Need software to create/run macro to automatically reconnect to the internet - macros

I'm looking for software that will allow me to write a macro/script to get EasyTether to re-connect my Android O/S phone (Ally) to the internet (desktop PC) when the connection gets dropped. The problem is that EasyTether constantly drops the connection. (Every few minutes - a bit random.) I have checked the forums and many, many people have been having the same problem for a long time.
I want the macro/script to check the internet connection every few seconds, and if there's no connection then do a I right click on the EasyTether status bar icon, and select "connect."
I will write the script. I'm looking for the software.
Thanks for any help.

You could do this with AutoIt. (http://www.autoitscript.com/site/autoit/) You can use the "Ping" function (AutoIt) once every few min/sec/whatever and if it returns 0 you run the subroutine to "click" (AutoIt) on the re-connect menu item.

Related

VSCode exits while debugging a flutter app

It seems like vscode is trying to present data in the Locals and/or Watch for a large object but after about 10 seconds, it will kill the app and give the message "Exited (sigterm)" in the debug console. I can pinpoint it to one example where I break on a line immediately after this line:
Uint8List inputBytes = Uint8List.fromList(List.filled(100000000, 0));
I can see "Locals" spinning around but nothing happens and then the app terminates. Is there a setting that can prevent this somehow? Maybe it can cap the represented data at a certain length instead of trying to print it all out?
(I believe this is a vscode specific problem because when I repeat these steps in Android Studio, it doesn't have this issue)
Thanks.
This is a bug in the debug adapter. It should know this is a list and fetch a paged view of the elements, but it's currently fetching them all. For me it doesn't crash, but it also doesn't respond within several minutes.
I'm working on a fix that will let VS Code page through the data:
This will ship in an upcoming Dart/Flutter SDK release.

Hololens 2: WinRT information: Only one usage of each socket address (protocol/network address/port) is normally permitted

Background
I am developing an app in Hololens 2 in Unity(2019.3) using :
MRTK Package
HoloLensForCV
I am following the example from ArUcoHololensDetection in Unity. The plan is to add some functionalities after the ArUco tag detection.
I attach the script ArUcoMarkerDetection to a button so that every time this button is clicked the detection starts. Once the tag has been detected, I call another scene with new scripts.
After tag is detected I call StopHoloLensMediaFrameSourceGroup() from the attached ArUcoMarkerDetection which in turn waits till _pvMediaFrameSourceGroup.StopAsync() is completed.
Error
But however, the script runs successfully for the first time, and then when I click the button starts the process again. It does not work and instead I get this error :
Exception thrown at 0x76E4E2AF in Visual Tag Detector.exe: Microsoft C++ exception: Platform::COMException ^ at memory location 0x0234F428.
HRESULT:0x80072740 Only one usage of each socket address (protocol/network address/port) is normally permitted.
WinRT information: Only one usage of each socket address (protocol/network address/port) is normally permitted.
UnityPlayer.Log
Seems to have no issue-related statements at the end. Only stops at :
Stack trace
(I thought to paste the picture as the pointers from the text were interfering with formatting)
The debugger stops at this file excptptr.cpp .
What I tried
Tried to remove PrivateClientServer and InternetClientServer from Capabilities in Player Settings > Publishing settings
Tried to Load the Scene using SceneManager.LoadSceneAsync("SceneName") and SceneManager.LoadSceneAsync("SceneName", LoadSceneMode.Single)
Checked if the new scene is loaded and the old scene is removed as I suspected the old game objects might interfere with the working.
There seems to be some socket-related code at the end of the script ArUcoMarkerDetection, but the app has the same issues with and without this block of code.
Added Microsoft Symbol Servers in Tools>Debugging>Symbols
Added DontDestroyonLoad() on ArUcoMarkerDetection
Continue
If I click on continue when debugging, the issue is gone and the script works and starts detecting other tags.
I am not able to understand where the socket issue is especially coming into the picture as I have not written any socket-related code myself. The only socket related log statements I can check are in the UnityPlayer.Log at the start of the file :
And I cannot check where exactly is the old socket address is being used as it is on Hololens 2, I am not sure if I can check that.
My router does not have multicasting support therefore debugging with Hololens is unfortunately not possible.
I am wondering if anyone faced the same issue and if so how did you solve it?

Deployed Google Action (production release) cannot be found on Google Assistant

I deployed the production release for my first Google Action. But even 2 weeks after the approved deployment I can find my action neither in the Google Assistant store nor directly via voice activation.
The test versions ran fine and was found every single time. So the invocation name should not be the problem. When I use the generated action link from the console I find the action in the store and can send it to my Smartphone, where I can start it with the sent link. But after closing the app I cannot open it again via voice.
I used two different google accounts on different devices (all are set up in the right language: german), but no chance.
Is this a mistake on Googles side or do I miss anything? In this state I have to open the action every time over the action link which is useless for a voice app :)
Here is the link to my action: https://assistant.google.com/services/invoke/uid/000000c77f740137?hl=de
The invocation would be for example: "Mit Erfolgs-Fans sprechen" (like said, on the test this name was found every single time)
This happened to me too. Though it wasn't in production when I faced it. I was also not able to see the action in Assistant-enabled devices (Google home app/assistant).
It is probably not the invocation name issue, it is just that the action is not being made visible across all the platforms. Some of the solutions I tried were-
Clean cache of the device
Create a new action with everything just the same as in your current actions. It worked once for me!
Go to GCP and under your project, try to understand if there is any pending activity.
Once I created so many actions because I wasn't able to see it that after around 30 days all those actions started to become visible. So, if you can wait that is fine.
In the end, do contact their support with all the relevant information. I hope they should be able to help.
Thank you!

Osascript in Yosemite broken/slow - anyone can confirm?

During 10.8 times I created macro in Keyboard Maestro for adding web pages to Reminders list to read them later.
In Mountain Lion and Maverics it worked fine but in Yosemite something wrong is going on resulting very slow executions.
Previously execution time was about 1-2 seconds now its over 40 seconds or even one minute!
Apple team provided me with wrong solution ordered to "code sign" my script, but there is no "file" to codesign and applescripts can be executed in command line. So IMO they messed up something in osascript and still couldn't fix it till 10.10.4. But I need someone to confirm or to advice me how to debug problem, because I cannot find in system console log lines relevant to problem.
UPDATE:
On El Capitan 10.11.1 problem still persist.
Macro
Could anyone test and confirm this? I provided link to macro.
It is bind currently to F1 - change as you like. Before execution create "2Read" list in Reminders on OSX.
I've tried it and it's done in about 1-2 seconds on my machine. So I do not experience the same problem as you.
I'm running OS X 10.10.4 on a late 2013 MBP Retina.
Maybe your "2Read" list is too long?
Another tip:
I used to have a problem with long lists in Applescript, too. Sometimes it would take minutes to run through a list, but after using some if these tips the time for the lists was brought back to only seconds.
From your pastebin link (yeah, I did warn you it'd look like mince):
Keyboard Maestro event logs
(1) KM sends an 'open' event ('aevt/odoc') to Growl, telling it to open a temp file (presumably to make Growl display a message)
(2) Bartender sends a 'get scripting terminology' event ('ascr/gdut') to KM
(3) Bartender sends a 'BTDR/Load' event to KM, which looks like Bt telling KM to load a plugin named "BartenderHelperNinetyOne.bbundle"
(4) KM send a 'KeyC/KeyB' event to something (it doesn't give the name of the process, only its Process Serial Number, which is the classic MacOS equivalent to a Unix process ID). Probably easiest just to ask the KM devs about that one.
(5,6,7) KM then sends three 'application died' events ('aevt/obit') to Keyboard Maestro Engine (I'm guessing that's a faceless helper app that runs constantly in the background), informing it that three osascript processes (PSNs 312312, 315315, 316316) have terminated. This doesn't necessarily mean that osascript has crashed as those events contain an error number ('errn') parameter with value 0, and command-line processes normally return error code 0 to indicate they've completed successfully. It's quite likely these are normal internal notifications sent between KM and KME to indicate when a task is completed. The first of those osascript processes (PSN 312312) is related to the Reminders activity below; the other two I'm guessing are you running other AppleScript macros and probably not relevant here.
Reminders event logs
(1,2,3) The 'osascript' process with PSN 312312 sends Reminders a 'make' ('core/crel') event and two 'set' ('core/setd') events, which is obviously your AppleScript being run.
(4) The Dock sends it a 'reopen' ('aevt/rapp') event, which is probably just you clicking on Reminders' dock icon to bring it to the front.
The main problem, of course, is that without timestamps I can't tell you where your 40-second delay is occurring. You'd really need to do it again, this time manually noting the time at which each message is logged. And if you see a single 40-second delay somewhere in the middle, it should easy enough to determine which events it's occurring inbetween, which should start to point towards a cause. At which point, you're probably best contacting the KM vendor to discuss it with them.
HTH

When trying to run the Audio/Video widget (based on the GoRTC library), i get a "...was interrupted while the page was loading" error

I Googled the error and tried some of the suggestions, to no avail. This happened inside FireFox Aurora 29.0a2 on Windows, but i also got the same thing in Chrome on a Mac.
Any ideas as to what's causing this? Thank you!
The error will not affect the GoInstant service in any way. The error is logged by the browser for previous connections that are now disconnecting/interrupted on page refresh.
In other words, when you first connect in a fresh browser you will not see the error because you have no prior connections. Once you refresh, that first connection will be "interrupted" and you will create a new connection to GoInstant.