kandi X-RAY | wifi Summary
kandi X-RAY | wifi Summary
This plugin allows Flutter apps to get wifi ssid and list, connect wifi with ssid and password. This plugin works Android.
Top functions reviewed by kandi - BETA
- Invoked when the method is called
- Check if the network exists
- Convert an IP address to its string representation
- Finish the network with an error
- Finish the method with an error
- Clear method call and result
- Gets the SSID
- Tries to start a new level call
- Create the wifi configuration object
- Send IP request
- Sets a pending method call and result
- Launch SSID
- Get WiFi list
- Launch the wifi level
- Connects to the network
- Launch IP
- Launch WiFi list
- Register a WIFI plugin
- Invoked when a request is granted
- Called when the plugin is created
wifi Key Features
wifi Examples and Code Snippets
Trending Discussions on wifi
I have been trying to figure this out for a few days and now I'm stuck. I have the page login stuff working.
The page looks like this in a browser and I want to extract the SoC% value and nothing else. In this example the value is 92.16%
This page will auto update every 10 minute.
I can see the part of the JS that returns the value but I don't know how to scrape this value into a variable in my script....
ANSWERAnswered 2022-Apr-17 at 10:16
try waiting for table cell to be rendered with page.waitForSelector:
I am trying to connect my Android 11 device with android studio over adb wifi but it is not working.
I updated to latest stable bumblebee and updated my SDK I tried turning off firewall on my pc but it is same result.
When I use QR code method my android phone just shows "pairing device" and nothing happens If I try the code method, android studio just shows "searching for devices" but nothing happens
and, yes, I enabled wireless debugging on my phone and I am connected to the same wifi network.
I don't know if the problem is with my computer or phone. I do not have any other Android11+ phone to try with...
ANSWERAnswered 2022-Jan-30 at 21:44
I was having the same problem as you. Neither pairing by QR nor by pairing code worked.
So I tried connecting by typing
adb connect [phone_ip]:[port] in the terminal and that worked flawlessly. Didn't even need to plug the phone to the computer with USB. Your phone will tell you the IP and port right above the "pair with QR code" option inside the Wifi-debugging setting. Just connect to that address.
I have used Android Studio Bumblebee's latest function (Wifi pairing) for 2 - 3 days before it stopped working.
I am now receiving the error "This system does not meet the requirements to support Wi-Fi pairing. Please update to the latest version of "platform-tools" using the SDK manager"
I have updated everything to the latest version.
ANSWERAnswered 2022-Feb-02 at 03:53
My guess is that you have an old version of platform-tools/adb installed somewhere (you can verify this by running
which adb in your command prompt).
File -> Invalidate Caches -> Invalidate and RestartAnother Solution If the above doesn't work, you can also uninstall and reinstall platform-tools using the sdkmanager command.
I'm working on a Wifi auto connect feature and I am shocked how broken that API is.
I'm using now 5 different APIs and I still don't get it in a way the user would expect it.
I have a setting to enable wifi auto connection on Android 10+ I'll try this:
- Check if I hold the
ACCESS_WIFI_STATEpermission with: ...
ANSWERAnswered 2022-Mar-22 at 11:19
Well just a half answer, but it might help anyway. Here is how I get the current SSID of the user (you need to hold the location permission):
I have a few questions regarding daemons. Indeed, even the macos developer center has limited information resources.
I want to develop an application daemon that runs after system boot without login.
a) a Daemon; Is it a simple console application combined with a plist? Because there are almost no tutorials on daemon development related to Xcode. If there is a code sample reference, can you share it here?
b) Can daemons be downloaded from the app store? Because there must be a software that I can offer to everyone through the App Store. Is the installation automatic like other app store apps? If anyone has experience and can share it, I would be very grateful.
c) I am working on an API related to mirroring the screen to Android phone. Do you think a daemon has full access to WiFi/BLE and screen capture APIs?
I would be very happy to hear your suggestions....
ANSWERAnswered 2022-Mar-20 at 19:32
I've made a launch daemon in the past, for the purpose of making a privileged helper tool with
SMBless. I can share some of my experience.
a Daemon; Is it a simple console application combined with a plist? Because there are almost no tutorials on daemon development related to xcode. If there is a code sample reference, can you share it here?
Here are some resources that I found useful:
- Woody's Cocoa: implement a privileged Helper. This article covers the low-level, step by step process of making a launch daemon and launching it as a privileged helper tool. If you have no need for privileged execution, the steps would be much the same, but without the
- SwiftAuthorizationSample which show cases SecureXPC (a framework for Swifty,
Codable-based XPC communication) and Blessed (a framework for a Swifty, modern interface to SMJobBless and the AuthorizationServices framework). It handles a lot of the complexity from #1.
- Apple's Daemons and Services Programming Guide
Can daemons be downloaded from the app store? Because there must be a software that I can offer to everyone through the app store. Is the installation automatic like other app store apps? If anyone has experience and can share it, I would be very grateful.
No. You would distribute them as part of an app, and make your app install them when required.
I am working on an api related to mirroring the screen to android phone. Do you think a daemon has full access to WiFi/BLE and screen capture APIs?
WiFi certainly, but I'm not sure about the screen capture APIs. One of the differences between launch agents and daemons (IIRC), is that only launch agents can connect to the window server, which I assume is necessary for the screen capture APIs.
A daemon is a program that runs in the background as part of the overall system (that is, it is not tied to a particular user). A daemon cannot display any GUI; more specifically, it is not allowed to connect to the window server. A web server is the perfect example of a daemon.
An agent is a process that runs in the background on behalf of a particular user. Agents are useful because they can do things that daemons can't, like reliably access the user's home directory or connect to the window server. A calendar monitoring program is a good example of an agent because:
I try to rebuild an electron app but I got this error regarding the epoll installation....
ANSWERAnswered 2021-Nov-09 at 06:01
I have a same problem too, but i am using a serialport not epoll.
So, I think the cause of this problem is electron modules not the native module.
I'm working with an ESP32 chip and am trying to create an Android app (using Ionic) which allows user to send wifi credentials to the ESP32 chip via BLE. I'd like to be able to update the status of the wifi sending process for the user in the UI (which I'm developing using Angular and then converting it to an Android webapp using Ionic). To do this, I'm also using the capacitor-community/bluetooth-le library.
Can anyone explain to me what this.queue does in the async write function (code shown below) does? I thought this function returns a response from a remote BLE device after writing to a GATT characteristic, but I get absolutely nothing at all for a response....
ANSWERAnswered 2022-Mar-18 at 01:42
Here's how I'm using BleClient.write to transmit information to a BLE device (recipient):
Android Studio Bumblebee (2021.1.1) was released stably on 25 January 2022 bundled with a new Device Manager (accompanying new support for Android 11+ device debugging over WIFI). I jumped on this stable release, updating from Android Studio Arctic Fox (2020.3.1 Patch 4).
Unfortunately however, since updating, physical devices/handsets don't remain connected to Android Studio for the purpose of debugging. I can confirm that the issue was introduced from Android Studio Bumblebee onwards (occurring in Beta and Canary builds also). I've reproduced the issue on Android Studio Bumblebee (Stable), Chipmunk (Beta), and Dolphin (Canary), but Android Studio Arctic Fox (superseded Stable) continues to work just fine.
The issue occurs soon after opening Android Studio (Bumblebee+) with one of my physical devices connected. Everything appears fine initially and I may even have enough time to deploy my project to the handset, before the device disappears from Android Studio (as if I'd physically disconnected the USB cable from my computer or from the handset itself).
I've tried a fair few things in an attempt to determine a root cause. These include testing:
- With different USB cables.
- With different handsets (both varying makes and models).
- With various versions of the Android Studio IDE (as mentioned above).
- Plugging the USB cables into different USB ports on my computer.
- Rebooting handsets and my computer.
- Restarting Android Studio.
- Invalidating caches and restarting Android Studio.
- Revoking/reaccepting USB debugging authorization.
- Reinstalled build tools/platform tools, and ADB.
- A great number of further possibilities, to no avail.
I searched and read through remotely similar issues, including (but not limited to) these:
- Android Studio Arctic Fox (Adb) - Connected Devices are being disconnected after some time
- Android debugger continually disconnects
This particular comment in one of the above issues clued me onto a possible root cause:
I have been fighting for a few days with adb not seeing my device. After trying many other posted solutions, I discovered that the issue was with Chrome also trying to connect its debugger to a web view. If Chrome is connected using chrome://inspect, then adb seems to disconnect. Quitting Chrome resolves the issue. Then I can connect with Android Studio and then restart Chrome and reconnect. Hope this helps someone else.
However I've been unable to do anything with the above discovery, other than close Google Chrome, and hope for the best. Obviously this isn't an ideal solution. It appears as though the moment Google Chrome shows the connected physical device in the chrome://inspect/#devices page, the physical device promptly becomes unavailable through Android Studio.
I've jumped back to Android Studio Arctic Fox (2020.3.1 Patch 4) for the moment, however this brings with it other issues (my current core project targets the latest SDK version, which requires the updated IDE).
Absolutely any help with this would be insanely appreciated. I've exhausted just about every avenue that I can think of!...
ANSWERAnswered 2022-Feb-01 at 17:29
I solved the problem by disabling
Settings -> Build, Execution, Deployment -> Debugger -> "Enable adb mDNS for wireless debugging"
I am working on a p2p application and to make testing simple, I am currently using udp broadcast for the peer discovery in my local network. Each peer binds one udp socket to port 29292 of the ip address of each local network interface (discovered via
GetAdaptersInfo) and each socket periodically sends a packet to the broadcast address of its network interface/local address. The sockets are set to allow port reuse (via
SO_REUSEADDR), which enables me to run multiple peers on the same local machine without any conflicts. In this case there is only a single peer on the entire network though.
This all works perfectly fine (tested with 2 peers on 1 machine and 2 peers on 2 machines) UNTIL a network interface is disconnected. When deactivacting the network adapter of either my wifi or an USB-to-LAN adapter in the windows dialog, or just plugging the usb cable of the adapter, the next call to
sendto will fail with return code
10049. It doesn't matter if the other adapter is still connected, or was at the beginning, it will fail. The only thing that doesn't make it fail is deactivating wifi through the fancy win10 dialog through the taskbar, but that isn't really a surprise because that doesn't deactivate or remove the adapter itself.
I initially thought that this makes sense because when the nic is gone, how should the system route the packet. But: The fact that the packet can't reach its target has absolutely nothing to do with the address itsself being invalid (which is what the error means), so I suspect I am missing something here. I was looking for any information I could use to detect this case and distinguish it from simply trying to
INADDR_ANY, but I couldn't find anything. I started to log every bit of information which I suspected could have changed, but its all the same on a successfull
sendto and the one that crashes (retrieved via
ANSWERAnswered 2022-Mar-01 at 16:01
This is a issue people have been facing up for a while , and people suggested to read the documentation provided by Microsoft on the following issue . "Btw , I don't know whether they are the same issues or not but the error thrown back the code are same, that's why I have attached a link for the same!!"
There are a couple of notable packages on pub.dev that offer video compression. I've tried them, and other sketchy packages, and none work well once a video gets around 300MB. They crash or have other issues on various platforms and hardware. Namely, video compress and light compressor. The GH commits and support are concerning as well on the packages I've seen for video compression in pub.dev. PR's not being pulled in and issues not being resolved in a timely manner and some quite serious for recent android APK updates. So not something I want in my dependency stack.
I am uploading to Google Cloud Storage using FlutterFire. While my code does upload using FireBaseStorage upload task it does not have any ability to compress on the client side or handle background uploading when the app is closed.
So, currently on the server side, I have a GCF that triggers on file uploaded. Then I use nodejs ffmpeg, which is baked into GCF's to compress server side and convert to H264. And finally delete the original large upload video and save the compressed video to storage.
This solution works, but depending on a user's connection and whether they are on wifi, can take an awful long time and when it fails or the user closes the app, my current solution is useless.
I wish there was a solid native library on Android and iOS, that I could tap into, to confidently perform compression and conversion from any format to H264 and also allow uploading, whether my app is closed or in the background, to GC storage. Any thoughts? I wish this was standard in FlutterFire's cloud storage handling!
I have yet to test flutter_ffmpeg, but only because some have said it runs so slowly on client. So again, Flutter/Dart can access natively written code, but I don't know where to start on Android/iOS to do this the right way. And I understand this is what some of the packages are doing, but they do not work with large videos, so I'm hoping someone can point me in the right direction on Android and iOS.
My code for handling upload tasks to GC storage....
ANSWERAnswered 2022-Feb-20 at 03:41
I did resolve, to some degree, my original post's questions and frustrations by using the ffmpeg_kit_flutter_full_gpl package on the client side, and then ffmpeg again in GCF on the server side. In summary:
- Within 60 seconds, I can now compress a 2 minute video by 90% before uploading to firebase storage.
onFinalizevia GCF on the server side I run ffmpeg again on the uploaded video and gain another 77% reduction in file size on the server side without any loss in video quality.
- My solution does not yet upload while the app is closed.
- On the client side, this solution requires setting the camera
high(720p), rather than
max, which can be a minimum of 1080p, and setting the ffmpeg
-preset veryfastrather than the
Camera & ffmpeg solution settings:
- Flutter camera package
Transcoding results stats for 2 minute video:
- Before transcode: 255MB
- After client side transcode: 25MB (90% decrease in size before upload)
- Time to transcode: 60 seconds
onFinalizedGCF ffmpeg transcode: 19MB (77% reduction in size)
- In total a 93% reduction in size while keep high quality 720p video.
That being said, I used ffmpeg_kit_flutter to build my solution on the client side, rather than the server side, and transcode the video before uploading.
- Doubled my app size to use ffmpeg, because I needed access to both
x264so I had to install the full-gpl package to gain access to these libraries.
- A two minute video can take up to 60 seconds to transcode.
- Low bandwidth connections will operate much better after a video is reduced in size by 90%.
- Large videos will transcode and ffmpegkit does not crash like other flutter packages I've tried.
- The second pass with ffmpeg on GCF gains another 77% reduction in size taking a video of 100's of MB's down to just 10-20 MB max for eventually delivery.
- Costs lower on the front and back end.
So, you'll have to decide if the pros outweighs the cons and if 720p is high enough quality for playback. For me 720p looks perfect for video playback on a mobile phone and 1080p or higher was big time overkill.
I've provided sample code (not full classes) to give anyone looking to implement my solution a try. It became very important, due to the amount of time to transcode, to display a progress meter so the user does not give up on the process. You'll see my simple solution to displaying transcoding progress.
- camera package for video recording
- riverpod required for statenotifier and transcode/upload progress notifications
- ffmpeg_kit_flutter_full_gpl (the full_gpl gets the ffmpeg package with most libraries) required to get
libmp3lameencoders to produce most widely playable transcoded videos.
- wakelock required because transcoding takes so long you don't want the phone to sleep while transcoding.
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