Connection Issues via Testing Capsule - bixby

I am currently developing a capsule for Bixby and was trying to test the capsule on some S8 and S9 devices.
Every time I give in a vocal/keyboard input for the capsule to operate on, the result is always the same message:
"Oh, there was a connection problem. Please try again"
What is more is that when I try out other capsule phrases provided by Bixby (ex. "Find the nearest restaurants with Google Maps"), the result is the same with the connection error message.
The Bixby Studio that I am currently developing with is Version 6.15.0, 19M Capsule SDK.
The Bixby (Voice) version being used is Version 2.1.24.0.
Developer mode was on.
Furthermore, the phone devices that were being tested on are Samsung S8 and S9.
Based on the Bixby Studio Simulator, the capsule is working fine, as the phrase "plumbers near me" actually provides a list of plumbers/plumbing services.

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.

Why don't virtual devices on android studio start up

I want to use the DJI SDK Mobile SDK to fly a drone.
SO,I use the DJI Developer site (https://developer.dji.com/mobile-sdk/documentation/application-development-workflow/workflow-integrate.html)to integrate android studio projects.
However, even if the program is entered according to the site, "Hello, world" is not displayed on the virtual device.
Specifically, "import SDK Demo keep stopping." is displayed after the app starts for a moment on the virtual device.
Please help me !!!
Android Studios version : 3.5
Mobile SDKs version :4.2
I tried Android Studio with some version(ex.3.0/3.5).But, everytime "Hello, world" is not displayed on the virtual device.
Without having more details about what you've done, it is hard to say what your problem is.
HOWEVER, the SDKs require an "Application Key" to be generated via your DJI account, whereby you access a special web page that allows you to give a name to the App you propose to create, as well as a bundle identifier like : com.yourCompany.yourNewApp. After providing such basic "App" info's that DJI webpage will generate a long hexadecimal number which is your App Key. So again, without that App Key (number) being added (edited into) to your App, you will not be going anywhere. DJI uses this App Key for keeping track of all developer's Apps, and where those Apps are running.
Specifically, the DJI SDK gives an immediate error as soon as the SDK initialization is attempted, when/where attempted without a valid App Key.
So again, without more details from your problem, it is hard to say that the problem/solution (stated here) applies to you. But this certainly is a very common "newbie" or "getting started" problem.

Android pay rooted device

I have installed the Android pay in the UK but I cannot add a card because my device is rooted. I have xposed framework and I have installed the no device check module. I tried to disable root feature in the su also. Does anyone have any solution?
If your rooted device contains some error with OS(Does not support all functionality of google play and google wallet) the android pay will not work properly.
Android pay didn't provide all functionality in UK so please check your card provider too. But from few last years android pay gave lot of functionalities and increase the card provider to support the android pay , So try with another card in android pay .

Can I publish my Windows 10 App on Xbox One? [duplicate]

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.

Copyright not available Nokia Location API (OVI Maps)

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.

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