I just started to look into Android instrumentation tests but have some problems with getting my tests executed. Here is what I tried:
Using Android Studio and gradle, I created a simple test class within src/instrumentTest/java/. Here it is:
package at.example.test;
import android.test.ActivityInstrumentationTestCase2;
import android.view.View;
import at.example.activity.MainActivity;
public class BasicAppTestCase extends ActivityInstrumentationTestCase2<MainActivity> {
private MainActivity activity;
public BasicAppTestCase() {
super(MainActivity.class);
}
#Override protected void setUp() throws Exception {
super.setUp();
activity = getActivity();
}
public void testAppHomeButtonExists() {
View homeButton = activity.findViewById(android.R.id.home);
assertNotNull("Home button does not exist", homeButton);
}
}
Next, I start the test using by right clicking on my project and selecting Run 'All Tests'. Android Studio executes assembleDebug and assembleTest tasks for my project, and installs both apk files onto my test device.
Afterwards, the app is successfully started on my test device. The setUp() method is getting executed (I checked this by putting a failing assert into the method as well as using logcat) and then the test execution hangs, showing Running tests... and testAppHomeButtonExists as being currently executed.
The test execution won't proceed until I change the activity state by minimizing the app pressing the home button or opening the app switcher. Then the test method testAppHomeButtonExists gets executed and (depending on the methods body) succeeds or fails. Again, I tested this behavior using assert calls and the logcat output.
UPDATE:
This is what the TestRunner is logging to my device's logcat stream:
11-11 15:34:59.750 24730-24748/at.example.activity I/TestRunner﹕ started: testAppHomeButtonExists(BasicAppTestCase)
Up until I stop the app nothing more is logged. After stopping the activity following is logged:
11-11 15:35:05.205 24730-24748/at.example.activity I/TestRunner﹕ finished: testAppHomeButtonExists(BasicAppTestCase)
11-11 15:35:05.205 24730-24748/at.example.activity I/TestRunner﹕ passed: testAppHomeButtonExists(BasicAppTestCase)
Am I doing something wrong? Am I missing something? What could cause this behavior?
Thanks in advance!
Instead of checking view like that u can try something like this :
public class BasicAppTestCase extends ActivityInstrumentationTestCase2<MainActivity> {
private MainActivity activity;
private Button;
public BasicAppTestCase() {
super(MainActivity.class);
}
#Override protected void setUp() throws Exception {
super.setUp();
activity = getActivity();
button = (Button) activity
.findViewById(android.R.id.home);
}
public final void testPreconditions() {
assertNotNull(activity);
}
public final void testFieldsOnScreen() {
final Window window = tAes_Activity.getWindow();
final View origin = window.getDecorView();
assertOnScreen(origin, button);
}
}
I have found the problem: I created an infinite invalidation loop inside one of my views onDraw() method. A velociraptor should eat me for using old code without checking it first. This is what the view's drawing method looked like:
#Override protected void onDraw(Canvas canvas) {
// Get the current location on screen in pixels (left = 0)
int[] location = new int[2];
this.getLocationOnScreen(location);
// Translate the canvas for the same location as its current offset (resulting in a doubled shift).
canvas.translate(location[0], 0);
// Now draw the translated content.
super.onDraw(canvas);
this.invalidate();
}
The above drawing method created a "faked parallax effect" of the view's content. The problem was, that although this did not result in a ANR it caused the hosting Activity to never go idle causing my test's getActivity() method not to return as it's implementation waits for an idle activity (meaning the setup completed). The question Android animation causing "Activity idle timeout for History Record" on start up is a similar problem. My quick solution was to defer the invalidate() call to the parent ViewPager. Since my parallax effect needed only to be updated when the position of my page changed I am now using a ViewPager.OnPageChangeListener() that updates child views as soon as they move.
This fixes the problem for me! My tests are running now and are fully functional!
Related
I am using ActivityScenarioRule for Espresso UI Testing and I wanted to get access to the method getStringArray(), calling which requires the Activity . So, is there any way to retrieve the Activity by the ActivityScenarioRule , maybe something similar to getActivity in ActivityTestRule.
#Rule
public ActivityScenarioRule activityScenarioRule = new ActivityScenarioRule<>(MainActivity.class);
I am not using ActivityTestRule, because it is deprecated!
Since it appears you're using Java, here's how you'd do it:
#Rule
ActivityScenarioRule<MainActivity> activityScenarioRule = new ActivityScenarioRule<>(MainActivity.class);
#Test
public void test() {
activityScenarioRule.getScenario().onActivity(activity -> {
// use 'activity'.
});
}
Please read the documentation for more info on these new ways of interacting with the activity under test.
For anyone who wants Activity, but that without need to re-write all tests to run on UI-thread, a fairly straightforward Java way to get it:
Waiting for UI
Assume you want to test if a dialog is shown after some delay, the onActivity(...) hook runs on UI-thread, which means waiting in there would cause the dialog to be nerver shown.
In such cases you need to keep a strong-reference to ActivityScenario (as that prevents Activity close).
Test should wait for onActivity(...) hook to be called, then keep passed Activity's reference.
Finally, move test logic out of onActivity(...) hook.
Example
private ActivityScenario mActivityScenario;
#After
public void tearDown() throws Exception {
if (mActivityScenario != null) {
mActivityScenario.close();
}
mActivityScenario = null;
}
#Override
public Activity getActivity() {
if (mActivityScenario == null) {
mActivityScenario = ActivityScenario.launch(getActivityClassForScenario());
}
return tryAcquireScenarioActivity(mActivityScenario);
}
protected static Activity tryAcquireScenarioActivity(ActivityScenario activityScenario) {
Semaphore activityResource = new Semaphore(0);
Activity[] scenarioActivity = new Activity[1];
activityScenario.onActivity(activity -> {
scenarioActivity[0] = activity;
activityResource.release();
});
try {
activityResource.tryAcquire(15000, TimeUnit.MILLISECONDS);
} catch (InterruptedException e) {
Assert.fail("Failed to acquire activity scenario semaphore");
}
Assert.assertNotNull("Scenario Activity should be non-null", scenarioActivity[0]);
return scenarioActivity[0];
}
Espresso states the following:
At the same time, the framework prevents direct access to activities
and views of the application because holding on to these objects and
operating on them off the UI thread is a major source of test
flakiness.
When there is no other way I use the following method to get an arbitrary activity from an ActivityScenarioRule. It uses onActivity mentioned in the accepted answer:
private <T extends Activity> T getActivity(ActivityScenarioRule<T> activityScenarioRule) {
AtomicReference<T> activityRef = new AtomicReference<>();
activityScenarioRule.getScenario().onActivity(activityRef::set);
return activityRef.get();
}
Any onView(...) code inside onActivity led to a timeout in my testcases. So, I extracted the activity and used it with success outside the onActivity. Beware tho! See the statement above.
#Test
fun checkForUpdate() {
val scenario = ActivityScenario.launch(MainActivity::class.java)
scenario.onActivity {
UpdateTool.checkForUpdate(it)
}
}
I've integrated UnityAds on my Android app (that is not published yet).
I get app id and placement id from database on my server.
App id and placement id are correct, I've copied and pasted about 30 times for be sure of it.
So, when I try to get an ad in test mode, it give me the INVALID_ARGUMENT error.
Here an explaination of the error code by Unity, but as you can see it is a little generic.
I have an object that simply represents an ad service (like admob, FAN, inmobi etc)
In this case the object is called advert, and here it's how I show an ad with Unity:
protected void showUnity(){
UnityAds.initialize(this, advert.getApiKey(), true); //advert.getApiKey() returns the app id
UnityAds.addListener(new IUnityAdsListener() {
#Override
public void onUnityAdsReady(String s) {
Log.i(TAG, "onUnityAdsReady "+s);
if(s.equals(advert.getUnitId()) && !unityReady)
UnityAds.show(ActivityAd.this, advert.getUnitId()); //advert.getUnitId() returns the placement id
}
#Override
public void onUnityAdsStart(String s) {
Log.i(TAG, "onUnityAdsStart "+s);
unityReady = true;
}
#Override
public void onUnityAdsFinish(String s, UnityAds.FinishState finishState) {
if (finishState.compareTo(UnityAds.FinishState.COMPLETED) == 0) {
onAdReward(); //my callback for reward
} else if (finishState.compareTo(UnityAds.FinishState.SKIPPED) == 0) {
onAdClosed(); //my callback for ad close
} else if (finishState.compareTo(UnityAds.FinishState.ERROR) == 0) {
onAdError(finishState.toString()); //my callback for errors
}
}
#Override
public void onUnityAdsError(UnityAds.UnityAdsError unityAdsError, String s) {
onAdError(unityAdsError.toString()); //my callback for errors, here results INVALID_ARGUMENT error
}
});
}
Does anyone know what is wrong? Thanks in advance
If you check the callback closely the onUnityAdsError has 2 params, first provides the error code and the second param provides you information about what went wrong.
#Override
public void onUnityAdsError(UnityAds.UnityAdsError unityAdsError, String reason) {
onAdError(unityAdsError.toString()); //my callback for errors, here results INVALID_ARGUMENT error
}
So just check the reason and you should be able to find out what is going wrong in your integration.
Here are some methods which you can follow to solve this INVALID_ARGUMENT problem
1. Make sure you are implementing the right Initialization code in your app. There are 2 types of Initialization.
Only Unity ads Initialization
Mediation Initialization
and both methods have their own banner, interstitial, and rewarded ad code.
2. Make sure you enable test mode as Boolean. (i.e: private Boolean testMode = true;) (make sure to do false this before publish on store)
3. You can add your mobile phone as a test device to get test ads on your phone forcefully. for this, you have to first copy the Ad ID of your device. For that, go to your mobile settings > Google > Ads > This device's advertising ID. copy that ID and go to unity dashboard > Monetization > Testing > Add Test Device. Add your device Ads ID here with any name, and now you will be able to see test ads on the device.
I am trying to debug an Android UI test that fails around 3% of the time.
Our test class starts out like this:
#RunWith(AndroidJUnit4.class)
public class ActionWidgetAdapterTest {
private Solo solo;
#Rule
public ActivityTestRule<SampleContainer> mActivityRule = new ActivityTestRule<>(SampleContainer.class);
// SampleContainer is used exclusively for the test case and extends AppCompatActivity
#Before
public void setUp() throws Exception {
solo = new Solo(InstrumentationRegistry.getInstrumentation(), mActivityRule.getActivity());
}
#After
public void tearDown() throws Exception {
solo.finishOpenedActivities();
}
// rest of class
// [...]
}
The problematic test case is as follows:
#Test
#LargeTest
#FlakyTest
public void testAddActions() throws Exception {
final ArrayList<Action> actions = new ArrayList<>();
// Action is our in-house version of the Action class from the Leanback library
final Action a1 = new Action(0, "text1", R.drawable.action_button_focused);
final Action a2 = new Action(1, "text2", R.drawable.action_button_focused);
final Action a3 = new Action(0, "text3", R.drawable.action_button_focused);
final Action a4 = new Action(1, "text4", R.drawable.action_button_focused);
actions.add(a1);
actions.add(a2);
actions.add(a3);
actions.add(a4);
// handler for posting to the main thread
Handler mainHandler = new Handler(mActivityRule.getActivity().getBaseContext()
.getMainLooper());
Runnable myRunnable = () -> {
// add actions to adapter
mActivityRule.getActivity().mActionWidgetAdapter.addActions(actions);
};
mainHandler.post(myRunnable);
solo.sleep(1000); // pause to resolve any timing issues
assertTrue(mActivityRule.getActivity().mActionWidgetAdapter.getItemCount() == 4);
// test edge case - navigate all the way to the left
solo.sendKey(Solo.LEFT);
pressUpDownEnter();
solo.sendKey(Solo.LEFT);
pressUpDownEnter();
solo.sendKey(Solo.LEFT);
pressUpDownEnter();
solo.sendKey(Solo.LEFT);
pressUpDownEnter();
solo.sendKey(Solo.LEFT);
assertTrue(solo.getImageButton(0).isFocused());
assertFalse(solo.getImageButton(2).isFocused());
}
The test case passes the vast majority of the time. However, there is a small chance of failure when assertTrue(solo.getImageButton(0).isFocused()); is executed; Robotium complains that "3 ImageButtons are not found" when this happens. There doesn't seem to be any pattern to this. I upgraded the Robotium framework to the latest version, but that doesn't resolve the issue.
Anyone have an idea what we're doing wrong?
I believe I've found the cause. From what I could tell, the issue is due to a race condition in tearDown(). Per the Robotium source code, finishOpenedActivities() works by sending the Back button thrice. However, this appears to be done on a separate thread. As a result, the commands may continue to be sent even as a new test case begins, causing the app being tested to disappear from view and rendering Robotium unable to read the UI.
Considering that the app already gets killed at the end of each test, finishOpenedActivities() would seem kind of redundant. The issue has not come up again after I commented out that line.
Google review team requires glassewares to:
Dim the screen if there isn't an expectation that a user is
looking at it.
This is consistent with the "in the here and now" experience of Glass.
Glassware should always dim the screen if there isn't an expectation
that a user is looking at it. Ideally it behaves like a timeline and
dims after 15s. A user can 'rewake' the screen by looking up.
Update to be made: If a user is not looking at the results set in the
card scroller, dim the screen.
This hints at using the EyeGesture, which doesn't seem to be mentioned anywhere on the Glass Develop Page.
After some searching I found this EyeGesture library (github) that from this stackoverflow post (Google Glass Eye Gesture Crashing (EyeGestureLib)) doesn't seem to work anymore (and hasn't been updated in 4 months+).
The accepted answer (from the stackoverflow post) proposed using this revised EyeGesture library (github)
It was also mentioned (in the stackoverflow post - as a comment ) that:
Basically, you're trying to expose classes that exist in the Glass
environment itself, but not through the official APIs. By declaring
these stub classes (none of the methods are implemented) and by
putting them into the com.google.android.glass.eye package, we're
allowing our code to compile with these unimplemented classes. At
runtime, the system has implementations of those classes and the
application will instead use the system's implementations.
Here are my following questions:
Will there be (and when) an offcial API for EyeGesture's any time soon?
I tried Implementing the revised EyeGesture library into my activity by following the guide proposed without any luck. What could I be doing wrong?
Is there something I'm missing for it to be detected? I know that with the GestureDetector I'm required to Override the onGenericMotionEvent(MotionEvent event), is there something similar for the EyeGesture?
Here is what I'm currently doing:
I have a package named com.google.android.glass and in this package I have the following:
EyeGesture enum that implements Parcelable
EyeGestureManager class
I have in the main package:
GestureIds class (This one is different the github in that it's a public class and not private)
In my activity I have:
private void createEyeGestureDetector(ResultActivity resultActivity) {
final GestureIds gestureIds = new GestureIds();
//The github guide didn't mention any class names for
//mEyeGestureManager and mEyeGestureListener .. so I added some..
EyeGestureManager mEyeGestureManager = EyeGestureManager.from(resultActivity);
EyeGestureManager.Listener mEyeGestureListener = new EyeGestureManager.Listener() {
#Override
public void onDetected(EyeGesture gesture) {
Log.i("EyeGestureListener", "Gesture: " + gesture.getId());
int id = gesture.getId();
if(id == gestureIds.WINK_ID || id == gestureIds.DOUBLE_WINK_ID) {
Log.d("EyeGesture", "Wink");
} else if (id == gestureIds.BLINK_ID || id == gestureIds.DOUBLE_BLINK_ID){
Log.d("EyeGesture", "Blink");
} else if (id == gestureIds.LOOK_AT_SCREEN_ID || id == gestureIds.LOOK_AWAY_FROM_SCREEN_ID) {
Log.d("EyeGesture", "Screen");
}
}
};
}
In my onCreate I have:
//..
super.onCreate(bundle);
createEyeGestureDetector(this);
//..
Update Logcat:
When I do:
for (EyeGesture eg : EyeGesture.values()) {
boolean supported = mEyeGestureManager.isSupported(eg);
Log.w("yupyup", eg.name() + ":" + supported);
}
I get:
12-10 18:40:51.252 2405-2405/com.google.android.glass.websurg.websurg W/yupyup﹕ WINK:true
12-10 18:40:51.252 2405-2405/com.google.android.glass.websurg.websurg W/yupyup﹕ DOUBLE_WINK:false
12-10 18:40:51.252 2405-2405/com.google.android.glass.websurg.websurg W/yupyup﹕ BLINK:false
12-10 18:40:51.252 2405-2405/com.google.android.glass.websurg.websurg W/yupyup﹕ DOUBLE_BLINK:true
12-10 18:40:51.260 2405-2405/com.google.android.glass.websurg.websurg W/yupyup﹕ DON:true
12-10 18:40:51.268 2405-2405/com.google.android.glass.websurg.websurg W/yupyup﹕ DOFF:true
12-10 18:40:51.268 2405-2405/com.google.android.glass.websurg.websurg W/yupyup﹕ LOOK_AT_SCREEN:true
12-10 18:40:51.268 2405-2405/com.google.android.glass.websurg.websurg W/yupyup﹕ LOOK_AWAY_FROM_SCREEN:false
I also added (from the first github link):
#Override
protected void onStart(){
super.onStart();
createEyeGestureDetector(this);
for (EyeGesture eg : EyeGesture.values()) {
boolean supported = mEyeGestureManager.isSupported(eg);
Log.w("yupyup", eg.name() + ":" + supported);
}
mEyeGestureManager.register(EyeGesture.LOOK_AT_SCREEN, mEyeGestureListener);
mEyeGestureManager.register(EyeGesture.LOOK_AWAY_FROM_SCREEN, mEyeGestureListener);
mEyeGestureManager.register(EyeGesture.WINK, mEyeGestureListener);
}
and
#Override
protected void onStop(){
mEyeGestureManager.unregister(EyeGesture.LOOK_AT_SCREEN, mEyeGestureListener);
mEyeGestureManager.unregister(EyeGesture.LOOK_AWAY_FROM_SCREEN, mEyeGestureListener);
mEyeGestureManager.unregister(EyeGesture.WINK, mEyeGestureListener);
super.onStop();
}
This gives me:
12-10 18:46:11.314 2553-2553/com.google.android.glass.websurg.websurg I/EyeGestureManager﹕ Removing listener: com.google.android.glass.websurg.websurg.ResultActivity$1#41b8b908 for eye gesture: LOOK_AT_SCREEN
12-10 18:46:11.314 2553-2553/com.google.android.glass.websurg.websurg I/EyeGestureManager﹕ Removing listener: com.google.android.glass.websurg.websurg.ResultActivity$1#41b8b908 for eye gesture: LOOK_AWAY_FROM_SCREEN
12-10 18:46:11.314 2553-2553/com.google.android.glass.websurg.websurg I/EyeGestureManager﹕ Removing listener: com.google.android.glass.websurg.websurg.ResultActivity$1#41b8b908 for eye gesture: WINK
However they do not get detected.. even the WINK since it seems to be supported.
Google team already answered some of these but I will go ahead and provide more details about their answer and also provide an alternate way of doing these stuff you requested.
Dim the screen if there isn't an expectation that a user is looking at
it.
This is consistent with the "in the here and now" experience of Glass.
Glassware should always dim the screen if there isn't an expectation
that a user is looking at it. Ideally it behaves like a timeline and
dims after 15s. A user can 're-wake' the screen by looking up.
Update to be made: If a user is not looking at the results set in the
card scroller, dim the screen.
Glass handles that itself but the problem is that if the user doesn't touch the Glass pad for about 10 seconds or more, Glass will go to sleep and your App will stop running.
Great way of fixing this is to make Glass screen always on and check when the user looks at the screen or when they remove the Glass.
If the user looks at the screen, increase the brightness of the screen, if they look away, decrease the brightness of the screen.
If they remove the Glass from their face, decrease the brightness to zero, turn off the screen and stop running all the big CPU intensive code you have.
If they put back the Glass on their face, increase the brightness of the screen,turn on the Screen and then enable all your CPU intensive code.
You could just have a boolean variable to determine when to start or stop running. This method is recommended if you don't want your app to stop running after no touch event for seconds. It also saves battery when running your app.
Code Examples for the things I said above are below:
To Get Screen Brightness:
//Get Screen Brightness
public float getScreenBrightness() {
WindowManager.LayoutParams wMLayout = getWindow().getAttributes();
return wMLayout.screenBrightness;
}
To Set Screen Brightness(0 to 1):
//Set Screen Brightness
public boolean setScreenBrightness(float sBrightness){
if(sBrightness>=0){
WindowManager.LayoutParams wMLayout = getWindow().getAttributes();
wMLayout.screenBrightness = sBrightness; //Modify Brightness
getWindow().setAttributes(wMLayout); //Apply changes
return true;
}else
{
return false;
}
}
To Keep the Screen On or Off:
//Turn Screen On/Off
public void keepScreenOn(boolean screenOn){
if(screenOn) {
getWindow().addFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON);
}else{
getWindow().clearFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON);
}
}
Don't forgeet to add permision in the Manifest:
<uses-permission android:name="android.permission.WAKE_LOCK" />
If you are just doing developing and don't want to worry about permision right now, you can use:
<uses-permission android:name="com.google.android.glass.permission.DEVELOPMENT" />
and avoid having to look up what permission to use. I suggest you use that for now as it will save you time during development and you don't have to worry about permission when coding.
[EYE GESTURE]
No Google official API available for detecting those. Anything available now is a little hack to access hidden Glass API for that. Glass team is working on it and they said the API will only be release when it is reliable. Right now, it is NOT perfect according to them.
NOTE
The answer I am about to post below SHOULD work but may NOT work on the next Glass update. When they do update, something magically changes and one function will STOP working. Glass API and Glass itself is on Beta Mode and therefore expect things to keep changing until official EYE Gesture API gets released.
There are two ways to detect Eye Gesture. One way is to use IntentFilter and wait for "gesture" message.Another way is to use Stub Library to Access the hidden Glass API. I will talk about both here as there are prons and cons for each method.
Method 1 (Stub Lib):
This is the way you are currently trying to do it.
Pros:
Can detect more gestures
Cons:
Wink CANNOT be stooped from taking pictures.
Yo are using different library than the one I used that is still working. I will try to fix your problem if that doesn't work, You should then do it the way I did mine with the library I used too.
You got Step 1 wrong.
Step 1: Create the stubs:
Create a package called com.google.android.glass. In this package
create two classes: EyeGesture and EyeGestureManager
It should be
com.google.android.glass.eye
NOT
com.google.android.glass
com.google.android.glass may have worked in the past but there were too many updates.
So, EyeGesture and EyeGestureManager must be placed in your package called com.google.android.glass.eye
If Eye gesture is still not detected, forget about that library and use the one I am currently using. Close your project and create a new one.
Steps:
1) Download the library from here. (Last update was 4 months ago). The one you are currently using was probably last updated 8 months ago or even a year ago.
https://github.com/prt2121/EyeGestureLib
The zip file will have a long name like "EyeGestureLib-fwenindioniwenubwudew".
Rename the Zip file to "EyeGestureLib".
Extract the folder inside with a long name like "EyeGestureLib-f8a9fef3bde4396f947106e78cd0be7c7ecdd5a6"
Rename that folder to "EyeGestureLib"
The "EyeGestureLib" folder should have two folders inside it called "EyeGestureStub" and "EyeGestureDemoApp" plus other useless files.
2) Open Eclipse and create a new project.
create a simple MainActivty class activity.
3) Inside your MainActivity class:
private EyeGestureManager mEyeGestureManager;
private EyeGestureListener mEyeGestureListener;
private EyeGesture target1 = EyeGesture.WINK;
private EyeGesture target2 = EyeGesture.DOUBLE_BLINK;
private EyeGesture target3 = EyeGesture.LOOK_AT_SCREEN;
Inside onCreate:
mEyeGestureManager = EyeGestureManager.from(this);
mEyeGestureListener = new EyeGestureListener();
Inside onStart:
mEyeGestureManager.register(target1, mEyeGestureListener);
mEyeGestureManager.register(target2, mEyeGestureListener);
mEyeGestureManager.register(target3, mEyeGestureListener);
Inside onStop:
mEyeGestureManager.unregister(target1, mEyeGestureListener);
mEyeGestureManager.unregister(target2, mEyeGestureListener);
mEyeGestureManager.unregister(target3, mEyeGestureListener);
Inside MainActivity (Not inside any function but just anywhere inside you MainActivity class):
private class EyeGestureListener implements Listener {
#Override
public void onEnableStateChange(EyeGesture eyeGesture, boolean paramBoolean) {
}
#Override
public void onDetected(final EyeGesture eyeGesture) {
//Show what we just detected
Log.i(eyeGesture.toString() , " is detected");
//Check which eye event occured
if (eyeGesture.name() == target1.name()) {
// Wink
Log.i("EyeGesture: ", " you just winked");
} else if (eyeGesture.name() == target2.name()) {
// Double blink
Log.i("EyeGesture: ", " you just double winked");
} else if (eyeGesture.name() == target3.name()) {
// Look at Screen
Log.i("EyeGesture: ", " you Looked at Screen");
}
}
}
4) You will get error.
Import the EyeGestureStub that is inside the EyeGestureLib folder to fix it.
To fix the error:
a) Go to File -> Import -> Android -> Existing Android Code into Workspace
Click Next, Browse and Browse the EyeGestureStub folder inside EyeGestureLib folder.
Make sure to exclude the "EyeGestureDemoApp" if it is there. You ONLY need EyeGestureLib folder which contains EyeGesture and EyeGestureManager.
b) Right click on "EyeGestureStub" -> Properties -> Android ->
On the right side,under Project Build Target make sure that "Glass Development Kit Preview" check-box is checked.
Under Library, make sure that the "Is Library" check-box is checked.
Click Apply and Ok to exit the window.
c) Open Android SDK Manger. check for the version of Android SDK Build-tools installed. I have 21.1.1.
d) Open the project.properties of EyeGestureStub and change sdk.buildtools=18.1.1 to sdk.buildtools=21.1.1
Finish.
Done. It should work if you followed the instruction.
Run it and choose MainActivity as the the Launch Activity.
<-------------------------------------------------------------------------------------------------------------------------------->
[STILL NOT WORKING? IMPORT EVERYTHING && work from there]
If you can't get it to Work, delete the current project and import the whole project downloaded then work from there up. This is the easiest way. You may need to fix some errors before you can compile.**
To import the project,
1) Go to File -> Other -> Android -> Android Project from Existing Code.
Next -> Browse
then choose the EyeGestureLib folder which contains both the EyeGestureStub and EyeGestureDemoApp.
Make sure under Project to Import that both EyeGestureStub and EyeGestureDemoApp are check-box are checked then click Finish.
2) Right click on "EyeGestureStub" -> Properties -> Android ->
On the right side,under Project Build Target make sure that "Glass Development Kit Preview" check-box is checked.
Under Library, make sure that the "Is Library" check-box is checked.
Click Apply and Ok to exit the window.
3) Right click on "MainActivity" -> Properties -> Android ->
On the right side,under Project Build Target make sure that "Glass Development Kit Preview" check-box is checked.
4) You will get invisible error that will not be showing.
To see it Go to Windows -> Show View -> Problems
There, you will see all the problems.
Next step to fix it, we have to match the Android SDK Build-tools version with the ones listed in the project.properties of both EyeGestureStub and MainActivity
a) Open Android SDK Manger. check for the version of Android SDK Build-tools installed. I have 21.1.1.
b) Open the project.properties of EyeGestureStub and change sdk.buildtools=18.1.1 to sdk.buildtools=21.1.1
c) Open the project.properties of MainActivity and change sdk.buildtools=18.1.1 to sdk.buildtools=21.1.1
Note: Changing the first project.properties may automatically change the second one.
Done. It should work if you followed the instruction.
Run it and choose MainActivity as the the Launch Activity.
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Method 2 (IntentFilter)
Pros:
Wink CAN be stopped from taking pictures.
Cons:
Detects WINK ONLY
The first method can receive four events (WINK,DOUBLE_WINK,DOUBLE_BLINK,LOOK_AT_SCREEN,) but this method can ONLY receive one event (WINK).
This method is useful if you just want to detect ONLY WINK without Glass taking a picture.
To listen to Intent, you have to extend BroadcastReceiver.
public class EyeGesture extends BroadcastReceiver {
#Override
public void onReceive(Context context, Intent intent) {
if (intent.getStringExtra("gesture").equals("WINK")) {
//Disable Camera Snapshot
abortBroadcast();
Log.e("WINKED ","");
}else {
Log.e("SOMETHING", "is detected " + intent.getStringExtra("gesture"));
}
}
}
You must register the intent in the Manifest as below:
<receiver android:name="com.inno.inno.glassplugin.EyeGesture">
<intent-filter>
<action android:name="com.google.android.glass.action.EYE_GESTURE" />
</intent-filter>
</receiver>
The name specified in the Manifest must match the name of the class listening to the intent which is EyeGesture.
Simple as that. No library required but only WINK can be detected. It also stops Glass from taking picture when wink is detected. You can comment abortBroadcast(); if you want Glass to take picture when event is detected.
This is for any one looking to detect Eye Gesture from Glass at this moment. These are the only current solutions around until Google releases their official Eye Gesture API.
You should file for a new Glass API feature here. File it as Glass Eye Gesture API Request. If the Glass team receives too much of this feature request, they will make it their top priority and release it. I already filed for one.
Got a return from the Google Glass Review team. Their response to :
Dim the screen if there isn't an expectation that a user is looking at
it.
This is consistent with the "in the here and now" experience of Glass.
Glassware should always dim the screen if there isn't an expectation
that a user is looking at it. Ideally it behaves like a timeline and
dims after 15s. A user can 'rewake' the screen by looking up.
Update to be made: If a user is not looking at the results set in the
card scroller, dim the screen.
was this:
The platform handles this, are you overriding this in some way, are
you holding a wake-lock when the result is shown?
So it seems as of now it is not intended to actually work straight with the EyeGesture, since it apparantely does it automatically (need confirmation on this part). In any case there is no point in trying to handle the LOOK_AT_SCREEN since the LOOK_AWAY_FROM_SCREEN isn't handled.
12-10 18:40:51.268 2405-2405/com.google.android.glass.websurg.websurg W/yupyup﹕ LOOK_AWAY_FROM_SCREEN:false
For those interested in handling the Wink EyeGesture here is what apparantely works according to some information I've gathered (needs to be confirmed).
The idea is to use is to use an EyeGesture and EyeGestureManager stub. Pretty much they exist within the environment but not in the API. This means to access them you need to create Subs that durring runtime will work (atleast that's how I understood it).
Apparantely there is a known bug when handling the WINK EyeGesture. It will take a picture. This may be caused from within the Google Glass settings where Take a picture when a wink is detected is activated. (needs to be confirmed).
So how to actually handle it?
Step 1: Create the stubs:
Create a package called com.google.android.glass. In this package create two classes: EyeGesture and EyeGestureManager
EyeGesture:
package com.google.android.glass.eye;
import android.os.Parcel;
import android.os.Parcelable;
/**
* https://gist.github.com/victorkp/9094a6aea9db236a97f3E
*
*/
public enum EyeGesture implements Parcelable {
BLINK, DOFF, DON, DOUBLE_BLINK, DOUBLE_WINK, LOOK_AT_SCREEN, LOOK_AWAY_FROM_SCREEN, WINK;
public int getId(){
return -1;
}
#Override
public int describeContents() {
return 0;
}
#Override
public void writeToParcel(Parcel dest, int flags) {
}
}
EyeGestureManager:
package com.google.android.glass.eye;
import android.content.Context;
/**
*
* If there are any updates required check: https://gist.github.com/victorkp/9094a6aea9db236a97f3
*
*/
public class EyeGestureManager {
public static final int INFINITE_TIMEOUT = -1;
public static final String SERVICE_NAME = "eye_gesture";
public interface Listener {
public void onDetected(EyeGesture gesture);
}
public static EyeGestureManager from(Context paramContext) {
return null;
}
public void activateGazeLogging(boolean paramBoolean) {
}
public boolean applyAndSaveCalibration(EyeGesture paramEyeGesture) {
return false;
}
public boolean clearCalibration(EyeGesture paramEyeGesture) {
return false;
}
public void enableGazeService(boolean paramBoolean) {
}
public boolean endCalibrationInterval(EyeGesture paramEyeGesture) {
return false;
}
public boolean isCalibrationComplete(EyeGesture paramEyeGesture) {
return false;
}
public boolean isGazeLogging() {
return false;
}
public boolean isRegistered() {
return false;
}
public boolean isSupported(EyeGesture paramEyeGesture) {
return false;
}
public boolean loadCalibration(EyeGesture paramEyeGesture) {
return false;
}
public boolean register(EyeGesture gesture, EyeGestureManager.Listener listener){
return false;
}
public boolean startCalibrationInterval(EyeGesture paramEyeGesture) {
return false;
}
public boolean unregister(EyeGesture gesture, EyeGestureManager.Listener listener) {
return false;
}
}
Great, you've got both stubs. First thing you should notice is that they aren't 100% like the one from the github link. Some of the functions have been deprecated, I've kept the ones that work. (I haven't tried every single one).
What is next? Well you need (not really but it's easier if you do) to create the GestureId class (yes you can put this anywhere you want to).
GestureId:
package com.google.android.glass.websurg.websurg;
import com.google.android.glass.eye.EyeGesture;
/**
*
*
* For updates check out: https://gist.github.com/victorkp/9094a6aea9db236a97f3
*
*
*
*/
public class GestureIds {
public int BLINK_ID;
public int WINK_ID;
public int DOUBLE_BLINK_ID;
public int DOUBLE_WINK_ID;
public int LOOK_AT_SCREEN_ID;
public int LOOK_AWAY_FROM_SCREEN_ID;
public GestureIds() {
BLINK_ID = EyeGesture.BLINK.getId();
WINK_ID = EyeGesture.WINK.getId();
DOUBLE_BLINK_ID = EyeGesture.DOUBLE_BLINK.getId();
DOUBLE_WINK_ID = EyeGesture.DOUBLE_WINK.getId();
LOOK_AT_SCREEN_ID = EyeGesture.LOOK_AT_SCREEN.getId();
LOOK_AWAY_FROM_SCREEN_ID = EyeGesture.LOOK_AWAY_FROM_SCREEN.getId();
}
}
Great now you have all the classes to actually get started. Keep in mind the stubs are the ones that will work correctly during runtime (atleast I think so since I don't get any errors?)
Say you have a MainActivity and you want to add the EyeGesture:
private void createEyeGestureDetector(Context context) {
mGestureIds = new GestureIds();
mEyeGestureManager = EyeGestureManager.from(context);
mEyeGestureListener = new EyeGestureManager.Listener() {
#Override
public void onDetected(EyeGesture gesture) {
Log.w("EyeGestureListener", "Gesture: " + gesture.getId());
int id = gesture.getId();
if (id == mGestureIds.WINK_ID || id == mGestureIds.DOUBLE_WINK_ID) {
Log.d("EyeGesture", "Wink");
} else if (id == mGestureIds.BLINK_ID || id == mGestureIds.DOUBLE_BLINK_ID) {
Log.d("EyeGesture", "Blink");
} else if (id == mGestureIds.LOOK_AT_SCREEN_ID || id == mGestureIds.LOOK_AWAY_FROM_SCREEN_ID) {
Log.d("EyeGesture", "Screen");
}
runOnUiThread(new Runnable() {
#Override
public void run() {
Log.w("detected", "omg detected");
}
});
}
};
}
Notice I have also a run(). I've added both since one github linked had it and the other didn't. Tried both and doesn't seem to get detected.
You call this (the one right above) function in your onCreate(); , then in your onResume();
mEyeGestureManager.register(EyeGesture.LOOK_AT_SCREEN, mEyeGestureListener);
mEyeGestureManager.register(EyeGesture.LOOK_AWAY_FROM_SCREEN, mEyeGestureListener);
mEyeGestureManager.register(EyeGesture.WINK, mEyeGestureListener);
The on your onPause():
mEyeGestureManager.unregister(EyeGesture.LOOK_AT_SCREEN, mEyeGestureListener);
mEyeGestureManager.unregister(EyeGesture.LOOK_AWAY_FROM_SCREEN, mEyeGestureListener);
mEyeGestureManager.unregister(EyeGesture.WINK, mEyeGestureListener);
Now all this seems to work (no errors when the functions are called, and logs are shown saying they were called (notice there are no logs in the stubs)).
However, my google glass doesn't seem to be detecting the EyeGesture. I'm pretty sure it's all good, or that I'm missing something minor. I won't accept it as an answer since, it only answers part of my question. Feel free to try this out yourself and let me know how it works.
Good morning,
We have developed an android app, and I have been charged with finding out how to remove the undesired behavior of a notification sound every time that the screen orientation changes. Obviously this behavior only exists on devices running OS version 3.2.3 or later.
I have read several posts that indicate that this can be turned off by unchecking USB Debugging in the Settings --> Developer options, however this option is not checked and none of the other apps that are on any of our Android devices make this notification sound upon orientation change.
The application does require there to be a notification when a "message is received" (the app connects to a webservice and gets new messages from the service every so often). So this would rule out any solution that disabled notifications.
Thus far, I have tried several potential solutions:
1) When a message is received, instantiate a new NotificationManager, and after the notification is sounded, destroy the NotificationManager.
if(MessageReceived == true) {
String ns = Context.NOTIFICATION_SERVICE;
messageNotifyManager = (NotificationManager) getSystemService(ns);
}
showNotification();
messageNotifyManager = null;
2) I realize that an orientation change is essentially the view being destroyed and re-created. I put set a flag in the initial onCreate method and checked to see if that flag had value before recreating the Notification Manager.
public static int Flag = 0;
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
if(Flag == 0) {
String ns = Context.NOTIFICATION_SERVICE;
messageNotifyManager = (NotificationManager) getSystemService(ns);
Flag = 1;
}
}
3) In the application's main class, I created a public OrientationEventListener property and then set its value in the onCreate method, disabling it immediately. When that didn't disable the sound I tried disabling the property in every class that referenced the application's main class.
public OrientationEventListender listener;
#Override
public void onCreate() {
super.onCreate();
appContext = getApplicationContext();
GetPreferences();
//...
listener = new OrientationEventListener(appContext){
public void onOrientationChanged(int Orientation){
}
};
listener.disable();
}
Now, as you can probably tell, I am very new to Android development. I assume that this solution is something so simple that everyone knows, and that is why there are no answers anywhere handy on the web. But any help with this simple problem would be greatly appreciated. Thanks!
This issue was solved by modifying the AndroidManifest, adding the following tag to each activity: android:configChanges="orientation"