Error Message : HMS Convertor Failed to execute the engine analysis task - huawei-mobile-services

I am using Apple M1 Max and getting Failed to execute the engine analysis task while using HMS Convertor tool.

Please check for the supported environment in the link below. Issue could be with Mac OS version
https://developer.huawei.com/consumer/en/doc/development/Tools-Guides/overview-0000001050060881
Supported Operating Systems
Android Studio and tool is tested in Windows 10, macOS 10.12/10.13/10.14/10.15, and Ubuntu 14.04/16.04/18.04.
Supported Android Studio UI Themes
Windows: Darcula/IntelliJ
macOS: Darcula/Default

Related

Emulator Error : x86 emulation currently requires hardware acceleration, dunno what i can do

I use VSCode for Flutter.
When start debugging I get this error:
Failed to launch pixel: emulator: ERROR: x86 emulation currently
requires hardware acceleration! Please ensure Intel HAXM is properly
installed and usable. CPU acceleration status: HAXM is not installed
on this machine
and
C:\user(Username)\AppData\Local\Android\Sdk\extra\intel
I found out intelhaxm-android.exe but it can't install.
What should I do?
You'll have to install it through Android Studio SDK Manager.
You can as well follow the instructions here to see if it fixes your issue.

Installing MonoGame_3.0.1.mpack in XamarinStudio in Mac OS x I got this error "The Packacge 'Core v4.0' could not be found in any repository"

I'm trying to configure my development environment in my Mac with Xamarin and MonoGame but when I tried to add "MonoGame_3.0.1.mpack" in the Add-in Manager I got this error:
The Packacge 'Core v4.0' could not be found in any repository
The Packacge 'Ide v4.0' could not be found in any repository
This what I have installed on my Mac with no errors:
-Installed XamarinStudio
-Installed MonoFramework-MDK-3.8.0.macos10.xamarin.x86.pkg
-Installed MonoFramework-MRE-3.8.0.macos10.xamarin.x86.pkg
I'll really appreciate if any of you knows how can install MonoGame_3.0.1.mpack in Xamarin on Mac OS x
The issue is that that version of the template is not compatible with the version of Xamarian Studio you have installed. Until the newest version of Xamarian Studio is released for Mac, you won't be able to install that template.
However, you can download the template from here. It is compatible with the Mac OS X build version 5.5.2 of Xamarian Studio.

Xamarin.iOS: Deploying to device fails with "failed to acquire command execution log"

My iOS app built in Visual Studio with a Xamarin Mac build host runs on the iOS simulator but does not deploy to the device. The Mac server log shows this:
[2013-07-30 13:28:45.7] Handling with command: [Build: CommmandUrl=Build] (20)
[2013-07-30 13:28:45.7] Attempting to acquire command execution lock, timeout set to 00:10:00
[2013-07-30 13:30:56.4] Error: Failed to acquire command execution log, the request timed out
[2013-07-30 13:30:56.4] Command [Build: CommmandUrl=Build] finished (17)
Incidentally, is that a typo in line 3 - shouldn't it read "lock" not "log"?
We are using Xamarin Studio 4.0.10 (build 7), Xamarin.iOS 6.4.0.2 (Business Edition), XCode 4.6.2 (2067.2) Build 4H1003.
What is the cause of this error, and how can we get past it?
After talking with Xamarin folks I was told that a fix was included in the Beta for Xamarin.iOS 6.4.1. I switched my Xamarin Studio to the Beta Channel (via the update dialog) and am now able to deploy as before.

Android SDK: How to set up old versions? eg. gingerbread

my goal here is to run an android emulator with various old versions of Android to test web apps. I am an android newbie. I have a Nexus 7 with Jellybean. The bugs on the web apps are reported in older versions.
So far I have;
Installed Android SDK on a Windows 8 desktop, created and run emulators but it's limited to Android 4.2 only (Jellybean)
I think the next step is to run the SDK Manager -- Ecplipse > Window > Android SDK Manager
Doing this reports that the Manager will show shortly -- nothing happens. In the console I get this error;
[2013-02-09 16:31:49 - SDK Manager] [SDK Manager] \adt-bundle-windows-x86_64\sdk\tools\lib\\find_java.exe was unexpected at this time.
Running find_java.exe from the command line gives:
D:\Program Files (x86)\adt-bundle-windows-x86_64>sdk\tools\lib\\find_java.exe
C:\Program Files\Java\jre7\bin\java.exe
D:\Program Files (x86)\adt-bundle-windows-x86_64>where java
C:\Program Files\Java\jre7\bin\java.exe
C:\Windows\System32\java.exe
I have updated the PATH environment var to include the jre7 directory as above, and added a ANDROID_SDK_HOME as D:\Users\myuser_000\Documents\Workspace -- devices I create appear in a .android\avd sub-directory.
I am running the SDK on Windows 8, installed in D:\Program Files (x86)\adt-bundle-windows-x86_64
Is running the SDK Manager the correct action?
Any ideas what would cause the SDK Manager not to display?
Thank you!
The error was in the android.bat file.
I edited the following to comment out the call to find_java.bat and hard coded to my installed version of Java.
rem Check we have a valid Java.exe in the path.
set java_exe="C:\Program Files\Java\jre7\bin\java"
rem call lib\find_java.bat
Hope this helps someone in the future.
Something that may have complicated the issue was windows 8 catching android.bat as an unsafe program and automatically stopping it. I saw this when manually trying to run the batch file.

Nsight Eclipse Edition not finding nvcc

I just installed CUDA 5.0 Preview (Mac OS X Lion) and I'm having trouble with Nsight.
The toolkit seems to be installed correctly. (Driver loads, nvcc -V works in bash, samples work fine).
When I create a new project I get warnings:
Error launching external scanner info generator (nvcc -dryrun ...)
Program 'nvcc' is not found in $PATH
In Preferences -> CUDA Toolkit I get no CUDA-compatible devices detected. Which is strange because I have nVidia GT 650M on my machine. So why doesn't Nsight recognize it?
If I try to build a project I get 2 errors:
/bin/sh: nvcc: command not found
make: * [src/test.o] Error 127
How do you start Nsight? Do you use /usr/local/cuda/bin/nsight? Unfortunately, it is not currently possible to launch Nsight by double-clinking the application on Mac OS X.
In the CUDA 5.0 Preview build we had a bug when shell script did not properly setup paths. This is how this script looks like in latest internal toolkit builds (you may need to adjust paths depending on your toolkit install location - in the final release installer will handle it):
#!/bin/sh
PATH="$PATH:/Developer/NVIDIA/CUDA-5.0/bin" DYLD_LIBRARY_PATH="$DYLD_LIBRARY_PATH:/Developer/NVIDIA/CUDA-5.0/lib" "/Developer/NVIDIA/CUDA-5.0/libnsight/nsight.app/Contents/MacOS/nsight" $#