Cefsharp : NotReadableError: Could not start audio source - cefsharp

I have a winform application and I have embedded cefsharp browser in it. I am trying to access microphone but I am getting the below error when I open this url https://test.webrtc.org/
Failed to access your computer's camera and microphone (NotReadableError: Could not start audio source).
I have downloaded the CefSharp.MinimalExample-master source code and tried to open the above url.'
I have checked "enable-media-stream" flag is set to true.
What else do I need to change to enable access of microphone. On chrome browser it is working fine as microphone pop up comes and we manually click allow.

Related

Xamarin Forms - iOS debug on actual device hangs on launchscreen. Workin on simulator

I have a XF app already published on the play store and now I am targetting iOS. During developpent I made sure the app was still working on iOS, using the simulator only.
On the simulator everything works as expected, the launch screen is shown then the MainPage starts. But when I debug on an actual IPhone device, the app get stuck on the Launchscreen.storyboard for about 20 sec then the app exits. I've no debug output and it seems that the AppDelegate is never hit. Breakpoints in AppDelegate.FinishedLaunching method are not hit for instance. I tried to F11 for start in debugging mode but I don't hit anything, still hanging on the launch screen. I was expecting the transition from simulator to device to be less painful.
My plist file contains the following permission requirements
...
<key>NSLocationAlwaysUsageDescription</key>
<string>We need to use your location</string>
<key>NSLocationWhenInUseUsageDescription</key>
<string>We are using your location</string>
<key>NSPhotoLibraryUsageDescription</key>
<string>This app needs access to photos.</string>
<key>NSPhotoLibraryAddUsageDescription</key>
<string>This app needs access to the photo gallery.</string>
The only difference I saw is that location permissions are not asked on the device while in the simulator it asks for it at start. But this might be related to the fact that I can't reach AppDelegate, I am not sure yet.
The iOS project was generated via Prism templates. I am using VS 16.8.0 on Windows, XF 4.8.0.1687, Prism 8.0.0.1909, Xamarin iOS SDK 14.4.1.3 and I am set to "don't link" for linkers option. The device is an Iphone 10.
Any idea how can I find out the root cause - or get some useful logs?
Thanks in advance for your help.
EDIT:
Here are the device log output during a new installation https://taits.s3-eu-west-1.amazonaws.com/devicelogs.txt. I am trying to go through them but kinda lost.

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.

Launch Client Console App from Web Page

I've been asked to launch a Console App from a WebPage. Sounds hairy, but there is sound logic for it.
Basically, the page is a Dashboard page which only super admins can access. We have a Console app which needs to run on the client machine. It cannot run headlessly on the server.
I figured I'd have some kind of small file which is downloaded upon the button click. Then that file could be run from the resulting dialog which would launch the exe.
I know apple does something like that with podcasts. You can subscribe by downloading a small link that would behave as I described and open iTunes.
I had a quick go using ClickOnce, publishing the application to IISExpress where I had my site up and running, but had no success with that.
Is ClickOnce the way to go, or is there some other easier approach?
I've also tried just adding a shortcut with a link to that shortcut nd adding .lnk as a mime type in IIS with mimeType="application/octet-stream". I had no luck there and received a 404 error which I have not been able to resolve yet.
Edit
I should also mention that the Console application is not just a single exe assembly. It has dependencies on a bunch of other 3rd party dlls.
I am assuming here that this desktop application needs to be executed at client side. Thus it will be installed by you or someone in your department i.e available to download.
If it is the case then what you need is to register URI - just like skype URI where href="skype:28347839" lanuches skype automatically.
For reference please click here: http://msdn.microsoft.com/en-us/library/ie/aa767914(v=vs.85).aspx
otherwise, get clickonce - -choice is yours.
As you say, just put the console application (an .exe file) on the server, and link to it in a webpage. When the user clicks on the link the exe file will be downloaded. The user can then run the exe file on their own computer.
There will be some warning dialogs about security issues, but if your users trust your exe then they can accept those warnings.
If you get the console application signed, and/or maybe use Group Policy on your LAN you might be able to reduce or eliminate those warnings.

Flash Builder 4 - Flash Player failed to connect to debugger

I just finished my installation of Adobe Flash Builder 4. I've definitely installed the most recent flash player from Adobe's website onto my computer. Also, in the run configurations of flash builder 4, I changed the source path from the .html file to the .swf file that is generated. I don't need to test it in a web browser, I just want to run the swf in flash player.
I only have 1 .as file in my actionscript project and there is no code written in it other than the package, class and main function statements. When I run the .html file, it runs fine, and debugs fine. However, when I switch the source path to the .swf file, it runs fine but doesn't debug!
When I debug it, the progress gets stuck at 57% and it says "Waiting for Adobe Flash Player to connect to debugger..." in the "Progress" tab. After a few minutes a window pops up that says:
"Failed to connect. The session has timed out. Ensure that you have run the application with debugging on and that I have the debugger version of flash player."
What can I do to fix this? I am on an intel Mac running OS 10.6.5.
Thanks
You say you installed the most recent Flash Player, but you don't say if you by that mean the debug player. The "Flash Player 10.1 Plugin content debugger" and "Flash Player 10.1 Projector content debugger" can be downloader at http://www.adobe.com/support/flashplayer/downloads.html
This might solve your problem
http://blog.air4android.com/?p=59
HTH
I had exactly that symptom.
I cleaned all related projects, removed bin-debug and bin-release, cleaned the cache, reinstalled the debug version of the player. It didn't help. I was about to reinstall FlashBuilder.
Then I displayed the javascript console. I saw there is a syntax error in my index.template. As a result, the application was never started, so the screen remained blank and the debugger failed to connect.
I fixed the silly error and it worked again! Basically, that message tells you the application failed to start.
Make sure you're not using Chrome. At time of writing Flash Player debugger does not work in Chrome.
I had this problem and simply switched the web browser to Safari in Flash Builder preferences.
what worked for me finally was copying the swfobject.js to the bin-debug folder. I don't know why it wasn't there, but that fixed the problem.
you do, of course, have to run a flash debugger version in your browser.

Waiting for flash player to connect to debugger

Using Flex Builder 3 :
I have been getting this problem in every single debug launch for past few hours.
I used to get this earlier too, but once in a while, not with every debug launch.
I found out that flex debugger uses a certain 7935 port but I can't figure out
how to change it?
I remember getting this problem a few times. It might have to do with the Flex Profiler (I used to accidentally click that every now and then trying to launch the debugger).
If you start the Profiler and stop it too fast, it will add something to a file in your home directory that it shouldn't.
Check out /path/to/home/mm.cfg on your operating system (on mac, you can open it in textmate with mate ~/mm.cfg). The mm.cfg file stores some information about debugging in Flex
Then in that file, make sure this is the only content:
ErrorReportingEnable=1
TraceOutputFileEnable=1
If there's an extra line (can't remember/find it, something like PreloadSwf=/Users/[username]/Documents/workspace/.metadata/.plugins/com.adobe.flash.profiler/ProfilerAgent.swf?host=localhost&port=9999), delete it.
Let me know if that fixes it.
Lance
Also just make sure you're not using Chrome. Flash Player debugger (at the time of writing this) does not work in Chrome.
This worked for me: right click on a SWF, select "Open with...", choose "Other...", select the Debug player and check the "Always Open With" checkbox.
Mac OSX / FlashBuilder4
Right click your launched flash application, either in the browser or standalone flash player and click on debugger if enabled and change the radio button from localhost to other machine and enter the ip 127.0.0.1 and you are free to debug. I guess the problem maybe from your host file.
Changing the browser from default (chrome) to IE worked for me
Similar to danjp - This started happening to me after a Flash Player automatic update. I simply reinstalled the debug flash players from the Adobe Flash Player download page and everything works as expected.
Make sure there is a swf file with the proper name in your bin-debug directory and that name matches the swf name specified in index.template.html file for the project.
I had replaced index.template.html file by mistake with a similar one from another project. When I tried to debug, I got this "Waiting for flash player to connect to debugger…" status till it timed out.
To me the problem was that internet explorer opened and showed a certification problem, if i didn´t continue this the debugger would show this error. If i continued on ie, no problem happens.

Resources