I have read a question similar to this one, but years ago. I just want to know if there is now an option or some code to put in my Unity app to run Skype from HoloLens.
I have tried putting the Skype uri by code, but it only works on my PC, not on my HoloLens. It just exit my App and I have to open Skype manually, so it is not the thing I really want.
Anyone knows what to do?
You cannot open up or run Skype from within your own app. It works on your Desktop because that Skype is the full release version. The Skype app that is on the HoloLens is essentially just a beta version and doesn't contain all the features and the Skype URI would be one of the features that it doesn't have.
The only workaround there currently is, is to invoke Cortana to do it for you since you can do that through scripting and it basically is what you described as what you don't want to do.
Sorry, currently it is still not possible.
Related
I haven't had much success searching for this. I'm developing an Android Things application that will connect to a user phone to do certain things. I want to use this for delivering app updates as well.
So far, my crude searches on this have just discussed OTA via the Console and thus internet.
My gut has said that I could just build this - I could have a new version of the APK, transfer it to my device via bluetooth, and then just have the device copy it over the old one and reboot. But, not sure. I was hoping maybe there was an API for this and I'm just not wise enough to know how to find it via the searches.
I'm developing and distributing a communication software for disabled people since years.
These handicapped people prefer to have everything in one application (eMails, internet, Skype, etc.).
Therefore I've used the Skype4COM library.
It all worked fine for years, then suddenly it wouldn't work anymore (I think it was in 2014), then shortly after, it worked again.
Now - using Windows 10 with the integrated Skype application - it doesn't work anymore.
I'm getting the error "Skype client is not installed" in this line:
Set oSkype = New SKYPE4COMLib.Skype'works fine
oSkype.Client.Start True, True 'raises error "Skype client is not installed"
I've tried to get some information about this on the docs, but I didn't find the required information.
Does anybody know what I might be doing wrong or what I have to do differently in order to allow the user to use Skype in my communication software again?
Years ago, I created a SWF application that enabled users to perform online video chat. It used simple SMTFP publish/play method to stream video. Now a few years passed and i am trying to create a backward compatible SWF application.
My problem status:
New version fails to play the streams that are published from the old swf. It
connects to server and to the publisher, but it cannot play and gives
the NetStream.Play.Failed error.
New version plays the streams that are published from its own version.
Online players like in this
guide can play my new version, but they are unable to play
streams from my old version.
I tried it with different SDKs (3.6, 4.1, 4.6) and they all fail to play the old swf streams.
I searched the web for the error and documents don't clear anything and they are just saying that it is a general error. There is question in SO that could be related, but it has no answers.
Does anyone know the reason? or any suggestions?
Are you sure that the same publication names are used in both applications? It is possible that you publish a stream with name "test1" for example and the player try to play the stream with name "test2".
Otherwise if you think that the names are correct you can try with MonaServer, it is our own open source server. It supports RTMFP, RTMP[E], HTTP and Websocket (also RTSP for testing only). Install it on your computer/server and check the log to see what's going on.
I found the problem. It seems like the flash player has changed RTMFP protocol in 11.1 version. There is not much documentation about it and as far as i can understand, I should either upgrade all the flash players or I should upgrade all of the old applications to flex 4 sdk.
Ok, so I have a Flex application developed using Apache FB 4.14 SDK. I got it working and approved on App Store and Play Store. Now my client is looking to port the app on Windows Phone. I tried some googling but all I found is about Astoria project, which is recently dropped by Microsoft. So My question from you folks is what is the best way to port the Flex code for Windows phone with minimal efforts?
Sadly, there is currently no easy path from Flex to Windows Phone.
The road map also states no current plans to add support: http://www.adobe.com/devnet/flashplatform/whitepapers/roadmap.html
You will have to port your game to a different engine. How much work that is, and which engine you should use, depends a lot on the nature of your app.
It also depends on if you want to make a Windows code base just for that platform, or if you want to port to something to have one code base for all mobile platforms
I need support in SignalR for Android client. I am using following client SignalR/Java-Client but unable to know where to start :) We are completed .net self host & working fine. But only problem with Android & iPhone. Can any one please guide me how to start the next steps for Android & iPhone.
You don't give a lot of details, so it's hard to give a concrete answer, especially since your question is very broad to begin with. Nonetheless, you should have a look at the official samples for the Java client, to get you started. If you have implemented the server side yourselves, and know your Java, it should be pretty easy to figure out from the code provided in these samples. The Java client is, in my experience, very easy to use.
As for an iOS client, a Google search came up with this library. I have never used it, and it looks like it's not getting a whole lot of support, but you could always give it a shot.