How to support OTA video in custom web app (for LG TV)? - television

I've searched considerably for this answer (including all WebOS, Enyo, LG specific documentation, and countless Google searches), but have turned up nothing.
In short, the goal is to develop a WebOS application that can resize an existing video stream (coming from coax or HDMI), unfortunately ...
Update: This is a web-based app that resides on a server.
After specifying the IP address (via hidden config menu), the TV saves and exits, without any channel scanning, or additional setup. Upon reboot, it displays the index.html page at the specified IP address.
So, unless there's a way to explicitly configure OTA sources within the web application, I'm assuming that any OTA video will have to be provided via streaming.
WebOS offers a way to specify media sources from files -- so, is there any way to point to a video file that's perpetually streaming an OTA source?
Is Plex, or Sling capable of this?
Any direction that can be offered is greatly appreciated.

original answer: I'm not sure this is going to be possible. I believe only system apps are going to have access to the video pipeline.
new answer:
If you can configure your OTA stream to go over HLS, then you can use an m3u8 playlist for your <source> and it should "just work" on a webOS TV.

It's been a while since I posted this, and I've learned a great deal about this topic since then. So, for anyone who may run across this, with the same question -- here's the answer ...
When it comes to LG Smart-TVs their are two configuration options specific to commercial TVs (Lodging and Hospital models) ...
"Pro:Centric Wizard" and "EZ-Manager"
The Pro:Centric Wizard is intended for hospitals and won't automatically import TV configurations from a server, but it can scan for channels.
The EZ-Manager option is intended for lodging/hotels and provides a great deal more control, but the TV configuration and channel listing must all be obtained from a server (or usb drive).
Modification of the TV settings and channel listing is performed by using the FTG File Manager.
Downloadable Stand-alone Application:
http://www.lg.com/us/business/display-solutions/ftg
Online Version:
http://cct.procentric.tv/ftg_manager
Channels must be either manually programmed within the FTG File Manager, or imported from a TV clone file (created after the TV has performed a channel scan).
In order to create a clone file of scanned channels ...
Initiate the "Pro:Centric Wizard" setup process
Scan the channels
Complete Setup
Once the TV restarts, hit "Menu"
Highlight the "General" or "Settings" icon (should be "Settings") and hit "7" seven times (or until clone menu appears).
The option to export to USB will only appear after pressing "9876" on the remote.
Once the file is exported to USB, it can then be opened within the FTG File Manager and edited for server delivery through the "EZ-Manager" setup.
Hopefully this will help someone. :)

Related

TensorFlow Lite: Update existing model or add new one in deployed app

I'm creating a mobile app (with Flutter, for more details) that will need to do some offline inference using TensorFlow Lite models. The fact this needs to be offline means the models need to be shipped with the APP.
I know how to deploy the models with the APP (see this tutorial, for example; there are plenty out there) but, as these might change over time - for example re-trained for better accuracy with new data or even new models added to analyse different things - it will be good to find a way of doing that without the need to update the whole application.
So far, the only options I have found for the dynamic update/addition of models require the APP connecting to an external service hosting the models, like Firebase, but that's not good enough when the APP needs to run offline.
Do you have any suggestion on how to do this?
Many thanks,
Diego
I'm sorry, but are you saying you want to update the app (one part of the app) without internet connection (or network connection)? The act of updating the app from the Play Store/ App Store requires an internet connection.
Manually install new application updates. This would be updating the entire app, not just the model file, but this is fine, you just don't have to make any code changes.
On Android: Install a new APK adb install, and
On iOS: use Adhoc distribution
Model file picker and manual model selection: Alternatively, you can add a file picker in the application to select a local model file. This model file will need to be on the device, which you can copy onto the device manually (e.g. adb push model.tflite on Android, Airdrop on iOS).
Local network hosted model: Or you can download the model from the local network automatically (still "offline"/ no internet connection).

Is it possible to install a pre-imaged PWA for 100% offline use?

My company has a PWA and we recently received an interesting business opportunity: a certain organization wants to purchase a volume license and pre-install the app on a very large number of computers, some of which may never go online, because they're going to areas of rural poverty and lack of access to the Internet, for example.
In addition to avoiding the need for download, we want to do this via pre-image so that we can provide a standardized environment, and not have everyone installing the PWA to different locations or not knowing how to install, even if they were connected.
Of course, the normal PWA workflow is to install and load assets onto the machine via download, at least one time up front, but this would only work if you could guarantee some initial window of connectivity.
Is there any way to accomplish the pre-install as I'm describing?
I think you will need to check into Enterprise IT level tools for something like this. Those tools can normally pre-configure a device with an image.
The user would of course still need to authenticate in your application.
The real problem is the application will need to update every so often.
Honestly if it were me I would configure the image with a local, default home page, say in Edge for desktop, and have links to the targeted PWAs. From there they can install.
For me, most applications, even real large ones, can be completely rendered and installed in a couple of seconds on normal cellular connectivity.
I did this for a couple of conferences I went to last year:
https://love2dev.com/pwa/pubcon/
I will ping some folks about the preconfigured image and get back to you if they answer me.

Kinect not being detected on other computers after deployment of UWP

I recently finished to develop a UWP based on the SDK example CameraFrames. On the second screen of this example (and also on my app) you can choose to preview the frames taken by the Kinect v2.0 as shown below.
On the top of the image on the right of "Grupo de fontes" (Source group) I am able to choose between the different cameras that are connected to my PC. The problem comes when I deploy my app to another PC, I am unable to see "Kinect V2 Video Sensor". Thus rendering my app obsolete as it needs to be portable between PCs. I have checked that inside "Package.appxmanifest->Capabilities->Web Cam" checkbox is ticked.
I am out of ideas as I don't have a clue why my app works flawlesly on my computer but not on the rest. If you need any extra info to help me with my problem please let me know.
It is worth noting that on the other PCs that I've tried my app can read frames via Kinect Studio or MatLab.
Inside "Camera privacy settings" my app has privileges to use the camera.
Thank you in advance.
Update due to Nico Zhu's comment
My OS is Windows 10 and my target version is "10.0.16299.0". I have downloading and deploying CameraFrames on the second computer that I'm working with but it doesn't recognize the Kinect as in input source. Even though CameraFrames doesn't work doesn't read anything, I can properly make use of the kinect using Kinect Studio.
It seems that my problem is focused on my second computer not being able to make use of the Kinect on any deployed UWPs. What should I installed in order to make sure that I have all that's needed to properly read from the Kinect?
At the end of a lot of headaches I just needed to upgrade my drivers.

Need to make a DLC "packet" system for my iOS game

I'm developing a game for iOS and I need to make a system to download "packs" after the player bought them with In App Purchases.
I've search on the internet for a method like using a bundle, or just using web services, but I really don't know which one is the best.
Let me be specific: in one pack the player has between 1-3 sprites, 1-2 music files, and 1-3 backgrounds.
So what I need to do is download that "pack" and store it as "purchased". What methods would be the most reusable and modular?
By far the easiest and most simple solution would be to bundle the DLC in to your app with an update and simply use an in app purchase to unlock them for the user. This saves their time and bandwidth as they no longer have to download the files and it saves you paying for a server to host it all.
There are several ways to go about this. In the past I created a system for a previous client that used a manifest that referenced all the files in the "pack", then downloaded each asset. The manifest could be updated to point to updated/different assets if needed, and contained a version number so that the system would know if it needed to update assets after the user had previously downloaded the pack. I probably wouldn't worry so much with a one-size-fits-all approach on this; just get something up and running for this one project that can be used on all DLC packs. Your next project will probably need heavy modifications for the same system to work.

VGA Output From ipad

Does apple support mirroring of ipad on tv can any one give me some idea
Read this article:
There’s been a lot of confusion about how the iPad VGA Adapter works. I received mine today, and I thought I’d try to clear things up a little (and give you some code to play with, if you’re an iPad developer with a VGA adapter of your own).
The first thing to understand is that the adapter does not mirror your iPad screen. You can’t plug your iPad into your TV or monitor and see all your apps on the big screen, like Steve Jobs does when he’s giving a demo.
Apps that want to support external display via the adapter must explicitly do so; the developer has to write code to support it. There are some standard iPhone OS-supplied APIs which will automatically do the right thing (such as video playback via standard controllers), but generally you won’t see anything on your external display unless the app you’re using has taken steps to put something there. That’s the “bad” (though surely not surprising) news.
The good news is that it’s trivially easy to support external display from your app if you’re a developer; the connected display just shows up as another UIScreen object. I made a sample project (which you can download as a zip archive here) that shows how to do it.
It’s basically just a nib with two windows (one for showing on the iPad, and one for showing on the connected external display), and a tiny bit of code to make it work.