I have a new Asus Transformer Prime & I love it. I am trying to clean up some of the unnecessary preinstalled items.
What does KeyBoxProvision.apk do?
According to Google, "KeyBoxProvision" only shows up on 3 pages on the entire net: one post noting that it was running, and two dumps which indicate it was included in a long list of things distributed in the 9.4.2.11 update. None of this includes any information about it.
KeyBoxProvision runs all the time and quickly starts back up if terminated. "Settings|Apps|All" lists KeyBoxProvision as an application. It may be "Force Stop"'d, but it soon starts back up again. The "Disable" function is unavailable. KeyBoxProvision has just about every permission available on Android. It can do just about anything on the tablet.
So, does anyone know what KeyBoxProvision does, if it's safe to get rid of it, and how one would get rid of it?
Thanks,
Stephen
I don't know off the top of my head, and I personally wouldn't remove it. Nonetheless if you are feeling adventurous:
Go into the system/app folder,
Copy the apk and odex file to another location for safe keeping.
Then delete both of them from the app folder.
It goes without saying that you are going to have to be rooted to make this happen. If you start getting errors/force closes, put them back.
Sent from my Transformer Prime TF201 using xda premium
KeyBoxProvision.apk is the service that handles OTA update checking. It's also where the issue occurs for the "serial not found" issues:
Code:
public void onCreate()
{
Log.d("KeyBoxService", "=== onCreate()");
super.onCreate();
if (hasLibrary)
{
this.thKeyBox = new HandlerThread("KeyBoxOTAThread");
this.thKeyBox.start();
this.hKeyBox = new KeyBoxHandler(this.thKeyBox.getLooper());
KeyBoxSettings.init(this);
this.mSettings = KeyBoxSettings.getInstance();
String str;
if (Build.SERIAL != null)
str = Build.SERIAL;
else
str = "unknown";
this.mClientId = str;
this.mPasscode = TextUtils.escape(AuthUtils.getPasscode(Build.SERIAL, "AsusWvDrmServer"));
}
else
{
stopSelf();
Log.e("KeyBoxService", "No library loaded, stopSelf!");
}
}
So in theory, if you remove this service all OTAs should stop. Not sure if any other app relies on this service for its functionality though (as it offers a variety of utilities; SHA1 hashing for auth, Base64 encoding, etc).
My guess is you end up bootlooping. I have no clue but I would be nervous messing with it.
Description:
Instagram – A beautiful way to share your world. It's fast, free and fun!
Pick from one of several gorgeous filtered effects to breathe a new life into your mobile photos. Transform everyday moments into works of art you'll want to share with friends and family.
Share your photos in a simple photo stream with friends to see - and follow your friends' photos with the click of a single button. Every day you open up Instagram, you'll see new photos from your closest friends, and creative people from around the world.
Features
:
☆ 100% free custom designed filters and borders
☆ Lux works its magic by making your photos more vibrant and brings out details in your photos you couldn't see before
☆ Instant sharing to Facebook, Twitter, Tumblr, and Foursquare (Flickr coming very soon)
☆ Interact with friends through giving & receiving likes and comments
☆ Works with Android versions 2.2 and above that support OpenGL ES 2
☆ Full front & back camera support
☆ And much much more...
APK is avalible here since the app isn't avalible on the market for us. Haven't tested it yet, though so I'm not sure whether it'll work at all. Will update this thread/post to confirm if it does or doesn't work.
first time i had a fc,then i reloaded and it worked,but when i loaded a photo,again fc :/
dreamkill3r said:
first time i had a fc,then i reloaded and it worked,but when i loaded a photo,again fc :/
Click to expand...
Click to collapse
Yeah, I'm getting FCs too. Looks like I'll have to keep using picplz for now, untill they add a direct upload feature.
you happen to know the path for its processed images? i want to upload one to FB but not using instagram itsel, cant find the path (is not DCIM)
arana1 said:
you happen to know the path for its processed images? i want to upload one to FB but not using instagram itsel, cant find the path (is not DCIM)
Click to expand...
Click to collapse
Not sure. In a instagram folder on your SD card possibly? I'll look in a bit.
Sent from my HTC Wildfire using xda premium
Unfortunately me too.. Getting FC when uploading a picture. This sucks.. Been waiting for this app to be available for android and yet i can not fully use it on my phone..
Yeah, mine has it too, sadly
I have those Forcing closes after choosing an image or making one, so Instagram doesn't work completely at the Wildfire
I hope some updates for the app will come with better Support for the Wildfire, so we can use it like others can.
I've been waiting so long for this, so I hope it'll be fixed soon..
tobirocker51 said:
Yeah, mine has it too, sadly
I have those Forcing closes after choosing an image or making one, so Instagram doesn't work completely at the Wildfire
I hope some updates for the app will come with better Support for the Wildfire, so we can use it like others can.
I've been waiting so long for this, so I hope it'll be fixed soon..
Click to expand...
Click to collapse
Turns out its very buggy on many lower-end android phones. I hope they work on it more to have better compatability with lower-end android phones.
Instagram have updated app,
Instagram 1.0.1 can be found HERE
GlennBrownie said:
Instagram have updated app,
Instagram 1.0.1 can be found HERE
Click to expand...
Click to collapse
Tried it on oxygen, didn't work. Can anyone try it on stock or stock-based roms?
that does not look good - I can't remember having seen this yesterday:
"Phones without OpenGL ES 2, such as the Galaxy Y or first generation HTC Wildfire, do not have the technology required to power Instagram's filters, and therefore cannot be supported."
Click to expand...
Click to collapse
Phones without OpenGL ES 2, such as the Galaxy Y or first generation HTC Wildfire, do not have the technology required to power Instagram's filters, and therefore cannot be supported.
Click to expand...
Click to collapse
Source: sorry can't post this because I am a noob user xD google for "INSTAGRAM | Supported OS & Devices" should be the first result.
I would say - no GPU, graphical processing unit - no OpenGL ES 2 right!?
greetz
scarfur said:
Source: sorry can't post this because I am a noob user xD google for "INSTAGRAM | Supported OS & Devices" should be the first result.
I would say - no GPU, graphical processing unit - no OpenGL ES 2 right!?
greetz
Click to expand...
Click to collapse
hm, don't know if I understand you right - but isn't that exactly what I've posted above (from the Instagram website).
Regarding the missing GPU I'm not absolutely sure if v. 2 is not supported at least partly because OpenGL ES-CM 1.0 is - but the missing GPU of course wouldn't produce nice results in image editing anyway (and cause too many negative side effects).
Due to the fact that our buzz is a pretty old low end device (in smartphone terms) I wouldn't expect any special treatment by Instagram.
I have no idea if that's any help, but I poked around in the .apk with dex2jar and jd-gui and don't really get why OpenGL ES 2.0 should be necessary. The only place I found references to 2.0 was in /com/instagram/android/gl/GLHelper and there we have:
Code:
int i = GLES20.glGetError();
GLES20.glBindTexture(3553, i);
GLES20.glTexParameterf(3553, 10241, 9729.0F);
GLES20.glTexParameterf(3553, 10240, 9729.0F);
GLES20.glTexParameteri(3553, 10242, 33071);
GLES20.glTexParameteri(3553, 10243, 33071);
GLES20.glTexParameterf(3553, 10241, 9729.0F);
GLES20.glTexParameterf(3553, 10240, 9729.0F);
The method signatures for these are (according to developer.android.com/reference/android/opengl/GLES20.html):
Code:
public static int glGetError ()
public static void glBindTexture (int target, int texture)
public static void glTexParameterf (int target, int pname, float param)
public static void glTexParameteri (int target, int pname, int param)
Compared to the GLES10 signatures (developer.android.com/reference/android/opengl/GLES10.html) there's no difference:
Code:
public static int glGetError ()
public static void glBindTexture (int target, int texture)
public static void glTexParameterf (int target, int pname, float param)
they seem the same, except for the missing glTexParameteri, but there's a:
Code:
public static void glTexParameterx (int target, int pname, int param)
and in GLES11 (developer.android.com/reference/android/opengl/GLES11.html) we would also have glTexParameteri:
Code:
public static void glTexParameteri (int target, int pname, int param)
I tried to modify the .apk, swapping GLES20 to GLES11, like described on code.google.com/p/dex2jar/wiki/ModifyApkWithDexTool but I got errors on the verification (even before modyfing) and I don't have much experience with android development, but maybe someone else could give it a shot.
I have no clue if that could work anyway, but if it doesn't really need GLES20 and just crashes because it tries to call things that aren't there, why wouldn't it?
Due to the fact that I haven't had any look into the instagram iPhone app I've really been curious to test it on my Wildfire. Feeling left out with GPU-less phones is not nice but I have noticed that not everyone with a more sophisticated device seems to be satisfied
http://news.sky.com/skynews/Article/201204216205464
Another one swept up by a major power.
Sent from my HTC Wildfire using xda premium
Picsart nice alternative.
MANCHESTER together UNITED forever
Well at least upload is now available, someone is bound to make an app that is more compatible.
Sent from my HTC Wildfire using Tapatalk
I use MyTubo... Nice replacement..
https://play.google.com/store/apps/details?id=com.redwolfama.pictwitter&feature=search_result&hl=en
Why settle for replacement?
Just grabbed from galaxy 3 forums, as far as I can tell works fine but at work so can't test it properly xD
Well anyway, here's the download link :
http://db.tt/yuq3rPhs
Let us know how it goes!
EDIT :
Just taken a quick snap, still FC
Sent from my HTC Wildfire using Tapatalk 2
I am currently working on a video player using the VideoView and I am controlling it with the MediaController. There are two things I am currently trying to figure out how to approach and was hoping someone may have some ideas.
The first thing I would like to do is to be able to place markers along the seekbar, such as 25% of the clip. I want to fire an event when this mark is hit or scrubbed past. Throwing an event when this marker is hit with the video playing regularly will be easy because I should be able to just use getCurrentPosition and checking to see if it is 25% of the total clip. The issue I am having is how to fire the event if the user scrubs past the 25% point.
The second thing I am trying to do is just show a visual marker along the seekbar that I can display a marker, lets say at the 25% point, 50% point, etc. Any help or direction would help immensly. Thanks!
In looking at this a bt more, with regards to tracking when the user scrubs past certain markers, I am thinking that if I can reference the MediaControllers seekbar object and get its ontouch down and up events, then I could perform a calc to see if those points were passed.
The issue I am having now is how I can get access to my subclassed MediaControllers seekbar. Does anyone know if this is possible and if so how to go about getting the id of it?
I currently have extended the MediaController so I could show it on the screen at all times, but havent figured out how to get access to the seekbar object in the MediaController. Any ideas?
Code:
package org.apache.android.media;
import android.content.Context;
import android.util.Log;
import android.view.MotionEvent;
import android.view.View;
import android.widget.MediaController;
public class VisibleMediaController extends MediaController{
public VisibleMediaController(Context context)
{
super(context);
}
@Override
public void hide()
{
this.show(0);
}
@Override
public void setMediaPlayer(MediaPlayerControl player) {
super.setMediaPlayer(player);
this.show();
}
}
Check out "Reboot Now" for Windows Phone http://www.windowsphone.com/s?appid=86cbd073-cbac-4297-be47-5032779eba80.
Add shutdown option too....pls..
So that we can directly shut down...without using side button.
Amirphp said:
Add shutdown option too....pls..
So that we can directly shut down...without using side button.
Click to expand...
Click to collapse
Sorry not my app. You'll have to contact the developer through the app. Just shared it here cause first restart app I've seen that wasn't home brew.
tonbonz said:
Sorry not my app. You'll have to contact the developer through the app. Just shared it here cause first restart app I've seen that wasn't home brew.
Click to expand...
Click to collapse
Screenof would be nice
Never mind, found it
http://www.windowsphone.com/nl-nl/store/app/lock-screen/f93c89f3-2136-4640-8f58-ecf86aba05b9
OK, the reboot one is kind of silly. I decompiled it. You want to know what the implementation of the reboot function is?
protected override void OnNavigatedTo(NavigationEventArgs e)
{
base.OnNavigatedTo(e);
string str = Common.UppercaseWords(AppResources.ApplicationTitle.ToLower());
if (MessageBox.Show(AppResources.RebootMessage, str, MessageBoxButton.OKCancel) == MessageBoxResult.OK)
{
this.RebootOSNow();
return;
}
Application.Current.Terminate();
}
private async void RebootOSNow()
{
await Launcher.LaunchUriAsync(new Uri("test:"));
}
Click to expand...
Click to collapse
... WTF? And no, it doesn't register a handler for the "test:" URI scheme. That's got to be something built in, that if called empty, reboots the phone. It's probably not *meant* to reboot the phone, though. Which raises all kinds of interesting questions about what it *is* meant to do...
I'll look at the screen-locking one in a sec.
OK, the Lock Screen one is actually weirder, in a way. It uses a native component, through a WINMD called WP8Helper.winmd. This WINMD file is larger than normal, 17KB even though it only exports a single class with five functions (for comparison, my FileSystem and Registry WINMDs combined are smaller than that, and have many times as many classes, structs, and APIs) and there's no corresponding native DLL. Nor does the WMAppManifest mention any in-process components. My best guess at an explanation for this is that the WINMD itself contains the native code and calls it directly (.P/Invoke, or possibly NET unsafe?) rather than through COM. Another possibility, I guess, is that the native DLL this WINMD talks to is in System32 and automatically loaded into the app...
Still, there isn't any shutdown app yet