Is the Camera supported on the BB10 Simulator?
I need to port an existing Flex app and don't have a physical device, but the bundled camera app does nothing when clicked and initiating a Camera object in AIR doesn't show anything.
I have assigned both the built in and USB cameras connected to my MBP to the Fusion VM, but don't see any change.
You can use your laptop's camera but (unfortunately) only with the 10.2 emulator, 10.1 does not seem to be supported, take a look at this post: http://devblog.blackberry.com/2013/08/10-2-gold-simulator/. You can run 10.1 apps in there and from what I've read there haven't been any significant AIR-related changes so it might be good enough for your case.
I don't think so man I downloaded a sample app called photobomber from developers.blackberry.com and I'm running it on WMware, it can't access my laptops camera. There's gotta be a way though we need to change some kinda setting for the cam on your computer and i think import an API? I'm not sure
Related
I spotted a strange thing. I have a webcam (a4tech p-635, pretty old) which is not recognized by any UWP app, like modern skype. With standard apps, everything works like a charm. I will say even more; same code in Qt compiled with MinGW can handle this camera, but compiled as UWP, can't detect her.
Have you any ideas? I can't find anything which could be a cause. Thanks.
That is most likely caused by the camera drivers. UWP app API is great at abstracting devices and access them via the simple API, but if the webcamera is not recognized, it must be that the drivers for the camera are not providing the right interface that UWP can use.
Please check if there are newer drivers available and if you cannot install some generic driver that would make the camera work.
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 want to work in HMI domain and have started learning it.
In first stage I want to develop Qt GUI based touchscreen application for ARM9 board. Can anyone please suggest how to go for it and any budget ARM9 Dev board with integrated touchscreen LCD for this purpose? I want to use opensource platform as much as possible.
I know I can do it with more ease on an ARM board which support some OS like (say) embedded linux or may be Rasberry Pi with java or Qt based GUI. But I do not want to use OS rather want to develop just a simple touch screen GUI application to (say) turn a LED on the ARM board (without running any OS).
My next step of learning will be using touch screen GUI, Rasberry Pi with raspbian, where I have already found numerous resources Online.
Thanks
It may be better to just get a low end tablet or why not even a phone, much cheaper than a dev board with additional touchscreen. Plus Android is open. It may be a good idea to get an Ubuntu touch compatible device. The Pi, while cheap, is also very underpowered. A cheap tablet or phone will be more applicable, especially since official Android support in Qt is looming on the horizon. So why spend more money on a lower spec'd device with very narrow application range? Not to mention the wide range of sensors you get with a market device - cameras, compass, gyroscope, GPS, accelerometer - those could come in handy in a HMI scenario. Last but not least, graphics drivers are usually better in production devices than prototype boards.
I have an old flex web application which now needs to access the camera and gps on a smartphone.
I see there are external libraries to do some of the work for you but what need is native flex support for accessing the phone's GPS and camera from the mobile browser.
The application can be recompiled to any version of flex from 3 to 4.6 if necessary.
To clarify further: The SWF file is embedded in a web page which is then displayed on a tablet/phone (android, ios, etc). I want to be able to read the current GPS coordinates from the hardware GPS and be able to take a picture with the onboard camera.
If this is 100% impossible, I can call a JavaScript function to read the photo and GPS from a third party component, this component would need to be all encompassing as far as mobile devices are and be compatible with the flex externalinterface setup.
Thanks for you help in advance.
Pete
You can pretty much forget about using flash on mobile and desktop for that matter, its a dead end technology now.
Sadly there are very very few mobile devices that will give you browser access to the camera yet. There are a few, but iOS for example has not yet implemented the standard. So you are not going to be able to readily access the camera for at least another year or so. It depends on when Apple, Google and Microsoft get their act together.
As for GPS all the mobile browsers that anyone uses supports the geolocation specification so you can know where the user is.
http://professionalaspnet.com/archive/2012/05/25/A-Study-Using-The-HTML5-Geolocation-API.aspx
This may appear at first a bit of a general question, but its actually quite specific.
Is it feasible to use (or worth buying) a multi-touch monitor for developing and testing mobile Flex/Air applications? For instance one could use the Android emulator and package their Air 2.5 app to run in the emulator, and then use the multi-touch LCD to test it out. Rather than continually downloading the app to the mobile device.
Has anyone tried this?
Brian
I don't think that would work. The problem here is the hardware isn't connected to the software the same way as on a device (which goes through firmware). In this case, it's going through the OS (which I'm not even sure support multitouch) and then the emulator(which I'm not positive will even take in multitouch input from the OS). The emulator might not even have multitouch code in it.
I would stick with using the device. I don't see why that's a problem. If you streamline the compile/deploy/debug process, it's even easier than using the emulator.