Location of network settings class in android jellybean - android-source

I’m developing for android jelly bean and I would like to add a field to the network settings menu, but can’t seem to find it in the android source code….
I’ve looked in packages-apps-settings-src-android-settings but then didn’t know exactly where to look.
Can anyone help me please?

You should first have a look at the packages/apps/Settings/res/xml/setting_headers.xml file which list the different categories used in the Settings app.
Then, you can implement a new category by looking how others are implemented - for example the "Data usage" setting is implemented in src/com/android/settings/DataUsageSummary.java (the fragment is referenced from the setting_headers.xml file).

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HoloLens 2 Research Mode with Unreal - How?

I'm new here, so feel free to give tips where needed. I am running into trouble using the Unreal engine combined with the HoloLens 2.
I would like to access the special black/white cameras of the HoloLens, for tracking purposes. These are normally not accessible. However, they can be activated by using the “perceptionSensorsExperimental” capability. This should be possible, since it also works with Unity: https://github.com/doughtmw/HoloLensForCV-Unity
I have tried to add the capability in the Unreal Project Settings: Config\HoloLens\HoloLensEngine.ini” -> “+RescapCapabilityList=perceptionSensorsExperimental”. The project still builds as expected, but I noticed that it doesn’t matter what I add here. Even something random like “+abcd=efgh” doesn’t break the build.
However, if I add “+CapabilityList=perceptionSensorsExperimental”, I get “Packaging (HoloLens): ERROR: The 'Name' attribute is invalid - The value 'perceptionSensorsExperimental' is invalid according to its datatype 'http://schemas.microsoft.com/appx/manifest/types:ST_Capability_Foundation' - The Enumeration constraint failed.”. I conclude: 1.) I’m making the changes in the right file. 2.) The right scheme needs to be configured in order for “+RescapCapabilityList=perceptionSensorsExperimental” to work as expected.
My question is how do I add the right schema to my Unreal project? (like in the Unity example referenced above, which uses “http://schemas.microsoft.com/appx/manifest/foundation/windows10/restrictedcapabilities”), I cannot find any example and I cannot find any proper place to put it. Not in the settings, not in the xml/ini files. Clearly, I am missing something.
Any thoughts are much appreciated!
Updated. We released HoloLens-ResearchMode-Unreal plugin

Where the heck is Unity's CrossPlatformValidator?

I'm trying to use Unity's excellent new CrossPlatformValidator
(Such as seen ...
http://docs.unity3d.com/Manual/UnityIAPValidatingReceipts.html or
https://docs.google.com/document/d/1dJzeoGPeUIUetvFCulsvRz1TwRNOcJzwTDVf23gk8Rg)
But it can't be found! Naturally I am ...
using UnityEngine;
using UnityEngine.Purchasing;
I also tried different stripping and .Net levels. Nothing.
Anyone have a clue about this?
The type or namespace name `CrossPlatformValidator' could not be found. Are you missing a using directive or an assembly reference?
Stuff like this is usually found at UnityEngine.Experimental but it wasn't there when I looked so I guess it is not a new feature.
1. You can find it by going to Windows -> Services. Sign in on the Window displayed, usually on the right.
2. Create a Project ID on that Window.
3. Click on In-APP Purchasing. It is checked to OFF, click on it then click Enable.
Note: You must Sign in to be able to Enable it and you must Enable it before you can use it from Script.
Finally, the completely undocumented namespace is:
using UnityEngine.Purchasing.Security;
note that one can see this in the generated "tangle" files, for example, if one forgets it. :/
Mono Dev can often help you find things.
Right click on unresolved class -> Resolve
Screenshot of resolve function in Mono Dev.:

In CQ5, my responsive emulator devices list is empty

To start, I followed these directions exactly as it's stated: http://dev.day.com/docs/en/cq/5-6/developing/mobile/responsive.html
The problem is, despite all of that, my Devices dropdown on the sidekick in preview mode is empty.
The list works without issue in the Geometrixx Media without issue.
I made sure I set the cq:deviceGroups and the sling:OsgiConfig as required, and also included the simulator.js in the head tags.
Edit: I have found that if I set the resourceType on the root level page to geometrixx-media/components/page, which is their working demo, it works. I have completely removed all jsp and config items from that component page and it still continues to work anyways.
Does anyone know of something that is missing from the documents, and how to fix the issue?
Thanks.
This is what I did to resolve this issue:
I am going to assume your application name is jason-riis
In CRXDE|Lite create a config folder in /apps/jason-riis/
Now create a node of:
TYPE=sling:OsgiConfig
NAME=com.day.cq.wcm.mobile.core.impl.MobileEmulatorProvider-<*alias>
*alias could be anything, I gave my application name. What it does is it will get you a unique PID when you look at it in configuration Manager
If you go to your configuration manager now, you should be able to see two MobileEmulatorProvider config settings.
Add a node property to node you just created:
NAME=mobile.resourceTypes
TYPE=String[] (you have to click multi at the end of the value textbox)
VALUE=jason-riis/components/<*page>
*page is all the components that has sling:resourceSuperType of foundation/components/page and it is a multi array so it should look like this
jason-riis/components/page, jason-riis/components/widepage, jason-riis/components/newspage
I assume you already have the cq:include for simulation in your header. This makes the devices button appear in preview mode.
Last thing is, go to your website root page's jcr:content [/content/jason-riis/jcr:content] and add node property
NAME=cq:deviceGroups
TYPE=String[]
*VALUE=/etc/mobile/groups/touch, /etc/mobile/groups/smart
*If you go to this etc path in CRXDE|Lite; you will see more relevant information in jcr:content node. This will help you in creating your own custom emulator list.
You should be able to see the dropdown now, with options of iPhone and iPad and all. I know AEM docs are frustrating, let me know if there is any confusion.

How can I do Junit tests for Google Maps in Android?

I am using the Google Maps API in an Android project and now I need to test it using JUnit if possible. (I am somewhat new to both JUnit and Google Maps.) I have been scouring the internet but was unable to find anything.
The map view has dots/pins for stations and when I tap one I get a balloon popup with the name and other info. Then when I tap the balloon I get a new view with information about the location and actions to perform such as navigate.
What I want to know is, is it possible to write a JUnit test case that finds all these dots/pins, taps them, and verifies information on the new view that pops up? Additionally, I would like to change/mock the location that the GPS has and see what happens if I try to, say navigate overseas or something like that.
I do have a list view of the same locations which I will test as well, but I would like to know if there is a way to test the map view.
I would prefer an automated test script like what JUnit provides. If this is not possible with JUnit what is the best alternative?
I am working with Android 4.0 and using Eclipse.
Any help would be greatly appreciated.
In case anyone wants to know after much searching I finally found something that can test Google Maps. Things such as zoom level and I believe tap pin (method is called tapMapMarkerItem()) are supported. I have not tested the pin tap yet tho.
Apparently the awesome Robotium does not support map testing by itself. Nicholas Albion was nice enough to create an extension to provides testing support for maps on Android. Thank you so much Nicholas!
So here it is:
1. Download the Robotium jars from robotium.org (I found this helpful http://www.vogella.com/articles/AndroidTesting/article.html - by Lars Vogel)
2. Download the extension from https://github.com/nalbion/robotium-maps

Getting error in app porting

I am porting an app from HVGA (Bada 2.0.2 device ) to WVGA( Bada 1.2) using ecllipse( version 2.0.2 ).
For this I have done the following changes in my project
Project-> Properties/Bada build
Set Model WVGA and set AutoScaling true(480x800)
I have create a form of Resolution 480x800.
For images I have add a folder in Resouce folder
-> 480x800
->ScreenDensity-High
and place all my resources in these folder .
But my app crashes when I click the button in the app to Select more images as requirement in my app and the log show Output as Shown
Info, Installation completed.
0080.772,EXCEPTION,P32,T00,A125,Osp::Media::__Image::HasAlphaChannels (1547) > [E_UNSUPPORTED_FORMAT]
0080.774,EXCEPTION,P32,T00,A125,Osp::Media::Image::HasAlphaChannels (599) > [E_UNSUPPORTED_FORMAT] Propagated.
0080.851,EXCEPTION,P32,T00,A125,Osp::Media::__Image::HasAlphaChannels (1547) > [E_UNSUPPORTED_FORMAT]
0080.851,EXCEPTION,P32,T00,A125,Osp::Media::Image::HasAlphaChannels (599) > [E_UNSUPPORTED_FORMAT] Propagated.
I had check for this in the Bada Help but unable to find solution.Please give your suggestion to solve this problem
As I see you just moved your Images (optimized for HVGA) to a new folder to use them for WVGA.
If I understand it correctly, I suggest that you with the reference of bada development documentation in your SDK (through bada IDE help system) which specifies that what is the specific images properties for WVGA screens, change your images properties to a compatible ones (re-size them) and rebuild your project.
I think the problem will solve , we like your feedback.
best regards.
I find the reference for you mate: Using Customized and Optimized Resources