Xamarin VS2013 ERROR: Could not find the selected device - xamarin.ios

I'm trying to get a list of Devices Attached in the Device combo box, but it won't show a list somehow. I just did a fresh install of Xamarin on a new system with VS2013 sp2.
I've attached to the build host without issue and my Mac is up to date with 7.XX.
However, I've received these errors when trying run debug on the t-shirt app
(https://xamarin.com/sharp-shirt)
Error 1 Failed to change active application on server Xamarin.iOS Extension 0
Error 2 ERROR: Could not find the selected device
Available devices:
iPhone (Retina) 7.0
iPad 7.0
iPad (Retina) 7.0
Try to refresh the device list with the Refresh button
0 0
I appreciate any help.

You must change the CPU mode to IPhoneSimulator and the list fill with the correct devices.

Related

A simple blank screen is showing up on Nexus 6 Android Studio Emulator

I am using Nexus 6 API. It is simply showing blank screen and nothing is coming up. I tried all the available devices in emulator but none is working, all it is showing is just a blank black screen. I choosed Hardware GLES 2.0 and Automatic in 'Graphics' of 'Emulated Performance'. I even enabled device frame and disabled it(tried all probablities) but still same response.
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I also tried Software GLES 2.0 but it then also the same. Please help me out.
Try choosing softwares graphics.
It happens because of intelHaxmEmulator.
Turn on Intel Haxm from you BIOS settings.

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

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.

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

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/

Android Studio, No, minSdk(API 14) > deviceSdk(API 1), moto G, Ubuntu 15.04

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! :)

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