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

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

Related

Deploy options column greyed out, and no platform choices to deploy - Visual Studio 2022, Hololens 1, Unity 2021

I'm having an issue with VS where I can't select a platform to deploy to, or set any deploy options.
I'm trying to deploy a Unity (2021.1.16f) build to Hololens 1 via Visual Studio 2022.
Here are my Unity build settings:
But when I open the project in VS, I can't select a deploy platform (start is the only option).
And, the deploy checkbox is disabled in the config manager menu.
I've triple checked that the project that shares a name w/ my Unity scene is set as the startup project, and that hasn't helped.
Anyone ever run into this?
First of all, for HoloLens 1 development, the Unity 2019.4 LTS is recommended.
But when I open the project in VS, I can't select a deploy platform (start is the only option)
Please make sure the best matched VS version and components listed in this doc is installed.
Note about HoloLens (1st gen) and desktop Windows Mixed Reality
headsets: If you are only developing applications for desktop Windows
Mixed Reality headsets or HoloLens (1st gen), you can use Visual
Studio 2017 and use the Windows SDK installed by it.
In terms of the HoloLens 1 app deployment setting in Visual Studio, normally we will use the following ways:
Remote connection and deployment.
Ensure dev PC and HoloLens device in the same local network, follow this doc to deply your app:
Remote connection
Deploy app via USB cable. Please check out the doc
Deploying an app to the HoloLens (1st gen) Emulator

Microsoft visual studio doesn't show any android emulator or physical device for Xamarin project

I have a xamarin project and i want to debug it, but visual studio doesn't show any emulator or physical device.
this is the menu
I wanted to restart adb from tools > android but it's disabled. but when I open a non xamarin project (for example a web porject) this options is enabled.
I can see my device in cmd with command adb devices and in android studio, every thing is fine and I can deploy some java application to my phone.
do you have Any idea?
Update
I created new project and in this new project, every thing is fine and I can debug with my phone or emulators.
but in my existing project which I'm currently working on, there is no device in list.
It happened to me just now using vs 2019, to fix this, manually remove obj and bin folders restart vs, and that's all :)

how to add windows phone emulator to the uwp project

Now I'm updating someone's UWP project.
I use Visual Studio 2017 on windows 10 64bit.
Building is successful.
But When I run this project, I got an error.
DEP6200: Bootstrapping failed.Device cannot be found.
SmartDeviceException - Deployment failed because no device was
detected.
I think, the reason is that I didn't use real windows phone.
So that I wanted to use windows phone emulator.
But I don't know how to add emulator to running option.
When I created new UWP project, I could find emulators which are connect to that project.
Anyone solved this issue?
You have to install Emulators.
Please take a look at this page and download them Windows Emulator archive .
Simply choose your emulator version that you want to debug your app and then Click INSTALL EMULATOR , After installation Restart Visual Studio .
To use emulator there are some prerequest, you can check it from here.
That's to say, first ,you need to make sure you followed the system requirements.
Then you have to install emulator like MKH said. And at last, set the CPU to ARM and choose the emulator you need, run the project and you will see the result.

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.

Error message: "ensure that the target device screen is unlocked" when using emulator

Anyone knows why I get the error message when debugging on emulator : "the application could not be launched for debugging. Ensure that the target device screen is unlocked and that the application is installed." while Developing in Visual Studio 2010.
I've Googled it through and try the solution, but still not fixed my problem.
Btw, my solution type is SLXNA so, there are 3 projects in there, the main project, lib project, and libcontent project.
What I've tried :
Set the main project as the startup project
Checked the build and deploy check box for the main project and checked the build checkbox for the lib project
Change active solution platform to Windows phone
Rebuild solution
But it's still didn't fixed the problem
But when I debug it on device, it runs smoothly
Anyone knows how to fix this?
Make sure that the project you want to run is set a default Startup
project
Make sure that in dropdown on top you have selected "Windows Phone
Emulator", not "Windows Phone Device"
And the most important is: click on an arrow pointing down near
the Debug/Release configuration and open Configuration Manager...
Make sure that the checkbox is checked in a column "Deploy" next
to your project name.
good news : i've solved this by simply installing the windows phone sdk 7.1.1
In case some WP8 developers stumble upon this:
I've seen the exact same error message on VS 2012 with a WP8 app. However, it worked when I switched to Visual Studio Express for Windows Phone (comes with the SDK).

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