Just a quick one, I want to setup test environment for mobile testing using Selenium Grid, Selendroid in the android Studio environment. Does anyone have detail tutorial, video or a presentation that can serve for easy learning?
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I was recently tinkering with HoloLens2 and read the code on Github about getting the RGB camera data stream from HoloLens2.I want to use debugging method to see how the program is running, but there is #if ENABLE_WINMD_SUPPORT statement in the code, according to the general Hololens application debugging method, I can't see the change of some parameters in the code, so please tell me how to debug the code running on HoloLens in this case. Thanks in advance for your help!
You can follow this documentation to learn how to attach a managed debugger to your Unity IL2CPP UWP build on your HoloLens 2 to enable you setting breakpoints and debug C# code as usual: Managed debugging with Unity
In short:
Check InternetClientServer and PrivateNetworkClientServer in the UWP Publishing Settings Capabilities
Check Development Build, Script Debugging, Wait for Managed Debugger (optional) in the Unity UWP build settings
Build in Unity.
Build and deploy from the Visual Studio solution to your device with the Debug or Release configurations.
Make sure your device is connected to the same network as your PC and start the app on your device and your device is not connected to your PC via USB.
Open any script in Unity and go to the Visual Studio solution that opens to view and edit.
Go to Debug -> Attach Unity Debugger.
Select your device from the list and click "OK" to attach.
I got a requirement where I need to merge the unity application with the native android app, I am using Kudan plugin in the unity 3d, I have exported the unity project to the android studio and created a new app in the android studio and merged the Unity app to native android app.Once I tested the build, everything is working fine except a camera(Kudan camera).Ar camera is not working as expected.I am using free ver of Kudan plugin.I have tested it without merging with the native app and it is working fine, in this case, If I merge unity app with native android app camera is not working fine.
I am facing same issue, it will stop working camera torch of system too when you extending class ARActivity you can't able to access setFlashMode() method
Test this case in your phone by opening application and then trying to on/off torch.
Torch will be disable from system.
After then try with extending Activity class
recently i have ask same question
I have Developed Xamarin.iOS and Xamarin.Droid projects in VisualStudio on Windows Machine also connected to Mac system for iOS execution (using TFS). Now I want to write and Run the Tests Xamarin.UITests for both iOS and Android. Could you please explain me that How can I write the Tests and Run for Xamarin.UITests for iOS.
Thank you.
Create a new project for UITest for both iOS and Android.
Write UI scripts manually or install Xamarin test recorder.
If using Xamarin test recorder, you can chose your app and hit record and work on simulator. It will record and write the UIScript for you.
4.Under view-> select Unit test pad and from there, select your ui project and right click n publish over xamarin test cloud.
Click here for more info
I am trying to Run Coded UI tests for Multiple Browser configurations. Browserstack has a plug-in for Visual Studio, But Browserstack gives no information on where the plug-in plugs in.
The BrowserStack Visual Studio plugin integrates with the 'Live' product, which is meant for manual testing. It offers a way to initiate a Live testing session from within Visual Studio.
I 'm just getting started with Unity 3D and I 'm going through android games development learning and I wonder how to setup Unity to work with android studio ?
For the majority of your tasks, you will not be working in Android Studio. You will be working directly in Unity. The only reason you would need to work in Android Studio would be to create native plug-ins for additional functionality that is not provided in the Unity Engine.
A detailed description of the requirements to build for Android are available in the Unity3D documentation. An abbreviated description:
When you are ready to test on your device, you will build for Android: File>Build Settings, and select Android from the list
You will need to have the Android SDK installed, and have at least one API Level installed using the Android SDK Manager (minimum).
In Edit>Project Settings>Player Settings, open Other Settings. Choose the Minimum API Level for your game. This API level must be installed using the Android SDK Manager
Finally, When you've finished building, you will have a .APK file.
You can copy to your Android device, and install with a file manager. -OR-
You can install it on an Android Emulator.
I hope this helps in some way!