CNET developer api to get detailed product specification - api

i am trying to use CNET developer api to get a list of detailed product specification but what what i can get now is basic product details
Apple iOS 5, Apple A5X, IEEE 802.11n, IEEE 802.11b, IEEE 802.11a, IEEE 802.11g, Bluetooth 4.0, 7.3 in x 0.4 in x 9.5 in, 9.7 in TFT active matrix - LED backlight - Yes, 23 oz
but i need the details
something like this
General
Product Type Tablet
Operating System Apple iOS 5
First Seen On Google Shopping March 2011
Display
Type 9.7" IPS TFT - LED backlight
Resolution 1024 x 768 ( 132 ppi )
Touchscreen Multi-Touch
Features Fingerprint resistant oleophobic coating
Processor
Processor Apple A5
Processor Clock Speed 1 GHz
Number of Cores Dual-Core
and not necessarily use CNET apis i am fine with any other source of product information
thanks

Could you please format properties which you receive from CNET and expect?
I'm representative of http://aerse.com. We strive to provide the most detailed properties with strict validation of property values. Have a look at Nokia N900
If you fine with multiple results for single product (for example, search "N900", get many of "N900" products) you could try Amazon Product Advertising API.
Also you could have a look at APIs here: http://www.programmableweb.com/apis/directory/1?apicat=Shopping

Related

Looking for help setting up DRAKE with a kinova spherical 6 degree of freedom robot

The Drake system has been installed and I am trying to get a 6 Degree of Freedom arm from Kinova to be integrated with Drake.
This work would provide a financial support
I have committed my code to the fork and I am awaiting the software to be accepted
I used the 7 DOF arm as a starting point and created the 6 dof arm/hand

Kinect for testing algorithms

Can I use kinect sensor for testing my algorithms related to depth measurement? Have someone already tried this?
I have researched a bit, and have thus few questions -
is there a linux driver to work with kinect?
Which kinect is advisable? Kinect v1 or v2?
is there a way that I can get the data on my computer using a USB cable? As far as I have seen, the kinect needs to be modified ( i.e add a 12 V power supply ). Does anyone know the specifications of this power supply? How many ampere should the power supply support?
lastly why is there is such a massive price difference between the usb adaptor for Kinect V1 ( for xBox 360 - 4 pounds ) and Kinect V2 ( for Xbox one - 50 pounds), although both of them simply divert power and data cable as far as I understand.
I'm not sure whether the Kinect sensor is appropriate for testing your algorithms given that I don't know the specifics, but to answer your other questions:
Yes, there are drivers such as OpenKinect's libfreenect for Kinectv1 or libfreenect2 for Kinectv2 for Linux.
Note that I only have experience with the official Kinect SDK. If you care about skeletal tracking quality, you should probably use the official Kinect SDK on Windows. If you don't care about the skeleton tracking, that gives you a lot more options.
Kinect v2 - it has better specs. Certain requirements might call for using Kinect v1, but generally, Kinect v2 is the default choice.
No, you need the adapter/power supply to connect it to a PC. The official power supply is 2.67A at 12V. There are many tutorials online for DIY, such as this YouTube video: How to Hack Xbox One Kinect to Work on Windows 10 PC
Supply and demand. The adapters are no longer being manufactured and there is more demand for the Kinect v2 adapters.

There is any GPSR tracker with the ELM327 features?

I'm looking for a device who has the capability to be a GPSR tracker and have the same features like ELM327 OBD II has. The features I'm talking about are:
Engine RPM
Calculated Load Value
Coolant Temperature
Fuel System Status
Vehicle Speed
Short Term Fuel Trim
Long Term Fuel Trim
Intake Manifold Pressure
Timing Advance
Intake Air Temperature
Air Flow Rate
Absolute Throttle Position
Oxygen sensor voltages/associated short term fuel trims
Fuel System status
Fuel Pressure
...over 4,000 - 15,000 additional values.
I've found some devices but none of them has this features...
Since you did not mentioned any platforms, I write 3 opportunities you have and you can spread it further!
1) You can use Arduino Uno or Raspberry Pi with Arduino kits.
For instance, combining Raspberry Pi and Arduino geolocation tracker (GPRS + GPS) kit and a CAN Bus Module, you can get what you want. There are many good examples and libraries for C++ and Python. For a rough idea look at Cooking Hacks website, Realtime GPS+GPRS Tracking example and CAN Bus Module Tutorial for Arduino and Raspberry Pi.
2) Alternative is using a mobile device (cellphone) using a Bluetooth or WiFi CAN Bus (eg. ELM327) and write an app to save the GPS data through the Built-in GPS module and OBD data via ELM327. Then you can send your data using mobile data.
3) I've seen devices such as TK228 OBD-II GPS Tracker But I don't have any idea how useful they are and how they work!
I have tested 1 & 2. There are some bottlenecks using Raspberry Pi but Android + a CAN Bus module worked for me perfectly.
Cheers!
i have found this device which has elm327 and gsm both functions
https://www.alibaba.com/product-detail/obd-gps-tracker-elm327-obd2-scanner_62198702445.html?spm=a2700.7724857.normalList.95.15d42a92zLl08q
May be it will work for you it will drop the data into the system itself by IMEI number of the obd device

How can we test Roku application

I'm new to Roku development (in R&D phase actually). I read that we can't test Roku app on simulator and need real device. If we develop an application, how will we test it?
I checked Roku developer site and different links on internet, but could not find anything that answers my questions
As per my info, Roku sells 5 devices so:
Can we do one app that supports all 5 devices?
Do we need assets in multiple resolutions?
Do I need to buy all devices?
Can we do one app that supports all 5 devices?
Yes. Roku is trying hard to keep their platform coherent, though there are performance issues between the OpenGL and non-OpenGL devices. The "legacy" models (<2222) are no more supported, the firmware is kept current for the others.
Do we need assets in multiple resolutions?
Theoretically yes, practically - not really. You can make-do with assets in only one resolution, if you RTFM and pre-plan carefully. You'll need 3 sizes of app icon, no sweat. For the real UI though, you can either do HD (720) or FHD (1080) and leave it scale accordingly - the thing is TV is very forgiving to scaling graphics because of 10ft watching distance (60" 1080p screen is "Retina" beyond 8ft). Can largely snub SD.
Do I need to buy all devices?
No. And there are much more than 5 devices that are in use - see https://forums.roku.com/viewtopic.php?f=34&t=86471&start=15#p536994 for some statistics (RokuCo does not publish statistics, so that's about the best info available). If you buy only 2 devices, i'll say get
a #42xx (Roku 3 or current Roku 2) as reference model with OpenGL
a #27xx (Roku 1 or SE) or #5xxx RokuTV as reference for "slower", non-OGLES
As 3rd model i'll say the "new HDMI stick" #3600. You can get that one as the only device, its performance is somewhere between (1) and (2) above... but i don't think developing with only 1 device is a good idea.
One thing you may not have noticed is that there are also these "Roku TV" things under Hisense/TCL/Sharp/Insignia brands, models #5xxx. These are proper TVs with proper Roku smarts - meaning can run your Roku app. And one can be had for as little as... (skimming BestBuy web) $130-150 for 24-32" screen.
And i haven't even mentioned the 4k/HDR craze here, nor the new 37xx/46xx models that will be out for the holiday season (i only expect minor, evolutionary changes there).
Disclosure: I am a Roku employee.
That's correct, you'll need an actual Roku device to test your application. You can buy them used on eBay for very cheap ($20-35), or you can buy a brand new unit from our website for $50. The latest Roku Streaming Stick (Model #3600X) is my personal favorite option, and a great value.
You don't need to buy all devices, although we do recommend having many models so that you can QA test across devices. However, one popular development approach is to build your channel on a lower-end model, which theoretically will assure it works on higher-end models as well. This will also mean you have to spend less on your purchase.
Download our Precertification Checklist and open the third sheet, which includes a list of all our model numbers and corresponding code names. I'd recommend building on a "Giga" or a "Paolo."
Think of this cost as an R&D expense. Plus you'll get to enjoy the device on your free time as well!
As for your other questions:
Yes, you will only build one app that will work on all different devices. We do recommend taking the time to make sure your app is optimized across all devices, including older devices with less processing power. Our Performance Guide is a great starting point for this.
The other option is to check if the first number of the device model is less than “3” (which indicates it's a lower-end device) and add conditionals off that, such as removing animations.
You can find two examples of this on our RokuDev GitHub page:
Hero-Grid-Channel —> Components —> LoadingIndicator —> LoadingIndicator.brs —> Line 244
Multi-Live-Channel —> Source —> Main.brs —> Line 21
Yes, you do need different assets based on resolutions. Take a look at this document: https://github.com/rokudev/docs/blob/master/design/channel-artwork.md

How to Connect Kinect 2 for Xbox One with PC

I have an Xbox One with Kinect 2. I want to know if I can connect it to my PC, and if so, how to do it ?
Microsoft Finally came up with a sane solution to Xbox Kinect One problem
Check this out
http://www.microsoftstore.com/store/msca/en_CA/pdp/Kinect-Adapter-for-Windows/productID.308878000
You can un-officially connect the XBone Kinect to a PC.
Although you'll invalidate your warranty on the Kinect you should still be able to use it with the XBone afterwards.
Not sure if its a great idea for your project though - you'll still need a Windows 8 PC with the right USB 3.0 controller for it to work and you are at risk of non-windows Kinect SKUs being blocked/nerfed in future.
But basically:
Disconnect the USB lead from the Kinect
Take the Kinect apart
Solder a 12v power supply to the USB 3.0 powered-B side pins where the connector joins the PCB (these are extra pins in addition to the standard USB 3.0 spec for "special" device power input/output)
Connect the Kinect to the PC with a standard USB 3.0 B cable
A picture of where to solder the 0v/12v wires is here.
I connected them to a barrel connector to fit a spare laptop PSU.
This works for me with Windows 8.1 and the MS KinectSDK public preview 1407.
To connect Kinect 2 (Xbox One) to your PC, you need a 12 V power supply and this cable:
(source: diskdoctors.com)
Using information from this picture:
Kinect 2 cables:
Change standard Kinect cable with a new cable USB 3.0 A, other cables (grey and brown is 12 V power).
Sorry, but there is no official way to connect the XBOX One Kinect with a PC. A hack might be available one day, but I would not recommend going that way.
Buy a "Kinect for Windows V2 Sensor" - that includes the license and SDK to develop your own applications with the Kinect V2.
I connected the 12 V DC , as it must be in some photos;I used a Renesas USB 3.0 PCI-EXPRESS card and a 3m cable;and Kinect XBOX ONE was not detected by windows;I cut and re -made the long USB3 cable to 1m cable; and again nothing detected by PC.
It looks that a POWER ENABLE signal STRAP(CONNECTION) must be made somehow(in the kinect 2)
The "distinct" hackers forgot to explain that signal (how to).
I didn't have the time to analyze the good images of the original USB3 HUB with the industrial USB3 B male connectors uploaded on web(by the way some photos disappeared meanwhile) This industrial USB3 cable of Microsoft has USB3 standard-5 pins, USB2 standard-4 pins + another additional 4 pins (of course one is ground and one is 12 V, and at least one not documented.
Fortunately I have about 4 projects to work till connecting the sensor and Microsoft did
something interesting. It manufactured and sells the adapter for the sensor separately.
A bit expensive, at 50$ but however we speak about one power adapter, a USB3.0 HUB and a USB 3.0 cable. ( the price had to be better at 30$) , even so it is not killing price.
http://www.microsoft.com/en-us/kinectforwindows/purchase/default.aspx#tab=2
and it looks already available for purchase.
Make sure hardware matches standards if you are using a PCIe USB 3 adapter - your motherboard will probably have to support PCIe 2.0 (PCI Express).