Could not connect to the in-process QML profiler - qt

Created default Profile build configuration for my application and trying to run it in QML Profile, however Enable Profiling button does not work and after some period of time I got the following error:
Could not connect to the in-process QML profiler within 128 s.
Do you want to retry and wait 256 s?
All necessary options in Project Build settings are enabled:
QQmlDebuggingEnabler suggestion does not work. Performance analyzer was setup correctly and works fine. How to make QML Profiler to work as well?

Related

MRTK: How to fix SpectatorView from Android-device not pairing with HoloLens? (QR-code)

Problem summary
I'm attempting to establish a connection between HoloLens and an Android device, which worked sporadically in the beta-version of the MRTK.
However since moving to the MRTK RC1 (Also Refresh), I've encountered issues regarding the QR-scanning. When pressing connect, the two devices seemingly finds eachother, however when the wearer of the HoloLens1 looks directly into the QR-code, nothing happens. (the white dot and "Locating marker..." text is showing)
Background summary
1. The Setup:
Implemented working MRTK RC1 Refresh
Cloned Feature-SpectatorView separately, copying only the "MixedRealityToolkit.Extensions" folder to the MRTK project.
"Spectator View - HoloLens" prefab added to scene.
First pressing "HoloLens" in the PlatformSwitcher, building for HoloLens1, then switching to "Android" and exporting the project to Android Studio.
Building the .apk from Android Studio
(opencv binaries are downloaded and implemented since beta version, I haven't since changed them from when they worked the last time.)
2. The Proces:
On the HoloLens, I press the "Connect" button in which a white text appears saying "Locating Marker..."
The Android phone presses connect and it goes to "Waiting for User" then as soon as a HoloLens is connected, it switches immediately to a QR code that should be readible from said HoloLens.
Looking directly at the QR-code and nothing new happens, connection does not establish further.
I checked if something was not ticked in Player Settings/Capabilities, but I can't seem to find what the culprit would be. Did I forget something in this proces?
There are a few things that could be causing this issue.
If the Android device is showing a marker, this means the two devices have established a network connection and are communicating with one another. Typically, when I run spectator view I enable the following capabilities: "Internet (Client & Server), Internet (Client), Microphone, Pictures Library, Private Networks (Client & Server), Spatial Perception, Videos Library, Webcam" in the Package.appxmanifest in visual studio. Pressing "HoloLens" on spectator view's unity platform switcher should typically achieve enabling these capabilities, but sometimes the package.appxmanifest doesn't get updated correctly in the visual studio project with subsequent builds in Unity. You can fix this by deleting your visual studio directory and rebuilding the visual studio project in unity.
If these capabilities are checked in the package.appxmanifest, it may be that you rejected a capability request when first running the application. If you open Settings -> Privacy -> Camera on the HoloLens, you can check whether your deployed spectator view application has camera access granted. You should be able to enable the camera functionality here if it is disabled.
There have been changes to both MixedRealityToolkit and MixedRealityToolkit-Unity spectator view logic, so cloning these items at different points in time may cause functions to no longer resolve (We're hoping to consolidate this code into the same repo/commit history in the future to prevent this from continuing to happen). Typically, in the Unity logs there will be errors stating that a function was not found for SpectatorViewPlugin.dll if the dll functionality is not resolving correctly. It sounds like this is not the issue you are hitting if things worked previously. But if it does turn out the case, it may be that you need to rebuild the SpectatorViewPlugin.dll to match the feature/spectatorView code you are using.
If you recently copied the SpectatorViewPlugin.dll and its dependencies to a new unity project, it may be that they aren't getting registered as usable by the windows uwp unity player. Make sure these binaries are in a Plugins\WSA\x86 folder within your assets folder. Also check the *.dll.meta definitions in the unity inspector to ensure the dll's are declared as usable for the unity wsa player/x86 builds.

Flex release build issue (AIR application)

I have an issue on exported build release from Flash Builder 4.6. The case is when I run it on the IDE(Flash Builder 4.6) it works fine, no issues encountered, it never crashed but when I exported it for a release build and run, it crashes to a certain module/view. The view/module where the AIR app crashes has multiple remote object calls (minimum of 5). I have noticed that when requesting multiple remote object calls(like 5 remote calls at a time) it crashes. Is the remote object causes the crash? Please help me out on this guys, any idea will be much appreciated.
Thanks
Glen
I bet it's a security issue that you worked around when invoking the application from the ide. By default, Flash Builders working directories are marked as "secure", so you don't get any security issues. But when working on the live system, you might need to have a corssdomain policy.
Also: i suggest to use the Thunderbolt logger with the logging framework. This allows you to get log informations straight into your browser's console.

If i run Mobile Flex app "On Device" mode.Does the device access the database from my computer

My application is a cloud based app.Back-end Mysql. middle-ware is Jboss.
I didn't deployed the data into cloud.but i want to run app on device,Does it can access the data base from my pc.
The setting "on device" in Flash Builder run configurations only does one thing: It runs the app on the device you are building for. As in: "Right now, deploy the app to my device, so I can see how it performs when it doesn't have PC hardware to run on".
I haven't deployed to Android, so I don't know for sure what goes on there, but for iOS devices, this means compiling and packaging for LLVM execution and creating a deployable .ipa package.
There are restrictions that apply for iOS: You can't load and run Flash/Flex executable code in SWF format, to name the most important one. But Regardless of what device you are deploying to, a simple compilation setting won't create a local database to replace an external server - how could it, when its setup, characteristics and database schema aren't included anywhere in your code? And it won't disable internet connections.
Since you are probably using the internet to access your enterprise middleware, you should not run into problems. Why don't you just give it a try?

How do I debug XPC Services in XCode 4?

I added an XPC Service to my project and I would like to set breakpoints and inspect variable contents in the debug area in XCode. Breakpoints that I set in the service's code are not recognized (obviously, the debugger is attached to the main apps process. How and I attach the debugger (manually or automatically) to the XPC Service process after my main app launches it? Is there some way to run the service alone and send it messages without it being launched from the main app?
Debug -> Attach To Process -> By Process Identifier (PID) or Name...
Type in your XPC service process name. The next time launchd starts up your XPC service, Xcode will attach.
I am actually not sure how to attach the debugger. But you can still use "NSLog" for debug output on the console. Then start the "Console.app" in "/Applications/Utilities/Concole.app". Depending on your system language this app may have a different name (it's localized). It shows ALL NSLog outputs from all Applications which are running including your xpc-services.
It's not the debugger, but you will get informations out of your service.

Adobe AIR NativeProcess - UAC problems when trying to run update installers

I'm trying to use Adobe AIR 2's NativeProcess API to emulate the ApplicationUpdater but I'm encountering problems when I try to run the downloaded AppUpdater.exe file on computers with UAC (User Account Control) enabled.
When run without UAC enabled, the AppUpdater opens as usual and displays the standard Adobe replace dialog box. With UAC enabled, nothing happens at all.
Having run a few traces, it seems the problem arises when I call NativeProcess.start() - the code seems to stop running at this point, and does not run the following lines which exit the application in preparation for the AppUpdater to run.
I have added listeners for all of the possible events and error events that can be thrown, and added logging in each of them, but none of these are producing any output.
This issue only seems to affect installation executables (ones which windows warns will change settings on your computer). Calling java.exe -jar .... on the same computers in the same application works correctly.
I'm at a loss, so any help would be amazing!
After speaking to Adobe directly, I discovered that NativeProcess uses a windows API which is unable to elevate privileges which is why the installers wouldn't work. The workaround was to use File.openWithDefaultApplication which uses a different API that can elevate privileges, but this only works in a native-packaged AIR app (which was just fine for our app since it was already packaged in a native installer :))
adobe answer was http://kb2.adobe.com/cps/404/kb404888.html
but for real steps you should determine the application user privileges and determine UAC enabled, if yes - then warn end-user about it.
I'm expecting that you could do nothing with windows-thing from Adobe Air.

Resources