How to implement Continue Reading feature? - c#

I want to implement Continue Reading in my app.
How do I find all the device connected to the computer or the phone?
How do I open the app from the other device?
For Reference
I like the way MSPoweruser app has implemented this feature. In that app If we click Continue Reading button, it will show all the devices connected to this device. So if I click on a device it will open the app on that device.

There is an SDK for that in UWP - Project Rome.

In many ways.
For example:
Your server where to register the user's avaliable devices. If user push "Continue" button device get all avaliable devices and show list. After user choice, device send state to new device.
Or
You send state to server after push button and new device get state from server.

Related

Bypassing connect bluetooth device permission in c# with windows 10

Context: I'm working on a Windows 10 app that will allow users to quickly connect to a Bluetooth device. Because the native API is difficult to work with, I'm using the 'In The Hand' library. Anyway, back to the point: whenever I make a connect request. Before allowing me to connect, I receive this Pair a device notification.
I'm wondering if I can set Windows to automatically accept this permission for connecting the device. Is there a method in the Windows API that I can use to accomplish this?
Here is the link to the code: https://github.com/hasham7861/bluetooth-le-experiment/blob/master/Program.cs
In the picture I make a connect request to a bluetooth headset and then I get the notification on the bottom right, and only if I click allow to pair device then it pairs the device.
I hope this link helps you.
I apologize in advance if I misunderstood the question or if the data were meaningless
Windows 10 Connect to Bluetooth Classic Device without Pairing
https://github.com/microsoft/Windows-universal-samples/blob/main/Samples/DeviceEnumerationAndPairing/cs/Scenario9_CustomPairDevice.xaml.cs

Connecting two devices with different scenes

I'm implementing a game in Unity and I have a problem that I need advise for. I want to connect a tablet and a computer. The scene that is on the computer is supposed so send an event once an object is collected so that a special scene can be shown on the tablet. So based on what is happening on the computer there is a different scene shown on the tablet.
I only have no idea how to achieve that.
First, you need to create 2 different applications (for desktop and mobile). Second, you need to determine what protocol you want to connect desktop app and mobile app. The easiest way to implement this I think by using WebSocket/internet but not HTTP. Yes, you need to write code for the backend so it likes creating 3 different apps. But you can use firebase to simplify this process.
I recommended you use firestore from firebase. Connect booth app to firestore. When desktop app sends data to firestore, firebase will automatically notify mobile app and send that data. But you need to figure out yourself how to pair a desktop app and a mobile app otherwise, your firestore will receive data from all connected desktop app and send the same data to all connected mobile app.
This tutorial to use firestore:
https://www.youtube.com/watch?v=b5h1bVGhuRk
But before that, you need to add firebase to your project before you add firestore:
https://firebase.google.com/docs/unity/setup
You can use any wireless protocol available. You can even use Bluetooth if you want your app offline. But I don't know how to use Bluetooth...

How to detect particular device's USB port with C# .NET?

I have a device with a USB port and I'm using a WPF app to communicate with it.
Now when the user executes my program it can detect all the available ports and let the user to choose from a drop down menu. The device in this case is this.
So far it is fine, but in this case the user has to first go to Device Manager and figure out the port of the device before selecting and connecting in my program.
Is there also a way that my program can automatically detect the particular device's port?
(I guess in my program I need some info about the device but what I don't know).

Running DevicePicker class in Kiosk UWP App

currently im developing a UWP Kiosk app. This app needs to print to a PosPrinter (EPSON TM-T20II) which is connected via ehternet to the network, The app runs in another pc connected with wifi to the same network. I have created the app using a DevicePicker class just like this example from Microsoft
PosPrinter c# configuration sample
in this example you open a poppup window that lists all your connected devices and filters the Printer. You can choose it and you will have a connection to that printer. The problem is when im using the app in Kiosk Mode in Windows 10 this windows with all the connected printers will not show up, and then i cannot stablish any connection. I have look into the set-multiple-kios apps option for windows 10, but i dont know how to stablish a path to the class known as DevicePicker to allow his functionality with my Kiosk app.
DevicePickerClass
Multiple-Kiosk-Apps
I have also tried to use PosPrinter.GetDefaultAsync() method to get the Printer directly but it always returns null, i also added the deviceCapabillities in my appxmanifest.xml
So if anyone could provideme with a hint or something i will be very grateful.
I found a solution by using the class FindAllAsync(DeviceClass), this return a collection with all connected devices belonging to that DeviceClass(in my case PosPrinter), after that i just use the Deviceinformation.id to pair the device with my program, like this: Posprinter.FromIdAsync(String deviceId), This way the device picker wont appear, so the Kiosk App will just find the Device and then will pop up a permission asking to Allow the device or not.

C#. Android and NFC

I have a C# app running on my windows machine. The app can detect a specific phone (over bluetooth) and according to the phone's presence or not, it popups a message to the user. The C# app checks for the phone's presence periodically. So far so good.
I want to add a third "player" in the game i.e. an NFC smart card.
Now, I want the Android phone to act as an intermediate; it will receive the periodically sent request from the C# (windows machine) application, will check if a certain smart card is close (over NFC) and get back the answer to the C# application. So, now the C# app checks for both the phone's and (indirectly) the card's presence.
I want the application on the Android to constantly listen to the bluetooth interface and if the request from the C# (windows) application arrives, to check if the card is close. The answer ("yes" the card is here - "no" the card is not here) should be sent back to the C# application. I currently don't care about security or anything else. Only the existence of the card.
Do you think that this can be done?
Thank you!
The problem is, NFC in Android does not work that way. Its not as if the phone is "checking" if there are some cards near. Its event driven, not polling. When a card is put close enough to the phone, an aproriate intent is fired. your app can handle it.
As for your particular problem, the solution would seem to be setting up a flag each time a card is detected and feeding it to C# app via bluetooth. Remember tho, NFC isnt putting a card into a contact reader. The card may have been near the phone a second ago, but it might as well already be gone. Also, eep in mind, that NFC range is small - you have to almost touch the phone with the card.
On handling NFC intents check out http://developer.android.com/guide/topics/connectivity/nfc/nfc.html and http://developer.android.com/guide/topics/connectivity/nfc/advanced-nfc.html
I did not work with NFC-Tech or Android this far, but it should be possible.
Having the C#-Code constantly listening to the Android device is ok, like you said, you will need your android device to route the NFC-Listener.
When the Android device detects an NFC-Card, it should be easily given to the C# Code via some custom method.

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