Google Colab - WRITE_EXTERNAL_STORAGE - apk

2 weeks ago i've try tp package my apk for android using google colab. I did id before many time with condition "android.permissions = INTERNET,WRITE_EXTERNAL_STORAGE" in buildozer. And it was okay. But now it is impossible exactly because of reading/writing external storage in permission. If leave only "android.permissions = INTERNET" - google colab will package apk. What could be the cause and how it can be fixed? Please help me
I'm expecting get information how (if it is possible) to use google colab for packaging apk for android with possibility to write and read external storage

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Google Play App Rejection - Not a core feature - Use of All files access

I have an application on play store to whom the targetSdkVersion is update to 30 from 29, which is getting rejected again and again by Google Play after an update.
Previously, there was a permission of MANAGE_EXTERNAL_STORAGE in one of the SDK Manifest.
After removing MANAGE_EXTERNAL_STORAGE permission and storage permission (WRITE_EXTERNAL_STORAGE) completely from my app, uploading the app on store, app update gets rejected again.
This is the email received from Google Play for the rejection reason.
Note: I am saving all my media files in app-specific internal storage.
Also, I have the permission of READ_EXTERNAL_STORAGE in my SDK as we have chat feature in our app to get images and videos of device to sent it.
According to Use of All files access (MANAGE_EXTERNAL_STORAGE) permission READ_EXTERNAL_STORAGE permission has not impact.
Attached reference.
Update
I also removed READ_EXTERNAL_STORAGE permission from the app, but still got the rejection with same reason from Google Play.
Is the issue with Storage Policy, or something else?
I had the same error for a month but finally, Google Play Store accepted my uploads.
Briefly, what I did was to create new builds for each track, and -interestingly- it worked!
(Before my countless update trials, our latest version on Production was 2.23.5 (build 1), our active tracks were Internal Testing Track and Production, and I was trying to upload my updates to Internal Testing Track.)
Below are the steps that I've applied:
Created a new build 2.24.1 (build 1) with all necessary changes. (e.g. upgrading targetSdkVersion to 30, removing MANAGE_EXTERNAL_STORAGE permission, etc.)
Activated our inactive tracks (Open, Closed Alpha, and Beta Testing Tracks), uploaded the same build 2.24.1 (build 1) to these tracks, and then paused those tracks. (I've paused them as I won't use them actively, you may not want to pause it)
Created another build 2.24.1 (build 2) which was completely the same as build 1. I've just updated its build number.
Uploaded 2.24.1 (build 2) to the Internal Testing Track.
Created another build 2.24.1 (build 3) which was completely the same as build 3. I've just updated its build number.
Uploaded 2.24.1 (build 3) to the Production Track.
Went to "Publishing Overview" page, activated Managed Publishing in order to manually publish my uploads to Production and other tracks as they got accepted.
Sent these uploads to review at once and voila, Google accepts your uploads!
Sarcasm on.
Hereby, I would like to congratulate Google Play Support as they've shared all these details within their documentation, within their rejection e-mails, and within their super fast response to the appeal.
Sarcasm off.
I've found this solution referencing from this answer https://stackoverflow.com/a/69933431/2833718. I couldn't find any help from Google's official docs. They've always rejected my uploads with the same e-mail which is impossible to decode for a human being. They've never returned to my appeal.
This migration and support process was completely a failure.
Thank you Google Play Support, you are everything but support to developers.
My Android rejected build is approved finally after 3 weeks of headache.
Basically, Google was checking old APK, if it is available in any of the track (Internal, Open, Closed or Production) with Policy Violation.
So, in this regard you have to roll out the app to 100% in the track which has this Policy violation. Which will deactivate the old build.
I wasn't rolling out the new app to 100%.
Thanks to Google Policy Team.
I Found a solution for my issue .
Actually there was another channel in google play "Internal Testing channel" That has a build with permissions . You need to remove/Update any builds inside any channels to be empty from any Sensitive/ Highly risk permission.
One method for solve your problem, is start one new app. But when you for config your app, put disable the iten that say about file sms and file critical.
Resume, your app is been reject because the uour pre config. And not by your code.

Google Cloud Vision API "cannot use connPool"

I'm learning Google Cloud Vision API, but facing some issues. I have completely repeated all the steps from the 'Getting Started' Guide.
download/install google cloud SDK
activate login credentials using gcloud
Set the environment variable GOOGLE_APPLICATION_CREDENTIALS
Install the client library
After that I ran this code and got this error when compiling:
..\cloud.google.com\go\longrunning\autogen\operations_client.go:166:54: cannot use connPool (type "google.golang.org/api/internal".ConnPool) as type *"google.golang.org/grpc".ClientConn in argument to longrunning.NewOperationsClient
Compilation finished with exit code 2
I repeated all the steps over and over and still get this error. Windows 10 is installed on my pc with the latest software updates.
I have NOT changed the code from the tutorial.
Can anyone please tell me why I'm getting this error?
Issue has been fixed.
I just needed to remove conflicting custom imports and re-install Google Vision library.
Well that was a dumb mistake, sorry to bother you.

How to check if my iPhone app is influenced by xcodeGhost?

One year ago I downloaded my Xcode from a third-party source and I'm afraid that if my app has been influenced by the xcodeGhost. Can somebody tell me how to check it?
You can check wether your copy of Xcode contains malicious software by verifying it's code signature:
codesign -vv /Applications/Xcode.app
The code signature will fail verification if Xcode has been tampered with and it will list the files that are suspect.
More information here
XcodeGhost adds an extra CoreServices.framework at:
Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/Library/Frameworks/
to an infected Xcode.
Don't worry,xcodeGhost was writen early this year.If you download Xcode one year ago,your Xcode is totally fine.
For more informations , you can check on xcodeGhost
To go save you can prevent xCodeGhost anyway with a little script in your project. The first version of xCodeGhost is easy to detect:
You need a file with possible xcodeghost links
You need a script to search for this links in your whole project (with grep)
To read more aboutxcodeghost v1, just look at:
https://possiblemobile.com/2015/11/a-lesson-in-xcode-ghost-third-party-frameworks
For v2 of xcodeghost, its not easy as v1, because the links will be generated on a later point of building of app - therefore the only way to detect this is to check your app network acitivity (e.g. with wireshark). Detecting on everything which is not a usual communication of your app. This gives you the possibility to see which frameworks also will communicate with the internet.
The newest version 2 of xcodeghost, you can read here a little bit more:
http://prog3.com/article/2015-11-11/2826185-a-lesson-in-xcode-ghost-third-party-frameworks
Also important if you really want to protect your app/project: Do every test on real device (even analyizing network connection, therefore just give your device a network connection over your macbook (mobile hotspot), this will give you the permission to check explicitely the network connection of your device). Because some hackers are also adding testscripts on 3rd party framework to detect if its on simulator or device.

Can't find my recently deployed windows app in the store

I recently submitted my app to the windows store, I was able to get it in the windows store application installed on my PC, but can't find online
https://www.microsoft.com/en-gb/store/apps
Please, am I missing something?, or there's something I have do?
You can try open the Windows dev center dashboard via this link: https://dev.windows.com/en-us/overview
Of course, you have to make sure that you've logged in using your Microsoft account, the one you're using while uploading your apps.
When you receive your app submission report, you still need to wait a few days (around 3-7days) for your app to be searchable on the Store because the store server needs time to index your app for searching. If you wait a few days you'll be able to search for your app.
Source : MSDN

Cannot submit Xcode Archive to Itunes Connect. "Uploading Archive: Sending API Usage to Itunes Connect"

Hello Ive sent a version of my app one week ago through Xcode 6 and it didn't have any problem. Today Ive tried to upload a new version of my App via Xcode and when uploading, the progress bar stays in "Sending API usage to Itunes Connect". It doesn't give me any errors, nor warnings, it just stays like that forever.
Ive been looking in google and also in here, and found a lot of solutions (ones more logical than others). Well, Ive tried ALL those solutions, I've created new provision profiles, restarted my computer, restart Xcode, changed "netinfo", connect to new wifi, among others.
Its really driving me crazy since I didn't do anything, it just stopped working.
There are a lot of question with this same topic on the internet (including StackOverflow) and I think there is no one ultimate answer that really explain why this happen. Ive seen very detailed answers but none of them worked for me.
Some of this questions are:
1) Can't Submit App to App Store: “Sending API Usage to iTunes Connect” either times out or loses connection.
2) Application Loader (Apple) stuck on “Sending API usage to iTunes Connect”.
3) Stuck on “Sending API usage to iTunes Connect”.
If I export the archive into an .ipa I can upload it with application loader. I don't know why I can't do it with Xcode. Ive always used Xcode for this.
The reason I want to know how to do it with Xcode is that I don't know if uploading only the .ipa and configuring in app purchases only directly via itunes connect's webpage without doing it in application loader(the button that says "New In-app Purchases" template) , will also work.
I hope someone could help me.
Thank you.
minimise the organiser window
reopen it from mac floating menubar
This seems to be refreshing the connection while online. Works for me.
I had this same problem a few minutes ago, let me explain what I did:
Restart your router/modem
Restart your Mac
Set the active scheme in Xcode for iOS Device
Make a new archive
Validate before submit
These steps work perfectly for me, hope that helps.
I also faced similar problem. I can't upload from my office, but can upload from my home. I assumed that my office's internet connection has problem with Apple server. If you get problem with Xcode to upload, you can download Application Loader separately from iTunes connect and try with that and wait for passing sending api usage state.
Try doing this:
cd ~
mv .itmstransporter/ .old_itmstransporter/
"/Applications/Xcode.app/Contents/Applications/Application Loader.app/Contents/itms/bin/iTMSTransporter"
Seems to be working for a lot of others - https://forums.developer.apple.com/thread/76803
I couldn't make this work on XCode 7.1.
I had to upgrade to 7.1.1, which allowed me to export the binary for App Store Deployment, and then use the Application Loader to upload the app for review.
Absolutely crazy, Apple.
I've found that instead of restarting your router and machine etc, simply clicking 'Renew DHCP Lease' in the TCP/IP settings of your internet device (under Network in System Preferences) solves the issue much quicker and easier, for me anyway.
Just another error that makes working in Apples eco-system all the more fun and exciting...
There was no one particular procedure that seemed to do it in my case: restarted router, restarted Mac, restarted Xcode, recreated profiles on developer website, viewed them in Xcode, recreated archives, attempted just validating for App Store. All of these things over and over again.
My experience has been that you should just kept trying until suddenly it works. Which is sadly not the magic button to click that I was looking for.
Possibly the fact that I managed only twice in the last dozen or so upload attempts in the morning from here in the UK (making it approx 02:30 over there in the US), indicates it's perhaps an iTunes overloaded problem.
I had the same problem, though none of the suggested steps solved my problem, other than using the Application Loader.
However, one thing that bothered me was a warning message saying that:
The resulting API analysis file is too large. We were unable to validate your API usage prior to delivery. This is just an informational message.
It came to me that it might be the reason why Xcode's uploading might be messed up, since it locks at the Sending API usage to iTunes Connect.
Some people mention it in some posts here in stackoverflow.
For me Network is not allowing to upload the build as office wireless is having firewall so I had to move to other wi-fi to upload the build.
Just adding another possible answer here that fixed it for me.
I was on a VPN at work. Disabling this and trying again worked.

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