OS11 replacement for RadioInfo? - android-source

Is there a replacement for the RadioInfo that was removed as of OS11? (com.android.settings/.RadioInfo)
If not, where else can this information be found in UI? Or adb? (preferably without rooting the device)
Our team relies heavily on the use of the data in RadioInfo for QA testing, especially since it works on nearly all Android devices (rather than being OEM-dependent like engineering short codes).
It also offered ideal granularity in network selection, moreso than the basic Settings UI.
Also, why was it removed? I looked back about 11 months in logs and didn't see a single mention of it (though maybe I'm looking in the wrong place - if there's a comment on it somewhere, please do share the link).

Looks like it just got moved.
10 and earlier:
com.android.settings/.RadioInfo
as of 11:
com.android.phone/.settings.RadioInfo

Related

building android source for pixel 6

I'm trying to build grapheneos for pixel 6 with custom bootanimation.
I created the bootanimation.zip file according to instructions but can't figure out the location to put it in. Since the usual location, system/media/bootanimation.zip is giving me an Error:
offending entries: system/media/bootanimation.zip
besides this, the build also fails.
Can anyone help me to understand what I am doing wrong ?
Error message
If it is still relevant, I may have an answer for you.
There's a mechanism that prevents you from doing something to the system partition from the product makefile in some cases.
The solution to your specific situation might be different, and there are also suggested solutions in the link below.
If you have something that is a part of the system partition, and is not a product specific thing, you can also add it to:
build/make/target/product/generic_system.mk
instead of the product specific makefile
Here is a link explaining this mechanism

Too much storage in IndexedDB using GunDB

I try to synchronize VR scene using GunDB.
In order to experiment it, I put a few data in GunDB.
But I got this warning.
storage warning
I use IndexedDB, and I can keep going it with hitting 'allow'
But I'm wondering why it uses too much storage!!!!!
setInterval(putLocation, Math.ceil(1000 / 50));
// putLocation
obj.get('attributes').get('position').put(object.attributes.position);
It updates data every 200ms in the same node. (object.attributes.position)
please let me know how could I fix it.
Thank you.
#huhsame 1.2GB for VR scene data? That seems suspicious.
By chance is this in Safari?
Safari has a known bug (#go1dfish found this) where it creates run-away storage accumulation (with or without gunDB) that gets triggered if its file descriptor is left open too long.
Could you see if the same thing happens in Chrome? If it does, it is a GUN bug then.
If it is just Safari, we tried to add code that would reset/reopen Safari's IndexedDB instance every 15 seconds, and have had success so far with that approach.
However, clearly, either Safari has changed something, or that workaround is no longer viable, so we'll need to figure something new out.
I understand Safari is very important because of iOS, it is just unfortunate that Safari lags behind on several very serious and important fronts (WebRTC, IndexedDB, & WebM). There is only so much our team can do to work around these bugs until Safari is more standards compliant. But where we can workaround, we will.
#marknadal
thanks for your answer.
and sorry I am late.
I tested it on Chrome and Safari after clearing storage.
after 30 minutes, Chrome used about
1MB,
and on the Safari, I did not find the usage panel but there is no pop-up for warning like the previous one.
I guess it was total data since September when I had started this experiment.
but it's just my opinion.
And I am still wondering that users should delete data in WebStorage regularly?
please answer me.

ReactJS 5.3.0 not loading from unpkg.com

We have been using the following library for months:
https://unpkg.com/react#15.3.0/dist/react.min.js
Yes - I know we can just reference 15.3 and get the URL rewrite to the latest, but they released a breaking change. That's another issue for another day. Don't get distracted.
Yesterday this simply stopped working. You'll notice that if you load the URL mentioned, that the file is TRUNCATED. Simply cuts off. This made everything we use react with break. Interestingly, if you go to the following URL (without the .js extension) - things work.
https://unpkg.com/react#15.3.0/dist/react.min
My question is - what the heck happened? Why did the URL we've been using for 8 months suddenly stop working, and who can we get to fix it. In the interim, we had a copy locally that we've started referencing (which we probably should have been doing to begin with, since we don't want the automatic upgrade). When things like this happen, who do you inform?
I'm not sure you'll find the answer as to why this file is no longer working here but based off of the website you could reached out to the creator on twitter: https://twitter.com/mjackson
On the website it says:
SUPPORT
unpkg is a free, best-effort service and cannot provide any uptime or
support guarantees.
i.e. you should probably only use this link if you are messing around with a small project and shouldn't be used for any website where you actually care about the uptime of the site.

cocos2d-x zlib support is missing crypt.c

I just noticed that the zlib_support in cocos2d-x is missing crypt.c
I was able to update the code and add crypt.h from
http://programming-practice.googlecode.com/svn/trunk/LevelUp/cocos2d-x/cocos2d-1.0.1-x-0.11.0/cocos2dx/platform/third_party/marmalade/zlib/contrib/minizip/crypt.h
to the project to get it working but I would like to know why this functionality is removed from the framework in the first place? Is there an alternative to the crypt.h I have used?
I finally found out the reason.
When you go on to publish your app, you are required to disclose if you are using encryption or not. And if your answer is yes, then there are separate and significantly longer process of approval. Adding encryption into cocos2d-x would therefore result in long approval times for a large number of apps. Hence it's not included.
http://cheminf20.org/2011/08/29/releasing-an-ios-app-using-encryption-first-time/

how can I improve iPhone UI Automation?

I was googling a lot in order to find a solution for my problems with UI Automation. I found a post that nice summarizes the issues:
There's no way to run tests from the command line.(...)
There's no way to set up or reset state. (...)
Part of the previous problem is that UI Automation has no concept of discrete tests. (...)
There's no way to programmatically retrieve the results of the test run. (...)
source: https://content.pivotal.io/blog/iphone-ui-automation-tests-a-decent-start
Problem no. 3 can be solved with jasmine (https://github.com/pivotal/jasmine-iphone)
How about other problems? Have there been any improvements introduced since that post (July 20, 2010)?
And one more problem: is it true that the only existing method for selecting a particular UI element is adding an accessibility label in the application source code?
While UI Automation has improved since that post was made, the improvements that I've seen have all been related to reliability rather than new functionality.
He brings up good points about some of the issues with using UI Automation for more serious testing. If you read the comments later on, there's a significant amount of discussion about ways to address these issues.
The topic of running tests from the command line is discussed in this question, where a potential solution is hinted at in the Apple Developer Forums. I've not tried this myself.
You can export the results of a test after it is run, which you could parse offline.
Finally, in regards to your last question, you can address UI elements without assigning them an accessibility label. Many common UIKit controls are accessible by default, so you can already target them by name. Otherwise, you can pick out views from their location in the display hierarchy, like in the following example:
var tableView = mainWindow.tableViews()[0];
As always, if there's something missing from the UI Automation tool that is important to you, file an enhancement request so that it might find its way into the next version of the SDK.
Have you tried IMAT? https://code.intuit.com/sf/sfmain/do/viewProject/projects.ginsu . It uses the native javascript sdk that Apple provides and can be triggered via command line or Instruments.
In response to each of your questions:
There's no way to run tests from the command line.(...)
Apple now provides this. With IMAT, you can kick off tests via command line or via Instruments. Before Apple provided the command line interface, we were using AppleScript to bring up Instruments and then kick off the tests - nasty.
There's no way to set up or reset state. (...)
Check out this state diagram: https://code.intuit.com/sf/wiki/do/viewPage/projects.ginsu/wiki/RecoveringFromTestFailures
Part of the previous problem is that UI Automation has no concept of discrete tests. (...)
Agreed. Both IMAT and tuneup.js (https://github.com/alexvollmer/tuneup_js#readme) allow for this.
There's no way to programmatically retrieve the results of the test run. (...)
Reading the trailing plist file is not trivial. IMAT provides a jUnit like report after a test run by reading the plist file and this is picked up by my CI Tool (Teamcity, Jenkins, CruiseControl)
Check out http://lemonjar.com/blog/?p=69
It talks about how to run UIA from the command line
Try to check the element hierarchy, the table can be placed over a UIScrollView.
var tableV = mainWindowTarget.scrollViews()[0].tableViews()[0].scrollToElementWithName("Name of element inside the cell");
the above script will work even the element is in 12th cell(but the name should be exactly the same as mentioned inside the cell)