SoundCloud track delete error - soundcloud

I am trying to delete a track on SoundCloud, when I click the trash button and delete it goes away visibly temporarily followed by this notification in the top right corner of the browser window:
Oops!
Record Duplicate un-reverted deletion soundcloud:deletions:76460086 for Track/224050794 found!
When I reload the page a few minutes later, the song is back on my profile.
Anybody know what this and how I can get around it?

I had a similar issue.. If you are not able to delete a track on soundcloud, try logging in from your mobile device on soundcloud app, and then try deleting the same. It may work.. :)

I also had a same issue.. Sometime Sound-cloud services API or Web services don`t work properly. You just try after some time.It will work :-)

Related

Create App button is not generating the app, stuck on spinner

I'm trying to create a REST app, but when I go to My Apps and click on the Create App button, I get a spinner and a "We'll be right with you message" and it just stays like that. I went away, returned 10 minutes later and it was still showing the animation. Has anyone had any similar issues? How long does it take for the system to create the app? Is there anything I can do to fix this?
Sorry that you didn't get an answer on this: but if you see this spinner at anytime it's because PayPal is either updating the developer portal or they're having issues with it and fixing it. Next time you experience that check here as it may help you.

Sandbox Game Center Turn Event Notifications Not Consistent

I'm making a turn-based game, using the Game Center Turn-Based Gaming functionality. I'm using the simulator and my iPhone to test notifications of turn events. The results are very inconsistent. About 75% of the time when I make a move on the simulator and pass the turn I don't get any notifications on my iPhone. It seems that this function doesn't get called:
handleTurnEventForMatch:didBecomeActive:
I set the GKEventHandlerDelegate in the code that authenticates the local user and it seems to be set correctly. The fact that I get notifications once in a while suggests that this isn't where the problem lies.
Does anyone have any idea what could be the problem here? Could this be a problem with the Sandbox Game Center Server? Do they limit the amount of notifications you can send in a short amount of time or something like that?
Edit: I just found some posts of people experiencing the same problem, but no solution. No very recent posts though. Any updates?
Edit2: I also find that after a move, when I open the GKTurnBasedMatchmakerViewController on the other device it still says that it's the turn of the other player. When I close and reopen it the information is correct. Also, when I open the game GKTurnBasedMatchmakerViewController when it's still showing incorrect information, it does gives me the correct match object with the updated information. Could this be related in any way?
I thought I would share my solution with you, in the hopes that it is the same problem you are experiencing. As you can see from my comment to your question, I was having the same issue as you. It turned out that my settings in iTunes Connect were the culprit, unbeknownst to me. What you should check for is that you still have Game Center enabled in BOTH places that iTunes Connect requires. First, after going into "Manage my Apps" in iTunes Connect, select your app and on the right menu, and click "Manage Game Center". Make sure this is currently enabled. I would even recommend disabling it, and re-enabling it again for good measure.
In addition (and this is what I was missing), you must enable it in one more place. Go back to the previous screen when you first select the app. The top right is where you can select Manage Game Center, but we are looking on the bottom in the "Versions" section. Click the View Details button for your app, and make sure the Game Center button is enabled near the bottom. Again, I would disable and re-enable it here as well. Give it about 10 minutes, clear all your open turns and matches from the Game Center app (this might be an optional step), and build & run again. Hopefully, you will receive turn notifications properly again.
I got the same problem. However when i tested it on multiple devices it was working fine... May be some problem with the simulator

iOS 6 breaks GeoLocation in webapps (apple-mobile-web-app-capable)

I have an app that does a simple textbook navigator.geoLocation.watchPosition(...) that works great in iOS 5.x both in Safari and as a web app (using apple-mobile-web-app-capable meta tag).
However, in iOS6, GeoLocation does not work in the webapp. It still works in safari as expected, but when I run the webapp, it prompts me for location permission, then silently fails. I see the location icon, but no events are thrown from watchLocation. I get no error events or any location events.
Has anyone run into this? Any workarounds? It's definitely iOS6 specific and also specific to the apple-mobile-web-app-capable/webapp.
This is definitely a bug but I found a work around. You aren't going to like this but at least it will get your web app working again. You need to examine the User Agent header and if it contains "iPhone OS 6" then do not use:
<meta content="yes" name="apple-mobile-web-app-capable" />
Yes, this means that it won't be a true web app and you will get the Safari header and footer bars. But at least it will make your app work again from the home screen. You can see how this works by going to my site www.nextbus.com.
Note that it appears that Google ran into this problem. Try going to maps.google.com and then adding the web app to your homescreen. The geolocation will work for it but you will indeed see the ugly Safari header and footer bars.
Please complain loudly to Apple!
The good news is: I've done it... I've figured it out. The bad news is: somebody smarter than me is going to have to tell you why this works, whereas any other variation of this solution or any of the other solutions offered don't work. This was a hard-fought victory but I'm too embarrassed to say how many hours (days) it took me to figure this out. Without further ado:
if (window.navigator.geolocation) {
var accuracyThreshold = 100,
timeout = 10 * 1000,
watchID = navigator.geolocation.watchPosition(function(position) {
$('#latitude').val(position.coords.latitude); // set your latitude value here
$('#longitude').val(position.coords.longitude); // set your longitude value here
// if the returned distance accuracy is less than your pre-defined accuracy threshold,
// then clear the timeout below and also clear the watchPosition to prevent it from running continuously
position.coords.accuracy < accuracyThreshold && (clearTimeout(delayClear), navigator.geolocation.clearWatch(watchID))
}, function(error) {
// if it fails to get the return object (position), clear the timeout
// and cancel the watchPosition() to prevent it from running continuously
clearTimeout(delayClear);
navigator.geolocation.clearWatch(watchID);
// make the error message more human-readable friendly
var errMsg;
switch (error.code) {
case '0':
errMsg = 'Unknown Error';
break;
case '1':
errMsg = 'Location permission denied by user.';
break;
case '2':
errMsg = 'Position is not available';
break;
case '3':
errMsg = 'Request timeout';
break;
}
}, {
enableHighAccuracy: true,
timeout: timeout,
maximumAge: 0
}),
delayClear = setTimeout(function() {
navigator.geolocation.clearWatch(watchID);
}, timeout + 1E3); // make this setTimeout delay one second longer than your watchPosition() timeout
}
else {
throw new Error("Geolocation is not supported.");
}
Note: for some reason, this doesn't seem to work as consistently if the execution of this code it delayed at some point after initially launching the app. So, this is the FIRST thing I execute in my initialization method.
Note: The only other thing I've added to my app is, when I need to use the geolocation data (which, for me, takes place after the initialization of several other Classes/Object Literals), is to check for the latitude/longitude values. If they exist, continue; If not, run the above geolocation method again, then continue.
Note: One of the things that threw me for a long time was that I only needed to get the current position of the user. I didn't need to track the users' movements. I kept trying different iterations of this with the getCurrentPosition() method. For whatever reason, it doesn't work. So, this is the solution I came up with. Run it like you're going to track the users location (to get their location in the first place), then once you've gotten their location, clear the watchPosition ID to prevent it from tracking them. If you need to track their location as it changes over time, you can of course... not clear the watchPosition ID.
HTH. From everything I've been reading, there are a lot of developers who need this functionality to work for their mission-critical apps. If this solution doesn't work for you, I'm not sure what other direction I can give. Having said that, I've tested this several hundred times and this successfully retrieves the users' location in a WebApp (navigator.standalone) on iOS 6.
here is a video of me replicating the bug and demonstrating a work around. This bug appears to exist weather you use the web app meta tag or not.
http://youtu.be/ygprgHh6LxA
Update: 121212 - IOS 6.1 Beta 3 testing shows the bug is still not resolved...
Update: 122012 - IOS 6.1 Beta 4 testing shows the bug is still not resolved...
Update: 031113 - Replication Example
Okay, it is a simple issue to replicate in just a few seconds. I feel it is not a safari, but an IOS issue. It’s almost as if Google wrote the bios for the IOS to meet the WC3 html geo location spec and took it with them when IOS6 kicked them off the bus.
Using an IOS device go here:
http://uc.myaesc.com/geoloctestorig.htm
Click start, watch should return result almost every second.
Then click the Google link to leave this page.
Then user browser back button to return
Click start.
Watch will return 1 to 3 records and hang.
Minimize safari (home button) and then restore (safari icon); stops hanging
That's it. until it does not hang, the issue remains.
Mark
UPDATE:
IOS 7.1 fixed the issue...
It appears it only works once, then any secondary calls fail. One alternative is to cache the result and use the cached result if you have one, though this means you can't have an app that follows someone's position.
This is not exactly an answer as it seems like Home Screen apps in ios6 has some bug related to GeoLocation, but I found the following link very helpful. It explains that as Home Screen apps are now stored like native apps, they have their own storage/caching.
Geolocation works on the first iteration but fails to update from then on. the work around is to remove the following meta tag so that Home Screens app run in Browser mode (I am not sure if it is exactly call a Browser mode). The app will unfortunately render with the browser headers and footers, but GeoLocationwill be working again.
<meta content="yes" name="apple-mobile-web-app-capable" />
iOS 6 Geolocation and Local Data Storage
"Data in Home Screen apps are now stored like native apps. Native apps each have their own sandbox where their data is stored, backed up and restored to. Prior to iOS 6, Home Screen apps shared data with the same app running in the browser. If the user cleared the cache in the browser, the Home Screen version of the app would lose its data too.With iOS 6, Home Screen apps’ data gets saved to a sandbox just like native apps. Backups and restores handle the data properly, and clear cache in the browser will not affect them."
I'm having the same problem. Looks like watchPosition is simply failing out after the first position is received. I haven't found a work around yet, but I wanted to confirm that I was experiencing issues.
Using these samples:
http://www.w3schools.com/html/html5_geolocation.asp
I get expected results on ios5 but ios6 drops the ball with watchPosition.
I can confirm I get the same problem when running my web app in fullscreen.
Interestingly, when Safari in Fullscreen asked permission to use my location, the website title was 'web' rather than the title of the website, as in previous versions of iOS.
Removing the "apple-mobile-web-app-capable" meta tag is fine, and it works, but only if you "Add to Homescreen" again. We have ~7000 daily users who have already added our icon to their homescreen. Getting them to do so again, then potentially again when a fix is implimented isn't great.
This appears to be fixed under iOS 6.1! It wasn't in the recent betas, but today's final 6.1 release seems to be good with my testing.
seems to be fixed in iOS 6.1, finally! See my site www.slople.com where it works again under 6.1
This is FINALLY fixed in iOS7 beta (beta 2 is all I've tested)!
You must take care of non secure content loaded. For me loading all javascript, images and css from secure context solved the problem with safari.

Tapjoy Screen appears moved up

I'm developing an App for iPhone and we are using the Tapjoy framework. All works fine except two points that I can't solve. If somebody can point me for a solution will be apreciated.
First one:
The tapjoy implements a notification that is called when a new virtual good is downloaded. We saw that when we download a virtual good the download process never finishes and remains in 100% completed. In consequence the notification never is called. This happens randomly for some packages that we uploaded to Tapjoy. To solve that we used a trick, and is that we were looking for the tapjoy code and we saw a notification that is called when the file download reaches the 100%, and we used this one instead the official. This works ok, but in the download screen appears the download process like this: Downloading 100% comleted, instead of Download complete.
Second one:
When the user pushes in the purchase button of tapjoy, we use the following call in order to load the purchase screen:
[TapjoyConnect showVirtualGoodsWithViewController:self];
Randomly this screen appears properly in full screen, but sometimes appears moved up.
Someone had the same problems?
Thanks in advance!
We'll be releasing a new version of the SDK that will fix the notification issue soon, hopefully in a week or two.
Can you give more details about your second issue? What do you mean by the purchase button of tapjoy?
The showVirtualGoodsWithViewController method should only ever be called when you want to display the store view. When purchasing a virtual good, all other subviews are handled by the SDK so you don't need to call that method again.

If I hit "Reject Binary" in iTunes Connect to submit an updated binary, will I lose my place in line?

I've submitted an app for the App Store via iTunes Connect, and the status is "In Review." I don't know if that means they actually started looking at it. I suspect it just means that it's been put into a reviewer's queue.
There's a tweak I'd like to add to it before it goes out. However, I don't want to update it if that means that hitting "Reject Binary" automatically sends it to the back of the overall queue again, and it has to wait another 3-4 weeks.
I realize that it's likely that no one knows how this works, but I figure it doesn't hurt to ask.
Yup, back of the queue. See the bottom question on this Apple Developer Connection page.
We've only had to do it once but it wasnt at all as bad as I had imagined and actually didnt take very long until the new binary got reviewed again. It's much better than releasing a buggy app...
Yes, a developer reject action on iTunes will result in the application being 'kicked out' from the current queue and put in the back of the queue. However, if you are lucky you can always try out expedite review, that could advance your review.