VS deploy looking for WP device instead of W10M - visual-studio

I've been trying to deploy my UWP app on a W10M phone via a USB connection, but VS is trying to deploy it into a WP8.1 device, which as expected, fails. The following are informative about the situation:
The app is being compiled with a target of Creators Update 1703 (b15063), and a minimum of November Update 1511 (b10586).
The app is not migrated from a WP8.1 project.
The target device OS version is 10.0.15063.297 (Insider).
Development tools are on, tried re-enabling it, no change of weather.
Tried both USB 3 and USB 2, neither are working.
The phone is visible to my PC, both in the device manager and the file explorer, and it's fully functional for data transport.
The interop is not unlocked, but New Capability Engine, Full Filesystem Access is unlocked, and the original NDTKSvc is restored.
The IDE is Visual Studio Community 2017 (15.1).
This is the first error message:
And so is the output: DEP6200: Bootstrapping failed. Device cannot be found. SmartDeviceException - Deployment failed because no device was detected. Make sure a device is connected and powered on. [0x80131500]
Thanks.

Related

Deploy/debug app to windows 10 mobile phone via USB

I'm trying to create an UWP app for some old windows 10 mobile phones and deploy/debug them via USB.
I'm using Visual Studio 2017 and have set the target version to Build 10586 (to stay below 14393).
When I try to debug (freshly created UWP blank app, settings: Debug, ARM, Device), the deployment fails with this error:
DEP0100: Please ensure that target device has developer mode enabled.
Could not obtain a developer license due to error 800704C7.
Just before the failure the developer settings of my local machine pop up, so I have the feeling it is trying to deploy to my local windows 10 machine instead of the phone.

Why am I having trouble with the Android Emulator in VS Comm 2017?

I was having trouble using the Android emulator in Visual Studio Community 2017 and I decided to create a blank project to see if it will run. I get this error message when attempting to run it in the Live Xamarin Player:
Starting Android Emulator Android_Accelerated_x86_Nougat...
Failed to boot Android device emulator-5554...
Unable to deploy to Android_Accelerated_x86_Nougat, please ensure the Xamarin
Live Player app is open and the device is on the same network as Visual Studio.
Why would I have trouble running the emulator in a fresh blank project when I didn't even write a single line of code? Thanks for your help.
UPDATE: So I installed the latest Android SDK 8.0 along with they system image and tried to create a virtual device that uses it. But the Android Virtual Device Manager shows a, 'No system images installed' message when I selected the 8.0 framework. So I installed an earlier version of the SDK along with a system image (5) and was able to create a virtual device with it. So another question is why wouldn't the system images show up for the 8.0 framework?
The $(TargetFrameworkVersion) for Xamarin.Forms.Platform.Android.dll
(vv8.0) is greater than the $(TargetFrameworkVersion) for your project
(v7.1). You need to increase the $(TargetFrameworkVersion) for your
project
This means the Xamarin.Forms library is targeting Android 8.0 (API level 26) but your project is setup for Android 7.1 (API level 25). You can't change the Xamarin.Forms target version without downgrading, but you can change your project target version easily. You can learn more about these concepts from Xamarin. Be aware some of the details of that Xamarin blog post are already out of date!
There is another nice blog post from Xamarin which can walk you through the process of setting your system up for Android 8.0 API level 26. It's normally not this complicated, but Google changed their SDK tools internally between 25 and 26 in very major ways. They changed from GUI tools to command line tools.
You'll probably also want to get the (in preview) Xamarin Android Device Manager if you don't have a physical device to test with. This Xamarin Android Device Manager tool is the only way to create and configure API 26 and higher emulators without using the Google command line tools.
It seems as though Google has gotten rid of the GUI apps that manage the SDK and Virtual Devices in the latest version, so when you try to create a new virtual device with 8.0 it's not compatible with the GUI tools. Until Xamarin releases a GUI tool to replace them we can use the command-line to manage the SDK and virtual devices.
https://learn.microsoft.com/en-us/xamarin/android/troubleshooting/sdk-cli-tooling-changes
https://developer.android.com/studio/command-line/avdmanager.html

Xamarin workflow on Windows

I'm aware that a Mac or a Mac service e.g. MacInCloud.com is necessary for building and submitting iOS apps.
My question is about the actual workflow of building an app on Windows using Xamarin on Visual Studio 2017.
We need to write code, test and debug throughout development cycle. How does this work with Xamarin running on Windows? How would I actually see what my mobile app looks like or behaves during the actual development cycle?
While developing my web apps in Visual Studio, there are many trips back and forth to the browsers and back to VS in order for me to see the results of my code. How does this work with Xamarin running on Windows? Is Xamarin Live Player the only option for development cycle? Is there a solution through MacInCloud or similar services so that tethering a device to dev machine is not necessary?
I'm just trying to understand how a healthy development cycle is created for Xamarin developers on Windows.
I will answer your question in few section: Coding, Debug, Test
Coding
You will be using Visual Studio to write your codes. iOS and Android code will be written in C#. You will get access to UI Designer for both iOS and Android to edit the layout files and storyboard/xibs. For 3rd party library, there is NuGet to serve your needs.
Debug
You can use Xamarin Live Player without connection to a Mac/MacInCloud for basic preview. However, some features of iOS is not available in Xamarin Live Player (e.g. xibs files not supported...).
If you setup with connection to a Mac, you will be able to see a list of Simulator that available in the Mac you connected to. By default, if you debug it, the simulator will still show up in the Mac. Then you will need to VMWare or remote into the Mac to check the simulator output. If you have Visual Studio Enterprise license, you can get access to a Remote iOS Simulator feature. You will need to turn the option ON. After that, you will able to see a remote iOS Simulator showing in your Windows machine without the needs to remote into Mac machine anymore. For debugging in actual iOS devices, you will still need to plug your device into the Mac. Previously (more than 1 years ago), Xamarin announce that they are working on "iOS USB remoting" to allow you to plug in iOS device into Windows machine and debug on it. But it is not release until now.
For Android, you can get access to Android Emulator Manager to add emulator to debug or you can deploy apps to physical phone just like what you can do with Android Studio.
Test
I will be referring to Xamarin.UITest for this part. You will be able to write UITest code in C# inside Visual Studio. Xamarin have product "Xamarin Test Cloud" to allow you to upload test code and binary and then run your test in cloud periodically. If you want to run the test locally in your machine, you will only able to run Android UITest in windows machine. To run iOS UITest locally, you will only able to run it in Mac machine. Using a Mac, you can also run Android UITest.
You can use a simulator/emulator instead of a device. For iOS, the simulator would run on the Mac Build Host that you are connected to. You can select the option for "Remote iOS simulator" in Visual Studio -> Xamarin.iOS options and you'll be able to interact with the simulator without having to RDP/VNC/look at the mac. For android, you can just run an emulator in Window and interact with it like that. Using your web apps comparison, you would use a simulator/emulator instead of browser but, for the most part, the process would be similar.
I have been developing a Xamarin MVVM app targeted at iOS and Android. I initially did the iOS development on Windows with VS 2022 and an iPhone attached via USB. I knew that I was going to have to eventually move to the Mac for final provisioning but I ended up taking that painful step earlier than planned because certain Xamarin features were just not working on Windows. First I could not get my app icon to be anything other than the Xamarin default and then Xamarin.Essentials.FilePicker would not select a file:
https://github.com/xamarin/Essentials/issues/1710
So after a week of struggling I finally got my project building and deploying on the Mac. However, I am not nearly as comfortable working on the Mac as I am on Windows where I have all my familiar development tools. So then the question was how to share the project files between the PC and the Mac so that I could edit and compile on the PC and then move to the Mac for final testing.
At first I tried iCloud but I could never get the files to sync reliably between the shared folder on the PC and the Mac. I am used to Dropbox and OneDrive, which work as expected. iCloud not so much.
So what I have been doing is committing and pushing the changes to github and then pulling the changes into the project on the Mac. It is quick and has the added benefit of version control using an offsite server. I am happy with this workflow and publishing the app on the Apple Store should be an easy task when that time comes.
Update:
This process is still working for me. I have taken the additional step of doing the release configuration on VS Mac and publishing my app to App Store Connect. That experience was convoluted and frustrating but it now works and I have people testing my app via TestFlight.
One hiccup is that when selecting Automatic iOS Bundle Signing in the project properties on VS Windows, this change gets pushed to the Mac side and causes a build error under Debug until I select the Automatic provisioning profile on the Mac. Somehow it gets set to the Wildcard profile on the Windows side.

DEP3316 Error - Cannot deploy to Win10 Phone from Visual Studio 2015

I am unable to deploy an application via Visual Studio 2015 Update 2 to my Lumia 650. In the past it was possible but now I get the following error indicating to change the build configuration of a project or add an ARM device.
The build config is set to 'ARM', the device is connected via USB and my configuration manager looks like this.
The platform targets seem correct, so the config setting 'ARM' points to the platform target 'ARM'. I can run the app on my local computer, but I cannot deploy it to my phone. I also can't run the app in an emulator because if I choose the setting, VS does not change the caption and accept it. I don't have any more ideas.
If it helps I could provide my .sln file with all build configurations if desired. The only thing I did was checking out my source code to a new location on my hard drive. Since then I couldn't deploy anymore. Someone got any hints?
UPDATE:
I cannot deploy to my phone, run the app in an emulator or run the app in the simulator. The only thing that works is running on the local machine. Even all new apps I create cannot be deployed or run in an emulator or simulator. Visual Studio and SDK repair installation was made, no notable change.
If I load an old Windows Phone 8.1 RT or Silverlight project everything works normally, I can use the emulator and I can deploy it to the phone.
Right click your app in VS -> Properties -> Debugging
There is a combo box to select the target device. In my case there was no selection and I chose 'Device'. Now it works again.
https://dotblogs.com.tw/billchung/2016/04/03/051455

Unable to debug UWP app in Visual Studio 2015 on a device from VMWare Fusion

I am implementing a Xamarin app for UWP (and Android and iOS). I'm using VS2015 in VMWare Fusion VM on a Macbook Pro. I am able to build and debug the UWP app in an Emulator without any problems. However I am not able to deploy and debug to a connected Lumia 950 phone over USB. The deployment starts and fails after a while with the message: DEP0001: Unexpected Error -2147023436.
It looks to me as if the file transfer over the USB is not working - however the device is connected and I can communicate with it from the virtual machine.
I have tried a lot, such as using the WinAppDeployCmd.exe command line tool to deploy to the phone. It recognizes the device and starts the package upload and then hangs.
Anybody had the same problem?

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