How long will Swiffy Run Times Be Supported? - swiffy

Recently Google announced that announced that they are transitioning all of our display ads to HTML5 and sun setting Swiffy.
Google also wrote that they "will continue to serve the Swiffy runtimes, so any files you convert before the sunset date will continue to play"
Can anyone tell me for how long Google will continue to serve the Swiffy runtimes?

I don't see anywhere that they have specified how long, but if you have an extra 100k in file size to spare you could always download the runtime .js file and include it with your local files.
The real bummer is that they are shutting the converter down that enabled the Flash swiffy extension to work. Now that will be bricked.

Related

How long time is data cached with GA plugin in Unity apps

We have an Android app built using Unity and the Google Analytics GAv4 plugin for Unity.
The use-case is that the users might use the app for days without internet, and when they do connect to internet again our expectations is that the data is cached on the device and will then be sent off.
Our initial tests seems to work, but cannot find any reference to how long the data persists on the device, and if there are any expiration of the data. The users have experienced that they miss some data generated when offline.
I have tried exploring the plugin, but cannot seem to find anything about how it caches the data. Anyone who have experience with this?
It looks like it is using com.google.android.gms.analytics.GoogleAnalytics which you can search the documentation on. It also might depend on the highest API level/android version on their device, where low version may not be able to send while offline or something. I think this page explains a little about how it keeps checking for a connection and tries to dispatch the events:
https://developers.google.com/android/reference/com/google/android/gms/analytics/GoogleAnalytics#dispatchLocalHits()
I saw in the plugin source code here:
https://github.com/googleanalytics/google-analytics-plugin-for-unity/blob/master/source/Plugins/GoogleAnalyticsV4/GoogleAnalyticsAndroidV4.cs

Unity play games services cloud save internal error

I have used the same code given by https://github.com/playgameservices/play-games-plugin-for-unity to add the cloud save game functionality, enable save games have been called at the beginning of the code and save games are enabled from the google play console as well. The leaderboards and achievements are working fine.
The OnSaveGameOpened function gets an internal error as SavedGameRequestStatus status.
I am not able to find the cause of this (internal error being received as the status), can anyone help me out please? How can I solve this.
P.S. Serialized data (in the form of bytes[]) was fed into the SaveGame function, serialized using the binary formatter.
Edit:
I was able to debug this further, I get an error on the activation of save games in the play console. I have activated the save games feature and published it (this was done a few days ago). I have also confirmed that the Drive API, Play Games Services API and Play Games Management API are enabled under the API console project. I get following error,
Cannot use snapshots without enabling the 'Saved Game' feature in Play console
log from running on an android mobile.
The answer to this question
Google Play Games :: Cannot Use Snapshots Exception
states that it will activate within 24hrs, but it is not active even after multiple days.
There are several causes of an internal error; there should be other logs indicating the root cause. You might want to take a look into the source code to know what logs to expect.
If you're testing in an emulator, make sure your play services and play games are up-to-date.
Reference:
https://github.com/playgameservices/play-games-plugin-for-unity/blob/master/source/PluginDev/Assets/GooglePlayGames/Platforms/Android/AndroidSavedGameClient.cs
The problem was solved. It was not a problem from my end, it took well over 24 hours for the saved game services to activate. The problem solved itself once the saved games were enabled by google (there was no notification that the saved games were enabled, instead the app started working properly).

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

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. :)

Is there a way to keep screen awake in a progressive-web-app?

I plan to make a progressive web app to display the time remaining in a meeting. I need this to keep the display always on. Is there any way for a progressive web app to avoid screen to go to sleep and blank ?
Update July 2020:
Chrome 84 now ships with the Wake Lock API https://www.chromestatus.com/feature/4636879949398016 which can be used to prevent the screen from turning off.
You could use the Standby API however support is still limited.
Then there are hacks such as playing a video infinitely or the nosleep script, however from my experience they don't work consistently either.
Here's the documentation for the Wake Lock option in Chrome:
https://developer.chrome.com/articles/wake-lock/
Note that it's only available on HTTPS. (Normally not an issue, although some non-public internal applications can be standard HTTP.)

Comparison mobile devices as dev. platforms iPhone, Blackberry Windows Mobile

I was trying to compare the three above mentioned platforms and what considerations one needs to think about when programming in order to create some kind of code base that could run on all three.
This is what I have collected for the iPhone - it would be great if somebody else could write something similar for the other two.
Only one application can run at any
given time. i.e. that is why the
SQLLite database is loaded as a file
into the app instead of as
traditionally having some kind of
server to connect to.
Only one fixed size window 480x320
pixels
Runs in a sandbox, when the app is
deployed a sandbox is created
"around" the app, the app can only
read/write files from within that
area. Also low-level access to the
phone is restricted.
Since a program can be stopped at
any time (see point 1) this needs to
be considered when designing the
app, at any time must the app be
able to write its current state to
disk so that it can resume later. If
this takes longer than five seconds
the app will be aborted.
128MB RAM, about half of that 64MB
is available to the app. There is
typicall 4GB storage (depends on
model), no virtual memory, if memory
is running out the app may be
aborted.
Edit: just to be clear, I am not after which platform/os is best for the developer, I am just interested in spec. comparison to know what can be expected if one has three target platforms and using native language for each (not web apps), what the memory and other considerations are.
Edit: removed language as its assumed that native language for the platform will be used.
There is an excellent article on Codeproject which would be of benefit to your question. Head on over here to read it.
Hope this helps,
Best regards,
Tom.
For Windows Mobile I want to add:
Windows Mobile in comparison to iPhone allows multiple applications to run at same time.
It comes with variable screen sizes and has different sdks (
Windows Mobile Professional for 'Windows Phones' (smartphones) with touchscreens and
Windows Mobile Standard for 'Windows Phones' with regular screens)
The framework which is generally used is .Net Compact Framework besides some people also prefer open-net which is a open source framework.
Unlike in iPhone, Windows Mobile has no private api's which means it gives more power to developers.
The memory size allowed for a program is 32 mb
You do not need a developer license for developing and shipping applications on windows mobile although windows mobile itself prompts you to avoid installing apllications which are from unknown publishers.( which is more interesting unlike in iPhone you need to have a license while you only want to debug your applcation on your device(not for the jailbroken devices.))
And for some bad things about windows mobile, see this link.
Thanks,
Madhup
I feel like the final list will be of little use, as all data points collected will differ substantially in content apart from your last one. Some corrections to your iPhone list:
1) Local databases such as SQLLite are"not traditionally" implemented as a server on other mobile platforms either (they also use various file-oriented DB's).
2) Very soon that single fixed size assumption may well be inaccurate.
3) The App is in a sandbox but can write to some areas outside of the sandbox via API calls (for instance, photo library or address book).
5) That number varies between 3Gs and 3G/2G/Touch (the older models have half the memory)
6) Monotouch is available, but I'm not sure there's anything that far along for Java based iPhone development. There's also a Flash compiler from Adobe.
Basically if you are thinking cross platform, memory/screen size/system access/common databases will all differ - so the whole thing boils down to language AND LIBRARIES. And that is where you really have an issue with a cross-platform approach, because the libraries are very different per system... in the end you MIGHT be able to share data structures and some pure data processing code across the platform binaries, with very different GUI code for each system. But is it really worth it to constrain the development of each client?
On a side-note Blackberry is Java-based, so it presents yet another hurdle for such an attempt.
If you really want to see what cross platform ends up looking like, take a look at the codebase for Waze - a cross-platform open source navigation app:
http://www.waze.com/wiki/index.php/Source_code
Client source for iPhone and Windows Mobile lives there.