Google Calendar Reminders Sharesheet - google-calendar-api

I'm using Apple's Shortcuts and am trying to make a sharesheet item that will add a reminder to Google Calendar. I have been able to ascertain that I can open the calendar with googlecalendar://, but I cannot find details on the app methods beyond the create event and view event ones listed here.
Are all the x-callback-url methods documented somewhere obvious that I am missing, or is there a method by which to find these somewhere?
Further research suggested I use Apple Configurator 2 to get an IPA file on the next app update. I installed it on my desktop but I am away from home with only VPN access to the desktop and wouldn't be able to plug my phone into it even if an update were available.
I am imagining something like com.google.calendar://?action=reminder&title={{myTitle}}...

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Make Subscriptions available in Google PlayStore

I am using InAppBilling plugin in a Xamarin.Forms solution.
IAP works in iOS and the app is approved and ready to release.
HOWEVER, I'm having issues getting this to work with the Google PlayStore.
The PlayStore returns the message: [productSKU] does not exist.
But that subscription item is clearly in the PlayStore AND activated with the exact SKU I'm using.
Does anyone know why a subscription item cannot be found or reached?
And yes, I've double checked and triple checked that the right SKU was being passed in in this:
var purchase = await billing.PurchaseAsync(**productId**, ItemType.Subscription, verify);
Is there any other obscure setting in the PlayStore that would cause this item to not be found?
After digging through docs and getting this working, here are some tips for those who could do with some help.
Upload your signed .apk or app bundle to the PlayStore in Closed Testing.
Submit for review. May take a few days (3 days for mine).
Promote the approved app to the Alpha track and you probably have [yourapp] Track1 too.
Setup you IAPs and activate.
Set you app as "Published" in Advanced Settings. This will trigger a review but it should be quick if the app has already been reviewed.
You CANNOT test AIPs from debug mode. You need to build in release and sign, then deploy to testing device THEN try purchase your item(s).
If I figure out how to step through in debug mode, I'll see if I can add to this later.

xamarin ios : next is gray out in sign and distribute process for IOS

I am trying to publish my app to the App Store following this documentation https://learn.microsoft.com/en-us/xamarin/ios/deploy-test/app-distribution/app-store-distribution/publishing-to-the-app-store?tabs=vsmac
But i have reached to sign and distribute step and i can't press next(gray out). So please can someone tell me why? and how can solve this issue?
pleae click here to see picture describing my problem
As you can see in the image you attached, you actually have 2 products, both need signing. One for your main app, and one for your extension. Select your extension, and specify a provisioning profile for that as well (you might have to generate one for that on the Developer portal if you haven't done so already!)

Failures in "Pre-Launch report" in Google Play Developer Console in Google VR startup

I've been working on a game using Google VR in Unity3d and I recently updated my version of unity3d and the (built in) Google VR SDK to the latest version. After doing so the pre-launch report (automated testing on firebase) is showing crashes, during the unity splash screen, on 5 out of 6 devices.
This is the issue that is reported:
Issue: Crash of app uk.co.softkitty.puzzleroom running instrumentation ComponentInfo{com.google.android.apps.mtaas.crawler/android.support.test.runner.AndroidJUnitRunner}
Not very helpful, it looks like a generic unit test result if the app closes unexpectedly . I've looked through the logs and cant find anything unusual from my app or unity, but I did find something. It looks to me like this may be being caused by the test script itself:
10-27 01:54:54.494: I/ViewInteraction(19677): Performing 'single click' action on view (with class name: is "android.widget.ImageButton" and with id: uk.co.softkitty.puzzleroom:id/ui_back_button ...............
This to me, looks like the test runner is exploring the app UI and the first thing it does is click the "back" button. Which I would expect to close the app. I also tried using Firebase directly, which seemed to confirm it:
Firebase Activity Map
Does that seem likely that this is just a bug/red herring caused by changes to unity/GVR Or even firebase? Has anyone else experienced this?
I just don't want to release it if it really is crashing on so many devices!
Many Thanks
I asked Google Play Support about this and they got back to me.
They have confirmed that the issue is caused by a new crawler used by the Pre-Launch report. Details can be found here under the section "Pre-launch report versions"
They've escalated the issue and have also provided a workaround:
Sign in to your Play Console.
Select an app.
Select Release management > Pre-launch report > Settings.
In the “Pre-launch report version” section, move the Opt-out switch
to the right until it turns blue.
I haven't verified this yet but will mark as answer once I have.
Edit
I have tested this and all the tests pass again so this looks like a good solution for now.
We got this when uploading our APK as well. It started October 27th and crashed the following 4 days until we changed our setup. I couldn't see anything in our code base that should trigger this problem, so I wonder if it's related to changes on Google's side.
However, we did just did two changes and now everything's working again.
We added the following line to proguard-project.txt:
-keep class android.arch.** { *; }
I assume this was what fixed it.
At the same time we changed the compileSdkVersion and targetSdkVersion to 27 (and correspondingly all belonging support libs). For all I know they could have fixed it here too..
Edit:
To more directly answer your question: Yes, it does seem likely that this is just a bug/red herring, not on Unity's side, but in Firebase Test Lab or in Google's support lib. I tested the APK that failed the pre-launch tests and it worked just fine on my device.

Messenger Register set twice, only receives message in one place, MVVM-Light

I've got a weird problem using MVVM-Light in a WP8.1 universal app. When the download folder has been changed, I am sending out a message via Messenger that contains the new StorageFolder download folder.
I am registered to receive this message in two different viewmodel constructors (one for the main page, one for a custom file manager page). Instances of both have already been created.
When I run this in my emulator, everything works as it should. I get the message on both viewmodels. However, when I run this on my phone (Lumia 920 with developer preview), I only get the message on the main page, not the file manager page that even sends the message (from the page's own codebehind).
At a glance I'm wondering if there's a thread problem here due to the difference in speeds... but I also wonder if there's a bug on the ARM side of the MVVM-light toolkit.
Based on how I was using the MessengerInstance.Register method, I was the victim of a limitation of the Messenger system (not a bug exactly). Someone else described it here exactly:
https://mvvmlight.codeplex.com/workitem/7640
Basically, I was using a lambda that included a parameter from outside the lambda statement, making it a class held with a weak reference. This was garbage collected and then gone forever. Fixed by rewriting the entire thing...

How does Adobe CONNECTNOW load and run acaddin?

I am looking for options to download, Install and run a custom plugin/add-on(an exe or an installer) from my Flash Movie similar to how the connectnow does that?
When we initiate the screen sharing for the first time, connectnow prompts us for mandatory add-in by showing the message "To use this application, you need the Adobe ConnectNow Add-in.Would you like to install it now?". Once we agree, it downloads and installs acaddin.exe at the location %USERPROFILE%\Application Data\Macromedia\Flash Player\www.macromedia.com\bin\acaddin on our local machine. Then automatically launches the acaddin.exe and allows the user to close the browser window from where the acaddin.exe was launched.
From the next time onwards, when we login to connectnow, it launches the exe directly.
In this context:
If I were to load my own exe/add-in from flash, How can I acheive that?
How does connectnow application/flash determine whether an add-in was already installed or not?
Connect, and I assume ConnectNow, use hidden, undocumented, private APIs for much of their functionality.
You will not be able to do this.
The best you can hope for is to pass the location of your executable to the browser as a local URL and let the browser handle it. I assume in most cases the browser will reject its' execution. Can you imagine the potential for abuse of such a feature?
Instead of using a browser based app, you may want to investigate using AIR and Native Process.

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