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

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.

Related

total noob with emulator problems

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.

Kinect not being detected on other computers after deployment of UWP

I recently finished to develop a UWP based on the SDK example CameraFrames. On the second screen of this example (and also on my app) you can choose to preview the frames taken by the Kinect v2.0 as shown below.
On the top of the image on the right of "Grupo de fontes" (Source group) I am able to choose between the different cameras that are connected to my PC. The problem comes when I deploy my app to another PC, I am unable to see "Kinect V2 Video Sensor". Thus rendering my app obsolete as it needs to be portable between PCs. I have checked that inside "Package.appxmanifest->Capabilities->Web Cam" checkbox is ticked.
I am out of ideas as I don't have a clue why my app works flawlesly on my computer but not on the rest. If you need any extra info to help me with my problem please let me know.
It is worth noting that on the other PCs that I've tried my app can read frames via Kinect Studio or MatLab.
Inside "Camera privacy settings" my app has privileges to use the camera.
Thank you in advance.
Update due to Nico Zhu's comment
My OS is Windows 10 and my target version is "10.0.16299.0". I have downloading and deploying CameraFrames on the second computer that I'm working with but it doesn't recognize the Kinect as in input source. Even though CameraFrames doesn't work doesn't read anything, I can properly make use of the kinect using Kinect Studio.
It seems that my problem is focused on my second computer not being able to make use of the Kinect on any deployed UWPs. What should I installed in order to make sure that I have all that's needed to properly read from the Kinect?
At the end of a lot of headaches I just needed to upgrade my drivers.

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

Can not get any hear any audio from Android SDK emulator launched from eclipse

I am starting to develop for Android, and I am using Eclipse with the Android plugin and Android SDK.
No matter what I do, I can not get the emulator to make any sound.
I have tried turning on audio in the virtual device setup.
I have also tried various command lines in the run configuration such as:
-audio oss ==== this gets a error message that there is no oss backend defined.
-useaudio === comes up as not a valid option
-audion -winaudio === starts w/o error but still no sound
If I open my windows7 audio controller on my laptop, I see that the android virtual machine gets its own volume slider, but nothing sounds when I move or click on that audio slider. (The other volume sliders produce the normal beep sound.)
I've been searching for "Android emulator no sound" for hours but no luck.
Any ideas?
The issue was not with the emulator not making sound ( as verified by the fact it would not work on my device either ), but a unaccounted problem with the SoundPool class.
I looked in the logcat and found references like "sample 1 not ready". Researching this I finally found a obscure thread in which it was mentioned that it takes some time before sound pool is ready to be used ( and therefore all sounds should be loaded well before they are used ).
I modified my playSound method to monitor the return value of the soundPool.play(...) method call. It returns the id of the running sound stream, or 0 if it failed ( i.e. "sample 1 not ready" ).
What I did was to put it into a loop, and when the return value of the
soundPool.play(...) method call was 0, I had the thread sleep for 1
millisecond, then try again. With this method in place, I now always
get a sound.
As a side note I have also been running tutorials with my SDK set up for Android 2.2 instead of Android 2.3.1, because Android 2.2 is what is installed on my device, a Sprint LG optimus S LS670.
I have ran my modified code on both a Android 2.2 and a Android 2.3.1 Virtual device.
When I run the code on the older Android 2.2 VD, it typically took about 10 to 15 loops ( so a 10 to 15 ms delay ) before the sounspool was ready to play the sound.
When I ran the same code on a Android 2.3.1 VD, the delay was MUCH worse, taking around a 350 ms delay before it would play - yes almost 35 times slower!
When I ran the same code deplyed to my device running Android 2.2, the time delap was about identical to running it on the emulator.

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.