I have a signed midlet (VeriSign Class 3), which runs perfectly in several Nokia devices.
When I try to run it on the JME SDK 3.0 emulator it produces a java.lang.SecurityException: Application not authorized to access the restricted API.
It has all the permission it needs, otherwise wouldn't work on the devices.
It worked perfectly without the signing, but it's a pain in the neck to click an unclick everytime I compile, depending if I'm running the midlet on the device or on the emulator.
And well, I had to install the VeriSign CA Class 3 certificate on the emulator, in order to recognize the signature. I don't know if the problem is about this certificate, but without it the emulator wouldn't even start the application cause the CA was unknown.
Has anybody some experience with signatures and this JME SDK emulator?
Solved by using a newer version of the emulator (Java Wirelesss Tollkit 2.5.2)
Related
I am developing for HoloLens 2 and I don't have the device (I am using the Emulator to test).
I want to build the project with Unity and send the built package to a colleague that is not a developer - meaning, he is not good with Visual Studio - and who wants to test the app.
I tried using Microsoft Store and this worked for the initial P.O.C., but after the second submission I thought that it was going to be faster, but always takes up to 3 business days, which is not acceptable as a good workflow.
I know that, in ideal conditions, I should have the HoloLens, but this is not possible for now.
Do you have any idea on how to send packages to a non-developer person so that he can test the app in another country and so that it doesn't require a certification process like Microsoft Store?
You can take a look at the Sideloading feature provided by HoloLens Device Portal. Please follow this guide to connect the HoloLens over Wi-Fi or USB and manage your device from a web browser on your PC: Installing an app. In this way, you can directly send the app package to your colleague, and he can install it without using VS.
I tried to install ipa using linux machine. I never done this before and got this error.
SIdeloading ipa
The application you are trying to install does not have a digital signature. iOS will only install applications which a valid digital signature on your phone. That's why you get the error message "No code signature found".
You can sign the application yourself if you have an iOS development account. Once the application is signed, you can install it using ideviceinstaller.
Alternatively, you can jailbreak your phone, which will cause iOS to no longer validate the digital signature of applications you are trying to install.
I want to use the DJI SDK Mobile SDK to fly a drone.
SO,I use the DJI Developer site (https://developer.dji.com/mobile-sdk/documentation/application-development-workflow/workflow-integrate.html)to integrate android studio projects.
However, even if the program is entered according to the site, "Hello, world" is not displayed on the virtual device.
Specifically, "import SDK Demo keep stopping." is displayed after the app starts for a moment on the virtual device.
Please help me !!!
Android Studios version : 3.5
Mobile SDKs version :4.2
I tried Android Studio with some version(ex.3.0/3.5).But, everytime "Hello, world" is not displayed on the virtual device.
Without having more details about what you've done, it is hard to say what your problem is.
HOWEVER, the SDKs require an "Application Key" to be generated via your DJI account, whereby you access a special web page that allows you to give a name to the App you propose to create, as well as a bundle identifier like : com.yourCompany.yourNewApp. After providing such basic "App" info's that DJI webpage will generate a long hexadecimal number which is your App Key. So again, without that App Key (number) being added (edited into) to your App, you will not be going anywhere. DJI uses this App Key for keeping track of all developer's Apps, and where those Apps are running.
Specifically, the DJI SDK gives an immediate error as soon as the SDK initialization is attempted, when/where attempted without a valid App Key.
So again, without more details from your problem, it is hard to say that the problem/solution (stated here) applies to you. But this certainly is a very common "newbie" or "getting started" problem.
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
I downloaded Sony's most recent SDK which includes an unusual Emulator that is an APK that runs on an Android phone (I guess that is what you do with it).
Anyway I see no documentation about how to use this to test/deploy apps.
Am I supposed to have 2 phones and one runs the emulator and the other runs the "host application" or do I run the host application on the same phone or what?
Nothing that I can find in docs explains this.
So I've figured this out (sort of). You run the emulator on your phone, then run the Smart Extension app on your phone as well (so no bluetooth connectivity like when you have a real smartwatch).
Phone also needs to have the SmartConnect (previously LiveWare) app and the SmartWatch app installed (I think). So that's three apps (emulator, SmartConnect, SmartWatch app).
Anyway, my actual smartwatch arrived in the mail shortly after I posted the original question, so I probably won't be using emulator much anymore.