Android Emulator Controll does not work? - android

I would like to test GPS on google maps on android.
Standard google emulator is very slow and has problems with google maps.
Geanymotion is not always detected, even if it's connected there's problem with Emulator Control which is deactivated for standard device and genymotion even if it is connected, detected, selected proper device and application process.
I know there is no eclipse/studio issue but tested it on both with the same result.
Restarting adb from IDE or command line does not work either.

Related

Android Device Monitor / DDMS does not show threads from device

I'm trying to debug a thrid party app like shown here Android Reverse Engineering: Debugging Smali in Smalidea . The problem is that the Android Device Monitor / DDMS is not showing any threads and the "Update threads" button is disabled.
Does anyone has an idea why that is the case?
I tried different physical devices and emulators (I'm using Win10) and even used the new profiler from Android Studio (also just showing "no processes to debug"). USB debugging is enabled and I can access all devices via adb from command line.
The solution is: The emulator (or the physical device) seems to needed to be rooted. Therefore only emulators images named "Google API" and not having a "Google Play Symbol" in the "Play Store Support column" are debugable.

Visual Studio 2017 doesn't see Android device

I am trying to develop an app using a game engine, that I build with VS2017. My phone is not recognized in either VS or the game engine, however it is recognized in Android Studio and I have been able to deploy an app to it.
I found this thread but all of these suggestions I had already done, as evidenced by the phone being recognized in Android Studio. One thing that may reinforce some sort of VS/Windows/Lineage issue is that after revoking ADB debugging authorization, unplugging and plugging the phone back in, I could never get the authorization dialog to come back to reauthorize the connection. Until, that is, I tried to deploy a test app in Android studio, and then it came back and I could authorize the connection. So, even though the device wasn't authorized it was recognized in AS, while even when it was authorized it was not recognized in VS.
The phone's OS is Lineage 16.
All other windows functions, file transfer, picture transfer, etc, work correctly.
The Samsung drivers are also installed and not just Win10.
I've set root access on the phone to both apps and adb and adb only, with no difference in behavior.
I've tried multiple cables, as well as USB2.0 and 3.0 connections on my pc. About the only thing I haven't tried is rebooting my pc, but since I already started this message I'll do that after I post.
Here's hoping someone might have an idea!!

VS2017 not attaching to unity app on android - Shows in list, nothing happens when selected

I am unable to attach VS2017 to my unity android app. Here's my setup.
I have adb connected via wifi.
C:\Users\Diamonds\AppData\Local\Android\sdk\platform-tools>adb devices
List of devices attached
192.168.86.20:5555 device
Unity successfully sends the build to the android phone, and logs show up when the app runs on phone:
I've got the app just running on the phone. Inside VS2017 the phone shows up correctly. When I select it, VS2017 spins for 20 seconds then does nothing. No error in VS2017 or in Unity.
Oddly I do not have the phone connected via USB. I do not know why it shows up there.
I think you can try USB instead of WIFI.
According to Microsoft's documentation
Wifi is versatile but super slow compared to USB because of latency. We saw a lack of proper multicast support for some routers or devices (Nexus series are well known for this).
using USB is a better option.
ref:
https://learn.microsoft.com/zh-cn/visualstudio/cross-platform/troubleshooting-and-known-issues-visual-studio-tools-for-unity?view=vs-2017

Android Studio wear app installation fails

So I've got a project with a mobile and a wear part. Actually, it's the default Basic Activity and Basic Wear Activity project, targeting API 21 on the phone and the latest 7.1.1 for watches. My watch (OG LG Urbane on AW2.0) is plugged in with ADB debugging enabled.
The watch shows up in the list of ADB devices, but when I try to run the 'wear' project on it, I get the following error:
device '506KPQJ0130548' not found com.android.ddmlib.AdbCommandRejectedException: device '506KPQJ0130548' not found at com.android.ddmlib.AdbHelper.setDevice(AdbHelper.java:862) at com.android.ddmlib.AdbHelper.executeRemoteCommand(AdbHelper.java:451) at com.android.ddmlib.SplitApkInstaller.uploadApk(SplitApkInstaller.java:152) at com.android.ddmlib.SplitApkInstaller.install(SplitApkInstaller.java:78) at com.android.ddmlib.Device.installPackages(Device.java:904) at com.android.tools.idea.run.tasks.SplitApkDeployTask$SplitApkInstaller.installApp(SplitApkDeployTask.java:117) at com.android.tools.idea.run.RetryingInstaller.install(RetryingInstaller.java:86) at com.android.tools.idea.run.tasks.SplitApkDeployTask.perform(SplitApkDeployTask.java:86) at com.android.tools.idea.run.LaunchTaskRunner.run(LaunchTaskRunner.java:120) at com.intellij.openapi.progress.impl.CoreProgressManager$TaskRunnable.run(CoreProgressManager.java:635) at com.intellij.openapi.progress.impl.Core... (a minute ago)
The watch then disappears from ADB for a few seconds, like something crashes.
Okay, what it turns out is that there is some incompatibility with USB 3.0 in the cable, charger or watch. When I use another port, there's no problem.
That's really annoying though, all my computer's USB 2 ports are on the back so my watch has to sit in a very awkward location where I can't really test it without going under the desk. You wouldn't think that would be an issue with a modern device, but probably LG's fault.

Is it good and possible to always test an android app on real device rather than using android emulator

I am trying to learn android on a dell device having 4gb ram and intel pentium chipset. I am trying to run hello world app on a emulator but it actually take much time(more than 5 minutes) to start the process and at the end give error message "Error while waiting for device: Timed out after 300seconds waiting for emulator to come online". As far as testing on device is considered i find it fast and easy.
So my question is that possible to always test an app on real device and skipping the testing on an emulator.
Also suggest me some tips to make my android studio run faster.
.
Its always better to test on a real device. Its very fast especially when debugging. If your emulator is taking long to load imagine a situation where you are trying to debug and want to check the app's behaviour after each change in code. Just install the usb drivers and sdk tool that your device's api version is running on
Sure it is!
First of all, enable the developer mode in your device (if it's not enabled already). Info for doing this here.
Then just plug your device via USB and it will appear when you run your project in Android Studio.
NOTE: The first time you attempt to run the project, your phone will ask for permissions, make sure you allow it!
It will be good if we are testing the application in real device rather than emulator if you have the device. But we can't buy different density, different dimension, different android version devices for testing so for that purpose we need to use emulator.
To improve the speed of android emulator install HAXM in your system, it will speed up the emulators.

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