Running VS compiled C#(serial connection) file on linux with mono - c#

From what I've heard it should be possible to run a visual studio compiled C# file on linux by using C# mono. I installed it using apt-get install mono-complete so everything should be included
I do however get some Unhandled Exception errors I do not understand myself and I hope that someone might be able to help me out. I should note that everything works as intended on a windows machine and that I have compensated ports and so on so it should fit linux instead.
My setup looks like :
_serialPort = new SerialPort();
_serialPort.PortName = SetPortName(_serialPort.PortName);
_serialPort.BaudRate = 115200;
_serialPort.StopBits = StopBits.One;
_serialPort.Parity = Parity.None;
_serialPort.DataBits = 8;
_serialPort.Handshake = 0;
_serialPort.ReadTimeout = 500;
_serialPort.WriteTimeout = 500;
_serialPort.Open();
and the errors I get are :
System.IO.IOException: Invalid argument
at System.IO.Ports.SerialPortStream.ThrowIOException () [0x00000] in <filename unknown>:0
at System.IO.Ports.SerialPortStream.SetSignal (SerialSignal signal, Boolean value) [0x00000] in <filename unknown>:0
at (wrapper remoting-invoke-with-check) System.IO.Ports.SerialPortStream:SetSignal (System.IO.Ports.SerialSignal,bool)
at System.IO.Ports.SerialPortStream..ctor (System.String portName, Int32 baudRate, Int32 dataBits, Parity parity, StopBits stopBits, Boolean dtrEnable, Boolean rtsEnable, Handshake handshake, Int32 readTimeout, Int32 writeTimeout, Int32 readBufferSize, Int32 writeBufferSize) [0x00000] in <filename unknown>:0
at (wrapper remoting-invoke-with-check) System.IO.Ports.SerialPortStream:.ctor (string,int,int,System.IO.Ports.Parity,System.IO.Ports.StopBits,bool,bool,System.IO.Ports.Handshake,int,int,int,int)
at System.IO.Ports.SerialPort.Open () [0x00000] in <filename unknown>:0
at (wrapper remoting-invoke-with-check) System.IO.Ports.SerialPort:Open ()
at TivaCOM.setup () [0x00000] in <filename unknown>:0
at TivaCOM.Main () [0x00000] in <filename unknown>:0
[ERROR] FATAL UNHANDLED EXCEPTION: System.IO.IOException: Invalid argument
at System.IO.Ports.SerialPortStream.ThrowIOException () [0x00000] in <filename unknown>:0
at System.IO.Ports.SerialPortStream.SetSignal (SerialSignal signal, Boolean value) [0x00000] in <filename unknown>:0
at (wrapper remoting-invoke-with-check) System.IO.Ports.SerialPortStream:SetSignal (System.IO.Ports.SerialSignal,bool)
at System.IO.Ports.SerialPortStream..ctor (System.String portName, Int32 baudRate, Int32 dataBits, Parity parity, StopBits stopBits, Boolean dtrEnable, Boolean rtsEnable, Handshake handshake, Int32 readTimeout, Int32 writeTimeout, Int32 readBufferSize, Int32 writeBufferSize) [0x00000] in <filename unknown>:0
at (wrapper remoting-invoke-with-check) System.IO.Ports.SerialPortStream:.ctor (string,int,int,System.IO.Ports.Parity,System.IO.Ports.StopBits,bool,bool,System.IO.Ports.Handshake,int,int,int,int)
at System.IO.Ports.SerialPort.Open () [0x00000] in <filename unknown>:0
at (wrapper remoting-invoke-with-check) System.IO.Ports.SerialPort:Open ()
at TivaCOM.setup () [0x00000] in <filename unknown>:0
at TivaCOM.Main () [0x00000] in <filename unknown>:0
If someone could help me out I would be very grateful

First of all, most probably your VS C# exe is compiled with Windows dependencies and especially when talking about hardware like USB and serial ports, there are tons of differences between platforms. If you have the source code then you can try the suggested approach in this thread How to convert a .NET exe to native Win32 exe?, to compile the code without compiling the native part.
If you do not have the source code and you have just the exe, you need to use the wine approach where you run your code in wine. You can use the following post on how to set the correspondence between linux serial devices and wine ( windows COMXX devices) http://ubuntuforums.org/showthread.php?t=1335098.
If you are using a recent linux distribution you will have to allow access to the ttySXX ports for your user by adding the user to the group dialout.

Related

SQL Server connection with Unity

I'm trying to connect my Unity project to SQL Server. I have connected my Windows Forms application in Visual Studio 2017 successfully. And I think if copy the exact code in a unity script my goal should happen. I have imported System.Data.Dll V3.5 to my assets and using unity2018.2.1.f1. I am using the following script trying to first open the connection but I get the error below.
void Start ()
{
try
{
string ConnString = "Data Source=DESKTOP-PVB5MHG;Initial Catalog=UnityTest;User ID=legend;Password=legend";
SqlConnection MyConn = new SqlConnection(ConnString);
MyConn.Open();
Debug.Log("Connection opened !");
}
catch(System.Exception ex)
{
Debug.Log(ex.ToString());
}
}
System.Data.SqlClient.SqlException: Server does not exist or
connection refused.
Mono.Data.Tds.Protocol.TdsInternalException: Server does not exist or connection refused.
System.Net.Sockets.SocketException: An address incompatible with the requested protocol was used.
at System.Net.Sockets.Socket.Connect (System.Net.EndPoint remoteEP,
Boolean requireSocketPolicy) [0x00000] in :0
at System.Net.Sockets.Socket+Worker.Connect () [0x00000] in :0
--- End of inner exception stack trace ---
at Mono.Data.Tds.Protocol.TdsComm..ctor (System.String dataSource, Int32
port, Int32 packetSize, Int32 timeout, TdsVersion tdsVersion) [0x00000] in :0
at Mono.Data.Tds.Protocol.Tds..ctor (System.String dataSource, Int32
port, Int32 packetSize, Int32 timeout, TdsVersion tdsVersion) [0x00000] in :0
at Mono.Data.Tds.Protocol.Tds70..ctor (System.String server, Int32 port,
Int32 packetSize, Int32 timeout, TdsVersion version) [0x00000] in
:0 at Mono.Data.Tds.Protocol.Tds80..ctor
(System.String server, Int32 port, Int32 packetSize, Int32 timeout)
[0x00000] in :0 at
Mono.Data.Tds.Protocol.TdsConnectionPoolManager.CreateConnection
(Mono.Data.Tds.Protocol.TdsConnectionInfo info) [0x00000] in :0 at
Mono.Data.Tds.Protocol.TdsConnectionPool.GetConnection () [0x00000] in
:0 at System.Data.SqlClient.SqlConnection.Open ()
[0x00000] in :0 --- End of inner exception stack
trace --- at System.Data.SqlClient.SqlConnection.Open () [0x00000]
in :0 at DB.Start () [0x00010] in
D:\UnityProjects2018\DataBaseTest1\Assets\DB.cs:15
UnityEngine.Debug:Log(Object) DB:Start() (at Assets/DB.cs:20)
You cannot use ODBC in Unity due to limitations in Mono. Use http://github.com/dotnet/SqlClient instead.
Your specific error is related to the differences in how machine names are resolved in Mono versus the ancient version of .Net framework of the WinForms era. DESKTOP-PVB5MHG will not be a valid DNS name, while Mono only uses DNS to resolve Data Source.

Not able to run my Firebase Unity App

I just wanted to test my Firebase implementation and realized that I get an error saying that Unity can't find the generate_xml_from_google_services_json.exe even though it is where it should be.
Entire Error:
Unable to find command line tool D:/Philipp's D Dokumente/Coding/C#/Unity/Multi-Case Clicker/Assets\..\Assets\Firebase\Editor\generate_xml_from_google_services_json.exe required for Firebase Android resource generation.
D:/Philipp's D Dokumente/Coding/C#/Unity/Multi-Case Clicker/Assets\..\Assets\Firebase\Editor\generate_xml_from_google_services_json.exe is required to generate the Firebase Android resource file google-services.xml from Assets/google-services.json. Without Firebase Android resources, your app will fail to initialize.
D:/Philipp's D Dokumente/Coding/C#/Unity/Multi-Case Clicker/Assets\..\Assets\Firebase\Editor\generate_xml_from_google_services_json.exe was distributed with each Firebase Unity SDK plugin, was it deleted?
System.ComponentModel.Win32Exception: ApplicationName='D:/Philipp's D Dokumente/Coding/C#/Unity/Multi-Case Clicker/Assets\..\Assets\Firebase\Editor\generate_xml_from_google_services_json.exe', CommandLine='-i "Assets/google-services.json" -l', CurrentDirectory='D:\Philipp's D Dokumente\Coding\C#\Unity\Multi-Case Clicker'
at System.Diagnostics.Process.Start_noshell (System.Diagnostics.ProcessStartInfo startInfo, System.Diagnostics.Process process) [0x00000] in <filename unknown>:0
at System.Diagnostics.Process.Start_common (System.Diagnostics.ProcessStartInfo startInfo, System.Diagnostics.Process process) [0x00000] in <filename unknown>:0
at System.Diagnostics.Process.Start () [0x00000] in <filename unknown>:0
at (wrapper remoting-invoke-with-check) System.Diagnostics.Process:Start ()
at GooglePlayServices.CommandLine.RunViaShell (System.String toolPath, System.String arguments, System.String workingDirectory, System.Collections.Generic.Dictionary`2 envVars, GooglePlayServices.IOHandler ioHandler, Boolean useShellExecution, Boolean stdoutRedirectionInShellMode) [0x00000] in <filename unknown>:0
at GooglePlayServices.CommandLine.Run (System.String toolPath, System.String arguments, System.String workingDirectory, System.Collections.Generic.Dictionary`2 envVars, GooglePlayServices.IOHandler ioHandler) [0x00000] in <filename unknown>:0
at Firebase.Editor.GenerateXmlFromGoogleServicesJson.RunResourceGenerator (System.String arguments, System.String inputPath, Boolean showCommandLine) [0x00000] in <filename unknown>:0
UnityEngine.Debug:LogError(Object)
Firebase.Editor.GenerateXmlFromGoogleServicesJson:RunResourceGenerator(String, String, Boolean)
Firebase.Editor.GenerateXmlFromGoogleServicesJson:ReadBundleIds(String)
Firebase.Editor.GenerateXmlFromGoogleServicesJson:ReadBundleIdsFromGoogleServicesFiles()
Firebase.Editor.GenerateXmlFromGoogleServicesJson:UpdateJsonWithBundleIdChooserDialog(String, Boolean)
Firebase.Editor.GenerateXmlFromGoogleServicesJson:CheckConfiguration()
UnityEditor.EditorApplication:Internal_CallUpdateFunctions()
Also when I try to Force-Resolve I get this:
Resolution failed
Failed to fetch the following dependencies:
com.google.firebase:firebase-app-unity:4.2.0#aar
com.google.firebase:firebase-auth-unity:4.2.0#aar
UnityEngine.Debug:LogError(Object)
GooglePlayServices.PlayServicesResolver:LogDelegate(String, LogLevel)
Google.JarResolver.PlayServicesSupport:Log(String, LogLevel, Boolean)
GooglePlayServices.ResolverVer1_1:LogMissingDependenciesError(List`1)
GooglePlayServices.<DoResolutionUnsafe>c__AnonStorey4:<>m__1(List`1)
GooglePlayServices.<GradleResolution>c__AnonStorey0:<>m__0(Result)
GooglePlayServices.<GradleResolution>c__AnonStorey1:<>m__0()
GooglePlayServices.PlayServicesResolver:PumpUpdateQueue()
UnityEditor.EditorApplication:Internal_CallUpdateFunctions()

How to connect with an IPv6 address using SSH.NET library in C#

I want to connect via SSH to a remote GNU+Linux machine and execute a command, but with an IPv6 address. With an IPv4 address it works perfectly fine.
I am running on Ubuntu 15.04 and use MonoDevelop (Mono 4.0)
Here is my sample code using Renci SSH.NET library:
SshClient sshClient = new SshClient (ipV6Address, user, pass);
sshClient.Connect ();
SshCommand sshCmd = sshClient.RunCommand (command);
sshClient.Disconnect ();
I also tried to use Tamirs SshSharp and Terminal Control.
Adding [ ] to the IPv6 address didn't work either.
I get following exception:
System.Net.Sockets.SocketException: Invalid arguments
at System.Net.Sockets.Socket+SocketAsyncResult.CheckIfThrowDelayedException () [0x00000] in <filename unknown>:0
at System.Net.Sockets.Socket.EndConnect (IAsyncResult result) [0x00000] in <filename unknown>:0
at Renci.SshNet.Session.SocketConnect (System.String host, Int32 port) [0x00000] in <filename unknown>:0
at Renci.SshNet.Session.Connect () [0x00000] in <filename unknown>:0
at Renci.SshNet.BaseClient.Connect () [0x00000] in <filename unknown>:0
at main program...
Maybe someone could provide me a code example (in C#) or tell me a library that clearly supports IPv6 addresses. The library should be free (preferably with Apache license) and usable for commercial use.
Greetings Wima
EDIT:
After coming to the conclusion that my ipAddress lacks the network interface I changed my ipAddress to "fe80::xxxx:xxxx:xxxx:xxxx%2" (yes 2 is the right one, I tested with ping6).
This seems to work a bit "more", because the exception changed into:
System.ArgumentException: host
at Renci.SshNet.ConnectionInfo..ctor (System.String host, Int32 port, System.String username, ProxyTypes proxyType, System.String proxyHost, Int32 proxyPort, System.String proxyUsername, System.String proxyPassword, Renci.SshNet.AuthenticationMethod[] authenticationMethods) [0x00000] in <filename unknown>:0
at Renci.SshNet.PasswordConnectionInfo..ctor (System.String host, Int32 port, System.String username, System.Byte[] password, ProxyTypes proxyType, System.String proxyHost, Int32 proxyPort, System.String proxyUsername, System.String proxyPassword) [0x00000] in <filename unknown>:0
at Renci.SshNet.PasswordConnectionInfo..ctor (System.String host, Int32 port, System.String username, System.String password) [0x00000] in <filename unknown>:0
at Renci.SshNet.SshClient..ctor (System.String host, Int32 port, System.String username, System.String password) [0x00000] in <filename unknown>:0
at Renci.SshNet.SshClient..ctor (System.String host, System.String username, System.String password) [0x00000] in <filename unknown>:0
at main program...
SOLVED
Using the pre-release package of SSH.NET solved my problem!
Thanks to #MartinPrikryl and others ;)
If you connect to a link local adress (FE80::) then you need to specify the interface name with a % eg FE80::%eth0
Because you can have multiple link local addresses and you need to tell your OS which interface to use. With unicast addresses the OS knows due to the routing table what interface to use.

ExecutionEngineException - Error at iOS Runtime with parse.com SDK

We're creating a game for iOS and android using Unity3d (version 5.0.1p1), and since we are using Parse.com data services we naturally went with it to implement the remote push notifications.
The problem is that after building the game and running it on a test device (iPhone 4s iOS8.1.2) we get at game start an execution engine exception that we cant figure out. Here is the exception :
ExecutionEngineException: Attempting to call method
'System.Reflection.MonoProperty::StaticGetterAdapterFrame' for which no ahead of time (AOT) code was
generated.
at System.Reflection.EventInfo+AddEventAdapter.Invoke (System.Object
_this, System.Delegate dele)
[0x00000] in <filename unknown>:0
at System.Reflection.MonoProperty+GetterAdapter.Invoke (System.Object
_this) [0x00000] in <filename
unknown>:0
at AOGenerator.BlurBuffer () [0x00000] in <filename unknown>:0
at System.Reflection.MonoProperty.GetValue (System.Object obj, System.Object[] index) [0x00000] in
<filename unknown>:0
at Newtonsoft.Json.Bson.BsonRegex.get_Type () [0x00000] in <filename unknown>:0
at Parse.ParseInstallation.get_Badge () [0x00000] in <filename unknown>:0
at Parse.ParseInstallation.SetPlatformAutomaticValue () [0x00000] in <filename unknown>:0
at Parse.ParseInstallation.SetAutomaticValues () [0x00000] in <filename unknown>:0
at Parse.ParseInstallation.SaveAsync (System.Threading.Tasks.Task toAwait, CancellationToken
cancellationToken) [0x00000] in <filename unknown>:0
at Parse.PlatformHooks+<>c__DisplayClass38.<RequestAsync>b__33 (System.Threading.Tasks.Task`1 _)
[0x00000] in <filename unknown>:0
at Parse.ParseObject+<>c__DisplayClass18.<SaveAsync>b__17 (System.Threading.Tasks.Task toAwait)
[0x00000] in <filename unknown>:0
at FlurryAnalyticsIOS.SetSessionTimeout (Int32 seconds) [0x00000] in <filename unknown>:0
at
System.Collections.Generic.Dictionary`2[System.Int64,System.Boolean].Do_ICollectionCopyTo[KeyValuePair`2]
(System.Array array, Int32 index, System.Collections.Generic.Transform`1 transform) [0x00000] in <filename
unknown>:0
at Parse.Internal.TaskQueue.Enqueue[Task] (System.Func`2 taskStart, CancellationToken cancellationToken)
[0x00000] in <filename unknown>:0
at Parse.ParseObject.SaveAsync (CancellationToken cancellationToken) [0x00000] in <filename unknown>:0
at Parse.ParseObject.SaveAsync () [0x00000] in <filename unknown>:0
at Parse.ParseInitializeBehaviour.<Awake>b__0 (System.Byte[] deviceToken) [0x00000] in <filename
unknown>:0
at FlurryAnalyticsIOS.SetSessionTimeout (Int32 seconds) [0x00000] in <filename unknown>:0
at Newtonsoft.Json.Bson.BsonRegex.get_Type () [0x00000] in <filename unknown>:0
at Parse.PlatformHooks+<>c__DisplayClass24.<RegisterDeviceTokenRequest>b__22 () [0x00000] in
<filename unknown>:0
at System.Action.Invoke () [0x00000] in <filename unknown>:0
at Newtonsoft.Json.Bson.BsonRegex.get_Type () [0x00000] in <filename unknown>:0
at Parse.PlatformHooks+<RunDispatcher>d__44.MoveNext () [0x00000] in <filename unknown>:0
at System.Nullable`1[System.DateTimeOffset].ToString () [0x00000] in <filename unknown>:0
System.Nullable`1:ToString()
UnityEngine.Debug:Internal_LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Parse.<RunDispatcher>d__44:MoveNext()
System.Nullable`1:ToString()
The problem just appeared with the new Unity Parse SDK 1.5 (which contains the PNS feature). What we know is that running an empty project with just the parse sdk goes fine and the notifications work just fine, but in our actual project, because of the exception, devices dont register for the notifications in parse, so we are assuming there is a kind of a conflict between parse and one of the other tools we are using.
FYI : We are building the game using IL2CPP for a universal architecture (we re also building with .Net 2.0 subset, but I dont think that this has something to do with the problem).
Thank you for your time and for your answers.
UPDATE ::
We tried to build using Mono(2.x) this time and we have pretty much the same exception that turned into this :
ExecutionEngineException: Attempting to JIT compile method
'System.Reflection.MonoProperty:StaticGetterAdapterFrame
(System.Reflection.MonoProperty/StaticGetter`1,object)' while
running with ­­aot­only.
at System.Reflection.MonoProperty.GetValue (System.Object obj,
System.Object[] index)
[0x00000] in :0
at Parse.ParseInstallation.get_Badge () [0x00000] in :0
at Parse.ParseInstallation.SetPlatformAutomaticValue () [0x00000] in
unknown>:0
at Parse.ParseInstallation.SetAutomaticValues () [0x00000] in
:0
at Parse.ParseInstallation.SaveAsync (System.Threading.Tasks.Task
toAwait,
CancellationToken cancellationToken) [0x00000] in :0
at Parse.ParseObject+<>c__DisplayClass18.b__17
(System.Threading.Tasks.Task toAwait) [0x00000] in :0
at Parse.Internal.TaskQueue.Enqueue[Task] (System.Func`2 taskStart,
CancellationToken
cancellationToken) [0x00000] in :0
at Parse.ParseObject.SaveAsync (CancellationToken cancellationToken)
[0x00000] in
:0
at Parse.ParseObject.SaveAsync () [0x00000] in :0
at Parse.ParseInitializeBehaviour.b__0 (System.Byte[]
deviceToken) [0x00000] in
:0
at
Parse.PlatformHooks+<>c__DisplayClass24.b__22
()
[0x00000] in :0
at Parse.PlatformHooks+d__44.MoveNext () [0x00000] in
unknown>:0
UnityEngine.Debug:Internal_LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Parse.d__44:MoveNext()
Hopes it bring you guys more details about the problem.
Update 2 ::
We know exactly what causes the exception to happen and unfortunately we have no control over it, its when we register for notification, we do it this way :
using NotificationServices = UnityEngine.iOS.NotificationServices;
using NotificationType = UnityEngine.iOS.NotificationType;
/*
.
.
.
*/
void ACalledFunction ()
{
// Ask for permission for push notifications (Can Receive deviceToken)
#if UNITY_IPHONE
NotificationServices.RegisterForNotifications(
NotificationType.Alert |
NotificationType.Badge |
NotificationType.Sound);
#endif
}
}
UPDATE 15/06/2015 : Parse Unity SDK 1.5.1 (il2cpp scripting backend)
We re still having the same error when trying to register for parse PNs :
ExecutionEngineException: Attempting to call method
'System.Reflection.MonoProperty::StaticGetterAdapterFrame' for which
no ahead of time (AOT) code was generated.
System.Reflection.MonoProperty+GetterAdapter.Invoke (System.Object
_this) System.Reflection.MonoProperty+GetterAdapter.Invoke (System.Object _this) CurvedText.OnRectTransformDimensionsChange ()
System.Reflection.MonoProperty.GetValue (System.Object obj,
System.Object[] index)
Newtonsoft.Json.Bson.BsonString.set_IncludeLength (Boolean value)
Parse.ParseInstallation.get_Badge ()
Parse.ParseInstallation.SetPlatformAutomaticValue ()
Parse.ParseInstallation.SetAutomaticValues ()
Parse.ParseInstallation.SaveAsync (System.Threading.Tasks.Task
toAwait, CancellationToken cancellationToken)
Parse.PlatformHooks+<>c__DisplayClass42.b__36 (System.Object _)
Parse.ParseObject+<>c__DisplayClass18.b__17
(System.Threading.Tasks.Task toAwait)
FlurryAnalyticsIOS.SetSessionTimeout (Int32 seconds)
Parse.ParseObject.SetProperty[ParseACL] (Parse.ParseACL value,
System.String propertyName) Parse.Internal.TaskQueue.Enqueue[Task]
(System.Func2 taskStart, CancellationToken cancellationToken)
Parse.ParseObject.SaveAsync (CancellationToken cancellationToken)
Parse.ParseObject.SaveAsync () Parse.ParseInitializeBehaviour.b__0
(System.Byte[] deviceToken) FlurryAnalyticsIOS.SetSessionTimeout
(Int32 seconds) Newtonsoft.Json.Bson.BsonString.set_IncludeLength
(Boolean value) Parse.PlatformHooks+<>c__DisplayClass24.b__22 ()
System.Action.Invoke ()
Newtonsoft.Json.Bson.BsonString.set_IncludeLength (Boolean value)
Parse.PlatformHooks+d__44.MoveNext ()
System.Array+InternalEnumerator1[System.UInt64].get_Current ()
UnityEngine.Debug:LogException(Exception) Parse.d__44:MoveNext()
System.InternalEnumerator`1:get_Current()
It is possible to use reflection with AOT builds (both using the Mono scripting backend and the IL2CPP scripting backend). The restriction is really on using anything in the System.Reflection.Emit namespace.
Some parts of the mscorlib.dll assembly that ship with the Unity version of Mono are not friendly to AOT code paths, and System.Reflection.MonoProperty::StaticGetterAdapterFrame is one of them. This code won't work with an AOT build, but unfortunately it is not something that Unity can determine at compile time, so the error will only happen at runtime.
This is probably an issue to bring up on the Parse SDK forums. It may be that the SDK can be used differently to avoid this issue.

Installing Xamarin fail on Mac due to Android SDK

I'm trying to install Xamarin on my MacBook Pro 2011 running 10.7.4.
When I run the installer it attempts to install the Android SDK first, however after a while it fails and the error report states:
Error downloading from Google server. Android SDK.
The operation has timed out.
Exception type: System.Net.WebException
Message: The operation has timed out.
at System.Net.WebConnectionStream.Read (System.Byte[] buffer, Int32 offset, Int32 size) [0x00000] in <filename unknown>:0
at Xamarin.Web.Installer.DownloadService.DoDownload (Int64 totalBytes, System.IO.Stream responseStream, System.IO.Stream outputStream, System.Object state) [0x00000] in <filename unknown>:0
at Xamarin.Web.Installer.Utilities.DownloadUrl (System.Net.HttpWebResponse response, System.String url, System.Action`4 doDownload, Boolean noCache, System.Object state) [0x00000] in <filename unknown>:0
Android SDK installation failed with more than one exception (Attempt #Android SDK)
Some installation errors are present.
Exception type: System.AggregateException
Message: Some installation errors are present.
Exception type: Xamarin.Web.Installer.InstallException
Message: Download failed.
at Xamarin.Web.Installer.Installer.BaseSoftwareItem.ValidateDownloadItem () [0x00000] in <filename unknown>:0
at Xamarin.Web.Installer.Installer.AndroidSoftwareItem.Install (UInt32 tryNumber) [0x00000] in <filename unknown>:0
at MacInstaller.WizardPageInstallationController.InstallationWorker () [0x00000] in <filename unknown>:0
Exception type: System.Net.WebException
Message: The operation has timed out.
at System.Net.WebConnectionStream.Read (System.Byte[] buffer, Int32 offset, Int32 size) [0x00000] in <filename unknown>:0
at Xamarin.Web.Installer.DownloadService.DoDownload (Int64 totalBytes, System.IO.Stream responseStream, System.IO.Stream outputStream, System.Object state) [0x00000] in <filename unknown>:0
at Xamarin.Web.Installer.Utilities.DownloadUrl (System.Net.HttpWebResponse response, System.String url, System.Action`4 doDownload, Boolean noCache, System.Object state) [0x00000] in <filename unknown>:0
Exception type: Xamarin.Web.Installer.InstallException
Message: Download failed.
at Xamarin.Web.Installer.Installer.BaseSoftwareItem.ValidateDownloadItem () [0x00000] in <filename unknown>:0
at Xamarin.Web.Installer.Installer.AndroidSoftwareItem.Install (UInt32 tryNumber) [0x00000] in <filename unknown>:0
at MacInstaller.WizardPageInstallationController.InstallationWorker () [0x00000] in <filename unknown>:0
Exception type: System.Net.WebException
Message: The operation has timed out.
at System.Net.WebConnectionStream.Read (System.Byte[] buffer, Int32 offset, Int32 size) [0x00000] in <filename unknown>:0
at Xamarin.Web.Installer.DownloadService.DoDownload (Int64 totalBytes, System.IO.Stream responseStream, System.IO.Stream outputStream, System.Object state) [0x00000] in <filename unknown>:0
at Xamarin.Web.Installer.Utilities.DownloadUrl (System.Net.HttpWebResponse response, System.String url, System.Action`4 doDownload, Boolean noCache, System.Object state) [0x00000] in <filename unknown>:0
Exception type: Xamarin.Web.Installer.InstallException
Message: Download failed.
at Xamarin.Web.Installer.Installer.BaseSoftwareItem.ValidateDownloadItem () [0x00000] in <filename unknown>:0
at Xamarin.Web.Installer.Installer.AndroidSoftwareItem.Install (UInt32 tryNumber) [0x00000] in <filename unknown>:0
at MacInstaller.WizardPageInstallationController.InstallationWorker () [0x00000] in <filename unknown>:0
Exception type: System.Net.WebException
Message: The operation has timed out.
at System.Net.WebConnectionStream.Read (System.Byte[] buffer, Int32 offset, Int32 size) [0x00000] in <filename unknown>:0
at Xamarin.Web.Installer.DownloadService.DoDownload (Int64 totalBytes, System.IO.Stream responseStream, System.IO.Stream outputStream, System.Object state) [0x00000] in <filename unknown>:0
at Xamarin.Web.Installer.Utilities.DownloadUrl (System.Net.HttpWebResponse response, System.String url, System.Action`4 doDownload, Boolean noCache, System.Object state) [0x00000] in <filename unknown>:0
What's wrong?

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