I'm using SDK 5.1 and have tested a javascript app on the emulator. Now I'm struggling to install the app on my 2014 model.
I followed the samsung guide for 2014 models (http://www.samsungdforum.com/Guide/art00121/index.html).
I've logged in with the "develop" account, typed in the ip and clicked "start user app sync". Then I get a popup "User Apps sync requested - OK"
My problem is, that (even after several minutes) the app doesn't appear in the app-section of my tv.
I've checked my access.log of the apache and have found code 200 for the widgetlist.xml and the zip-file:
GET /widgetlist.xml?timestamp=1420139182690 HTTP/1.1' 200 307
GET /Widget/MyApp_0.100_Europe_20150101.zip HTTP/1.1' 200 460823
So, the tv should have received the files, but doesn't install the app.
Here is my widgetlist.xml:
<?xml version='1.0' encoding='UTF-8' standalone='no'?>
<rsp stat='ok'>
<list>
<widget id='MyApp'>
<title>Test</title>
<compression size='460823' type='zip'/>
<description>Test</description>
<download>http://xxx.xxx.xxx.xxx/Widget/MyApp_0.100_Europe_20150101.zip</download>
</widget>
</list>
</rsp>
Here my widget.xml:
<?xml version="1.0"encoding="UTF-8"?>
<widget>
<ThumbIcon>icon/ThumbIcon.png</ThumbIcon>
<BigThumbIcon>icon/BigThumbIcon.png</BigThumbIcon>
<ListIcon>icon/ListIcon.png</ListIcon>
<BigListIcon>icon/BigListIcon.png</BigListIcon>
<category>Information</category>
<autoUpdate>n</autoUpdate>
<cpname></cpname>
<cpauthjs></cpauthjs>
<login>y</login>
<ver>0.100</ver>
<mgrver>1.000</mgrver>
<fullwidget>y</fullwidget>
<srcctl>y</srcctl>
<ticker>n</ticker>
<childlock>n</childlock>
<audiomute>n</audiomute>
<videomute>n</videomute>
<dcont>y</dcont>
<network>y</network>
<widgetname>MyApp</widgetname>
<description></description>
<width>960</width>
<height>540</height>
<author>
<name></name>
<email></email>
<link></link>
<organization></organization>
</author>
</widget>
Do you have any idea, what the problem could be? Is there any log on the tv, which could be accessed to get more information?
Thanks for your help!
Try zipping it up and putting it on the USB stick. Open SmartHub and insert the drive. You should see your app in the hub. If all goes well.
In my case, it was a problem in the index.html?!? After changing the order of the included files in the (.css before .js) it's now working.
Interesting for me, that this causes a problem during sync between web server and tv
Same thing happened to me when my completely tested app on other Samsung platforms(Samsung TV 2012,2013,2014) Failed to load on Samsung Blu-Ray player which have similar steps of loading app on TV.
After enormous test and trials i finally figured out that there was one particular jquery library jquery-latest.js which was stopping the app from being uploading to Blu-Ray player. So i re factored the app to another jquery library...and now app is working fine
Related
So by following different instructions online, I connected laptop to GoPro 3 silver using wifi.
I browsed to the URL
http://10.5.5.9:8080/live/
and this is where I am supposed to see options where I could copy the URL for media streaming.
But this image shows that live folder is coming up empty.
I am expecting to find something like : http://10.5.5.9:8080/live/amba.m3u8
Note- The GoPro is in "GOPRO APP" mode
Thoughts?
Seems like there is some issue with gopro.
Once I connected the GoPro3 with its android app and started streaming on app. the streaming on http would start. weird but that's how it worked for me.
You need to first call the preview on URL:
http://10.5.5.9/camera/PV?t=PASSWORD&p=%02
Password is the SSID pass
I am testing OpenIAB to upgrade from amazon IAP v1 to v2 in Unity. I am using the latest OpenIAB unity plugin.
I am able to query and purchase an IAP but then the call to OpenIAB.consumePurchase returns a failure callback. I am testing with App Tester on amazon.
I get the error below "original json invalid" after calling OpenIAB.consumeProduct(..)
Original json is invalid:
{"itemType":"inapp","orderId":"","packageName":"","sku":"productexample","purchaseTime":0,"purchaseState":0,"developerPayload":"","token":"q1YqVrJSSi_OKynKLEhNzC4uyc9OzSvOTS3Ozc8vKMnMzzNU0lFKAaoxNDEzMzY3NzM2NjY1AoqVAsVyjD18zCMKClx9M4r83V3ySossdUtzygrzc4uC080KK_1dvHMTM8zNcrxCbYFaSpSsDGoB","originalJson":"","signature":"","appstoreName":"com.amazon.apps","receipt":”"}
I am having multiple other issues like I don't get back orderId or receiptID from queryInventorySuccess callback for the purchase that is already made. I see the valid productId but no orderId even though I see the receiptId on App Tester. What is the difference between Token, ReceiptId and OrderId?
Also what is the difference in using the below in manifest for android:name in receiver. Could there be a problem here?
<receiver android:name="com.amazon.inapp.purchasing.ResponseReceiver">
<intent-filter>
<action
android:name="com.amazon.inapp.purchasing.NOTIFY"
android:permission="com.amazon.inapp.purchasing.Permission.NOTIFY"/>
</intent-filter>
</receiver>
compared to using
<receiver android:name="com.amazon.device.iap.ResponseReceiver">
<intent-filter>
<action
android:name="com.amazon.inapp.purchasing.NOTIFY"
android:permission="com.amazon.inapp.purchasing.Permission.NOTIFY"/>
</intent-filter>
</receiver>
If I use the first version in android manifest, then the app just crashes on start
Just purely for the record Htcls,
Since about 2015 Unity3D now has
in-app purchase built-in, as a integrated feature of Unity.
It is incredibly easy to use, compared to any previous approach for IAP/IAB.
https://docs.unity3d.com/Manual/UnityIAP.html
https://unity3d.com/learn/tutorials/topics/analytics/integrating-unity-iap-your-game
It is completely free and completely built-in to Unity.
This has been one of the most significant changes to App industry in some years.
Previously, achieving IAP/IAB (Apple/Google) was a HUGE effort on game titles. (The Prime31 plugins were popular for this.) Often it was more of a chore than making the actual game. It can now be achieved relatively simply WITH NO PLUGINS AT ALL inside Unity.
At this point it would be extremely unusual to use any other approach for IAP/IAB. It is an incredible advance and huge time saver that it is now built-in to Unity.
Regarding
Amazon...
store coverage, follow the thread here
http://forum.unity3d.com/threads/unity-iap-store-guides-amazon-apple-google-play-windows.372647/
https://docs.google.com/document/d/1QxHRo7DdjwNIUAm0Gb4J3EW3k1vODJ8dGdZZfJwetYk
Unity staffer "nicholasr" and others are actively answering all questions on the topic.
Consider this extremely simple code base which shows how the built-in IAP/IAB works
http://forum.unity3d.com/threads/unity-iap-store-guides-amazon-apple-google-play-windows.372647/page-3#post-2565610
I have a problem testing an app for android with unity, when I run the application on my Phone, the application opened and crash inmediatly after that with this message in the logs:
Fatal signal 11 (SIGSEGV) at 0x64397000 (code=2), thread 28557 (UnityGfxDeviceW)
I suposed that is a problem of video memory, I tested on differents phones and only works perfectly on HUAWEI CE0197, on many others phones crash with that error.
I have some plugins installed:
Prime31 EtceteraAndroid (For use camera and file manager).
AndroidNative (for use facebook).
OnlineMaps de Inifnity Code
NGUI for manage the views
Thanks.
Check the options in Player Settings ,there may be some options like Minimum API Level not correct and Stripping Level
Here is my code for starting a service.
public class MyStartupIntentReceiver extends BroadcastReceiver
{
public void onReceive(Context context, Intent intent)
{
Intent callService = new Intent();
callService.setAction("com.xxxx.yyyy.services.StartServiceActivity");
context.startService(callService);
}
}
In manifest file i'm defining broadcast receiver like following.
<receiver android:name=".MyStartupIntentReceiver">
<intent-filter>
<action android:name="android.intent.action.BOOT_COMPLETED"
/>
</intent-filter>
</receiver>
Im declaring the service like following in manifest file
<service android:name=".services.CallService">
<intent-filter>
<action
android:name="com.xxxx.yyyy.services.StartServiceActivity" />
</intent-filter>
</service>
Once user launched my application im starting service from my activity
serviceIntent = new Intent(SplashScreen.this, StartServiceActivity.class);
getApplicationContext().startService(serviceIntent);
Issue is service is working fine with android2.3.5 SDK devices. but not with 4.0 devices. Anything wrong with my code. Please help me to solve.
I find a article from the Internet, hope that it can help u:
Broadcast Regression Confirmed
In a previous post, I cited evidence that the BOOT_COMPLETED broadcast will not work out of the box on Android 3.1 until the user uses your app.
It’s actually somewhat bigger than that.
In the issue that I filed seeking clarification, Ms. Hackborn indicated:
Starting with 3.1 when applications are installed they are in a “stopped” state so they will not be able to run until the user explicitly launches them. Pressing Force Stop will return them to this state.
As a result, when applications are first installed, they are totally ignored by the system until and unless the user manually launches something: clicking on a launcher activity or adding an app widget, most likely.
Developers who had been relying upon getting some sort of system broadcast without user intervention will need to adjust their apps for Android 3.1.
As I wrote in the previous post:
I expect that most apps will be OK. For example, if your boot receiver is there to establish an AlarmManager schedule, you also needed to establish that schedule when the app is first run, so the user does not have to reboot their phone just to set up your alarms. That pattern doesnot change – it’s just that if the user happens to reboot the phone, it will not set up your alarms, until the user runs one of your activities.
UPDATE: To clarify the above quote, once the user runs the app for the first time (and does not Force Stop it), everything behaves as before — a reboot will cause BOOT_COMPLETED broadcasts to be received and so on. However, if the user installs the app, until and unless they run the app manually, no broadcasts will be received. And if the user force-stops the app, until and unless they run the app manually, no broadcasts will be received.
This change is not terribly shocking, as it ratchets up the security another notch by limiting ways malware can run without user knowledge. While it does not offer perfect security — the malware can still install its own copy of an Angry Birds launcher icon and hope users screw up — it is an improvement.
I have a webpage and I was recently asked to create the mobile version for it, now that I've done it I was asked to make an automatic redirection so that if the user goes into the webpage through a PDA/iPhone/Smartphone/etc he/she gets automatically directed to the m.website.com but I have no idea how to do this =/ I've tried some php's and javascripts I found using google but nothing so far has helped me. Could you guys?
Check out WURFL and build a 302 redirector for User-Agents that match its list of mobile browser user-agent strings.
Or, just look for iPhone in the User-Agent and redirect those to your iPhone site. The other browsers command such small market-share it is hardly worth targeting them. iPhone is 67 percent of the mobile web HTML traffic. You could do this in Javascript on your web page.
I have published the last version of "Apache Mobile Filter", this open source project has in the first 8 months, more than 1100 downloads from sourceforge and I suppose the same from CPAN.
The Apache Mobile Filter allows you to access WURFL from any programming language, not just Java and php that is traditionally used for dynamic mobile web sites.
The module detects the mobile device and passes the WURFL capabilities on to the other web application as environment variables. It can also be used to resize images on the fly to adapt to the screen size of the mobile device.
Try it and let me know your opinion.
For more info: http://www.idelfuschini.it/it/apache-mobile-filter-v2x.html
I wrote a JS script called "redirection_mobile.js" to solve this issue. It detects the User Agent and redirects to a mobile version if you're accessing a site from a mobile device.
In some case you want to redirect from a mobile device to a desktop version (like with a link "Go to the main site"), the script will handle that and once you finish your session, you'll access to the mobile version again.
You can find the source code on github here https://github.com/sebarmeli/JS-Redirection-Mobile-Site and you can read more details in one of my article here:
http://blog.sebarmeli.com/2010/11/02/how-to-redirect-your-site-to-a-mobile-version-through-javascript/
perhaps if you list your code that is not working, more help could be provided.
if you've got php, User Agent detection works well in most circumstances.
< ?php
$browser = strpos($_SERVER['HTTP_USER_AGENT'],"iPhone");
if ($browser == true) { header(”Location: http://www.example.com/“); }
}
?>
Also, this looks like a dupe of:
Identifying different mobile handsets and redirecting to different websites
A very similar question was asked and answered here:
How do I determine whether it's a mobile device with PHP?
Traditionally mobile devices have been
detected by comparing the HTTP
User-Agent header against a list of
well known mobile UA strings. A novel
approach instead tries to detect the
presence of a desktop OS - anything
which is found to not be a desktop OS
must then be mobile.
This results in far less false
positives.
I've written a post with sample code
in Python here:
http://notnotmobile.appspot.com
Detect whether a device is a desktop - if it is not then redirect to your mobile site!
Cheers,
John
Once you get your mobile subdomain set-up, be sure to refer to this article from A List Apart which describes how mobile devices react to the CSS attribute, media="handheld". Unfortunately, not all react equally.
http://www.alistapart.com/articles/returnofthemobilestylesheet
The "Apache Mobile Filter" is one of the modules of "Apache Module Registry" portal (http://modules.apache.org/search.php?id=1787)
I use http://detectmobilebrowser.com, and found it is the quickest and easiest way. It works quite well. This site generates server scripts automatically (php, perl, python, coldfusion, apache, jquery, etc.) that detects mobile browser and redirects accordingly. You can just copy and paste the code somewhere in your Index file.
This bit of Javascript also might assist:
<script>
if( /Android|webOS|iPhone|iPad|iPod|BlackBerry|BB10|IEMobile|Opera Mini/i.test(navigator.userAgent) ) //Specify the mobile devices that you would like this if statement to apply to.
{
image_y = document.getElementById('bodyID'); //Get the ID of the body and assign it to a variable.
image_y.parentNode.removeChild(image_y); //Remove the body to prevent anything loading on the screen in case there are issues with the window location redirect.
window.location = "mobile.html"; //Re-assign the window location to a new html page that is caters for the redirect.
}
</script>
I placed it in the start of the HTML body.