How to enable BtSnoop logs in Android Comms Test Suite - bluetooth

I am new to Android Comms Test Suite. Working on Bluetooth technology.
My query is that how to enable btsnoop so that it can be collected automatically through ACTS.
Is there some configuration(.config/.json) to enable in ACTS so that it will collect BtSnoop logs automatically.
I have searched the internet but not able to find right solution.

Related

Can I use Android Studio emulator to test Google in-app purchase when I publish to Internal test track?

I know I nned test the Google in-app purchase of an app in a real mobile phone.
Can I use Android Studio emulator to test Google in-app purchase when I publish the app to Internal test track of Google Play?
Yes, it is no different than with a physical device.
Just make sure your emulator is running an Android OS with Play Services. You can then open Play Store on it, log in with your Google Account (the one in the Internal test track) and then you can test the in-app purchase.
You can learn more about how to test this here. Relevant steps for setting up a device (including an emulator) can be found here.

How can I follow Flutter UI Android Studio test execution on device?

I wrote a Flutter Widget plugin with user interface automated testing using Android Studio based on Flutter documentation.
Tests execute properly but are quite abstract to write without following what happens on the device UI. All I see is that the test executes properly and the duration. The device is plugged and works properly but shows nothing related to the tests.
Is there a way to execute the UI tests from Android Studio and follow the execution on the device UI to simplify the writing of UI tests?
I would like to avoid using a solution based on screenshots as it would not be convenient to have to continuously open an image to follow what is happening.
As explained in the Flutter documentation, there are 3 types of tests:
Unit
Widget
Integration
Integration testing is the one that allows following the test execution on a device or a simulator.

Xamarin.iOS ApplicationVerificationFailed: Failed to verify code signature of

why I am getting this error when I am trying to run my application in real device not simulator
ApplicationVerificationFailed: Failed to verify code signature of /private/var/installd/Library/Caches/com.apple.mobile.installd.staging/temp.ttjwEf/extracted/DSP.IOS.app : 0xe8008016 (The executable was signed with invalid entitlements.)
error MT1006: Could not install the application '/Users/macbookpro/Documents/gitProject/DSPMobileGit/DSP.Mobile/DSP.iOS/DSP.IOS/bin/iPhone/Debug/device-builds/iphone6.2-9.3.5/DSP.IOS.app' on the device 'Mohamed’s iPhone': Your code signing/provisioning profiles are not correctly configured. Probably you have an entitlement not supported by your current provisioning profile, or your device is not part of the current provisioning profile. Please check the iOS Device Log for details (error: 0xe8008016).
here steps I did to run my app
First I created project in Xcode with same bundle name and let Xcode handle Provisioning
when I tried to run in Visual studio it dosent work
Second I create manual provisioning with wild id but it dosent work
I note something each time I set my signing identity and provisioning profile , when I back to screen I find it back to none again
may be that is the reason
Using Visual Studio for Mac 2019
First, determine whether the problem is entitlements. Find tab "Deploying to Device", and look at the full message starting with
"ApplicationVerificationFailed: Failed to verify code signature of ..."
Look for:
... The executable was signed with invalid entitlements.
In that case, see https://stackoverflow.com/a/43055084/199364.
The below answer is for the other likely situation:
... no valid provisioning found for this device.
On newer versions of Visual Studio for Mac + Xamarin iOS (or Xamarin Forms, deploying to iOS):
Connect the phone to Mac via USB cable.
Popup on phone, select "Trust" this computer.
In VS, Open Info.plist.
Make sure the "Application" tab is selected at the bottom of the pane.
Select "Automatic Provisioning".
Follow the instructions.
When successful, you'll see (below "Automatic Provisioning" radio button):
Apple ID: your-apple-id-email
Team: your-company-name-or-your-developer-name
(Green checkmark) Ready to deploy app to connected device.
IMPORTANT:
Even if you have previously setup Automatic Provisioning for a different device, you still need to open Info.plist / Application tab after attaching this new device. (After doing this once per device, you can switch which device is attached, without repeating.)
If Xcode has never seen the device before, it can take MINUTES before Xcode has validated it and attached it. See following paragraph if you'd rather see Xcode giving you a message about what its doing (and spinning a busy indicator). Won't be any faster, but is more obvious that something useful might be happening. (On older Xcodes, people have reported delays up to 10-15 minutes.)
If having trouble getting it to see your phone, google for instructions to open XCode and add your phone as a device known to XCode (XCode menu Windows / Devices and Simulators / Devices tab). That is, it may be easier to first get it working under XCode, then go back to VS, disconnect and reconnect the cable to phone, try instructions above again.
Using Visual Studio (Windows) 2022
Personally, I always FIRST get the phone|tablet recognized using XCode, connecting it to Mac. See instructions above.
Then:
Connect device to PC.
Automatic Provisioning is found in YourApp.iOS / Properties / iOS Bundle Signing.
Select Team.
if it works => "Automatic provisioning completed successfully."
OPTIONAL:
Disconnect device from PC, connect it to Mac - should be listed under "Remote Devices" in VS on Windows.
TBD: Not sure why I failed to get it to be listed as a Local Device, when it was attached to PC.
I had the same issue in a Xamarin.iOS project. I found a workaround. The reason was the update from Xamarin.Swift4 package 4.0.0.1 to 4.0.0.2.
After I downgraded back to 4.0.0.1 the issue no more exist.
I created an issue report at github: https://github.com/Flash3001/Xamarin.SwiftSupport/issues/25

how to discover android devices infomation in chrome extension

When a PC connects to an Android device via USB, the device's information can be found on chrome://inspect. How can I get this information in a Chrome extension?
That information isn't available in the Chrome Apps/Extensions API. You should file a feature request at crbug.com explaining your use case.
If you write a Chrome App, you'll have access to the chrome.usb API, where you can connect to specific devices. See Spark's ADB functionality for an example: https://github.com/dart-lang/spark.

Custom Chromecast sender API - possible?

I'd like to examine the possibility of writing an unofficial Windows 8 (WinRT/Metro) sender API for Chromecast. The goal would be to allow Windows 8 Store apps roughly the same functionality of iOS / Android apps through the official sender API available for those platforms.
I've noticed that, although the inner workings of the API haven't really been exposed yet, some of the source code for the Chromecast device is available, and there's an unofficial emulator for the device out on Github (https://github.com/dz0ny/leapcast).
Is this possible, given how Chromecast devices seem to take commands directly from Google?
ChromeCast is using a proprietary protocol called RAMP (Remote Application Media Protocol) to do media control. Once you have setup your ChromeCast device for development, the device will open a port for remote Chrome debugging. Open Chrome at your ChromeCast device IP address port 9222: http://192.168.0.x:9222/
You should see a page with a link to the receiver page of the currently running ChromeCast app. Click the link and then use Chrome developer tools on that page. Take a look at the network and console tabs to see the RAMP commands.
I have open sourced an Android app that shows you how to discover ChromeCast devices and setup the Websocket connection to handle the RAMP commands: https://github.com/entertailion/DIAL

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