How does cyanogenmod get access to the modem and camera binaries, when Sony's AOSP does not? - android-source

When building Cyanogenmod from source, it seems that all features are working (Modem / Camera/ etc).
But when following official instructions on Sony's website:
http://developer.sonymobile.com/knowledge-base/open-source/open-devices/aosp-build-instructions/how-to-build-aosp-lollipop-for-unlocked-xperia-devices/
It seems that the modem and camera are disabled ? Why ? Is it possible to follow some steps from building Cyanogenmod, and some from Sony, to build pure AOSP but also have the modem and camera working ? I don't wan't cyanogenmod, I just want aosp

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Android apps worked in usb debugging but not in android emulator (white screen)

I run "ionic cordova run android" using visual studio code.. but the apps shows white screen in the emulator.. it display properly if using USB debugging.. the device also display properly if install using the apk.. the reason why I want to use emulator because I want to debug "http://10.0.2.2".. this is my emulator setting..
Emulator setting
Things that I have done is as per below
Choose ANGLE (D3D11) for OpenGL ES Renderer at the emulator advance setting
Choose Software - GLES 2.0 graphic for the Emulated Performance during create emulator
Try both R and Q for the system image during create the virtual device
Update the SDK based on the system image set at the emulator
System image selection
Issue
I compile the source code at different laptop (Laptop A) and it manage to display error at the web console using google inspect
it display "newtrustedfunctionforjit fn.bind is not a function"..
Founding
the issue is related to the chrome version 83 and the browser need an upgrade to solve the issue
The emulator is not using a browser (it using web view) hence I cannot update the google version
Solution
download new skin for newer android model into laptop A
download same skin on the laptop B (the laptop that I initially come with this post)
Below is the explanation from GitHub for angular
Explanation about the chrome issue
Below is my new System Image
Release Name S
API Level 31
ABI x86_64
Target Android 12 (Google APIs)
New System Image

Hololens Emulator: Unreal Engine app completely black, though Win64 works

I have taken the "default game" (tables and chairs) of Unreal Engine 4.26, and packaged it for the Hololens emulator using these instructions.
I can launch the latest Hololens emulator (10.0.19041.1136) and install the Unreal application, and an icon shows up for it in the apps panel. But when I launch the app, the entire screen is black. When packaging the application for Windows (64 bit), the application works just fine.
What could be the issue? Older versions of Unreal Engine work fine, in particular I have verified that Unreal Engine version 4.25 works with the emulator.
Other perhaps relevant info: Intel Core i7-5960X, Windows 10 version 1909 build 18363.1440, NVIDIA GeForce RTX 2080 Ti, Version 456.71.
I have also used the Unreal 4.26-chaos engine, completely fresh. I choose a blank project from the Games category, C++, Scalable 2D or 3D, raytracing disabled, mobile/tablet with starter content. Then add the Microsoft Windows Mixed reality plugin and the Hololens plugin. In settings I get a signing certificate and define a project name, using Windows SDK version 10.0.18362. Again, no joy. The same thing, just as a Blueprint, not a C++ project, also does not work.
Also checked Hololens emulator version 10.0.19041.1117. No joy.
We followed all the steps exactly per docs including the “run in VR mode setting” in packaging and reproduced this issue today.
So, we are going to recommend to you to file a defect over with UE 4.26 via Unreal Engine Support | Get Help and Customer Service for UE - Unreal Engine. Besides, you can also open a support case via http://aka.ms/hololenssupport for free to discuss further too on anything we can offer for HoloLens 2 emulator/device:
The issue in the Epic's article. You should enable the "start in VR" option in Project > Description > Settings as from
https://learn.microsoft.com/en-gb/windows/mixed-reality/develop/unreal/tutorials/unreal-uxt-ch6
It was added in 4.26.
And we don't support Unreal 4.26-chaos yet. Please take simple 4.26.

Arm64 is not showing in Unity 5.6.6 32bit

I made a game and tried to upload in google play store but it said to set my native code to 64 bit android. I searched for the solution in which I found out to check ARM64 in player setting but I couldn't find that check button. Could anyone help me..?
Based on this unity blog:
The move to a 64-bit Android world is imminent, and we at Unity
believe that it’s a good thing! We added support for Android 64-bit
with Unity 2018.2, and we have now backported it to Unity 2017.4. Read
on to get more details on Google’s 64-bit requirement, ARM 64-bit
advantages, and Android App Bundle support in Unity.

Vuforia augment reality windows

Can you please tell me, if vuforia can run on a PC? I have tried to make an .EXE file, but it does not work.
Please tell me how can I run vuforia apps on my PC? Should I build it for Windows store using Unity and then run it on Windows 8?
Can you please tell me vuforia can run on pc
Answer is No. You cannot build windows or mac app with Vuforia. Vuforia is only supported on Mobile Platforms (iOS, Android).
But you want to test on Windows, you can run your app and test in unity Editor mode with webcamera attached. I hope it will answer your question.
download unity from the unity website , install & run
download vuforia and vuforia sample for unity on vuforia website
create unity project and add vuforia package to the project
There are some tutorials for you for importing the samples and ofcourse you need to get a key with the name of your project.
Have a look at this https://www.youtube.com/watch?v=HnjbTytHH6U
For now, and without plugin, the answer is no. But,
Vuforia is work on supporting win 10, so maybe months later, you can develop a win 10 universal app.
There is some plugin support build the app for windows and Mac, it costs much money. The plugin is provided by maximarouf
As the answers above, I agree that it is enough to run in unity editor for presantation and test.
Vuforia now has a Windows 10 Early Access Program. You can apply for participation and may get access to the Windows 10 UWP SDK.
However, it currently only supports Intel based devices, like the Surface Book and Surface Pro series.
Alternatively, you can use the Unity3D Plugin to build an app which works on Windows.
No vuforia is not supported . U will get Vuforiawrapper.dll missing error when you try to .
Instead what you could do is , make an APK , Download Bluestacks and install it in PC and emulate your vuforia app in PC . But no Vuforia is not made for PC. It supports UWP though which means Windows Tablet , Windows Phone, Hololens .

AppWarp Unity SDK fails to connect with CONNECTION_ERROR error

I'm running into this basic issue while integrating the AppWarp Unity SDK (no version is specified, downloaded on 10 of March) with Unity 4.3.4 Android player.
The AppWarpVikingMobile sample fails with the same error.
"telnet appwarp.shephertz.com 12346" does connect to the server. Wireshark shows no packets (running with a filter "host appwarp.shephertz.com").
There is a similar issue asked here on February, but it is unresolved still.
Seems that it's SDK import/compatibility issue.
Any ideas?
When running in the player you have to use the AppWarpUnity.dll asset. Its only when building the apk to run on a physical device you need to build with AppWarpUnityMobile.dll asset (and NOT AppWarpUnity.dll) along with the native plugins provided.
It can be a bit confusing because Unity has different restrictions on different versions (Pro and Free) for different platforms with regards to plugins and sockets. AppWarp's goal is to give developers a way to use it with or without the Unity Pro on all platforms.
The interface exposed by the assets is the same so your application code need not change.