how to get Cell Signal Strength in Lte without getAllCellInfo in android - android-activity

I am using bellow code to get Signal Strength in Lte.
for (final CellInfo info : tm.getAllCellInfo()) {
if (info instanceof CellInfoLte) {
final CellSignalStrengthLte lte = ((CellInfoLte) info).getCellSignalStrength();
lte.getDbm();
}
}
But getAllCellInfo in returning NULL. So what is way to initialize CellSignalStrengthLte without calling tm.getAllCellInfo?
my API version is 17.

Related

Flutter Future timeouts not always working correctly

Hey I need some help here for How to use timeouts in flutter correctly. First of all to explain what the main goal is:
I want to recive data from my Firebase RealTime Database but need to secure this request api call with an time out of 15 sec. So after 15 sec my timeout should throw an exception that will return to the Users frontend the alert for reasons of time out.
So I used the simple way to call timeouts on future functions:
This functions should only check if on some firebase node an ID is existing or not:
Inside this class where I have declared this functions I also have an instance which called : timeoutControl this is a class which contains a duration and some reasons for the exceptions.
Future<bool> isUserCheckedIn(String oid, String maybeCheckedInUserIdentifier, String onGateId) async {
try {
databaseReference = _firebaseDatabase.ref("Boarding").child(oid).child(onGateId);
final snapshot = await databaseReference.get().timeout(Duration(seconds: timeoutControl.durationForTimeOutInSec), onTimeout: () => timeoutControl.onEppTimeoutForTask());
if(snapshot.hasChild(maybeCheckedInUserIdentifier)) {
return true;
}
else {
return false;
}
}
catch (exception) {
return false;
}
}
The TimeOutClass where the instance timeoutControl comes from:
class CustomTimeouts {
int durationForTimeOutInSec = 15; // The seconds for how long to try until we throw an timeout exception
CustomTimeouts();
// TODO: Implement the exception reasons here later ...
onEppTimeoutForUpload() {
throw Exception("Some reason ...");
}
onEppTimeoutForTask() {
throw Exception("Some reason ...");
}
onEppTimeoutForDownload() {
throw Exception("Some reason ...");
}
}
So as you can see for example I tried to use this implementation above. This works fine ... sometimes I need to fight with un explain able things -_-. Let me try to introduce what in somecases are the problem:
Inside the frontend class make this call:
bool isUserCheckedIn = await service.isUserCheckedIn(placeIdentifier, userId, gateId);
Map<String, dynamic> data = {"gateIdActive" : isUserCheckedIn};
/*
The response here is an Custom transaction handler which contains an error or an returned param
etc. so this isn't relevant for you ...
*/
_gateService.updateGate(placeIdentifier, gateId, data).then((response) {
if(response.hasError()) {
setState(() {
EppDialog.showErrorToast(response.getErrorMessage()); // Shows an error message
isSendButtonDiabled = false; /*Reset buttons state*/
});
}
else {
// Create an gate process here ...
createGateEntrys(); // <-- If the closures update was successful we also handle some
// other data inside the RTDB for other reasons here ...
}
});
IMPORTANT to know for you guys is that I am gonna use the returned "boolean" value from this function call to update some other data which will be pushed and uploaded into another RTDB other node location for other reasons. And if this was also successful the application is going on to update some entrys also inside the RTDB -->createGateEntrys()<-- This function is called as the last one and is also marked as an async function and called with its closures context and no await statement.
The Data inside my Firebase RTDB:
"GateCheckIns" / "4mrithabdaofgnL39238nH" (The place identifier) / "NFdxcfadaies45a" (The Gate Identifier)/ "nHz2mhagadzadzgadHjoeua334" : 1 (as top of the key some users id who is checked in)
So on real devices this works always without any problems... But the case of an real device or simulator could not be the reason why I'am faceing with this problem now. Sometimes inside the Simulator this Function returns always false no matter if the currentUsers Identifier is inside the this child nodes or not. Therefore I realized the timeout is always called immediately so right after 1-2 sec because the exception was always one of these I was calling from my CustomTimeouts class and the function which throws the exception inside the .timeout(duration, onTimeout: () => ...) call. I couldn't figure it out because as I said on real devices I was not faceing with this problem.
Hope I was able to explain the problem it's a little bit complicated I know but for me is important that someone could explain me for what should I pay attention to if I am useing timeouts in this style etc.
( This is my first question here on StackOverFlow :) )

How can I handle high traffic increase on my google cloud feature?

My situation is the following:
I developed a game, where people can save their progress via google cloud. I'm releasing big content-updates, resulting in many people returning to my game at the same time, trying to get their savegame.
This overload causing my customers to get stucked in the savegame-loading process - not able to start playing with their progress.
Here's an updated 4 days screenshot of the cloud-api-dashboard
(And here's the old "12 hours" screenshot of the cloud-api-dashboard)
more informations about the Project:
The game keeps using the "save in cloud"-function in the background on some stages of the game to provide players with the functionality to play on two diffrent devices.
I'm using Unity 2019.3.9f1 and the Asset "Easy Mobile Pro 2.17.3" for the Game-Service-Feature.
The "Google Play Games Plugin" has the version "0.10.12" and can be found on github
more informations about the Cloud-Situation:
The OAuth "user type" is "External" (and can't be changed)
The OAuth user cap display shows "0/100" for the user-cap
And The OAuth rate limits is displaying this for the token-grant-rate (highest "Average Token Grant Rate" is 3,33 of 10.000 as limit)
All used quotas are within the limit. The project reaches
1/10 of "queries per day" (1.000.000.000 max) and
1/2 of "queries per 100 sec" (20.000 max).
more informations about the Error-Trace in the cloud-API:
On my search for a better Error-Log I tried to find “Cloud Logging”-tools in the “Google Cloud Platform”-console. But every section i tried won’t display anything:
“Logging” (Operations tool) is empty
“Cloud Logging API” says: “no data available for the selected time frame.”
“Cloud Debugger API” says: “no data available for the selected time frame.”
I can't find a more detailed variant of the errors as this (the "Metrics"-Section in the "Google Drive API"):
Is there anything I miss to get a better insight?
more informations about the Core-Code
As I mentioned, I’m using “EasyMobilePro”, so I have one “SaveGame”-Var and 8 calls for google and apple as well. I already contacted their support: They assured me that those calls are unchangeable & kind of rock solid (so it can’t be caused from their code) and I should try to contact google if the problem is not on my side.
The 5 calls from EasyMobile for cloudsave are:
bool “GameServices.IsInitialized()”
void “GameServices.OpenWithAutomaticConflictResolution”
void “GameServices.WriteSavedGameData”
void “GameServices.ReadSavedGameData”
void “GameServices.DeleteSavedGame”
The 3 calls from EasyMobile for cloud-login are:
void “GameServices.Init()”
delegate “GameServices.UserLoginSucceeded”
delegate “GameServices.UserLoginFailed”
The Process, that causes the Issue:
I call “GameService.Init()”, the user logs in (no problem)
On that “LoginSuccess”-Callback I call my Function “HandleFirstCloudOpening”:
//This Method is Called, after the player Pressed "Save/ Load" on the StartScreen
//The button is disabled imidiately (and will be re-enabled if an error/fail happens)
public void TryCallUserLogin() {
if (!IsLoginInit) {
EasyMobile.GameServices.UserLoginFailed += HandleLoginFail;
EasyMobile.GameServices.UserLoginSucceeded += HandleFirstCloudOpening;
IsLoginInit = true;
}
if (!IsGameServiceInitialized) {
EasyMobile.GameServices.Init();
} else { //This "else" is only be called, if the "Init" was successfull, but the player don't have a connected savegame
HandleFirstCloudOpening();
}
}
private void HandleLoginFail() {
//(...) Show ErrorPopup, let the player try to login again
}
private void HandleFirstCloudOpening() {
if (currentSaveState != CloudSaveState.NONE) {
CloudStateConflictDebug(CloudSaveState.OPENING);
return;
}
currentSaveState = CloudSaveState.OPENING;
EasyMobile.GameServices.SavedGames.OpenWithAutomaticConflictResolution(cloudSaveNameReference, UseFirstTimeOpenedSavedGame);
}
private void UseFirstTimeOpenedSavedGame(EasyMobile.SavedGame _savedGame, string _error) {
currentSaveState = CloudSaveState.NONE;
if (string.IsNullOrEmpty(_error)) {
cloudSaveGame = _savedGame;
ReadDataFromCloud(cloudSaveGame);
} else {
ErrorPopupWithCloseButton("cloud_open", "failed with error: " + _error);
}
}
private void ReadDataFromCloud(EasyMobile.SavedGame _savedGame) {
if (_savedGame.IsOpen) {
currentSaveState = CloudSaveState.LOADING;
EasyMobile.GameServices.SavedGames.ReadSavedGameData(_savedGame, UseSucessfullLoadedCloudSaveGame);
} else { //backup function if the fresh-opened savegame is "closed" for some reason (can happen later while "saving" ingame)
HandleFirstCloudOpening();
}
}
private void UseSucessfullLoadedCloudSaveGame(EasyMobile.SavedGame _game, byte[] _cloudData, string error) {
if (!string.IsNullOrEmpty(error)) {
ErrorPopupWithCloseButton("cloud_read", "Reading saved game data failed: " + error);
return;
}
if (_cloudData.Length > 0) {
//A function, that converts the saved bytes to my useable Savegame-Data
//having a "try&catch": if it fails, it useses the callback with the param "null"
SaveGameToByteConverter.LoadFromBytes<CoreSaveData>(_cloudData, UseSucessfullConvertedSavegameData);
} else {
//this will "fail", causing the use of the callback with the param "null"
SaveGameToByteConverter.LoadFromBytes<CoreSaveData>(null, UseSucessfullConvertedSavegameData);
}
}
private void UseSucessfullConvertedSavegameData(CoreSaveData _convertedSaveGame) {
//Has a Loaded & normal SaveGame in his cloud
if (_convertedSaveGame != null) {
//Loaded Save matches verify-conditions
if (CheckLoadedSaveIsVerified(_convertedSaveGame)) {
OverrideGameSaveDatawithLoaded(_convertedSaveGame);
ReloadCurrentScene();
return;
} else { //This happens if the cloud-save doesn't pass my verification-process
ErrorPopupWithCloseButton("cloud_loadedSave", "Couldn't find a compatible Savegame!");
return;
}
} else { //User uses Cloud-save for the frist Time or has an unusable savegame and gets a "new" (lost his old data)
TrySaveGameToCloud((bool _saved) => {
SaveAllGameFilesLocally();
});
}
}
I shrunk the code by removing most of my “if error happens, do XY”, since there are many and they would extend the reprex. If necessary I can provide a more detailed (but more complicated) code.
current conclusion
I can't find any issue on my side, that wouldn't have been fixed with a "restart of the game" or woudln't been covered by an error-popup for the user. It's like they are queued because of the amount of users and need to wait way too long for a response. Some users told us they had to wait & tried "x hours" (it's variable from 2h to 36h) and then they passed to play with their progress (so it worked). But some players mentioned they couldn't play again on the next day (same problem). Like their "access-token" only holds for a day?
Edit-History:
(1) updated the first dash-board-picture to match the ongoing situation
(1) added "more informations about the cloud-situation"
(1) can't find a more detailed error-log
(2) removed most pictures as displayables (kept the links)
(2) added "more informations about the Error-Trace in the cloud-API"
(2) added "more informations about the Core-Code" and a Reprex
(2) added "current conclusion"

Write to HID with Chip Selection with .NET Console App

Hi I am writing a simple console app that needs to write bytes to MCP2210 USB to SPI Master
I found this library over here, seems to do good job with connecting the device and reading the metadata.
I am writing message to the board as below
public static byte[] Talk()
{
var device = DeviceList.Local.GetHidDevices(1240, 222).FirstOrDefault();
if (device == null)
{
Console.WriteLine($"Could not find a device with Vendor Id:1240, Product Id:222 ");
return null;
}
var reportDescriptor = device.GetReportDescriptor();
foreach (var deviceItem in reportDescriptor.DeviceItems)
{
Console.WriteLine("Opening device for 20 seconds...");
if (!device.TryOpen(out var hidStream))
{
Console.WriteLine("Failed to open device.");
continue;
}
Console.WriteLine("Opened device.");
hidStream.ReadTimeout = Timeout.Infinite;
hidStream.Write(new byte[3] {60, 00, 00});
}
Not sure If I am writing it correctly.
While writing I need to do a chip selection as displayed in this other terminal
Any help is greatly appreciated
Here is the MC I am using https://www.microchip.com/wwwproducts/en/MCP2210
I do not see a closing of your stream. This may cause your data to not even being sent (at least not in time).
Consider using blocks with streams.
But with out parameters not possible.

Eclipse plugin - getting the IStackframe object from a selection in DebugView

So, this is the problem I am stuck at for a few weeks.
I am developing an Eclipse plugin which fills in a View with custom values depending on a particular StackFrame selection in the Debug View.
In particular, I want to listen to the stackframe selected and would like to get the underlying IStackFrame object.
However, I have tried more than a dozen things and all of them have failed. So I tried adding DebugContextListener to get the DebugContextEvent and finally the selection. However, the main issue is that ISelection doesn't return the underlying IStackFrame object. It instead returns an object of type AbstractDMVMNode.DMVMContext. I tried getting an adapter but that didn't work out too. I posted this question sometime back also:
Eclipse Plugin Dev- Extracting IStackFrame object from selection in Debug View
Since then, I have tried out many different approaches. I tried adding IDebugEventSetListener (but this failed as it cannot identify stack frame selection in the debug view).
I tried adding an object contribution action but this too was pointless as it ultimately returned me an ISelection which is useless as it only returns me an object of class AbstractDMVMNode.DMVMContext and not IStackframe.
Moreover, I checked out the implementation of the VariablesView source code itself in the org.eclipse.debug.ui plugin. It looks like a few versions back (VariablesView source code in version 3.2), the underlying logic was to use the ISelection and get the IStackFrame. All the other resources on the internet also advocate the same. However, now, this scheme no longer works as ISelection doesn't return you an IStackFrame. Also, the source code for the latest eclipse Debug plugin (which doesn't use this scheme) was not very intuitive for me.
Can anyone tell how I should proceed ? Is hacking the latest Eclipse source code for VariablesView my only option ? This doesn't look like a good design practice and I believe there should be a much more elegant way of doing this.
PS: I have tried all the techniques and all of them return an ISelection. So, if your approach too return the same thing, then it is most likely incorrect.
Edit (Code snippet for trying to adapt the ISelection):
// Following is the listener implemnetation
IDebugContextListener flistener = new IDebugContextListener() {
#Override
public void debugContextChanged(DebugContextEvent event) {
if ((event.getFlags() & DebugContextEvent.ACTIVATED) > 0) {
contextActivated(event.getContext());
}
};
};
// Few things I tried in the contextActivated Method
//Attempt 1 (Getting the Adapter):
private void contextActivated(ISelection context) {
if (context instanceof StructuredSelection) {
Object data = ((StructuredSelection) context).getFirstElement();
if( data instanceof IAdaptable){
System.out.println("check1");
IStackFrame model = (IStackFrame)((IAdaptable)data).getAdapter(IStackFrame.class);
if(model != null){
System.out.println("success" + model.getName());
}
}
}
}
// Attemp2 (Directly getting it from ISelection):
private void contextActivated(ISelection context) {
if (context instanceof StructuredSelection) {
System.out.println("a");
Object data = ((StructuredSelection) context).getFirstElement();
if (data instanceof IStackFrame) {
System.out.println("yes");
} else {
System.out.println("no" + data.getClass().getName());
}
}
// This always execute the else and it prints: org.eclipse.cdt.dsf.ui.viewmodel.datamodel.AbstractDMVMNode.DMVMContext
}
// Attemp3 (Trying to obtain it from the viewer (similiar to object action binding in some ways):
private void contextActivated(ISelection context) {
VariablesView variablesView = (VariablesView) PlatformUI.getWorkbench().getActiveWorkbenchWindow().getActivePage().findView(IDebugUIConstants.ID_VARIABLE_VIEW);
if (variablesView != null) {
Object input = ((TreeViewer) variablesView.getViewer()).getInput();
if(input != null) System.out.println(input.getClass().getName());
if (input instanceof IStackFrame) {
System.out.println("success");
} else if (input instanceof IThread) {
System.out.println("success");
try {
IStackFrame[] stackFrames = ((IThread) input).getStackFrames();
for (IStackFrame iStackFrame : stackFrames) {
printVariables(iStackFrame);
}
} catch (DebugException e) {
e.printStackTrace();
}
}
}
}
While I am building this view to work with both JDT & CDT, I am testing it out on the C project. So, this might be the reason why I always get the returned object type as AbstractDMVMNode.DMVMContext. Should my implementation be different to handle both these cases ? I believe I should be building a generic view. Also, if AbstractDMVMNode.DMVMContext is CDT specific, I should I go about implementing it for the CDT case?

Re-evaluatiing a condition in jscript

So I have a little sensor in my 'scene' and when it gets blocked I want my program to wait 4 seconds and if the sensor is still blocked I want it to alert the user.
The script works fine if the sensor remains blocked.
However, if you block the sensor for less than the 4 seconds and then remove the part from the sensor (which should result in no alert since the sensor is no longer blocked) the alert still runs even though the condition is no longer true.
Can any buddy see what I am doing wrong here?
The OnBlocked() function runs when the sensor is blocked and the OnCleared() function runs when the sensor is cleared.
The OnisBlockedUpdated() function runs when the isBlocked property is updated.
function OnBlocked( sender : Demo3D.Visuals.PhysicsObject, load : Demo3D.Visuals.Visual )
{
sender.isBlocked = true;
sender.PropertiesUpdated();
}
function OnCleared( sender : Demo3D.Visuals.PhysicsObject, load : Demo3D.Visuals.Visual )
{
sender.isBlocked = false;
sender.PropertiesUpdated();
}
function OnisBlockedUpdated( sender : Demo3D.Visuals.BoxVisual, value : System.Boolean, oldValue )
{
var blockingObj : Demo3D.Visuals.BoxVisual = sender.BlockingLoad;
if (value)
{
print("isBlocked");
wait(4);
sender.PropertiesUpdated();
if(value)
{
alert("The object '" + blockingObj + "' is too tall for this bay.");
}
else
{
return;
}
}
if(!value)
{
print("cleared");
return;
}
}
if you block the sensor for less than the 4 seconds and then remove the part from the sensor (which should result in no alert since the sensor is no longer blocked) the alert still runs even though the condition is no longer true
The function is still running while you're doing your wait(), and the value parameter will be passed in by-value, not by-reference, so it isn't going to change in the middle of the body of the function.
If you want to evaluate that value after the wait has completed, you're going to have to get the current value, rather than the value passed into the function.
Try:
if (value)
{
print("isBlocked");
wait(4);
sender.PropertiesUpdated();
if(sender.isBlocked) // *** This is the line I changed
{
// ...
Although I'm not sure if sender is going to be the same object as in the OnBlocked or OnCleared function, since it is a different type. You may need to figure out some way to get a reference to that same sender : Demo3D.Visuals.PhysicsObject object.