Hey Mike I still didn't get answers to my questions about this service...
What are the remote devices that the code is running on? Do I need to 
instruct a user to install this on his own device?

On Monday, July 29, 2013 8:56:12 PM UTC+3, Mike wrote:
>
> Use my App, you can run code on remote device, not just read logs:
> https://cloudshellapp.appspot.com/
> https://play.google.com/store/apps/details?id=com.cloudshell
>
> The App will allow you to run code on remote Android phones, 
> so you can fix the bug on the phone you do not have physical access to.
>
> On Monday, July 29, 2013 2:57:18 AM UTC-4, Piren wrote:
>>
>> Well, after i started encountering such issues i just LOADED my app with 
>> debugging information, like, seriously redonkulous amounts of logging. 
>> There's nothing the app didn't log, sorted with tags and extra information 
>> to say exactly what is doing on and why. It was easier to fix bugs of even 
>> things i did not have in my hand... heck, most of the bugs i solved were of 
>> devices i never even held. (all the logs were surrounded by a constant 
>> variable that was set during compilation, so that code never made it to 
>> release versions, it makes it easier to manage app versions).
>>
>> I guess that will not be as easy to do with a game, but it should still 
>> be better than what you have now. You can make it a "feature" of the app, 
>> let the user community engage with you (the developer) and "actively 
>> participate in the creation of the game" and what not... you'll solve bugs, 
>> they'll feel as a contributer and get their apps running better.
>> If your game is a paid game, make sure the debug versions are limited in 
>> capability and will only be good for debugging.
>>
>>
>>
>>
>> On Monday, July 29, 2013 12:29:25 AM UTC+3, Omer Gilad wrote:
>>>
>>> What you wrote is the obvious part of what I do - test with beta users. 
>>> I agree that this is a must.
>>>
>>> The problem is, sometimes it's impossible to debug what you find.
>>> When the issue is not a simple crash stack trace - but rather some 
>>> behavior, or display issue, you can't just keep ping-ponging versions with 
>>> a user without wasting whole days on that... You need the device in your 
>>> hand.
>>> And as an indie developer, it's practically impossible to get a hold of 
>>> many different devices.
>>>
>>>
>>> On Sunday, July 28, 2013 12:47:30 PM UTC+3, Piren wrote:
>>>>
>>>> Wrote a lengthy response but my browser decided not to post it, so 
>>>> here's the short version:
>>>>
>>>> - That's a known problem with android development, it was obvious about 
>>>> a couple of months after it came out. when the premise of the system is to 
>>>> be open and as varied as possible, this kind of issues are a given.
>>>> - Under your limitations, the best approach is to release the app only 
>>>> to a small subset of devices it was tested on and expand that subset as 
>>>> time goes on. Use an open beta group for devices you do not have access 
>>>> to. 
>>>> Even Netflix was released on only 5 devices.
>>>> - iOS development might not have this issue (it has fragmentation, but 
>>>> it isn't the same as android's), but over all i believe android has a more 
>>>> developer friendly ecosystem... instead of being frustrated with this, 
>>>> you'll find more than enough other iOS specific issues that will frustrate 
>>>> you.. especially since you're used to how Android is.
>>>>
>>>>
>>>>
>>>> On Friday, July 26, 2013 1:39:14 AM UTC+3, Omer Gilad wrote:
>>>>>
>>>>> .I am wondering how developers here are dealing with the fact that 
>>>>> there are 1000's of devices out there, some of them running your 
>>>>> applications in very broken ways
>>>>> .I keep running into these kind of issues again and again for the past 
>>>>> 3 years, and to be honest, I'm fed up with it
>>>>> .I've decided to move to iOS development, and the only way to convince 
>>>>> me otherwise is to give me a decent, reliable way of dealing with 
>>>>> fragmentation
>>>>>
>>>>> So what do you do when you develop a game, for example, and try to 
>>>>> create a high-quality user experience on Google Play?
>>>>> Do you do your QA on 50 different devices? 100? 1000?
>>>>> Or do you just shoot blindly and hope that it works, or wait for users 
>>>>> to send you bug reports?
>>>>>
>>>>> To make it clear, I'm not talking about "official" fragmentation.
>>>>> I don't talk about different screen sizes, densities, features, OS 
>>>>> versions and so on.
>>>>> I talk about the "unofficial" fragmentation. The fact that most 
>>>>> devices, even the popular ones from the big companies like Samsung, HTC, 
>>>>> Motorola, LG and so on, contain tons of implementation bugs that prevent 
>>>>> apps from working correctly.
>>>>> I'm talking about the fact that you can call a certain simple API, 
>>>>> test it on a stock Android ROM (like on Nexus 4), and then have your 
>>>>> application crash on some Samsung, that decided to break the 
>>>>> implementation 
>>>>> because of some customization.
>>>>>
>>>>> How can people stand that?
>>>>> How is it possible to write code, when the machine that executes it is 
>>>>> completely broken in unexpected ways?
>>>>>
>>>>> I'm really fed up with it.
>>>>> About 50% of my Android development time is wasted on babysitting 
>>>>> broken devices.
>>>>> I'm waiting for an official Google response about this, and what have 
>>>>> you been doing in all those years to fix that.
>>>>> I've heard about things like "conformance tests" for devices and so 
>>>>> on, but the reality is far from acceptable in this area.
>>>>>
>>>>> ,Looking forward for helpful responses
>>>>> Omer
>>>>>
>>>>

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