I created a Xamarin app on my PC (Windows 10, Visual Studio 2019) along with an android emulator (Pixel Pie 9.0 -API 28).
I noticed when creating Xaml pages along with corresponding View Models and running the changes on the emulator consumes a conciderable amount of data on my drive.
I am new to Xamarin App/Android development so my guess is that there is caching of data (perhaps?) that takes up allot of space. Creating a Registration form for example, building and running the change on the emulator resulted in disk space dropping from 13.5 GB to 10 GB.
How can I free up data on my hard drive as at this rate it feels like it will run out very quickly.
Some of it is cache (mostly downloaded nuget packages), but a lot of it is also just the compiled app (the debug version of which is often a lot larger than a normal 'release' build). The emulator also consumes some space to create and run, which is not avoidable. Installing the android sdk and emulator images does not create the actual emulator disk image until you run the emulator itself.
In general, you should not expect to see the use of space continue to increase at that rate unless you run multiple versions of the emulator. Just adding new code to the same project shouldn't change the size much.
To free space temporarily, you can always delete the obj and bin folders in your project, but they will be recreated as soon as you build it again.
Related
While I am aware that Hot Restart is in preview, it was for quite a while now and my testing never really worked since the first time I've tried it. I've waited for a few VS studio versions to come up, hoping that my issue will be fixed. Since I've kept an eye on issues and haven't seen something similar, I tend to believe that the issue is locally with my setup.
Here is the situation:
I've enabled Hot Restart in VS and added my account, picked the team (after I was added) and everything went fine without errors. I have a free apple account, but after I was added to a Team I was able to obtain automatic provisioning to work.
I've tried to set the debug build options similar to how the simulator was set
I've disabled device specific build as I saw in the docs that it can create problems.
I've installed iTunes just as specified in the docs and when I connect my device to my Windows 10 PC, I can select it from the list.
So basically it looks like everything is set up. I use for testing an iphone 7 with latest iOS version.
Here is what happens:
I've selected different types of output logs hopeing to catch some error in there that could lead me to find a solution.
when starting to build I can see "Building offline for a local device" and I can see my provisioning file details on "Detected signed identity"
I see no apparent error while it compiles and does its job, no complains about signing
then it gets to the IpaCopyToStagingDirectory and there it starts to copy a bunch of files from bin\Iphone\Debug to Artifacts\app.iOS.dSYM where I get the final error: Could not copy the file bin\iPhone\Debug\\app.iOS.ipa because it was not found
If I go to the bin folder, there are many files, including app.iOS.exe, but indeed there is no ipa file. I also don't know why it has two \ on its path.
Any ideas why is not working?
Problem summary
I'm attempting to establish a connection between HoloLens and an Android device, which worked sporadically in the beta-version of the MRTK.
However since moving to the MRTK RC1 (Also Refresh), I've encountered issues regarding the QR-scanning. When pressing connect, the two devices seemingly finds eachother, however when the wearer of the HoloLens1 looks directly into the QR-code, nothing happens. (the white dot and "Locating marker..." text is showing)
Background summary
1. The Setup:
Implemented working MRTK RC1 Refresh
Cloned Feature-SpectatorView separately, copying only the "MixedRealityToolkit.Extensions" folder to the MRTK project.
"Spectator View - HoloLens" prefab added to scene.
First pressing "HoloLens" in the PlatformSwitcher, building for HoloLens1, then switching to "Android" and exporting the project to Android Studio.
Building the .apk from Android Studio
(opencv binaries are downloaded and implemented since beta version, I haven't since changed them from when they worked the last time.)
2. The Proces:
On the HoloLens, I press the "Connect" button in which a white text appears saying "Locating Marker..."
The Android phone presses connect and it goes to "Waiting for User" then as soon as a HoloLens is connected, it switches immediately to a QR code that should be readible from said HoloLens.
Looking directly at the QR-code and nothing new happens, connection does not establish further.
I checked if something was not ticked in Player Settings/Capabilities, but I can't seem to find what the culprit would be. Did I forget something in this proces?
There are a few things that could be causing this issue.
If the Android device is showing a marker, this means the two devices have established a network connection and are communicating with one another. Typically, when I run spectator view I enable the following capabilities: "Internet (Client & Server), Internet (Client), Microphone, Pictures Library, Private Networks (Client & Server), Spatial Perception, Videos Library, Webcam" in the Package.appxmanifest in visual studio. Pressing "HoloLens" on spectator view's unity platform switcher should typically achieve enabling these capabilities, but sometimes the package.appxmanifest doesn't get updated correctly in the visual studio project with subsequent builds in Unity. You can fix this by deleting your visual studio directory and rebuilding the visual studio project in unity.
If these capabilities are checked in the package.appxmanifest, it may be that you rejected a capability request when first running the application. If you open Settings -> Privacy -> Camera on the HoloLens, you can check whether your deployed spectator view application has camera access granted. You should be able to enable the camera functionality here if it is disabled.
There have been changes to both MixedRealityToolkit and MixedRealityToolkit-Unity spectator view logic, so cloning these items at different points in time may cause functions to no longer resolve (We're hoping to consolidate this code into the same repo/commit history in the future to prevent this from continuing to happen). Typically, in the Unity logs there will be errors stating that a function was not found for SpectatorViewPlugin.dll if the dll functionality is not resolving correctly. It sounds like this is not the issue you are hitting if things worked previously. But if it does turn out the case, it may be that you need to rebuild the SpectatorViewPlugin.dll to match the feature/spectatorView code you are using.
If you recently copied the SpectatorViewPlugin.dll and its dependencies to a new unity project, it may be that they aren't getting registered as usable by the windows uwp unity player. Make sure these binaries are in a Plugins\WSA\x86 folder within your assets folder. Also check the *.dll.meta definitions in the unity inspector to ensure the dll's are declared as usable for the unity wsa player/x86 builds.
This may seem like a stupid question but I've been deploying updates to a development site for a project I adopted using a web deploy publishing profile.
This always takes 15 minutes or so.
However, I wanted to test a more realistic example so in order to take the app offline I followed these instructions here:
https://learn.microsoft.com/en-us/previous-versions/aspnet/ee942158(v=vs.110)#how-to-automatically-take-an-app-offline-during-deployment
So I pushed another update and kept refreshing the development site and sure enough, it showed under construction, but only for about 1 minute, and then it was back up.
However, even as I type this question, almost 15 minutes later Visual Studio is still rattling out line by line of publishing updates in the build output window.
Can someone help me understand the lifecycle of web deploy publish from Visual Studio?
According to your description, it seems that it dues to WebApp that does not enable Always on .
By default, web apps are unloaded if they are idle for some period of time. This lets the system conserve resources. In Basic or Standard mode, you can enable Always On to keep the app loaded all the time.
You could have a try to enable Always on and try it again.
If you want to understand web deploy you could refer to this article.
After I save my javascript file meteor will rebuild app but it takes so long time (I have to wait for 15 minute or more)
Are there solutions to solve it.
Thanks!
Based on my personal experience,
In general case, when you quit building in between there might be some folders undeleted like below images.
In such case, delete such folders first.
If you are using Windows, RAM can be issue. If you machine has very little memory allocated then building the ever growing Meteor project become very annoying. I came to know this when I upgraded my machine from 1st generation core i5-6GB DDR2 RAM-500GB HDD to 2nd generation core i7-8GB DDR3 RAM- 248GB SSD storage drive. Machine configuration plays a vital role for Meteor building for development env and production env. Earlier configuration took 6 min to build but new configuration took less than a minute for me now.
If you have any antivirus software running behind the scene then it too might cause the slow speed for meteor build process.
I am a C# winforms programmer, not used to ASP.Net.
As a winforms programmer I build regularly to detect syntax errors.
Recently I opened a Kentico website in Visual Studio and to my surprise found that there were build errors.
Does this matter?
My instinct is to go about correcting the site until it builds. This is a side track from what I set out to do.
If you are attempting to build any kind of quality into your project/software, then yes, it does matter if it builds.
Regarding Kentico and build times, if you're using a website vs. a web project, yes the build times are typically longer and range anywhere from a few minutes to I've seen upwards of an hour. The build times depend greatly on the machine building it as well. So if your machine has a Celeron processor, with 1GB of RAM and a 5400 RPM drive, you're going to take longer to build than a machine with an i7 processor, 16GB of RAM and a solid state hard drive that can read/write 500+ MB/s. Also keep in mind Kentico out of the box has over 9000 system files in it so as a website, it will take some time to build.
One of the first things I check when a site doesn't build is to ensure all the referenced DLLs are in the website/project. If not, this will cause several errors and is usually a very simple fix. If you have any kind of errors from code which resides in the /App_Code directory, your site will NOT run at all when you publish it. If you have errors within any other directory, the site will run BUT wherever those code files are referenced on the website, will display errors. So in your instance if you have webpart files in the /CMSWebparts/OurCompany folder, if those webparts are placed on pages within the website, those pages will error out even though the rest of the site is running.
In my opinion, just fix the errors and be done with them. Then check the code into a version control system to keep track of the changes.
Does this matter?
It depends on what you are trying to achieve with your website. If you want to make it available to the public then building is definitely something you should consider as top priority. If on the other hand you want to have the source code open in Visual Studio on your local machine, just for reading purposes, then building is not necessary.