App Launch: The Huawei Lite Simulator supports only Lite projects - huawei-developers

When trying to run my test app on a HVD emulator, I get the following error message:
App Launch: The Huawei Lite Simulator supports only Lite projects.
Meanwhile I've realized, that currently one can only use hardware or a remote emulator for such a project. But when trying to set this up, the Harmony OS Virtual Device Manager responds with 404:
Is there anything to do about it?

I haven't tried with DevEco Studio on Windows so far, but with Android Studio on Linux, which appears to be functioning now.
With HMS Toolkit version 1.0.5, it will ask for Huawei ID and then also lists devices in Düsseldorf or Ireland (where the one is a city and the other a country). However, there are currently only EMUI ROM available. It integrates better than before, but without an HarmonyOS 2.0 ROM, it still doesn't provide the expected environment.

Related

Can't run app on Huawei lite wearable (GT2 PRO): API error when installing on device

I am trying to write an app for my GT2 Pro but when I try to install my app with Huawei DevEco Assistant, it gives me the following error:
Installation failed: 47. Invalid value entered for app.apiVersion
Here is the steps I did:
I created a [Lite] JS project.
I signed the app without any changes on project.
I built a signed hap and copied it to the haps directory on the phone.
I tried to install app via DevEco Assistant.
DevEco Studio details:
DevEco Studio 2.1.0.501 with api 4-5
DevEco Studio 3.1.0.100 with api 4-7
I assume you followed the process for debugging your app on GT2 Pro at https://developer.huawei.com/consumer/en/doc/distribution/app/agc-help-harmonyos-debugapp-manual-0000001177608893, especially on Sports watches section.
What's the software version in the GT2 Pro? If it has been upgraded to the latest version, you need to check the build.gradle file and ensure the SDK version is correct. For the lite-wearable device, the compatible API 4 and target API 5 are recommended. You may set API 4 for both or API 3 and API 4, depending on HarmonyOS version in your device. You also need to make sure the API configuration is consistent in the config.json file if the "apiVersion" is configured. In addition, you should use the official released DevEco Studio such as version 3.0 or version 2.1 for your app development and debugging.

Agora Device manager creation failure in Unity mobile version

Hellow
I tried to get device information from mobile build version with Unity framework.
Calling the CreateAVideoDeviceManager(), CreateAAudioRecordingDeviceManager(), CreateAAudioPlaybackDeviceManager() apis always results in false. So the device information cannot be displayed.
However, in the standalone version, it works normally.
Do you have any solution for the above issue?
VideoDeviceManager and AudioDeviceManager are designed for standalone desktop environment only. It is in the documentation.

Windows Visual Studio 2019 doesn't detect iphone XR iOS 13.4.1

I'm new to xamarin. I wrote a simple "Hello World" app using VS 2019 on Windows 10 which runs successfully on the emulators. I have an iMAC on my network and it is successfully connected to my Windows visual studio on Win10 machine. No update warnings or mismatch version error message(s) during the paring of the Windows VS to the remote iMac. On my list of emulators, I have a long list of emulators and "Remote Device" option. All in all, all is well when I work with the emulators.
Now, when I connect my iPhone XR (iOS 13.4.1) using USB to my VS 2019 on Win10, the expected result would be that my device would show up along side of all the emulators so that I can deploy to the device for debugging. My first question is whether or not that is the right assumption. If it is, then in my case that doesn't happen. When I start iTunes program on my Windows machine, it has no issues connecting to my iphone (I can do backup, restore, etc.). Interestingly, in VS, the Device Log has no issues connecting to the connected iphone either. My phone is listed on the drop down box on the top left hand corner of the screen. At this point, I can only assume that is not a connection issue.
What I'm left with is some kind of mismatch setting on VS 2019 in Win10 or on my connected iphone that is causing VS 2019 on win10 not seeing my usb-connected iphone. Any ideas what setting I should fiddle around with? Thanks in advance.
First option, you need to connect iPhone over USB on Mac device , then you can debug in iPhone device .
Second option ,If Mac device not always around you , you also can connect to iPhone device Over Wifi .
An important part of the developer workflow is deploying to a device. Xcode 9 introduced the option of deploying to an iOS device or Apple TV through a network, rather than having to hardwire your devices every time you want to deploy and debug your app. This feature has been introduced in Visual Studio for Mac 7.4 and Visual Studio 15.6 release.
This guide details how to pair and deploy to a device over the network : https://learn.microsoft.com/en-us/xamarin/ios/deploy-test/wireless-deployment?tabs=windows
Ok, so what you need to do is select "Debug|iPhone" or "Release|iPhone" from the build configuration menu.

Deploying Universal DirectX app to Windows Phone 8.1 device

I have been playing around with DirectX on Windows Phone 8.1 through the Universal App Template and in the process I've noticed that no matter which of my solutions I am opening, whether it be a Universal DirectX template within Visual Studio or code samples from MSDN; whenever I set the default Project in the solution to the Windows Phone 8.1 Project, I dont get an option to deploy to my device(s), instead only the 6 emulators appear.
If I set the default project in the solution to the Windows 8.1 version I am given the option to run on both the device and emulators and if I create a Windows Phone 8.1 DirectX (Silverlight) app it gives me the option to deploy to both the device and emulators. So this problem is only for deploying a DirectX (Universal) app to a Windows Phone 8.1 device
To go a step further, I have tried generating an APPX and manually deploying the DirectX (Universal) app to my various devices, but even though the deployment tool that comes with the 8.1 SDK says that it was successful, it doesn't appear on the devices app lists.
So I want to know, is it even possible to deploy a DirectX (Universal) app to a Windows Phone Device? and if it is possible, how to set up the solution to allow deploying to my Windows Phone devices?
Thank you.
Try this:
create a new universal d3d app
right click the windows phone project and select 'Set as startup
project'
set the solution platform to 'ARM'
The 'Device' option should now be available.
Yes, it is possible to deploy to the phone device.
You need a Windows Phone with 8.1 on it.
Plug it into an enabled USB port.
Unlock the phone. The name of the tool that unlocks the phone is
"Windows Phone Developer Registration (8.1)"; it's available by
searching from the start menu (it isn't listed in the Visual Studio
tools menu).

Ported Android app denied: "process has stopped unexpectedly" (although tested on Dev Alpha)

I have a ported Android game (packaged via Online Packager). The game runs fine on PlayBook (OS 2.0.1) and real Dev Alpha device (OS 10.0.9.388). However it was rejected when tested in AppWorld:
" ... testing your app on the BlackBerry Dev Alpha (OS version 10.0.9.1103). The
application fails to launch and displays the following error message "(process
xxxxxx) has stopped unexpectedly..."
Is there any difference (in terms of Android support) between both Dev Alpha OS builds? How can I get a log of the AppWorld testing?
Thanks.
You can contact the BlackBerry App World team directly for vendor support via the following portal.
Contact App World Vendor Support
https://www.blackberry.com/profile/?eventId=8109
You can also re-test the application using the most recently released version of BlackBerry 10 developer software (10.0.09.1675).
Updating the BlackBerry 10 Dev Alpha Device Software
https://developer.blackberry.com/devzone/blackberry10devalpha/devalpha_update.html