Chromecast & Air for Android Apps (AS3) - android

Anyone one know a simple way to use / intergrate a chromecast sender for my Air for Android Apps so they can cast directly to a TV.
I've done a few successful tests on webpages.
but as for intergrating the code into an entirely AS3 project, I don't know were to begin? and I can't seem to find any docs on how to do this.
Thank you in advance for your help.

There in an Air Native Extension that handles this: ANE-Chromecast on Github

The ANE on Github is not a solution (line 19 of AirCast.as specifically excludes Android).
More fundamentally, even after re-engineering the ANE to get around the original block, it is currently not possible to get a reference to android.os.Bundle (which is required) as the class is not reachable, no matter how many SDK jars you build into the ANE.
Until there is a means to get the bundle, then this call will always fail:
CastDevice mSelectedDevice = CastDevice.getFromBundle(route.getExtras());
With:
java.lang.NoClassDefFoundError: Failed resolution of: Lcom/google/android/gms/cast/CastDevice;
But if anybody can get around this, please let me know as I would dearly like to get there...

Related

Why is android looking for RNCGeolocation when I use react-native-geolocation-service?

Trying to get an android version of a react-native 0.61.2 app running...
The app intends to use react-native-geolocation-service but can not get past this error:
"Error: #react-native-community/geolocation: NativeModule.RNCGeolocation is null."
I understand that react-native-geolocation-service uses #react-native-community/geolocation on iOS but this is android. I have searched the entire project for the string RNCGeolocation and it's not there. How can I get running with react-native-geolocation-service on android?
For anyone dealing with this, i've tried every solution out there and still didn't work. I found that Geolocation uses a native location api (ou native module), and sometimes the problem is that the api seems not to be "there". So I installed react-native-location, that seems to provide (some of the same?) functions of that native api and, after that, I installed and was able to use #react-native-community/geolocation.
Hope it helps :)

ANT+ SDK - requestAccess faild (Other failure)

I'm trying to develop own Android application using ANT+ sensors.
My app is based on (developer's Sampler code and SDK).
However I found the strange thing during tests. I mean when I start to searching devices I immediately receive a message:
W/AntPluginPcc: BBD30600: RequestAccess failed: OTHER_FAILURE
At first I suppose that a reason of this problem is that I have a phone with Marshmallow OS (instead my wife's phone is based on Lollipop OS and all works fine). I tried to find anything in documentation related this but didn't find anything interesting. I add to Manifest some permissions (I mean com.dsi.ant.permission.ANT, android.permission.BLUETOOTH etc.) and set the permissions in code, but it doesn't help to me to solve my issue.
May be anybody received this problem and may be somebody solve it. Could you please share your solution to me?
P.S. I install the ANT+ Plugin services, ANT Radio Service. in App I use the ANT+ SDK from github. May be I should use also the ANT SDK? (I want to connect to HRM and cycle devices which use ANT+ protocol)
If you have the same problem as I you need to realize the AntRadioServiceConnection class.
I found it here.
And you should be sure that you have all services and plugins installed on your phone.

Openni, Android, and PrimeSense Setup

I am trying to develop a simple Android application (running on nexus 10) that will connect to a PrimeSense camera. From my research it seems that Openni is the way to go; however, I'm having a hard time figuring out what I need. When I download the Openni software and install it I get a whole bunch of different files but I'm unable to find a simple explanation of how to do a simple 'hello world' type application:
What openni jars do I need and where can I find them?
How do I configure my Eclipse/Android Studio project to include these jars.
Are there any other files that I need besides those jars: drivers..?
I just started Android dev and I've never used PrimeSense nor any other 3D scanning cameras so maybe I'm just missing something obvious?
Could someone point me in the right direction? I haven't been able to find anything on the Openni website that would help.
Thanks in advance.
The following is a simple tutorial on how to proceed. It's straightforward
http://www.hirotakaster.com/weblog/openframeworks-8-1-and-openni-2-2-on-android-tutorial/

SimpleJSON C++ Class cannot parse strings on Android (NDK) yet same class works on every other platform

I've successfully ported my game to Cocos2d-x and it runs great on Linux, QNX, iOS and Mac. I've also setup the Android NDK and am able to successfully build and run the App on Android (all from the exact same sources, which is really neat !)
On Android there is however one strange thing happening: the SimpleJSON.cpp class I'm using is unable to parse correctly formated JSON strings. Im using this framework: https://github.com/MJPA/SimpleJSON
I've looked into the code, but I'm not much of a CPP expert to see what's (if any) wrong with it (it works on all platforms except Android and it compiles just fine).
I did notice the Class makes use of wchar_t quite extensively and I also understand that that might be a problem on Android.
Anyway I've been figuring out how to get this thing to work for the last 48 hours, but I failed miserably. Is there anyone out there that can point me in the right direction ?
Is there a compiler option that I forget to set ?
Is this class just not going to work on Android ?
How can I change the class to get it to function properly on Android also ?
All hints are welcome.
Rgds.
Make sure to use the latest framework. Also look for #if defined(ANDROID) in the code, maybe there's a bug when compiling for Android.

Mobclix ADs inside Unity3D

I have lost much time solving this problem, and looks like I'm back at the beginning.
I want to run the full screen ADs from the Mobclix inside my Unity3D game. I found many tutorials but I can't get any of them working.
As far as I know, there are 2 approaches:
1.) extending unity player
2.) make JAVA side method for showing the AD's and just call it from the unity(c#)
Most important for me is to make it work, but I would prefer 2. approach.
Can somebody suggest me something and maybe give some hints/examples what am I missing?
I tried both ways. I made an JAVA plugin but when I try to call a method nothing happens or I got an error from JNI something like: "can't find that method", my manifest is not configured correctly, or my app crashes.
If I'm making a plugin (not extending UnityPlayer) do I need to add something to the manifest to support my activity/make my class able to call inside unity? How would the manifest look like? Can it be done that way?
If I'm extending the UnityPlayer how would mthe anifest file looks like and how can I call my method for that will show ADs?
I tried to call java/android methods from the unity/c# and that worked, but when I try to call my own simple method from the plugin it won't work. Looks like I'm missing something in that part. (connecting the JAVA plugin and the unity3d)
I'm experienced in the C#, but my JAVA knowledge is really at the minimum. I'm sure this can work (there are people that are selling solutions) but looks like I'm not smart enough and keep missing something :)
I tried many things, I stopped counting and deleted most of them. Can somebody tell me the right way to do this? A working example would be really useful...
Thanks for taking the time to read all of this, I hope there will be some useful responses because I'm starting to get depressed :)
Unfortunately, it looks like the absolute easiest way is to purchase a plugin, made just for this. I found one here, which costs $50, and it specifically stated it supports fullscreen Mobclix ads.
There is a free one developed by the staff at Unity3D forums, however, it seems more complex, in that you must run it on the actual android device, and I am not sure if it supports full screen. You can find the discussion thread here.
Hope these links helped!
Edit: I found a much more affordable £6.00 Unity3D plugin, which you can get here. It did not explicitly state support for fullscreen, however.
Note: I found a tutorial from the very same website that offers the £6 plugin. This tutorial might be worth checking into, however it involves compiling your own Unity Android plugin. Because it is from the same website, it may be worth checking into. It is specifically a plugin to display Mobclix ads on a Unity3D for Android app.

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