Game Development Community

Error (0xE8000051)

by Komar "FLy" Sergey · in iTorque 2D · 05/30/2009 (4:41 am) · 13 replies

Hello, can somebody help me, I try to run my game on iPod touch, but the errors stop me "Your mobile device has encountered an unexpected error (0xE8000051)". It's ok, when i try to launch example "Hello World" from SDK tutorial, but when I try to build project from iTGB and then "Build and Go" from XCode, it compilles, but dont want to install on my device, with messaging "Your mobile device has encountered an unexpected error (0xE8000051)".

#1
05/30/2009 (6:11 am)
Hmm, I dont know how, but it works, I just reinstall iPhone SDK... 3 times =) Magic
#2
05/30/2009 (7:15 am)
If this happens again, try to restart your device first. I've gotten this error a few times and the majority of times restarting my device fixed it. When that didn't fix it, I restored my device, but I don't know if that's a better way or if reinstalling the SDK is better... they both suck.
#4
06/01/2009 (11:26 am)
Got this problem again, and now reinstalling SDK doesnt help, I went to Ronny's link, but this too doesnt help me and restoring\rebooting device dont work.
#5
06/01/2009 (4:10 pm)
51 is the only error I've never had (even saw e8008016 today :), so I dunno what it could be.

Do other projects compile, sign and upload if you try a plain Apple template?
#6
06/01/2009 (11:29 pm)
I made Build->clear all, and it helps. Apps load to iPod, but works not good - it has strange graphics artefact, like in brocken TV. And yes, other Apple templates, works fine.
#7
06/01/2009 (11:35 pm)
I've had the artifacts myself, and I suspect I had the wrong build settings, and tried some rather experimental compile flags. Is this unmodified iTGB?
#8
06/02/2009 (4:28 am)
Remember to install the latest XCode that ships with the 3.0 SDK. This has better integration with the iPhone and iTouch and should get rid of a lot of sync errors.

A lot of them seem to be caused by your device going into sleep mode or being used by iTunes while XCode is trying to access it. The new XCode gets around this by checking for the device whenever you click it in organiser as well as taking control of it directly from itunes if it has to.
#9
06/02/2009 (7:11 pm)
The latest Xcode isn't necessarily required. There is one package inside the archive which you could use to add OS 3.x support to Xcode 3.1.2, though.
#10
06/15/2009 (6:30 pm)
I get the same error any time I try to compile in release mode.

"Your mobile device has encountered an unexpected error (0xE8000051)"
"PackageInspectionFailed"

I can compile in debug mode which works, but the performance is rather sluggish. I'm eager to be able to compile in Release mode and see how performance increases.

Has anyone else successfully compiled into release mode with iTGB?

My Specs:

iTGB 1_2
XCode 3.1.2

Attempting to compile target: iTGB, Release, Device - iPhone OS 2.2.1
(have also attempted with 2.2, 2.1, 2.0 and had similar issues)

Thanks for any help.
#11
06/15/2009 (7:06 pm)
Unfortunately, my System Keychain got all messed up that it couldn't CodeSign properly, so I wiped out my iMac and started fresh. I used to have to reboot my iPhone 3.0 GM all the time, too.

I used to get those 'unexpected errors,' but after a clean setup, I'm good to go (knock on wood).

I'm building from iTGB 1.2 into Release with all optimizations on Xcode 3.1.2 using the iPhone 3.0 SDK GM, using Device 2.2.1 as my Active SDK.
#12
06/17/2009 (8:51 pm)
A very good compilation of things to check if provisioning on dev iphone doesn't go well including the possible solutions for the tedious "error (0xE8000051)" problem
www.timefold.com/iphone/provisioning.html
#13
06/18/2009 (2:19 am)
There was a glitch in the provisioning system at Apple which they fixed yesterday. Not sure how long it has been a problem, but keys made while there were problems are unusable.

www.drobnik.com/touch/2009/06/a-signing-identity-matching-this-profile-could-not...