QR code generating but not working on device - vodapay-miniprogram

I haven't had any issues running our mini app on device in the past, but i have been experiencing issues from today where I upload our code, publish and generate a QR code successfully, however when trying to scan the QR code via the vodapay app to test on device it either just doesn't scan or the app crashes.
I have asked two other members in our team and they have the same experience. So that eliminates my device. Any pointers on what the issue might be?
Thanks

I have a feeling that this is likely caused by the mini program size limit.
A few questions about this,
Which version of the IDE are you using?
Are you using IOS or Android devices?
How big is the mini program source code (not including the .log file)
The size limit is 12Mb so if the source code is larger than this it could be causing the issue.

Related

How can I report on iOS and Android memory and process parameters inside my Xamarin.Forms application?

I have an application and I'm concerned that after running a long time it might be using too much memory. Perhaps there are some memory or background process issues that I need to look into.
Is there a way that I can find out from within both an iOS and Android application some memory and process statistics. If I was to be able to get to these I know how how to do the UI to report on them but I'm just not sure how to get the information.
Bear in my that by default it will be your mac Device selected device. Change it to your phone or Simulator.

Xamarin Live Player does not load shared libraries all the time

Context:
I have a Xamarin Android project that calls a shared library (.so) and I'm using Live Player to run the app on my device.
Problem:
The app only runs fine sometimes. When it doesn't, I get no exception at Visual Studio and I only get a one-line exception from the Live Player on my phone as follows:
[LogEntry: Time=7/10/2018 4:42:26 PM -07:00, Level=Error,
Title=Visualization Error, Message=No body on method System.Int32
TestMobileLib.LibFacade::getInt(System.UInt32) (NInterpretException)]
Attempts:
I tried uninstalling the apk from my phone. It doesn't work all the time.
I also tried renaming the Android application package name to make it look like a new app. Doesn't work all the time either
Reinstalled the Live Player. No luck.
Re-paired my phone. No luck.
Tried it on a different device. Same random behavior.
Restarted the machine. No luck
Any assistance is highly appreciated. Thanks.
Thanks to the comments above by SuhiHangover and Bruno, I figured out the difference between running an app via Live Player vs. on the device itself. While Both solutions run the app on your device, the latter is much more stable at least when the project depends on a set of user-defined shared libraries.
As also noted in here, Live Player seems to be optimal to support rapid prototyping on device, where changes you make the front-end markup (e.g., XAML files) can be instantly synchronized wirelessly. Xamarin Live Player, however, is limited when more need to be tested. The list of limitations are mentioned here.

Simple HID OSX Application

I am getting started with coding for HID devices. I got started with reading Apple documents and sample code. The code provided are terribly outdated that it doesn't even open in Xcode8.
Download Sample Code from Apple
I need help in finding a sample project / snippet for getting started with HID Services! Open a handle, read and write reports to device, Listen to reports generated by device in a run loop.
OS X/macOS's HID stack is called IOHIDFamily, and much of it is open source. This includes kernel and userspace components. You can find the code for various different OS X/macOS releases at
https://opensource.apple.com/
For 10.12.2 (latest code released at time of writing) you can browse the IOHIDFamily code here:
https://opensource.apple.com/source/IOHIDFamily/IOHIDFamily-870.31.1/
or download it as a zip file here:
https://opensource.apple.com/tarballs/IOHIDFamily/IOHIDFamily-870.31.1.tar.gz
The "tools" directory contains some userspace sample/test code which might help with what you're trying to do.
As for sample code not being updated, documentation being incomplete/outdated/missing, and provided code requiring a lot of effort to build: welcome to Mac systems & driver development. That's unfortunately how it is. I've been doing OS X kernel/driver work for 7 years, and while some things get easier with experience, downloading code from Apple and building it still feels like playing the lottery.

App rejected due to crash on app store

I had developed an app and uploaded it on app store. The app got rejected due to crash. But my problem is that I cannot detect this crash while running app on device for testing. App is working properly on the device.
The app is been created in unity and then I had exported it to xCode.
So I want to ask that how can I get to know about where it is getting crashed. Also how can I traverse the crash log.
Any help will be appreciated
Thanks in advance
Did they tell you about:
– Where crash happened? (At launch, On logging in, or in specific screen)
– Did they send you any images?
– Which devices and iOS they were testing
– They will surely send you crash log, please post it.
You said you cannot replicated the crash, but did you tried with simulator or real devices?
Since you are missing many information, I cannot give you a certain answer. My advice for you is to
1) Updating your question
2) Read my post about how to do when your app got rejected, or my post about how to symbolicate crash log
3) You can also follow the topics in stackoverflow: Iphone App was Rejected Due to We found your app crashed on launch so we were unable to review it and App rejected due to crash. They are very helpful
Actually, app was getting crashed on devices with 64 bit architecture. as older version of unity don't support 64 bit architecture. Unity 4.6.2 onwards support 64 bit architecture. Thus rebuild the ios app and it worked fine.

Difference in behavior between Xcode and OTA Ad-hoc distribution

I have my app working to my satisfaction both in the simulator and on two devices when debugging through Xcode 4.3.2. I use OTA Ad-hoc distribution to send to my beta testers. After archiving, saving, and uploading my ipa and plist file to my website, I then download and successfully install the app on my phone.
Sounds good, right?
HOWEVER, I am using CoreAudio and CoreData, and low and behold suddenly there is no sound in my app. I delete and install OTA on the same devices I am debugging with, so I am at a loss to where the problem is occurring.
I have a feeling that there might be an underlying problem with my Core Data model (which feeds my sound) but checks upon checks seem to verify that it is working. It DOES work when I install from Xcode, unplug, close, and reopen the app on the device. Only the OTA install has this problem.
Has anyone encountered any differences in behavior like this? I checked my build settings and the only difference I see for AdHoc is using the Entitlements.plist, which only useful setting appears to be NO to debugging.

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