Since the new Admob SDK requires and uses the Google Play Services there has been several instances of widespread errors related to Google Play Services badly impacting apps with Admod as their monetization source.
There are some discussions open in the Admob Developers Forum in regards to how to mitigate these issues but I have not found a bulletproof approach to make sure that something like an Admob banner does not have a chance to force close my app if either Admob internal code or Google Play Services internal code breaks down.
Do you know of an error handling approach that in the worst case scenario would just maybe not load a banner add after it being requested instead of force closing the app generating an undesired low quality perception to the user?
Thanks,
Diego.
There is no such beast.
Once you have invoked an async process (like ad handling) there is no way to catch that fault within your Activity.
Related
Usually devices may be integrated to the Homey when there exist supporting Homey app for them. In special cases it is possible without (simple zigbee z-wawe on/off devices).
I would like to integrate viessmann devices to the homey. it should be able to turn on/off device and set the temperature.
Link for possible information related to viessmann API.
Anyone idea how to do it?
Anyone who can do it? Even for reward...
I've checked but indeed there currently is no Viessmann app available for Homey.
If you have prior knowledge with programming, specifically with Javascript, it is possible to create a Homey app yourselves, the best place to get started with Homey apps is in de Homey apps SDK https://apps.developer.homey.app/the-basics/getting-started.
It is also possible to ask the community for help, or ask for an app request https://community.homey.app/c/apps/7.
When is Windows Phone 8 (WP8) SDK going to be released?
I have studied and prototyped Deezer API with 30s previews but I would like to get access to streams itself.
I would appreciate early access even to alpha/beta if available... Thanks in advance.
First, non of our SDKs let's you access the full music stream. Our JavaScript/iOS/Android SDK give you the permission to play full tracks - according to user's right.
Are you looking for playing the full track length, or access the Stream to for a specific usage ?
We do not share plans about a "Windows Platform" SDK availability.
Meantime, you can follow my unofficial SDK on GitHub Deezer Unofficial SDK.
It does not includes full song playback, and right now, the list of methods covered are very light, but I'll add support for more methods in the following weeks. You can also raise an issue if you need something, or create a pull request.
I am developing a hybrid application. My application is having a locator module that loads Google maps and drops the pins at some particular location. I am using a geolocation javascript file (Cordova) and phonegap location plugins to load the map.
But when I run my application on a device with iOS7 version, the app crashes after some time. When I connected the device and checked the crash logs, I came to know that it was due to increased memory usage after a certain time (while using the google maps module).
I want to know if I can increase the limit of memory usage by my application as it gets crashed when its memory usage goes high. Also, as this is a hybrid app so need to check if this can be done through native.
Heyy... the problem is solved. Posting the answer to my own question so that others may also implement it if they ever come across such issue.
.
I cleared the application caches in "didReceiveMemoryWarning" method of my view controller and custom plugins and set the properties and variables to NIL in "onMemoryWarning" method of CDVPlugin class. And this approach did the work for me. I am not getting any crash as of now.
Hope this helps the programmers facing similar issue !!!!
I am developing a game using PhoneGap iOS. I integrated Ads in it using Mobclix as well as iAds. Also I integrated Flurry in the game for analytics.
But after integrating Ads in the game I am facing some performance issues in the game on some devices. They are as follows :-
Ipod touch :- Slow response to touch events, Animations are too slow, Rendering has become slow.
Iphone :- Animations are slow but better than Ipod touch.
It works fine on Ipad.
I have used PhoneGap to port our HTML5 code on the devices.
I checked Removing the Ads and Flurry Code then game runs Fine. I also searched extensively for this problem, but couldn't find a suitable answer. Looking forward to getting some help, here.
I've noticed (from first hand experience) that the Flurry HTML5 SDK can slow your app down, massively. It communicates with the server by inserting SCRIPT tags into the HEAD section of the DOM, which has three drawbacks that I can see:
Some browsers (e.g. mobile Safari on iOS it seems) will wait for HEAD scripts to resolve before running any other scripts
If you make multiple Flurry calls, you'll soon reach the browser's concurrency limit for multiple downloads from the same server, since each call creates a new SCRIPT tag.
The script tags are never removed, so the DOM keeps growing.
One solution is to try the native Flurry SDK for the phone(s) you are targeting, but that's not an option if you are supporting browser WebApps, and increases your development time & download size for native apps.
I find it pretty shocking that the Flurry HTML5 SDK is so inefficient. Back to Google Analytics I guess.
This is just out of curiosity, as I program games for a living, not web applications.
What is the reason that the Chrome extension API (chrome.* family) consists almost entirely of callback setters? I'm talking about this programming model that at first sight appears to be abusing closures:
// do something with the Tab object of an activated tab
chrome.tabs.onActivated.addListener(function (activeInfo) {
chrome.tabs.get(activeInfo.tabId, function(theTab) {
foo(theTab);
});
});
I'm used to having getters simply return the requested value and just find this interesting. Is this because all these methods (such as getLastFocused here) actually only schedule asynchronous tasks for the browser engine?
I was wondering something similar and came across a good explanation, maybe someone will find this useful as I did:
[The reason for using callbacks in the APIs] has to do with Google Chrome's multi-process architecture. Web pages and JavaScript run in processes which are not only separate from each other, but also from the main browser process which alone has the ability to do things like read & write to the local file system. This is an important security and stability feature for Google Chrome. If calls like this were synchronous, your extension would have to stop everything and wait for the browser process to respond to the request, all the while the user may be trying to interact with the UI of your extension which has become unresponsive. Using asynchronous APIs is more challenging, but it's in the service of the best user experience.
This is from the transcript of this video on the extension API design.
This is a combination of an event handler and some asynchronous actions. In addition, the way scoping works in javascript can be a bit iffy; using closures creates a reliable scope that allows data to be passed about that just couldn't be done in another manner.
From my perspective, one of the reasons, why most methods in the chrome.* APIs are asynchronous, is that extensions usually have to deal with the user interactions. Any asynchronous API in general leads to better application responsiveness. So, developers of the chrome.* APIs simply provide an easier way to write efficient extensions, that will not slow down Google Chrome, making users disappointed.