Windows store app 8.1 shows black screen on windows 10 devices - windows-8.1

We are developing windows store app targeting both Windows 8.1 and Windows 10. This application works fine on windows 8.1 surface/PC. When we install it on a Windows 10 device, it does not. Though it installs without any issue. Once launched it shows the splash screen, but then it shows blank, black screen.
Please guide me to resolve this issue. Thanks in advance.

Windows 10 should execute the same as Windows 8. I assume you have upgraded your app to be a UWP app? If not, it should still work. Next, be sure you are running the final release (build 10240) of Windows 10, prior to that build Windows 8 apps did not always work. Finally, have you put a breakpoint in the constructor of your first page? If this breakpoint is being hit, then your page is loading and just not showing. My next step would be to ensure the Frame is property getting set to Windows.Current.Content properly. Since it works in Windows 8 this is unlikely, but it would be my next step. If all of those check out, I would likely determine that the Frame is being hidden, occluded or replaced somehow in my code.
Then, I would check this:
The compilation conditional statements of #IF are common in Windows 8 apps. I would make sure that I don't have an #IF/#ELIF and don't have an #ELSE condition would handle UWP. I realize this is esoteric, but you only gave me a concept to go on, not real code. Given that, those would be my steps. The code in Windows 10 is causing your page either 1) not to load or 2) to be hidden. Even though the code is the "same" the execution is clearly not.
Best of luck!

I've had the same problem, I've found that if you fullscreen or resize the app while on the splash screen is displayed the MainPage loads.
I've run the app in Visual Studio on a Windows 10 machine and it seems we never hit async void MainPage_Loaded(object sender, RoutedEventArgs e).

Related

Why does latest Android Studio emulator crash or get stuck

Since I upgraded my Android Studio installation to Bumblebee, the emulator has become unusable. It either crashes during startup or gets itself stuck so that the UI is unresponsive and the debugger either cannot install or cannot launch an app. The way in which it fails varies from time to time for no reason that I can understand. although different virtual devices seem to behave differently. I tried deleting my old virtual devices and creating new ones, but that didn't help.
I can't debug my code on a real phone because of a different problem, see my recent answer to Source code does not match the bytecode for Android's View.java.
When it crashes I send a crash report to Google, but they don't seem to be fixing it. The problems started with the first official Bumblebee release 2021.1.1, which seemed to have a complete new version of the emulator, and I'm now on the latest stable version 2021.1.1 Patch 2.
My environment is a Dell Precision M4800 with 16GB of RAM and an 8-core Intel processor, using an external 4K monitor and an external full-size keyboard, running Linux openSUSE Leap 15.3 with all recommended patches installed.
Does anyone have any suggestion short of throwing away my entire Android Studio installation and reverting back to Arctic Fox? Has anyone else seen similar problems?
Tintin's answer didn't work for me: Device Frame wasn't enabled anyway because I had noticed that it had caused problems before.
However the following sequence rather surprisingly, at least to me, did fix the problem.
First make sure that the toolbar is visible at the top of the emulator window: if it isn't, click on the gear settings icon at the top right of the emulator window and enable Show Toolbar.
Start up an emulated virtual device, and before it crashes click on the three dots at the right hand end of the toolbar: this will bring up the extended controls window.
Choose Settings from the list at the left of the extended controls list.
Set the OpenGL ES renderer to Desktop native OpenGL, and the OpenGL ES API to Compatibility (OpenGL ES 1.1/2.0).
Close the extended controls window and then close the Android Emulator window.
Check if there are any zombie emulator or qemu processes still running. If there are, kill them: you'll need kill -9 on Linux.
Try to cold boot an emulated virtual device: it will probably crash before it even gets started up properly.
Close the Android Emulator window and repeat step 6
Try to cold boot an emulated virtual device again, but click on the three dots quickly before it crashes.
When the extended controls list comes up, choose Settings from the list at the left.
Set the OpenGL ES renderer back to SwiftShader, and the OpenGL ES API back to Renderer maximum (up to OpenGL ES 3.1).
Repeat steps 5 and 6.
Now try to boot up an emulated virtual device again. It should work: at least it does for me.
If it doesn't work on your configuration, try all possible combinations of the OpenGL ES settings: you may find one that works.
Logically, changing the OpenGL ES settings and then changing them back again shouldn't do anything, but it does. My guess is that perhaps some needed bit of initialisation for the OpenGL isn't being done by the installer, but it gets done when you change the configuration.
I also faced this problem in both updates in 2021.1.1 it was not working at all. Updated to patch 2 again faced problems turned off Enabled Device Frame it is working OK now

Electronjs + Reactjs | Window server 2012 R2 hangs on app launch (white screen), works fine on windows 10 and windows server 2019

Pretty much title.
Cursor constantly changes from standby to loading, but other then that the screen stays white.
I have tested it on windows server 2019 and it worked, same goes for my local computer which is windows 10.
I tried building a x32 bit version and it crashed.
There is barely any information on the internet regarding older versions, and the one thread I saw mentioned what Ive tried already.
Can anybody point me to the right direction? I'm kinda clueless right now and trying to compare things like .NET Framework and such (although I'm pretty sure it's not related at all?)
Thanks!
EDIT:
I'm getting an error in the event viewer that theres a faulting modoule, and it is ntdll.dll
going to continue research for now!
Just incase anyone sees this and have a similar issue:
1.The desktop on our citrix server was programmed to be located on a network share and not on a physical hard drive, so I had to move it to the proper folder.
2.The application worked only when I placed it on the local drive, and only as a 32 bit application.
I spent two days basically trying everything on a 64 bit application, because when I tested the 32bit one it just crashed, but it turns out they were two seperate issues which are finnaly resolved!

Screen capturing based on Windows Magnification API fails on Windows 7 64 bit With Aero theme disabled

I'm trying to capture the desktop screen using Windows Magnification APIs based on code sample given in https://www.codeproject.com/Articles/607288/Screenshot-using-the-Magnification-library?msg=5570528#xx5570528xx.
The program (32bit executable) works pretty good on Windows8 and Windows10 but fails on Windows7 OS. I compiled the program into 64bit and the behavior is same even for the sample program mentioned in the above codeproject thread.
After debugging I figured out that the MagImageScalingCallback function returns image width and height as 4*4 instead of my monitor's size and that causes the program to crash or capture a blank screen on Windows7 machines (reference: https://learn.microsoft.com/en-us/windows/desktop/api/magnification/ns-magnification-tagmagimageheader).
All the API calls (MagInitialize, CreateWindow, MagSetWindowFilterList & MagSetWindowSource) are successful. There are no API call failures or mistakes in the code flow in terms of Initializing creating, setting desktop area & assigning filter list.
DWM (Aero theme) is turned off (as per reference: https://learn.microsoft.com/en-us/windows/desktop/api/magnification/nf-magnification-magsetimagescalingcallback)
I couldn't find any resources related to this topic even after researching for about 3 days. I have to use Magnification APIs because I have the need to capture windows that stays behind other windows on the desktop.
Any help would be appreciated.
Update 1:
I figured out that the application is able to capture the screen only when Aero theme is enabled and that contradicts with the statement in https://learn.microsoft.com/en-us/windows/desktop/api/magnification/nf-magnification-magsetimagescalingcallback.
I'm not sure how could I make it work on Operating systems with Aero theme disabled or not available by default.

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.

My MonoTouch App won't run on 6.1.3, runs on 6.0.x and before... WTF?

I just pushed my app to the App Store after building release/AppStore build using xamarin's Studio...
Everything was green lighted and ready to go, I only had one person who had not installed the release version.... They installed it and it takes 17 seconds to try to start and is killed (I presume). it does NOT create a crash log on the device.
In the Settings there is a "Debug Settings" section under the app - that I didn't put there, including an option for Xamarin Studio Host which is set to automatic but appears to be able to be set to some other string.. (Another message on what the heck this is, and how come it shows up in the first place, and how to get rid of it)
I'm at a loss how to debug this. I just downloaded and upgraded XCode to the latest, in hopes that will help.. (Although, I'm not using the XCode interface to build, but I expect that under the hood it is using that for parts of this, maybe the libraries or something.) Still, unless the iOS writers are nuts, it should be backward compatible with apps written for iOS 4.0 and later... (Mine is a 4.0 targeted app)
Also, on her phone (which has always been 6.x for all the testing she has done), my app has always taken a LONG time to start up.. but on 5.1 it is very fast.. (I.E. 1-2 seconds vs 10+ seconds on her phone)
Anyone got a clue, I sure could use one right now.. I expect that I'll have to reject the binary, and submit another one...
-Chert
Figured it out.... The issue was with the TestFlightApp SDK...
I removed it and now the app starts up OK... Resubmitted to App Store for approval.

Resources