I finally got some scanning set up on Android Studio and ran the code, but it did not work on my phone (API level 21). I tried with another phone at API level 28 and it still didn't show any scan results. Finally, I used an API level 30 phone, and it worked.
The code that I have is from this article but even when I tested the author's source code, I had the same result: didn't work on API level 21, 29 and worked on 30.
The source code is made to work with API level 21 and up. So is this an issue in the phone's settings for Bluetooth? I am really confused since at least the source code should have it working with API 21+.
On both of those phones that scan results were not showing, I have tested other commercial BLE apps and all worked on the API 28 phone but almost none on my API 21 phone. The few that did work on my API 21 phone were high-production level apps like Dabble.io and ArduinoBlue.
Perhaps for older android versions, there may be some additional tweaking to do besides your usual: bleScanner.startScan()
Related
My app tracks users' travel (with their knowledge and consent, and with appropriate permissions set). A significant location change event starts the app, and then the app starts updating locations.
This works great for iOS 10 and 11, but it isn't working for the iOS 12 betas (tested beta 3 and 4) - the app is getting started, but it is either not getting location updates, or it is not staying active in the background.
I filed a bug report with Apple, and they called my bug report a dupe of an existing bug that's open, but I couldn't see details on the existing bug.
Does anyone have any more information on this? I scoured release notes and developer event presentations, but I didn't find any mention of something Apple purposefully changed that might cause this.
What I'd really like to know is if there's an intended behavior change that I need to support before the final iOS 12 release. Even better, if there's some workaround that will get this working in the beta versions, that would let me sleep at night...
Seems to be fixed in iOS 12 beta 5 or 6 - upgraded iOS and it started working without other changes.
During the events and promotions around Windows 10, I always see that the UWP apps can run on all devices from Microsoft family.
To confirm that, when I am browsing for UWP apps on my browser and I click to see the source code from an app page, I am able to see the following meta data:
<meta name="description" content="Download this app from Microsoft Store for Windows Phone 10, Windows 10, Surface HUB, HoloLens, other Windows devices, Xbox. See screenshots, read the latest customer reviews, and compare ratings. " />
So why I can't see these apps on my Xbox app store?
I have read this stackoverflow answer talking about the Xbox SDK but I don't believe this is the case.
Does anyone have more information about deploying universal apps on Xbox?
UPDATES:
As of March 30, 2016, you can enable your retail-bought Xbox One console to use Dev Mode.
Start here: https://msdn.microsoft.com/en-us/windows/uwp/xbox-apps/devkit-activation
After Build 2016, I put together a blog post with a video guide (co-hosted with my colleague Dave Voyles), step-by-step instruction slides and a list of clickable links.
Blog post: http://wakeupandcode.com/build2016-xbox/
Video on Ch9: https://channel9.msdn.com/Blogs/GameDevWithShahed/build2016-xbox
Original Post:
Currently, UWP is expected to be available on Xbox One in 2016.
Below is a snippet from the ID#Xbox FAQ section that mentions the timeline for UWP on Xbox One and the ability to use retail consoles as dev kits. Note that UWP on Xbox One is in addition to the current ID#Xbox program, via which qualified developers have been getting up to 2 free dev kits for approved concepts.
What are the criteria for receiving Xbox One developer kits?
Developers with an approved concept for Xbox One will receive two dev kits, free of charge. Developers creating Universal Windows Apps for Xbox One will be able to test them using retail Xbox Ones starting after the second half of 2015.
Can I use my retail Xbox One as a developer kit?
Not yet. For developers working on Universal Windows Apps, you'll be able to test your games on a retail Xbox One sometime after the second half of 2015. Selling UWAs on Xbox One will come in 2016.
Source: General FAQs section of http://www.xbox.com/developers/ID
FYI, UWA = Universal Windows Apps aka UWP = Universal Windows Platform
At Build 2016 Microsoft announced an app that switches back and forth from developer mode a retail Xbox One.
Can join the preview program they have set up for that, but need to unregister from previous preview program if you had such on your console.
Publishing to the Store is not yet available. Xbox Store is to be unified with Windows Store (Phone store already has been)
FAQ:
http://support.xbox.com/en-US/xbox-one/apps/developer-mode-activation-app-faq
and
https://msdn.microsoft.com/en-us/windows/uwp/xbox-apps/frequently-asked-questions
Also see:
https://blogs.msdn.microsoft.com/astebner/2016/03/30/uwp-apps-on-xbox-one-developer-preview-now-available/
and
https://msdn.microsoft.com/en-us/windows/uwp/xbox-apps/index
Not ready yet. But this is the plan :) Xbox One just been updated to run on Windows 10. Next step is now to open the store for Universal Application. No announcement has been done on this last point at the moment.
Is there a way to simulate switching the power source of a Win Phone 8 device from battery to external power in the Windows Phone 8 Emulator in Visual Studio 2012?
I'm developing an app that will behave differently depending on the DeviceStatus.PowerSource value but I'm having a hard time testing and debugging since I can't simulate someone plugging in or unplugging their phone in the emulator.
For now I have worked around this by creating a Boolean property that I can control from the application UI to test the different scenarios, but this obviously isn't ideal.
The emulator doesn't have a way of configuring this.
Testing on an actual device may be a suitable alternative.
Creating your own façade which hides the actual value of the PowerSource will give you greater control and will also help when you come to write automated tests for this too.
I downloaded Sony's most recent SDK which includes an unusual Emulator that is an APK that runs on an Android phone (I guess that is what you do with it).
Anyway I see no documentation about how to use this to test/deploy apps.
Am I supposed to have 2 phones and one runs the emulator and the other runs the "host application" or do I run the host application on the same phone or what?
Nothing that I can find in docs explains this.
So I've figured this out (sort of). You run the emulator on your phone, then run the Smart Extension app on your phone as well (so no bluetooth connectivity like when you have a real smartwatch).
Phone also needs to have the SmartConnect (previously LiveWare) app and the SmartWatch app installed (I think). So that's three apps (emulator, SmartConnect, SmartWatch app).
Anyway, my actual smartwatch arrived in the mail shortly after I posted the original question, so I probably won't be using emulator much anymore.
I have made a simple J2ME application using Location API to show maps on my application, when I run it on Nokia Mobile it is working fine but When I try to run it on Samsung mobile I got that error
Copyright not available
could anyone please help in that
I'm using the code in this tutorial
http://www.developer.nokia.com/Community/Wiki/How_to_calculate_and_show_a_route_with_Java_ME_Location_API
it is working fine in Nokia C2 but it is not working for any Samsung mobile and produce the previous error
The Nokia Maps API for Java has been designed to work on any Java ME device, without making it specific to Nokia phones. Given the wide range of Java ME phones out there it is likely you have come across some sort of unforseen compatibility issue. (Obviously the majority of testing has occurred on Nokia phones)
The "Copyright not available" message states in full that:
An error occurred while trying to download the copyrights.Please check
your internet settings.
The downloading of copyright information via http is the very first thing to be done when initialising a MapCanvas, since Nokia itself is obliged to display the copyrights on its maps where the map data has been bought in from third parties.
My guess is that either the Samsung device you are testing with is not correctly configured to connect to the Internet (maybe there is no SIM card?) or alternatively the Samsung firmware is misinterpreting the URL for downloading the copyrights as invalid.
The misinterpreted URL issue has also been observed using the Sun WTK, and the workaround (shown below) is to use the Map servers hosted in China for non-compliant SDKs as the URLs are formatted slightly differently and the devices are generally more forgiving.
// Due to an issue with the hostnames that are used it is not possible to use
// international maps at this stage on the WTK emulators. Most devices and the
// Nokia emulators do not suffer from this limitation.
if ("SunMicrosystems_wtk".equals(
System.getProperty("microedition.platform"))) {
ApplicationContext.getInstance().setChina(true);
}
Obviously you''l need to use the correct values for System.getProperty("microedition.platform") to get this to work.