Do Android Automotive OS support OpenCV OpenGL and multiple screen - android-auto

I am trying to convert the desktop app to Android Automotive OS (AAOS). I am using OpenCV DNN for object tracking. Also, I am using OpenGL to render the contents. Rendering outputs (2 full HD) must be displayed on two monitors (must be full screen). Also, I must send some data using serial communication. I don't have any experience with AAOS. So I can not decide to this app doable or not on AAOS. So If you have any experience with AAOS can you give me any feedback about this project. AAOS runs on Snapdragon SA8155.
Dev board link:
https://www.lantronix.com/products/sa8155p-automotive-development-platform/#tab-features

Android Automotive supports multiple screens. And specifically this platform provides multiple video outputs.
You should check whether mentioned features are supported by provided Android distributive. Most certainly the distro is supplied by Qualcomm. In this case you need to get access to Qualcomm's documentation.

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I have created an app in unreal engine 4 that is using opengl-es 3.1. The problem is ue4's version of opengl-es also needs support for floating point render target (aka OES_texture_float). I would like to check if the device has the OES_texture_float extension in the android manifest so google play can stop these devices from installing my app.
Following links have helped but I still dont understand what I have to do exacly
https://developer.android.com/guide/topics/graphics/opengl.html#textures (determining opengl extentions)
Preventing devices without a GL extension from downloading app from Google Play
(question from another user)
I would be grateful for any help.
I'm not an expert in Open GL, but know a little bit about Play Store targeting. The two targeting mechanisms we have in Google Play for distributing Apps to devices based on Open GL are open GL version (which you known about) and <supports-gl-texture>.
If supports-gl-texture doesn't do what you want, another thing which is a bit more work but should work is to manually restrict devices in the Play Console.

Mobile Cross-Platform Camera Frames Extraction

Is there any cross-platform framework for mobile apps (Xamarin, Flutter, React-Native, etc.) that allows accessing frames from the camera's feed live?
In other words, is there any way to perform manipulations on live video (frame-by-frame) in cross-platform environments? (Similarly to this tutorial for iOS).
From what it seems, in Flutter for example, it's possible to display a live preview of the camera, but not to access the frames; and beside some ghost-town questions I couldn't find much online about it.
Xamarin allows you to access and use each and every feature of all platforms.
The code will be platform specific but C#. I have one project in my repo where I'm using Xamarin.iOS to overlay rectangle detection onto the camera live feed. You can implement something similar using Xamarin.Android (using Android specific APIs).
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kudan community. I'm developing an application where I need to use augmented reality, but my application will run on windows computer with two monitors (where one is projecting the augmented reality), connected with a webcamera. Also I need to track an object (not a marker).
I was testing this with the vuforia library and it works on the unity editor, but doesn't work when I try to compile the application on windows. (I know that now vuforia support universal windows apps, but I can't make this works and also from what I see doesn't support multiple monitors).
So I saw that kudan support windows and object tracking but I read the tutorial and wikis and I can't seem make it work.
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PD. I'm using unity engine 5.4 and windows 10 os

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Two of them would run on Android phones, while the third would run on a MacMini. I can use Bluetooth on the Android phones almost without problems by using native extensions, but I am a bit confused about how to access it on the Mac Mini.
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Do I need to program BLEduino (arduino with BLE)?

I am doing an iOS app, and I have bought the BLEduino, which is an arduino with BLE technology built-in. The question is, do I need to program something in BLEduino? Can I just turn it on, so it can be discoverable, and then code in Xcode for my app to connect with BLEduino, and etc?
The BLEduino comes pre-loaded with the library firmware (i.e. that processes all BLE communication), and the sketch for the Console module (which interacts with the library). That is, you don't need to program anything into the BLEduino to get started. Thus, yes, plug it in, and it should be discoverable.
You don't need to program anything on the iOS side either to get started. You can use the BLEduino iOS app. The BLEduino platform (firmware library, sketches, iOS app) supports 12 different modules. Simply upload to the BLEduino the corresponding sketch for whichever module you want to use, and it will work with the provided app.
Additionally, the BLEduino app is completely open sourced. I would suggest you play with that before doing one from scratch. That way you can see how to use the BLEduino iOS SDK.
Lastly, if you definitely want to do something completely from scratch (i.e. without the BLEduino iOS SDK), then simply make sure that your CoreBluetooth code complies with the BLEduino BLE Profile, and packet structure.
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There's additional information on the documentation, and forum.

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