Do app center email installs work on 32 bit devices specifically iPhone 5c? - visual-studio-app-center

Installing app from the "There's a new version..." notification email works fine on iPhone 5s but fails on iPhone 5c with error stating "Unable to Download App. App could not be downloaded at this time".
In App Center under the Distribution Groups > Devices tab the status column for both phones show as "provisioned".
Just want to ensure that App Center email installs should work for 32-bit devices such as the iPhone 5c.

Distribute should not have that constraint, it's most likely the way your application was built that probably does not have 32bits support, it should be a setting in your XCode project like armv7 in Build Settings Valid Architectures.

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Universal App is being tested in Iphone compatibility mode by apple

I have (now) marked my app to be a Universal App.
When i deploy it locally to an ipad it runs as a native iPad app (all good, nice rendering, heaps of space)
when i submit it to Apple for review they reject it becasue they run it in iphone compatibility app (basically like an iphone 4 ) and the rendering goes wrong (not enough space).
What else do i need to set in the Xamarin project so it will never run in iPhone compatibility mode on the iPad ?
turns out the itunesconnect site is realy not that user friendly...apple eh..
i found a way to delete the old build and link to the new build and they approved it
funny thing is that they seem to write the version of what you enter in itunes connect into your app. so even though they were testing an old build, the screenshot was showing the new build version.. very confusing

Xamarin.iOS ApplicationVerificationFailed: Failed to verify code signature of

why I am getting this error when I am trying to run my application in real device not simulator
ApplicationVerificationFailed: Failed to verify code signature of /private/var/installd/Library/Caches/com.apple.mobile.installd.staging/temp.ttjwEf/extracted/DSP.IOS.app : 0xe8008016 (The executable was signed with invalid entitlements.)
error MT1006: Could not install the application '/Users/macbookpro/Documents/gitProject/DSPMobileGit/DSP.Mobile/DSP.iOS/DSP.IOS/bin/iPhone/Debug/device-builds/iphone6.2-9.3.5/DSP.IOS.app' on the device 'Mohamed’s iPhone': Your code signing/provisioning profiles are not correctly configured. Probably you have an entitlement not supported by your current provisioning profile, or your device is not part of the current provisioning profile. Please check the iOS Device Log for details (error: 0xe8008016).
here steps I did to run my app
First I created project in Xcode with same bundle name and let Xcode handle Provisioning
when I tried to run in Visual studio it dosent work
Second I create manual provisioning with wild id but it dosent work
I note something each time I set my signing identity and provisioning profile , when I back to screen I find it back to none again
may be that is the reason
Using Visual Studio for Mac 2019
First, determine whether the problem is entitlements. Find tab "Deploying to Device", and look at the full message starting with
"ApplicationVerificationFailed: Failed to verify code signature of ..."
Look for:
... The executable was signed with invalid entitlements.
In that case, see https://stackoverflow.com/a/43055084/199364.
The below answer is for the other likely situation:
... no valid provisioning found for this device.
On newer versions of Visual Studio for Mac + Xamarin iOS (or Xamarin Forms, deploying to iOS):
Connect the phone to Mac via USB cable.
Popup on phone, select "Trust" this computer.
In VS, Open Info.plist.
Make sure the "Application" tab is selected at the bottom of the pane.
Select "Automatic Provisioning".
Follow the instructions.
When successful, you'll see (below "Automatic Provisioning" radio button):
Apple ID: your-apple-id-email
Team: your-company-name-or-your-developer-name
(Green checkmark) Ready to deploy app to connected device.
IMPORTANT:
Even if you have previously setup Automatic Provisioning for a different device, you still need to open Info.plist / Application tab after attaching this new device. (After doing this once per device, you can switch which device is attached, without repeating.)
If Xcode has never seen the device before, it can take MINUTES before Xcode has validated it and attached it. See following paragraph if you'd rather see Xcode giving you a message about what its doing (and spinning a busy indicator). Won't be any faster, but is more obvious that something useful might be happening. (On older Xcodes, people have reported delays up to 10-15 minutes.)
If having trouble getting it to see your phone, google for instructions to open XCode and add your phone as a device known to XCode (XCode menu Windows / Devices and Simulators / Devices tab). That is, it may be easier to first get it working under XCode, then go back to VS, disconnect and reconnect the cable to phone, try instructions above again.
Using Visual Studio (Windows) 2022
Personally, I always FIRST get the phone|tablet recognized using XCode, connecting it to Mac. See instructions above.
Then:
Connect device to PC.
Automatic Provisioning is found in YourApp.iOS / Properties / iOS Bundle Signing.
Select Team.
if it works => "Automatic provisioning completed successfully."
OPTIONAL:
Disconnect device from PC, connect it to Mac - should be listed under "Remote Devices" in VS on Windows.
TBD: Not sure why I failed to get it to be listed as a Local Device, when it was attached to PC.
I had the same issue in a Xamarin.iOS project. I found a workaround. The reason was the update from Xamarin.Swift4 package 4.0.0.1 to 4.0.0.2.
After I downgraded back to 4.0.0.1 the issue no more exist.
I created an issue report at github: https://github.com/Flash3001/Xamarin.SwiftSupport/issues/25

Enable bitcode in Xamarin iOS

I've developed a cross platform for iOS and android using Xamarin Forms. My app uses several screens and some tjird party dependencies such as Facebook, google maps and firebase.
Everything works good until I went to compile it in release mode. Assuming I want to support both armv7 and arm64, these are the app size:
* without linking and optimization: 103mb.
* with full optimization (link all + LLVM): 73mv.
With the optimization and without armv7 I'm getting 40mb - that's my desired result size.
To solve this issue I thought that I should enable bitcode compilation. However, even with the alpha tools, including visual studio for mac and mono v5 I'm getting "platform not supported: iOS" when enabling this feature. On the other hand, I dogged at the source code and saw that mono does allow it, and besides they allows watch and tv apps, which requires bitcode...
Does anybody knows how to enable it for iOS? I'll be huge (!) assistance for me!
Thanks!
So I couldn't find any solution and had to submit my app w/o bitcode support.
However, for everyone who may tackle this issue in the future and wish to use bitcode because of app size - I want to clarify this: Bitcode, as part of iOS 9 App Thining, is only relevant to future architecture releases, i.e. Apple will auto-slice your arm7+arm64 app when you'll upload it to the App Store, without any action from your side (besides linking your code ("Link All") and supporting both architectures).
You can check the estimated app size, but you shouldn't do it in Xamarin Studio since it shows the universal app version, and not the device-specific thinned one. To check what the size will be for device X, you should:
Create Ad-Hoc Distribution profile Apple Developer Site.
Create an archive at Xamarin Studio.
Open Xcode (if it was previously opened - close an re-open).
Open the Organizer.
Click on Export, then on "Ad Hoc".
You should see a dialog asking if you want universal ipa or device specific ipa. Universal IPA is a generic IPA containing the data for every device, so you can send it to everyone. The size of this ipa will be the size you saw in Xamarin Studio (before compression). A device-specific ipa is an ipa for specific device, after performing Thining. This is the ipa your users will download. So - select the device you wish to check.
Now you'll be able to get a device-specific ipa which matches the size for this specific device. Note that the same information will appear in iTunes Connect after you'll upload your build.
See:
So to summarize it: Currently you can't use bitcode in Xamarin apps (iOS and Forms, obviously). The option does exists in mono, but not included (it was explicitly disabled in the shipped mono runtime). However, that doesn't mean that the estimated app size that's being displayed in Xamarin Studio will be your users app size, since it varies on iOS 9+ App Thining feature, which doesn't need bitcode to be activated.

Is there a how to guide for testing livecode?

I have been trying for days to get a simple app any app made in livecode to display either on my tablet, smartphone or emulator. It just doesn't work. Here is what I have done:
I have installed my sdk and pointed livecode to it in preferences.
Picked 2.3 as my version
Check my google usb drivers and they are up to date.
I followed live code's step by step and no success. I am thinking that since I am running windows 7 not a Mac, maybe this cant be done. It seems all the developers run Mac's?
I even tried to make a .apk, It made the file but " There was a problem parsing the package" once I got it on my Galaxy tab. I made sure that I checked the box to allow programs to run on my tablet. So I am still stuck.
To see if the SDK is working correctly you could try to use the Android SDK emulator first.
Open the Android SDK Manager and select the menu Tools->Manage AVDs.
There you can create a virtual Android device and run it.
If the virtual device is running you can see the virtual device under "Development->Test Target in Livecode. Select it and either select "Test" under "Development" or press the "Test" button. Does this work?
That error message means that the operating system on your device is preventing the app from being installed. The most likely reason for this is that you haven't changed the "Allow installation of apps from Unknown Sources" setting on your Galaxy Tab. There are other reasons and solutions for this error message - to see them visit Panagiotis's excellent blog post on the LiveCode website, your error message is in the fifth example
https://livecode.com/how-to-deploy-apps-to-android-devices/

Remote Control WinCE 6.0 device from Windows 7

I am trying to find out a tool to remote control a Motorola MC3190 device running Windows CE 6.0 from a Windows 7 machine.
I have already used Mymobiler with Intermec CN3 device so I tried the answers in this question but I am unable to get it to work.
I have tried both remote.exe.40 and remote.exe.50 in the Mymobiler folder
Using Task Manager on CodeProject mentioned in a question on superuser it seems remote.exe completes execution very quickly (or is crashing silently).
My Start/Programs menu has a MyMobiler entry, so somewhere along the line something seems to have got installed
But when I run Mymobiler on desktop it cannot connect, its icon in system trey remains gray and on mouse hover says Not Connected/
In Proof MyMobiler works for WinCE video the processor is ARM920T-PXA270M while my device has a Marevell, PXA32X-P (link to image) processor could that be the reason?
I have also tried ActiveSync Remote Display from Windows Mobile Developer Power Toys. It installs but at start up it shows an error box with message "The OS or CPU of this device is unknown to this application"
How do I get MyMobiler to work with Motorola MC3190 device running Windows CE 6.0?
Is there any other tool, preferably free, to remote control this device?
EDIT: I came across EveryWAN and found an installer. It works out of box, but it is not available for commercial use and the web-site seems defunct.
PS: I realize the tags are not accurate but I wanted to use something that will attract attention of experts in these similar tags.
I want to clarify one answer to the above which is correct. When using the Microsoft PowerToy activesync remote display, there must be an application on both sides - host(the phone) and remote (the pc). The same is true for MyMobiler.
Install the powertoy on the pc.
For the original Poster: This is what your error message means:
In the case of Activecync Remote display, for newer devices (anything above ARM4 cpus - which means, 2008 and up, or over 200mhz cpus - as a very general guide), the display software cannot detect what type of device you have (it's too new, and not in the list).
For the motorola mc3190, your cpu is arm5 compatible,
and should work with software that has arm4 compliant components. ARD does have arm 4 options. see here...
To Fix it:
You must use file explorer on your pc, and navigate into the application folder: c\Programs...\Windows Mobile Developer...\ActiveSync...\Devices\wce400\armv4t and copy the two files.
While still on the pc, you must then navigate to the Windows folder of the device (with activesync running, OR the phone configured to be seen as a hard disc), use explorer on the PC to navigate to the device.
Vaguely, it will look like this:
Explorer. > Device (such as HTC Phone:)
Or, X:\ , where x is a drive letter.
The first subfolder your select should be Windows. Paste the two files there.
The two files are now copied onto the phone.
At that point, you must, using the phone, load it's file explorer and navigate to that Windows folder on internal memory and manually run cerdisp2.exe that you have now copied there.
With activesync running, and the phone connected to the pc,
You can now run the powertoy active remote display on the pc, and it will communicate with the exe that is running on the phone.
ActiveSync on Xp, or Windows Mobile Device Center on Windows Vista/7/8 must be running for this all to work.
Alternately, the app allows for a networking ip connection instead of activesync, but I have not used it.
When you are done using this app, you must run the kill.exe on the phone, in the windows folder (the second file you copied), to unload the dll that is running.
I can verify this setup works on Xp, Win7 and Win8 - with an Xscale ARM11 528mhz cpu phone.
For MyMobiler, visit their site and get the newest version.
It WILL fix connections that fail, if you have the older version. It's free. They don't support it anymore.
My Mobiler must have activesync running and showing the device connected.
My Mobiler is vastly superior to ActiveSyncRD.
* It will automatically install the pc side app, and push the remote app to the phone, via activesync.
*Further, when activesync is running and anytime you connect the phone, the MyMobiler app will autoload on the phone as well.
That way, whenever you run MyMobiler on the desktop, it will connect to the phone and load right up.
*My Mobiler allows full resolution display, while ARD is limited to 320x400 or similar. 640x800 looks much better.
*MyMobiler also allows full mouse gesture sends, and copy and paste. ARD offers very limited mouse gesture compatability.
MyMobiler also allows IP connections, but they indicate this is slower.
I am now using MyMobiler with Win8 and a touchpad w/ multitouch, and the mouse gestures send very well.
For Windows V/7/8, you might need to run compatability mode on the Mymobiler.exe file. Navigate to the MyMobiler folder, which might be on your desktop. Drill down til you find the exe. Right Click and chose properties. Compatability. Run Compatability Mode for this file, and select XP.
More Notes:
These apps are slow, because USB is slow.
If you enable Fast USB on the phone, it will help speed up any Remote Display noticeably - however Fast USB is unstable, and doesnt work on some configurations. For me, it doesnt work on XP, but does on Win8 - though slightly unstable at times.
On the device: Start> Settings Icon>Connections icon >USB to PC icon. Tick box to enable.
Also, MyMobiler on Win8 will sometimes refuse to connect. Fully unload mymobiler, disconnect the phone, reconnect the phone and watch for activesync to confirm connection. Then reload mymobiler. Sometimes full system reboots are needed, but that's rare.
Windows Mobile Remote Controller app on CodeProject - as linked above, looks excellent. It's for Windows Mobile 7 and 8 - which is fantastic. He provides a rapi enabler to allow use with WinMo 6 / 6.5 devices, which also looks promising.
I've never used MyMobiler, so I can't help there, but how about other options?
Did you look at the Windows Mobile Remote Controller app on CodeProject?
I've had good luck in the past with SOTI's Pocket Controller. It once was free, or had a free version anyway. Not sure if they still do.
Windows CE came with a tool called CERDISP (short for CE Remote Display), which could be built with Platform Builder. I've seen it available as a binary download (like here, for example) on the web before, so no need to actually build it yourself.
I've used MyMobiler (remote.exe.50) on my Windows Mobile 6.5 handheld. It sounds like you got it running. Did you run the MyMobiler client on your Windows 7 box and connect to your handheld by IP address? (Right click on the icon in the Notification Area on Windows 7 and choose "Connect IP...".)
It defaults to the ActiveSync address (169.254.2.1?), so if you're not docked and running ActiveSync, it will fail to connect initially (but manually connecting should work). Misread -- you were able to run the client, but not the server.
You can also elect to run a VNC server on your handheld and use a regular VNC client to connect to it. I've built this one for Windows Mobile 2003 without much of a hitch on Visual Studio 2008. You might have similar luck with Windows Mobile 6.5.
EDIT: If you get the message that reads:
'%s' is not a valid Pocket PC application.
when running the MyMobiler client, then that means that your CPU type (or OS) is incompatible with the application -- so I don't think your PXA32X-P is to blame; especially since the MC3190 appears to be able to run Windows Mobile 6.5 (i.e. the CPU should be "fairly" modern, with support for armv4i). But since you haven't mentioned an error that looks like that, I'd suspect that your build of Windows CE 6.0 doesn't contain all the required dependencies.
The first thing I'd check is if all of the dependencies of MyMobiler are present in your build of Windows CE 6. Windows CE is highly customizable; as such, not all software components will be the same across different builds of Windows CE. MyMobiler is built targeting Windows Mobile, not Windows CE, so there's a good chance that your build of Windows CE on the MC3190 doesn't have what's required, while the video you linked does.
With regards to the ActiveSync Remote Display Power Toy, the message that you received sounds like the desktop application didn't know what version to deploy to your device.
Per readme.txt in the ActiveSync Remote Display package:
If you see error message "The OS or CPU of this device is unknown to
this application", it usually means the CPU type of the current
device, typically a Windows CE device, is not recognized by this tool.
The workaround is
1. Find the CPU type of the device (from the manual or the manufacturer).
2. Copy \Devices\wce400\\cerdisp2.exe to the \windows folder of the device.
3. Run "cerhost2.exe -m" on the desktop/laptop.
4. Run cerdisp2.exe on the device.
5. When the remote display is no longer needed, terminate cerdisp2.exe on the device.
You should be able to choose the armv4t version; if not, use the armv4 version.

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