I'm running an iOS test written by Xamarin.UITests project into a real iPhone device over the same Wifi network, but when I run the testcase, Visual Studio for Mac does not seem to detect my iPhone.
It shows the following error:
System.Exception : Unable to determine simulator version for 494fcf8e0560bb352db55719359a69ec32b2430d
Here is my environment:
MacOS: 10.15.7 - Catalina
iPhone: 7 Plus - iOS: 13.7
Is there anyone able to help me with this issue?
Many thanks,
Related
I have a Mac running Catalina with Xcode 12. This month, my iPhone upgraded to iOS 14.6, which requires Xcode 13. Xcode 13 requires Big Sur. Unfortunately, I don't have the money right now to upgrade my Mac to one with the hardware the Big Sur requires.
I installed VMWare Fusion 12 on this Mac and created a Virtual Machine running MacOS Big Sur 11.4. Then I installed Xcode 13 Beta 2, installed its dependencies, added the provisioning profile required to deploy, and selected my iPhone in Xcode as the target. When I build and attempt to deploy to the device, there are no errors, though it hangs/stalls right near the end of the process, around the time that Xcode says: "Preparing Editor Functionality". MetroBundler starts correctly and I see no issues in Terminal, Console, or Xcode. It just stops compiling/deploying.
I'm not super savvy when it comes to Xcode or the deployment process. I was hoping someone might be able to give me some tips as to how to figure out what's preventing the app from deploying to the device. Does Xcode have logs somewhere (other than Device Logs) that might help inform what's hanging?
Thank you for your time and I'm happy to provide screenshots or further information upon your suggestions.
I'm trying to use NativeScript + Angular + SQLite to create a mobile application and following this video. At 3:00, it says to run the command tns platform add ios in the folder and I get the error "Applications for platform iso can not be built on this OS." The OS that I'm running is Windows 10 Home. Any help would be appreciated. Thanks!
You can not build apps for iOS using Windows OS, it's not limitation from NativeScript but from Apple itself. You need Xcode to build apps for iOS which can only be installed on Mac OS.
If you have an iOS device with you, you may use Playground or Preview to run your code directly on your device from a Windows machine. The CLI / Sidekick even support cloud builds.
If you like to use Simulators, the only option is to install Mac OS using Virtual Box but that may be terribly slow.
I am trying to deploy a Windows 10 app to a Lumia 635 running 10.0.10586.11 and I get this error:
Error : DEP6100 : The following unexpected error occurred during bootstrapping stage 'Connecting to the device 'DEVICE GUID'.': SEHException - External component has thrown an exception.
Error : DEP6200 : Bootstrapping 'Device' failed. Device cannot be found. The data necessary to complete this operation is not yet available.
Unlike most, I am capable of deploying to an Emulator, just not the physical device. Based on this question: Error : DEP6200 : Bootstrapping 'Device' failed. Device cannot be found
I verified that Windows Phone 8.1 is installed, and ensured that the latest SDK is installed, so neither of those were solutions. I am able to deploy to physical hardware for desktop/tablet mode, but no go on the Lumia 635.
Installing the latest mobile emulator preview fixed the deployment issue for me.
https://dev.windows.com/en-us/downloads/windows-10-developer-preview
As it turns out, it was an issue with the installation of Windows 10 Mobile on my device. After a reset the deployment works great, and I have deployed dozens of apps to the device.
1/3 Try registry patch
How to develop windows 10 uwp on real device (mobile)?
2/3 Update your UWP Tools. Latest one is '1.2', included at VS2015 Update1 RC. It's go-live. (But RTM ver will be released at 30 Nov.)
https://www.visualstudio.com/en-us/news/vs2015-update1-vs.aspx
3/3 This is just a workaround ... you can use "DevicePortal" to deploy your .appx package to your mobile device directly without Visual Studio.
Following blog is written in Japanese but the screenshots may helps you.
http://ddlgjp.blogspot.jp/2015/10/deviceportal-uwp-app-win10-mobile.html
I am developing Universal App using VS2015 in Win10. The simulator and the android emulator is running fine.
But when I started the Windows Phone Mobile Emulator, then the emulator runs and shows "OS is starting", and then after a long delay (i.e. 10mins) the Emulator turned off and these messages have been shown.
Error : DEP6100 : The following unexpected error occurred during bootstrapping stage 'Connecting to the device '8BDF218D-FDBB-4A97-90F9-3AA33B559A92'.':
DeviceException - App deployment failed. Please try again.
Error : DEP6200 : Bootstrapping 'Mobile Emulator 10.0.10240.0 WVGA 4 inch 512MB' failed. Device cannot be found. App deployment failed. Please try again. TestUWP2
What is this Bootstrapping error.
The Emulator in Hyper-V Manager is running fine. Plz help and let me get rid of it.
See the pic.
You need to install latest emulators and Windows SDK, you can get them from this page.
https://dev.windows.com/en-us/downloads/windows-10-developer-preview
Its also suggested to update your UWP Tools
http://go.microsoft.com/fwlink/?LinkId=627168
Installing the new emulators fixed the issue for me.
https://go.microsoft.com/fwlink/p/?LinkId=615095
I just installed Android Studio (v1.4) on Ubuntu 15.04 (64) and am unable to connect to my Moto G (Android 5.0.2) to run the application I made from a tutorial.
When asked to choose a device, I get the following choice for my device:
TA9290IPXK [NULL] No, minSdk(API 14)>deviceSdk(API 1) TA9290IPXK
I already enabled USB debugging on the device. when running 'adb devices' I get " ?????????????? no permission " and after killing and restarting the adv server it displays the proper serial ID but when going back to Android Studio it still does not work.
Has anyone encountered this issue ? Can someone provide a suggestion of solution please.
An obvious reason for that error message “No, minSDK(API 14) > deviceSDK(API 1)”, which I didn´t find so far mentioned neither at StackOverflow nor by other forums:
If the AVD Manager option for a virtual device “Emulated Performance - [ ] Use Host GPU” is unchecked, the Android simulator works just on "API 1" level :-(.
So if you try to execute a standard Android app ( e.g. "API 14" level ) with this setting,
The Android desktop screen is not displayed but just black screen with “android” in white letters.
When executing “Run / Device Chooser / Choose a running device / Compatible” again, there is the error message “No, minSDK(API 14) > deviceSDK(API 1)”, if “minSDKVersion 14” is set in the project configuration file “app”.
-
Why should you ever try to run the Android simuator with unchecked option?
Well...If your Win8 or Linux computer really provides OpenGL2 graphics, you may operate the simulator with default setting “Emulated Performance - [x] Use Host GPU”.
But if your Win8 or Linux computer just provides OpenGL1 graphics, as my legacy Win8-32bit notebooks “ASUS Eee PC T101MT” and “Dell Vostro 1000” with standard Windows drivers by Microsoft, the Android Simulator crashes by the error message “APPCRASH”, “Fault Module name: libOpenglRender.dll”.
And so by unchecking the option, you can´t run Android apps requiring a usual API level ( API 14,... ) :-(.
Read this article about the incomplete rollout of OpenGL2 drivers for Win,Linux and MacOX on current and legacy computers :-(:
https://github.com/processing/processing/wiki/OpenGL-Issues
Sincerely
Rolf
Ok I found the solution
Turns out I had 2 ADB installed in different Paths and Android studio was getting one of them that was not the correctly configured. I also had not properly set up the udev rules.
Here are the step I took to get it fixed
1. Remove ADB that was installed manually
2. Modify the udev rules to add the devices (It turns out that both my Nexus 7 and Moto G were not Asus and Motorolla respectively but Google inc instead. I acquired the right Vendor ID code using "lsusb" It returns XXXX:YYYY the vendir iD is the XXXX
3. Add the location of the right adb to path ( /Sdk/platform-tools/)
4. Then rebooted all of the devices (computer and android devices) and it seems it worked.
Sorry for not giving out all the terminal lines that were entered, being novice with Ubuntu it may have been a lot more confusing than helping.
Hopefully it can help someone that is in the same situation.
You have to set to connect as camera(even after usb debugging is already enabled)
Thanks to #Jorch914
i already found the solution to this. in order to solve this one, is go to Gradle > Build.gradle(module:app) > and then change the minSdkVersion that is compatible with your phone. Hope this help! :)