I had a lot of problems trying to download these docsets since updating to the latest Xcode. Various popups appearing saying it didn't know how to install it. Eventually after reading on here I just persisted and their servers started to work so i downloaded a few sets, iOS, WatchOS, and XCode so far. They're downloaded and show as having a tick box next to them.
However even though the docs are downloaded, when I go to use the documentation browser it requires an internet connection to show anything. Sometimes you see it rendering the webpage on apple's site to get the details and then it redraws in the usual documentation form.
I've a few docsets yet to download, but I'm not that bothered about them at this time.
Has anyone else encountered this and got any suggestions?
Related
I can only get the review prompt to show up once, even when in internal test track, in order for it to show up again I need to clear data and cache of the Google Play Store.
I meet all of the testing requirements since I have another game which I'm using In-App Review and everything works correctly on that one.
No errors show up when logging.
I'm using the unity version of the plugin, here are some of the things I've tried and their results:
Popup works every time in the Internal App Sharing, submit button is greyed out since it wasn't downloaded from the store.
Clearing storage and cache from Google Play makes the review appear once, but it doesn't have the correct settings, even though it was downloaded though the internal test track, the comment is tagged as optional, and when trying to publish said review, either including the comment or not, it always gives the following error: DF-DFERH-01 Server Error
I've also tried multiple versions of the plugin, mainly 1.6.1, 1.7.0, and 1.8.0, without success on any of them (I did update proguard every time).
I also tried resolving dependencies with other versions of the External Dependencies Manager, .172 and .174, both without success.
I've tried another account also included in the internal test track, didn't work
On another game I published, the In-App Review works as intended, I'm using the exact same code.
What's weird to me is that it works correctly on the Internal App Sharing, the app is currently on Open Beta, while the other game which In-App Reviews work correctly is on production, but I doubt that's related.
I was able to confirm that this is an issue on Google's side, after releasing the game to production, the popup started showing up on the Internal Test Track every time while using the same version as before.
To anyone that is also having this issue, if the In-App Review works on Internal App Sharing, you should be safe to release it to production and the issue will fix itself.
I can't say for sure this will work for everyone, but it did for me.
I installed a driver to add the DYMO Labelwriter 450 on my Macbook from their official website: https://www.dymo.com/support?cfid=user-guide
It worked, but somehow it installed something that is encrypting certain aspects of certain webpages. Not exactly sure how. Seems like it has something to do with a shadow root.
It seems to primarily impact cloud programs like google, google ads, google sheets.
I tried removing the program but the issue remains. Open to all ideas here.
See this screenshot of my inspector
A few system updates ago I had trouble receiving the OTA for the Tango. It appears that a similar problem has occurred again.
My Tango core has successfully updated to the Pythagoras revision, but my kernel version still reads build KOT49H.150505. I have tried the obvious things such as clicking on "check for updates" in the "About tablet" settings menu, but I still get that my system is up to date.
On the developer release notes it says that the kernel build should be KOT49H.150609.
A couple of questions, has anyone successfully downloaded the latest OTA? How can I get my tablet to download this new kernel version?
I am worried about this mismatch between tango core and OTA since last time it rendered the tango basically unusable. This time around things seem to be relatively stable, but I am worried that perhaps there might be performance degradation.
I just installed Firefox on a new computer running Windows 8.1.
I usually use Chrome but recently I've been redesigning my website and today I tried loading it on multiple browsers to see if there were any problems.
It's a Flash games site with lots of flash ads. So when I went to my site in the new Firefox browser, I was surprised to see a lot of "plugin needed" boxes.
I tried loads of sites, and it became apparent that flash was not installed in the firefox browser at all. No Flash was loading.
Bizarrely, the grey box telling me I needed a plugin didn't give me any hint as to what plugin I needed, provided no link, and even blocked the fail-safe link to adobe that is displayed if flashplayer is not installed when using swfobject.js.
I tried searching for the flash player update in the firefox add-ons - nothing.
I tried searching on google and downloaded the general flash player update (http://get.adobe.com/flashplayer/) - installed it and nothing changed.
Eventually after 20 minutes of searching, I found this obscure page on Adobe:
http://www.adobe.com/products/flashplayer/distribution3.html
I downloaded and ran the exe for 'Plugin-based browsers' and this worked.
It appears the latest version of Firefox has deliberately not included Flash Player, which is utterly mad if that's really true.
However, I can't find any discussion or documentation that this is the case. But then why wasn't it included in my version?
Does anybody know anything about this?
Firefox has never included Flash, you always need to go to http://get.adobe.com/flashplayer and download the Flash Plugin on your first install of Firefox. Make sure that you turn on autoupdate for Flash by using the Flash cpanel app in your Windows Control Panel. Then check regularly to make sure Flash is still autoupdating. It can have a bad habit of failing.
It's only recently that Microsoft includes Flash and only on IE on Windows 8+ as a copy of Google's attempt to increase Flash security by including it in Chrome some time back. IE gets its Flash updates through Windows Update when Microsoft gets the patches applied.
Google is the 800lb gorilla that gets what it wants and twisted Adobe's arm to force them to supply Flash code so they can do their own updates via their Pepper Flash module which updates when Chrome autoupdates.
While Mozilla will warn you that Flash is out of date, they do not have the monetary clout like huge corporations (Microsoft, Google) to force Adobe to give them source code so they can fix Adobe's security sieve as it happens.
Mozilla has chosen to promote HTML5 and open DRM to hurry the eventual demise of a piece of Macromedia Legacy web extensions that has been plaguing us with serious zero day exploits (Jan-Feb 2015 most recent) that often appear back-to-back and often get 2 try patch releases in the hope that it gets fixed.
And in that same timeframe, often Chrome and Windows 8 versions of IE have a similar lag to bug fix, though a lot quicker than Adobe.
Get in the habit manually checking Chrome's version, Chrome can suffer update failure despite its automatic update feature.
I used to looking up classes/methods from Help->Developer Documentation, which has API doc in local. But after I just upgraded my xcode to 3.2.5, it becomes totally different. When I type something in the search box (e.g. NSString), it accesses the network slowly and asks my developer account/password.
The even worse thing is after I type the password it keeps saying,
"You Request Is Being Redirected: You may have used an outdated link or typed the address (URL) incorrectly. If you came to this page via a bookmark, please update it accordingly. "
What happened with it? How to get the old Developer Documentation back?
Happened to me with an earlier update, 2-3 versions before the official iOS 4.2 SDK. You can easily get it back from your Xcode preferences > Documentation (all the way to the right side)