total noob with emulator problems - flutter

I am attempting to learn to code via flutter (I'm a total noob) and I am having some troubles with my emulator when I am trying to test my code. I am using Visual Studio Code, and when i try to boot my emulator, the phone will appear but the screen is completely blank. the power button (on the emulator) is unresponsive and I get an error "emulator didn't respond in..."
I have literally been fighting with this for hours and I could really use a knowledgeable hand. Can anybody help me troubleshoot, by chance? I have searched here, but nothing matches exactly what I'm going through and I haven't been able to solve it yet.
errors with android emulator
My computer spec:
Processor Intel(R) Core(TM) i5-1035G7 CPU # 1.20GHz 1.50 GHz
Installed RAM 16.0 GB (15.7 GB usable)
Device ID 45818A1F-CFA5-4E12-AB9C-8192B75D2308
Product ID 00325-96713-52283-AAOEM
System type 64-bit operating system, x64-based processor
Pen and touch No pen or touch input is available for this display

Okay, so this probably seems obvious, but I seemed to struggle with this at the beginning since my course has me learning in VSCode, but I went into the android studio instead and I have deleted the old emulator and created a new one. It's taking a while to finish loading, but the screen is operating and I think my problems are likely solved.
So I guess no, I never figured out why it wasn't working, nor did I get it to work. but the end result is the same.

Related

Android Emulators (Memu Player, BlueStacks, LDPlayer) does not work

I have windows 10 and Nivada Quadro RTX 5000,
I am trying to install Android Emulator and tried the follwoing
Mumu: Give the following Error he core process of emulator has ended**
BlueStacks: Could not start blue stacks
LdPlayer: g_bGestPowerOff fastpipeapi:cpp:1161 then suck at 50%
I tried many many solution on the ineternet like disable hyper-v, using directX, OpenGl,
nothing works
Any help is this related to GPU?
I use many emulators and I find LDPLAYER to work fine, however new versions often have problems.

Unity export to 64bit apk will cause the gameplay delay

I have tried to export my game to mobile APK. When I'm export my game to 32-bit APK, everything is working fine and smooth
But when I'm trying to export as 64-bit APK, the gameplay is a delay (eg: when I click a button, it need wait few seconds or more to have a response, this case is not happening in 32-bit APK). But the sound effect and background music is playing fine, didn't have any delay for the sound.
Below is the setting for my 64-bit export
Setting:
I will get these warning message after I exported, are these may caused my issue?
Warning Message:
May I know have what issue or reason may cause this situation happen? Hope have someone able to helping me to solve this issue. Thank you
UPDATED:
I found reason is my script have to much FixedUpdate process in running to cause delay. So, I reduce the number of FixedUpdate to solve the problem.
May I know why 32-bit able to support the number of FixedUpdate, but 64-bit unable to support?
On what device are you testing this? An Android emulator? This could be just an emulation problem and not be an issue on a modern real-world device.
Try disabling stack trace option for debug logs.
You can find it in the player settings, at the bottom of "Other Settings"
Set "Stack Trace" for "Log" to "None"

Unity and Windows 10 1703 Update, Problems Launching Editor

So I have a new problem with (potentially) Windows 10's latest patch (1703) and Unity 2017 (any)
Post patch the following behaviour is exhibited:
Starting a new project in Unity:
Splash Screen opens
Select Project (includes and location)
Unity starts the file structure and build process
All progress bars finish but Editor never launches
Unity.exe becomes an Un-Endable process in memory
Two copies of UnityHelper.exe load but do nothing (they can be ended)
Same behaviour for opening an existing project adjusted as follows:
Splash screen opens
Select Project
Unity Project Version Import Dialog will prompt as needed
All progress bars finish but Editor never launches
Unity.exe becomes an Un-Endable process in memory
Two copies of UnityHelper.exe load but do nothing (they can be ended)
In both cases Unity has been allowed to sit for 24hrs with no change in state.
Please read before comment:
System is an i7 w/32gb, GTX 1070, Windows 10 Pro 64bit and has run Unity for dev for the past 18 mos no problem
No hardware issues reported
1 hardware change (Oculus Rift added)
Unity has been completely uninstalled (including AppData files cleared and reg cleaned) and tested with reinstalls from 2017.1.2p3, 2017.2.0f3, 2017.2.1f1, no change
Roll Back of Windows 10 patch is not an option (compliance).
In digging through Unity Answer Forums it was suggested that we remove our shiny new Oculus from the equation.
Low and behold we have a fully functional Unity again. Tested on 2017.1.0p3 and the stepped up tot he present release of 2017.3.0f3
This required physical disconnect of the HMD and Towers from the desktop and a reboot. We did not need to uninstall or stop any of the Oculus services, just a clean removal of the device.
In meetup chats this has been revealed to us as "The Oculus Plague" and not entirely uncommon, I'm hoping either Unity or Oculus can get this resolved, discon/recon/reboot cycles are hard on the hardware, and knees.

Android Emulator gets stuck (Using HAXM)

I recently read about the HAXM , followed the steps, for first few days emulator used to get started in less than minute but now it gets stuck at this point - as shown below.. although it shows correct time & clock remains working . The worst part is all of the emulators I create show same problem .Any solution ?
You can try couple of things here
Check the RAM size allocated for Emulator. The best RAM size recommended is around 512MB for an Emulator. Make sure you have set the appropriate RAM size
Kill all your emulators, restart your machine and create fresh AVDs
Is this happening with the same application or different ones? a little bit detail on the application will help in suggesting more work around.
a. If it is an OpenGL application choose use Host GPU on your AVD and also install the correct graphics driver on your host machine

Displaying CPU usage and FPS in an Android Emulator

I have set up my DDMS to work with the emulator and display the processes running etc. but in the Dev Tools of my emulator it firstly wont let me tick the Show CPU Usage box, and secondly I do not seem to have an option to display the FPS which apparently, according to sources on the internet, is possible to do.
Has anyone had this trouble and know how I can solve it and display CPU usage and FPS as my android game is running?
Thanks
To get an idea of what CPU speed your emulator is emulating try this:
1) start a shell session (adb shell),
2) then run "cat /proc/cpuinfo" to get the BogoMIPS.
Here’s more information on this.