In my windows store app I used Windows.Media.Capture.CameraCaptureUI class to capture Images and Videos. The recorded videos are working fine in Windows environment. But the same recorded file is not played well in Ipad.
I will include the code here
CameraCaptureUI dialog = new CameraCaptureUI();
dialog.PhotoSettings.Format = CameraCaptureUIPhotoFormat.Jpeg;
dialog.VideoSettings.Format = CameraCaptureUIVideoFormat.Mp4;
dialog.VideoSettings.MaxResolution = CameraCaptureUIMaxVideoResolution.LowDefinition;
StorageFile capturedMedia = null;
if( _showVideo )
capturedMedia = await dialog.CaptureFileAsync(CameraCaptureUIMode.PhotoOrVideo);
else
capturedMedia = await dialog.CaptureFileAsync(CameraCaptureUIMode.Photo);
Please help.
This looks more like a bug report. Sometimes there are bugs.
This is something you should report at http://connect.microsoft.com than here.
Your contribution to Connect helps other developers.
Related
Perhaps this is expected behavior, but the programmatic launching of built-in applications in Windows 10 is scarce for anything aside from settings app, maps, and contacts, in my experience - and I could use some help on this.
I am launching the stock Windows Calculator from within the application. I took some guesses as the Uri and it appears to work - except on the first launch. When we get a new device, the first time the app is run and the calculator is attempted to be launched, it wants to get an app from the store (which the end users will not have access to) - it does not even offer the built-in calculator as a choice. If the calculator is opened manually, even once, it just works from that point on. Is there something else I could/should be doing? Any guidance or suggestions would be greatly appreciated.
I would like to have it work the first time (a setting on the device?), or at least offer the built-in calculator as a choice.
Here is the code I am using:
private async void LaunchCalculatorAsync(object sender, TappedRoutedEventArgs e)
{
var options = new Windows.System.LauncherOptions();
options.TreatAsUntrusted = false;
options.DesiredRemainingView = Windows.UI.ViewManagement.ViewSizePreference.UseNone;
await Windows.System.Launcher.LaunchUriAsync(new Uri("calculator:"), options);
}
From running a list of installed apps on the device, I see the calculator listed: Microsoft.WindowsCalculator_8wekyb3d8bbwe. I have been unsuccessful with attempting to provide the PreferredApplicationPackageFamilyName using options.PreferredApplicationPackageFamilyName = "WindowsCalculator";
I have tried with/without the "Microsoft." as well as with/without the odd string of characters.
You may get the demo from Microsoft in GitHub,
Association launching sample
Hope this can help you.
private async void LaunchUriWithWarning()
{
// Create the URI to launch from a string.
var uri = new Uri(UriToLaunch.Text);
// Configure the warning prompt.
var options = new LauncherOptions() { TreatAsUntrusted = true };
// Launch the URI.
bool success = await Launcher.LaunchUriAsync(uri, options);
if (success)
{
rootPage.NotifyUser("URI launched: " + uri.AbsoluteUri, NotifyType.StatusMessage);
}
else
{
rootPage.NotifyUser("URI launch failed.", NotifyType.ErrorMessage);
}
}
i developed Google chrome extension that contains Google TTS
i rewrite it with Crossrider to make it work in different platforms (it works great untill it comes to TTS part)
here is the code :
function PlayGoogleTTS(EngWord){
voices = speechSynthesis.getVoices();
msg = new SpeechSynthesisUtterance();
msg.volume = 1; // 0 to 1
msg.rate = 10; // 0.1 to 10
msg.pitch = 2; //0 to 2
msg.text = EngWord;
msg.lang = 'en-US';
msg.voice = voices[1];
msg.voice = voices[1]; // Note: some voices don't support altering params
speechSynthesis.speak(msg);
}
// Fetch the list of voices and populate the voice options.
function loadVoices() {
// Fetch the available voices.
var voices = speechSynthesis.getVoices();
}
// Chrome loads voices asynchronously.
window.speechSynthesis.onvoiceschanged = function(e) {
loadVoices();
};
so how can i convert it to make it work on Crossrider?
It's not clear from your question which speechSynthesis library/api you are using. However, assuming it is based on Chrome's TTS API, the required "tts" permission is not available.
[Disclosure: I am a Crossrider employee]
it's considered workaround more than an answer
just used another TTS that able to generate ogg maves in firefox
My app just got reject from apple and i believe it might be caused by them changing to test with ios 8.1. However I cannot reproduce the error in any way. Their chrash report states the app chrashes on startup.
It seems that the exception(have the crash log) comes from
<Warning> Unhandled managed exception: Access to the path "/var/mobile/Documents/settings" is denied. (System.UnauthorizedAccessException)
which originates from
Cirrious.MvvmCross.Plugins.File.MvxFileStore.WriteFileCommon
I am using the mvvmcross 3.11 MvxFileStore plugin. Deployment target ios7, 8.1 ios sdk.
I have been surfing the web and some states Documents directory has moved in iOS 8 and this might cause the exception.
But I cant wrap my head around the fact that I cant reproduce this error.
Do anyone have a similar issue, a suggestion how to fix or an idea how to reproduce their crash.
Anything is appreciated.
Update:
From the post it is suggested to do the following fix
int SystemVersion = Convert.ToInt16(UIDevice.CurrentDevice.SystemVersion.Split('.')[0]);
if (SystemVersion >= 8)
{
var documents = NSFileManager.DefaultManager.GetUrls(NSSearchPathDirectory.DocumentDirectory, NSSearchPathDomain.User)[0].Path;
filename = Path.Combine(documents, sFile);
}
else
{
var documents = Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments); // iOS 7 and earlier
filename = Path.Combine(documents, sFile);
}
I have tried adding it to our project. We used the MvxFileStore to create the path to the settings file
var filestore = Mvx.Resolve<IMvxFileStore>();
string path = filestore.PathCombine(filestore.NativePath (string.Empty), FILENAME);
Now We de the following
var filestore = Mvx.Resolve<IMvxFileStore>();
string path = this.DocsDir() + "/" + FILENAME;
public string DocsDir ()
{
var version = int.Parse(UIDevice.CurrentDevice.SystemVersion.Split('.')[0]);
string docsDir = "";
if (version>=8) {
var docs = NSFileManager.DefaultManager.GetUrls (NSSearchPathDirectory.DocumentDirectory, NSSearchPathDomain.User) [0];
docsDir = docs.Path;
Console.WriteLine("ios 8++ "+docsDir);
} else {
docsDir = Environment.GetFolderPath (Environment.SpecialFolder.MyDocuments);
Console.WriteLine("ios 7.1-- " + docsDir);
}
return docsDir;
}
I will resubmit our app and post the result.
Okay,
The fix we did by seperating ios 8 and the rest of ios and do different implementations depending on the ios worked.
Apple has approved our apps and all is love (y)
Sorry for the long title, but it seems to be the best summary based on what I know so far.
We’re currently working on a Universal App that needs to access some documents on a Sharepoint server via the REST API using NTLM Authentication, which proves to be more difficult than it should be. While we were able to find workarounds for all problems (see below), I don’t really understand what is happening and why they are even necessary.
Somehow the HttpClient class seems to behave differently on the phone and on the PC. Here’s what I figured out so far.
I started with this code:
var credentials = new NetworkCredential(userName, password);
var handler = new HttpClientHandler()
{
Credentials = credentials
};
var client = new HttpClient(handler);
var response = await client.GetAsync(url);
This works fine in the Windows app, but it fails in the Windows Phone app. The server just returns a 401 Unauthorized status code.
Some research revealed that you need to provide a domain to the NetworkCredential class.
var credentials = new NetworkCredential(userName, password, domain);
This works on both platforms. But why is the domain not required on Windows?
The next problem appears when you try to do multiple requests:
var response1 = await client.GetAsync(url);
var response2 = await client.GetAsync(url);
Again, this works just fine in the Windows app. Both requests return successfully:
And again, it fails on the phone. The first request returns without problems:
Strangely any consecutive requests to the same resource fail, again with status code 401.
This problem has been encountered before, but there doesn’t seem to be a solution yet.
An answer in the second thread suggests that there’s something wrong with the NTLM handshake. But why only the second time?
Also, it seems to be a problem of the HttpClient class, because the following code works without problems on both platforms:
var request3 = WebRequest.CreateHttp(url);
request3.Credentials = credentials;
var response3 = await request3.GetResponseAsync();
var request4 = WebRequest.CreateHttp(url);
request4.Credentials = credentials;
var response4 = await request4.GetResponseAsync();
So the problem only appears:
on Windows Phone. The same code in a Windows App works.
when connecting to Sharepoint. Accessing another site with NTLM authentication works on both platforms.
when using HttpClient. Using WebRequest, it works.
So while I'm glad that I at least found some way to make it work, I’d really like to know what’s so special about this combination and what could be done to make it work?
Hi Daniel at the same problem when I do my sync, because windows phone had a lot of problems with cache, finallt I could solve with add headers.
Also I think so it's good idea that you use the timeout because it's a loooong response you can wait a lot of time... And the other good way to work it's use "using", it's similar that use ".Dispose()". Now I show you the code:
var request3 = WebRequest.CreateHttp(url);
request3.Credentials = credentials;
request.ContinueTimeout = 4000; //4 seconds
//For solve cache problems
request.Headers["Cache-Control"] = "no-cache";
request.Headers["Pragma"] = "no-cache";
using(httpWebResponse response3 = (httpWebResponse) await request3.GetResponseAsync()){
if (response3.StatusCode == HttpStatusCode.OK)
{
//Your code...
}
}
var request4 = WebRequest.CreateHttp(url);
request4.Credentials = credentials;
request.ContinueTimeout = 4000; //4 seconds
//For solve cache problems
request.Headers["Cache-Control"] = "no-cache";
request.Headers["Pragma"] = "no-cache";
using(httpWebResponse response4 = (httpWebResponse) await request4.GetResponseAsync()){
if (response4.StatusCode == HttpStatusCode.OK)
{
//Your code...
}
}
I wait that my code can help you. Thanks and good luck!
I'm using the below code (references from, http://www.java-tips.org/java-me-tips/midp/playing-video-on-j2me-devices.html). It fails at 'realize()', with the javax.microedition.media.MediaException, "Unable to create native player". What is the problem here?
I tried this using both Eclipse and Netbeans. Am I missing some "internet" permissions or using any incorrect encoding, the video is an external 'mpg' test-resource and does work fine when downloaded through a desktop browser.
public void run()
{
String url = "http://www.fileformat.info/format/mpeg/sample/05e7e78068f44f0ea748855ef33c9f4a/MELT.MPG";
//Append the GUI to a form
Form form = new Form("Video on java mobile!");
Display display = Display.getDisplay(this);
display.setCurrent(form);
try
{
HttpConnection conn = (HttpConnection)Connector.open(url,
Connector.READ_WRITE);
InputStream is = conn.openInputStream();
Player p = Manager.createPlayer(is,"video/mpeg");
//I tried the below, but that didn't work either
//Player p = Manager.createPlayer(url);
p.realize();
//Get the video controller
VideoControl video = (VideoControl) p.getControl("VideoControl");
if(video != null)
{
//Get a GUI to display the video
Item videoItem = (Item)video.initDisplayMode(
VideoControl.USE_GUI_PRIMITIVE, null);
form.append(videoItem);
}
//Start the video
p.prefetch();
p.start();
}
catch(Exception e)
{
form.append(url + " Error:" + e.getMessage());
}
}
I've just started with Java, Eclipse, Netbeans. Since, there similar samples found everywhere, I believe I'm missing something very basic. Can someone please help?
The problem here was the video file. Although my source video seemed "mpeg", it wasn't acceptable to the emulator. After searching through a bit, I found a converter and I manually converted some sample mp4 to "mpeg". It finally worked with the same emulator, after I tried to download and play these manually converted files.
One piece of advise if you are new J2ME/JavaME apps (like me), keep playing with the input data sources/formats and the emulators. Switching emulators or the input data-formats is an easy way to identify the not-so-evident problems.