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mercredi 22 janvier 2020

Canonical announces Anbox Cloud for businesses to serve Android apps from the cloud

Canonical is known primarily as a company that distributes the free and open-source Ubuntu operating system. The desktop version of Ubuntu still has its uses, but for the past few years, Canonical’s attention has been on cloud services. Ubuntu is available for servers and clouds as separate variants, and the company’s focus on cloud services instead of desktop GNU/Linux is because cloud services are simply much more profitable. Now, Canonical has announced the Anbox Cloud solution, which is a solution for telcos to let developers host Android apps in the cloud.

The company describes Anbox Cloud as “a mobile cloud computing platform that leverages Android as an engine for virtualising mobile workloads. [It] is highly scalable and offloads compute, storage and energy-intensive applications from devices to any cloud.” The premise here is simple: think of a game streaming service such as Google Stadia, but for Android apps. Anbox Cloud is intended for developers. If they take up Canonical’s offer, users will be able to stream Android apps and games over the web form a remote server, instead of running them on their phone.

The benefit is that it removes the hardware requirements of running complex apps and games are negated. Users can theoretically run any Android app on any Internet-connected device, irrespective of their device’s hardware capabilities. As the OS and its associated processing power are hosted in the cloud, users would theoretically be able to run high-end 3D Android games on entry-level phones.

Game streaming from the cloud is just starting to get off with Google Stadia, NVIDIA GeForce Now, PlayStation Now, and Microsoft’s Xbox Live, but up until now, no one had made an app streaming solution. This means that it’s certainly a bold idea from Canonical, but the success of the idea depends on adoption by telcos (businesses).

The name Anbox is the same as the Anbox tool is that lets users run Android apps on any Linux distribution by putting Android into a container that runs within the Linux environment. It’s not a coincidence – Canonical brings Anbox to the cloud, that lets users run Android apps on any Internet-connected device, and the device doesn’t need to be running a Linux distribution. Canonical states that Anbox Cloud is built on the Ubuntu 18.o4 LTS kernel, LXD containers, MAAS, and Juju.

Canonical is inviting businesses to request access to Anbox Cloud. The initiative certainly seems promising on paper, as it will theoretically democratize software and remove the need for consumers to buy expensive devices to run high-end apps and games. The company is especially promoting the Android game streaming aspect of Anbox Cloud. As we have seen before, however, great ideas need large-scale developer adoption to get off the cloud. Canonical has experience in this regard thanks to its failed initiatives of convergence, Ubuntu Phone, and Unity 8 in the past. The company will be hoping that Anbox Cloud gets positive reception, and because of the idea’s innovative potential, we hope to see it succeed.


Source: Canonical (1, 2, 3) | Via: Liliputing

The post Canonical announces Anbox Cloud for businesses to serve Android apps from the cloud appeared first on xda-developers.



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Wine, the Windows Compatibility Layer, reaches version 5.0 on Android

The Android app ecosystem has steadily evolved over the years of Android’s existence, fuelled by the steady adoption of mobile as the primary computer interaction for most people. A lot of users have gravitated towards a mobile-only lifestyle, and that is because the apps and the app ecosystem on mobile have managed to fulfill their particular needs. But if you ever find yourself in need of a desktop application without having access to a desktop, what would you do? This is where Wine comes, a Windows Compatibility Layer that allows users to run full-blown Windows applications on different OSs. Wine for Android has now reached v5.0, collating a year’s worth of development efforts from the team.

Wine is a free and open-source Compatibility Layer for Windows, aiming to allow computer programs that were developed for Windows to run on other operating systems. Wine for Android brings Wine to Android, obviously. Wine is not an Emulator (which is actually a recursive backronym for the name), so it can only run architecture-specific versions of apps — the ARM version of Wine for Android will only run ARM applications, and not x86.

The highlights for the stable release of Wine 5.0 include multi-monitor support and Vulkan 1.1 support. The complete changelog for the update is as below:

Wine 5.0 Changelog:

  • PE modules:
    • Most modules are built in PE format (Portable Executable, the Windows binary format) instead of ELF when the MinGW compiler is available. This helps various copy protection schemes that check that the on-disk and in-memory contents of system modules are identical.
    • The actual PE binaries are copied into the Wine prefix instead of the fake DLL files. This makes the prefix look more like a real Windows installation, at the cost of some extra disk space.
    • Modules that have been converted to PE can use standard wide-char C functions, as well as wide-char character constants like L”abc”. This makes the code easier to read.
    • Not all modules have been converted to PE yet; this is an ongoing process that will continue during the Wine 5.x development series.
    • The Wine C runtime is updated to support linking to MinGW-compiled binaries; it is used by default instead of the MinGW runtime when building DLLs.
  • Graphics:
    • Multiple display adapters and monitors are properly supported, including dynamic configuration changes.
    • The Vulkan driver supports up to version 1.1.126 of the Vulkan spec.
    • The WindowsCodecs library is able to convert more bitmap formats, including palette-indexed formats.
  • Direct3D:
    • Fullscreen Direct3D applications inhibit the screensaver.
    • DXGI swapchain presents inform the application when the corresponding window is minimized. This typically allows applications to reduce CPU usage while minimized, and is in some cases required to allow the application window to be restored again.
    • Switching between fullscreen and windowed modes using the standard Alt+Enter combination is implemented for DXGI applications.
    • The following features are implemented for Direct3D 12 applications:
      • Switching between fullscreen and windowed.
      • Changing display modes.
      • Scaled presents.
      • Swap intervals.
        These features were previously already implemented for earlier versions of the Direct3D API.
    • The handling of various edge cases is improved. Among others:
      • Out of range reference values for the alpha and stencil tests.
      • Sampling 2D resources with 3D samplers and vice versa.
      • Drawing with mapped textures and buffers.
      • Usage of invalid DirectDraw clipper objects.
      • Creating Direct3D devices on invalid Windows, like the desktop window.
      • Viewports with a minimum Z larger than or equal to the maximum Z.
      • Resources bound through both shader-resource views and render-target or depth-stencil views at the same time.
      • Blits between formats with and without alpha components.
        Since well-behaved applications don’t rely on these edge cases, they typically only affect one or two applications each. There are nevertheless quite a number of them.
    • Dirty texture regions are tracked more accurately for Direct3D 8 and 9 texture uploads.
    • Uploads of S3TC-compressed 3D textures require less address space. Since 3D textures can be potentially large, and address space exhaustion is a concern for 32-bit applications, S3TC-compressed 3D textures are uploaded per-slice, instead of in a single upload.
    • The ID3D11Multithread interface is implemented.
    • Various lighting calculation fixes and improvements for older DirectDraw applications have been made.
    • Limited support for blits across swapchains is implemented.
    • More shader reflection APIs are implemented.
    • The wined3d CPU blitter can handle compressed source resources. Support for compressed destination resources was already implemented in a previous release.
    • The Direct3D graphics card database recognizes more graphics cards.
    • New HKEY_CURRENT_USER\Software\Wine\Direct3D registry keys:
      • “shader_backend” (REG_SZ)
        The shader backend to use. Possible values are “glsl” (default) for GLSL, “arb” for ARB vertex/fragment programs and “none” to disable shader support.
      • “strict_shader_math” (REG_DWORD)
        Enable (0x1) or disable (0x0, default) stricter translation of Direct3D shaders, potentially at a performance cost. This currently only makes a difference with the default GLSL shader backend in combination with the proprietary NVIDIA drivers.
    • Deprecated HKEY_CURRENT_USER\Software\Wine\Direct3D registry key:
      • “UseGLSL”
        This has been superseded by the “shader_backend” setting above.
  • D3DX :
    • Support for compressing textures using S3TC-compression is implemented.
    • Various operations, like e.g. texture fills, on unmappable surfaces are implemented more correctly. Previously their implementation relied on the underlying Direct3D implementation not enforcing mapping restrictions.
    • Various improvements and fixes have been made to the effect framework.
  • Kernel:
    • Most of the functions that used to be in Kernel32 are moved to KernelBase, to follow the architecture of recent Windows versions.
    • Libraries of the wrong 32/64-bitness are ignored when found in the search path, to enable loading the correct one if it’s found further in the path.
    • Kernel objects are better emulated for device drivers that expect to manipulate objects from the kernel side.
    • The kernel-level synchronization objects like spin locks, fast mutexes, remove locks, and resource variables are implemented.
    • The system battery state is properly reported to applications.
  • User interface:
    • Minimized windows are displayed using their title bar instead of the old Windows 3.1-style icons.
    • The new button styles Split Buttons and Command Links are implemented.
    • The Edit control sets margins correctly also for CJK fonts.
  • Desktop integration:
    • Symbolic links to the corresponding Unix directories are created for the ‘Downloads’ and ‘Templates’ folders.
  • Input devices:
    • Plug & Play device drivers can be installed and loaded on startup.
    • Game controllers are better supported, including proper support for hat switch, wheel, gas and brake controls.
    • The old joystick API of Linux versions earlier than 2.2 is no longer supported.
  • .NET:
    • The Mono engine is updated to version 4.9.4, including parts of the Windows Presentation Foundation (WPF) framework.
    • The Gecko and Mono add-ons support shared installation, where the files are used directly from a global location under /usr/share/wine instead of being copied into every new prefix.
  • Internet and networking:
    • The Gecko engine is refreshed to support recent toolchains.
    • A number of new HTML APIs are implemented.
    • MSHTML supports some SVG elements.
    • Error object and exception propagation are supported in VBScript.
    • A number of VBScript builtin functions are implemented.
    • JScript EcmaScript compliant mode is extended to support more features.
    • JScript and VBScript script objects expose type info interfaces.
    • The HTTP proxy configuration can be retrieved through DHCP.
    • Passport HTTP redirects are supported.
    • The HTTP service and corresponding client-side library (HTTPAPI) are partially implemented.
  • Cryptography:
    • ECC (elliptic-curve) keys are supported when using GnuTLS.
    • Importing keys and certificates from PFX blobs is implemented.
    • The PBKDF2 key derivation algorithm is supported.
  • Text and fonts:
    • OpenType positioning features are supported in DirectWrite, and enabled for Latin script by default, including kerning.
    • Font data access is made safer by validating the various data tables before using them.
    • DirectWrite interfaces are updated to a recent SDK, implementing some of the latest API additions.
  • Audio / Video:
    • The XAudio2 libraries are reimplemented to use the external FAudio library, for better compatibility.
    • The Media Foundation libraries are fleshed out, including:
      • Support for builtin and user async work queues.
      • Ability to submit periodic callbacks, waiting, scheduled, and regular work items, with support for item priority.
      • Support for media event queues.
      • Various core API to handle media type objects, stream and presentation descriptors, object attributes, byte stream objects, samples and buffers.
      • Initial Source Resolver implementation.
      • Initial implementation of Source Reader API.
      • Implementation for Sample Grabber object.
      • Core support for building topology objects.
      • Builtin presentation clock implementation, started implementing Media Session functionality.
    • The video capture filter has been ported to use v4l2 instead of the deprecated v4l1 API, allowing the use of some cameras which do not support v4l1.
    • Support for YUV to RGB translation and reading from v4l2 devices using mmap() has been removed; we now depend on libv4l2 for both of these things.
    • The builtin AVI, MPEG-I, and WAVE decoders have been removed; we now depend on GStreamer or the Mac QuickTime Toolkit to decode such media files.
    • Some more VMR7 configuration APIs are implemented.
    • The sound drivers support per-channel volume adjustments.
  • Internationalization:
    • Unicode character tables are based on version 12.1.0 of the Unicode Standard.
    • Unicode normalization is implemented.
    • The geographic region id is automatically set in the registry based on the current locale. It can be modified if necessary under HKEY_CURRENT_USER\Control Panel\International\Geo.
    • The Sinhalese and Asturian locales are supported.
    • Codepage 28601 (Latin/Thai) is supported.
  • RPC/COM:
    • The typelib marshaller supports complex structs and arrays.
    • There is an initial implementation of the Windows Script runtime library.
    • There is an initial implementation of the Microsoft ActiveX Data Objects (ADO) library.
  • Installers:
    • Microsoft Installer (MSI) Patch Files are supported.
    • The WUSA tool (Windows Update Standalone Installer) supports installing .MSU update files.
  • ARM platforms:
    • Exception unwinding is implemented for ARM64, using the libunwind library.
    • OLE stubless proxies are supported on ARM64.
  • Development tools / Winelib:
    • The Visual Studio remote debugger can be used to debug applications running under Wine.
    • The Debug Engine library (DBGENG) is partially implemented.
    • Binaries built for a Windows target no longer depend on the libwine library, to enable them to run on Windows without any extra dependencies. The libwine library is no longer built for Windows at all.
    • The Resource Compiler and IDL Compiler support a ‘–sysroot’ option to allow locating header files in cross-compile environments.
    • Winegcc supports the options ‘–target’, ‘–wine-objdir’, ‘–winebuild’ and ‘-fuse-ld’ that make it easier to use as a cross-compiler, or with custom toolchains.
    • The wine/unicode.h header is no longer available to applications, since the functions will ultimately be removed and replaced by the standard C runtime wide character functions.
  • Build infrastructure:
    • Test binaries are built in PE format if MinGW is available, so the same test binary can run on both Wine and Windows. The ‘crosstest’ make target is no longer needed or supported.
    • The ‘fastcall’ calling convention is supported in spec files. It uses the correct name mangling for Windows builds.
    • A ‘-import’ entry point flag is supported in spec files, to mark functions that need a hotpatch code prefix to be generated for their import thunks.
    • Winebuild supports a ‘–builtin’ option to add a special signature to PE binaries to mark them as Wine builtins.
  • Builtin applications:
    • The CHCP tool is implemented. It allows setting the console codepage.
    • The MSIDB tool is implemented. It allows manipulating MSI databases.
  • Performance improvements:
    • The various time functions use higher performance system clocks if available, to reduce the overhead in the rendering loop of many games.
    • File lookups take advantage of the ext4 filesystem case folding support if it’s enabled on the directory being searched.
    • No-data style listboxes (LBS_NODATA) have better performance for large numbers of items.
    • Slim Reader/Writer locks, keyed events, and condition variables use futexes on Linux to avoid wineserver round trips.
  • New external dependencies:
    • The MinGW-w64 cross-compiler is used to build modules in PE format.
    • The FAudio library is used to implement XAudio2.
    • The Inotify library is used for file change notifications on BSD platforms.
    • The Unwind library is used for exception handling on ARM64.
    • The Video4Linux version 2 library is used instead of version 1.

Source: Wine HQ
Story Via: AndroidPolice

The post Wine, the Windows Compatibility Layer, reaches version 5.0 on Android appeared first on xda-developers.



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Google adds 3 new experimental Digital Wellbeing apps to encourage digital detox

Google unveiled Digital Wellbeing back at Google I/O 2018 as a way to help users get some much-needed digital detox. The feature was initially rolled out exclusively to Pixel devices, but the company soon made it a requirement for all Android devices. This prompted OEMs to include the feature in their ROMs and help users take some time off their phones. For the unaware, Digital Wellbeing essentially allows users to keep track of their smartphone usage and provides tools to help them lead a healthier lifestyle. Ever since its launch, Google has added more new features to Digital Wellbeing, like the new Focus Mode, an auto-enabling Wind Down feature and, most recently, a 30-minute pause button for Wind Down. Now, with the latest update, the app is getting 3 new experimental apps to help users further cut down their phone usage.

As per a recent report from Android Police, these three new Digital Wellbeing apps include Envelope, Activity Bubbles, and Screen Stopwatch. The Envelope app, which is currently only available on the Pixel 3a, is designed to temporarily transform “your phone into a simpler, calmer device, helping you to take a break away from your digital world.” The app requires you to print out a special PDF provided in the app and fold it into the shape of an envelope. Then it prompts you to seal their phones inside the enveloper and use it through the paper, while only giving access to the dialer and the camera app.

Google Digital Wellbeing Envelope (1)

Next up, there’s the Activity Bubbles app which creates a bubble on your wallpaper every time you unlock your phone. The longer you’re on your phone for that unlock period, the bigger the bubble gets. Once you lock your phone again, the bubble stops growing and this keeps going on till the end of the day. Towards the end, you have a new abstract wallpaper on your phone and a general understanding of how often you unlocked your phone and the duration you used it after each unlock.

Finally, there’s the Screen Stopwatch app which also offers a live wallpaper like Activity Bubbles. However, with this app you get a wallpaper that showcases your phone usage in real-time right on your home screen. This gives you a precise count of how much time you’ve spent on your phone and it’s expected to help you curb your smartphone usage.

Google Digital Wellbeing Screen Stopwatch (1) Google Digital Wellbeing Screen Stopwatch (1)

While we can’t comment on how effective these apps will be for those of you looking to cut down your smartphone usage, they’re definitely a step in the right direction from Google. If you’re interested in trying out the apps for yourself, you can download them from the Play Store links below.

Envelope (Free, Google Play) →

Activity Bubbles - A Digital Wellbeing Experiment (Free, Google Play) →

Screen Stopwatch - A Digital Wellbeing Experiment (Free, Google Play) →


Via: Android Police

The post Google adds 3 new experimental Digital Wellbeing apps to encourage digital detox appeared first on xda-developers.



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LG’s Android 10 update has a Desktop Mode interface

Google released Android 10 back in September last year and since then, a number of manufacturers have released Android 10 based software for their devices. These include Essential, OnePlus, Samsung, Nokia, LG, and more. LG first launched an Android 10 preview for the LG G8 ThingQ and V50 ThinQ back in November last year and it rolled out a stable update for the LG G8 in December. The LG V50 ThinQ and G7 One also received the Android 10 update last month, however, there was one crucial feature missing from the changelog.

Along with all the new features introduced in Android 10, LG’s UX 9.0 also included a new desktop mode interface. This new interface works quite a lot like Samsung’s DeX mode and can be accessed by plugging your LG device to any monitor or TV using a USB Type-C to HDMI adapter. Once you plug in your device, you should get a new “screen sharing mode” notification that says “tap to switch to desktop mode.” This new desktop mode was brought to our attention by Juan Carlos Bagnell on Twitter, who showed it off on his Twitch stream (as seen below).

Watch #SGGQA 130: FBI iPhone Unlocking, EU Charge Cables, Android 10 on the LG V50 from SomeGadgetGuy on www.twitch.tv

The desktop mode on LG’s Android 10 update aims to give power users the option to utilize a bigger display when needed. Max Weinbach from our team was also able to trigger this new desktop mode on the Android 10 release, giving us a clearer look at the functionality it offers.

The desktop mode essentially adjusts the UI for a larger screen, with the app drawer hidden in the bottom left corner, while the notifications can be found in the bottom right corner. You also get the option to place your most frequently used apps on the home screen. The desktop mode also includes support for multi-window mode and PC peripherals.


Thanks to Juan Carlos Bagnell for allowing us to embed his content and to Max Weinbach for the images.

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Samsung will update Good Lock with One UI 2.0 (Android 10) support on February 3rd

Samsung released its Good Lock suite of customization tools all the way back in 2016. The app was designed to help users tweak the appearance of TouchWiz on Android Marshmallow. Alongside the release of Android Oreo, Samsung introduced a ton of new features in Good Lock and early last year in March, the app was updated to include support for devices running One UI. The app has since received a number of updates, including new modules to bring features like slim recent apps, quick tools/actions in one-hand operation, and more. Early last month, Samsung released a Theme Park module for the app which allows users to theme One UI. However, up until now, the app didn’t include support for One UI 2.0 based on Android 10. According to a recent update from the company, the app will finally be updated to support One UI 2.0 early next month.

As reported by Sammobile, a recent post on Samsung Korea’s official community forum reveals that the latest update for the app will be released on February 3. The update will bring design changes to the app which are in line with One UI 2.0’s aesthetic and it will include support for the system-wide dark mode introduced in Android 10. Samsung has also improved the core features of the app, with the Lockstar module getting the ability to automatically arrange elements to match the background using the power of AI. The update also brings a new notification detail view which was requested by many users.

Here’s the official changelog (translated) for the upcoming Good Lock update:

  • Common
    • Dark Theme support.
    • Follow the One UI 2 principle.
    • Updated the profile information to the new version in the information of Good Lock.
    • App splash screen updated.
  • Lockstar
    • Major internal changes.
    • Added the ability to automatically arrange elements to match the background. (On-Device AI Technology)
    • Added a notification detail view that was requested by many users.
    • Provides a lock screen auto-off time setting.
    • Resized FaceWidget (starting with One UI 2.1).
    • Other improvements to settings.
  • QuickStar
    • Improved coloring segmentation and visibility.
    • Clock central position (except for Hole or Notch displays) is supported.
  • Taskchanger
    • New vertical-style added.
    • Provides an internal VI queue to distinguish between quickswitch and gesture actions.
  • Notistar
    • Added custom function for lock screen entry point handle.
  • Multistar
    • Press and hold the Recent button to quickly run the app to split-screen or pup-up view.
    • Pop-up screen execution, adjustable gesture area size.
    • Option to keep apps running even when removed from recent apps.
    • Remembers last pop-up screen location.
    • Multi Sound moves to Sound Assistant.
  • NaviStar
    • Implemented navigation hide feature that was deleted by policy.
    • Other updates will come in a later update of the app.
  • Theme Park
    • Dark mode theme creation supported.
    • Added requests for manual color settings instead of auto.
  • One Hand Operation
    • Auxiliary handle can be added.
    • Added quick toolbar function.
    • Execute various activities by expanding the home screen shortcut function.
    • Added vibration feedback setting.
    • Color change of animation is now possible.
  • Sound assistant
    • New features coming in towards the end of February
    • New menu to change orientation of volume UI.
    • MultiStar’s multisound function moved to Sound Assistant.

Source: Samsung Community forums

Via: Sammobile

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mardi 21 janvier 2020

PSA: Don’t unlock the bootloader of the T-Mobile OnePlus 7T Pro McLaren Edition if you care about OxygenOS updates

The OnePlus 7T Pro McLaren Edition is the culmination of OnePlus’s smartphone efforts for 2019. An ultra-smooth 90Hz display and a Snapdragon 855 Plus for its guts are just some of the features included in OnePlus’s newest premium device with McLaren’s branding, design, and backing. It also looks stunning inside and out. And OnePlus devices have been extremely popular for development in our forums, something that is also the case for the 7/7T series. Except for the fact that if you got your OnePlus 7T Pro McLaren Edition device through T-Mobile and you’re planning to unlock its bootloader and root it, you may not want to do so unless you don’t mind missing out on OxygenOS updates completely.

If you’ve modified a OnePlus device before, you’d know that it’s only possible to update them using full system OTA zips when you unlock the bootloader, whereas you have the option of using smaller, incremental ZIPs when it’s locked. For a quick primer of why does this happen, it’s basically because incremental OTA ZIPs require all read-only partitions, such as /system, /vendor, /boot and /product, to be completely unmodified—something that can’t be guaranteed anymore when the bootloader is unlocked, since bootloader unlocking allows for rooting (ie. modifying the boot image).

OnePlus 7T Pro XDA Forums

Within the /data partition is an img file called reserve.img. It contains a few OxygenOS apps that aren’t necessary for the device to boot, but it is mounted at /system/reserve at boot. Since unlocking the bootloader wipes the /data partition completely clean, the reserve.img file, which is stored in that partition, goes with it as well. Since this file no longer exists, the phone can’t mount it in the /system partition, so it technically becomes tampered. And if it’s tampered, then the phone can’t take incremental updates. Normally, the OxygenOS updater app can get around this by itself: it detects if your phone is unlocked/rooted and downloads full firmware ZIPs, which can be flashed regardless of whether it’s unlocked/rooted or not since it overrides all read-only partitions anyway.

So what’s the problem here? The T-Mobile OnePlus 7T Pro McLaren Edition, unlike most other OnePlus devices, does not have full firmware ZIPs available from OnePlus’s website. So with an unlocked bootloader barring you from taking incremental updates and no full ZIPs to take, you will be stuck on whatever OxygenOS build your phone is running if you decide to pull ahead and unlock your bootloader. The regular OnePlus 7T Pro does have full ZIPs available for downloading, but you can’t take those on this device since it’s carrier-branded and it’s T-Mobile – not OnePlus – who is responsible for the device’s OxygenOS firmware.

Now, if you don’t care about OxygenOS and only intend to flash GSIs or other AOSP-based custom ROMs, then this issue won’t stop you in any way. However, if you ever need to fully restore your device to stock, you’re currently out of luck. Thus, we really hope T-Mobile and OnePlus are able to provide full ZIPs or another form of recovery for this device soon.


Update: This article was updated to correct information about reserve.img and the fact that this issue doesn’t affect the ability to flash custom ROMs.

The post PSA: Don’t unlock the bootloader of the T-Mobile OnePlus 7T Pro McLaren Edition if you care about OxygenOS updates appeared first on xda-developers.



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This app brings back the missing Play Store notifications for updates

Over the last few months, people have noticed an issue with app update notifications from the Play Store. Traditionally, when an app was updated in the Play Store, a notification would tell the user that “[app] was updated.” Recently, people noticed this notification wasn’t showing up, and Google confirmed the removal was intentional. Thankfully, you can download an app to bring it back.

Notifications for app updates may seem unimportant to some people, but many others found them useful. These notifications were nice reminders of apps being updated in the background, and to some people, they served as reminders to check out the app. Whatever the case may be, if you miss seeing these Play Store notifications, XDA Senior Member farmerbb created an app that can bring them back.

play store updates

AppNotifier can show a notification each time an app is newly installed or updated on your device. You can choose whether notifications are shown for apps from the Play Store or even sideloaded apps. AppNotifier generates notifications using the data from apps on your phone, which means it can’t detect when an app is in the middle of installing. If an app’s name differs between the Play Store listing and the actual app on your device, the latter will be used.

The app is super simple to set up and provides a pretty simple feature that some people were missing. If you want your app update notifications back, check out AppNotififier on GitHub or install it from the Play Store below. Have you noticed the absence of these notifications? Do you miss them?

AppNotifier (Free, Google Play) →

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