I am developing application for blackberry using phonegap.
I have a requirement to display video in my application.
I want to package my application with the video.
I copied my .mp4 file in www/resources folder.
When i run ant blackberry load-device ..Number of sign files got increased and signing was successful.
But loading to device gave following error..
[exec] Copyright 2001-2009 Research In Motion Limited
[exec] Connecting to device...
[exec] Connected Loading Test 0 of
Error: The specified module was rejected by the device and cannot be loaded
[exec] 0 bytes sent at ~0 bps
[exec] Disconnected '
Is there any way to package the application with video file.
Please help.
Size of a BlackBerry app cannot be bigger than 16256 KB
If an application exceeds this limit it cannot be installed/run.
I recommend to split your application to two parts. The first part installs on the device, and then downloads video to memory card. Do not use internal filesystem to store large amounts of data. Because internal memory filesystem shares space with critical system modules. And when there is shortage of internal memory, then device goes mad, and may restart itself accidentaly, freeze issues occur, etc.
Related
I'm trying to use a USB Barcode Scanner on Windows 10 in Chrome v73.0.3683.86 via WebUSB.
The scanner is a Honeywell Voyager 1250g.
I can see the device via the device dialog - I can also open it and select a configuration.
However, when I try to claim interface(1) (There are 3 interfaces, but 1 is the bulk transfer) I get the error Failed to claim interface: Operation not supported or unimplemented on this platform in chrome://device-log/.
Is there a way around this, or is this scanner just not usable via WebUSB? Thanks!
Have you tried connecting to this device using WebUSB on other platforms? Windows has a particular additional requirement for applications (like Chrome) to access USB devices which is that the WinUSB.sys driver must be loaded for the interface.
I've written an article explaining the particular requirements on Windows here: https://developers.google.com/web/fundamentals/native-hardware/build-for-webusb/#windows
If you use the Windows Device Manager you can check which drivers are loaded for your device. If there is no driver loaded then you may be able to write a custom INF file as described in that article to instruct Windows to load the driver you want.
I want to install and discuss with my own usb device on a raspberry pi with windows iot.
For that, I just create an inf file for arm like WinUSB driver on Windows 10 IoT. The device is recognized by the raspberry (seen on the startup list of connected device). Then I want to discuss with the device.
First, I have tried with the "winusb.dll" but I need to use the library "SetupApi" that does not compile for ARM. (I used this solution on windows PC and communicate correctly with the device).
Do you have an idea on how to communicate correctly with an winusb device on windows iot?
Thanks in advance for your answers.
So, I try to migrate to Windows.device.usb, and I don't succeed in connecting to the device. There there an exception when I call the FromIdAsync() function. It's exactly the same issue as : Can't access USB device in Universal App
There are some fantastic samples that can be found here.
https://github.com/Microsoft/Windows-universal-samples/tree/master/Samples/CustomUsbDeviceAccess
Download all the samples. Check where it creates watchers based on specific devices (there are two samples in there, you'd need to add your own in) the page that displays USB descriptors checks on the device type -- add in a check so that it returns DeviceType.all to see if it can query the descriptors.
I've managed to get it working on Windows 10 desktop, but have failed to craft an INF file that I can use on my IoT device. Once I get that working, I may return.
I have an issue with Adobe Scout. It does not listen (doesn't start a new session like it should) for a SWF loaded by another (main) SWF. The SWFs have advanced telemetry enabled and the setup is correct as described in http://www.adobe.com/devnet/scout/articles/adobe-scout-getting-started .html. Please help
I am using Win 7 64-bit, the latest versions of Adobe Scout and Flash Player, Chrome 32 / IE 11. Also I have made sure that the Scout server is listening, as descibed in the article linked above: Verify that the Scout server listening. Open Scout, and then type localhost:7934 into your web browser. It should respond quickly with "server dropped connection", "no data received", or something similar (since Scout is not an HTTP server). Scout should show the error message "can't start a session because the telemetry data isn't valid". If the browser stalls for a long time, and then comes back with "server not found" or something similar, then the socket isn't working.
Thank you
This adobe article states that:
When you run Flash content in a web browser, Flash Player typically
runs in a separate operating system process. There's only one process
for all the SWFs running in that browser, including any related worker
threads, and Flash Player manages the execution of these SWFs so that
it looks like they're running independently. Each running SWF is known
as a player instance, and this corresponds to a session in Scout.
Worker threads are player instances too. For AIR content, there's only
one main player instance, plus any workers it uses
So separate scout sessions are started for Worker SWFs (separate runtime instance). If you simply use a Loader, those telemetry data are included in your main session.
I'm developing kind of standalone kiosk and having trouble as in title.
Explanation:
Application is launched in Google Chrome with "--app=file://..." option
Application should play video files from local filesystem after user
interaction and after playback is finished app will send log-message
to web server.
Problem:
When using with "-use-network=false" i can use local files and cannot
send messages.
When using with "-use-network=true" i can send messages but cannot
red local files.
When using with debugger and Safari on Mac locally - no problems.
Is there any way to get around this?
Software used: Debian, latest Google Chrome with latest pepper Flash.
As written in Adobe docs:
The local-trusted sandbox—Local SWF files that are registered as
trusted (by users or by installer programs) are placed in the
local-trusted sandbox. System administrators and users also have the
ability to reassign (move) a local SWF file to or from the
local-trusted sandbox based on security considerations (see
Administrator controls and User controls). SWF files that are assigned
to the local-trusted sandbox can interact with any other SWF files and
can load data from anywhere (remote or local).
Besides that, I doubt there is an easy way to do both networking and access local files since this is how Flash security sandboxes work. Or you could write an AIR app (2.6 is last supported version on Linux) or wrap your swf in a native app that would act as a layer between .swf and network/filesystem interfaces.
I'm trying to load a local video to display it and I'm having this error ( Error #2148) at runtime, I have read in many places what this problem is, about flash security and all that stuff but there's no solution anywhere and some people say that it can't be done.
My swf works fine when loading from internet, I have my cross-domain on my server but is completely necessary for me to create a standalone version which can run without internet connection and load the videos from file system.
May be with different compiling options? I'm using Flash Builder 4.6
Any idea how could I achive a local resource loading?
P.D. I know that the trusted folder can resolve the problem but that implies a configuration change in every computer it runs and I need it to be portable like in a USB to run on any computer that has Flash Player.