Xamarin - VS2015 emulator not working - c#

I've been doing some research on this, but it seems like I couldn't find anything yet. So, I'm new to Xamarin and I've been building some small apps for fun. I cannot, however, use the VS Android emulator, as it is pretty heavy for my machine. Is there a way to use another emulator to run the apps?
Thanks a lot! :)

Provide more details about your problem so we can find a solution and make the VS Android Work.
You can use other Emulators like :
Xamarin Android Player
Genymotion
Andy OS
Refer : Visual Studio Android Emulator

If you have an Android Phone or Tablet my best advice would be to debug on that. If not (and you're not looking at investing in a new computer any time soon) my advice would be to look on eBay for a cheap, older Android phone (which is what I did as I like to use an iPhone) and debug on that. This proved to be an ideal solution for me as all I wanted to do was play about.

There are a lot of options with visual studio emulators for android. You can use devices from 1-3 RAM.
You can also create devices with Android Virtual Device and configure the RAM there.

Related

Unity & Unity Remote 5 Android cannot USB test

I started a project on Unity and I would like to test it on an Android device, but I am unable to do so. I researched every tutorial out there and couldn't find a solution that worked for me. Note: I have been using Android Studio and I am able to launch apps both through an emulator and a USB phone.
I am pretty sure I correctly chose all the settings inside of Unity
(followed every single tutorial I could find).
Turned on developer mode on phone and tried multiple setting
variations that I could find on the web.
Made sure all the drivers are installed correctly (wouldn't be able
to do stuff through Android Studio if I haven't).
Uninstalled Unity and Unity Remote 5 multiple times.
JDK and NDK seem to be working fine. Tried turning adb server on and
off multiple times. Also I can see my device with the 'adb devices'
command.
I had some issues with MalwareBytes when installing Unity. I did try
granting permissions to every Unity folder I could find, but I think
MalwareBytes could be the culprit.
Has anyone encountered a similar issue? Is there another thing I could try? Any help is apreciated.
EDIT: I switched my VPN to a VPN that allows open source software and I also uninstalled Malwarebytes and replaced it with Avira. Did not fix the issue.
I did not run in exact same issue, but working with Unity remote might be a little tricky.
It may require to launch Unity remote first before launching Unity itself. And I hope did not forget to ProjectSettings -> Editor -> Any Android Device option to be set. I'm talking about Window OS.
I had the same issue today. I also did everything was mentioned in tutorials and nothing helped.
Then I noticed that when I press 'Play' there's a message in the console "Set-up Android SDK path to make Android remote work in Unity". After I went to 'Edit'->'Preferencies' I unchecked the 'Android SDK Tools Installed with Unity(recommended)', then closed Unity, opened it again and checked the box again.
It worked for me, I hope it will help you too :)
When you connect your phone to your PC, you may chose the file transfer option in your Android device, but charge mode worked for me, this is what I did:
1-Make sure that the "Any Android Device" option in Project Settings/Editor, is enabled and close unity.
2-Open the Unity remote app in the phone and connect it to the PC, in charge only mode.
3-Open Unity and run the game
This method worked for me, I hope it works for you too.

How to test Xamarin Forms for Android

I have programmed a small app for Android with Xamarin Forms. I only tested the app with my Honor 7X and it works fine. Is there any other way that I can test the app for free at least on other virtual devices. I am new to Xamarin so I need some tips.
If you use Visual studio, you do not need to install third-part android emulator for your test in the android part.
You can using Android SDKs and Tools to install API in your VS like following screenshot.
Then you need to Hardware acceleration for emulator performance (Hyper-V & HAXM), choose suitable Hardware acceleration.
In the end, install emulators that you needed in device manager.
MS app center is not free, but it provide Free 30 day trial. After 30 days trial, Pay as your app grows
You can use Genymotion to testing all the API levels with different types of emulators. It's free for personal use. Refer this link,
Genymotion

Can apps be developed, installed, and debugged onto an actual iPad Pro using ONLY Visual Studio & Xamarin on Windows 10 computer WITHOUT using a Mac?

Can a C# app prototype be developed on my iPad Pro by using ONLY Visual Studio with Xamarin, on my Windows 10 Pro computer without buying (ie. using) a Mac?
Initially, for rapid development of non-distribution prototype, I want to use only VS 2017 Pro & Xamarin on Windows 10 to develop and test an app on my iPad Pro 12.9".
App will talk to other system components by WiFi, and utilize new iPad Pro features like pen and its high quality screen, for augmented reality.
Can get Mac later, in order to deploy on Apple store.
Can I truly develop, deploy onto actual iPad, and debug 100% with only VS & Xamarin, and without Mac and Xcode?
This Microsoft article about its Xamarin Live Player is confusing to me because it reads "the source code is interpreted" which I don't want, and later it reads "The app runs right on your phone or tablet." is I want.
Yes, a mac is required to build and debug iOS apps.
However, VSTS does allow you access to a mac build host which can build and deploy to TestFlight and the AppStore, if required (and if configured correctly). This won't allow you to debug and step through your code on a device or in the iOS Simulator, however. For that you need the Mac with High Sierra and the latest XCode installed.
Xamarin Live Player is in preview only and is only really useful for simple apps at the moment.
So, the answer is the company needs to buy me a new Mac. Yum.
The bad news is that it's back to using Xcode again. Two years ago, the star rating of Xcode on Apple Store was a mere 2-stars. It would be nice if the tool to develop on iOS was as easy to use as iOS. But, that's what Stackoverflow is for, I guess. :)
Whilst the existing answers/comments are correct I thought I'd add my own experience with this
If, like me, you won't use the mac for anything other than a build server for xamarin, I can say that a mac mini is fine for this, and will allow you to build apps. Just make sure you connect visual studio on your PC to the mac.
It's also worth noting, that more recently Visual studio team services has started using a hosted macOS build host. I haven't used this myself as I bought a mac mini, but in theory, if you use VSTS you might be able to build and deploy your iOS apps. I would suggest that you check it out.
https://learn.microsoft.com/en-gb/vsts/pipelines/apps/mobile/xamarin?view=vsts&tabs=vsts
https://blogs.msdn.microsoft.com/devops/2017/11/16/cloud-hosted-mac-agents-for-ci-cd-pipelines/
Sadly this has always been the case with xamarin and it's the way apple licensing works.

VS does not see my Android 4.4.2 phone

I am writing my first Xamarin application. I want to test run it on my phone Samsung Galaxy 3 (Android 4.4.2 Kit Kat) but it doesn't appear among the VS project build options. I have set the target platform to Android 7.1 and the minimal Android version to 4.0. Has anybody have any similar experiences? How did you fix it?
Xamarin has great documentation, tutorials, and code samples.
Here's a detailed guide to setting up your device for development:
https://developer.xamarin.com/guides/android/getting_started/installation/set_up_device_for_development/
A gotcha that might cause this issue is bad project configuration. Open the configuration manager in VS and look at your current settings for your Xamarin Forms and Android projects (I think it's ARM for the S3--not x86).

Cannot run "HelloWorld" monodroid application on my device

Helo.apk
and Hello-signed.apk (by vs2010 monodroid)(default monodroid app from template
I have lg android2.2 phone and i load by usb to my phone those files.
When i run it i see "Unexpected error process Hello.apk")
In emulator device application works fine
Mycompilation config-debug all cpu
Should i install mono to my device?
Should i use another build
configuration(linking sd and user assemblies)
What is use shared
libraries?
p.s i am using trial version of monodroid
The trial version of monodroid does not support pushing to phones, you will have to try your sample app on an emulator.
Edit:
Yes the emulator is pretty bad, I feel your pain - it's too the point where the trial version is almost useless. This is not monodroid's problem to solve though, even if it paints their product in a very bad picture. Developing and debugging on the phone with monodroid works actually much better.

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