Is admob blocked my account when I check ads in Emulator.
How invalid clicks made in Emulator ?
Pls help me
If you do that so often.
to avoid that use test ad.
AdRequest req = new AdRequest();
req.addKeyword("game");
req.addTestDevice(AdRequest.TEST_EMULATOR);
Add a test device before load ad. You also may add you phone as test device. look in logcat, adView activity will send you an info abut how to run only test ads on your phone
Currently, Android emulators get automatically configured as Admob test devices, so you don't need to call addTestDevice().
However, if you also want to test your ads on a real device, you will need to add it as a test device. This can be done either through Admob UI(Settings -> Test Devices -> Add test device) or programmatically, as described by #Jova.
Docs: https://developers.google.com/admob/android/test-ads#enable_test_devices
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I created a smart home action using action-on-google and nodeJs, and it works fine. When you say turn on switch off, it sends MQTT request to my server, means that onExecute function works fine but the problem is that google doesn't respond to my command by OK it says "sorry it looks like your device not available right now", I observed also that my device is always offline in Google home app. Is it required to work with firebase and get device state from there?
Firebase is one of web services allowed to store a device's states. You can feel free to use other web services.
If your device is offline, it may be because your Google Home App hasn't received your device's states.
Here are two paths for Google Home App receiving your device's data:
Google Server will send a action.devices.QUERY intent and callback your function (e.g. onQuery) to get the data of your device through your fulfillment, see action.devices.QUERY.
Thus, please print logs in the onQuery function and make sure that your function works fine.
Your smart home action must use the API of reportStateAndNotification to update your device's data in the Home Graph, see Method: devices.reportStateAndNotification.
If Google Assistant gives you "Sorry, device is not available right now", it probably is because the Google server hasn't received correct information from your fulfillment. Please follow the suggestions above and try it again.
If you're still having issues, check your logs to identify the particular issue for that device.
I'm just starting to play with Google Cast, so I downloaded the hellotext Chrome example app. If I open the sender that comes with it, everything works. However, if I take the receiver.html file, upload a copy of my own somewhere, create an app, and then replace the app id in the sender.html, it doesn't work.
The console log says "receiver list empty". I do have my Chromecast (both of them actually) added to my account as test devices. I reset them, both via software and by unplugging and replugging them. I even did a factory reset on one of them, but still no luck.
Googling got me to this response: How to launch a receiver app in Chrome once Chromecast device has been whitelisted?
However, the option to enable (or disable) sending the serial number on update check doesn't seem to exist anymore.
Any ideas?
Thanks!
How do I get access to the phone call log via c# in monoTouch? I want to be able to help my legal clients bill for calls received or made. So I need to be able to see the details of a call and institute a billing procedure soon after the call is made.
Any sample code out there? THANKS!
You can't. Apple doesn't expose any APIs for accessing the Phone logs.
As you can't access the phone logs through the SDK, one thing you could do is recreate the iOS phone app's functionality in your app as well, and have your client use that instead.
1) Your app would show contacts
2) Tap a contact to call
3) (Your app logs the contact and call time)
4) Pass the call off to the actual phone app
For this client project though, it might be easier to have them buy Android phones, and use Xamarin.Android. How do I access call log for android?
We’re using the Facebook SDK for iOS. Everything works (both auth and feed dialog etc.), except the Request Dialog; the callback function "dialogCompleteWithUrl" is getting response URLs that contain no request_ids at all! We get something like "fbconnect://success?request=177205945735026&to%5B0%5D=559849340", which effectively translates to "fbconnect://success?request=177205945735026&to[0]=559849340" if you decode the URL encoding. We checked the friend's account; there were no requests in the notification section. Can anyone please help?
Furthermore, we tested the Hackbook sample using "Send invite" menu; it did NOT work either -- it generates similar URLs with no request_ids in it.
BTW, We're using the latest Facebook iOS SDK (downloaded last week on April 20, 2012) on the latest XCode 4.3.2 using iOS 5.1 & 5.0; tests were done on both the simulator and new iPad, as well as iPhone 4. A test using http://demo.vatlab.net/RequestDialog.aspx works between the user accounts used in the iOS sdk test mentioned above.
Thanks so much in advance.
The docs states:
Requests will only surface on platforms where the game has been
defined in the app dashboard as having a presence. So for example, if
an app exists on iOS and Android, but has no Canvas presence,
recipients will not see requests received via that app appear on the
desktop web version of Facebook.com.
Facebook Docs
I am in a strange problem of getting "this application is not recognized by Game Center".
I developed a game which is in the App Store with no Game Center option. Now I am working on it to make it Game Center-enabled. A few hours ago, I enabled Game Center and added leaderboard and achievements using iTunes Connect. Now when I try to access Game Center in the iPhone Simulator it gives me the following error:
GameKitHelper ERROR: {
NSLocalizedDescription = "The requested operation could not be
completed because this application is not recognized by Game Center.";
}
The bundle ID of the application is the same as the application that is uploaded in iTunes Connect, but I don't have any valid provisioning profile now, so there is no code signing in my application.
Now my question is this: Does it require a provisioning profile associated with the corresponding application to test with Game Center in the simulator? Or is it sufficient that just the application bundle ID matches the uploaded application bundle ID? If the second case is true then why am I getting this error?
I am using a sandbox account which is generated from the simulator. So certainly it is sandbox account.
Please, someone help me!
The bundle ID is case sensitive. Make sure they really are the same.