My Android app uses BLE APIs, and one of these APIs, BluetoothGattCallback.onConnectionStateChange(), receives an undocumented error code 19. I'm using Nexus 9.
Did anybody ever see this error code before? Like I mentioned above, this is undocumented in the Android API reference, and I don't know what to do about it.
P.S.
I searched issue tickets at Android issue tracker also, and found that developers encounter undocumented, BLE-related error codes often. Hmm, this is grim.
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I have implemented firebase crashlytics in my unity game to receive the reports of the crashes and It is working half-fuel. It is reporting some crashes but for some reason,It is not reporting all crashes. I have numerous report from users crashing at the same part of the game but I am unable to reproduce the problem or find it in the crashlytics report.
Is anything more that I can do in order to receive all of the crashes?
There are two types of crashes that Crashlytics will track: fatal and non-fatal. For the most part, crashes on iOS and Android are fatal crashes (the entire app/game crashed and the user is looking at their phone's home screen). On Unity, Crashlytics actually registers a LogCallback and reports uncaught exceptions. Typically these do not fully crash your game, but still indicate bad and crashy behaviour. I've written a two part series on what different crashes look like there.
So the first (easy) answer is to make sure you're showing "non fatal" crashes.
The second answer is a little more difficult. A crash may occur in native code (I've typically forced a stack overflow to simulate this or run Unity out of memory, but there's a ForceCrash call I've seen developers using recently). How this gets reported gets a little hairy, partially because C++ is not officially supported by Crashlytics.
In my experience, these tend to show up as fatal crashes but poorly labelled. On iOS, they appear symbolicated but tend to select the wrong part of the stack frame to display. On Android I tend to see just a non-symbolicated crashed report (something that looks like it could be run through ndk-stack).
If you don't see your crash when you're looking at non-fatal crashes, try looking at just fatal crashes and seeing if you see anything that looks like a raw crash log. Technically Crashlytics can symbolicate native symbols on iOS and Android, and the team is aware that there are issues. If this represents your experience, I'd recommend filing an issue on GitHub or with Firebase Support to see if there either is an issue with your setup or if this is another use case that needs to get tracked.
I upgraded from Firebase Unity SDK 4.4.1 to 5.2.0 and I believe I have found a bug when building to Android. I have posted about the bug in these forums, to see if anyone else can replicate, but I have no responses. I have sent emails to Firebase bug reporting, over a week ago, but I have heard nothing in response. I was about to launch a public beta with my app, it's finally almost finished, but this causes such a glaring bug that I fear, should I launch it regardless, most constructive feedback I would have otherwise received might instead go unreported in favor of telling me about this obvious bug (long sentence). What can I do from here? I'm at a loss as to what I can or should do from here?
I'm trying to test a simple xamarin forms sqlite app using Xamarin Live player on iOS device.
I am stuck on this error:
object of type Ninteroret.InterpretedObject' doesn't match target type 'System.IDisposable'(TargetException)
I've tried it in different Xamarin forms but did not find a solution. Did anybody come across this issue and knows how to resolve it?
As far as i know, the LivePlayer has limited support for reflection (currently affects some popular NuGets, like SQLite and Json.NET). Other NuGets may still be supported.
To be fair, it has a LOT of limitations
After i lost a ton of time trying to work with LivePlayer and/or XamlPreviewer i found LiveXaml (a paid product) and never looked back...
I'm trying to develop a watch app for the Gear S3 Frontier. I had been mistakenly testing with the Tizen emulator on Tizen 3.0, but have discovered that my push notification implementation does not work in 2.3.2 (which is what is on the S3 now). I have checked and rechecked against every example I could find, but cannot seem to receive push notifications. It works fine with 3.0, but the altered version that uses the 2.3.2 method of connecting simply never receives any notifications. The Samsung push API reports success when my server sends, but I never get anything on the watch or emulator in 2.3.2. I saw that this post asks a similar questions but was never fully answered and I don't have the rep to comment on it. Does someone have a working example of this?
I solved it. I discovered an error in the logs that indicated that it was looking for the "appData" field. The documentation says that you can include EITHER "appData" or "message", but it appears that you must have BOTH present in 2.3.2. Tizen 3.0 doesn't seem to care.
I need support in SignalR for Android client. I am using following client SignalR/Java-Client but unable to know where to start :) We are completed .net self host & working fine. But only problem with Android & iPhone. Can any one please guide me how to start the next steps for Android & iPhone.
You don't give a lot of details, so it's hard to give a concrete answer, especially since your question is very broad to begin with. Nonetheless, you should have a look at the official samples for the Java client, to get you started. If you have implemented the server side yourselves, and know your Java, it should be pretty easy to figure out from the code provided in these samples. The Java client is, in my experience, very easy to use.
As for an iOS client, a Google search came up with this library. I have never used it, and it looks like it's not getting a whole lot of support, but you could always give it a shot.