Xposed: cannot hook KeyguardSimPinView - android

I've tried to hook constructors of KeyguardSimPinView,KeyguardViewMediator, KeyguardPasswordView in initZygote().
Only KeyguardSimPinView doesn't work.
I use Android 4.2.2
What can cause this issue?

Looks like KeyguardSimPinView is not used on startup in this ROM, instead KeyguardSimPinPukView is used.
Hooking KeyguardSimPinPukView constructor works ok

Related

Trying to use custom shader code in a class inheriting from QMaterial for Android

I'm trying to work around a bug inside a material class in the Extras for the Qt3D module:
https://bugreports.qt.io/browse/QTBUG-109574. I've trying to accomplish this, running on my Nokia G20 smartphone. I'm using Qt 6.2.4.
I believe the problem is that the wrong QTechnique is being used at runtime. Within the implementation for QPhongMaterial, there contains a few different techniques with graphics API filters for OpenGL and OpenGL/ES, versions 2 and 3, as seen here: https://github.com/qt/qt3d/blob/6.2.4/src/extras/defaults/qdiffusespecularmaterial.cpp.
To try and influence the QTechnique choice, I've tried to override the rendering API, and the surface format to be compatible with my smartphone:
QSurfaceFormat surfaceFormat;
surfaceFormat.setMajorVersion(2);
surfaceFormat.setMinorVersion(0);
surfaceFormat.setProfile(QSurfaceFormat::OpenGLContextProfile::NoProfile);
qputenv("QSG_RHI_BACKEND", "gles2");
I've also tried to make my own class derived from QMaterial, but that's another issue, as I'm getting a black screen in my viewport with that, which I can't fix, because the Android GPU Inspector doesn't support my device.

Appium Native View, how to click the button to go back to the previous screen

I am pretty new to Appium, using UIAutomator2. Following instructions on the links:
[https://discuss.appium.io/t/click-back-button-on-android-device-in-java/6817/3][1]
[https://discuss.appium.io/t/click-back-button-twice-in-android-7-using-appium-uiautomator2/20368][2]
[https://stackoverflow.com/questions/30801879/how-to-automate-the-android-phone-back-button-using-appium][3]
I have tried all the options offered in these articles:
driver.pressKeyCode(4);
helper.driver.pressKeyCode(187);
driver.back();
driver.navigate().back();
If I add the imports
import io.appium.java_client.android.nativekey.AndroidKey;
import io.appium.java_client.android.nativekey.KeyEvent;
and I try
driver.pressKeyCode(AndroidKeyCode.BACK);
Eclipse tells me that the method is undefined...
But none of them have worked. Is there anything I need to import or any additional classes I need to create? My driver only has methods for testing, such as close(), equals(), execute(), findElement()... but nothing like back(), or pressKeyCode() or navigate()(this one, probably, because it is not webView)... So, when I try to just type any of those methods, Eclipse either suggests to add a cast, or to create a class...
Please, Can anyone give me some more details on how to do it?
The driver should be an Appium driver. And try to run on real device than emulators.
driver = new AppiumDriver<>(url, desiredCapabilities);

Android status bar show in Unty

I'm triyng to show the status bar in an Android phone using Unity. I have try this code:
void Start() {
this.getWindow().clearFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN);
}
But an error appear;
Assets/Scenes/Control/control.cs(15,34): error CS0103: The name 'WindowManager' does not exist in the current context
Does I need to call or import another package? Some could help me with this detail. Thanks in advance.
You cannot use Android Java functions directly in Unity. You can only use whats available in Unity C Sharp. Unity doesn’t understand the method. Suggested workaround, use a ‘Slider’ UI element and manipulate it in a custom c sharp script. Complicated workaround create a custom Unity Plugin which calls the native Android method (possible but complex).

flash air for android touch event DOESN`T WORK

I was trying to make something in Adobe Flash, Air for android. I simply made a square and converted it to an Symbol (called 'hello') and I entered this code.
Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT;
hello.addEventListener(TouchEvent.TOUCH_TAP, tap);
function tap(event:TouchEvent):void
{
hello.x+=15;
}
but nothing happend. I even used CODE SNIPPERS, and also tested this on my phone(ALCATEL onetouch idol mini), and it also said that there are no errors.What have I done wrong?
You set everything correctly but forget only one important thing: check if the system supports touchevent.
if(Multitouch.supportsTouchEvent)

Qt Android gesture issue

Upon writing a simple Android application in Qt, I encountered an uncomfortable dilemma:
I have a subclass of QWidget called PlotView, and have reimplemented the event-function from it:
bool PlotView::event(QEvent *event){
if(event->type() == QEvent::Gesture){
emit gestureEvent(static_cast<QGestureEvent*>(event));
return true;
}
return QWidget::event(event); \\Line A
}
Also I have the following lines in the class constructor:
this->grabGesture(Qt::SwipeGesture);
this->grabGesture(Qt::PanGesture);
this->grabGesture(Qt::PinchGesture);
this->setAttribute(Qt::WA_AcceptTouchEvents);
What I find very peculiar is that when running the application like this, it does not recognize any gestures. However, when removing the last line of the function (Line A above), the gestures are suddenly recognized, but the widget is not painted.
Some specs: I am currently running Qt 5.2.0, compiling on a Samsung Galaxy Note 10.1 GT-N8010 running Android 4.1.2.
Does anyone have any suggestions to how I could make this run with both the widget being painted and gesture recognition?
It seems adding the lines
this->grabGesture(Qt::SwipeGesture);
this->grabGesture(Qt::PanGesture);
this->grabGesture(Qt::PinchGesture);
this->setAttribute(Qt::WA_AcceptTouchEvents);
to the parent class constructor fixed the problem.

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