Can't use AWS on watchOS? - watchconnectivity

I need to develop an application for Watch OS, which will be download the chosen files from amazon web services. But for that I need aws sdk for watch. I haven't found any on the web. Is it possible to modify the AWS SDK for iOS so it can be used for Watch?

Applications on the Apple Watch do need the companion application on the paired iPhone in order to perform more sophisticated tasks as well as to offload communication with backends such as AWS. With this SDK you can update application context information as well as send messages back and forth and transfer larger files between the app and the watch,.
Apple provides an SDK, called WatchConnectivity, to handle communication between the two devices (see WatchConnectivity).

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Flutterfire cli not showing windows and linux as an option for platform to support

I cannot compile my flutter app since it is not configured for windows, or rather it is not configured Firebase for windows, so the app starts but fails. And I don't understand why when I run flutterfire configure it shows what follows.
firebaser here
The FlutterFire libraries work by wrapping the native SDKs for Firebase's primary supported platforms: iOS (now also macOS), Android and Web. While Flutter allows you to build Windows and Linux desktop apps, Firebase does not have SDKs for those platforms. Even on its products where Firebase offers some limited support (through its C++/Unity SDKs), the FlutterFire libraries don't wrap those SDKs at the moment.
If you want to use Firebase in your Flutter app for Windows and/or Linux, you'll have to either wrap the REST APIs of the Firebase products you want to use yourself, or use a library that wraps the REST API already. An example of this is the firedart library that provides basic support for Authentication and Firestore, but there are probably others.

What defines an unknown source in Android Auto

Currently,
My team and I are developping an Android Auto enabled app. And it appears to me this app is only available in my car unit, when I enable unknown sources in the Android Auto app.
However I'm wondering what defines an unknown source and how do I make sure my app is not an unknown source. Does Android Auto communicate with the Google Play Services for this or do i need to sign the APK with specific data?
How are you deploying your app? If you are deploying with Android Studio: as I recall you won't see it on your real automotive head unit, just the emulator. To show on the head unit it needs to be deployed in the Play Store, at least in developer and pre-release mode while under development.
First of all: Android Auto runs on your own device, meaning it adapts the same permissions you granted to particular apps. If your app doesn't have an app in the normal UI or you didn't open it on your phone once, then it would usually prompt you to grant permissions the first time you open it.
An unknown source is pretty much any way of getting your app outside of the Google Play Store (and OEM-specific app stores like Samsung App Store for Samsung devices etc.).
That is especially common if you e.g. download an .apk from the internet and want to install it, but your phone thinks their own file manager is an unknown source (because it is not intended to download apps).

How to read SMS and Call logs of a Firefox OS phone?

For SMS, I have pulled the sqlite file and put it under the corresponding directory of the simulator on PC, but it didn't read.
Is it because Mozilla hasn't provided the function of SMS on the simulator?
What if I build the emulator myself, can it read the sms.sqlite I got from the phone? Or if the only way to read the sms is to decompress the code?
As for call logs, I have no idea where it is stored, is it mingled in the activity.sqlite?
I'm kind of lost in the Firefox OS, thanks for your help!
Powerful and dangerous APIs are not available to third-party apps.
Only internal apps can access the WebSMS API and Web Telephony API on firefox-os, because they are intended for system-level apps and default apps created by Mozilla/operators/OEMs.
Check the Permissions Table for Internal (Certified) Apps (MDN).
I'm developing an app to fetch SMS and other data from Firefox OS device. You can see the source code here.

Can you upload .ipa files to Testflight without Mac?

I am using Phonegap Build to quickly deploy and test my applications. For this to work, I had to go through an elaborated tutorial on creating provision files and certificates and borrow a Mac to make use of Keychain. By then however, I only registered one device UDID.
Now I want to add more devices, but I dont want to go through the whole process again, also what if I have to add other devices later?
So I was thinking to use Testflight, which only requires that you upload an .ipa file (apart from having a developers account etc). With Phonegap Build you can easily create these .ipa files.
However, since I am working with Windows, I dont see how I can upload the .ipa files on Testflight. Most tutorials online talk about using Xcode and some other Mac program.
Is there any way to upload it anyway?
Hacks might be available but since Apple integrated TestFlight into iTunes Connect - which (at this time) does not have a public API - the only official solution is to use Xcode or Application Launcher for ipa uploads. Both are only available for OS X.
An alternative solution might be to use an iOS CI/CD (continuous integration and delivery) service to do the upload. We happen to have one - bitrise.io, CTO here - but you can find a couple of other services as well.

Mail.app plugins & Mac App Store

Does anyone know if the Mac App Store is allowing third party plugins for the Mail.app? With the new release of Mountain Lion, the security architecture will sandbox every signed application (and thus Mail) so that the process of installing a plugin is very limited.
The question is: since a plugin must use a private API (Mail.app doesn't expose APIs) and access private data from another application, how can this be accomplished within Mac App Store rules? Is it possible at all?
You never could publish plugins through the Mac App Store. The rules only allow for self-contained apps. You also couldn't sell an app that does nothing more than installing your plugin - the rules forbid apps to install any code in shared locations. And with the sandbox it's not possible either.
Your application would need to be usable without the plugin present. MsgFiler offers a good example: it works, albeit slowly, by itself, and offers a plugin downloadable separately from the App Store which speeds it up.

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