I'm trying to upload an iphone application to device anywhere studio.
But when im clicking on the "Data cable" button to deliver my application, it gives me this error:
Unable to upload application(error code:ensemble_error_unknown_error).
I'm following all steps correctly as given in this forum post
Where im gonig wrong?
you have to send the zip file to device anywhere friend. have you ever work before on device anywhere ?? first you have to allocate or reserve a device then that zip is added to your application so you can test it..
Were you able to resolve the issue, for the error, you need to configure/update your ensemble server address in Device Anywhere Studio. Get in touch with the customer support to check for the ensemble server address you are using is correct.
-Prasad
Related
I'm trying to get ChromeCast working in my swift app using google-cast-sdk. When I found it was not working, I tried the demo app (CastVideos-ios) and got the exact same results (ie. does not connect).
I changed the bundle identifier of the CastVideos-Swift app to my bundle ID so I could run it on my device. I double-checked my App ID in the iOS Dev portal has the WiFi capability enabled, and of course it is enabled in the Xcode project file in both the CastVideos-swift demo, and in my own app.
Additionally, I have verified many times that my iPhone is on the same WiFI network as the ChromeCast device connected to my TV. I have tested the ChromeCast device using the YouTube App - works perfectly. When I tap the ChromeCast button in the YouTube app, it just throws to my "Living Room TV" - doesn't even ask me, I guess because there is only 1 CC device.
When I run the CastVideos-swift demo app (or my app) and I tap the ChromeCast button, I get a popup asking me to choose, and there is ONLY one option "Nearby Device" - from what I read, this seems to indicate that there is already a problem, that the app is treating my CC device like a "Guest" as if it were on a different WiFi, but its not (and again, YouTube app works) - so, I tap Nearby Devices and the Connect fails so I put in the code. Nothing happens in the app or TV, the debugger shows this error:
[GCKCastDeviceController notifyDidFailToConnectToApplicationWithError:], message: Failed to connect to app with error: Error Domain=com.google.cast.GCKError Code=20 "Application was not found" UserInfo={NSLocalizedDescription=Application was not found}
Additionally, it may be important (or not) but I am seeing this message in the logger also, before the failed to connect.
[GCKNNetworkUtils getTwoLowerBytesFromNetworkAddress:], message: Invalid network address
Finally, I find it fascinating that when I connect with YouTube app and cast a video - and then switch to the CastVideos-Swift demo, when I tap the CC button, instead of saying "Nearby devices" it correctly says "Living Room TV" and below that in parenthesis it says "Youtube" - which appears to indicate that it is aware that the YouTube app is currently casting to this device) - and YET, when I tap the Living Room TV device, I get the exact same error (the YouTube streaming continues to play without interruption).
My best idea is that it has something to do with my App ID since i used the same bundle ID for the demo app as my own app. But, except for turning on the WiFi capability, I cant think of anything else which would make it fail that I have read so far.
Note that I read that the YouTube app is not a good test of discoverability (it has access to internal APIs?) - I tried another app which was ChromeCast enabled, and it worked perfectly, no guest mode login, just asked me to pick "Living Room TV" and it worked fine.
Maybe someone here has seen this before? Thanks in advance.
Sadly, it turned out to be a bogus google cast app ID I was given by the project owner.
I am writing an app in order to automate the process of connecting an Apple mobile device to a wifi network and downloading configuration profiles to the device. Since it is being automated (by something such as Native Driver), all of the functions need to be controlled by the app itself, not sent to another app such as Settings or Safari.
I am already using Apple80211 private framework to connect to a wifi network as well as UIWebView in place of a browser in order to navigate to a specific webpage. Once I navigate to this webpage, my server will send the mobile device a .mobileconfig file in order to install a configuration profile. I haven't been able to find a clear answer on how to handle this .mobileconfig file once it is sent by the server. I have read in a few different places that UIWebView cannot handle the .mobileconfig file once it is sent. What would be the best way to handle this file when it is sent?
Also, once it is sent, and granted that something can handle the file, is there a way to install the configuration profile programmatically without the need for user input? i.e. are there any public or private frameworks that I can implement in order to install the configuration profile "behind the scenes?"
This app is only ever going to be used for testing purposes, and will only ever live on a handful of devices. Thanks in advance, any help will be much appreciated.
I tried a similar thing to do.
Unfortunately I didn't get it running with the UIWebView, but with switching to the Safari it worked:
Switch to safari, let the user install the config and send him back to your app. Just register to a custom URL Scheme like "yourapp://" and add a link to this URL in the HTML.
I've run into a funny problem. Our app, which was working prior to Saturday, can't connect to the server to get the necessary data. The server is fine, everything is up and running and I have rebooted it. The Support Tech has said the same. So it points to either the code having something that didn't change, or the ip/database info changed and the code is using the old info; as far as I know, we've changed nothing. Will I have to check the code?(I didn't write it, someone was hired to do it) or is there something else that could be causing the problem?
The error message:
"The app is currently unable to connect to the server. Please try again."
It's a very unspecific error message so I'm assuming the developers of the app put that specific message in themselves.
Assuming you have the app on an iPhone you may be able to diagnose (but not necessarily fix) this without getting into the code. Download Fiddler and use this tutorial to setup the iPhone so you can watch the network traffic. This will allow you to see exactly what requests the app is making to the server and you may be able to figure out the problem. Either your request isn't making it to the server or the server is returning an error message. Either way Fiddler should be able to give you that answer.
EDIT:
HTTP Scoop is a pretty easy to use client for the Mac that does what Fiddler does for PC. You can use it for free for 2 weeks so that should be enough to help you out.
Charles would also work. I know you can get a free trial for that as well.
I can successfully open the serial port of iPhone/iPad in lower version than iOs 5. with the use of
open("/dev/tty.iap", O_RDWR | O_NOCTTY | O_ASYNC))
but i got error "Operation not permitted" in iOS 5 .
(I used the Serial Programming for communicating accessory and iPhone)
Is there any one have idea about this.
Thanks.
Since it also doesn't work for me I think Apple blocked serial access on iOS5+. Stefan Esser (#i0n1c on twitter) just had a talk about this at a security conference. I'm waiting for the slides so then we know what happened to serial
Not sure if you got this working, but from what I have read you can not access the iPhone's serial port for communication while your app is in the sandbox. By sandbox, I mean when you click "run" in Xcode and transfer your app to your iDevice the app lives in a sandbox environment. This environment prohibits your app from accessing things such /dev/tty.iap the serial port within the dock connector. One solution I have read is to copy your app /Applications/which is a link to the location /var/stash/Applications.XXXXXX/ which should take your app out the sandbox environment, and give it access to /dev/tty.iap Let me know if this works for you as this is something I am eventually going to have to do with the app I am developing.
I got the same error and was able to solve it by putting the app in the directory where Cydia apps go rather than where Xcode automatically puts it (Found this hint in the second link in this related/identical post).
Your mobile device has encountered an unexpected error(0xE800002E)
Try disconnecting and powering off the device;then power the device on and reconnect it.
I received these message so many times. How can I fix it?
Although you can see this error when you connect in XCode, it is not actually an Xcode defect.
See this thread at Apple's discussion boards. You basically need to reset you phone. I'm not sure but Ithink there may be a link between seeing this error and using your phone for development but I have no concrete evidence.
I find that if I plug my device in and its set to automatically run iPhoto - then you must let iPhoto load and let it try to sync photos before you quit it. Then you should be able to use XCode to load an application on to your phone.
If you do get the error - unplug the device, turn it off and then back on, and that usually clears up the problem