Airplay SDK is unique in providing the
facility to build your application as an
entirely OS-agnostic binary file that contains
native CPU instructions. So no compromise
on performance, yet no need to port your
application between operating systems.
Airplay SDK supports single-click
deployment to all of the following operating
systems: * iPhone OS * Android * Samsung
Bada * Symbian * Windows Mobile * BREW
* Palm/HP webOS * Maemo Additionally,
Ideaworks Labs is working closely with
leading device manufacturers to open up
new distribution opportunities for Airplay
content. Airplay SDK fixes fragmentation
within each operating system by removing
the need for developers to worry about
individual device eccentricities. Here are just
five examples of the hundreds of per-device
problems that Airplay SDK solves: *
Dynamic portrait/landscape screen
switching handled identically for all devices
* Accelerometer API implemented
identically for all devices (despite the large
number of bespoke device drivers and APIs
in the market) * Device-application
interoperability handled identically for all
devices (i.e. your application is guaranteed
to 'play nicely' with the device software, for
example to respond to incoming phone calls
and messages) * Audio handled identically
for all devices (for example, by providing
advanced software sound mixing) * Single
drawing API supports OpenGL ES 1.x,
OpenGL ES 2.0 and super-fast software
rendering, allowing your app to run with or
without any form of hardware graphics
acceleration FEATURES: Save development
time by writing your Airplay app using
vanilla C++ in the IDE of your choice. Airplay
currently supports all versions of Visual C++
Related
I've already using the search here and on google. Is there a VNC viewer that works on Windows Mobile? All the ones I've found are old clients from 2005 or 2006.
I use this one and it's great:
.NET VNC Viewer
Features
* Of course, basic VNC viewer functionalities.
* Full screen mode.
* Client-side scaling.
* Server-side scaling and single window mode.
* Screen rotation.
* Session history.
* Hi-Res support for VGA Pocket PCs and QVGA Smartphones.
* Listen mode.
* etc.
We were all expecting it. In fact, we’ve all been waiting for it ever since this year’s Google I/O. However, that conference came and went, without a trace of Android 4.3. But after last week’s Android 4.3 leak, we knew it was finally coming soon. And in today’s Google event, which also marked the release of the Nexus 7 refresh, it has finally been made official.
So what’s new in this latest flavor of Jelly Bean? Here are some of the key changes, courtesy of the Android Developers blog post:
OpenGL ES 3.0 — Game developers can now take advantage of OpenGL ES 3.0 and EGL extensions as standard features of Android, with access from either framework or native APIs.
Bluetooth Smart — Now your apps can communicate with the many types of low-power Bluetooth Smart devices and sensors available today, to provide new features for fitness, medical, location, proximity, and more.
Restricted profiles — Tablet owners can create restricted profiles to limit access to apps, for family, friends, kiosks, and more. Your app can offer various types of restrictions to let tablet owners control its capabilities in each profile.
New media capabilities — A modular DRM framework enables media application developers to more easily integrate DRM into their own streaming protocols such as MPEG DASH. Apps can also access a built-in VP8 encoder from framework or native APIs for high-quality video capture.
Notification access — Your apps can now access and interact with the stream of status bar notifications as they are posted. You can display them in any way you want, including routing them to nearby Bluetooth devices, and you can update and dismiss notifications as needed.
Improved profiling tools — New tags in the Systrace tool and on-screen GPU profiling give you new ways to build great performance into your app.
Much has also been done to improve UI performance. Most notably, the Android 4.3 Platform Highlights page mentions a change to the hardware-accelerated 2D subsystem that modifies the stream of drawing commands to send the commands to the GPU in an optimized manner. And in instances when the CPU is required, these operations are now multi-threaded, allowing the use of multiple CPU cores. Improved window buffer allocation also speeds up buffer allocation, resulting in speedier rendering starts. And to best harness the GPU’s power in 2D hardware-accelerated tasks, the system now uses OpenGL ES 3.0 for optimized texture management and to maintain higher gradient rendering fidelity. Of course, however, the main use of OpenGL ES 3.0 will be to provide game developers with the framework and native API access they need to produce high quality and efficient games.
Another major highlight in this Jelly Bean refresh is a substantial refresh to the notification system, whereby third-party apps can observe the stream of notifications and display them or transfer them to nearby connected Bluetooth devices. And just as before, notifications can be enabled or disabled per app. Building upon this, however, now users are allowed to see and toggle which apps have access to the notification stream.
The tablet multi-user feature has also been revamped. Now in 4.3, users are given the option to set up restricted profiles. This allows owners to easily create separate environments for each user, with the ability to manage restrictions in apps available in those environments. This feature is aimed to sharing your device with friends and use at kiosks.
Other notable changes include Bluetooth Smart Ready to aid in discovery and communication with nearby devices, Bluetooth AVRCP 1.3 support for richer interactions with media streaming devices, an improved DRM framework, and a VP8 video encoder.
You can learn more by heading over to the Android Developers blog post and Android 4.3 Platform Highlights page. If you’re lucky enough to own a Google Nexus 4, Nexus 7, Nexus 10, or Galaxy Nexus, you can expect this update to come over-the-air shortly. And if you find yourself impatiently waiting, you can get a head start and download the images by visiting the Nexus device factory images.
Nowadays, there are lots of interesting USB camera devices, such as drone video receiver, endoscopes, IR mini-cameras etc. that rely on the simple UVC standard and unfortunately are not supported on windows mobile devices with OTG/Continuum (e.g. lumia 950). It would be awesome if we managed to overcome this shortcoming from Microsoft!
I have been searching for a while on the subject, but I think the problem requires some more expertise about drivers. Here is what I found out.
In windows 10 mobile just there is no USBvideo.sys driver in the folder Windows\system32\drivers, so nothing at all for the UVC cameras. USBaudio.sys is present though among the others;
conversely, windows 10 IoT does have USBvideo.sys, also for slow ARM devices, like raspberry, where such USB cameras usually work fine;
in order to install a driver on a windows 10 mobile we are required to build a pkg package starting from a driver project in visual studio, so basically from the source code, which is probably unavailable for USBvideo. Alternatively, we can use pkggen.exe starting from the .sys driver file (the IoT one is ok?) and a .inf text file (how to fill it possibly?). Then, we should upload the package to the phone through iutool.exe;
I heard also about the possibility to directly connect to an USB device from an UWP app (working with the integrated driver winusb.sys, in user mode). Again, we will need here the code related to the UVC camera, assuming that this method is feasible.
What do you think?
With the arrival of Windows 10 Fall Creators update, it's time to revisit the app store. What? An app store for PCs? That's right, though many people may not realize it's one of the highlights of Windows 10. The apps in the store are lightweight, touch-friendly, and can run either full-screen or windowed. Updates are handled automatically, and you can install apps purchased on multiple devices. In short, if you haven't made the leap from Windows 7, you're missing out on these perks.
Universal apps (more recently dubbed UWP apps, for Universal Windows Platform) have some other benefits over traditional PC programs, too. They can interact with Windows' built-in notification and sharing features. UWP apps can display current info on live tiles in the Start menu—handy for things like weather, sports, and messaging. They are also vetted for security and quality, and run in their own sandboxes so as not to affect the rest of the operating system.
But the most appealing aspect of universal apps may be their ability to run on a wide variety of devices, from smartphones to tablets to laptops to powerful desktop PCs to game consoles and eventually the HoloLens 3D extended-reality headset. Let's not forget the enormous Surface Hub business conferencing unit, either.
https://www.xda-developers.com/pixel-mirroring-chromebooks/
February 15, 2022 11:52am Corbin Davenport
Here’s our first look at Pixel phone display mirroring on ChromebooksGoogle has been working behind the scenes for at least a year on a feature that would allow apps on your phone to be streamed to a Chromebook, similar to what is possible with Microsoft’s Your Phone service on Windows PCs or wireless Samsung DeX. Now we have our first look at the feature running, thanks to a new report from 9to5Google.
The screen mirroring feature, internally named ‘Eche,’ uses functionality included in the first Android 13 Developer Preview paired with a web app front-end. Unlike most other screen mirroring implementations, it generates a separate virtual display for apps with a larger viewing area, instead of rendering apps with your phone or tablet’s typical aspect ratio and display resolution. Even though this is intended for Chromebooks, 9to5Google was able to get it working on a Windows 11 PC.
App list (Source: 9to5Google)
Chrome screenshot (Source: 9to5Google)
The first evidence of this feature in development was slightly over a year ago, in February 2021, when code commits to the Chromium repository mentioned screen mirroring functionality. The feature popped up again in June, that time in Google Play Services, with a string that directly mentioned streaming apps to Chromebooks. However, this is the first time the functionality has been enabled and showcased in a functional state.
9to5Google also discovered that the feature will be available from the ‘Phone Hub’ on Chrome OS. Tapping on a notification or app icon will open a phone-shaped window with a video stream of the application, much closer to the functionality of Windows Your Phone.
Chromebooks have offered native support for Android applications for years, making this functionality less useful on Chrome OS than other desktop platforms. However, it could still come in handy for applications and services you can’t easily set up on Chromebooks (such as non-synced two-factor apps, or apps/games that don’t support Chromebooks). We’ll have to wait and see what the final version looks like.
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