I have drone( DJI Phantom 3), and in order to fly it correctly DJI provides an App for IOS and Android("DJI Go"). The thing is that I have a Kolina k100 android phone(a cheap chineese one), and I can install the app perfectly, and it runs quite well with an only exception. When I put the Drone on video-recording mode, I loose the live-video and I can not see what my drone sees. Obviously DJI has told me that he doesn't support my chinese phone so they do nothing. So I was thinking that maybe is a problem of how powerful my phone is.
So I wanted to check if the App works well in my laptop so I downloaded the app in Bluestacks, but I realised that to make the app work I have to connect the drone's RC controller by USB (as I do with my phone). But when I connect the controller to the laptop, Windows recognizes it. But Bluestack doesn't care so the app doesnt work. How can I make Bluestack recognize the USB connection of the controller?
Thanks in advance, any help will be appreciated.
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I am developing an app with React Native. Thus far, Ive been testing on a iPhone, but naturally I want to test on an android device as well. I borrowed a OnePlus 6t, but I am having troubles connecting this device to my Macbook (pro 16" 2019). I've enabled developer mode and switched USB debugging on. Still my Mac does not recognize the device, even when I do adb devices. Any experience with this?
One sidenote is that the USB-C socket of the phone seems to be worn out, since my cable will not "click" into the device. The device is charging when sticking the cable in the phone though, so there seems to be some kind of connection.
Thanks for thinking along!
I asked for the original cable, and using that it worked. Seems that USB-C is not as universal as I thought.
I am unable to attach VS2017 to my unity android app. Here's my setup.
I have adb connected via wifi.
C:\Users\Diamonds\AppData\Local\Android\sdk\platform-tools>adb devices
List of devices attached
192.168.86.20:5555 device
Unity successfully sends the build to the android phone, and logs show up when the app runs on phone:
I've got the app just running on the phone. Inside VS2017 the phone shows up correctly. When I select it, VS2017 spins for 20 seconds then does nothing. No error in VS2017 or in Unity.
Oddly I do not have the phone connected via USB. I do not know why it shows up there.
I think you can try USB instead of WIFI.
According to Microsoft's documentation
Wifi is versatile but super slow compared to USB because of latency. We saw a lack of proper multicast support for some routers or devices (Nexus series are well known for this).
using USB is a better option.
ref:
https://learn.microsoft.com/zh-cn/visualstudio/cross-platform/troubleshooting-and-known-issues-visual-studio-tools-for-unity?view=vs-2017
From latest SDK, multi-touch is supported via tethered phone. I'm wondering whether it is supported programmatically. In other words, can we test multi-touch triggered functionalities using automated test suites?
No it's not. but from sdk-r20 you can use multitouch in emulator with a real phone connected to computer. check this out.
I'm working on this same problem. First I'm tested to make sure all tethered signals are going through (I had to modify the SDkController app to even get the connection). Now I'm trying to figure out why, when I click the side of the screen or anywhere, it only shows up on the top right (while the debugger from the emulator is giving the correct thing). The error is explained here.
I did however figure out how to do it wirelessly and through the terminal. If that is what you're asking the procedure is pretty much the same. You need to root your device or do the adb port command (with USB connected) before un-connecting your device, and it'll work wirelessly.
Is it possible to connect an Android smartphone working a host to a computer (working as a device?) I am writing an app that is supposed to remote control a camera via smartphone. I have some trouble testing my app since emulators don't support usb connections. But when I connect my smartphone to the camera I can't really tell what goes wrong. I thought of connecting the phone to a computer so that it could e.g. display the characters it is receiving but I don't really know if it would work, as computers usually work as host to other devices, not the other way around.
Thanks a lot for any tips.
You might wanna take a look here http://developer.android.com/guide/topics/usb/host.html
Altho as mention somewhere no google io mobile in android 3.1 didnt support host mode, maybe this has changed in 4.0 which might be true basing on this video http://www.youtube.com/watch?v=sQGxckZkH2g
A computer cannot act as a Device. If you want to see what is happening on your smartphone when you connect your camera, use the
adb shell dmesg commands to look at the logs and see if the camera is being detected.
I want to play around with using an Android device to control hardware on an Arduino Mega ADK. At the moment I don't have an actual Android device so I'm wondering ... is it possible to use the Android emulator and still talk to an actual ADK board. I went through the "Getting started" tutorial and things built and installed as expected but when I run the DemoKit software from the emulated Android environment (GoogleAPI) it doesn't seem to detect the ADK board. I tried unplug/plug, restart, close Arduino programmer to free up the USB connection ... none of which made any difference.
I'm completely new to Android programming so not too familiar with the environment. I have gone through the basic "Hello, world" tutorial using an emulator, but other than that the only thing I've done is build and install the DemoKit app.
I am pretty sure that this is not possible. I don't think the Emulator can actually acccess your USB ports on your personal computer, and thus this will not work.