Spark AR Project runs in Simulator but not in Instagram App - spark-ar-studio

i have published an Spark AR effect for instagram. It runs perfectly on all iphones, however, if i test it on my ipad, it runs in the Spark Simulator, but trying to run it in instagram fails. Using a preview link leads to a "This effect is not available" message, using the published effect it just doesnt show up and recording button vanishes (!).
Has anyone ever experienced such behaviour and has an idea what to do? Thank you!
Best regards

This could be due to
App updates
Background segmentation thus try opening the link on a different device preferably a newer one.
From Spark AR--> "We've found that effects with both segmentation and the face tracker don't perform well. It's best to avoid using these capabilities in the same effect."

Related

Chrome/Selenium: use-file-for-fake-video-capture not working anymore

I have automated ui-tests that test a web application in chrome using https://theintern.io/
The application offers a barcode scanner using the device camera (https://github.com/zxing/zxing).
To test this feature, a fake barcode is shown to the application, this has worked until chrome version 90/91 (not quite sure anymore).
Since this version I can not access the fake video anymore.
Chrome-options I have set:
use-fake-device-for-media-stream
use-fake-ui-for-media-stream
`use-file-for-fake-video-capture=${fakeVideoFilePath}`
I can reproduce this outside of the application if I use the chrome window configured with selenium and go to
https://webcamtests.com/
This loads forever - same thing happens inside the application.
The webcam name is the path to the video the camera is supposed to show.
Any hints on what is causing this problem or how it can be solved?
Thanks!
Fixed with Chrome 93.
After the update it is just working again.

WebGL in Chrome works second time but not first time

WebGL does not work in the following three scenarios:
(for the 'test webgl' site used get.webgl.org)
1 Start chrome, Google search for the 'test webgl' site, click on the link in the search result.
2 Go to the 'test webgl' site from a link in an email.
3 Start Chrome from a short cut or command prompt, "C:\Program Files\Google\Chrome\Application\chrome.exe" http://get.webgl.org/
This only happens when Chrome is not already running. In other words WebGL does not work when chrome starts up. However it does work if chrome is already running.
The best demonstration is scenario number 3, above. This starts chrome and goes to http://get.webgl.org/ and Webgl does not work. Then do exactly the same again but this time with chrome already open and Webgl works.
Would very much appreciate feedback or a solution, thanks.
Have also created various test sites in html, javascript and webgl, in order to find a work-around. For example if webgl is not available then allow the user to click on a link to open the page in a new tab, this does not work. However if the user opens a new tab then loads the page, webgl is detected and works.
In short, if a customer opens chrome and searches for your website (that has webgl content). Then clicks on the link, webgl will not work. It does not seem reasonable to then instruct the customer to open a new tab and then go to the same website a second time. So far have not been able to find a solution so that it just works without the customer having to fiddle around.
I realize that this may be a chrome issue as it does not occur in firefox, however am trying to find a javascript solution rather than waiting for chrome developers to fix it.
Thanks for any suggestions.
(Windows XP Pro, Chrome V36)
Hi Mack,
Thanks for your reply. The majority of visitors to my web site have XP and Chrome. I should imagine that this is true for quite a lot of peoples, websites.
Problem 1 The first fallback I had on my website was to detect if webgl is supported. If yes then continue as normal. If no then display a help page. This was simple and worked, however, google crawlers do not handle the javascript very well, therefore always index the webgl help page, rather than the home page.
Solution 1 Managed to fix this by having a popup box appear when webgl is not supported, giving the user a choice of whether to continue or go to the help page. The conditional code that processes the user response is arranged so that if the user is a google crawler then it simply 'falls through' and displays the html content of the home page, and not the help page.
There are lots of web sites that seem to have this same problem, including get.webgl.org, in other words, if you do a google search for a website, and that site contains webgl detection and fallback code, the search result always shows the fallback content, rather than the authors intended main content.
Problem 2 Now that I finally have the home page listed correctly by google, found that am still losing many customers, as they are starting chrome, searching google for my site 'suit yourself shirts', clicking the link in the result and being told incorrectly that webgl is not supported.
Am very interested in your solution but do not quite understand how it works. Have tried detection then page refresh or load the page in a new tab or display a link for the user to load the page, but none of these methods seem to work. Seems like quite a fundamental problem that would effect many webgl websites. Would be very greatfull if you could explain your suggestion a little further. Thanks for your help, kind regards - Gary

Rikulo Bootjack Dart modal window not working on android devices

I'm building a webapp with Dart and I've used Rikulo's Bootjack library to get some Bootstrap elements. I have two modal windows in my app.
One of them is lanunched by triggering a button so I just had to follow the examples:
https://github.com/rikulo/bootjack/tree/master/example
I want the other one to be launched only on certain situations, so I've coded the following:
Modal myWindow;
DivElement readComplete = querySelector('#readComplete');
myWindow = new Modal(readComplete);
myWindows.show();
I've notice that both windows works fine in Desktop environments, but I've not been able to run the second way on Android Devices. I've tested with Chrome, Chrome Beta and Firefox. Does anyone has an idea of what may be going on? Is this a library or device restriction or I am doing something wrong?
Thanks!
Problem solved. Sorry for the trouble guys, but finally it wasn't related with bootjack. There was a different behavior between mobile and desktop solution when calling the 'route' library to use a Websocket. That was causing the show method not to be called due to an exception, but only on the mobile version. That is why I didn't see it when debugging from dart editor.

Flash Builder 4 - view output in the browser while step-by-step debugging?

As you know, the browser just hangs when I put a break point and running the project step-by-step and the app is viewable in browser only after I resume the execution.
I was just wondering if there is any way to see the changes in the browser as I run through step-by-step executing in the debugging mode.
If it is supported officially then is there any hack or work around?
I want to see the changes visually, please don't suggest any other debugging methods(like tracing and logging)
What I have found in all these days is this is not possible because the debugger attached to the browser will freeze the browser when we are debugging at the break-point.
However, I found a way to see the output in browser as it executes
All we need is to arrange browser and flash builder side-by-side or stacked so that both fb and browser are visible. Now, as you execute step-by-step you can see the visual changes in the browsers.
This will be much easier if you have a split screen (dual monitor)
Only caveat is that it does not show the tween animations which shouldn't be a problem in most of the cases (at least for me)
Hope this helps some one out there

Google maps, video and picture plugin not working in Django-CMS

I'm new to programing all together and definitely new to Django-CMS and Python, so excuse me if this is a simple answer. All other plugins in my Django-CMS installation are working fine, but the Google Maps isn't working at all even though I have an API key in my settings file. My picture plugin doesn't load the image, and the video plugin loads a missing flash plugin link to the Adobe Flash player website. I'm running Chrome so that is already installed and updated. I'm also using Django 1.2.5, Django-CMS 2.1.2, and Python 2.6. I have tried to set CMS_PAGE_MEDIA_PATH, but that had no effect. I have checked all error logs and have nothing out of order. Any help is greatly appreciated.
Thanks.
It's hard to say from the details here, but one possible cause is that you don't have your media urls set to serve out correctly under the Django dev server; see http://docs.djangoproject.com/en/1.2/howto/static-files/#how-to-do-it . Also be sure you have copied the DjangoCMS media into your media root. I could imagine that could cause the maps video issues, at least.
If you've verified those things and you're still having problems, you can use the Chrome developer tools to see what the failing requests look like (reload the page with the "Network" tab, and look for 404s). The URLs that are 404ing would be helpful in determining what aspect of serving media is not working.