I am new to Microsoft Intune. I successfully enrolled my iOS and Android devices on Microsoft Intune.
I upload an iPA file and Apk file on Microsoft Intune and both are successfully installed on respective device.
Then I wrapped both apps using Microsoft Intune Wrapping Tool for iOS and Android and again upload both the apps. But Now i am unable to install these apps on devices. Apps download starts but at the end of the progress there is a error Failed to download.
Please help me regarding this.
The question is a bit dated, but if this is still an issue, for iOS specifically, try wrapping the application and downloading it again, and as you do that, keep an eye at the log (from Xcode / Window / Devices). You may see some log lines that could indicate what the issue is, or at least get you in the right direction - possibly issues with your certificate, signing, and the like.
Related
I am new in Xamarin Forms, And I have created one sample application in vs 2017 community version 15.9.12, All works fine during dubbing and testing, and it run very fine on emulator. But the problem is after creating APK and trying to install it in other android devices its showing error message, "APK not installed", I have searched a lot, but not able to find any solution, let me share you images what i am trying to do.
Setting Android Minimum And Maximum Version here
Setting Release Option As provided guide on internet
Archiving project
successfully created apk
Created Android Key Store
With save as option created apk and trying to open in other android device
At last I am trying to install created apk in other android devices and its showing error message "APK Not Installed".
Can anyone help?
Thanks In Advance :)
Happy programming.
If you have Signed the Android Application Package, hava a try follow.
Drop the SIGNED APK file onto your phone
Install using the SIGNED APK file
When installing, a PLAY STORE prompt will appear...choose "Install Anyway"
I am trying to create a React Native application for both android and ios. I have a PC with Windows 10 in it. I know that I can only develop android applications because in Windows, there is no SDK's what xcode has.
I wonder that if I could just finish an application in windows and copy the whole project folder then transport it to a MAC after finishing the app. I thought with this way, I could generate an output which is available to upload on AppStore.
Ps. I am aware of the existence of Expo but due to some reasons I wanted to solve this question.
Thank you.
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.
We have developed an Adobe Air application using Adobe Flash Builder 4.6 to be installed on Mac desktop and it is being distributed on our own website rather than on Apple app store. It was getting installed and running without any warning or error on previous versions of Mac OS.
But since Apple has introduced Mac OS Sierra application is not getting installed. Its showing "app can't be opened because it is from unidentified developer". I know user can still install the application by allowing it from Settings->Security & Privacy but that's not a good idea.
I did research on this and found that we have to purchase Apple developer account and then have to sign app and installer using certificates generated from Apple developer account.
I generated Developer Id and Installer ID certificates using apple developer accounts and installed these certificates on my Mac machine. Then I tried to generate signed native installer using Adobe Flash Builder 4.6 and certificate exported from KeyChain Access. Previously it was giving error "Error in creating native installer file:Could not timestamp. Request timed out.". I found solution for this error that it can be resolved by updating Air SDK. I updated AIR SDK and this error was resolved.
This time I got new error "Error creating native installer file: Packager internal error". I did research on this and found that I can achieve this by using ADT where I have to first self sign my app and then can apply Apple Developer certificate on compiled app. I was able to generate airi file and then dmg file successfully by following steps given at: https://forums.adobe.com/thread/1568459
But when I tried to install my application by downloading it from my website, Mac OS shown same message again. I need help from techies to be identified developer for our Adobe Air application so that it can be installed on Mac without any error or warning. So guys please help in achieving this.
Iam doing a phonegap project now, i have deployed my app to many android devices, all works fine. Started on windows phone & i found here phonegap apps cant deploy directly to windows phone.
I want to know; whether the steps given below (Steps for unlocking windows phone) will make my build (.xap file from phonegap build) runnable on windows os device?
Install the Windows Phone 8 SDK if you do not have it on the system. This is required for all developers.
Register for a Windows Phone developer account. If you are a DreamSpark member, you can register for free.
After the SDK is installed on the system, search for the Windows Phone Developer Registration program from the start screen.
Connect your phone to the computer. The program should detect the device immediately. Hit the Register button when it is clickable.
A log-in window will show up on screen. Please fill in your developer account information in the appropriate field, and then hit Sign in. The device registration process will start once you are signed in. If you are successful, you will receive the following message: Congratulations! You have successfully unlocked your Windows Phone.
Each developer account can unlock up to three devices. If you want to delete a device from the account, log in to the developer Dashboard, choose Account -> Phones, and then delete the device from there.
Please help me.
This is currently not possible.
The Development team said they are looking into it and expecting to have it ready Q3 - Q4 this year.
Here's a link to the feature request(https://github.com/phonegap/build/issues/118)
Ismael
This feature is now supported. We can create .xap file with Phonegap online build itself. It is beta so there are some limitations.
Check here