Google Play Console Crash Notes - google-play

When looking through the crash and ANR reports in the Play console it would be great to be able to leave myself some kind of notes on each crash. This way when I have fixed an issue but I keep seeing it popup I have a reminder of what I did to fix it and maybe even a URL back to the commit for it.
I know this is possible in the App Store with Xcode for iOS apps but I don't see anything for the Play Store. Anyone else have a way to track these items?

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Users Complain that Xamarin Android App Freezes

I have a Xamarin.Forms Android app on the Google Play store. An overwhelming amount of users are leaving 1 star app reviews of my app saying that the app is "Freezing." They say that nothing happens when they click on a button in the apps UI. I have made doubly sure that no processes are running on the UI Thread that might hold up the UI. I have not been able to recreate this "Freezing" behavior personally. There are also no crash or ANR reports in the Google Play Console (at least not enough to make up for the amount of negative reviews I'm receiving). Has anyone else faced this problem?
Useful Info:
Xamarin.Forms Version: 4.8.0.1560
There is no discrimination between the Freezing behavior and users' Android API Version
The issue is not happening (or is not being reported) on the iOS app.
Do you have a physical Android device to deploy to? Take the apk and side load it, or download from the store, don't use VS to deploy the app on your device.
I had a similar issue and it was the code shrinker in VS. The released version with the code shrinker enabled, caused the app to freeze immediately after the splash screen.
You can disable it by selecting 'nothing' in the code shrinker box in VS.

ios10 custom push notification sound not playing

I am currently running iOS 10 beta 8 with Xcode 8.0 beta 6 and the custom sound does not play when I receive a push notification with the correct payload.
I have verified the payload and it is in the correct format per the apple documentation:
{
"aps" : {
"alert" : "You got your emails.",
"badge" : 9,
"sound" : "bingbong.aiff"
},
"acme1" : "bar",
"acme2" : 42
}
When I send the same payload to the same build on iOS9 the custom sound plays properly.
Does anyone know if there are any other changes in iOS 10 that I need to make?
This problem seems to only affect apps installed via Xcode. The issue persists even if you later update the app from a different source.
The solution is to completely remove the app, and reinstall it from TestFlight or the App Store.
In effect, this bug should not affect your end users.
Edit 2016-10-15:
Unfortunately it seems that I was mistaken. This appears to be a bug on iOS 10 that can, in fact, affect App Store apps also. If it is of any consolation, apps such as Facebook and WhatsApp are affected too. The solution is apparently to force restart your phone, but unfortunately there doesn't seem to be much we can do about it as developers.
Apple Fixed Issue:
Based on this comment, Apple has seemed to fix the issue in iOS 10.2
Try installing your app using Test Flight and after implementing initial process to update device token just restart your device.
You'll get what you have been looking for.
Credit goes to - binncheol
Having our user restart their device is correcting the issue for us.
This is an issue for us regardless of how the app was installed (TestFlight or from the app store).
There is definitely an iOS10 bug which still persists as of 10.0.2. It affects many apps including popular ones such as Whatsapp and Messenger. The workaround is just to power cycle the device, after which point the notification sounds are correct. It doesn't seem to matter how the app is installed.
I can't find any documentation of this from Apple (go figure) but there is more info here: http://thetechbeard.com/how-to-fix-notification-sound-problem-in-ios-10/.
As reported here lots of other people are having this problem. Hopefully Apple fixes it soon.
I uninstalled the app, turned off the real device, reinstall the app, and then the custom notification sound started working. It didn't work before I restarted my device XD

Xamarin Remote Simulator results in blank screen

I know this feature is very new, so I'm hoping someone has had experience with this issue before and may shed some light on what might be going on. Right now we are trying to utilize Xamarin 4.2's new "remote iOS simulator for Windows". When I build to Mac simulator, it works fine the app shows up and no issues. When I turn on the option to use the remote simulator, the simulator opens, and then there's just a blank screen, as you can see from the screenshot there's no errors and it built fine:
Looks like you are hitting the following:
https://bugzilla.xamarin.com/show_bug.cgi?id=42333
The remote simulator is in preview, so there are likely to be bugs that have not been fixed yet. I'd suggest adding a comment to that bug report with any information you can provide.
If you would like to receive a notification when the bug is updated, you can add yourself to the CC list for the bug. Please note that you will need to create an account on that system if you have not already done so.

Cloudkit error when querying public database from simulator

I'm working on an app where I recently decided to go with CloudKit and am now at the point where I need to implement the backend functionality. In a nutshell, this app will use a collectionview to display images retrieved from a CK database. Up until now, I just dumped some images in a folder on my desktop and retrieved/parsed the images from there to render the collectionview. I then used the CK dashboard to create some records and wrote an initialization method to try and retrieve them. I was getting various CKErrors, such as network failure, error completion without receiving a response from the server, could not send a valid signature, etc. I immediately assumed the issue was with my code since it was my first attempt with CloudKit. However, I ran the latest code on my device before posting on SO and it worked! I got a successful response with the number of records in the results array that I was expecting.
So now I know longer need help with fetching CKRecords like I initially thought. But how do I resolve this issue with the simulator? I saw some other post about making sure you're signed into iCloud on the simulator. I believe I am, but do not know how to check to be sure. Also, I'm running Yosemite and Xcode 6.1.
Any help is appreciated!
on the simulator go to the settings app. You can do that with menu hardware, home and then open the settings app, select iCloud and make sure that you are logged in.
To use your Apple ID on iCloud on the iPhone Simulator, make sure you turn off Two-way authentication. It should then work on the simulator.

Obtaining OS X app store receipts on test builds

Been trying tonight to obtain a receipt for my app. However, I've been unsuccessful. Here's the steps I've done:
Code signed with developer cert
Made sure minimum version in the info.plist is 10.7
Checked for the presence of the receipt file and called exit(173) if not found
Built from XCode 4.2
Added a new version of the app and some in-app metadata in itunesconnect. The app status is now waiting for a new binary.
I've then done clean, build, right clicked on the app in XCode's project view and opened it in finder to launch it, hopefully failing validation and pulling a receipt back from the store.
However, this never seems to happen (don't get asked for any itunes login etc) and the app terminates immediately.
I've also gone through an entire build/archive/create installer type process as well but that didn't pop up the login either.
Am I missing something obvious?
Thanks!
I've finally got it working. In case anyone else has a similar problem, the real help for me was finding out about console.app. In running this I could see my app didn't appear to be signed.
I deleted all the certificates etc and re-installed new ones. Seems it HAS to be the Mac 3rd party developer. Nothing else seemed to work.

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