Can't get a GPS fix on an Acer Liquid Gallant Duo - gps

It's already a long story... I bought my phone sometime in 2013, and found that it's GPS doesn't work, just after the warranty expired. I tired everything to get it function properly without any success, and finally gave up. Up until now I could live without it, but right now I'm really in need of this functionality, and only because of that I'd have to buy a new smartphone now if it can't be fixed.
Here's the issue: I turn on GPS positioning in the OS, and open up some GPS tester application, and this is what happens: After a couple of seconds, it finds the first satellite, and in 1-2 minutes I already have 6-7 or even 8 of them. - So it seems the hardware is OK, the receiver works. But after that, I cannot get a GPS fix. I can wait 10-20-30 minutes, or even waited for an hour...Nothing happens. No position fix, GPS useless. I've tried 10+ GPS apps, the result is always the same. They see the satellites, but never establish a position fix.
What I've done so far: I read on xda-developers that this phone for some reason doesn't have a gps.conf file in system/etc which could cause the problem, so I downloaded one for my country, rooted my phone and pasted it to that folder. Nothing changed. I'm out of ideas, and there's nothing more I could find on the internet. Any ideas here? Or should I get a new phone? It's really annoying because it seems it's not a hardware issue, so it should be able to be fixed somehow...
Btw that's the content of my gps.conf file in system/etc for Austria, the country I live in:
NTP_SERVER=at.pool.ntp.org
XTRA_SERVER_1=http://xtra1.gpsonextra.net/
xtra.bin
XTRA_SERVER_2=http://xtra2.gpsonextra.net/
xtra.bin
XTRA_SERVER_3=http://xtra3.gpsonextra.net/
xtra.bin
SUPL_HOST=supl.google.com
SUPL_PORT=7276
(I have no idea what it's for.)

Unassisted GPS in a GPS module which has never been turned on, or has to find a new position solution, can actually 2-4 hours at worse. Adding to this, a single processor Android smart phone such as yours likely throttles severely, and is not likely to schedule much resource for non-essential routines.
Be sure to turn on 'Google Location Services' to enable assisted GPS for a faster position solution. If any factory setting has a toggle for location- assistance, make sure it is enabled. Be sure to move away from buildings so the sensors view of the sky is widest.

Related

Video driver crashed and was reset

when i was playing a game called Sea of thieves an error popped up saying "video drive crashed and was reset. make sure all of your video drivers are up to date. exiting...". at first i didnt think much of it and loaded back on to the game but then it kept happening again and again. at first it was once every week and then once every day and now it is happening every hour or so. keep in mind my PC dosent have the best specs and it is an all in one built in with the moniter so i dont have the best graphics in game. at first i tried updating my video driver but soon found out that it was already up to date. i next went on to the official Sea of thieves forums and support thinking that it was something to do with the game itself. i had a look on the forums and found people with similar problems but no answers. i then went on to customer support and when i clicked on " video driver " it brought me to the microsoft support page indicating that it wasnt the game but microsoft and the computer itself. i have heard suggestions of uninstalling and reinstalling the driver but i only have one and no back up driver so i am worried about what might happen to my PC. i have also heard about doing a factory reset yet i do not want to attemt it just yet as it is a last resort. i am sorry if these sound like silly questions or descriptions just note i am kind of new to the whole PC thing. Thank you for taking the time to read this and please help me in any way that you can.
Sounds like your graphics card may be overheating? Monitor the temps while playing.
Depending on the age of the card, it may be that you need to blow out the dust or replace the thermal compound.

Kinect Freezing After a Minute and a Half

I've been messing around with programming the old Kinect for a while, and something I've noticed is that whenever I start a program that uses the Kinect sensor, the Kinect will stop sending inputs after 1:30 minutes, no matter what program it is. For example, my game that I made will still have enemies moving around, but the player's rendered skeleton from the Kinect just freezes. I can't find anything about this anywhere online, so is it just mine? Is there a way to fix this?
This is a bug somewhere between the Microsoft SDK and using a Kinect for XBOX on Windows (didn't try the Kinect for Windows).
The Kinect stream freezes after 1 minute 28 seconds. In the Unity editor, you'll also notice once you reach this freeze, you need to quit and restart Unity to be able to play again. If not, you'll get messages like "Device not genuine", etc.
The only way to solve it that I found is to re-initialize whatever Kinect Manager you are using. For instance, Destroy()ing the gameObject holding the manager and re-Instantiate()ting it.
This will effectively halt your Kinect stream (and any gesture/joint reading) for about 4 seconds and then it will work again, so this is something the user will definitely notice.
Now, this may not work for most games, but if you're working on a casual game and you can keep it under 1:28 or you're able to show the user some sort of screen while you restart the Kinect manager every 1:20, you'll be safe.
If you never exceed the 1:28, you'll be able to stop and play in the Unity editor as many times as you want, and keep it running as many times as you want.
Now, this may not be an actual "answer", but may work for someone.
Let me know if you need any help to make this work. I hope this helps someone.
You can test the Kinect with built in programs in this link.programs to check and see if it works smoothly. If not may be something wrong with your program.
I have the same issue. At first I thought it was something related to Unity3d. But I tested with other programas and it's still happening.
Talking to the guy who developed the plugin he said: " two users complained that Kinect tracking stops after a while"
https://www.assetstore.unity3d.com/en/#!/content/7747
Also, I sent him an email and he told me that more and more people are getting this issue.

Color and depth stream don't work anymore

I used until yesterday afternoon a Kinect for XBOX 360 on my computer, a MacBook Pro 15" Late 2011, whose specifications are available here. I use Windows 7 (natively installed, without using virtual machines). The version of the SDK I had installed was 1.0.
All of a sudden, from today the Kinect no longer worked. Initially I thought it was some error in my code, but I noticed that the program remained stuck at the beginning, when I called the method KinectSensor.Start().
I started looking for information on the internet. I read about a solution obtained by reinstalling the drivers. It did not work, and then I tried to install version 1.6 of the SDK. Unfortunately, even that did not work.
I've seen at this stage, there might be compatibility issues with certain USB host controllers, such as the Intel 5 Series/3400 Series Chipset USB host controller. In my case, however, there should be no problems (because there were not ever been up to yesterday):
To check if the problem was really due to the sensor, and not to my application, I run one of the test applications provided with the SDK, called Kinect Explorer. However, I encountered the same problem with this test application. After waiting about one minute, when the Kinect Explorer starts I cannot see neither the color stream, nor the depth stream, nor information about skeleton. The only thing I can do is move the Kinect up and down, changing the angle of the neck. Even the microphone array seems to work properly.
I read two interesting posts about this kind of problem: this and this, which have not been answered.
In the first of these two links, the user who reports the problem says that the hardware has been compromised. I thought the same thing myself until I started again Kinect Explore, initially with the sensor unplugged. Once started this program, I plug-in the cable, and I noticed that Kinect Explorer has marked the Kinect sensor as Connected. After a short initialization phase, I again see the color stream, while the depth stream showed an image of uniform color (green-gray):
This situation lasted a few seconds, after which the image is locked and the question came up. Also, sometimes the FPS value drops from 30 to 29.
I am able to reproduce this latter situation only after keeping the Kinect unplugged for a while (10 minutes are sufficient).
How can I solve this strange and terrible problem? Is it possible to restore the Kinect sensor, and make it works again? Or do I have to conclude that the sensor is irretrievably broken?

Any way to get stable/consistent FPS form kinect?

I am trying to record kinect files in .oni format, that I will later try to synchronize with other sensors. As such, it is very important that I get consistent fps, even if some frames are repeats.
From what I can see now, WaitAndUpdateAll does not guarantee that the frame rate is consistent. I will be recording for several minutes (20+), so I need to make sure there is no drift!
Does anyone know if it's possible to lock down the fps of the recording, and if not, how stable the recording fps of the kinect is? Thanks!
After some investigation of this issue, I put together the following write up on the topic:
http://denislantsman.com/?p=50
Putting it here so interested people can find it and not have to wrestle with this issue.
My guess would be to go with the PCL libary since the developers also work together with the ROS team where they also have to sync sensors a lot. But be warned I wasn't able capture XYZRGB clouds at 30 FPS on windows 7. If you only need XYZ to be captured you should be fine. Worst case you have to time stamp and sync all your data by yourself.

mach_msg_trap, - (void) mouseDragged and timer performance

Leopard 10.5.8, XCode 3.1.1; using runModalForWindow to implement (what is intended to be) a high performance mouse tracking mechanism where I have to do real-time complex bitmap modifications.
The modal loop runs, the timer fires, the mouse tracks... but the performance is abysmal, and it gets worse and worse the longer the runloop goes on. Instead of catching mouse messages every pixel or so, I get them every 5... 10.... 20 seconds.
Instruments shows that the majority of the time during this growing response bottleneck is being spent in mach_msg_trap (and yes, I have the perspective set to the running app), so the impression I am under is that it "thinks" it doesn't have any work to do, despite the fact that I'm dragging the mouse around with the button held down like a crazy person. There are no memory leaks showing up, and in my 8-core 2.8 GHZ machine, there's almost no CPU activity going on.
Again, the app is not spending much time in my code... so it's not a performance problem of mine. I've probably configured something wrong, or failed to configure it at all, or am simply approaching the whole idea wrong -- but I sure would appreciate some insight here. As it stands now, the dispatch of mouse messages and timer messages is absolutely unacceptable. You couldn't implement a crayon drawing program for someone immersed in cold molasses with the response times I'm getting.
EDIT: Some additional info: doesn't happen on my 10.5.8 macbook pro. Just the 8--core, 6-display Mac Pro. I tried taking the display code for the croprect in drawrect out, replaced it with an NSLog()... still drags on issuing mouse updates. Also tried rebooting and running without the usual complement of apps running. And with mirrored displays. No difference.
Imagine dragging a brush across the screen; at first, is paints smoothly, then gaps appear between brush placements, then they get larger, and this goes on until you're only getting one brush placement every 10 seconds. That's how this acts. Using NSlog() and various other tracking methods, I've determined that it is at least at the highest level occurring because the mouseDragged events slow down to a trickle. The question in a nutshell is, why would that happen?
Anyone?
OK, isolated it -- the problem comes from my Wacom Tablet mouse. Plug in a regular optical mouse, and everything runs great. Same thing on my Macbook pro, using the trackpad. Works fine.
The tablet is a Wacom Intuos 4 with the stock drivers as of January 2011. I'm going over to the Wacom site and reporting this next.
What a nightmare that was. I have spent over 100 hours on this, thinking I'd hosed some subtlety in the app handling, drawing, etc. Sheesh.