I have a Macbook Pro and I am emulating Win10 with VirtualBox to run Visual Code and it keeps giving me multiple errors like "predefined type 'System.Object' is not defined or imported". It gives me the same errors with 'System.String' and 'System.Void', and when I run the application is giving me multiple build errors regarding this missing libraries. I already tried to check if all the components for Visual Code are correctly installed and I already have the .NET Core cross-platform development tools but I was not able to resolve the issue. Is there any workaround to have this working properly?
After making some tests, I believe the problem was given by using VirtualBox as a vm software. I was not able to find a workaround and still use VB as main vm. I installed Parallels and I didn't find any error on my code. This is helpful in case you want to work with Windows Forms Applications in Visual Studio using a MacOS computer. This option is not available in the MacOS version of VS, so if the purpose is to use WFA, you can either use virtualization through Parallels Desktop or installing Mono in your VS for Mac, as I read on other posts regarding this issue.
When running the tutorial:
https://learn.microsoft.com/en-gb/xamarin/android/wear/get-started/hello-wear?tabs=windows#feedback
example on Visual Studio to build an Android Wear application - I get the below errors:
02-13 20:13:24.035 E/eglCodecCommon( 9352): glUtilsParamSize: unknow param 0x000082da
02-13 20:13:24.035 E/eglCodecCommon( 9352): glUtilsParamSize: unknow param 0x000082da
I am running this using Android 9.0 API 28 and using an AndroidWear (Round) emulator.
For my IDE I am using Visual Studio 2019 V16.4.5
Can anyone advise a workaround as this is a Uni Project so just need to create a simple demo application with a couple buttons and using some Xamarin Widgets etc?
Thanks
If you search this error message, you can easily find the answer in this thread:
This is caused if you use the "Use host GPU" setting of the emulator
and it will disappear after you uncheck this option.
It is specific to the GPU emulation of the Android emulator.
So you can edit the gpu.mode when you create a Android wear round emulator to get rid of the error. There are also descriptions of each option at the right side:
I am trying to develop my first Android/iOS app using Xamarin, however every time that I try to create a new project and open up the Main.axml in the Resources -> Layout folders, I get an error stating that "Something went wrong"
Something Went Wrong
I have tried re-installing Visual Studio as well as Xamarin but I have had no luck. Any help is greatly appreciated!
Install the Android SDK. You can get it from here
If you have already installed the Android SDK, you might need to (Inside Visual Studio) go to Tools -> Options, in the left side on that new window that opens Expand Xamarin. Click on Android Settings and Make sure all the Locations are set for Java Development, Android SDK, and NDK Location. Point your Android SDK location to where you installed it.
I noticed today after setting up a new Mac and trying to connect with Visual Studio 2015 that visual studio was unable to connect to the default build agent that displayed when detecting Mac build agents for Xamarin.
Here is what exactly I did:
Connected new MacMini to network and installed Xamarin.Mac,IOS.
Created new solution to create IOS application using Xamarin in VS 2015.
Attempted to detect a build agent from the list.
Visual studio correctly detected the mac agent on the network(connected through wifi). (see image below, the second item in the list was in the list upon launch)
However, when trying to enter my credentials in the "Connect to Mac" modal, it failed. Oddly enough as well the spinner with caption "Retreiving SSH fingerprint" took quite a while to resolve.
I noticed that I could workaround the issue by clicking "Add Mac" in the Xamarin Mac Agent modal and manually entering the IP. This was the only way to workaround it. (see the image for that one in the list as well)
Also, Visual Studio is UNABLE to remove this default item from the list as well which seems rather odd. Why is this issue happening?
I encountered this exact same issue 2 days ago when bringing out my old Visual Studio/Xamarin build combo from financially induced coma, courtesy of Xamarin now being free:
My solution was to make sure that every single component was up to date on the latest versions:
Visual Studio 2015 with Xamarin
Xamarin Studio on the build Mac
Xcode 7.3 on the build Mac.
Only when those download/installs were done and the usual reboot dance had been finished, did the connection go smoothly.
However, I too still see the <build Mac> and <build Mac>.local in my choices. I simply chose the first one and stopped worrying about it.
I passed two days trying to resolve this problem and finally got it!!!
The solution:
On your Mac:
1) Download the Xamarin Studio for Mac by Xamarin website:
https://www.xamarin.com/download
The Xamarin Studio will install all necessary components.
2) If you already have Xamarin Studio installed on Mac, run it and go to menu "Xamarin Studio Community" and after click in "Check updates". Update all. ;)
On your Windows
1) Open Visual Studio
Menu Tools => Options => Find option Xamarin in left side of window => under find the option "Other" and click it
2) On right side, on dropdown field select the option "Stable" and click in "Check now".
Ready!
You need only await the downloads on Mac and on Windows to be completed.
My suffering
I tried to change many (MANY!!!!!!) network settings, change files on Mac, change files on Windows, I created an virtual machine with OSX following suggestions in forums.
But in the end was it that resolved.
Good luck for all of us!
Hugs!
Your ssh connection may be slow because the SSH server tries to reverse dns the connecting's machine's name. Using the IP address directly prevents it.
To disable ssh reverse dns lookup in the mac, edit the ssh config file and uncomment the "UseDNS no" line:
sudo nano /etc/ssh/sshd_config
CTRL-W UseDNS
uncomment the line by removing the #
CTRL-X then Y to save the file.
Reboot the mac.
First of all I would like to say that I already tried all the solutions I could find on the internet, including Unable to Activate Windows Store App
I recently upgraded my Windows 7 machine to Windows 8.1 to be capable of developing Windows Store apps using Visual Studio 2013. When I open a blank project (Windows Store -> Blank App) and run it I get this error:
Unable to activate Windows Store app 'Package Name'. The App1.exe
process started, but the activation request failed with error 'The app
didn't start'.
See help for advice on troubleshooting the issue.
I already tried:
Reinstalling Windows (Clean install)
Reinstalling Visual Studio 2013
Installing Visual Studio 2012 (same error)
Deleting "bin" and "obj" folder
Cleaning the solution
Uninstalling the app from start menu
Creating a new project
Acquiring the license multiple times (the license is valid)
Making sure that app.config doesn't exist
Investigating the Windows Event Log which says
Activation of the app 'Package Name' for the Windows.Launch contract failed with error: The app didn't start..
but found nothing useful
Adding a new Windows user
Run everything as administrator
and at last, changing the desktop background :)
None of this did bring a solution. Does anyone have an idea what else could be the reason for this error?
Thank you.
I found a solution. The problem was that the drive I was working on was encrypted (TrueCrypt). Moving the output folder to an unencrypted drive solved the problem.
If switching from x86 to x64, make sure your Project Properties Platform Target and Configuration Platform are BOTH set to X64.Hint you need to change to x64 debugging in the Build menu/Configuration Manager dialog to get the Configuration Platform in Project Properties to update.
This caused the activation error problem to be resolved for me
HTH
Robert
I had the same Error and tried after loading the SQLite Package for WP 8.1 some things above:
not working:
Clean and Rebuild
Restart Computer/Phone
what did the deal (for me)
I put Platform Target under Properties -> Build to ARM instead of x86
Hopefully this might help somebody else facing this ridiculously informative Errormessage.
I had the same problem with Visual Studio Community 2015 while trying to debug an Blank App (Universal Windows) using Visual C#.
Visual Studio was installed on Disk C:(SSD), and Project files were placed on D:(HDD). I´ve created a Folder on C: Drive and placed my test project there.
After that Error messages gone.
If you are receiving this error and are developing for Microsoft Hololens:
You are trying to build to a device that is asleep. To wake your device, tap on the button on the back (on/off button).
Good luck!
I've tried all the solutions found on the net and none applied to my case, not even this one.
The only way I could make it work was changing the Package Name in the appxmanifest.
This made me think there must be some leftovers somewhere around with the old package name, that are either corrupted or inaccessible because of some permissions issues.
It might be just a coincidence but the problem appeared twice after I tried using the app verifier (appverif.exe)
Now I reassociated my app to a store app package and things seem to continue working...
In my solution, I have a non-UWP project (Multiplatform development) that builds with a different Solution Platform.
I was attempting to run the UWP project in Debug, but as the wrong Solution Platform.
Edit:
I also get this when I build my project for Any-CPU, instead of x64.
Ensure that ALL APPLICATION PACKAGES has "read" permissions on C:\Windows.
My organization's group policy likes to strip all permissions from C:\Windows, including the ALL APPLICATION PACKAGES group . By adding it back in and setting Read & execute, List folder contents, and Read, I'm able to run the app from Visual Studio without any problems.
See What to do if your Windows 8 Modern App fails to start for more tips, including this one.
I had the same problem in Visual Studio 2015 Update 3, Windows 10 Build 10586.494.
The error came up when trying to start any UWP app that I compiled without .NET Native Toolchain. With Native Toolchain enabled, the apps would start.
Installing a new (blank) app manually fixed the error for me:
Start VS 2015
File > New > Project.
Blank App (Universal Windows) Visual C#. OK.
Make sure to be in Debug config
Right click on Project > Store > Create App Packages
No. Next.
Select Debug for all architectures.
Create
When packaging is finished, open Explorer to the project path / AppPackages / [...]_Debug_Test
Right-click on Add-AppDevPackage.ps1 > Run with PowerShell
Follow the instructions
Start the installed app from Start Menu
I had the same problem a couple of weeks ago. A simple restart helped me out.
Also tried this one?: http://irisclasson.com/2012/11/04/problem-unable-to-activate-windows-store-app-the-app1-exe-process-started-but-the-activation-request-failed-with-error-the-app-didnt-start/
Hope its usefull to you
I managed to fix the same problem by rebuilding the solution. (In Vis Studio 2012)
I have tried many solutions and nothing worked. At the end what worked for me was to change the startup project to windows phone 8.1 and after it runs OK I changed it back to windows 8.1 and it runs OK. It works for me as I am making a universal app. Hope it helps anyone else.
I had the same issue with a Windows Store App after moving some files around. I ended up opening an older file (as Admin) to see if it would run and found that it did. I then returned to the file that would not and it ran also. I believe opening the older file (as Admin) reset the paths for development and the permissions. Hope this helps.
Same problem - moved my project from the TrueCrypt Partition and all was fine.
I had a similar issue, solved by choosing a new publisher certificate. And of course restarting Windows
I had same issue. Selecting proper Platform solved my problem. i.e. My application was selected to run under x86 platform, while my OS & SDK supports x64. Selecting x64 solved my problem.
I had the same problem on a UWP app when creating a package for Testing, but not when runing directly from Visual Studio 2017.
The solution was to select only the architecture that I am using to Debug the App, Instead of all options (x86, x64, ARM).
Here is the option choosed on Visual Studio
There are can be a couple of things that might be causing this problem.
Here are the trouble shooting steps that helped me out:
Step 1 : Check to see if running visual studio in the elevated mode (Run as an Administrator) helped solve the problem. (Sometimes, your folder permissions might get mangled due to various softwares that you might have install)
Step 2 : Delete all the bin and obj folders in your project and rebuild the projects in your solution manually.
Step 3 : Do a quick check of your System Type (x64 or x86 etc) and see if your project is targeted for the same.
Here is how to do know your system type: Win + R > cmd > systeminfo
If it says x64, then make sure to select the Solution Platforms (In visual studios top action bar) as x64 or so forth depending on your architecture.
Thats all I did to solve my problem.
I had unticked an option while trying to get debugging working prior to this error, the fix for me was to re-check the "Compile with .NET Native tool chain"
A rather niche situation and solution...
I was remote debugging a UWP app for a while successfully. After some reworking, I ran into this issue. In the main app project I had set the windows version compatibility accordingly (I am running the app on a Windows 10 IoT Enterprise 2019 device) but had forgotten to match those windows target and minimum versions for the Library Project that was in my solution.
After cleaning and re-deploying the solution (first uninstalling the app from the remote device), the problem went away.