Verizon Ellipsis Driver Solution [closed] - driver

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After hours of searching, I found like many others that Windows fails to find the driver for my Verizon Ellipsis Tablet. Following the instructions on the support site was no help. Previous forum posts had no solution. My tablet also did not have the drivers on it for ease of install. My solution involves modifying google usb drivers for android to include these devices. I will post the answer as soon as I am allowed to do so.

I am using the Ellipsis Kids but I imagine this will also work for the 7, 8, etc.
Use the official driver if you can find it. Check the support site first.
If you cannot, you may choose to try the following for your own device at your own risk;
Install the google android usb drivers (available through android
sdk manager)
Enable usb debugging on your ellipsis if not done so already; Apps >
Settings > About tablet then tap Build number 7 times
I set usb mode on my device to media via the developer menu (these options vary depending on the device you have)
In device manager find the errored driver device and open its
properties
In the details tab select hardware id's from the drop down and keep
this open
you should see some id values that may very slightly from what i
have below; USB\VID_0408&PID_3883&REV_????&MI_00
USB\VID_0408&PID_3883&MI_00
Now navigate to C:\Program Files
(x86)\Android\android-sdk\extras\google\usb_driver or similar
I suggest you make a duplicate of this folder and work within the
duplicate
Edit android_Winusb.inf with notepad or similar
I added the following lines under [Google.NTamd64] and also under
[Google.NTx86];
;Ellipsis Kids
%SingleAdbInterface% = USB_Install, USB\VID_0408&PID_3883&MI_01
%CompositeAdbInterface% = USB_Install, USB\VID_0408&PID_3883&MI_01
%CompositeAdbInterface% = USB_Install, USB\VID_0408&PID_3883&REV_9999&MI_01
%CompositeAdbInterface% = USB_Install, USB\VID_0408&PID_3883&REV_????&MI_01
You'll note that I made different variations of revision and you
may or may not have to do the same.
You will need to use your own device hardware id's above that you
found earlier (note they can be right click copied)
Save the file
Then navigate to C:\Users\.android and make a
backup of adb_usb.ini
Edit the original adb_usb.ini with notepad or similar
Add the vendor ID 0x408 to the last line in the file
Save the file
Now just go to update the driver through device manager
Point it to the new usb directory you duplicated with the modified
android_Winusb.inf file
Install anyways even though the publisher cannot be verified
Violla I can now download my game to the device
Once actually attempting to send somethign to your device it will
request your approval

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RTSP/RTMP Video Streaming Client iOS [closed]

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I'm in need of a open source solution/library to stream RTSP/RTMP to an iOS Application. I need to build an app that connects to a media server, and opens the provided video stream. I believe there has to be libraries out there, but I have yet to find one that is open source, compiles, actually works, and runs on iOS 5+, iPhone 4+. I do not have a preference, RTMP or RTSP will suffice. Preferably the one with the least amount of work. I have RTSP working on the Android side, but nothing for iOS yet.
This is what I already know from research today -
RTSP
Seems possible using Live555/FFMPEG
MooncatVenture Group - Old FFMPEG, not compatible with ARMv7s (No updates/blogs/commits in over a year)
DFURTSPPlayer - This is a working example.
RTMP
Seems possible using Live555/FFMPEG
A few libraries are out there for data messaging, but that is all
MidnightCoders Project - Does not seem video support is build yet, as Audio is not.
I've never messed with anything video related before, so encoding, frame rate, key frame, chunks, etc... is pretty foreign to me. Right now, it seems building a static binary from Live555/FFMPEG is the only solution to my problem. If so, can anyone give me a simple quickstart guide or links to a blog/example someone has out there? I'm not looking for anything crazy, just a simple
Download This - LINK
Compile it like this - LINK
Place it into X Folder in Xcode
Create X Object
Read Stream API here - LINK
If not, anyone want to point me to a working open source library?
Oh yeah, this happens to be my first iPhone app and first time in Objective-C. Awesome first project, yeah?
DFURTSPPlayer is a working example on GitHub. Will have to double check on licensing issues, but with this it is a good place to start for RTSP.
It seems at this time, the only way to do what I want is to create a static binary to use, from complete scratch. Libavcodec, FFMPEG, and Live555 are all under LGPL. Which means, in order to not make my code open source, I would have to allow dynamic linking, so that my app users have the ability to make modifications to the open source libraries I used, whenever they want. The AppStore does not allow dynamic linking, so I am essentially dead in the water unless I want to write it all from scratch. Which, I definitely do not want to do...

What algorithm does iOS use for Delta Updates [closed]

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Closed 9 years ago.
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Do they use some algorithm such as the ones used in GDIFF program?
Do they ship the intermediate code to the user instead of iOS binary?
Why is it not possible do do a Delta update while updating iOS on Windows?
A delta update is defined as 'an update that only requires the user to download the code that has changed, not the whole program.'
iOS does, in fact, perform delta updates, and contradictory to Ralph's comment, we know exactly how it works.
Applications
For iOS applications, delta updates are used to minimize the download size of new versions, to save internet traffic. Usually, the things that give a program most of its size are the static images and other media. During a simple update such as a bug fix, usually these static images stay the same, and there is no reason to send them over the network again. The only thing that is sent is the actual Mach-O binary containing the code that is buggy, along with whatever files have been changed.
So, delta updates most likely run by checksumming. When you submit an app update, Apple checks the checksum of all files submitted using some algorithm (most likley SHA1 or MD5) to scan for changes. If the executable has changed, but a certain image or other file has not, the image isn't packed with the update, as users have already downloaded it, and don't need to download it again. While this method may not pertain exactly to the definition of a delta update, as it includes executables along with other types of files, it has very similar concepts.
OTA Updates
Apple uses delta updates in over-the-air updates for iOS as well. This is visible on any jailbroken iOS device. Updates are downloaded to /var/MobileSofwareUpdate/softwareupdate.xxxx, where xxxx presumbably is the build/release number. Each software update contains an image of the root filesystem, but not the entire version of iOS is included. Only the files that have changed from the version the user is currently on need to be replaced, and so only those files are included in the update package. The method for finding these changes is likley to be the same as with iOS apps, where checksumming finds changes in the files.
Algorithm
Basically, to answer your question, Apple's algorithm doesn't send the differences between two individual files (similar to what you see in a git commit), but sends the entire updated file. Their 'algorithm' just looks for any change at all between the last version, and doesn't look for the actual change itself. This is proven by the fact that in OTA update packages, the complete files are available, and not just a log of the changes.

What's the difference between a lite version and a demo? [closed]

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The guidelines for iOS and the Mac App Store state that demo versions of apps are not allowed.
As far as I can tell, a lite version is (most of the time) just a demo with an IAP for the full version (so as to retain progress)
A "demo" app is traditionally a fully functional app that only runs for a limited time or doesn't let you save anything, or is crippled in some way to make it useless beyond being a demo.
A "lite" app is fully functional in its own right. If a user never upgrades to the full version, the lite app must still do something useful, even if it is fairly limited. One critical thing Apple will look at is no part of the UI must be disabled in a lite app. If a bit of functionality doesn't work in the lite version, then it must not be part of the UI at all.
In a lite app you may have a button or other UI element that lets the user upgrade. If the user reaches some limit imposed by the lite version, you may inform the user that they can upgrade if they wish. But never prompt the user out of the blue to upgrade.
A lite app does not require IAP. You can create a pair of apps (lite/paid) instead if you wish.
If you decide to use a single app with IAP to upgrade, don't call the app "Lite". Don't put "lite" in the icon. Because if you do, your customers will hate you once they upgrade the app and it still says "lite" anywhere.
Provided you're not putting any sort of time limit on your application, or removing functionality from the game - it'll pass as a lite version.
The "removing functionality" limitation is one of those ambiguous statements. You wouldn't get away with removing the "Save" function from a text editor, though you would get away with not having a different model of car in a racing game, or by having it as an IAP.
It's all rather subjective

Are there 8 inch or bigger Touchscreens for embedded use (would an iPad work)? [closed]

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I have a requirement to build an 8" touchscreen interface on an instrument. I'm a software developer and working with a hardware team but since this touchscreen is likely to have some significant software development I wanted to see if the SO community could provide me with some early intelligence. I have two questions:
Does anyone have recommendations for an 8" touchscreen (capacitive or resistive) for embedding in an instrument? I could communicate with it over RS232, SPI, or some similar protocol.
Could I use an iPad or similar tablet for this? The embedded processor will host a web server so the tablet could just use a browser to hit the home page and all control would be done that way. I see two obstacles: I need a tablet either with an RJ45 connector (or one that has an external adapter to Ethernet). I want to avoid having to add WiFi to the instrument (although I can if that's what it takes).
I would want a tablet that I could force to boot into the browser and have the browser always go to the home page (which would be set as the instrument's home page). It wouldn't be that big a deal if the user found some way to navigate away from the instrument, but powering on/off the instrument would always bring it back to the home page. It's OK if I have to learn the native programming language of the tablet to write an app that forces this to happen, I just don't know if it's even possible since these tablets are built for general purpose use.
I currently have the Samsung Galaxy Tab 10.1" Which is a very nice and comfortable size, this is Android based.
The Android platform (Especially the latest iteration of Honeycomb) support things that may be able to connect an RJ45 connector. Android Honeycomb 3.1 and higher supports USB host mode, so if you could convert it with an adapter then you're set.
Alternatively you could use the android ADK (Accessory development kit) to convert the RS232 or RJ45 port for the device.
Embedding the Android platform into your instrument would be very nice, because its extensive list of features and flexibility as a development platform would be beneficial.
More info here: http://accessories.android.com/
and here: http://developer.android.com/sdk/android-3.2.html
Using an iPad or similar "finished" device as your display is probably over-kill and expensive - especially for volume production. TFT display panels and touch membranes are separately available components for you to integrate as necessary for example this supplier has touch membranes to 10.4 inch. Google "touch TFT panel" for similar suppliers in your area.

Logging Framework for iOS? [closed]

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Is there a logging framework for iOS that could aid developers in diagnosing app crashes?
You may like:
Lumberjack: stable and traditional
"It is similar in concept to other popular logging frameworks such as log4j, yet is designed specifically for Objective-C, and takes advantage of features such as multi-threading, grand central dispatch (if available), lockless atomic operations, and the dynamic nature of the Objective-C runtime."
LibComponentLogging: beautiful and hardcore, used by RestKit
"LibComponentLogging is a small logging library for Objective-C applications on Mac OS X and the iPhone OS which provides conditional logging based on log levels and log components. Additionally, different logging strategies can be used, e.g. writing log messages to a file or sending them to the system log, while using the same logging interface."
NSLogger: fancy with a dedicated visualization OS X App
"NSLogger is a high perfomance logging utility which displays traces emitted by client applications running on Mac OS X or iOS (iPhone OS). It replaces your usual NSLog()-based traces and provides powerful additions like display filtering, image and binary logging, traces buffering, timing information, etc."
I know this post is old but I'm looking for one as well. I found one called Lumberjack, though I haven't tried it yet.
I created a simple logging framework that might help. I'd appreciate any feedback you have. Hope it helps.
Link to Project Page
This previous question seems to overlap. But the bottom line is:
NSLog(#"message");
or:
printf("message");
I have a slightly different need: not only do I want to debug crashes, but I also need to debug other errors (NSError, NSException).
I tried all 3 packages mentioned in IlDan's answer. However, all of them require me to adopt a new way of logging, which may not be compatible with the libraries I depend on. For example, I intended to adopt NSLogger but RestKit, which is an important library in my project, uses LibComponentLogging.
So I ended up with writing a small pod (https://github.com/kennethjiang/Teleport-NSLog) for that. The mechanism is to redirect stderr (where NSLog + all these logging frameworks write messages to) to a backend HTTP server. Now I can debug my app running in user's device just as if it was running in my xcode. :)
For basic logging use NSLog(#"your message here")
If you want more flexible logging look into Lumberjack. It can let you disable logging in production etc etc.

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