I've a app called 'drumtime' installed on Windows 8. It's tile is being changed/updated on every about 10 seconds. This couldn't be done with Background tasks I guess because a background task needs 15 minutes to be executed. But even if the app is not running, it's tile is still being updated.
after 10 seconds =>
So, how can I update an app's tile on every 10 seconds even when the app itself is not running?
I appreciate any help.
I downloaded Drumtime to check this out, and it is using a peek animation on its live tile. Check out the list of available tile templates. Some of these are "peek" templates which animate smoothly between two different tile templates. That is what Drumtime is doing. I used a peek animation in the tile of an app of mine; I wrote this article with details.
Here is MSDN sample of updating tile in every minute. You can learn the logic. You have to set schedule in such manner the tile gets update in 10 seconds.
Related
Ive cycled through a number of libraries trying to implement a timer that runs in background for React Native (ios).....after an hour I want user notified that hour has passed (even if app is in background).
Ive tried:
react-native-background-timer: flat out doesnt work for ios.....app closes down after less than a minute
react-native-background-fetch: app does stay in background.....however there is no control over how often background event fires. I only want my timer to run for an hour....so if the background event takes a whole day to fire then its useless.
Short question is I want to find a react native library that allows me to run a timer in background from 1 hour to zero....then notifies user that hour has passed (Im using react-native-push-notification for notifications.....and thats working fine).
Any ideas?
I am trying to show a progress bar, just like in any video.
Start -------O------------------ END
I am using React Native Video to embed video content into my app.
So far I came up with the following method:
This library comes with a method to know the current time of video. Since I know the full length of the video in seconds (e.g. 50 seconds), I call onProgess() method which allows me to extract the current time in seconds e.g. 20 seconds.
This allows me to build some UI to show 20/50 ~ 40% has been completed.
However, the downside is that I re-render the content 20 times per second (by constantly calling onProgress), and it just doesn't feel like the correct way to solve the problem.
Can anyone tell me is rendering ~600 (and more) times per minute is actually reasonable during video playback?
I'm interested in a border line iPhone app able to detect the user location continuosly.
The app will be delivered in enterprise mode (so no Apple approval).
Basically it should run forever (resetting the backgroundTimeRemaining through the location service start end stop).
the issue that I was not able to fix is to relaunch the app after a reboot, event if I declare the voip capability, it seems that the system give me only 3 minutes, no more time despite all the workarounds.
so actually I'd like to know if someone was able to implement this sort of behaviour on iOS7.
thanks in advances, please find below some references.
iPhone - Backgrounding to poll for events
to run app continuously in the background
Background Location Services not working in iOS 7
Start Location Manager in iOS 7 from background task
ok, I got it.
the music hack is the solution.
During the further 180s of background time a small mute playback of few seconds (of local mp3) restart the backgroundTimeRemaining counter.
bye
This was always impossible in iOS6 and below however with the new multitasking API's etc in iOS7 I was wondering if it has become possible. I am developing an app that is for personal security... The user needs to be able to trigger an "an" inside of the app when in background mode... The shake function would be the best approach however so far it seems impossible..
Any help would be greatly appreciated. T
The background tasking feature is not what you think. Apple heavily regulates it's use. You're probably thinking of the new iOS 7 background feature called "Background fetch". You can count on being activated for partial background execution as a batch job every few hours.
The new background fetch feature is to be used when: "The app regularly downloads and processes small amounts of content from the network."
This will let you update the state of your app in the background so that the new iOS 7 multitasking feature lets you see an updated state of the app in that view. There is no iOS 7 background state that does what you want.
i am migrating my iOS app onto mac. the loading time is a bit long (around 5 seconds) thus i need a splash loading screen (Just like Default.png image for iOS) but the project made from cocos2d template just shows a white screen. not sure about other apps. so is there anyway to set it?
I know that the screen size is not fixed on a mac app. but i have set a default size. and use auto scale in case of full screen mode.
EDIT:
I have tried a light weight loading scene as well but failed since the MainScene itself is light weight as well. I think the major loading time is due to the cocos2d environment set up.
In OS X a window appears when the application launches, it's not designed to use splash screens.You might want to reconsider that choice.
But if the window is still to slow to load or to display its contents, you can still do that but manually, it isn't easy like in iOS.You need to display another view inside the window until it loads.
EDIT
A little more of context: for example you can set in your xib file an image view containing the image do display.
Then you make start another thread that loads all the content that you need.After this, run a selector on the main thread that updates the window.
Based on my tests in Cocos2d 1.0.1 & 2.0 the basic Cocos2d OS X app launches really quickly.
This makes it seem pretty likely that it's something about your first scene that is taking a long time to load, or something else. Instruments can help you gather information about what your app is doing.
I suggest you make an initial lightweight cocos2d scene that will load quickly at startup and then load your second scene and transition to it. Ideally the loading of the assets for your second scene would be asynchronous (at least the ones that are slow). There are numerous blog posts on how to do this. (search for "cocos2d asynchronous loading" and you'll find many, such as this one: How to preload your game assets in a loading scene, though something more recent might be preferable).