I could not click licence agreement 'Accept' button in Hololens 2 Emulator - hololens

I just launched the emulator App by double clicking it. It loaded (loading time is 10 to 15 min) with an audio to accept Microsoft licence agreement and login with current Microsoft id. It shows the licence agreement window as shown in below image:
Hololens Emulator Licence Agreement
I could not click the Accept button. So I could not proceed further. I used alt+mouse drag to bring the hand, but either the hand does not appear or sometimes even if it appears and moves, no raycast to point on the button. I tried toggling the Use mouse, use keyboard for simulation check boxes.
Emulator version: 10.0.20346.1002
My device sepc:
Processor Intel(R) Core(TM) i7-7700HQ CPU # 2.80GHz 2.80 GHz,
Installed RAM 16.0 GB (15.9 GB usable),
System type 64-bit operating system, x64-based processor
Windows Spec:
Edition Windows 10 Enterprise,
Version 21H1,
OS build 19043.1023,
Experience Windows Feature Experience Pack 120.2212.2020.0
Windows SDK version - 10.0.20348.1
GPU: Nvidia Geforce GTX 1070,
DirectX version: 12,
Driver model: WDDM 2.7

Thanks Hernando - MSFT for helping me. The Accept button in the Licence agreemnet window can be clicked by moving back and forth the hand using W,A,S,D keys.
Previously i thought that i should click using a raycast pointer. It would be nice if i can click using raycast because the current approach is very difficult for any new users.
Additionally, sometimes mouse and keyboard inputs doesn't worked for me. This is because the 'Use Mouse' and 'Use Keyboard' check-boxes under the Simulation Panel is disabled. We have to ensure they are enabled for using mouse and keyboard for simulation inputs.

Related

Android studio emulator white screen

I've Installed the newest version of Android studio, including the newest version of HAXM, ndk, sdk and whatever other related dependencies it installs. Intel Virtualization bios setting thingy I can't remember the name of is enabled and I have no trouble in virtual box and such.
I created an empty activity and tried testing it on the phone, works perfectly. Then I tried it on the emulator and there is a problem when it is hardware accelerated. It just opens a white window. The android studio displays 0 errors and thinks it ran the app properly. The graphics card I have is a gtx 1060 6gb. When it is software accelerated it works but is so slow I would rather use a chisel on a rock to draw the application usage.
So if someone knows a fix it would be nice.
Thanks
Well I have discovered that in order to solve the issue you have to go to the sidebar menu click More>Settings>OpenGL ES Renderer and(in my case) set it to Angle(D3D11) or Angle(D3D9) or Swiftshader. After that you simply restart the emulator and the issue should be gone.
For me Desktop native OpenGL and Autodetect based on host(which probably sets it to the first thing) don't work and leave you with a white screen.
In case someone finds this useful, you can set software acceleration as below and this solved the issue for me on Mac OS. (OP also mentions it works with software acceleration)
Tools > AVD Manager
Select virtual device
Click on Edit (pencil icon for me)
Click "Show Advanced Settings"
Look for Emulated Performance - Graphics
Select "Software" option
Current version of the emulator (27.1.3) doesn't work for me. The emulator just shows a white screen. Even playing with the gpu in the .ini configuration didn't work.
Once I downgraded to 26.1.4 (https://dl.google.com/android/repository/emulator-darwin-4266726.zip) the emulator started working again.
It seems that the Android Emulator is somehow conflicting with the NVidia Web driver on Mac OS. I had the latest NVidia Web driver (378.05.05.25f04) installed and I was having this same problem - the white screen whenever I used Desktop Native rendering (or left it at the automatic default which selects that as well).
I tried the Swift Shader as well, it works but the performance is abysmal!
On a hunch, I switched back to the OS X Default Graphic Driver from the Nvidia Pref Pane in Apple menu settings, and the Desktop Native driver is now working great after the computer restart!
The same problem can happen to the lightning fast Microsoft Android Emulators utilizing Hyper-V that work on both Intel and AMD CPU based PCs. The solution is in the same line as the accepted answer. For those who use Microsoft Android Emulators and land here by searching "android emulator white screen", here is the screenshot showing how to solve the problem by changing the default hw.gpu.mode from the default "auto" to "mesa":
So sorry
Check your onCreate method in your MainActivity.java, it should have setContextView(R.layout.activity_main)

Can't enable Coherence Mode in Parallels 12

I've tried everything. Coherence Mode is greyed out in Parallels 12 for Windows 10.
I do not have an antivirus. (http://kb.parallels.com/en/121427)
There are no other display adapters besides the Parallels Display Adapter (WDDM) that are installed.
Parallels tools are installed properly. I've tried re-installing parallels tools in every manner outlined here: http://kb.parallels.com/112609
My setup:
- I'm using a Mini DisplayPort to Dual-Link DVI Adapter to hook up to a 30" monitor.
- Unplugging it doesn't allow Coherence Mode either.
Thanks for any help!
-Jeff
The following works for me:
1. Click Parallel Desktop (the || sign)--> View --> Unclick Full Screen Mode
2. The Virtual Machine should now reside in a smaller window.
3. Click Parallels Desktop again and the "Enter Coherence Mode" option should work now.
Hope it helps!
ps1. Have tried exactly the same sequence as you did but it turned out that all installations are actually ok and it's just about getting familiar with how Parallels Desktop works.
ps2. Once entering coherence mode, you'll also be able to open Windows APPs directly under Mac as if they were Mac APPs. Before that if you open these Windows APP they will first switch to full screen Win 10 and then open the Windows APP within Win 10.

Why is my Firefox OS 1.3 phone not showing in App Dev Manager?

I am trying to use a FireFox OS device that runs OS 1.3 on my app dev. I have went through the instructions and still there is no device name that i can test an app with. Are there windows drivers that have to be installed. It seems like everything was installed but there is no device name. I am not sure if I gave my phone an actual name on the setup menu but I would think there would be a default menu. The only thing is that I have not installed a simCard because I do not need the phone I just want to test my apps before they go up on the Firefox OS marketplace.
Note 1: When I plug in the phone it causes firefox OS to flip back and forth between the browser and the develop manager that opens when the web tools kit is opened.
Instructions that I found for the phone that I have ZTE OPEN FireFox OS
Power off your phone, remove the battery to access the microSD card and extract the card from its holder.
Connect the microSD card to your desktop machine.
Move US_DEV_FFOS_V1.1.0B04_UNFUS_SD.zip or EU_DEV_FFOS_V1.1.0B04_UNFUS_SD.zip (depending on the version you downloaded) to the root directory of your microSD card. Do NOT unzip the file.
Disconnect the microSD card from your desktop computer and return it to your phone.
Hold the volume up button and power key down simultaneously. Volume up is activated by pressing the upper part of the long key on the left side of the phone. If you did it properly, you’ll enter the Firefox OS recovery mode. (Note: the Firefox OS logo may display briefly before you enter the recovery mode; sometimes this can take a little while.)
Use the volume up/down key to move from one item to the other in the menu, and choose “apply update from external storage.”
Press the power key to confirm the selection. You’ll see a new screen listing the files you have on the microSD card.
Again use volume up/down key to select the firmware: either US_DEV_FFOS_V1.1.0B04_UNFUS_SD.zip or EU_DEV_FFOS_V1.1.0B04_UNFUS_SD.zip (depending on the version you downloaded), and press the power key to confirm.
If everything went well, you’ll see a sequence of status messages, culminating with one that says, “Install from sdcard complete.”. You’ll need to select “reboot system now” after the installation has completed. Your phone will then reboot, and you’ll see the configuration screen you saw the first time you powered on the phone.

WinMobile emulator input issue in Windows8.1

I'm trying something very different. We have legacy Windows Mobile programs that we need to run on Windows 8.1 tablets with capacitive screens. To do this we've installed the stand alone Windows Mobile 6.1 Emulator which runs without a problem. Doing this, we can load and run our old Windows Mobile programs on the 8.1 Tablet and they run well but we are having problems with the touch or mouse click. The emulator is meant to be used with a mouse button to select and click not a touch screen. When we run our old programs we have to double-tap in order to select anything. This is not a problem until we try to enter text from the emulator keyboard. We have to tap each key twice in order to enter a character. This becomes very tiresome and makes the legacy program useless. Our legacy Win Mobile program was designed to allow our field people to collect large amounts of text and numeric data. Having to tap each key twice will not work.
We've examined the limited mouse and touch option in Windows 8.1 and nothing seems to help. So here are my questions:
Is there third party software that may improve on Windows 8.1 mouse customization? Synaptic maybe?
Is there a command line switch for the emulator we could add that would fix this problem?
Does anyone know of a method to fix this?
Thanks
I have asked this question to MS support.
http://www.microsoft.com/en-us/download/details.aspx?id=17284
System Requirements:
Supported Operating System
Windows Server 2003 Service Pack 2, Windows Vista, Windows XP Service Pack 3
Windows Mobile 6.5 Developer Tool Kit is not supported by Windows 8.x
My Double click test video
http://youtu.be/0QIilCg1kxg
I think the problem is in Windows 8 touchscreen API driver, I have tested this emulator with Win7 tablet, no problems with double click.

wxWidgets wxWinCE suspend-resume crash (VC++)

I have an issue with a few Windows CE 5.0 devices which are crashing virtually as soon as they resume from standby (suspend). I have condensed the issue down to about 15 lines of C++ to simply get wxWidgets to display a message box, and the problem will hit if I:
Start the app
Suspend the device (by this I mean pressing the red power button briefly)
Resume the device
Pressing the OK button in the message box title.
BOOM
This problem manifested itself in many other ways before I condensed it down - on loading a bitmap, on scanning a barcode, all once it has been suspended, then resumed.
I am using the following:
Windows CE 5.0 Professional (Motorola MC3090 device)
(also WM 6.5 (MC55), CE 6.0 (MC3190))
Visual Studio 2005 SP2
wxWidgets 2.8.10
Microsoft Windows CE 5.0 Standard SDK
The actual error that is displayed is sporadic and wide ranging, but mostly an access violation, typically near the start address of a function call (discovered this by suspending the device, resuming then attaching VS debugger on the device). Having done extensive homework on this, I've read some suggestions it may be some kind of heap corruption occurring. As long as the app doesn't suspend, it always works correctly across all correct combinations of SDKs and devices.
I have also tried the following SDKs:
MS Pocket PC 2003 SDK
Symbol Platform SDK for MC3000c50a
Symbol Platform SDK for MC3000c50b
Windows Mobile 5.0 SDK
Windows Mobile 6.0 SDK
I have tested the following devices:
MC3090 (Windows CE 5.0) - Same Problem
MC55 (Windows Mobile 6.5) - Same Problem
MC3190 (Windows CE 6.0) - Problem does not occur on this device with StandardSDK build
I have played excessively with the setup of wxWidgets, always making sure that I link the app with the correct corresponding SDK.
Here is the code that causes this problem:
#include "wx/wxprec.h"
class Application : public wxApp {
public:
virtual bool OnInit();
};
bool Application::OnInit() {
wxMessageBox(L"Test");
return true;
}
IMPLEMENT_APP(Application)
Anyone with some advice out there, I would be eternally grateful! Please also let me know if I have left out any important details.
Are you running the application from an SD card? The MC3090, at least, and I think also the MC55, conform by default to the Windows CE standard for add-on buses (defined originally for PCMCIA cards): that when you suspend and resume the device, all buses are reset. This causes the card to momentarily disappear, and all handles to files opened on the card to be invalidated. This is actually so that the device can deal with the user changing the card while the device is suspended.
Windows CE is a demand-paged operating system. Your program is not all loaded into RAM when started: instead, pages are only loaded from the executable and DLLs as they are referenced by the program. Any read-only or unmodified pages can be discarded by the OS at any time, because it can re-read them from the original program file (this is why your program file can't be overwritten if the program is running). If the handle to the EXE or DLL is invalidated, and you reference a page that hasn't been loaded (or has been discarded), the OS page fault handler can't read the page and it generates an Access Violation exception.
For the MC3090, you can configure the SD card driver not to 'remove' the card on resuming from sleep. See Symbol's KB article MC30xx CE5.0 - Application aborting randomly when using SD Card for details. I can't find details of how to do this on the MC55. On the MC70, there was an 'SDSwitch' applet in the System control panel, whose main function was to switch between memory card and SDIO mode, but which also had a checkbox to control this option. Some other devices have had a 'sealed SD slot' CAB file in the \Windows folder - I seem to recall this on the MC65 or ES400.

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