Webos denied getting mac address for old tvs - webos

Im developing an app for both samsung and LG.
I have 2 LG TVs, one is old (2017 webos 3) and the other one is a (2020).
Im tring to get the mac address of the any network interface using :
webOS.service.request("luna://com.webos.service.connectionmanager", {
method: "getinfo",
which works perfectly with the new LG, but it returns an error in the old on (webos denied method call "getinfo" for category)
I have tried everything but nothing seems to work...

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Blank Image when loading from remote url

Everything seemed to work fine, however when I try to load an image from remote url, it shows up blank on debug device. This is when deploying from VS on Windows to physical iPhone device.
It works fine in iOS simulator and Android emulator.
Tried the following:
image.Source = new Uri(url);
image.Source = ImageSource.FromUri(new Uri(url));
As well as things like loading the image from stream using ImageSource.FromStream
My best guess is it has got something to do with permissions?! But the app seemingly connects just fine with the server API. Why would it have any trouble loading image from the same server?
Update:
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Xamarin Android 10 UDP Client In Background (Release Mode Only)

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m_udpSocket = new UdpClient(m_port);
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System.Net.Sockets.SocketException (0x80004005): Access denied
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Based on all the above, Im assuming there is something else I need to do to allow the socket to work in the background in release mode but I cant seem to put my finger on what it is. Ive read about INTERNET permission and how Debug mode automatically adds this so is there something else I may be missing in the Android Manifest that could cause this.
Any help would be greatly appreciated.
Thanks in advance.
For anyone experiencing similar problems, in the end it had nothing to do with the actual code, but it was the Battery Optimisation Settings in Android.
Once I removed the app from the automatic battery optimisations, everything worked as expected.

Qt + VTK fails to run on Surface Pro X

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From looking at the logs, Qt seems to have issues with creating a context. The VTK logs keep popping up the following error:
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I am developing a DayDream app and working with a Pixel XL and real DayDream Controller (on a MacBook Pro). I would really like to be able to test with the DayDream Controller when running the app from Unity Editor. Currently, I am forced to make a build for every little change and its killing me (slow).
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I don't know about real Daydream Controller, but you can try using your phone as DayDream Controller Emulator.
As it said here, you should download emulator APK from here, install it and run on phone connected to WiFi.
In your Unity project find GvrControllerMain and change Emulator Connection Mode to Wi-Fi. Also find Assets/GoogleVR/Scripts/Controller/Internal/Emulator/EmulatorConfig.cs and change line to IP address displayed on daydream controller emulator app on phone.
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public static readonly string WIFI_SERVER_IP = "192.168.0.78";//"192.168.43.1";
Click "Play" in Unity, it should work.
In addition to diesersamat's answer, I would like to add two things:
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You could use the real controller via Emulator: Open the Controller Emulator app --> open the Emulator's overflow menu --> select Switch to Real Controller. For this to work, the phone that runs the emulator has to be Daydream ready. I usually use the same phone that I use for Daydream VR as a controller emulator.
At Google I/O 2017, the Daydream team announced instant-preview which supports a "headless" controller-only mode.
The repo is on github: https://github.com/googlevr/gvr-instant-preview
The moment in the Daydream keynote where it is mentioned is here: https://youtu.be/tto90e-DfeM?t=26m45s
I had the same problem trying to get the emulator to work. The solution for me was to set up the player settings to android and click the VR supported tab with the daydream SDK selected in the VR SDKs dropdown BEFORE importing any daydream/google VR packages.
Took a lot of trial and error for me to figure that out. Hope that helps.

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