Attempting to ativate product with activation code - xamarin.android

We are attempting to activate Mono for Android. After loading version monoandroid-1.0.0.10192, which does not ask for the activation code by the way, running a project in Visual Studio 2010 works as expected. But when you attempt to run the project it is still in evaluation mode and will not allow downloads to devices.
Clicking 'Click to activate' works properly.
A window pops up asking for information. After entering all necessary information (with activation code), the activate button runs a program called, mandroid.exe, in the task manager -- some kind of command line program.
It runs for about 3 seconds and does nothing. No status report or anything.
Activation is impossible.
Has anyone experienced this before?

You activate it on the Window that comes up asking you to select an emulator, there is a small link that says "Click here to activate". The reason it is placed there, albeit very difficult to find is because the Trial version is ONLY limited by being able to not deploy to a physical device.
To get there:
1. Close all emulators
2. Run Application
3. Dialog will appear
4. Click Link to Activate
Hope that helps!

Related

Testflight of IOS takes a very long time to add a build

I am currently testing an app via testflight. When adding "external testers" it is required to add a build.
When I tried to choose a build and hit "next" button, It really took a long time and it keeps spinning, regardless of Chrome or Safari. It is still spinning now for up to 20mins.
See below, do anyone has any similar problems?
Open your browsers developer/inspector tools and look at the console tab to see if any errors are being thrown. This may give you some tips as to what may be going wrong (if anything).

App Submission fails but bug cannot be reproduced in debug mode in Corona SDK

We are having this weird issue related to submitting our app on iOS.
Basically when we build ( using developer profile ) and test ( via test flight ) everything works fine as expected even with most extensive test cases.
But when build ( using iOS distribution profile ) and submitted to apple ... in the review process it fails to pass due to a bug which we CANNOT REPRODUCE.
So, my best guess is that the bug/error is only happening in the release build ( probably due to code optimisation ) .. but I can't even know where and what to look for if I can't reproduce ?
I have submitted it the app twice so far ( with possible guess and fix ) and both time it came back with same error.
How do I test or even see the logs using a release build ? ( so far the DTS has been useless in providing any useful information)
/EDITED/
A bit more background info:
This is a game application made with Corona SDK. If you're familiar with corona sdk then you know what a scene is.
So basically,
I have a "home scene" I have an "open" button on my scene.
I click on the open button a spinner shows up->the app reads a json
file->goes to the next scene.
What apple is seeing in the review process is: Upon clicking on the "open button" on "home scene" the spinner shows up and it does not do anything further. Hence, the app is failing to pass apple's review process.
Please note: this only happens in the release mode (that is built with distribution profile) and not in debug mode ( that is built with provisioning profile )... thus I am unable to reproduce.
For starters, if your App was rejected due to a crash, Apple will send you the crash logs. And they'll crash it multiple times and send you multiple logs.
Now then, there are two ways to view crash logs for release build versions of apps.
On your device, open Settings. Choose General > About > Diagnostics & Usage > Diagnostics & Usage Data. This will be a list of files. Some of them should be your crash logs.
If you plug your phone into a computer after a crash, the crash logs are moved on to the computer.
The location is OS-specific.
On Mac OSX: ~/Library/Logs/CrashReporter/MobileDevice/<device name>/
On Win XP: C:\Documents and Settings\Application Data\Apple
computer\Logs\CrashReporter\<device name>\
On Win 7:
C:\Users\AppData\Roaming\Apple
computer\Logs\CrashReporter\MobileDevice\<device name>\
And finally, your IDE almost definitely has a way of browsing the on-device crash logs. I'm not familiar with any non-Xcode IDEs for developing iOS apps so I can't give any specific advice--but look around. Surely there's something.
You should also ask Apple to send you the console log from the run. Problems most likely will show up there.
Secondly, you should test using an AdHoc Distribution profile as well.

Xcode signing problems with iphone app: is it possible to build and run without signature?

Not the most bright question, but I really need an answer.
I created an iPhone app with a friend. I did the first 100 hours of the development (by myself) and he did the rest (sometimes I'd help him debug in class). He then took it over completely; finished it and uploaded it to the app store (no idea how that process works). Since we don't know git well enough I emailed him the code. A few days ago I asked him the most recent version of the code back, so he mailed it to me in a zip file and now I can't build the app.
What I want to do is build and run the app in the simulator.
Instead I get the following error:
Even the play button doesn't display anything.
My friend also has no idea why this error occurs. My guess is that he barely knew enough to upload everything to the app store. Also I don't have a developer account, because the person who we are building this app for has it. He gave it to my friend, but my friend doesn't want to give it to me. And the person who has the developer account is not responding.
What should I do? I "just" want to build and run it on my macbook (I know, it probably isn't that easy).
What do I need to know?
So my target was the following at first. This was my only option. Clicking at it did not help, it only showed this thing as an option.
Then after the comment of Nitin I poked around for a bit (for the 10000th time). I did this by clicking on the gear icon which has the option "Manage Schemes..."
I don't know what a scheme is and I remembered that I never saw this menu box before. For fun I clicked on "Autocreate Schemes Now". I got this as a result.
My guess is that it was a new target to build at, and indeed it was.
I can now build and run my project without signing.
Thanks for the comment, it led me to the answer while clicking around once again :)

Debugging Corona SDK application on device

I am working with Corona SDK for some time, and i really like it, but there is one thing, that i cant figure out: How to debug my code on a real device?
At the point, when my code runs great in the simulator, i usually compile it, and try it on the phone. But when there is some error, that doesn't bother the simulator, but pisses the phone off, i simply see an error message:
"This application encountered a Lua error (see logs) etc."
Me and my boss spent a whole day figuring out, that i made a require with a capital instead of lower case.
My question is: How to actually "see" that log? I tried to connect my device to DDMS, but i saw no relevant output. Is there a way to access that log (I'm testing on an android device)? Or is there a way to simulate the EXACT behavior of the phone in the simulator? Usually the phone freaks out because of i/o operations, and when using the wrong case.
The best way to debug on iOS devices is to use XCode's Organizer with your device plugged in via the USB port. On the left hand panel of Organizer, there will be a block for each device that XCode knows about. You may have to click on a button "Use device for debugging" or something similar so XCode can gather all the information it needs.
Once done, then you can use XCode to install the app to the device (you don't need to make an .ipa file, just copy the app to the device via Organizer). In that panel on the left, there is a link for "Console Log", click that and you can your print statements and other errors issued by Corona SDK.
Rob
If you don't have Xcode, you can try iPhone configuration utility. It is more light-weight than the xcode plus you can also use it on a windows machine.

getCurrentPosition does not execute on Android from Trigger Toolkit

I'm trying to get the user's current position using forge.geolocation.getCurrentPosition. I have the module enabled in my code, I have my device's GPS and mobile data turned on, and I'm running the code on my Android device from Trigger Toolkit.
When I do this, it appears that forge.geolocation.getCurrentPosition never executes. Neither the success or fail callback function are reached (the first command in each is a log message). Nor are any errors thrown.
However, when I package my app as an apk and install it on my device, the exact same code works just fine.
Any ideas why this isn't executing on Android via Trigger Toolkit, or how I can go about debugging this?

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