Can't get WinAppDeployCmd for Appx deployment to work - windows-phone

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

Related

Hololens 2 emulator for openxr hello_xr test

I am working on Windows 10 with Windows Mixed Reality Runtime and Hololens 2 emulator to run the hello_xr test . I was able to build the project using Visual Studio 19 and run it from command prompt as follows
hello_xr.exe -g D3D12 -ff Hmd -vc Stereo -bm Opaque -s Local
This is unable to get system and throws the following error although Hololens 2 emulator has been launched prior to running the above command
[16:09:52.495][Info ] Press any key to shutdown...
[16:09:52.586][Info ] Available Layers: (0)
[16:09:52.616][Info ] Instance RuntimeName=Windows Mixed Reality Runtime RuntimeVersion=112.2211.2002
[16:09:52.623][Error ] XrResult failure [XR_ERROR_FORM_FACTOR_UNAVAILABLE]
Origin: xrGetSystem(m_instance, &systemInfo, &m_systemId)
Source: ..\..\..\src\tests\hello_xr\openxr_program.cpp:298
Maybe I should launch the test from within Visual Studio using Hololens 2 emulator as debug target for this to work. But I am not sure how that can be achieved.
How do I go about debugging this? I just started with XR development.
This was solved in the Khronos forums.
Update (adding some context in case the link is unavailable later):
Instead of hololens emulator we can also use Windows Mixed Reality Portal or SteamVR to run the hello_xr sample. I used SteamVR along with an android phone. Steps followed were
Install SteamVR.
Change the active runtime from Windows Mixed Reality to SteamVR. The path to the manifest json file for SteamVR should be {drive}:\Program Files (x86)\Steam\steamapps\common\SteamVR\steamxr_win64.json . Registry editor can be updated to change the active runtime, details about runtime discovery can be found in the loader spec.

Vulkan support on Windows Sandbox / Hyper-V Windows 11

The latest Windows 11 has Vulkan support to Windows Sandbox and maybe Hyper-V so when the sandbox loads Windows, it has vulkaninfo available and running. and in device manager there is the actual GPU not just an emulated one.
So I tried running Vulkan application such as vkcube, and my own application. But it is missing VK_KHR_swapchain extention. Is there a way to make it work? If I try vkcube I get that VK_KHR_swapchain is missing vkCreateInstance:
failure vkEnumatedDeviceExtensionProperties failed to find the VK_KHR_swapchain extention
Do you have a compatible Vulkan installable client driver (ICD) installed?
So why does vulkaninfo show long list of available information but missing this? What is the meaning of Vulkan support if this basic part is missing?
Is there a workaround?
Tried configuring sandbox with vGpu enabled but this removed the vulkaninfo. Any suggestions?
Thanks
link to vulkan info output on the sandbox virtual machine

Are libraries built using the Linux subsystem in Windows 10 accessible to a Windows development environment?

I'm currently trying to connect MongoDB to a Windows QT C++ application and am following the tutorial here. While there Windows installation instructions are presented, to avoid having to install Visual Studio or other tools, I'm wondering if I can follow the package-manager or Linux instructions on the inbuilt Linux/ Ubuntu subsystem of Windows 10 and build the libraries in my Linux environment, later somehow accessing them from my Windows development environment.
I don't fully understand how compilation/ byte-code works in the Linux subsystem on Windows, so I haven't been able to piece together an answer for this myself based on my understanding of the various systems involved. Any explanation or assistance would be appreciated.
You can run a Windows executable from a WSL console window or a Linux executable from Windows command line / power shell. And capture the output, pipe between applications etc. But the application must run entirely on one platform; you cannot mix a Windows executable with Linux libraries or vice-versa.
I don't know how you will connect to MongoDB but, if it has a socket interface like MySql, you could create a bash script on WSL which runs your QT application to access the database, wherever it is.
But if you're using QT as a GUI you're going to struggle. People have been able to get a Linux desktop running on WSL by installing an X server on the Windows host but you might find that more trouble than it's worth.

IBM MobileFirst Platform Installation in Windows 8.1 64Bit

I am using my office laptop (Lenovo vV310 - 8GB RAM - 64 Bit OS - Windows 8.1). I have been trying to fix an installation issue with IBM Mobile First Platform for the past few days. I downloaded the IBM Mobile First Developer Kit from link http://public.dhe.ibm.com/ibmdl/export/pub/software/products/en/MobileFirstPlatform/mobilefirst-deved-devkit-windows-8.0.0.0.exe
The problem is the installation software InstallAnywhere is not installing and gives the below warning.
Windows error 2 occured while loading the Java VM
I have JDK 1.8 installed in my notebook and I couldn't fix the issue. I have the java JDK and JRE bin paths set in the environment variables.
If any of you have fixed the issue, please share the solution.
Open command line as Administrator and type following command.
[path of mobilefirst-devkit.exe] LAX_VM ["path of java.exe"]
Usage
C:\Users\gaurab\Downloads\mobilefirst-deved-devkit-windows-8.0.0.0.exe LAX_VM "C:\Program Files\Java\jdk1.8.0_112\bin\java.exe"

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!