WinAppDeployCmd doesn't show devices - windows-phone

I tried to deploy my Windows phone 10 package to device.
I created package from VS2015 (.appx)
Switched on dev mode on mobile device (with win phone 10)
Plugged mobile device to PC with USB
Ran command WinAppDeployCmd devices 10
And still WinAppDeployCmd is unable to find any device.
How should I setup WinAppDeployCmd to make it able to find my mobile device?
Thank you.

I found solution.
[PC]create package in VS2015 (.appx)
[Mobile]Go to Settings=>Update and Security=>For developers=>switch on Developer mode
[Mobile]Switch on Wi-Fi and connect to network (the same network as PC)
[Mobile]Go to Settings=>Network & wireless=>Wi-Fi=>press network name you connected to=>find IP address
[Mobile]Go to Settings=>Update and Security=>For developers=>switch on Device discovery=>press Pair=>remember code
[PC]run command WinAppDeployCmd install -file "path to .appx file" -ip [IP address from 4th step] -pin [code from 5th step]
It helps deploy package to device

Related

Can't get WinAppDeployCmd for Appx deployment to work

During the App Packaging and Deployment for Universal Windows Apps presentation (fast forward to 00:36:00) one specific command line utility - WinAppDeployCmd - was used for deployment Windows 10 Universal application to the phone running Windows 10 Mobile. This utility could be found here:
"c:\Program Files (x86)\Windows Kits\10\bin\x86\WinAppDeployCmd.exe"
But every time I'm trying to deploy sample .appx package to the Lunia 635 phone with Windows Mobile v10.0.12562.84 or Surface 3 device with Windows 10 Pro Insider Preview (all devices on the same network as my dev machine) - I'm getting the same "connection failed" error:
Windows App Deployment Tool Version
10.0.0.0 Copyright (c) Microsoft
Corporation. All rights reserved.
Opening connection to device at '192.168.1.139'.
0x80131500 - Connection Failed
0x800705B4 - Timed out waiting for
network events.
Just in case - I could ping both of the devices from my dev machine without problem and can also deploy to any of them from VS2015RC (also tried with renamed WinAppDeployCmd.exe - to make sure that VS2015RC doing deployment somehow differently without using this tool).
So, I'm wondering - are there anyone who succeeded with app deployment using WinAppDeployCmd.exe?
This is a known issue in the current release. There is no workaround and it will light up in a future Windows 10 Insider Preview SDK and tools release.
https://social.msdn.microsoft.com/Forums/en-US/5c8d6f20-699c-4da2-9460-f73e89bf27c3/known-issue-cannot-sideload-applications-using-winappdeploycmd-windows-10-insider-preview-sdk-and?forum=Win10SDKToolsIssues
I have succeeded to deploy an .appx using the WinAppDeployCmd command line tool. Probably the issue have been correct at the latest versions.
For the ones that are not familiar with this tool, it allows you to deploy an Universal Windows app from a Windows 10 machine to any Windows 10 Mobile device via USB or WiFi (since they're on the same subnet). That's a perfect solution if you doesn't have Visual Studio, doesn't have the app source code or if you're under a Hyper-V Virtual Machine.
Basically you will need:
Windows 10 SDK
Generate the .appx package (PC)
Enable the developer mode (Mobile)
Turn on the discovery mode (Mobile)
Get the code to pair devices (Mobile)
Get mobile IP address using WinAppDeployCmd tool (PC)
Run command (PC)
The command will look like this
WinAppDeployCmd install -file “<path>” -ip <ip> -pin <pin>
The tool can be found at C:\Arquivos de Programas (x86)\Windows Kits\10\bin\x86\WinAppDeployCmd.exe
You can find a detailed step-by-step tutorial here
This happened to me once when the USB socket was faulty and Windows compained about the device not being recognized. I switched sockets and everything worked. So make sure you try other sockets (or even a different computer, to rule out the specific machine).
This tool let's you install but does not run the app after install like it did the first version in windows 8.1

STLINK cannot detect my STM32VL discovery

I'm working on a debian 6.0 installed on virtualbox 4 hosted by Windows7, and I'm trying to get my STM32VL work using STLINK project that allows programming and debugging STM32 on Linux.
I followed their tutorial and installed all needed dependancies.
But when I run the program ./​​st-util -1, I get the following error:
tbarry#darkstar:~/stlink$ ./st-util -1
2014-03-20T10:18:48 WARN src/stlink-sg.c: Failed to find an stlink v1 by VID:PID
Error: could not open stlink device
Error: could not open stlink device
I underline that I have already installed Virtualbox extensions, and usb 2.0 is well handled.
Does anyone have an idea of ​​what is blocking me?
I'd same problem. It was driver problem. Windows detected my st-link as mass storage device, so st-util didn't see it. I've used zadig utility in order to change the driver.
Not having found a solution to my problem, I tried with VMware player and it worked nice.
Conclusion: Whatever the problem I had, it was coming from VirtualBox.

Is it possible to use Windows Phone 8 Emulator outside of current PC

I've installed Windows 8 as guest in Hyper-V VM. Tried to launch WP8 emulator and failed.
So I have a question: Is it possible to reuse WP8 emulators in host system to develop inside virtual machine?
As far as I know - it's not possible, you can only debug on real devices or emulators running on the same machine. Also the machine for running emulators must run on bare metal, not in virtualized environment because of some requiredm CPU features like SLAT.

can't find the usb_driver folder, please install the Google USB Driver Packager using the Android SDK manager windows 7 32

After getting my app to work in the emulator, I now want to test it on my Sony Xperia Arc Android phone. I follow the instructions from google here http://developer.android.com/sdk/win-usb.html but can't get their USB driver to load.
When I plug the phone into the computer via the supplied USB data cable, Windows 7 installs it's own driver and doesn't give me a chance to point to the google driver located here: C:\Program Files\Android\android-sdk\extras\google\usb_driver\android_winusb.inf.
When I go to the device manager and right-click on the Device Manage and try to Update Driver Software to point to the Google driver, it says it already has the best one and won't change it! (even though it doesn't work, ie. no drive label appears for the phone plus the device manager shows an ! for it)
I've spent many hours reading dozens of posts with similar problems but no solutions work for me. Any ideas?
Download the drivers from here:
http://developer.sonymobile.com/cws/devworld/downloads/download/sonyericssonxperiaarcxperianeoxperiaplaydrivers

Can I use the Kinect API on a virtual machine?

This programming guide implies that this is possible, so I figure what the heck.
Right now, though, it doesn't work.
Host OS is Vista 64-bit, VMWare Workstation 6.5.3 is running Windows 7 Enterprise 32-bit.
Installed Software on the VM:
Visual C# 2010 Express
Microsoft Server Speech Platform Runtime
Microsoft Server Speech Recognition Language - Kinect
Microsoft Speech Platform SDK
Kinect for Windows SDK Beta
I plug in the Kinect, the device is recognized by the VM, then I run the Sample Shape Game and it doesn't recognize the device. It says "Plug in the Kinect and try again" which turns out to be error 0x80080014, which leads to
http://social.msdn.microsoft.com/Forums/en-US/kinectsdknuiapi/thread/4da8c75e-9aad-4dc3-bd83-d77ab4cd2f82/
which gives me two things to look at:
is it plugged in with the special cable? yes
are all 4 entries in the Device Manager? no
In the Device Manager, I see a "Microsoft Kinect" group containing Microsoft Kinect Audio Control, Microsoft Kinect Camera and Microsoft Kinect Device, but there is nothing under "Sound, video and game controllers" other than VMware VMaudio. "Kinect USB Audio" should be there.
I'm guessing that there is some further twiddling I have to do with the VMWare USB / hardware options (whatever that tray with the USB / CD / HD / floppy etc icons is called) or some deft combination of rebooting and (un)plugging, but I'm almost out of enthusiasm.
Any ideas? TIA
EDIT: I realized that I had some lingering drivers on my host (Vista) system from OpenKinect. After removing them, I can no longer see the Kinect at all in the VM. Hmm.
There is this on read.me
Virtual machines: You must run applications built with the Kinect for Windows SDK Beta in a native Windows environment. Kinect for Windows applications cannot run in a virtual machine, because the Microsoft Kinect drivers and this SDK Beta must be installed on the computer where the application is running.
just to share that (not really understood how) VM Workstation 8 running in a host win 7 x64 with guest OS Ubuntu 10.04 sucessfully detected and installed Kinect drivers.
I was able to test it with libfreenect (OpenKinect Project) http://openkinect.org/wiki/Getting_Started#Manual_Build_on_Linux
best regards,
I'm late to the party, but we've been running and developing for the Kinect with Windows 7 running under VMWare under Mac OS X Mountain Lion.
I'm not a Computer Scientist, but I thought Turing showed that a universal Touring Machine was basically the same as physical hardware. I've had Distributed COM+ running on 3 or 4 VM's on the same physical hardware, but somehow the Kinect device is different? I don't buy that at all.
The most recent version of Microsoft Kinect for Windows (v1.6, possibly slightly earlier versions) in combination with the "Kinect for Windows" hardware does work inside a virtual machine. I run this setup on a MacBook Pro, Parallels 7 and Windows 7.
Note that a Kinect for Xbox does not work inside a virtual machine.
This page from Microsoft says that the "Kinect for Windows" device should work in a VM, but that the "Kinect for XBOX" does NOT work.
First of all you just need two Things to be installed:
libfreenect
libusb
after that you should set three flags to 0x02 at the line
typedef enum {FREENECT_DEVICE_MOTOR = 0x02,FREENECT_DEVICE_CAMERA = 0x02,FREENECT_DEVICE_AUDIO = 0x02,} freenect_device_flags;
Inside the headerfile located at /usr/local/include/libfreenect libfreenect.h but you will lose the ability to control the movement and the the microphone usage will be disabled so don't even try to access them or your device might get damaged after that you should also set
#define PKTS_PER_XFER 32
#define NUM_XFERS 6
inside your libfreenect/src/usb_libusb10.h file at the linux Line
After that rebuild your libfreenect by
mkdir build
cd build cmake ..
make make install.
Than Restart your virtual System and plug and connect only the Kinect Camera Device and no other Kinect device during start of the VM. When System is up you could test your device is properly working by switching to your previously created libfreenect build directory and go to bin there you run ./freenect-camtest you should get no or only a small number of package losses if a lot of losses occur try restart your vm with the camera device pluged in and already connected to your vm. You might need to active disconnect and connect the Webcam from the VM during startup to receive images this should be done during first seconds of VM Boottime!
Works with Ubuntu 14.04 and Workstation 10 and 11 and 11.1
HOST OS Windows 7 and Kinect SDK installed and Kinectdevice for Windows
Also it seems to be quite unstable you often have to restart your virtual system if you can't receive images from your Kinect. But if you once received images don't unplug device or you won't get data until you reboot virtual system with Kinect Camera connected to it.
=> This actually solved the problem otherwise to much frames get lost and its not possible to display proper image!