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.
Related
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 :-)
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
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.
When the app that I'm developing is launched, the user returns at the view that was open the last time before close. This seems to be normal behaviour. Can I turn this off to make sure that the user always starts with a login view ?
thanks for your advice
Frank
You are probably running on iOS >= 4.0. That is the default behavior. To disable is set UIApplicationExitsOnSuspend to true on your Info.plist.
As Felz pointed out, you can disable this easily. I would recommend though leaving it on and developing another solution. Users generally appreciate if the app reopens where they left it. Maybe they want to quickly look up something, maybe they simply get a phone call - when they come back, they don't want to reenter login information.
If your app displays secret information or something else that you don't want to be easily accessible, you could still implement a timer: When the app has been running in the background for some time, e.g. 5 minutes, and is reopened, you could display your login screen again.
I have a button in my UI and was wondering if you are able to close the app and exit to the homescreen if you press it. Thanks!
You can always call exit(0) but it is against Apple's design guidelines to close applications programatically. The recommended way is when the user press the home button.
I don't know your thoughts for doing this, but
try explaining why or at least think it over again :)
A snippet from the HIG
iPhone applications should never quit
programmatically because doing so
looks like a crash to the user. There
may be times, however, when external
circumstances prevent your application
from functioning as intended. The best
way to handle this is to display an
attractive screen that describes the
problem and suggests how users can
correct it. This helps users in two
ways: ■ It provides feedback that
reassures users that there’s nothing
wrong with your application ■ It puts
users in control, letting them decide
whether they want to take corrective
action and continue using your
application or press the Home button
and open a different application
This method works also [[UIApplication sharedApplication] terminateWithSuccess];, but as mentioned shouldn't be used for distribution on the AppStore.