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  • A terminal emulator for ex-Windows users

    - by Dan
    There are several things I would like to be better in Ubuntu Terminal Emulator. coloring, like in the source code Copy and paste keyboard shortcuts that I used all the time in Windows: Ctrl-C and Ctrl-V (Most of people here in Ubuntu use Ctrl+C and Ctrl+V keyboard shortcuts to copy and paste everywhere except the terminal! I think it's annoying for newcomers, and I don't worry about historical reasons) A feature to save all the output to log file UPDATE: Can the terminal be a powerful feature-full user-friendly tool like a modern IDE? The Linux user can spend 30% of time in the terminal. Programmers no longer code in a notepad. Can I see the history pane? Suggestions? Directory pane? Commands list? Search for words in an output? Contextual behavior? "Search in Google" for a mouse right-click. Tips and tricks learning? Time is money! Please, people, give me a link to the 21st - century terminal.

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  • Where can I get source code for apps on the andorid emulator?

    - by Kaustubh
    Hello, greetings. I have 2 question to put forward: I was very interested, even intrigued by the Maps application on the android emulator. Where can I get the source code for it? There is a Maps Editor on the Android Market, it cannot be downloaded to the emualtor. but again, where can I find the source code to that? Thank You, Kaustubh.

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  • Start a short video when an incoming call is detected, first case using the emulator.

    - by Emanuel
    I want to be able to start a short video on an incoming phone call. The video will loop until the call is answered. I've loaded the video onto the emulator sdcard then created the appropriate level avd with a path to the sdcard.iso file on disk. Since I'm running on a Mac OS x snow leopard I am able to confirm the contents of the sdcard. All testing has be done on the Android emulator. In a separate project TestVideo I created an activity that just launches the video from the sdcard. That works as expected. Then I created another project TestIncoming that creates an activity that creates a PhoneStateListener that overrides the onCallStateChanged(int state, String incomingNumber) method. In the onCallStateChanged() method I check if state == TelephonyManager.CALL_STATE_RINGING. If true I create an Intent that starts the video. I'm actually using the code from the TestVideo project above. Here is the code snippet. PhoneStateListener callStateListener = new PhoneStateListener() { @Override public void onCallStateChanged(int state, String incomingNumber) { if(state == TelelphonyManager.CALL_STATE_RINGING) { Intent launchVideo = new Intent(MyActivity.this, LaunchVideo.class); startActivity(launchVideo); } } }; The PhoneStateListener is added to the TelephonyManager.listen() method like so, telephonyManager.listen(callStateListener, PhoneStateListener.LISTEN_CALL_STATE); Here is the part I'm unclear on, the manifest. What I've tried is the following: <?xml version="1.0" encoding="utf-8"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.example.incomingdemo" android:versionCode="1" android:versionName="1.0"> <application android:icon="@drawable/icon" android:label="@string/app_name"> <activity android:name=".IncomingVideoDemo" android:label="@string/app_name"> <intent-filter> <action android:name="android.intent.action.ANSWER" /> <category android:name="android.intent.category.DEFAULT" /> </intent-filter> </activity> <activity android:name=".LaunchVideo" android:label="LaunchVideo"> </activity> </application> <uses-sdk android:minSdkVersion="2" /> <uses-permission android:name="android.permission.READ_PHONE_STATE"/> </manifest> I've run the debugger after setting breakpoints in the IncomingVideoDemo activity where the PhoneStateListener is created and none of the breakpoints are hit. Any insights into solving this problem is greatly appreciated. Thanks.

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  • Texture displays on Android emulator but not on device

    - by Rob
    I have written a simple UI which takes an image (256x256) and maps it to a rectangle. This works perfectly on the emulator however on the phone the texture does not show, I see only a white rectangle. This is my code: public void onSurfaceCreated(GL10 gl, EGLConfig config) { byteBuffer = ByteBuffer.allocateDirect(shape.length * 4); byteBuffer.order(ByteOrder.nativeOrder()); vertexBuffer = byteBuffer.asFloatBuffer(); vertexBuffer.put(cardshape); vertexBuffer.position(0); byteBuffer = ByteBuffer.allocateDirect(shape.length * 4); byteBuffer.order(ByteOrder.nativeOrder()); textureBuffer = byteBuffer.asFloatBuffer(); textureBuffer.put(textureshape); textureBuffer.position(0); // Set the background color to black ( rgba ). gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Enable Smooth Shading, default not really needed. gl.glShadeModel(GL10.GL_SMOOTH); // Depth buffer setup. gl.glClearDepthf(1.0f); // Enables depth testing. gl.glEnable(GL10.GL_DEPTH_TEST); // The type of depth testing to do. gl.glDepthFunc(GL10.GL_LEQUAL); // Really nice perspective calculations. gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); gl.glEnable(GL10.GL_TEXTURE_2D); loadGLTexture(gl); } public void onDrawFrame(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glDisable(GL10.GL_DEPTH_TEST); gl.glMatrixMode(GL10.GL_PROJECTION); // Select Projection gl.glPushMatrix(); // Push The Matrix gl.glLoadIdentity(); // Reset The Matrix gl.glOrthof(0f, 480f, 0f, 800f, -1f, 1f); gl.glMatrixMode(GL10.GL_MODELVIEW); // Select Modelview Matrix gl.glPushMatrix(); // Push The Matrix gl.glLoadIdentity(); // Reset The Matrix gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glLoadIdentity(); gl.glTranslatef(card.x, card.y, 0.0f); gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]); //activates texture to be used now gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); } public void onSurfaceChanged(GL10 gl, int width, int height) { // Sets the current view port to the new size. gl.glViewport(0, 0, width, height); // Select the projection matrix gl.glMatrixMode(GL10.GL_PROJECTION); // Reset the projection matrix gl.glLoadIdentity(); // Calculate the aspect ratio of the window GLU.gluPerspective(gl, 45.0f, (float) width / (float) height, 0.1f, 100.0f); // Select the modelview matrix gl.glMatrixMode(GL10.GL_MODELVIEW); // Reset the modelview matrix gl.glLoadIdentity(); } public int[] texture = new int[1]; public void loadGLTexture(GL10 gl) { // loading texture Bitmap bitmap; bitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.image); // generate one texture pointer gl.glGenTextures(0, texture, 0); //adds texture id to texture array // ...and bind it to our array gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]); //activates texture to be used now // create nearest filtered texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); // Use Android GLUtils to specify a two-dimensional texture image from our bitmap GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); // Clean up bitmap.recycle(); } As per many other similar issues and resolutions on the web i have tried setting the minsdkversion is 3, loading the bitmap via an input stream bitmap = BitmapFactory.decodeStream(is), setting BitmapFactory.Options.inScaled to false, putting the images in the nodpi folder and putting them in the raw folder.. all of which didn't help. I'm not really sure what else to try..

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  • Test All Features of Windows Phone 7 On Your PC

    - by Matthew Guay
    Are you developer or just excited about the upcoming Windows Phone 7, and want to try it out now?  Thanks to free developer tools from Microsoft and a new unlocked emulator rom, you can try out most of the exciting features today from your PC. Last week we showed you how to try out Windows Phone 7 on your PC and get started developing for the upcoming new devices.  We noticed, however, that the emulator only contains Internet Explorer Mobile and some settings.  This is still interesting to play around with, but it wasn’t the full Windows Phone 7 experience. Some enterprising tweakers discovered that more applications were actually included in the emulator, but were simply hidden from users.  Developer Dan Ardelean then figured out how to re-enable these features, and released a tweaked emulator rom so everyone can try out all of the Windows Phone 7 features for themselves.  Here we’ll look at how you can run this new emulator image on your PC, and then look at some interesting features in Windows Phone 7. Editor Note: This modified emulator image is not official, and isn’t sanctioned by Microsoft. Use your own judgment when choosing to download and use the emulator. Setting Up Emulator Rom To test-drive Windows Phone 7 on your PC, you must first download and install the Windows Phone Developer Tools CTP (link below).  Follow the steps we showed you last week at: Try out Windows Phone 7 on your PC today.  Once it’s installed, go ahead and run the default emulator as we showed to make sure everything works ok. Once the Windows Phone Developer Tools are installed and running, download the new emulator rom from XDA Forums (link below).  This will be a zip file, so extract it first. Note where you save the file, as you will need the address in the next step. Now, to run our new emulator image, we need to open the emulator in command line and point to the new rom image.  To do this, browse to the correct directory, depending on whether you’re running the 32 bit or 64 bit version of Windows: 32 bit: C:\Program Files\Microsoft XDE\1.0\ 64 bit: C:\Program Files (x86)\Microsoft XDE\1.0\ Hold your Shift key down and right-click in the folder.  Choose Open Command Window here. At the command prompt, enter XDE.exe followed by the location of your new rom image.  Here, we downloaded the rom to our download folder, so at the command prompt we entered: XDE.exe C:\Users\Matthew\Downloads\WM70Full\WM70Full.bin The emulator loads … with the full Windows Phone 7 experience! To make it easier, let’s make a shortcut on our desktop to load the emulator with the new rom directly.  Right-click on your desktop (or any folder you want to create the shortcut in), select New, and then Shortcut. Now, in the box, we need to enter the path for the emulator followed by the location of our rom.  Both items must be in quotes.  So, in our test, we entered the following: 32 bit: “C:\Program Files\Microsoft XDE\1.0\” “C:\Users\Matthew\Downloads\WM70Full\WM70Full.bin” 64 bit: “C:\Program Files (x86)\Microsoft XDE\1.0\” “C:\Users\Matthew\Downloads\WM70Full\WM70Full.bin” Make sure to enter the correct location of the new emulator rom for your computer, and keep both items in separate quotes.  Click next when you’ve entered the location. Name the shortcut; we named it Windows Phone 7, but simply enter whatever you’d like.  Click Finish when you’re done. You should now have a nice Windows Phone icon and your fully functional shortcut!  Double-click it to run the Windows Phone 7 emulator as above. Features in the Unlocked Windows Phone 7 Emulator So let’s look at what you can do with this new emulator.  Almost everything you’ve seen in demos from the Mobile World Conference and Mix’10 are right here for you to play with.  Here’s the application menu, which you can access by clicking on the arrow on the top of the home screen, which shows how much stuff they’ve got in this!   And, of course, even the home screen itself shows much more activity than it did in the original emulator. Let’s check out some of these sections.  Here’s Zune running on Windows Phone 7, and the Zune Marketplace.  The animations are beautiful, so be sure to check this out yourself. The new picture hub is much nicer than any picture viewer included with Windows Mobile in the past…   Stay productive, and on schedule with the new Calendar. The XBOX hub gives us only a hint of things to come, and the links to games now are simply placeholders. Here’s a look at the Office hub.  This doesn’t show up on the homescreen right now, but you can access it in the applications menu.  Office obviously still has a lot of work left on it, but even at a glance here it looks like it includes a lot more functionality than Office Mobile in Windows Mobile 6. Here’s a look at each of the three apps: Word, Excel, and OneNote, and the formatting pallet in Office apps.   This emulator also includes a lot more settings than the default one, including settings for individual applications. You can even activate the screen lock, and try out the lift-to-peek-or-unlock feature… Finally, this version of Windows Phone 7 includes a very nice SystemInfo app with an advanced task manager.  We hope this is still available when the actual phones are released. Conclusion If you’re excited about the upcoming Windows Phone 7 series, or simply want to learn more about what’s coming, this is a great way to test it out.  With these exciting new hubs and applications, there’s something here for everyone.  Let us know what you like most about Windows Phone 7 and what your favorite app or hub is. Links Please note: These roms are not officially supported by Microsoft, and could be taken down. Download the unlocked Windows Phone 7 emulator from XDA Forums – click the link in this post to download How the unlocked emulator image was created Similar Articles Productive Geek Tips Try out Windows Phone 7 on your PC todayGet stats on your Ruby on Rails codeDisable Windows Vista’s Built-in CD/DVD Burning FeaturesWeek in Geek – The Slick Windows 7 File Copy Animation EditionGeek Fun: Virtualized Old School Windows – Windows 95 TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional Get Better Windows Search With UltraSearch Scan News With NY Times Article Skimmer SpeedyFox Claims to Speed up your Firefox Beware Hover Kitties Test Drive Mobile Phones Online With TryPhone Ben & Jerry’s Free Cone Day, 3/23/10

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  • Is there a Novatel Wireless Modem Emulator or something similar?

    - by David Brown
    Novatel Wireless provides their NovaCore SDK for developers wishing to interface with their line of modems. I'm currently developing an open source managed wrapper for it, but I'm having difficulties with testing. I own a Novatel MiFi and have mobile broadband service through Sprint, but that can only get me so far. The device is already activated, thus I can't test the network activation features of the NovaCore SDK. There are also certain features only available for HSPA modems, which I am not able to get in my area. Is there an emulator capable of emulating a Novatel Wireless modem so that I can test my library without physical hardware and an actual data connection? If not, do you have any other suggestions that might help in this situation? I've contacted Novatel Wireless via email and their developer forum, but have not received a response. Thanks!

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  • Android app works on emulator but not on phone ("Can't dispatch DDM chunk XXXX: no handler defined")

    - by JR_vv2
    Hey all, I made a very simple application to start playing around with Android development. It works fine on the emulator, but it gives me the following error when I try to install it on my HTC Hero (v1.5): Sorry! The application Simple Dial (process com.foo.simpledial) has stopped unexpectedly. Please try again. (Force Close button) and on in the Eclipse console, I get the following message: [2010-06-14 23:10:52 - Simple Dial] Uploading Simple Dial.apk onto device 'HT9BSHF00222' [2010-06-14 23:10:53 - Simple Dial] Installing Simple Dial.apk... [2010-06-14 23:10:56 - Simple Dial] Success! [2010-06-14 23:10:56 - Simple Dial] Starting activity com.alanvaghti.simpledial.DialActivity on device [2010-06-14 23:10:57 - Simple Dial] ActivityManager: Can't dispatch DDM chunk 46454154: no handler defined [2010-06-14 23:10:57 - Simple Dial] ActivityManager: Can't dispatch DDM chunk 4d505251: no handler defined [2010-06-14 23:10:57 - Simple Dial] ActivityManager: Starting: Intent { action=android.intent.action.MAIN categories={android.intent.category.LAUNCHER} comp={com.alanvaghti.simpledial/com.alanvaghti.simpledial.DialActivity} } I did put 'android:debuggable="true"' inside the application tag on the manifest.xml Any ideas on what is going on?? Thanks in advance.

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  • android service using SystemClock.elapsedRealTime() instead of SystemClock.uptimeMillis() works in emulator but not in samsung captivate ?

    - by Aleadam
    First question here in stackoverflow :) I'm running a little android 2.2 app to log cpu frequency usage. It is set up as a service that will write the data every 10 seconds using a new thread. The code for that part is very basic (see below). It works fine, except that it would not keep track of time while the phone is asleep (which, I know, is the expected behavior). Thus, I changed the code to use SystemClock.elapsedRealTime() instead. Problem is, in emulator both commands are equivalent, but in the phone the app will start the thread but it will never execute the mHandler.postAtTime command. Any advice regarding why this is happening or how to overcome the issue is greatly appreciated. PS: stopLog() is not being called. That's not the problem. mUpdateTimeTask = new Runnable() { public void run() { long millis = SystemClock.uptimeMillis() - mStartTime; int seconds = (int) (millis / 1000); int minutes = seconds / 60; seconds = seconds % 60; String freq = readCPU (); if (freq == null) Toast.makeText(CPU_log_Service.this, "CPU frequency is unreadable.\nPlease make sure the file has read rights.", Toast.LENGTH_LONG).show(); String str = new String ((minutes*60 + seconds) + ", " + freq + "\n"); if (!writeLog (str)) stopLog(); mHandler.postAtTime(this, mStartTime + (((minutes * 60) + seconds + 10) * 1000)); }}; mStartTime = SystemClock.uptimeMillis(); mHandler.removeCallbacks(mUpdateTimeTask); mHandler.postDelayed(mUpdateTimeTask, 100);

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  • Android SDK: Hello World won't run !

    - by RedRoses
    Hello, This is a very very beginner question regarding Android Development I am trying to create and run the Hello world example from the Android SDK website, but I can't see anything appearing on the screen. It appears to me that Eclipse just hangs at this point: [2010-11-05 09:55:47 - HelloAndroid] ------------------------------ [2010-11-05 09:55:47 - HelloAndroid] Android Launch! [2010-11-05 09:55:47 - HelloAndroid] adb is running normally. [2010-11-05 09:55:47 - HelloAndroid] Performing com.example.helloandroid.HelloAndroid activity launch [2010-11-05 09:55:48 - HelloAndroid] Automatic Target Mode: launching new emulator with compatible AVD 'AVD2' [2010-11-05 09:55:48 - HelloAndroid] Launching a new emulator with Virtual Device 'AVD2' [2010-11-05 09:55:51 - HelloAndroid] New emulator found: emulator-5554 [2010-11-05 09:55:51 - HelloAndroid] Waiting for HOME ('android.process.acore') to be launched... [2010-11-05 09:57:10 - HelloAndroid] WARNING: Application does not specify an API level requirement! [2010-11-05 09:57:10 - HelloAndroid] Device API version is 8 (Android 2.2) [2010-11-05 09:57:10 - HelloAndroid] HOME is up on device 'emulator-5554' [2010-11-05 09:57:10 - HelloAndroid] Uploading HelloAndroid.apk onto device 'emulator-5554' [2010-11-05 09:57:12 - HelloAndroid] Installing HelloAndroid.apk... [2010-11-05 09:59:33 - HelloAndroid] Success! [2010-11-05 09:59:33 - HelloAndroid] Starting activity com.example.helloandroid.HelloAndroid on device emulator-5554 So it says "Starting activity ..." but nothing ever starts and it's already been more than 30 mins. What could be wrong?? Thanks !

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  • Ambiguation between multitouch geistures tap and free drag in Windows Phone 8 Emulator (Monogame)

    - by Moses Aprico
    I am making a 2d tile based tactic game. I want the map to be slided around (because it's bigger than the screen) with FreeDrag (It's perfectly done, the map can moved around, that's not the problem). And then, I want to display the character's actions, everytime it's tapped. The problem then appeared. Everytime I want to FreeDrag the map, the Tap trigger always fired first before the FreeDrag one. Is there any way to differ the map sliding than the character tapping? Below is my code. while (TouchPanel.IsGestureAvailable) { GestureSample gesture = TouchPanel.ReadGesture(); switch (gesture.GestureType) { case GestureType.FreeDrag: { //a } break; case GestureType.Tap: { //b } break; } } Every time I first want to free drag (at the first touch), it always goes to "b" first (see commented line above), and then to "a" rather than immediately goes to "a". I've tried flick, but it seems the movement produced by flick is too fast, so freedrag fits the most. Is there any way or workaround to perform FreeDrag (or similar) without firing the Tap trigger? Thanks in advance.

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  • Simulate Geo Location in Silverlight Windows Phone 7 emulator

    If youve been excited about Windows Phone 7 development and the platform being Silverlight for application development, you probably rushed and downloaded all the tools (which are free by the way). You may have even got the samples from the SDK and noticed the Location services examplebut wondered why it doesnt work. If you are just getting started, I created some quickstart videos to help you through some of the basics. You can view them here. In case you havent figured it out: Location services...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • How to design a scriptable communication emulator?

    - by Hawk
    Requirement: We need a tool that simulates a hardware device that communicates via RS232 or TCP/IP to allow us to test our main application which will communicate with the device. Current flow: User loads script Parse script into commands User runs script Execute commands Script / commands (simplified for discussion): Connect RS232 = RS232ConnectCommand Connect TCP/IP = TcpIpConnectCommand Send data = SendCommand Receive data = ReceiveCommand Disconnect = DisconnectCommand All commands implement the ICommand interface. The command runner simply executes a sequence of ICommand implementations sequentially thus ICommand must have an Execute exposure, pseudo code: void Execute(ICommunicator context) The Execute method takes a context argument which allows the command implementations to execute what they need to do. For instance SendCommand will call context.Send, etc. The problem RS232ConnectCommand and TcpIpConnectCommand needs to instantiate the context to be used by subsequent commands. How do you handle this elegantly? Solution 1: Change ICommand Execute method to: ICommunicator Execute(ICommunicator context) While it will work it seems like a code smell. All commands now need to return the context which for all commands except the connection ones will be the same context that is passed in. Solution 2: Create an ICommunicatorWrapper (ICommunicationBroker?) which follows the decorator pattern and decorates ICommunicator. It introduces a new exposure: void SetCommunicator(ICommunicator communicator) And ICommand is changed to use the wrapper: void Execute(ICommunicationWrapper context) Seems like a cleaner solution. Question Is this a good design? Am I on the right track?

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  • AndEngine GLES2 - getting Black screen on emulator 4.1

    - by dizworld.com
    I'm new in andengine . I create following code public class MainActivity extends BaseGameActivity { static final int CAMERA_WIDTH = 800; static final int CAMERA_HEIGHT = 480; public Font mFont; public Camera mCamera; //A reference to the current scene public Scene mCurrentScene; public static BaseActivity instance; public EngineOptions onCreateEngineOptions() { instance = this; mCamera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT); return new EngineOptions(true, ScreenOrientation.LANDSCAPE_SENSOR, new RatioResolutionPolicy(CAMERA_WIDTH, CAMERA_HEIGHT), mCamera); } @Override public void onCreateResources(OnCreateResourcesCallback arg0) throws Exception { mFont = FontFactory.create(this.getFontManager(),this.getTextureManager(), 256, 256,Typeface.create(Typeface.DEFAULT, Typeface.BOLD), 32); mFont.load(); } @Override public void onCreateScene(OnCreateSceneCallback arg0) throws Exception { mEngine.registerUpdateHandler(new FPSLogger()); mCurrentScene = new Scene(); Log.v("Scene","enter"); mCurrentScene.setBackground(new Background(0.09804f, 0.7274f, 0.8f)); // return mCurrentScene; } @Override public void onPopulateScene(Scene arg0, OnPopulateSceneCallback arg1) throws Exception { // TODO Auto-generated method stub } } I got code on sites there is returning scene but in AndEngine GLES2 in method onCreateScene() there is no return scene ... so my First run is BLACK .. any suggestion :)

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  • Android SDK emulator freezes on a Mac running OS X 10.6 Snow Leopard

    - by Donald Burr
    I'm having trouble running the Android SDK on both of my Macs running OS X 10.6.2 Snow Leopard. This appears to be a 64 bit vs. 32 bit issue, as Snow Leopard now defaults to 64-bit everything, including the Java virtual machine. I found this webpage with instructions on how to get the Android tools to run in the 32-bit Java VM, and I am now able to run the Android GUI tool to download SDK files, create AVM's, etc. However, when I try the Hello World tutorial and get to the point where I run my application under the Android emulator, everything goes south. The emulator appears to start but it hangs (spinning beachball of death cursor) without displaying anything. (This only hangs the emulator; the rest of the system still works fine.) If I follow the exact same steps (minus the 32-bit java hack) in a Windows virtual machine, everything works fine. Googling didn't yield anything useful (except for the 32-bit java hack I spoke of earlier). This occurs on both my Mac Pro tower and 13" MacBook Pro. Does anyone have any suggestions?

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  • Windows Azure Error: Failed to start Storage Emulator: the SQL Server instance ‘localhost\SQLExpress’ could not be found

    - by DigiMortal
    When running some of your Windows Azure applications when storage emulator is not configured you may get the following error: "Windows Azure Tools: Failed to initialize Windows Azure storage emulator. Unable to start Development Storage. Failed to start Storage Emulator: the SQL Server instance ‘localhost\SQLExpress’ could not be found.   Please configure the SQL Server instance for Storage Emulator using the ‘DSInit’ utility in the Windows Azure SDK.". Here’s how to solve this problem. You need to run DSInit utility to create database. For Windows Azure SDK 1.6 the location for DSInit utility is: C:\Program Files\Windows Azure Emulator\emulator\devstore By default DSInit expects that your database server is (local)\SQLEXPRESS but you can change it easily. If you have MSSQL instance called SQLEXPRESS then it is enough to just run DSInit. If you need some other instance then run the following command: DSInit /sqlinstance:<instance name> For default instance use “.” as instance name: DSInit /sqlinstance:. You can find more information about sqlinstance and other switches from DSInit documentation. If database was correctly created you should see dialog like this: When storage database is ready you can run your application.

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  • unable to access Bluetooth in emulator

    - by Abhijeet
    I want to run Bluetooth chat apps, but my emulator is unable to switch Bluetooth on . I am using Android 2.2 . The Bluetooth option is not being highlighted in the emulator . Please anyone tell me , how to activate Bluetooth on the emulator . Thanks in advance Abhijeet

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  • android app doesn't show on the emulator

    - by Anna Finela Constantino
    I made an android application using eclipse and it is working fine when I started developing my app. But then as I continue to develop the app the emulator seems to be not updating the application prior to the changes I have made on the code. So I tried deleting my avd and create a new one every time I run my app, and that seems to have worked. Now my problem is that my emulator doesn't show my app. It says "Failed to install *.apk on device 'emulator-5554': An established connection was aborted by the software in your host machine". I searched for ways to solved it but none of it seems to have worked. I tried killing the adb process (as most my searches would say) on the task manager but still my app doesn't show on the emulator. The emulator is running and all but my icon is nowhere to be found. Am I misssing out something? Is the problem connected to the first problem i had before? As I said, I started developing android app recently, so please bear with me. :) I appreciate all your help.Thanks in advance.

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  • 4096 MiB SD card in Android Emulator... less than 9MB?

    - by Izhido
    Every time I attempt to create a new AVD with the latest Android SDK (under Eclipse), I can't actually specify SD Card Sizes greater than 1024 MiB. Any attempt to specify higher numbers gets me always the same message: "SD Card Size must be at least 9MB" What gives? Any idea why this could be happening?

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