Parse is dropping pushes for IOS. I send 10 messages in a row, with 3 secs interval, works well for Android, but parse drops messages randomly for IOS. The messages are sent through a clound function, which works well for Android. You can see in the picture four failed in a row then 3 succeeded in a row, then fail and succeed. my Cloud function is pretty simple, it first searches the installations and then check if it's iOS, does a little formatting and send it.
Function pushToInstallations(results, messageObject, response) {
var pushedCount = 0;
var failedCount = 0;
for (i in results) {
Parse.Cloud.useMasterKey();
var installation = new Parse.Installation(results[i]);
console.log("processing installation " + i);
// console.log(installation);
var deviceType = installation.get("deviceType");
console.log("installation deviceType " + deviceType);
var payload;
if (deviceType == "android") {
payload = createAndroidPayload(messageObject, installation);
} else {
payload = createIosPayload(messageObject, installation);
}
var query = new Parse.Query(Parse.Installation);
console.log("installation id" + installation.get("installationId"))
query.equalTo("installationId", installation.get("installationId"));
Parse.Push.send({
where: query,
data: payload
}).then(function() {
pushedCount++;
.....
}, function(error) {
failedCount++;
.....
});
}
}
You have to know that the Push Notification is not 100% guarantee. And it's indicated by Apple clearly.
Related
I created a script in Google Sheets, which is working well but after a while I'm getting the following error:
Exception: Service invoked too many times for one day: urlfetch
I think I called the function like 200-300 times in the day, for what I checked it should be below the limit.
I read we can use cache to avoid this issue but not sure how to use it in my code.
function scrapercache(url) {
var result = [];
var description;
var options = {
'muteHttpExceptions': true,
'followRedirects': false,
};
var cache = CacheService.getScriptCache();
var properties = PropertiesService.getScriptProperties();
try {
let res = cache.get(url);
if (!res) {
// trim url to prevent (rare) errors
url.toString().trim();
var r = UrlFetchApp.fetch(url, options);
var c = r.getResponseCode();
// check for meta refresh if 200 ok
if (c == 200) {
var html = r.getContentText();
cache.put(url, "cached", 21600);
properties.setProperty(url, html);
var $ = Cheerio.load(html); // make sure this lib is added to your project!
// meta description
if ($('meta[name=description]').attr("content")) {
description = $('meta[name=description]').attr("content").trim();
}
}
result.push([description]);
}
}
catch (error) {
result.push(error.toString());
}
finally {
return result;
}
}
how can I use cache like this to enhance my script please?
var cache = CacheService.getScriptCache();
var result = cache.get(url);
if(!result) {
var response = UrlFetchApp.fetch(url);
result = response.getContentText();
cache.put(url, result, 21600);
Answer:
You can implement CacheService and PropertiesService together and only retrieve the URL again after a specified amount of time.
Code Change:
Be aware that additional calls to retrieving the cache and properties will slow your function down, especially if you are doing this a few hundred times.
As the values of the cache can be a maximum of 100 KB, we will use CacheService to keep track of which URLs are to be retrieved, but PropertiesService to store the data.
You can edit your try block as so:
var cache = CacheService.getScriptCache();
var properties = PropertiesService.getScriptProperties();
try {
let res = cache.get(url);
if (!res) {
// trim url to prevent (rare) errors
url.toString().trim();
var r = UrlFetchApp.fetch(url, options);
var c = r.getResponseCode();
// check for meta refresh if 200 ok
if (c == 200) {
var html = r.getContentText();
cache.put(url, "cached", 21600);
properties.setProperty(url, html);
var $ = Cheerio.load(html); // make sure this lib is added to your project!
// meta description
if ($('meta[name=description]').attr("content")) {
description = $('meta[name=description]').attr("content").trim();
}
}
result.push([description]);
}
}
catch (error) {
result.push(error.toString());
}
finally {
return result;
}
References:
Class CacheService | Apps Script | Google Developers
Class Cache | Apps Script | Google Developers
Class PropertiesService | Apps Script | Google Developers
Related Questions:
Service invoked too many times for one day: urlfetch
Problem Description
I am a .NET Core developer and I have recently been asked to transcribe mp3 audio files that are approximately 20 minutes long into text. Thus, the file is about 30.5mb. The issue is that speech is sparse in this file, varying anywhere between 2 minutes between a spoken sentence or 4 minutes of length.
I've written a small service based on the google speech documentation that sends 32kb of streaming data to be processed from the file at a time. All was progressing well until I hit this error that I share below as follows:
I have searched via google-fu, google forums, and other sources and I have not encountered documentation on this error. Suffice it to say, I think this is due to the sparsity of spoken words in my file? I am wondering if there is a programmatical centric workaround?
Code
I have used some code that is a slight modification of the google .net sample for 32kb streaming. You can find it here.
public async void Run()
{
var speech = SpeechClient.Create();
var streamingCall = speech.StreamingRecognize();
// Write the initial request with the config.
await streamingCall.WriteAsync(
new StreamingRecognizeRequest()
{
StreamingConfig = new StreamingRecognitionConfig()
{
Config = new RecognitionConfig()
{
Encoding =
RecognitionConfig.Types.AudioEncoding.Flac,
SampleRateHertz = 22050,
LanguageCode = "en",
},
InterimResults = true,
}
});
// Helper Function: Print responses as they arrive.
Task printResponses = Task.Run(async () =>
{
while (await streamingCall.ResponseStream.MoveNext(
default(CancellationToken)))
{
foreach (var result in streamingCall.ResponseStream.Current.Results)
{
//foreach (var alternative in result.Alternatives)
//{
// Console.WriteLine(alternative.Transcript);
//}
if(result.IsFinal)
{
Console.WriteLine(result.Alternatives.ToString());
}
}
}
});
string filePath = "mono_1.flac";
using (FileStream fileStream = new FileStream(filePath, FileMode.Open))
{
//var buffer = new byte[32 * 1024];
var buffer = new byte[64 * 1024]; //Trying 64kb buffer
int bytesRead;
while ((bytesRead = await fileStream.ReadAsync(
buffer, 0, buffer.Length)) > 0)
{
await streamingCall.WriteAsync(
new StreamingRecognizeRequest()
{
AudioContent = Google.Protobuf.ByteString
.CopyFrom(buffer, 0, bytesRead),
});
await Task.Delay(500);
};
}
await streamingCall.WriteCompleteAsync();
await printResponses;
}//End of Run
Attempts
I've increased the stream to 64kb of streaming data to be processed and then I received the following error as can be seen below:
Which, I believe, means the actual api timed out. Which is decidely a step in the wrong direction. Has anybody encountered a problem such as mine with the Google Speech Api when dealing with a audio file with sparse speech? Is there a method in which I can filter the audio down to only spoken words progamatically and then process that? I'm open to suggestions, but my research and attempts have only lead me to further breaking my code.
There is to way for recognize audio in Google Speech API:
normal recognize
long running recognize
Your sample is uses the normal recognize, which has a limit for 15 minutes.
Try to use the long recognize method:
{
var speech = SpeechClient.Create();
var longOperation = speech.LongRunningRecognize( new RecognitionConfig()
{
Encoding = RecognitionConfig.Types.AudioEncoding.Linear16,
SampleRateHertz = 16000,
LanguageCode = "hu",
}, RecognitionAudio.FromFile( filePath ) );
longOperation = longOperation.PollUntilCompleted();
var response = longOperation.Result;
foreach ( var result in response.Results )
{
foreach ( var alternative in result.Alternatives )
{
Console.WriteLine( alternative.Transcript );
}
}
return 0;
}
I hope it helps for you.
i have xamarin forms app that support notification, i have done it in android with broadcast receiver now i have to do notification in ios ! , my service is depending on API REST so i want every 60 second ios app run HTTP request and get data then show it as notification, i searched for many days but i can't reach to my approach ?
if this is impossible can i use nuget or something like that in ios project only "in xamarin forms solution " or not ?
content = new UNMutableNotificationContent();
content.Title = "Notification Title";
content.Subtitle = "Notification Subtitle";
content.Body = "This is the message body of the notification.";
content.Badge = 1;
content.CategoryIdentifier = "message";
var trigger = UNTimeIntervalNotificationTrigger.CreateTrigger(60, true);
var requestID = "sampleRequest";
var request = UNNotificationRequest.FromIdentifier(requestID, content, trigger);
UNUserNotificationCenter.Current.AddNotificationRequest(request, (err) =>
{
if (err != null)
{
// Do something with error...
}
});
Here is my code for generating a local notification on iOS
var alertsAllowed = false;
UNUserNotificationCenter.Current.GetNotificationSettings((settings) =>
{
alertsAllowed = (settings.AlertSetting == UNNotificationSetting.Enabled);
});
if (alertsAllowed)
{
var content = new UNMutableNotificationContent();
content.Title = "Incident Recorder";
content.Subtitle = "Not Synchronised";
content.Body = "There are one or more new incidents that have not been synchronised to the server.";
var trigger = UNTimeIntervalNotificationTrigger.CreateTrigger(5, false);
var requestID = "sampleRequest";
var request = UNNotificationRequest.FromIdentifier(requestID, content, trigger);
UNUserNotificationCenter.Current.AddNotificationRequest(request, (err) =>
{
if (err != null)
{
Console.WriteLine(err.LocalizedFailureReason);
}
});
}
The first parameter in CreateTrigger is how long before the notification is generated. I notice you have 60 in yours. Also bear in mind a notification will not appear if your app is foregrounded.
I create a simple video calling app by using web Rtc and websockets.
But when i run the code, the following error occured.
DOMException [InvalidStateError: "setRemoteDescription needs to called before addIceCandidate"
code: 11
I don't know how to resolve this error.
Here is my code below:
enter code here
var localVideo;
var remoteVideo;
var peerConnection;
var uuid;
var localStream;
var peerConnectionConfig = {
'iceServers': [
{'urls': 'stun:stun.services.mozilla.com'},
{'urls': 'stun:stun.l.google.com:19302'},
]
};
function pageReady() {
uuid = uuid();
console.log('Inside Page Ready');
localVideo = document.getElementById('localVideo');
remoteVideo = document.getElementById('remoteVideo');
serverConnection = new WebSocket('wss://' + window.location.hostname +
':8443');
serverConnection.onmessage = gotMessageFromServer;
var constraints = {
video: true,
audio: true,
};
if(navigator.mediaDevices.getUserMedia) {
navigator.mediaDevices.getUserMedia(constraints)
.then(getUserMediaSuccess).catch(errorHandler);
}else
{
alert('Your browser does not support getUserMedia API');
}
}
function getUserMediaSuccess(stream) {
localStream = stream;
localVideo.src = window.URL.createObjectURL(stream);
}
function start(isCaller) {
console.log('Inside isCaller');
peerConnection = new RTCPeerConnection(peerConnectionConfig);
peerConnection.onicecandidate = gotIceCandidate;
peerConnection.onaddstream = gotRemoteStream;
peerConnection.addStream(localStream);
if(isCaller) {
console.log('Inside Caller to create offer');
peerConnection.createOffer().
then(createdDescription).catch(errorHandler);
}
}
function gotMessageFromServer(message) {
console.log('Message from Server');
if(!peerConnection)
{
console.log('Inside !Peer Conn');
start(false);
}
var signal = JSON.parse(message.data);
// Ignore messages from ourself
if(signal.uuid == uuid) return;
if(signal.sdp) {
console.log('Inside SDP');
peerConnection.setRemoteDescription(new
RTCSessionDescription(signal.sdp)).then(function() {
// Only create answers in response to offers
if(signal.sdp.type == 'offer') {
console.log('Before Create Answer');
peerConnection.createAnswer().then(createdDescription)
.catch(errorHandler);
}
}).catch(errorHandler);
} else if(signal.ice) {
console.log('Inside Signal Ice');
peerConnection.addIceCandidate(new
RTCIceCandidate(signal.ice)).catch(errorHandler);
}
}
function gotIceCandidate(event) {
console.log('Inside Got Ice Candi');
if(event.candidate != null) {
serverConnection.send(JSON.stringify({'ice': event.candidate,
'uuid': uuid}));
}
}
function createdDescription(description) {
console.log('got description');
peerConnection.setLocalDescription(description).then(function() {
console.log('Inside Setting ');
serverConnection.send(JSON.stringify({'sdp':
peerConnection.localDescription, 'uuid': uuid}));
}).catch(errorHandler);
}
function gotRemoteStream(event) {
console.log('got remote stream');
remoteVideo.src = window.URL.createObjectURL(event.stream);
}
function errorHandler(error) {
console.log(error);
}
// Taken from http://stackoverflow.com/a/105074/515584
// Strictly speaking, it's not a real UUID, but it gets the job done here
function uuid() {
function s4() {
return Math.floor((1 + Math.random()) *
0x10000).toString(16).substring(1);
}
return s4() + s4() + '-' + s4() + '-' + s4() + '-' + s4() + '-' + s4() +
s4() + s4();
}
This is my code, I don't know how to arrange the addIceCandidate and addRemoteDescription function.
You need to make sure that
peerConnection.addIceCandidate(new RTCIceCandidate(signal.ice))
is called after description is set.
You have sitution where you receive ice candidate and try to add it to peerConnection before peerConnection has completed with setting description.
I had similar situation, and I created array for storing candidates that arrived before setting description is completed, and a variable that checks if description is set. If description is set, I would add candidates to peerConnection, otherwise I would add them to array. (when you set your variable to true, you can also go through array and add all stored candidates to peerConnection.
The way WebRTC works (as much as i understand) is you have to make two peers to have a deal to how to communicate eachother in the order of give an offer to your peer get your peers answer and select an ICE candidate to communicate on then if you want to send your media streams for an video conversation
for you to have a good exampe to look on how to implemet those funcitons and in which order you can visit https://github.com/alexan1/SignalRTC he has a good understading of how to do this.
you might already have a solution to your problem at this time but im replying in case you do not.
EDIT: As I have been told, this solution is an anti-pattern and you should NOT implement it this way. For more info on how I solved it while still keeping a reasonable flow, follow this answer and comment section: https://stackoverflow.com/a/57257449/779483
TLDR: Instead of calling addIceCandidate as soon as the signaling information arrives, add the candidates to a queue. After calling setRemoteDescription, go through candidates queue and call addIceCandidate on each one.
--
From this answer I learned that we have to call setRemoteDescription(offer) before we add the Ice Candidates data.
So, expanding on #Luxior answer, I did the following:
When signaling message with candidate arrives:
Check if remote was set (via a boolean flag, ie: remoteIsReady)
If it was, call addIceCandidate
If it wasn't, add to a queue
After setRemoteDescription is called (in answer signal or answer client action):
Call a method to go through the candidates queue and call addIceCandidate on each one.
Set boolean flag (remoteIsReady) to true
Empty queue
I have some code that saves data using Breeze and reports progress over multiple saves that is working reasonably well.
However, sometimes a save will timeout, and I'd like to retry it once automatically. (Currently the user is shown an error and has to retry manually)
I am struggling to find an appropriate way to do this, but I am confused by promises, so I'd appreciate some help.
Here is my code:
//I'm using Breeze, but because the save takes so long, I
//want to break the changes down into chunks and report progress
//as each chunk is saved....
var surveys = EntityQuery
.from('PropertySurveys')
.using(manager)
.executeLocally();
var promises = [];
var fails = [];
var so = new SaveOptions({ allowConcurrentSaves: false});
var count = 0;
//...so I iterate through the surveys, creating a promise for each survey...
for (var i = 0, len = surveys.length; i < len; i++) {
var query = EntityQuery.from('AnsweredQuestions')
.where('PropertySurveyID', '==', surveys[i].ID)
.expand('ActualAnswers');
var graph = manager.getEntityGraph(query)
var changes = graph.filter(function (entity) {
return !entity.entityAspect.entityState.isUnchanged();
});
if (changes.length > 0) {
promises.push(manager
.saveChanges(changes, so)
.then(function () {
//reporting progress
count++;
logger.info('Uploaded ' + count + ' of ' + promises.length);
},
function () {
//could I retry the fail here?
fails.push(changes);
}
));
}
}
//....then I use $q.all to execute the promises
return $q.all(promises).then(function () {
if (fails.length > 0) {
//could I retry the fails here?
saveFail();
}
else {
saveSuccess();
}
});
Edit
To clarify why I have been attempting this:
I have an http interceptor that sets a timeout on all http requests. When a request times out, the timeout is adjusted upwards, the user is displayed an error message, telling them they can retry with a longer wait if they wish.
Sending all the changes in one http request is looking like it could take several minutes, so I decided to break the changes down into several http requests, reporting progress as each request succeeds.
Now, some requests in the batch might timeout and some might not.
Then I had the bright idea that I would set a low timeout for the http request to start with and automatically increase it. But the batch is sent asynchronously with the same timeout setting and the time is adjusted for each failure. That is no good.
To solve this I wanted to move the timeout adjustment after the batch completes, then also retry all requests.
To be honest I'm not so sure an automatic timeout adjustment and retry is such a great idea in the first place. And even if it was, it would probably be better in a situation where http requests were made one after another - which I've also been looking at: https://stackoverflow.com/a/25730751/150342
Orchestrating retries downstream of $q.all() is possible but would be very messy indeed. It's far simpler to perform retries before aggregating the promises.
You could exploit closures and retry-counters but it's cleaner to build a catch chain :
function retry(fn, n) {
/*
* Description: perform an arbitrary asynchronous function,
* and, on error, retry up to n times.
* Returns: promise
*/
var p = fn(); // first try
for(var i=0; i<n; i++) {
p = p.catch(function(error) {
// possibly log error here to make it observable
return fn(); // retry
});
}
return p;
}
Now, amend your for loop :
use Function.prototype.bind() to define each save as a function with bound-in parameters.
pass that function to retry().
push the promise returned by retry().then(...) onto the promises array.
var query, graph, changes, saveFn;
for (var i = 0, len = surveys.length; i < len; i++) {
query = ...; // as before
graph = ...; // as before
changes = ...; // as before
if (changes.length > 0) {
saveFn = manager.saveChanges.bind(manager, changes, so); // this is what needs to be tried/retried
promises.push(retry(saveFn, 1).then(function() {
// as before
}, function () {
// as before
}));
}
}
return $q.all(promises)... // as before
EDIT
It's not clear why you might want to retry downsteam of $q.all(). If it's a matter of introducing some delay before retrying, the simplest way would be to do within the pattern above.
However, if retrying downstream of $q.all() is a firm requirement, here's a cleanish recursive solution that allows any number of retries, with minimal need for outer vars :
var surveys = //as before
var limit = 2;
function save(changes) {
return manager.saveChanges(changes, so).then(function () {
return true; // true signifies success
}, function (error) {
logger.error('Save Failed');
return changes; // retry (subject to limit)
});
}
function saveChanges(changes_array, tries) {
tries = tries || 0;
if(tries >= limit) {
throw new Error('After ' + tries + ' tries, ' + changes_array.length + ' changes objects were still unsaved.');
}
if(changes_array.length > 0) {
logger.info('Starting try number ' + (tries+1) + ' comprising ' + changes_array.length + ' changes objects');
return $q.all(changes_array.map(save)).then(function(results) {
var successes = results.filter(function() { return item === true; };
var failures = results.filter(function() { return item !== true; }
logger.info('Uploaded ' + successes.length + ' of ' + changes_array.length);
return saveChanges(failures), tries + 1); // recursive call.
});
} else {
return $q(); // return a resolved promise
}
}
//using reduce to populate an array of changes
//the second parameter passed to the reduce method is the initial value
//for memo - in this case an empty array
var changes_array = surveys.reduce(function (memo, survey) {
//memo is the return value from the previous call to the function
var query = EntityQuery.from('AnsweredQuestions')
.where('PropertySurveyID', '==', survey.ID)
.expand('ActualAnswers');
var graph = manager.getEntityGraph(query)
var changes = graph.filter(function (entity) {
return !entity.entityAspect.entityState.isUnchanged();
});
if (changes.length > 0) {
memo.push(changes)
}
return memo;
}, []);
return saveChanges(changes_array).then(saveSuccess, saveFail);
Progress reporting is slightly different here. With a little more thought it could be made more like in your own answer.
This is a very rough idea of how to solve it.
var promises = [];
var LIMIT = 3 // 3 tris per promise.
data.forEach(function(chunk) {
promises.push(tryOrFail({
data: chunk,
retries: 0
}));
});
function tryOrFail(data) {
if (data.tries === LIMIT) return $q.reject();
++data.tries;
return processChunk(data.chunk)
.catch(function() {
//Some error handling here
++data.tries;
return tryOrFail(data);
});
}
$q.all(promises) //...
Two useful answers here, but having worked through this I have concluded that immediate retries is not really going to work for me.
I want to wait for the first batch to complete, then if the failures are because of timeouts, increase the timeout allowance, before retrying failures.
So I took Juan Stiza's example and modified it to do what I want. i.e. retry failures with $q.all
My code now looks like this:
var surveys = //as before
var successes = 0;
var retries = 0;
var failedChanges = [];
//The saveChanges also keeps a track of retries, successes and fails
//it resolves first time through, and rejects second time
//it might be better written as two functions - a save and a retry
function saveChanges(data) {
if (data.retrying) {
retries++;
logger.info('Retrying ' + retries + ' of ' + failedChanges.length);
}
return manager
.saveChanges(data.changes, so)
.then(function () {
successes++;
logger.info('Uploaded ' + successes + ' of ' + promises.length);
},
function (error) {
if (!data.retrying) {
//store the changes and resolve the promise
//so that saveChanges can be called again after the call to $q.all
failedChanges.push(data.changes);
return; //resolved
}
logger.error('Retry Failed');
return $q.reject();
});
}
//using map instead of a for loop to call saveChanges
//and store the returned promises in an array
var promises = surveys.map(function (survey) {
var changes = //as before
return saveChanges({ changes: changes, retrying: false });
});
logger.info('Starting data upload');
return $q.all(promises).then(function () {
if (failedChanges.length > 0) {
var retries = failedChanges.map(function (data) {
return saveChanges({ changes: data, retrying: true });
});
return $q.all(retries).then(saveSuccess, saveFail);
}
else {
saveSuccess();
}
});