I am experiencing the same error when running with debugging on Android 32-bit platform while on 64-bit has no issue. The debugger just stopped and exited but the app was able to open on my device.
Here's the error:
Can't open socket: Permission denied.
Exiting.
I thought this was within my app codes error but when I tried a new blank multi-device form, I was getting the same error. So, I suspect this issue is not from my code but a Delphi debugger glitch.
Has anyone here experienced the same issue and was able to resolve this. Otherwise, I will take my chances with Embarcadero support.
The IDE has known problems debugging Android apps. Make sure you have the latest patches installed, such as this one:
Delphi 10.3.3 Android Debugging Patch
As the page says:
The patch is available at https://cc.embarcadero.com/item/30904. Full installation instructions are located in the readme.
Related
I have run into an issue where I am unable to access assets tagged for use in Apple’s On-Demand Resource feature through a Xamarin.iOS app, but only when run on the simulator. This only occurred after updating my environment. I was previously on Visual Studio for Mac version 8.3.9 and Xcode version 11.2.1, and my app was able to access ODR resources without issue on both simulator and physical device.
Now I am on Visual Studio version 8.4.2 and Xcode version 11.3.1, and my app is not functioning correctly. However, I am only seeing issues when running on an iOS simulator (for any iOS version). I can build and run on a physical device (running iOS version 13.0)and am seeing no problems.
I am creating and tagging an asset for use in Apple ODR through Visual Studio for Mac. I have a ZIP file that I add into my app’s iOS project directly as a resource. In its properties, I set the BuildAction as BundleResource, select “Do Not Copy” to output directory, and give it an On-Demand Resource tag.
When I build my solution, I can see this ZIP file nested in a *.assetpack directory under bin/iPhone/Debug/device-builds/iphone12.3-13.0/OnDemandResources. I believe it is supposed to be put in bin/iPhone/Debug/OnDemandResources/ instead. When I run the code that calls NSBundleResourceRequest’s BeginAccessingResourcesAsync, it seemingly does nothing. I see the following error message in the Application Output debug window in VS after that function is called:
Begin: Request 0x0x600002566100 response: Error: Error Domain=NSCocoaErrorDomain Code=4994 "The requested application data doesn’t exist." UserInfo={NSLocalizedFailureReason=InvalidTag}
There’s no other error or exception being thrown. When I try to get the resource path from the NSBundleResourceRequest.Bundle object, it expectedly returns null.
Any reason why this is happening, and why this is only occurring on the iOS simulator and not on a physical device? I haven’t been able to find anything useful when searching for the above error message. Did something change in Visual Studio regarding how bundled assets are built in Debug mode?
Not really an answer, but more of a workaround. Using version 8.3.9 of VS for Mac seems to not throw this error, so I reverted back to that version
I'm trying to get an answer on here before uninstalling this software and developing straight on Mac after spending 4 hours trying to figure this out. I just installed all these programs on both machines (VS15/Xamarin on Windows 10, Xcode/Xamarin on iMac, both on the same network). Mac Agent is connected, I have a Developer account on XCode, a device linked to my account, everything looks fine.
When I create a basic app (I don't even add a line of code, just a blank single view app) on XCode (iMac) and launch the simulator, it works just fine. I get the view of the device etc... When I do the same on my Windows machine, I can't debug. I get the error "The app could not be launched on 'iPhone SE iOS 10.2'. An error occurred while executing MTouch."
I looked all over the place searching for a solution. I removed the Entitlements.plist file, I also checked for updates on everything (as some suggested on StackOverflow). Nothing.
So I tried an Android app to see if that works and no issue there. I get the device I pick, shows a black screen because the app is empty, as expected.
If anyone can guide me before I uninstall this whole thing and code directly on a Mac, it would be greatly appreciated. Thank you!
Restarting Visual Studio and cleaning iOS project worked for me.
I have a program created with Delphi XE2 and want to scan images from a Flatbed scanner. I use TDelphiTwain and on my computer everything works fine.
The target is a touch-screen device with MS Windows Embedded for POS on, and there I constantly get an 'Unspecified error' when I click on the button to open the form. The strange thing is, it has worked before on this device and I haven't changed a thing. Suddenly it stopped working on that device.
Scanning in Windows works. I reinstalled the drivers, but that doesn't make a difference.
I have another touch-device with Windows XP embedded on it and even there it is still working fine.
Disconnecting the flatbed and trying to open the form gives an 'access violation exception'.
I have no idea how to debug this or where to look, as it works on my PC perfectly.
We found out the problem is NOT Twain, but working with the PDF-ActiveX component...
And it seems I'm not the only one. => How do I get Acrobat Reader Imported into Delphi 2007?
On the modern devices, Adobe Reader 11.0.0.7 installs and everything works. But some older devices fail while installing this version, and I have to go back to version 8.1.1 to get past the setup, but not being compatible for the ActiveX.
If we change code to get it working with older versions (like 8.1.1), it fails with Adobe Reader 11.0.0.7
some more lecture:
https://forums.adobe.com/message/6381248
https://forums.adobe.com/message/6400731
Thanx for thinking and searching with me.
With the newest version of forge v1.4.49 when I try and test my IOS app from my windows comp the app installs but when I open it crashes.
I also tested using testFlight and get the same error. ( I get no error message as the console does not work in windows for debug, it just opens and then closes when I try and run the app )
I put the version back to version 1.4.48 and it works fine so I'm guessing it is something introduced in the newest version.
Thanks
Update: This is due to cross-platform line ending issues in the Python standard library: we deployed a fix on 18th July '13 which will fix all deployed platform versions.
Original answer:
The only iOS change that went into v1.4.49 was reading app entitlements information from your provisioning profile, rather than inferring it from active modules.
I'd recommend using the iPhone configuration utility to get the console output off the device: you may see a message about incorrect entitlements.
If the particular message doesn't help clear this up for you, get in touch at support#trigger.io, with your IPA and provisioning profile for us to check over.
I have an application of mine on AppStore. But one user is complaining that he can not install the application on his device(Curve 8900) and it's giving error
"Error starting AppName
$28NonTouch$29:
Module 'AppName
$28NonTouch$29-2' has
verification errors."
Now how come it is possible that other's users are able to download properly while one user is getting this error. I downloaded the application from the appstore and its working perfectly.
And when this user tries to install the application through Desktop Manager he is getting error
"No additional applications can
be found. Your file may contain applications that already exist in the
application list, are not compatible for your device, or have errors."
When i tried to stimulate the issue here by installing the application through desktop manager i am able to install it properly without any error messages.
Can anyone suggest me ,what might be causing this issue.?? Is there any kind of version mismatch??
My application is compiled usiong jdk 4.5.
Any help in this regard will be greatly appreciated.
Kindly help,Its urgent..
Thanx in advance."
Probably the problem is related with the version specified in the .alx file.
Check the .alx file and remove the "_blackberryVersion" tag, or change it so it matches the OS version on your device.