I am developing an Audio Application for iOS using PhoneGap and the audio stops when iPhone's screen is locked. I have read that you need to define in ".plist" file what processes should be run in background. However I am unable to find any plist file on my windows machine.
I am building PhoneGap for iOS remotely using latest version.
go to Resource folder on your phoneGap project .Resource ->your apps name-info.Plist file will be there.
on the config.xml file of phonegap project you can add:
<config-file target="config.xml" parent="/*">
<feature name="AllowBackgroundAudio">
<param name="ios-package" value="AllowBackgroundAudio" onload="true" />
<param name="onload" value="true" />
</feature>
</config-file>
Or you can try using the cordova-allow-background-audio plugin.
Related
After publishing and downloading it from google play, my game crashes only on the first startup. Does anyone know about this?
i am using google play services and google admob of the latest of versions.
My unity version : 2018.3.6f1
Help me here, I am stuck!
On research, found out that it could be an Admod problem and so remove the following code from your Admob Plugin Manifest.
<receiver
android:name="com.admob.android.ads.analytics.InstallReceiver"
android:exported="true">
<intent-filter>
<action
android:name="com.android.vending.INSTALL_REFERRER" />
</intent-filter>
</receiver>
If the problem still persists, delete the current Admob plugin folder and install the latest version from GoogleMobileAds.unitypackage
I'm developing an Android Things application for the company that I work for, the problem is in the Android Things Console, because I upload the signed apk for release but when I create the image there is only developer version of that image, we need a production image of the app (because the app after 1 day close and only show the configuration screen)
here a few images of our problem
<activity
android:hardwareAccelerated="false"
android:name=".HomeActivity"
android:screenOrientation="portrait"
android:theme="#android:style/Theme.NoTitleBar">
<intent-filter>
<action android:name="android.intent.action.MAIN"/>
<category android:name="android.intent.category.HOME"/>
<category android:name="android.intent.category.DEFAULT" />
<category android:name="android.intent.category.LAUNCHER" />
<category android:name="android.intent.category.IOT_LAUNCHER" />
</intent-filter>
</activity>
Thank you for raising this issue. This is an error in the documentation and we will get it corrected. Production images are not available for Raspberry Pi 3.
I upload the signed apk for release but when I create the image there is only developer version of that image, we need a production image of the app (because the app after 1 day close and only show the configuration screen)
This is not related to the image type you download or how you sign the APK. It's more likely because the system isn't recognizing your app as the HOME app, so it returns to the system UI after a crash. When you boot your device with the app installed, do you see it or the system UI?
I would recommend cleaning up your manifest entry to match the home activity example in the docs. The HOME and LAUNCHER categories should be in separate filters (because they won't be found together) and IOT_LAUNCHER is not longer used.
I was trying to integrate Pushwoosh with Unity. The latest version needed me to actually use pro guard with gradle as there was multidex error. After that there were duplicate file errors because of proguard, which I fixed by creating a pro guard user.txt file and adding the following lines.
-keep com.pushwoosh.** {*;}
-dontwarn com.pushwoosh.**
Now when I have everything fixed and pushwoosh running properly in all devices, there comes certain devices which do not get notifications in the release build. (There are no problems with the debug build.)
Can anyone help me with this? What reason could there be?
I found the answer, seems like this issue was only occurring with Samsung phones. I searched around and tried adding this to the Manifest file. (In the "application" tag for those wondering.)
<service
android:name=".FirebaseInstanceIdRouterService">
<intent-filter>
<action android:name="com.google.firebase.INSTANCE_ID_EVENT"/>
</intent-filter>
</service>
<service
android:name=".FirebaseMessagingRouterService">
<intent-filter>
<action android:name="com.google.firebase.MESSAGING_EVENT"/>
</intent-filter>
</service>
Seems like Samsung might have been using Firebase services in the background which conflicts with the pushwoosh using FCM services. Anyway..seems like this works for me.
Where I found it, for further study purposes.
I developed an app with Ionic v1 and tested with "ionic serve" and "ionic run android" and works fine. It makes all $http requests to an external API (that allows CORS) and I recive the data well.
The probleme comes when I try to test the app in real mode. I added the app to Ionic view to test in Android mobile device and I see that the requests to the API are not performed (because I not see any data printed in tha app).
For what reasons can be? I need to perform extra configs in my API server? I need to perform some special configs to Ionic app?
PD: I installed cordova withelist plugin and added this lines to config.xml file:
<access origin="*" />
<allow-navigation href="*" />
<allow-intent href="*" />
You verify if Cordova CLI has generated these Android permissions entries in your AndroidManifest.xml?
<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />
I hope that helps.
Greetings.
How to retrieve Blackberry OS version in Blackberrywebworks using javascript?
Just use blackberry.system.softwareVersion and don't forget to add <feature id="blackberry.system" /> to your config.xml
You can find full docs here
https://developer.blackberry.com/html5/apis/blackberry.system.html#.softwareVersion