I want to send the email from my QTSimulator. I am using the following code for send the email.
QMessage msg;
msg.setType(QMessage::Email);
// Set recipient for our email message
QString recipient("xxxxx#gmail.com");
msg.setTo(QMessageAddress(QMessageAddress::Email, recipient));
// Define message subject, body and append attachment
msg.setSubject("Messaging API example");
msg.setBody("Hello,\n\nthis is an example message.");
// Send message using a new service handle
QMessageService* svc = new QMessageService();
if (svc->send(msg))
qDebug("Successfully sent message.");
else
qWarning("Failed to send message.");
But I got the following error...
"Invalid message account ID
Failed to send message."
Please help me.. Thanks is advance.
Is it possible to send mail from QT-Simulator? Can we do any configuration for network connectivity?
As far as I know this isn't possible. Qt simulator only has feature to simulate incoming messages so you can test how your app handles them.
Once I had qt mobility with messaging compiled on my own (under windows), so it was intergrated with ms outlook. Once email was received by Outlook, messaging sent notification. I guess this would work in an opposite direction. This worked in Qt Simulator as well (but button responsible for simulating new message was not working).
Related
Messages are reported as successfully sent, but no pop-up notifications appear.
With onMessage it is sometimes possible to log the message.
Requesting an FCM token only works on localhost.
When tried on the .com site, the error message depends on whether I use the PC or chromebook - the error messages generated are different.
I have used 2 different devices, but always Chrome browser. The cloud function writes the message and the FCM response to the function log, so it confirms success in sending.
When I deleted onMessage from the recipient webpage there was no sign of any notification.
The webpage is open during these trials. This is web/javascript.
Notification permission is set to allow, in both devices.
I have spent hours on web searches trying to find any hint as to what to try.
firebase-messaging-sw.js
importScripts('https://www.gstatic.com/firebasejs/3.9.0/firebase-app.js');
importScripts('https://www.gstatic.com/firebasejs/3.9.0/firebase-messaging.js');
firebase.initializeApp({
'messagingSenderId': '593287500713'
});
const messaging = firebase.messaging();
the relevant code which runs with the webpage
messaging.onMessage(function (payload) {
console.log('Message received. ', payload);
});
I assume that without onMessage, the notifications should appear based on the Firebase SDK, but they don't. WRONG ASSUMPTION
When in the background, nothing appears. (I think notifications are supposed to appear automatically.)
I can request and receive an FCM token when running on local host but the same code throws an error when deployed. "Request is missing required Authentication..."
I have been in contact with support # Google who have assured me that this suggestion, and then another would 100% fix the problem. Nothing made any difference.
I have tried the code snippets in the Firebase docs and also github examples.
If I could find existing code that works, that would be a great start, because I think that finding a solution after about 40 hours of effort is hopeless.
Have I missed something obvious?
UPDATES....
I have found two reasons for not seeing notifications.
1) My PC had a setting which seems to have partially suppressed the display. Unexpected because YouTube notifications do display. (Open notification tray on far right bottom of screen. "focus assist" with a crescent moon symbol. If when clicked it says "on" or "alarms only" I think this restricts what is seen.)
2) My assumption based on the Firebase docs and video was that onMessage() is to prevent notifications when the user is on the webpage and to allow the developer to ignore or handle the notifications within the page. Half right. Apparently the notifications are default ignored UNLESS onMessage() does something with them. The docs give snippets of code for onMessage() but only how to log to the console.
Also, found an amusing problem. Now that my PC has registered the recipient of the messages, it receives them even if that recipient is signed out and has signed in on another device. That sounds like a problem.
The currently working version of the code. This goes in the webpage / app (NOT in the messaging-sw.js file
The introductory video to messaging suggests that it is bad UX to have notifications from a website popping up when someone is on the website. Therefore the code can include onMessage() to either ignore the notification or to handle it within the page.
The docs give a version of onMessage that just logs the notification to the console and has just a comment about doing something else.
Other parts of the docs explain that the system automatically displays notifications.
Therefore I inferred that without onMessage() the notifications would appear automatically.
It seems I was wrong.
It has taken me a massive amount of time to figure this out and to find some code to make the notifications appear. (Even now I am not sure I have grasped what is happening, but the following seems to work)
This goes in the web page / app. (Not in the messaging-sw.js. Putting it there will throw an error "using window methods")
[Do note that I also found my PC was set in a way that seemed to allow YouTube to send notifications, but was preventing the display of FCM notifications. (See explanation in question)
So far I have tested this when the use has the webpage open, the webpage in the background and when the browser is closed. Notifications appear with the default sound and are listed in the notification tray.
This also happens if the recipient is signed out of the webpage and signed in on another device.. the messages continue to go to the same device.
Messages go to devices not to users]
messaging.onMessage(function (payload) {
try{ //try???
console.log('Message received. ', payload);
noteTitle = payload.notification.title;
noteOptions = {
body: payload.notification.body,
icon: "typewriter.jpg", //this is my image in my public folder
};
console.log("title ",noteTitle, " ", payload.notification.body);
//var notification = //examples include this, seems not needed
new Notification(noteTitle, noteOptions);//This can be used to generate a local notification, without an incoming message. noteOptions has to be an object
}
catch(err){
console.log('Caught error: ',err);
}
});
``````````
I'm having an issue with FCM on flutter. I have implemented messaging from my server so I'm storing my phone token for each user.
The thing is that when a user logs in for the very first time everything works properly, messages are being sent and user gets notified.
If I do not use the app during the weekend, on Monday I try to send a message by doing some actions on my app but messages are not being sent. I can see my token stored properly in my database.
I'm using firebase_messaging 2.1.0 for flutter.
This is how I get my token
_fireBaseMessaging.getToken().then((token){
_myPhoneToken = token;
});
1-I know token may change when:
App deletes Instance ID
App is restored on a new device
User uninstalls/reinstall the app
User clears app data
But none of this happens.
Any advice on how to handle this scenario? thanks in advance.
UPDATE
Provided you have setup the FCM sdk the right way (but you said that it works the fist time you install the app, so I guess so).
Provided that you are sure that the device_token you are using is the one of the device on which you are expecting to receive the notification (check if it's still the same), you should get on this device your notification quite soon if you use "priority" : "high".
{
"to" : "device_token",
"priority" : "high",
"notification" : {
"sound": "default",
"body" : "Test Notification body",
"title": "Test Notification title"
}
}
This method call
_firebaseMessaging.getToken().then((String token)
return always the new token even if it has been updated. So if you print this out on your device and you send a notification on this token without error, there's no reason why you should not get the token if the device has a valid internet connection active.
It's true that the device token can change during time. If you uninstall and reinstall the app, you can see the token will change and if you try to send a notification on the old one, you will get an error.
If instead the token will change during application lifetime, you can be notify on your server side by listening:
_firebaseMessaging.onTokenRefresh.listen((newToken) {
_fcm_token = newToken;
// send the new fcm to your server
});
So first of all I suggest you to be able to send a notification to a device with Postman. Check if the token you are using is still the one on the device. Then you can try to uninstall and reinstall the application and try to use the old token. You will get an error. Then try to send to the new one, and you should get your notification.
Then wait for some days and try again, check if the token has changed or not and if it's not changed you should be able to send the notification without problems with the same token.
Also be aware that data message on Android if the app is terminated are still not supported.
Some networks/router/mobile can cut the connection between firebase library and firebase server due to inactivity (5min without message). This cut may be detected by the library up to 30min (FCM heatbeat interval).
These are some links discussing this issue:
https://github.com/firebase/quickstart-android/issues/307
Android: Delay in Receiving message in FCM(onMessageReceived)
I contacted firebase support but they told that since the issue is caused by external part they cannot fix it (I suggest decreasing heartbeat interval ...)
I fixed it in android using an interval job which apply these instructions:
context.sendBroadcast(new Intent("com.google.android.intent.action.GTALK_HEARTBEAT"));
context.sendBroadcast(new Intent("com.google.android.intent.action.MCS_HEARTBEAT"));
You may write this specific code for Android side and should find something similar for ios side.
I'm successfully using Bluemix Push to send notifications via the REST interface to an iOS app with a simple string alert message. That works fine.
Now I would like to send a more complex message where alert is a dictionary and has a sibling "category" element per The Remote Notification Payload.
Is this possible with Bluemix Push? Whenever I try to deviate from the basic structure, I get "Bad Request - Invalid JSON".
After much head-scratching, I finally picked up a hint from https://www.ng.bluemix.net/docs/services/mobilepush/t_advanced_notifications.html#t_push_badge_sound_payload and figured out that since the category field is unique to APNS, what I needed to send is
"settings" : {
"apns" : {
"category" : "myCategory"
}
#DSchultz_mo I was having issues to find the documentation but I finally found it, so if you go to https://mobile.ng.bluemix.net/imfpushrestapidocs/#/ you can use swagger to register your device and send notification and the magic button is in model there is more details for sendMessageBody
We are working on Flex technology to develop a desktop application, in which we will send mail to specified users.
We have used coltware library to send email to users. But the system is not sending email. We have checked code and there system is not showing any error in this.
My code is:
sender = new SMTPSender();
sender.setParameter(SMTPSender.HOST,"smtp.mandrillapp.com");
sender.setParameter(SMTPSender.PORT,587);
sender.setParameter(SMTPSender.AUTH,true);
sender.setParameter(SMTPSender.USERNAME,"myusername");
sender.setParameter(SMTPSender.PASSWORD,"mypassword");
message = new MimeMessage();
from = new INetAddress("sendfromEmailID", "From Label");
message.setFrom(from);
toRecpt = new INetAddress("sentToEmailID", "To Label");
message.addRcpt(RecipientType.TO,toRecpt);
message.setSubject("Email from Test Application");
message.setTextBody("Hello User");
sender.send(message);
sender.close();
Can you please tell us? Is anything worng with above code. if not, then why the system is not sending email??
Waiting for solution.
Does Mandrill requires two-step authentication? (OAuth, OpenAPI)?
Also check if it needs tlsocket to be specified
var tlssocket:TLSSocket = new TLSSocket();
sender.setParameter(SMTPSender.SOCKET_OBJECT, tlssocket);
I've been implementing a small PHP script which will send Push Notifications to Apple's APN servers.
I've got a database with all device tokens that registered for push notifications within my App.
My script will query the database for the tokens and send them to Apple.
Everything works great with a big but... I manually inserted a wrong token into my table and executed the script again.
I've realized that after that wrong token is sent to Apple, all notifications after that won't reach the devices.
Apple seems not to return any OK if everything worked fine but it does send a KO code if something went wrong. I get an error from Apple for that wrong token but I don't get any response afterwards for all the other notifications.
I open only one connection for all the tokens inside the database.
I prepare a socket context with this line:
$streamContext = stream_context_create(array(
'ssl' => array(
'local_cert' => $this->signFile
)
));
Then start a communication channel with the APN servers:
$this->hFile = stream_socket_client(self::$serverUrl[$environment], $err, $errstr, 60, STREAM_CLIENT_CONNECT, $streamContext);
Finally I send the message:
fwrite($this->hFile, $command);
I thought of setting a new connection for every notification but I wanted to ask SO opinion first...
By the way, I know that PHP isn't the best choice for this but it came as a requirement from somewhere else and we are forced to set the system this way.
Thank you and have a nice day,
Alex.
I finally found a solution:
As soon as I detect that a token is invalid, I close the connection and open it again to start sending tokens right after the wrong one.