appgallery connect.Upload package. An unknown error occurred. Please try again later - huawei-mobile-services

when I want to upload a new version of my apk after grab my app to upload it go fast to 60% .
and stacks and never continue
screen from console:

Sometimes it is caused by VPN or proxy of your computer. Please try
to disable VPN and proxy, and try again.
If you use company’s computer, sometimes some company policy will
wrongly block some uploading. Normally your computer will popup a message to tell you about it. Pls carefully check if there is any message when
you are uploading.
Normally Huawei AGC will check if the package name of the uploading
app is used. It will take a while(had better waiting for 2 minutes).
After the checking, AGC will tell you the result.
Try to use different browsers to try(it’s better to clear cache of
the browser) or reboot your computer.
If you still have the issue, please catch video or screenshots, I
will deeply appreciate it and research it.

You are advised to clear the browser log and upload it again.
If the problem persists, Please provide the error screenshot and browser logs, According to this we can analyze your problem and try to help.

Related

Google play list this error Broadcast of Intent { act=android.accounts.LOGIN_ACCOUNTS_CHANGED

I got following error on google play store but I have no idea why this error occured. They said that it is happing on (Sharp AQUOS sense2 SH-01L Android 9 (SDK 28) ).
I have logcat but I can't find anything in logcat too. I already released to production. This one is my bugs fixed for new release.
ANR in com.google.android.apps.tachyon;PID: 18069;Broadcast of Intent {
act=android.accounts.LOGIN_ACCOUNTS_CHANGED flg=0x5000010 cmp=com.google.android.apps.tachyon/com.google.apps.tiktok.account.data.device.DeviceAccountsChangedReceiver_Receiver };
A similar Error occurred for me as well.
"ANR in com.google.android.apps.tachyon" at same device "Sharp AQUOS sense2 SH-01L"
E/ActivityManager(1566): ANR in com.google.android.apps.tachyon
E/ActivityManager(1566): PID: 18457
E/ActivityManager(1566): Reason: Broadcast of Intent { act=android.intent.action.LOCALE_CHANGED flg=0x11200010 cmp=com.google.android.apps.tachyon/.common.applifecycle.LocaleChangeReceiver }
I believe this device has com.google.android.apps.tachyon app is installed by default and an automatic update for this app could be running in the background (just a guess) which crashes anytime.
The crash is just a coincidence.
It will not happen every time with the same app and with the same use case. It will also not happen with any other device. just update the versionCode and publish the App again.
One other option is to go to the device catalog and mark this device as not supported.
After a lot of research, I think I have finally solved this for my app.
In my case, other than my main activity, the other Activies were only called by my app. In my activities in my AndroidManifest.xml, I had
android:exported="true"
Of course, this allows these activities to be invoked by other external activities/etc
By changing this to:
android:exported="false"
...it prevents the activity from being called.
In my case and going through the logs, I didn't see anything that jumped out and bit me but my research led me to believe that com.google.apps.tiktok.* was some sort of old transactional piece of Android. Also, I noticed my Tutorial activity was logging well after it should have been.
My suspicion is the test may actually be real and intended to check for either Activities handling external launches or checking for a security injection of some kind.
I think the use case is likely that an Android user is changed on the phone (usually at end of these robo tests), ticktok handles that and sends this intent/message to all externally known Activities. If so, that would mean either the Activities have to not be exported or handle the intent appropriately.
Anyhow, this change helped me tremendously and I haven't hit this with this app since after about 100 robo tests. Hope it helps someone else.
I think this is a problem with Google Play Store testing devices. Problems went away without me making any changes on a new release.

Cannot upload an image while creating a Facebook Mobile App Install Ad

I seem to be stuck in a dark alley with no one around and no signboards either. I'm trying to create a simple Facebook Mobile App Install Ad . . . and seem to be stuck on the 1st step since many hours. I just cannot upload a banner image.
The image is 600X360, the exact specification facebook wants.
I've tried both png and jpg
I get no error message, it just says 'Uploading' for a few seconds and then it's back to where it was as if nothing ever happened and the image is not uploaded.
I've checked by browser versions, Flash versions.
Tried with Chrome, Firefox and safari.
Tried on my mac and on Windows.
NOTHING. It just shuts up and doesn't accept the image.
Called up the toll free number given on facebook's ad setup page, which says "call for Free ad setup" . . . but the girl who picked up refused to transfer the phone the call to a tech until I commit my daily ad budget to her.
I try to tell her that I have not decided it yet and I was just trying to see the preview of how my ad will look, so I can only decide on my budget after checking the ad, selecting my target and regions.
But no, she says, it's 'Policy' to transfer the call to techs only if my budget is above a certain level . . . and all I wanna do is see the damn ad preview.
Looks like something wrong with facebook's server since it won't accept the image uplaod from all OSs, Browsers, but I don't see anyone else even talking about this so it must be just me.
It's creeping me out with supernatural superstitions about myself and if someone else has experienced this, please just tell me that you have . . . so I don't freak out that some paranormal curse has been cast on me or something.
It's creepy and I don't know what's the reason.
Thanks for listening.
And oh yeah, if someone has been through this and found a solution, please let me know.
Sean.
go into ad manager and use the power editor tool. In there I was able to upload a photo whereas before I could not.

iphone app unable to access server - previously working

I've run into a funny problem. Our app, which was working prior to Saturday, can't connect to the server to get the necessary data. The server is fine, everything is up and running and I have rebooted it. The Support Tech has said the same. So it points to either the code having something that didn't change, or the ip/database info changed and the code is using the old info; as far as I know, we've changed nothing. Will I have to check the code?(I didn't write it, someone was hired to do it) or is there something else that could be causing the problem?
The error message:
"The app is currently unable to connect to the server. Please try again."
It's a very unspecific error message so I'm assuming the developers of the app put that specific message in themselves.
Assuming you have the app on an iPhone you may be able to diagnose (but not necessarily fix) this without getting into the code. Download Fiddler and use this tutorial to setup the iPhone so you can watch the network traffic. This will allow you to see exactly what requests the app is making to the server and you may be able to figure out the problem. Either your request isn't making it to the server or the server is returning an error message. Either way Fiddler should be able to give you that answer.
EDIT:
HTTP Scoop is a pretty easy to use client for the Mac that does what Fiddler does for PC. You can use it for free for 2 weeks so that should be enough to help you out.
Charles would also work. I know you can get a free trial for that as well.

Is it there a way to get the crash log that occurs on users' device?

Some users reported there are bugs when run my app on their device.
Is it there a way to get the crash log that occurs on users' device?
Or is there any solution to catch all crash log for cocoa touch?
Welcome any comment
If you want to reduce the amount of effort users need to go to, something like PLCrashReporter is quite good (I remember seeing a handy wrapper around it recently but I lost the URL).
The most common chrash logs are available through itunesconnect.
Also, the crash logs get synchronized to the Mac or PC. Maybe not the latest news, but this link should get you going: http://aplus.rs/apple/how-to-find-crash-logs-for-iphone-applications-on-mac-vista-and-xp/
You can check out apphance (http://apphance.com). It provides remote access to a test user device including logs written by developer, crash logs and more....
Disclaimer : I am CTO of company which created apphance and co-creator of it.
I use QuincyKit and really like it. It's free, and easy to install on your server.
If you want a hosted solution, I have heard a lot of praises for Crashlytics.com, but did not personally tested it (commercial product).
And forget iTunes Connect if you care about fixing all crashes. Often, you won't see crash happening in there (might be because users do not sync and many other reasons).

How do YOU handle crashes in your iPhone apps?

If been looking around the web and can't seem to find any good solutions to sending allowing your user to submit bug reports from your iPhone app.
How do you handle crashes and exceptions?
Do you send the error user-data to a server,
grab a log file from somewhere and attach,
or do you ignore it and pretend it never happened?
Anybody got any experience with this?
Update
I am aware of how to prepare you software testing it with Static Analysis, Leak Detection, User Testing etc.
But errors might still happen when a user (mis)using my software. Always assume your user is trying to break your software.
What I want to figure out is how (I, or rather the app) can provide me with useful data when/if errors happen. As they do even in top quality products – like my own ofc. :)
I'm looking anyone that has experience with allowing the use to send error reports, stack traces, logs etc. to see how they handle the problem.
Some people use built-in analytics like Flurry which will post exception data to Flurry's website which you can review later.
Also, Apple has a "crash log" reporting area on iTunes Connect, but I'm not sure if it works since I've yet to see something come through and I kinda doubt each and every person has run my apps flawlessly. Not saying I write poor code (hopefully), but not every device is created equal either so I have to imagine it has crashed at least ONCE. There's always the option of logging and sending to a server later though.
Most of the time though, if you give users your e-mail address within the app itself (like on an instructions or about screen), they will e-mail me about any issues. That's a little bit nicer since it gives you a chance to correct the issue before they hit the review forms on iTunes.
You can also try BugSense. It's free, realtime, error reporting for iOS
PS: I am one of the founders.
Crashes most of the time comes with problems of memory management. To test memory leaks and find in your code on to what areas you were leaking a memory. Use the Instruments if your using XCode.
In your XCode go to Run -> Run with performance tool -> Leaks.
You can check everything here when it comes to memory allocations.
Note: To avoid crashes, make sure you released objects correctly and check your scheduled timers as well.
Regards,
ZaldzBugz