Friday, September 25, 2020

Adsense Accounts "Access and Authorisation" error

We apologise for the inconvenience, but we are unable to process your request at this time. Our engineers have been notified of this problem and will work to resolve it.

Adsense is giving error in Accounts >>Access and Authorization :

We apologize for the inconvenience, but we are unable to process your request at this time. Our engineers have been notified of this problem and will work to resolve it.

Adsense, like any other product of technology in this day and age can give you headaches at times. Common Adsense issues include balance not updated, website approval takes too long, a website is approved but then got rejected again, no ads is appearing on the website and many more.

Adding to this long list of Adsense errors and issues is the error we have mentioned above when trying to access the Adsense dashboard. However, this error only occurs on the homepage. Users have no issue accessing the other part of the dashboard.

We-apologize-for-the-inconvenience-but-we-are-unable-to-process-your-request-at-this-time.-Our-engineers-have-been-notified-of-this-problem-and-will-work-to-resolve-it-adsense-error

What Causes this Adsense Error?

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As it turned out, this error is not really an actual error with the Adsense dashboard platform. This is apparently being caused by the adblocker plugin you have installed in your browser. Not, only browser extensions, but built-in adblockers can also cause this error like the ones in Brave or Opera browsers.

How to Fix Adsense Error Blocked by Adblocker?

As you can already guess, the solution is pretty much straightforward. You just have to disable the adblocker on the Adsense URL. You don’t need to completely disable the adblocker in your browser, just do it for the specific Google URL.

After doing this, you can now access the Adsense dashboard homepage without a problem.

Saturday, September 19, 2020

Why does the Google Play store say my Android app is incompatible with my own device?

 I am hesitant to ask this question, because it appears as though many people have a similar problem and yet I have found no solution that solves my particular instance.

I have developed an Android app (link to the actual app) and have uploaded it to the Play store. The Play store says

"This app is incompatible with your XT Mobile Network HTC HTC Wildfire S A510b."

Of course that is the phone on which I developed the app, so it ought to be compatible. Some people with other devices say that it reports compatible, others say it reports incompatible, but I can find no trend. (Apparently I don't know very many people with Android devices.)

I have tried the following:

  • moving a large-ish file out of the res/raw directory as suggested by this answer. The only file in there was a ~700 kB text file, but I moved it to assets/ with no apparent change.

  • adding the following two feature assertions:

    <uses-feature android:name="android.hardware.faketouch" />
    <uses-feature android:name="android.hardware.touchscreen" android:required="false" />

    thinking that maybe my phone doesn't claim to support the usual android.hardware.touchscreen feature, but again, with no apparent change.

When uploading the APK to the Play store, the only filter that it reports as active is the android.hardware.faketouch feature.

The following is the output of aapt dump badging bin/NZSLDict-release.apk:

package: name='com.hewgill.android.nzsldict' versionCode='3' versionName='1.0.2'
sdkVersion:'4'
targetSdkVersion:'4'
uses-feature:'android.hardware.faketouch'
uses-feature-not-required:'android.hardware.touchscreen'
application-label:'NZSL Dictionary'
application-icon-160:'res/drawable/icon.png'
application: label='NZSL Dictionary' icon='res/drawable/icon.png'
launchable-activity: name='com.hewgill.android.nzsldict.NZSLDictionary'  label='NZSL Dictionary' icon=''
main
other-activities
supports-screens: 'small' 'normal' 'large'
supports-any-density: 'true'
locales: '--_--'
densities: '160'

and for completeness, my manifest file:

<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
      package="com.hewgill.android.nzsldict"
      android:versionCode="3"
      android:versionName="1.0.2">
    <uses-sdk android:minSdkVersion="4" android:targetSdkVersion="4" />
    <uses-feature android:name="android.hardware.faketouch" />
    <uses-feature android:name="android.hardware.touchscreen" android:required="false" />
    <application android:label="@string/app_name"
        android:icon="@drawable/icon">
        <activity android:name="NZSLDictionary"
                  android:label="@string/app_name">
            <intent-filter>
                <action android:name="android.intent.action.MAIN" />
                <category android:name="android.intent.category.LAUNCHER" />
            </intent-filter>
        </activity>
        <activity android:name=".WordActivity" />
        <activity android:name=".VideoActivity" />
        <activity android:name=".AboutActivity" />
    </application>
</manifest> 

In the "Device Availability" section of the Play store, I can see that all the HTC devices, including the Wildfire S, are supported except for "G1 (trout)" and "Touch Viva (opal)", whatever those are. Actually I see that both "Wildfire S (marvel)" and "Wildfire S A515c (marvelc)" are listed as supported, but my "Wildfire S A510b" is not specifically mentioned. Can this sort of sub-model identifier matter that much? I have been able to download several other apps from Google Play to my phone with no problems.

The only thing I haven't done at this point is wait 4-6 hours after uploading the latest version (as in this comment) to see whether it still says it's incompatible with my phone. However, the Play store page currently shows 1.0.2 which is the latest I have uploaded.

 

Solution

    The answer appears to be solely related to application size. I created a simple "hello world" app with nothing special in the manifest file, uploaded it to the Play store, and it was reported as compatible with my device.

    I changed nothing in this app except for adding more content into the res/drawable directory. When the .apk size reached about 32 MB, the Play store started reporting that my app was incompatible with my phone.

    I will attempt to contact Google developer support and ask for clarification on the reason for this limit.

    UPDATE: Here is Google developer support response to this:

    Thank you for your note. Currently the maximum file size limit for an app upload to Google Play is approximately 50 MB.

    However, some devices may have smaller than 50 MB cache partition making the app unavailable for users to download. For example, some of HTC Wildfire devices are known for having 35-40 MB cache partitions. If Google Play is able to identify such device that doesn't have cache large enough to store the app, it may filter it from appearing for the user.

    I ended up solving my problem by converting all the PNG files to JPG, with a small loss of quality. The .apk file is now 28 MB, which is below whatever threshold Google Play is enforcing for my phone.

    I also removed all the <uses-feature> stuff, and now have just this:

    <uses-sdk android:minSdkVersion="4" android:targetSdkVersion="15" />
    • Very interesting and valuable information. And so annoying that this is not documented anywhere. – Michael A. May 10 '12 at 9:41
    • 2
      Indeed, I would never have even known about the problem if I didn't happen to have a Wildfire phone. – Greg Hewgill May 10 '12 at 9:48
    • I have 3 games: 32MB, 35MB and 44MB in size. My own HTC bravo sees the first two games and doesn't see the third on the store. My friend's HTC desire S sees only the first game. So, apparently the size of the games should be under 33MB or so to be visible to most (?) devices. Unfortunately I saw this reply too late and didn't know about the issue for months... I was sure it depends on the processor type of the device, supported OpenGL version, limitations set in manifest or something. Sigh.. – iseeall Dec 20 '13 at 21:01
    • 7
      It's insane that Google does not list the reason for the incompatibility on the Play store. I always assumed that at least the app developers would have received this information and would have consciously chosen not to support my device. How has the situation remained like this for so long? – Gerry Jun 21 '16 at 17:43
    • 1
      @GregHewgill Hello Greg. I have contacted google support about a similar kind of an issue. As my app size was just 5 MB i was looking at different options why Google Play filtered my application on a particular device. It's been 72 hours since i've contacted them and they didn't come back with any sort of explanation. Is there any way i could contact Google Support other than the normal Contact Us? – hemanth kumar Feb 15 '17 at 13:38
    16

    I ran into this as well - I did all of my development on a Lenovo IdeaTab A2107A-F and could run development builds on it, and even release signed APKs (installed with adb install) with no issues. Once it was published in Alpha test mode and available on Google Play I received the "incompatible with your device" error message.

    It turns out I had placed in my AndroidManifest.xml the following from a tutorial:

    <uses-feature android:name="android.hardware.camera" />
    <uses-feature android:name="android.hardware.camera.autofocus" />
    <uses-permission android:name="android.permission.CAMERA" />

    Well, the Lenovo IdeaTab A2107A-F doesn't have an autofocusing camera on it (which I learned from http://www.phonearena.com/phones/Lenovo-IdeaTab-A2107_id7611, under Cons: lacks autofocus camera). Regardless of whether I was using that feature, Google Play said no. Once that was removed I rebuilt my APK, uploaded it to Google Play, and sure enough my IdeaTab was now in the compatible devices list.

    So, double-check every <uses-feature> and if you've been doing some copy-paste from the web check again. Odds are you requested some feature you aren't even using.

    • 4
      Thank you ! I was using another <uses-feature> : <uses-feature android:name="android.hardware.camera2" /> And because of that I had ZERO compatible devices. I removed the line and now have 10000. – Jack' Oct 19 '16 at 8:22

  • You can set it to still make use of it, but not require it: <uses-feature android:name="android.hardware.camera.autofocus" android:required="false" /> – DrChandra Aug 16 '17 at 20:55

  • 1
    <uses-feature android:name="android.hardware.camera2" /> makes my app incompatible so I was unable to find the app on playstore. Save my life – Anand Savjani Jun 12 '18 at 15:59