Deploy, test and debug Android apps with our fast, free, and best-of-breed Android emulator Microsoft Visual Studio 2015 includes an Android emulator that can be used as a target for debugging an Xamarin.Android app: Visual Studio Emulator for Android. This emulator uses the Hyper-V capabilities of your development computer, resulting in faster launch and execution times than the default emulator that comes with the Android SDK. The Visual Studio Emulator for Android can be used as an alternative to the default Android SDK emulator when developing a Xamarin.Android application. Requirements To run the emulator, the computer must meet the requirements to run Hyper-V. Hyper-V requires a 64-bit version of the Pro edition of Windows 8, Windows 8.1, Windows 10, or higher. Find opportunities to reduce your Android app size by inspecting the contents of your app APK file, even if it wasn't built with Android Studio. All Android emulators but Visual Studio Android Emulator require Hyper-V to be turned off, because Genymotion run inside a VirtualBox virtual machine while the new (and fast) Google emulator use HAXM and both are incompatible with Hyper-V. For more information about requirements, see Microsoft Visual Studio now has options for Android development: C++, Cordova, and C# with Xamarin. When choosing one of those Android development options, Visual Studio will also install the brand new Visual Studio Emulator for Android to use as a target for debugging your app. You can also. The need for an emulator for Android We know that emulators can play a key part in the edit-compile-debug cycle (bigger part than devices) and we believe that you need an emulator like the one we are releasing today. Having a great emulator to debug against doesn’t mean you don’t need a device, and having a device to debug against doesn’t mean you won’t benefit from a good emulator. They are complementary. You definitely need to test against a device for the following scenarios which are unsuitable for any emulator: • Measuring the performance characteristics of your code. While an emulator can help you with correctness issues, it will never perfectly emulate the performance characteristics of your code running on the actual devices that you want to test against. You want to measure the performance as your users see it. • Testing hardware-specific issues. If what you are trying to test is the touch-responsiveness of your game, or the speaker quality for your media app, you will want to do that type of testing on the target devices. Ditto if you are trying to work around an OEM-specific bug. • Purely evaluating the actual user experience in real-world situations, e.g. Do your designed interactions work for a user walking around using your app one handed with just their thumb alone? For all other testing, which as part of your edit-compile-debug cycle normally takes at least 80% of your time, you’d want to use an emulator (barring other blocking issues or limitations with your emulator of choice). ![]() Use an emulator for the following reasons: • The majority of your testing is for correctness issues (not performance) and the majority of your code is probably not dealing with hardware specific issues. So use an emulator! • You don’t want to spend a bunch of money buying a bunch of devices (and keep doing so every time a new device appears on the market), just to test things like screen resolution, DPI settings for different screen sizes, different API levels / platform versions, when you can configure that in software (in an emulator). • You don’t want to have to take physical action with your device to test some sensor, e.g. Respond to movement or location changes or simulating network/battery changes. Instead you want to simulate the sensor values easily and quickly in an emulator, e.g. Simulate a trip to another town while your app responds to the change of location. • There is also the convenience element. Open app store apps for mac. Connecting to a device (typically dealing with cables), managing that connection and its lifetime, using one of your USB ports, is not as simple as launching the emulator and treating it like every other desktop application running on your dev machine.
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