When i download the flurry sdk v4.0.6, there are folders for flurry and flurryads but no folders for FlurryAnalytics and FlurryAppCircle. I need to get the libFlurryAnalytics.a and libFlurryAppCircle.a files to run an app passed by my senior. Anyway I can download FlurryAnalytics and FlurryAppCircle?
The 4.x Flurry iOS SDK is modularized to allow developers to select exactly the components they wish to integrate into their app. Please note that FlurryAPI (2.x) or FlurryAnalytics (3.x) is now just Flurry. Replace FlurryAPI/FlurryAnalytics in existing calls that relate to capturing analytics data with Flurry. Similarly, replace FlurryAPI or FlurryAppCircle/FlurryClips/FlurryReengagement in existing calls that relate to app recommendations with FlurryAds. The new integration instructions are available inside the SDK folder, and at support.flurry.com. However, if you still need the older version of the SDK, please write to support#flurry.com.
(Full disclosure: I work in the Support team at Flurry)
Related
I would like to add functionality to my Ionic based application to check the respective app store for a newer version, and if present, prompt the user to download once (not repeatedly- they should be able to skip and not be nagged). Similar to Siren, but for Ionic and both Google Play and Apple App Store. I see this similar request for native apps and AppStore and this similar request for Play Store, but nothing specific to Ionic. I feel like I could stitch it together using App Version and ajax calls listed from those requests, but that there has to be other people who have done this already and have existing Cordova/Capacitor plugins for this. Also that there may be nuance that a naive solution could fail (ie ajax call fails, app stores change API, newer version is not supported on device, etc).
Is there an existing plugin or code that will implement the behavior described above?
You can use Market plugin in addition to the App version plugin..
I haven't come across a solution which directly checks the app store, instead i have to maintain the app version in my server db and check it at app start.
Here is the flow that can be used..
App Launches
Checks the current app version using APP VERSION plugin
Calls an API endpoint to my server to compare for the deployed app store version (which is maintained in the db)
If the app version is outdated, use the MARKET plugin to take the user to the app store.
A Capacitor alternative to the market plugin is there, but didn't test it out.
Follow Capacitor plugins proposals, for an upcoming solution.
I've currently started new project which is related to E-Books. This is my first project on such type. I need to integrate URMS SDK and Readium SDK and also synchronize these two stuffs. I found Readium SDK on github and integrate the suggested frameworks on my app (R2Shared.framework, R2Streamer.framework, R2Navigator.framework, ObjectMapper.framework, GCDWebServers and so on). But I haven't found any clue to use them in my project. Also I have to synchronize URMS SDK with Readium.
Is there anyone who can share something about Readium SDK and how can I use them on my project?
Thanks
For the record, Sony URMS is no longer on the market from March 2019.
I'm setting up for the first time GameAnalytics in my Unity3D project.
I'm try to figure out if there is a way to validate in app purchases for both android and iOS from it.
In the docs I found http://www.gameanalytics.com/docs/ga-data#business-event. I understood that you need to work with native sdks to get this feature, am I right?
Could it be an option to configure from the dashboard an android and an iOS game and then changing the keys in unity with precompilator instructions? (like #if UNITY_ANDROID)?
I am an SDK developer # GameAnalytics.
Yes.
There is a way to make the GA servers validate Android and iOS IAP purchases in business events. From Unity.
Short story
You need to send the receipt in the business event after the purchase.
You can read our complete Unity tech guide in the Github Repository.
Regarding IAP validation you should read this section.
https://github.com/GameAnalytics/GA-SDK-UNITY/wiki/Business%20Event
About the keys
You should create a game for Android and iOS in our tool at go.gameanalytics.com
Inside the Unity Editor you can add platforms (Android / iOS) and then add specific keys to each.
You can read more about the in-editor settings in the wiki docs as well. Including how to login and select games directly in the editor.
Let me know if you have any issues. You could also file a support case with our friendly support staff.
When you install the Game Analytics unity package, you are essentially installing the native libraries for each platform (Android, iOS, ...) located in the Plugins folder.
If you want to target multiple platforms in your code with an API like Game Analytics, I recommend you use the preprocessor tags as you mentioned since the functions from Game Analytics are platform specific.
I understand it's possible to Detecting programmatically whether an app is installed on iPhone . I'm wondering if it's possible to detect what version of the other app is installed?
My app has a dependency on the Facebook native client, but behaves pretty badly if the phone has an older version of the Facebook app installed. So I'd like to be able to detect that and warn users.
-- UPDATE --
It's being implied in the comments that I can prevent users from installing my app in the first place if the appropriate version of the dependent app is not present. That would be a great solution too. If you know how I can specify a dependency on another app's version number, please explain that.
Unfortunately, you can not read your iOS device settings programmatically to get the native app Facebook version (i.e. via Settings, Facebook, Version).
Nevertheless, you might try to experiment with the custom URL schemes for Facebook as you noted in your own question.
It seems the different versions of the native Facebook application either support/does not support its own custom URL schemes.
As noted here from version 3.4, you can:
fb://places
From version 4.0, as noted here, you can:
fb://place/(fbid)
etc.
I am trying to use Google Analytics with a MonoTouch application (iPhone). It works great on the simulator but crashes on startup on an actual iPhone.
This is apparently due to a bug in the XCode linker than doesn't allow libraries with Thumb and non-Thumb instruction sets to be linked together.
http://monotouch.net/Documentation/Troubleshoot
From what I can see, MonoTouch is compiled with non Thumb. The Google Analytics lib is compiled with Thumb.
Has anyone figured out a workaround for this?
Clarification - We are using GA to track the page & event views of our own app. We are not writing an app to query the GA API.
Hello i've done some work with the Analytics API
http://dl.dropbox.com/u/2058130/Analytics.zip
here you are the DLLs i used, this are already monotouch precompiled DLL's you need to import to your project the 3 of them in order to use it
here is the documentation of the dll
http://code.google.com/apis/analytics/docs/gdata/gdataLibraries.html
Hope this helps
Alex
There is no workaround at this time, you should "star" this issue to let Google know its important for you:
http://code.google.com/p/gdata-issues/issues/detail?id=1705
As of version 1.1, the Google Analytics SDK provides a nothumb version of the library.