How to toggle developer mode in Nokia 8110 4G? - nokia

There is no menu entry in Nokia 8110 4G to switch to developer mode. How can you enable it without hacking firmware?

There is a special key code to toggle developer mode in Nokia 8110 4G. Just dial *#*#33284#*#* to enable or disable developer mode. The number 33284 can be dialled by typing the phone word "debug" on your phone.
The code is not saved in the dial history. That means you would need to type it from scratch each time you use it. As a short cut you can store it in the address book. Unfortunately you can not dial it using the address book entry directly. But when you start typing *#*# the address book automatically suggests this entry and you do not need to type the rest of it.

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Connect CBPeripheral so that macOS MIDI Studio recognises the connection

This is probably in a book but I don't know which.
I'm trying to connect a BLE MIDI CBPeripheral so that it becomes connected on MIDI Studio, i.e. usable as a MIDI source/sink by all the apps in the system. Although I get the indication that it is connected, it doesn't appear so in MIDI Studio or other apps. I know it's possible because Korg's Bluetooth MIDI Connect is able to do it. But it does seem to open the system's 'Bluetooth Configuration' window, so maybe there's no programmatic way of doing it.
I'm creating a CBCentralManager and keeping a reference to it;
When state is poweredOn I do a scanForPeripherals;
When I get a didDiscover:CBPeripheral, I keep the reference to the CBPeripheral and call central.connect(peripheral...);
I get a didConnect:CBPeripheral and keep my app running, but it doesn't appear as connected to anyone else.
I know 'connected' means connected to my app. But I'd really like to have it available for others.
If this is a purposefully Apple-designed limitation, does anyone know what the purpose is?
If not, is there some CoreMIDI API I can use?
Maybe I am missing something, but the apple guide gives you a hint on how to connect a BLE MIDI device to your Mac:
In the Audio MIDI Setup app on your Mac, choose Window > Show MIDI
Studio.
In the MIDI Studio window, click the Configure Bluetooth button in
the toolbar.
Set your Bluetooth MIDI peripheral in pairing mode.
Select the peripheral in the list of devices, then click Connect.
There is no need for custom coding. It should be possible for multiple apps to use the same BLE device, but the apps need to connect to it. BLE devices usually don't show up in the system settings but this might be different for MIDI devices.
For items connected by USB, it does keep the connection information. Once you use the Bluetooth Configuration screen and select the devices, do they appear on the MIDI Studio screen. You may have to create a new External Device.
I think it's like using a new printer. You have to add the new printer using manual methods. However, you can print to it using code.
I have an Objective-C program in the BRossTools directory of the GitHub repository https://github.com/BradleyRoss/ObjectiveC-Examples . If you run the program, it might be interesting to see what happens when you use "Show Configuration" and "Show Sources/Destinations"

Xcode wireless debugging over iPhone's hotspot in the park [solved]

For me wireless debugging works flawlessly on my home Wi-Fi, but I always wanted to go in the park and have the freedom of developing applications without the cable, where my iPhone provides Internet via its hotspot.
It would be nice if Apple reconsiders the hotspot and allows wireless debugging and all the other useful features to work without the need of entering IP manually or looking for workarounds.
See my answer in the replay below:
Connect to iPhone's hotspot. Disconnect the USB cable. My iPhone is still visible under Devices because wireless debugging is enabled, but I cannot run and debug applications. Control + click the iPhone, and select: Connect via IP: 172.20.10.1 Done! Now it just works.
Thanks to eskimo's advice

Can an app in Google TV Honeycomb access remote functions, such as turning on the Television

I've got an idea for a tool I would like to make for Google TV once honeycomb + market lands on it, but it would function worlds better if I could also turn on the TV rather than having to make the user do it themselves
My idea is simple: Schedule your favourite shows, tv turns on, activates the STB then tunes to the proper channel when the show starts.
For reference I would be devving this on a Revue, which I know has the IR blaster and such needed to send the remote signals.
Yes, you can do that and more using the Anymote Protocol. For sample code, take a look at the source of the Google TV Remote app: http://code.google.com/p/google-tv-remote/
If you can control the IR device, then turning on the TV should be a snap. Additionally, some newer TVs have an HDMI functionality that lets you turn it on using it; however, not all TVs support this. All TVs do support infrared, though.
You'd want to look for "System Standby" here:
http://en.wikipedia.org/wiki/Hdmi#CEC
The TV would have to technically be in its "sleep" mode for the device to turn it on, similar to how PC monitors work.

Google-TV device not found to pair with Google Anymote

In building the Google Android app for Anymote tv control (I've got some Sony Google TVs to work with), I never actually seem to find the TV when I run it - just getting "No Google TV devices found on ". I've tried it on an actual phone (not just the emulator) and have also tried the TV "connect" pairing button, but it never seems to find anything. Both the phone and the TV are on the same WiFi network. Anybody get this to work?
Does the google-tv-remote app work on your sony google tvs? If so then I would check the source for that app, found here. This should allow you to troubleshoot why your device is not found. The process of discovering devices depends on mDns as found here in the docs. So there are several things to check in regards to making sure multicast packets are allowed on your network/device.
As a fallback I would also allow manual ip entry in case a user wasn't able to discover the device on their network, the google-tv-remote allows for this as well, I would take a look at that source to get an idea of how that applications handles different scenarios.
And as always, if it's not working, provide some examples of how you are trying to do the discovery as you haven't provided any information(source, logs, etc) for anyone to look at.
My experience with the sony google tv is that the multicast packets are reliably sent out shortly after the box is started. Paring at all other times is virtually impossible

IPhone Connectivity Testing: How do I force it to lose connection?

Apple wants me to give the user a friendly apology if I can't find an internet connection. Using the Reachability Demo, this was easy enough. I want to take it a step further and monitor for a connection loss. The demo has this functionality, but I can't figure out how to shut my connection off to test if it works.
How would I go about simulating a loss of (or actually losing) a connection?
If you're developing in the iPhone Simulator, simply disconnect your computer from the internet. If your computer has no network access, neither does the iPhone Simulator.
To test on the device, you can do the following:
First, setup a WiFi router that you can use for testing.
You can turn on Airplane mode on the phone, then turn WiFi back on. This will prevent the 3G connection from providing data access.
Launch your application. Now you can simply disconnect your WiFi router to simulate a loss of connectivity.
You can use the SpeedLimit preference pane to simulate network latency under the simulator. And here's a command line version built on top of the ipfw command.
The advantage over just yanking the cord or killing WiFi is that you can specify the speed when hitting specific hosts so it can be used for testing without killing your regular network services.
You could install Apple's Network Link Conditioner
On Yosemite:
Network Link Conditioner can be found in the "Hardware IO Tools for Xcode" package. This can be downloaded from the Apple Developer Downloads page. Once the download has finished, open the DMG and double-click "Network Link Condition.prefPane" to install (source).
With this preferences panel you could create a profile with 0kbps speed.
On older versions of OSX:
Mountain Lion / Mavericks: Xcode > Open Developer Tool > More Developer Tools
Lion: /Developer/Applications/Utilities/Network Link Conditioner
For testing in the simulator I make great use of Little Snitch. It's a very useful application for writing rules as to what can communicate with the outside world and for how long.
It will also notify you if an application wishes to access the internet on the fly and you can temporarily restrict access for either that time, that session or forever.
As for testing on the device, I log into my wireless router and temporarily disable either the network or turn on restriction by MAC ID for the duration of the test.
Use Charles Web Proxy
You can inspect all HTTP/S requests your app sends and responses it receives, throttle connection to simulate any network speed. Create custom throttle profile called "Disconnected" with Bandwidth = 0, to simulate network disconnections.
Perhaps this preference pane is also useful for you: SpeedLimit.prefPane it can't loose the connection, but you can slow down it based on the host and port you're trying to reach.
Searching for similar need i.e. simulating a lossy wifi network connection on real device, I figured out how to do it :)
I connected my MacBook Pro on ethernet and shared my Wifi connection to the device.
Using Apple's Network Link Conditioner Prefpane then let me played with the connection quality.
Very useful to simulate 3G, Edge and other baudrate.
Next step : find and buy a usb wifi adapter working on MAC OS X to let all of us (developpers team) to test without wiring each computer to ethernet.
Hope this will help some of you.