How can I enable Versa 4 USB debugging - fitbit

I'm trying to install a clock face I made for the Versa 3 onto my Versa 4. On the watch you need to connect the charge cable (to the pc I assume). Then in watch settings there is a place to enable Developer Bridge/USB Debugging which I assume is how one installs an app for testing. This was via WIFI on the Versa 3. No WIFI on Versa 4. On the screen that reads "To connect to developer bridge, enable USB debugging" I select the switch to enable but selecting the "Yes" button just turns off the screen. It does not restart, and Fitbit Studio does not recognize the watch.
The same Yes/No dialog works for Factory Reset and Shutdown so I'm guessing the switch is just not hooked up correctly in the OS.
I've factory reset a couple of times, once connected via the PC app and not phone app. In that scenario the "Settings" button was greyed out so I couldn't even get to the step I am describing.
Is there some step I am missing? Is anyone else able to get USB debugging to work on this device?

The Fitbit Versa 3 SDK is not compatible with the newer Versa 4. Each watch has its own development kit with a special name that must be specified in the .json- Versa 3 is Atlas. If you take a program that works for one build you have to make the correct changes to the .json file, index, and widgets sections to make it work for another build. Follow official guide here: https://dev.fitbit.com/build/guides/migration/
That being said, you currently cannot download or create your own apps or clockfaces for Versa 4 or Sense 2 at all. It does not seem that Fitbit is going to continue allowing 3rd party developers to contribute, and it has no future plans to release an sdk for Sense 2 or Versa 4.
See forum discussion:
https://community.fitbit.com/t5/SDK-Development/Sense-2-and-Versa-4-development/td-p/5245083
Moderators have suggested to leave a feedback vote here along with other users to ask Fitbit to add a Versa 2 and Sense sdk to Fitbit Studio.
https://community.fitbit.com/t5/Feature-Suggestions/3rd-Party-Apps-on-Sense-2-and-Versa-4/idi-p/5248677#comment-on-this

Related

Unreal Engine Pixel Streaming

I have set up a pixel streaming in UE5 in AWS(Amazon Web Services) it works perfectly on my laptop, mobile and my colleagues system (same WiFi).
When I send that public IP4 link to my client in another city it just appears blank, after clicking the triangle (play button) in Pixel Streaming.
Edit 1: when I change the location(IP) using VPN, it also not working on my laptop too.
EDIT 2:
I'm using UE5 pixelStreaming, It works on many devices/locations, but it didn't work on some locations. I contacted AWS the checked different locations and its working on their side.
surprisingly i didn't do anything it worked on all devices in all locations the next day.
On the next day this problem arise again it didn't work in my client's whole office.
after a few hours, it started to work on some of my client devices(mobile /web browser).
I checked the remote desktop I find out that webRTC data is not coming there.
Why WebRTC data not coming in some of the devices?
I think it might be because you didn't allow access from other networks on AWS, so it only allows those on your network to see it. While not this exact issue, something similar happened to me before.

C++ way of detecting powerstate changes in Windows for a desktop app

I've been looking everywhere for some information as to how one might go about registering for power state changes in a C++ application. I don't have a window handle and the program does not always run in as a service. I see that there are powerstate broadcasts available to register for but I cant seem to find anyway to get to them. Any one have any idea?
Once I've received a power state change, I plan on informing all connected users to that machine.

How to disable WiFi on Glass for testing?

I want to develop a receiver for Google Glass which will detect the WiFi state of Glass and depending on that state show some information to user.
The receiver will listen for android.net.wifi.WIFI_STATE_CHANGED so that I can catch the event and after that check the status of the internet. It will not only detect the internet availability but will also show if Glass is timing out when pinging any specific IP address from any apps of glass.
I have tested the receiver on another Android device and it's working fine. But now I want to test the app on Glass. In order to test, I want to disable WiFi; however, Glass only shows options in settings for forgetting the current WiFi network and connecting to a nearby network.
How can I disable WiFi on Glass temporarily?
From default settings of glass its not possible to disable WiFi. To do the things you have to follow some instructions and install android default launcher and settings so that you can get the settings UI as your android device and do the rest of the desire works.
I am describing the whole process here :
At first you have to download these two apk.
Settings.apk - http://goo.gl/EqV8u
Launcher2.apk - http://goo.gl/ytfSn
After that you have to install these two apps into your glass by ADB :
1. adb install Settings.apk 2. adb install Launcher2.apk
Please be careful not to check the “Use as Default” box or you will not be able to access your Glass Settings until you uninstall Launcher2.apk.
After complete installing go to your settings and select launcher. After selecting android default launcher you will get the setting UI as like as your android device. Now you can do whatever you want like WiFi enable/disable, Bluetooth enable/disable and etc. But there have some issues which not working like Bluetooth Tethering, Data Usage , Airplane Mode and some more features.
Details process of using the settings and launcher and not working features.
If you want to uninstall the installed app at first see your app packages name and delete the app from the devices using below script :
adb shell pm list packages [see all of your installed app list]
abd shell pm uninstall -k com.packagename [your app by specific package name]
After above script you will get your previous glass settings.
Here is the excellent video where all these process has been described in nice way.
Voiding Your Warranty: Hacking Glass
Well as you already know we cannot disable/enable wifi and bluetooth through the native settings application(and I really don't know why). But what we know is that Google Glasses is a bit special Android device on which we can do a lot of stuff that can be done on a regular android device(such as a phone). Among "the stuffs" that can be done is enabling/disabling wifi and bluetooth programatically! In order to do that you must create your own small project and include the following lines:
WifiManager wifiManager = (WifiManager) this.getSystemService(Context.WIFI_SERVICE);
wifiManager.setWifiEnabled(true);
wifiManager.setWifiEnabled(false);
boolean wifiEnabled = wifiManager.isWifiEnabled();
//Disable bluetooth
BluetoothAdapter mBluetoothAdapter = BluetoothAdapter.getDefaultAdapter();
if (mBluetoothAdapter.isEnabled()) {
mBluetoothAdapter.disable();
}
after running your small application that disables wifi and bluetooth you can navigate to your glass settings and see that both wifi and bluetooth are OFF. If you access one of them it asks you to turn them back on. At least it works for Google Glass 19.1 (this is my current version).
I made an app that should let you toggle wifi on and off right from the menu.
Either say "okay glass, power options" or navigate to the card under the "okay glass" menu structure.
Working on bluetooth for later. Based the app on the link below.
my app
https://github.com/afzaman/Power-Options-GoogleGlass
resources:
http://javatechig.com/android/how-to-turn-off-turn-on-wifi-in-android-using-code

Attaching Unity's integrated profiler to Mobile Devices

Has anyone successfully used the Unity profiler with a physical mobile device? (i.e. the Unity 3.4 IDE tool that provides real-time stats on Unity calls, not the iOS or Android internal profilers). And if so, can you post the details about your setup and your experience?
I'm starting to get the feeling that people aren't using the profiler to test their games on real devices, given how little I can find in the Unity documentation and forums or on the web in general. In particular, dreamora is the only person I have heard of who has successfully attached the Unity profiler to a real device running a game (and then, only on iPhone not Android). It is also suspicious to me that the Android remote tool for Unity 3.4 which I downloaded form the marketplace requires a cable to connect to the Unity IDE and doesn't seem to have a wireless option; I see this as a red flag that wireless profiling by attaching the Unity profiler to an Android device may be impossible (please correct me someone if I'm wrong).
I would like to know your experiences (good or bad) with this tool, and assuming you have been able to profile a device, specifically I would like to know:
1) Did you connect to and Android or iOS?
2) What device and API version (i.e. Nexus S1 AndroidAPI=2.3.7 Kernel=2.6.35.14 running Cyanogen MOD 7.10)
3) What type of computer are you using (Windows or Mac, and OS)?
4) What is the nature of the connection you were able to make between your computer and the device?
4.1) Wired or wireless?
4.2) If wireless, ad-hoc from computer to device, tethering from device to computer, or both connected to the same WLAN router?
4.3) If wireless, what is the setup (DHCP, Static IP, ttl=4, etc?)
5) What are the Unity build settings (i.e. Development Build checked/unchecked, Autoconnect Profiler checked/unchecked, etc?)
6) What were the specific steps you took to connect to the device? (i.e. Build and run on device, then restart Unity twice, then offer up a prayer to the gods by sacrificing a Symbian phone, then connect via the Active Profiler pull-down, etc.)
Let's get to the bottom of this together, I will repost any information this community can provide me with in the Unity forums as well.
Well, I am going to partially answer my own questions here: By following these steps I was able to connect to and profile my Android Nexus running the Cyanogen Mod (7.1) using my MacBook pro (running 10.6.8 "Snow Leopard") on both Unity 3.4.1 and 3.4.2:
Create a WiFi Hotspot using Internet sharing on your Mac. Use the "Share your connection from: Ethernet" and "To computers using AirPort (AirMac)" options. I did not password protect my network.
Connect to this the WiFi network on your Android.
Quit Unity.app (if you already launched it).
Disable the Ethernet interface under System Preferences -> Network (select 'Off' from the Configure IPv4 pull-down menu)
Launch Unity.app
Enable Ethernet interface under System Preferences -> Network (select 'Using DHCP' from the Configure IPv4 pull-down menu)
Now Your Android should be in the list of the Profiler window. Of course, you will need to launch a Unity application that was built with the 'Development Build' and 'Autoconnect Profiler' checkboxes selected under Build Settings (that's what I did at least).
Happy Hunting!
-Arun
If the above don't work or you need to profile specifically on a Windows Phone, try the following...
1.) Make sure in Build Settings you set it to 'Development Build'.
2.) Connect your phone to your Wifi Network, then click on the wifi connection to see your phone's IP address
3.) Enter the phone's IP address in the profiler, and press the 'Record' button and the profiler will begin profiling on your phone.
4.) Run your game from Visual Studio, wait and you will see the profiling will begin.
If you don't see your phone in the profiler, try this alternate method
1.) Connect the phone to your PC
2.) Make sure in Build Settings you set it to 'Development Build'.
3.) Build the game to Visual Studio
4.) Run the game in 'Debug' mode from Visual Studio
5.) When the game is running on the device and is past any loading screens, click on the 'Active Profiler' dropdown in the profiler, and the device should be listed there

Windows Service end of starting process notification (2003,2008)

I have a service (C++) that during its startup might sleep for 10 minutes (error case).
in 2003 - it worked fine, when I migrated the code to 2008 product, Windows Services notify me that the service could not start (my application still alive - but from windows perspective after 1 minute it claims there is a problem..)
-> Though the code was migrated to newer version no change in code flow
-> there is only one thread that starts everything.
-> I can't start the application if this error occurs (I must sleep).
-> Is there any change in 2008 behavior?
Thanks.
There are changes in how session-ids are maintained. The interactive logged-in user would get session-id starting with 1 (In Windows 7/2008), which used to be 0 for previous versions of Windows.
Along with that there are restrictions on how services can interact with the desktop. If service creates/shows windows, it will NOT be rendered to session that belongs to current user, but it would be shown via session-id 0' desktop.
You may check this discussion