React Native Async Storage limits for react-native-windows - storage

Does anyone know the storage limits for react-native-async-storage on Windows? The documentation only mentions a 6mb default storage limit for Android, but mentions nothing about Windows. I am also wondering if it can be increased, like it can for Android.

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Flutter or Dart: How to I get device information such as CPU count, total memory and storage, etc

Using Flutter, I would like to get device information details such as CPU count, bitness, Total Memory, Total device storage, etc. Similar to apps one can get on the App stores.
I looked at device_info package, but that does not cover it. I also looked at system_info (which is pretty good, seems abandoned), but only works on Android since it's using Linux shell commands to get the info. I would also like it to work for iOS.
Any ideas?
Add this package to your pubspec.yaml: system_info: ^0.0.15,
read more about it here : system_info.
The docs says: Provides easy access to useful information about the system (architecture, bitness, kernel, operating system, CPU, user).
The information is now available under the package: system_info2 since system_info is discontinued, with this you can easily get:
KernelArchitecture
Kernel bitness
Kernel name
Kernel version
Operating system name
Operating system version
User directory
User id
User name
User space bitness

Is there an API to detect CPU features on iOS?

I have some cryptography code that has multiple implementations, selecting which implementation at runtime based on the features of the CPU it is running on. Porting this has been straightforward so far, with Windows, Linux and Android being easy.
But in iOS it does not seem easy. While x86 CPUs have the cpuid instruction to detect features, even from user mode, the ARM equivalent is privileged. It is not possible to detect CPU features on ARM without OS cooperation.
In Windows, IsProcessorFeaturePresent works for detecting ARM CPU features. On Linux, /proc/cpuinfo is the way to go. Android has a cpufeatures library (and /proc/cpuinfo still works anyway). Mac OS has sysctlbyname with hw.optional.*.
But what about iOS? The iOS kernel has hw.optional.* like Mac OS, but it is locked down in iOS 10. (Thus, my question is not a duplicate of this one, as circumstances have since changed.) Also, getting a list of those seems difficult - Apple's open source web site runs an automated process to scrub all ARM-specific code from the OS source they give out publicly in order to make jailbreakers work harder.
You may take a look on the iOS Security Guide for business
Apparently, if you can get the CPU series name, you may also deduce which cryptographic component and how it works from the documentation.
You may note that some devices have a Security Enclave:
The Secure Enclave is a coprocessor fabricated in the Apple T1, Apple
S2, Apple S3, Apple A7, or later A-series processors.
Page 6
And you may deduce that any older CPU version has not.
Every iOS device has a dedicated AES-256 crypto engine built into the
DMA path between the flash storage and main system memory
[...]
On T1, S2, S3, and A9 or later A-series processors, each Secure Enclave
generates its own UID (Unique ID).
Page 12
Method to access cryptographic components will depend of which kind of data or storage you would to get an access ( local data storage / sync / home data / app / siri / icloud / secure note / keybag / payment / applepay / vpn / wifi password / SSO / airdrop / etc...)
Could you precise which part of the cryptographic part you need to access in your use case?
You may also take a look here and here to get additional information relative to iOS native security and cryptography API.
The reason behind iOS blocking certain hardware information is very simple. Please read about Apple A11 processor. There is so much stuff in it, also stuff, which will never be documented.
Apple simply does not want developers to be aware of it and use it. I would not expect any progress on this topic.
The only way forward at this moment is to bypass the OS and talk directly to the hardware. You would be amazed what is inside and how quickly it responds!

Modify the memory limit per app in Windows 10 Universal Applications

In our tests, seems that memUsageLimit is fixed in function of installed RAM and platform. For smartphones (mostly ARM processors) the limits are
185 MB for 512 MB RAM device
390 MB for 1GB RAM device
900 MB for 2GB RAM device
For regular Windows + Intel platforms, we found the limit is about 20% more than physical available RAM, perhaps due to the ability of paging to disk.
My question is regarding the first group of devices (phones): is it possible to change the memory limit for a given application? We need to process a JSON document received via oData V4, and when processing with NewtonSoft, the memory consumption is very significant: for every MB of pure JSON data, the app process is increased about 9MB in a very linear fashion.
Win10 1.586 does provide a new API, TrySetAppMemoryUsageLimit, to set the app's memory limitation. However, based on internal discussion, this API only works for very limited scenario right now, such as VOIP application on mobile device. And the sample code and document for this API are not quite ready.
I have tested this API on the UWP VOIP sample and it does work(we need to set the sample project's target to 10586). The code looks like below:
var y = MemoryManager.AppMemoryUsageLimit;
bool result = MemoryManager.TrySetAppMemoryUsageLimit(y+10000);
As for your requirement, we will keep collecting the feedback about this feature. If there is any strong requirement, we will communicate with internal team. However, my personal suggestion for you is that: win store app has very strong safety policy for the apps. It is really not recommended for APP to exceed memory limitation.

Streaming live desktop video to a web application

I'm looking to find a way to stream a user's desktop LIVE (through some piece of software, such as Open Broadcaster Software) to a web application.
I'm assuming I should use a CDN to get the live streamed video to my web application, but how (and what software should I use) to get the user's desktop to a streaming service? Should I use a service such as Red5 or an AWS service? Or if only a few viewers are using it, should I host the service myself?
Although I have built my share of web applications, I have never dealt with live media streaming before, and I would appreciate any assistance anyone could lend.
By far the best resource for video on Rails is OpenTok
Our own demo here: http://bvc-video.herokuapp.com/broadcasts/1
--
Streaming
Video streaming is a tough one
The problem is really dependent on what you're trying to stream. If it's "live" video - I.E captured & sent directly to the viewers, you'll have to use some sort of server to process the video.
Although I don't have huge experience with this, the main issue we've found is the compression / distribution of the feed. It's actually very simple to acheive video streaming on iOS - all the software / hardware is the same (just use the same API / drivers)
This often negates the requirement for a central server, although it's highly recommended (almost required) for many cases. Problems arise when you try and beam to multiple clients on multiple systems; as you'll run into compatibility issues
--
Solutions
The solutions we've found are thus:
The most stable part of the app is to take the stream & send to a server
The wizardry will then be to beam that stream to multiple clients
The way to do this is typically to use a flash widget & pull the stream from the server
WebRTC is becoming the standard (OpenTok is built on this)
I'm not sure about video compression / distribution. Akami is an industry heavyweight, but I've never used it. Brightcove too

HTML5 Offline iPad App with Caching videos, PDF, Doc and PPT files

Currently I am trying to build a web app for iPad which needs to be used in places with no internet connectivity. The app is includes some video files, PDF, Doc and PPT files so the total application size will be 100MB.
Initially I was planning to use HTML5's offline manifest caching to sync the assets to the iPad's memory when internet connectivity was available before going on the road, but unfortunately there appears to be a restriction (at least in iOS 3.2) that the cache can total no more than 5MB.
I am aware that there is no limit on Cache-Manifest in the HTML5 specification, but in most cases there is a total cache limit of about 5MB (with it varying from browser to browser), but this would not be enough for my needs.
Could you please help me to understand the best way to get this application done?
With the help of HTML5 and Web SQL Database / IndexedDB will I be able to do this?
Or the Native Application development is the only option?

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