listen to "content-script.js"
function messageHandler(message) {
if(message == 'get-screen-id') {
chrome.desktopCapture.chooseDesktopMedia(['screen', 'window'], port.sender.tab, onUserAction);
}
}
function onUserAction(sourceId) {
//Access denied
if(!sourceId || !sourceId.length) {
return port.postMessage('permission-denie');
}
port.postMessage({
sourceId: sourceId
});
}
});
I need to get shared monitor info(resolution, landscape or portrait).
My question is: If customer using more than one monitor, how can i determine which monitor he picked?
Can i add for example "system.display" permissions to my extension and get picked monitor info from "chrome.system.display.getInfo"?
You are right. You could add system.display permission and call chrome.system.display.getDisplayLayout(callbackFuncion(DisplayLayout)) and handle the DisplayLayout.position in the callback to get the layout and the chrome.system.display.getInfo to handle the array of displayInfo in the callback. You should look for 'isPrimary' value
This is a year old question, but I came across it since I was after the same information and I finally managed to figure how you can identify which monitor the user selected for screen-sharing in Chrome.
First of all: this information will not come from the extension that you probably built for screen-sharing in Chrome, because:
The chrome.desktopCapture.chooseDesktopMedia API callback only returns a sourceId, which is a string that represents a stream id, that you can then use to call the getMediaSource API to build the media stream.
The chrome.system.display.getInfo will give you a list of the displays, yes, but from that info you can't tell which one is being shared, and there is no way to match the sourceId with any of the fields returned for each display.
So... the solution I've found comes from the MediaStream object itself. Once you have the stream, after calling getMediaSource, you need to get the video track, and in there you will find a property called "label". This label gives you an idea of which screen the user picked.
You can get the video track with something like:
const videoTrack = mediaStream.getVideoTracks()[0];
(Check the getVideoTracks API here: https://developer.mozilla.org/en-US/docs/Web/API/MediaStream/getVideoTracks).
If you print that object, you will see the "label" field. In Chrome screen 1 shows as "0:0", whereas screen 2 shows as "1:0", and I assume screen i would be "i-1:0" (I've only tested with 2 screens).
Here is a capture of that object printed in the console:
And not only works for Chrome, but for other browsers that implement it! In Firefox they show up as "Screen i":
Also, if you check Chrome chrome://webrtc-internals you'll see this is what they show in the addStream event:
And that's it! It's not ideal, since this is a label, more than a real screen identifier, but well, it's something to work with. Once you have the screen identified, in Chrome you can work with the chrome.system.display.getInfo to get information for that display.

Hide status bar in UWP

I have used below code to hide status bar in UWP. When I run the app in development mode in my computer the status bar is not shown in windows phone. I deployed the app in Windows Store, after downloading the app, I see the status bar appears in my app.
Here is my code:
var isAvailable = Windows.Foundation.Metadata.ApiInformation.IsTypePresent(typeof(StatusBar).ToString());
if (isAvailable)
hideBar();
async void hideBar()
{
StatusBar bar = Windows.UI.ViewManagement.StatusBar.GetForCurrentView();
await bar.HideAsync();
}
The question is, why the above code shouldn't work in windows store?
Also, I have the link to my app App link in windows store, but when i search for exact key word in windows store, my application is not shown in windows store, but clicking in link would appear my app in window store.
Thanks!
Checking for the Contract, rather for the type StatusBar works fine for me.
private async Task InitializeUi()
{
// If we have a phone contract, hide the status bar
if (ApiInformation.IsApiContractPresent("Windows.Phone.PhoneContract", 1, 0))
{
var statusBar = StatusBar.GetForCurrentView();
await statusBar.HideAsync();
}
}
You have to use FullName instead of ToString():
...
ApiInformation.IsTypePresent(typeof(StatusBar).FullName);
...
This code won't work because after .Net Native compilation (which Store does) typeof(StatusBar).ToString() will not return the literal type name as you expect, but will return something like "EETypeRVA:0x00021968". Use literal string instead (you aren't going to rename StatusBar, right? ;) or use IsApiContractPresent or typeof(StatusBar).FullName (as was already advised).
P.S. The same issue can be reproduced without publishing, just run it using Release configuration.
Could it be that when you compile in Release and with the .NET Native toolchain, the type info gets discarded and so you're not passing the string you think you're passing? Maybe you can try hard-coding the full type name?
In Windows 10 the command is
Window.Current.SetTitleBar(null);

WifiLock under-locked my_lock

I'm tring to download an offline map pack. Trying to reverse engineer the example project from the skobbler support website, however when trying to start a download the download manager crashes.
What my usecase is: show a list of available countries (within the EUR continent) and make the user select a single one, and that will be downloaded at that time. So far I have gotten a list where those options are available. Upon selecting an item (and starting the download) it crashes.
For the sake of the question I commented out some things.
Relevant code:
// Get the information about where to obtain the files from
SKPackageURLInfo urlInfo = SKPackageManager.getInstance().getURLInfoForPackageWithCode(pack.packageCode);
// Steps: SKM, ZIP, TXG
List<SKToolsFileDownloadStep> downloadSteps = new ArrayList<>();
downloadSteps.add(new SKToolsFileDownloadStep(urlInfo.getMapURL(), pack.file, pack.skmsize)); // SKM
//downloadSteps.add(); // TODO ZIP
//downloadSteps.add()); // TODO TXG
List<SKToolsDownloadItem> downloadItems = new ArrayList<>(1);
downloadItems.add(new SKToolsDownloadItem(pack.packageCode, downloadSteps, SKToolsDownloadItem.QUEUED, true, true));
mDownloadManager.startDownload(downloadItems); // This is where the crash is
I am noticing a running download, since the onDownloadProgress() is getting triggered (callback from the manager). However the SKToolsDownloadItem that it takes as a parameter says that the stepIndex starts at 0. I don't know how this can be, since I manually put that at (byte) 0, just like the example does.
Also, the logs throw a warning on SingleClientConnManager, telling me:
Invalid use of SingleClientConnManager: connection still allocated.
This is code that gets called from within the manager somewhere. I am thinking there is some vital setup steps missing from the documentation and the example project.

Identifying an element in Visual Studio UI coded test

I'm trying to set up a coded UI test to allow me to check for an error message on a login. The test runs, but I'm struggling to get the assert to work.
The response that comes back is nested as follows:-
<div class='ui-errors'>
<ul>
<li>Your password is invalid</li>
</ul>
</div>
What do I need to set up to check the first li in the div of that class in an assert?
Coded UI can capture DIV. In the following code I've created a custom DIV object from your provided example. AdrianHHH's answer will definitely get you information you need to insert in to my example.
var error = new HtmlDiv(new Parent(RootParentWindow));
error.SearchProperties.Add("Class", "ui-errors");
var errors = error.FindMatchingControls();
foreach (var item in errors)
{
Assert.IsTrue(item.GetProperty("InnerText").ToString().Contains("Your password is invalid"));
}
Coded UI does not really look at DIVs or ULs etc. Coded UI looks at what is drawn on the display. I suggest you use the Coded UI cross-hair tool to examine the error message then add an assertion to check for the message. You might also examine the same area of the screen for a test which passes to see how they differ.
If you are hand coding your test rather than letting Coded UI generate the code for you, I recommend creating a sandbox project and recording the assertion into that. Then copy the useful ideas from the generated code into your own test code.
If you can get a sample of the page where the assertion is needed I could create it for you, otherwise do what AdrianHHH said.
In case you don't know when you use the assertion tool, all the options you get are different ways to assert that particular control, eg you could assert if it exists or if the inner text is equal etc.
yonitdm answer will solve your problem, but as per your words, "first li in the div of that class" try below.
// Find Error Div
var errorDiv = new HtmlDiv(new Parent(RootParentWindow));
errorDiv.SearchProperties.Add("Class", "ui-errors");
errorDiv.Find();
// Get UL - First item in div
var errorUL = errorDiv.GetChildren().First(); // or GetChildren()[0]
// Get all LIs and take first item
var firstLI = errorDiv.GetChildren().First(); // or GetChildren()[0]
Assert.IsTrue(firstLI.GetProperty("InnerText").ToString().Contains("Your password is invalid"));

Guide.ShowSignIn(1, false) Value not in range exception

In a new Xna game I wroted this:
GamerServicesComponent gsc = new GamerServicesComponent(this);
gsc.Initialize();
Components.Add(gsc);
if(!GamerServicesDispatcher.IsInitialized)
GamerServicesDispatcher.Initialize(Services);
And in the Update method
if (Keyboard.GetState().IsKeyDown(Keys.S))
if (!Guide.IsVisible)
Guide.ShowSignIn(1, false); // true doesn't solve it nor 2 or 4 as paneCount
I'm receiving a
Value does not fall within the expected range.
Anybody?
It seems that Guide.ShowSignIn() can't be used anymore. I Don't know the reason nor if it is really true. But I couldn't get it working with ShowSignIn.
The way I had to login was by pressing the Home button.
The Guide will appear and you can simply follow the Guide to login.
Waiting a few frames before calling Guide.ShowSignIn() works for me. I don't call it until my game has loaded all assets and at least I frame has been rendered.

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