Chrome://inspect/#devices not detecting my ipad air 2 - remote-debugging

I have tried a lot my device(ipad air 2) is not getting detected by chrome in my pc I need to debug some code for my ipad but all is in vain need help.Have downloaded telerik app as well but its detecting the tab but saying not configure for debugging.

iPad will be detected by safari web inspecter.
Preferences - advanced - show web inspector

Related

On page reload ionic 4 app doesn’t allow to key in any input

We have ionic 4 web app, this application is deployed to AWS i.e. www folder. When I open the application it opens and I can perform required operations, but when I reload the application I can not key in any input and navigate from segments the app is totally blocked, not sure why is this happening only in my system. Is it an issue of lazy loading of components or issue with the browsers I am using?
When I right click and do inspect on chrome browser the block is released and I am able to key in input and navigate through out the app.
Please help me fix this issue. I mentioned my system config where I was testing this app. So far I have tried in chrome having 76.0 version and on microsoft edge having version 44.18362 browsers and my system config is OS: Windows 10, 64bit OS, Processor: i7, RAM: 8GB
Solution to fix this issue is to add the Cordova browser platform to your ionic app and do a prod build for browser.

Microsoft edge remote debugging

Is there any way to remotely debug a mobile web app in a W10&Edge phone from a computer through a USB connection? I mean, the same way we debug web apps in Android and iOS through Chrome and Safari dev tools.
If it is posible, which are the requirements of the computer? Would it be posible from a W7 or W8 computer?
I do not believe it is possible via USB, but you can use something like VorlonJS to debug websites remotely, even on mobile devices.
I demo exactly how to do this in a sample on GitHub.
Developer:
Simply navigate to your dashboard at http://vorlondebugger.azurewebsites.net/dashboard/default. This is your dashboard for viewing who is currently on the Vorlon demo site.
Users:
Instruct them to navigate to http://vorlondemoapp.azurewebsites.net/, which is a basic HTML5 boilerplate site.
Usage:
Look at your dashboard, and you'll now see that the users are viewing the page. You can alter their code on-the-fly.
I had a same question. But I solve my problem with this:
I copied html+js code into my UWP application and then I can remote debug it with Visual Studio

Which Platform of Unity is best for Facebook Canvas App

I want to deploy my Unity3D game on Facebook as canvas App. There are two platforms in unity version 5:
WebPlayer
WebGL (Preview)
I have no idea about both of these builds. I am using Parse to store my user data. And Facebook Unity SDK for social gaming. I have built for IOS platform and now for Canvas App deployment I want to know:
which one of these would be best for Canvas App?
I want to know if there are any issues regarding Parse API or Facebook Unity SDK for
WebPlayer/WebGL build?
EDIT:
I have built for WebPlayer and i can not run it on Google Chrome.
does it have to do anything with Canvas App too?
I have built for WebGL and tried to run it on Google Chrome and got this alert:
( I am using Google Chrome Version 44.0.2403.107 (64-bit) )
Any suggestion/help is highly appreciated.
I will suggest you to not build your game in webplayer, because chrome is dropping support for unity webplayer(Google Chrome version 42 and later has disabled all NPAPI plugins), and other browser will also drop the support sooner or later. The best way forward is to use webGL. WebGL in unity is still getting evolved, but this is the future. I also have developed game for webGL, I didn't face much problems except data storage. Parse does not support webgl yet, you have to look for other services. In my case I have build my own php server and it is working fine. Anyways you have to choose what is best in your case. You should use webGL , but thats my opinion.
The error message is more or less self-explanatory: Chrome doesn't support running Unity WebGL when it is run from a local file on disk, because of Chrome security. This is not a real problem, as in production it will always be run from a webserver (http://).
During development, your options are:
Start chrome with access to local files: chrome.exe --allow-file-access-from-files
Host a local webserver (Apacha/WAMP, IIS, etc)
Use firefox
You are correct. Building the unity for the web is the way to go. You select web from the build settings and you can upload it to the facebook canvas. The thing with chrome is that it no longer supports NPAPI and that is what the Unity web players uses. You can manually enable it and try out your game in chrome. But for the majority of chrome users unity web player no longer works.

Class not found error for any glass api

I configure eclipse ADT for glass development successfully.
Then I create a sample project and try to develop google glass card or timelineitem.
when I compile and run, an error occurred from android tuntime
java.lang.NoClassDefFoundError: com.google.android.glass.app.Card
this error also occurring for
com.google.android.glass.timeline.TimelineManager
Error Log
How can I solve it?
You have to set your project to compile with the Glass GDK.
Make sure you're targeting 15, have the GDK downloaded as per the other answer, and then:
Select your project on the left side of the screen, open project poperties (alt-enter, or right click -> properties), go to Android tab, scroll down to Android 4.0.3, and in that section will be the Glass Development Kit Sneak Peak. Check the box next to this, hit ok and everything should start working.
EDIT:
Just to make sure, your manifest should have this line:
<uses-sdk
android:minSdkVersion="15"
android:targetSdkVersion="15" />
Make sure you are targeting API 15 and that you installed the glass development Kit.
See the Picture:

Google visualization API doesn't work in IE9

I'm trying to use Google Visualization API to generate Pie charts. My implementation is working on all the browsers except IE 9.
Not sure if there is any fix for this. When I try to open the page in IE 9, it shows a popup to install the Google chrome frame. But this wasn't working even after installing the chrome frame.
I've even tried the Google code playground, the same problem in IE 9. So, I confirmed myself that it is something to do with the IE 9.
Has anyone got any idea?
I finally figured out that the issue is - Chrome framework plugin hasn't been enabled when I've installed i.e.; by default this plugin was not enabled.
We need to manually enable it (after the installation, when you restart the browser IE displays you a popup showing plugin is ready with two button Enable and Don't enable).
I'm giving you the screenshot of the plugins dialog (You can go to the below screen from Tools -> Manage add-ons)
After enabling, make sure you restart the browser and refresh the page which is using the Visualization framework.
Unfortunately, end user has to install this in order to get this work in IE 9 which is really a bad user experience.