I got an error while trying to publish my Android app that read: "You told us your app doesn't comply with the Location permissions policy" - google-people-api

[google-people] I have an Android app that I recently published to the play store. I got an error while trying to publish the app that read: "You told us your app doesn't comply with the Location permissions policy". I am not sure what this means, but here is some context about my situation.
My app, the one I tried to publish is a flavor of another app. So, I have a Main app and a copy of Main(the flavor app). The copy contains all the features and functionalities of the Main app, with modifications to the colors and assets of the app. For this copy(flavor app) I did not require background location so I removed it from it's manifest. I did not remove it from Main's manifest. Just the copy(flavor app). So, Main app's manifest has the the background location permission enabled, but the copy(flavor app) does not.
Is it because my flavor app does not have the background location permission enabled? According to the developers page:
"Manifest files that were part of the build but did not contribute elements or attributes are listed under Other Manifest Files on the right." So, although Main's manifest gets merged into the flavors, it does not contribute elements or attributes to the final apk buid of the flavor.
I would highly appreciate some clarification and understanding to this issue.
Please see attached image or go to: https://developer.android.com/studio/build/manifest-merge#implicit_system_permissions?

According to the Requesting access to background location, Google Play requires a strict(er) set of requirements to be able to use background permissions for apps installed via the Google Play store. It provides a set of guidelines which have to be fulfilled to allow an app to enter- or remain in the store with said permissions.
In short you have to follow the steps given below at Google support to verify your apps location permission requirement.
https://support.google.com/googleplay/android-developer/answer/9214102?hl=en#zippy=

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Sitecore content editor redirects to Page not foud

Due to some publishing issues i corrupted my local enviroment. Luckily i had backup which i restored and my local site was functioning well but, when i login to sitecore and choose any option from main page like Content Editor or Desktop it redirects to page not found.
I've tried to disable exceptions which redirect to page but they were of no use. And no logs are being created. Should i replace the entire wwwroot folder but, my wwwroot backup is 2 months old.
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You are able to login but seems due to some permission issue you are not able to Content Editor/Desktop. Check permission on folders like identityserver(used for login)/your website(content editor and other CMS work), to start with you can try to give permission to your IIS User/Everyone (as shown in image), once it starts working you can be selective and change permission as per your need
enter image description here

Google Cloud doesn't allow me to create my first project with admin role

I'm trying to create my first project in google cloud with organization's administrator account. I have access to the administrator's email and passwords and I am logging in with that account to do so. The problem is that when I click on create new project I receive the following error:
There was an error while loading /home/dashboard?project=proven-now-305315&authuser=1.
You are missing at least one of the following required permissions:
Project
resourcemanager.projects.get
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The detail is that in my resource administration panel I already gave the permission that they ask me to the resource as shown in the following image:
As I have read, the project IAM Admin role should grant the resourcemanager.projects.get role and as you can see in the image the resource rcv # .. which is the administrator has it activated, however I keep trying to create a new project and it doesn't allow me to do it. Any idea?
In case anybody else, like me, reaches this answer, I want to point out that the accepted answer is correct, but for me I had to also make sure that within the settings, I ensured that Project Creation Settings on the right pane and under the section of Cloud Resource Manager Api Settings was set to on. It was turned off by default. Many people on my team overlooked this as it is significantly smaller text.
This may be an option that was not present before or it was turned on by default in the past. For us, it was turned off.
Please refer to the included image for a visual representation of the
settings that need to be turned on.
The problem was for some reason the Google Cloud was disable for all users, I solved following this instructions. Solved with this!
To activate this service, please follow the steps:
Access the admin console and go to Apps -> Additional Google Services
Look for the service “Google Cloud Platform” and click on the box next to it
In to top right corner click in “ON”
Confirm you want to turn it on in the pop-up box.

how to upload a hybrid app to the google play?

I'm developing new features for this open source application, but i don't know how to create the APK for where i upload it to the store. does anyone have any idea on how to do this? i'm new to all of this so i appreciate the help.
this is the link for the source code https://github.com/guh/berrylan
I already tried looking on the documentation of Qml to see which one they used to developed this app
If it is an open source application, you probably don't want to be uploading it to the store yourself, especially if you haven't discussed the process with the project leads.
there can be only one application with the same package name / Application id for most app stores
if you change the package name / application id it is incredibly confusing for users to know which app to use
this means most App stores will block the app as a "copycat"
even if the project is open source, if you want to replace the original app in the app store you need the signing key. Putting this signing key is a huge security mistake. If you did this then malware authors could compile a version of the app with "new features" that hurt the user or cost them money, getting the app banned. As a result most open source project don't keep the key in the project, and you'd need to contact the original uploader
even if you had the key, For Google you'd need access to the Play store developer accounts. Which would mean having your gmail address added as trusted for the account owner. Which means you'd need to contact the project owner
In summary, even if an app is open source, publishing to a store is a big step which needs contact with the project owners if you don't want to get you or the app banned.

Facebook SDK 6.0 for Unity: I don't understand how permissions work

I seriously do not understand how the permissions work.
Let me explain:
I have a Facebook app set in my developer account
I have defined a test app
In my Unity app using the Facebook SDK, Im calling this login function:
string permissions = "public_profile,user_bithday,user_location";
FB.Login (permissions, LoginCallback);
After the callback, I'm asking for the granted permissions and I'm getting:
request response: {"data":[{"permission":"public_profile","status":"granted"},{"permission":"email","status":"granted"},{"permission":"publish_actions","status":"granted"},{"permission":"user_birthday","status":"granted"},{"permission":"user_likes","status":"granted"},{"permission":"user_photos","status":"granted"},{"permission":"user_friends","status":"granted"}]}
I have to say that I'm still experimenting with the SDK making with the same Facebook app, different logins from different Unity projects (from the Editor of course). The permissions I am getting are the one I asked with a project I was developing 3 weeks ago. Because everything was working, I focused on something different. Today I made a new project by asking for the permissions defined in the login function in the point 3.
My question is: why am I getting permissions I didn't ask for?
Will I have the same problem when I'll deploy the app on different devices?
[EDIT]
More important than those, why I'm not getting the permissions "user_location" I'm asking for? It's not even saying that the requested permission has been denied.
[/EDIT]
The idea is to use the same Facebook app but with 2 different Unity projects: one project is a game that will be deployed on iOS and Android and another one is a standalone app for Mac and Windows that will allow the authorized person to modify the game (let's say a game editor). As you can guess, the projects will need different permissions. Is this something duable or because I'm using 2 different projects with the same Facebook app I'll have problems?
Cheers for the help guys :-)
Once a user has granted a certain Facebook app permissions, they stay there unless the developer or the user explicitly take them away; The FB.Login() call is there to ensure that you have, at a minimum, the permissions you've requested.
Incidentally, Facebook recommends asking for permissions only at the exact point you need to use them; Asking for more permissions is done with FB.Login("just_the_new_permission_you_need") and it won't take away what the user gave thus far.
tl;dr yes, using two projects with the same appid means permissions from one will be granted to another and vice-versa.

Like button on online advertisements

Whenever I go to create the code for the like box/button to place on our website/advertisements I get an error message. Is this a fb issue or operator error issue?
I was able to generate a like button just fine and it functioned perfectly. Make sure you're using their social plugin service at: http://developers.facebook.com/docs/reference/plugins/like/
Also if your website doesn't have XFBML enabled make sure you un-check the Send Button option.
A Like plugin should be able to be used with any valid URL.
It may be misconfigured if it's not working for you.
However, regardless of any technical issues you're having, this is expressly against Facebook policy (see https://developers.facebook.com/policy/ )
IV.4.a Your advertisements must not include or be paired with any Platform
integrations, including social plugins such as the Like button,
without our written permission.
and
IV.4.e Ad networks, ad exchanges, and data brokers must not use Facebook’s Platform,
logos, and trademarks (including, but not limited to, Platform APIs, social
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