Google Tango: how to activate ART runtime - google-project-tango

When I open tango explorer, I get this error:
Runtime mismatch, go to system setting and use ART as runtime.
The thing when I looked in the net, it told me to go to settings->developers->runtime, but there is no ran called developers or runtime in the settings. Could someone assist please?!

The simplest answer is that Tango won't work at all with Dalvik - if any of the demos work, you're good to go :-)

if Tango Device set runtime with Dalvik, it still works for some apps, but it can't give you best performance.
For better performance, Please use ART runtime.
TangoExplorer had UX Framework, it will remind you that you are running on Dalvik instead of ART.
For Setting runtime,
First enable Developer options by click Build Number 7 times
then goto Settings->Developer options -> Select runtime -> ART
The device will reset itself

I found the answer:
Go to settings, about this device, the very last option is Bundle Identifier, tap on it around 6 times, it will add the developers tab in settings.
(Google... Why?!)
And yes, demos work on Dalvik and the performance is far more better than ART but accompained with a warning/error message asking you to switch between them.

Related

Cobalt for the nintendo switch

i was poking in the Youtube-app for the Nintendo Switch and saw that it's the cobalt browser pointing to youtube.com/tv. Since the switch is lacking a (good) browser*, i thought that it may be possible to compile a/the browser for the Nintendo switch myself. Learning about the topic showed me that i don't know nearly enough to do this myself and i also have no idea where to get some help with this.
Switch apps are compiled with the nx_sdk, which is reserved for "approved" developers and under an NDA, so its not exactly easy to try to copy what Youtube did. We do have a toolchain to compile homebrew and it features a lot of the same things of the official SDK but it's still just for hombrews.
In my despair i tried to modify the Youtube-app to just use a different domain than youtube.com, which works but there are other checks in place that i cant really solve with my limited assembly knowledge.
So i my question(s) is/are: Is there a way to get cobalt to the switch as homebrew? If yes, where can i start and what do i need? Is the youtube-app (switch) source code available somewhere (minus the switch SDK)? What else could lead me to an acceptable solution of having a/the browser on the Nintendo Switch?
* Officially the switch has no browser, however there is a very limited Netscape browser for situations like wifi-captive portals or triggered by ingame TOS, health notices or video playback. The browser can be run by homebrew any time but like said above, it lacks functionality that other browsers all have.
The Cobalt source is available from https://cobalt.googlesource.com/, but it won't include the Switch port code. You could try implementing your own Switch port, but it is not going to be trivial.
More importantly, though, Cobalt is not a general-purpose browser. It is not based off of WebKit, and it only implements a greatly reduced subset of web specifications. Websites will not work out of the box on Cobalt, so it's not a promising endeavor.
Cobalt is designed to run single-page web apps that target Cobalt directly. By making many simplifying assumptions, it can be more embedded-friendly.

Is the accessibility tool in Firefox ADA compliant?

Firefox and Firefox Developer Edition both include an accessibility checker in their developer tools.
Does this tool catch everything that would cause a page to not be ADA compliant? We need to make sure that our web app satisfies the ADA's requirements.
Short Answer
No, no accessibility checker or combinations of accessibility checkers is effective at finding all accessibility issues.
You need someone who knows WCAG, possibly ATAG depending on the application and ADA compliance to test for you.
Long Answer
Accessibility checkers are tools to assists you, unfortunately we are a long way from an automated solution that catches everything.
You need experience and a deep understanding of the WCAG guidance, even if your goal is purely compliance (as I would encourage you to change mindset from "compliance" to "best user experience").
The reason we can't rely on tools yet is because it is difficult to automate some (most) things, for example logical focus order is not something that has been successfully automated yet. (Top tip - accessibility insights has a good tool for testing logical tab order, it still requires some manual work but better than just hitting tab alone.)
Or forms - yes tools can tell you if you are missing a label but they can't tell you if error messages are meaningful, if instructions are clear, if the form label is located close enough to the input to not cause confusion etc.
But automated tools catch most errors don't they?
To give you an idea of how far away we are with automated tools, the UK Government's website accessibility team tested automated tools on the "worlds least accessible webpage".
Out of the 10 tools tested they found that 29% of barriers were completely missed by every tool. (So even if you ran all 10 tools you wouldn't pick up 29% of errors - including manual prompts to check things!)
The most effective at finding errors automatically was Tenon....it found 39% of the accessibility errors.
There is a break-down of how these accessibility testing tools performed here.
In short, they are tools that will help you find about half of the accessibility issues on your app / page.
For everything else you need someone who knows how to test your site and find accessibility errors.

Debugging in corona sdk

I am trying to figure out a debugger in Corona SDK. Currently i am using the most basic technique of print commands but i am looking for a module that could help me put break points and view the value of the variables.
Yes, I agree with Mr.Unicorn. CORONA CIDER IDE provide several features to help coding in lua.
Trial version is also available on their site, you can try it.
Some major features of CIDER:
Breakpoints
Omniscient Debugging
Function Navigator
Smart Code Completion and many others.
You can check on their site : http://www.mydevelopersgames.com/CIDER/features.html
http://www.mydevelopersgames.com/CIDER/ - I'm not sure if you're looking for just a "module", but this IDE has all the features you mentioned. Personally I use it and I'd say it's worth it.

Game Boy emulator with a full debugger?

As part of the work I've been doing to answer this question about the technical workings of a glitch in Pokémon Red, I've been looking for a way to use a standard debugger to debug a Game Boy ROM. Although many of the emulators I've found have some support for debugging, nothing I've found so far has been helpful.
As a background, as of now I have tried to use the Visual Boy Advance built-in features to do debugging, but they aren't particularly useful for what I'm trying to do. VBA lacks the ability to set breakpoints, and since it steps forward at the level of frames rather than instructions I'm unable to see how the code is executing when I actually need it to. Although VBA says that it supports GDB debugging, I have been completely unable to get it working. I tried cross-compiling GDB for ARM as per the instructions, but could not get GDB to connect to the emulator (it would recognize that there was a program to connect to, but reported that the protocol had been violated). I repeated this with similar success in both Windows with Cygwin and on Ubuntu Linux. A friend and I tried to use Insight/GDB, but ran into exactly the same problems.
I also tried to use the NO$GBA debugger, but it refused to load my ROM for Pokémon Red (and then insulted me by saying that nothing I could try to do would fix it, as the file was just flat-out wrong).
Additionally, I tried downloading this version of Visual Boy Advance that claims to have a debugger in it, but for some reason I can't get it to enable the debugger. Pressing F11 as per its instructions has no effect whatsoever.
I believe that I've done my due diligence trying to get a debugger working, and I'm surprised that not a single one of them has worked. Does anyone know of a simple, straightforward way to debug Game Boy games using standard debugging techniques? I'm interested mostly in being able to put in memory write breakpoints (to see what routine is clobbering certain parts of memory). I would really appreciate it if someone with first-hand experience doing this could provide details on how to do this, as online resources on the subject seem pretty limited.
If you just want to debug your old gameboy games you can also use bgb which has several debugging options such as tracing, breakpoints, profiler and a lot more.
No$GBA is for GBA games; you want NO$GMB. Note that it's very buggy, and without a registered version (which may be impossible to get legitimately) rather crippled.
bgb is free and is very similar to No$GMB, but even buggier.
VBA is supposed to have a debugger, but there are a million different versions out there, so good luck finding the right one.
Check out the site GbaDev.org and look on the forums. This is the best spot on the web for GBA or even GBC questions. I can tell you that there are many versions of VBA and no$ out and about. The No$ you want was technically a pay for version, but Martin Korth hasn't been answering emails or anything for years now and I'm not sure of its status anymore. I can also answer some questions for you personally if you'd like or help you with the debugger.
I was able to go to the no$ main website, download the windows version of no$gmb, and use it to debug when run in B/W mode - should be sufficient for you needs. F12 opens roms, F2 toggles break points, space traces, F3 steps over, Ctrl-G takes you to an address (or symbol), and Ctrl_B allows conditional break points (by far the most powerful feature for you to use.) For instance, (3000)! would set a read/write breakpoint on address 0x3000. (0300..03003)! sets on a range. As you are looking for specific address changes, this is what you want.
VBA-M has a bunch of debugging tools under "Tools" menu, including memory & tile inspectors and a disassembler. It even has support for GDB. I didn't test with any frontends like gdbgui, or VSCode's GDB support, so YMMV, but the other built-in tools look pretty decent.
Go to the releases section for a build for your platform (arch linux also has it in AUR, for easy install in package manager.)
Here it is running some of the tools on a Mac:

Developer Setup for Starting Out with Cocoa/Mac Programming

I'd like to start experimenting with Cocoa and programming for Mac OSX. I'm not terribly concerned with Objective C syntax/constructs/bheaviors at this point, but more curious as to an efficient setup on in terms of an editor and/or IDE that will get me going quickly. Is there any IDE even remotely similar to Visual Studio (since that's where I've spent most of my time over the last 7 years) in terms of it's solution/project concept? Any other tools, tips, suggestions and/or resources to get up and experimenting quickly?
I'd like to avoid a lot of the intro stuff and get into things like "If you want to create an Mac desktop application, you can use Acme IDE and set up your project like this."
I was afraid Xcode was going to be the answer! :P I tried playing around with that -- literally just getting it off the DVD and just diving in with no idea what to expect (before I even knew that you used Objective C as the language). I figured, the wise guy that I am, that I could just sort of fumble around and get a simple app working ... wrong.
#Andrew - Thanks for the insight on those config settings. Based on my Xcode first impression, I think those may help.
I'd suggest you pick a fun little product and dive in. If you're looking for a book I'd suggest Cocoa Programming for Max OSX which is a very good introduction both to Objective-C and Cocoa.
XCode is pretty much the de facto IDE and free with OSX. It should be on your original install DVD. It's good but not as good as Visual Studio (sorry, it's really not).
As a long-time VS user I found the default XCode config a little odd and hard to adjust to, particularly the way a new floating window would open for every sourcefile. Some tweaks I found particularly helpful;
Settings/General -> All-In-One (unifies editor/debugger window)
Settings/General -> Open counterparts in same editor (single-window edit)
Settings/Debugging - "In Editor Debugger Controls"
Settings/Debugging - "Auto Clear Debug Console"
Settings/Key-binding - lots of binding to match VS (Ctrl+F5/Shift+F5,Shift+Home, Shift+End etc)
I find the debugger has some annoying issues such as breakpoints not correctly mapping to lines and exceptions aren't immediately trapped by the debugger. Nothing deal-breaking but a bit cumbersome.
I would recommend that you make use of the new property syntax that was introduced for Objective-C 2.0. They make for a heck of a lot less typing in many many places. They're limited to OSX 10.5 only though (yeah, language features are tied to OS versions which is a bit odd).
Also don't be fooled into downplaying the differences between C/C++ and Objective-C. They're very much related but ARE different languages. Try and start Objective-C without thinking about how you'd do X,Y,Z in C/C++. It'll make it a lot easier.
The first document to read and digest is the Mem management guide, understand this before moving on. This is a great guide to objective-c too. Infact the developer site at Apple is very good - but you would probably want to read the Hillegas book first.
In regards to Xcode vs Visual Studio - they are different. I wouldn't say one is better than the other - Windows developers come over from VS and expect it to be the same. This is just an arrogant attitude and please don't fall into this crowd. Having used VS since the AppStudio days and Xcode for a year or so now, both have strengths and weaknesses. Xcode is something that out of the box (and especially when coming from VS) doesn't seem that good, but once you start using and understanding it - it becomes very powerful.
Also, there are a lot more tools included with Xcode et al, such as Instruments and Shark that you simply can't get with VS, unless you open your wallet, and even then IMHO aren't as good.
Anyway, good luck. I still enjoy C#, but Objective-C/Cocoa somehow makes programming fun again once you get into it...
Don't bother digging up your OSX DVD as they've released a new version (3.1) of XCode since then.
First, you'll want to join Apple Developer Connection (it's free, and you need it to access their version of MSDN) - it uses your Apple ID so if you've ever had one for the itunes store etc, it's that same username/password
Once you've done that, click on downloads, then click on developer tools, to view this page, and go for the XCode 3.1 Developer DVD
One other suggestion: If you have feature or enhancement requests, or bugs that you've run into, be sure to file them at Apple's Bug Reporter. It's the best way for developers to communicate their needs to Apple, because every issue is tracked through the system.
You might try the demo of textmate and see how you like it for working with objective-c or any other type of text really. It will import xcode project settings so you can still compile and run from textmate rather than having to go back to xcode.
Xcode is the standard for editing source files, though you can use another editor in conjunction with the command line xcodebuild tool if you really want. I used Vim for all my Cocoa editing before finally giving in to Xcode. It's not the greatest IDE in the world, but it gets the job done, and the recent 3.x releases have had some nice improvements.
The real power tool of Cocoa development is Interface Builder. IB does not generate source code like many UI tools. Instead it manipulates real Cocoa views, controls, and objects which it then bundles into an archive (nib) that is loaded by your program at runtime. Most Cocoa programs use at least one nib file, and often many more.
No matter what IDE/editor combination you choose for hacking on source files, I recommend using IB where you can. Even if you're not a fan of other UI layout/generation tools, I suggest keeping an open mind, giving "the Cocoa way" a chance and at least learning what Interface Builder can do for your development process.
AFAIK, pretty much every OS X developer uses Xcode.
That, and Interface Builder for creating the GUIs.
FWIW, try to get hold of a copy of Hillegas's book, as it's a great introductory tutorial, and the reference Docs Apple provides really aren't. (They are generally very good reference docs, however).
Cocoa is huge. The hardest part of learning how to write apps on Mac is learning Cocoa. By the way. You do not need to know ObjC (though it helps tons). You can write Cocoa apps with Python or Ruby (right in the IDE).
I agree VS is a better IDE then Xcode. But if you throw in Interface Builder and all the other tools, I'm not so sure. Mac development is not about 1 giant IDE for everything. But VS is "kinder" on the developer then Xcode is.
Also if you want to do cross platform apps look at RealBasic. A fine tool (Basic though. But it runs on Linux too.) You'd be surprised how many Mac apps are written with RB.
I've heard the books currently out there are pretty out of date. The whole ecosystem seems to evolve very fast with dramatic changes made in every OS release.
He wrote a tutorial which pulls together some Apple documentation and other tutorials which should get you started. I think it covers the basics of using the IDE, writing simple apps, and then goes on to more advanced stuff.
I've been dabbling in Cocoa for the past couple years, and recently picked up Fritz Anderson's "Xcode 3 Unleashed." Highly recommended for getting into Xcode — especially with some of the big changes 3.0/Leopard brought.
Don't forget Hillegass' defacto Cocoa bible, "Cocoa Programming for Mac OS X - Third Edition."
#peter I don't know why you had trouble with getting a simple app working, right off the bat without doing anything your app gets a lot of benefits from the Cocoa framework. If you mean you were trying to do stuff like connect a button to an action and have it print a alert on screen or something like that then yes I could see where your going with it being difficult.
The problem for me starting with Cocoa many years back is that it was so different from anything else that it had a little bit of a learning curve. Whereas many other systems are compile time oriented Cocoa is very dynamic and runtime oriented. Once you get past learning how actions hook up to classes it just becomes a matter of learning how the Cocoa frameworks work.

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