I developed a simple application on Kony and while launching the application it shows the message "Waiting for device". How can I solve it?
Just "wake" your device by unlocking it, touching its screen or going to home screen.
This message is shown when there are no devices/emulators connected to install the application.
You can check if any device/emulator connected by using the below command in Windows command prompt.
adb devices
If the above command lists any device/emulator then you wont see the error.
If the physical device is already connect via USB, the you can check whether the developer option and USB debugging is enabled in you android device.
How to enable developer option?
Hope this helps!
Related
When debugging in Unity Editor I can see the Debug.Log() output in the Console, which is great. However, when connecting MonoDevelop to a device I don't know where to find this output. It is not in the "Application Output" window. Breakpoints, variables, stack - all works fine. Is there a way to see the debug output in MonoDevelop?
Is there anything better then this answer suggests? Debug/Trace output in MonoDevelop
1) Enable "USB debugging" on your device and connect the device to your development machine via USB cable. Ensure your device is on the same subnet mask and gateway as your development machine. Also, make sure there are no other active network connections on the device (i.e. disable data access over mobile/cellular network).
2) On your development machine, open up your terminal/cmd and navigate to the location of the ADB. You can find the ADB tool in /platform-tools/
3) Restart host ADB in TCP/IP mode with the following command:
adb tcpip 5555
This should produce the following output:
restarting in TCP mode port: 5555
This will have enabled ADB over TCP/IP using port 5555. If port 5555 is unavailable, you should use a different port.
(See http://developer.android.com/tools/help/adb.html)
4) Find out the IP address of your Android device (Settings -> About -> Status) and input the following command:
adb connect DEVICEIPADDRESS
(DEVICEIPADDRESS is the actual IP address of your Android device)
This should produce the following output:
connected to DEVICEIPADDRESS:5555
5) Ensure that your device is recognised by inputting the following command:
adb devices
This should produce the following output:
List of devices attached
DEVICEIPADDRESS:5555 device
6) Build and run your Unity application to the device. Ensure you build your application with Development Build flag enabled and Script Debugging turned on.
7) The device no longer needs to be connected to your development machine via USB.
8) Finally, while the application is running on your device, open your script in MonoDevelop, add a breakpoint, select "Run" -> "Attach to Process" and select your device from the list. (Note that it might take a few seconds for the device to appear in the list. It may not appear in the list if the application is not running or if the device's display goes to sleep).
For some more details and for troubleshooting, see the Wireless Usage section in the Android developers guide for the ADB: http://developer.android.com/tools/help/adb.html#wireless
NB:
The device sends multicast messages and the editor and MonoDevelop subscribe/listen for them. For this to work, your network will need to be setup correctly for Multicasting.
Taken From here
There are other ways also to debug your application in terminal
******************* On MacOS ***************************
Start Terminal from launchpad
First Method
Turn USB Debugging on, on your android device
Connect the android device through usb cable
Go to “platform-tools” folder in Adroid sdk folder by using “cd”
command
Connect the android device through usb cable
type “adb devices” in terminal it will print the list of devices
attached
type “adb logcat -s Unity ActivityManager PackageManager dalvikvm
DEBUG” to see logcat of only unity related stuffs
Second Method
creating an environment variable to access ADB directly
Go to your home directory by typing “cd ~”
Type touch .profile this will create a hidden file named profile
Type open -e .profile this will open the file you just created in
TextEdit
In the file, type export
PATH=${PATH}:/AndroidSdkPath/android-sdk-mac_86/platform-tools
Save file, close TextEdit, Quit Terminal, and Relaunch Terminal
Turn USB Debugging on, on your android device
Connect the android device through usb cable
type “adb devices” in terminal it will print the list of devices
attached
type “adb logcat -s Unity ActivityManager PackageManager dalvikvm
DEBUG” to see logcat of only unity related stuffs
Now you can start your app/game on the target device and Terminal will log all the activities of your app.
Solved!
Install "Visual Studio Community 2015" - Free to use
Install "VS tools for Unity" https://www.visualstudio.com/en-us/features/unitytools-vs.aspx - Free!
Add Package in Unity as explained https://msdn.microsoft.com/en-us/library/dn940025.aspx
Run, attach the debugger and look into the "Error List" window - Log message will appear there as "Messages".
Should the above does not work, check this: https://msdn.microsoft.com/en-us/library/dn940025.aspx , in particular: "Took a while but finally found a very simple thing that I was not aware of - being a newbie - There is a filter button on the error list, which didn't look like it was clickable, so I clicked that and messages are now coming through, who knew?"
I enabled debugging over bluetooth on my Moto 360
and enabled Android Wear app on my Nexus4.
Status displays target : disconnected
Forwarding the port from my computer shows the status host will be changed to connected, but the target status remains disconnected.
I toggled debug via the bluetooth switch which had no effect.
My phone is a Nexus 4. Is there a problem with my phone or the Moto 360?
I eventually managed to get it working. The issue seems to be related to having paired your device with an emulator first. Take a look at this post to see how I fixed it: http://melix.github.io/blog/2014/10/android-moto360.html
open the applications settings, search for the Android Wear application, then force stop it
clear its data and cache
Search for Google Play Services
Click on Manage space. Delete all data.
reboot your phone
reset your Moto 360
Pair watch with phone
Following the instructions from android.com https://developer.android.com/training/wearables/apps/bt-debugging.html to setup debugging and it should work now.
Done.
I tried it on a Sony z1.
It succeeded without any problems.
So, maybe it's not supported perfectly in Nexus 4.
If you have the same problem, I suggest using another device.
I fixed without factory reset with these steps
-Force stop android wear application and clear cache
-Disconnect emulator on android wear app
-Forget emulator on android wear app
-Connect your real device via bluetooth
-Open debugging over bluetooth
Make sure that debugging options are also active in android wear device
Run this commands in command window:
adb forward tcp:4444 localabstract:/adb-hub
adb connect localhost:4444
I have an app installed on Android Wear Emulator that I can directly run from Start->MyApp. However when I want to start it with voice command i.e. Start MyApp, it keeps waiting for something but does not complete. What could be reason for this?
There is a limitation of the current emulator that it does not support voice actions via the keyboard, even though the text appears on the display. You will need to start the application by clicking on the display, then the red G, and then going to the start menu and picking the app from there. You can also quickly start the application using something like this from your development machine:
adb shell am start -n com.example.android.test/.TestActivity
The watch needs to be connected to a phone (device or emulator) with an internet connection for the voice commands to work.
I've started yesterday afternoon studying WP7, so be patient.
I've just created my first test app, registered as developer on AppHub, connected my phone with Zune, registered my phone in my AppHub profile (I can see it in my devices section) and compiled my app.
When I try to transfer my app into phone (using Application Deployment Tool as described here) I get an error that can be traslated as
Unable to connect to device because it's locked by pin
But my device has not any pin (or I don't know to have one) and it doesn't show anything on screen.
What could/should I do?
UPDATE:
Zune is running: if I try I get the error
I close Zune and run WPConnect: my device is connected but the error is the same
When deploying the app, make sure the phone screen is unlocked.
Additinal info: If you are developing from Desktop PC, sometimes connecting from front USB panel wont work.
You can't deploy while the screen lock is active, so try swiping up the lock screen before deploying.
I've developed an application for Windows Phone, and it runs well on emulator. But I want to debug the application on my phone, the samsung Omnia 7, so I changed the target from "Windows Phone Emulator" to "Windows Phone Device" in Visual Studio 2010, and hit the run button.
Then I got the error message says: "The application could not be launched for debugging. Ensure that the target device screen is unlocked and that the application is installed."
Well, I DID unlock the screen and actually, the application IS installed on my device, but the only problem is that, I can not debug it.
I've been googling around, but no good. And the OS version of my rom is 7.10.7720.68, I'm using Omnia 7, which has already been verified with my developer ID.
Anyone encountered with the same situation? Any advice?
Thanks in advance!!!
At first you need confirm did you run Zune Application and make sure your Windows phone Device have connected status then click debug button.
second。if have been set password about your start screen. when get be debuy operator before you need make your deveice at Start Screen。
three。 debug Windows phone it was need you have use Developer Account have unlock your Device already.
there all core three step。,