My application works for all versions of Android except 12, Xamarin Forms does not show me the problem but Play Console showed me, I don't know how to solve this problem
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I hope to solve this problem
There could be many problems with the code, and that error is really ambiguous.
When working with Android you need to know that there are many versions, as you can see in the version history: https://en.wikipedia.org/wiki/Android_version_history
There are some functionalities, such as the NotificationCompat Builder that change between versions. You should review your code and see which methods might differ given the version.
You are probably going to need to make this comparison:
if (Build.VERSION.SdkInt < BuildVersionCodes.S)
At some point in your code and make two different versions of a functionality for it to work on multiple devices.
I recommend to test on different physical or emulated devices with versions at least from Android Oreo upwards to cover most phones currently in the market.
Best regards.
Related
Since a while I am working with HoloLens2. My last OS-Versions were 10.0.18362.1005 and 10.0.19041.1109. I am developing with Unity 2019.4.7. My whole code was and still is running great on those old OS-Versions. Now I updated to OS-Version 21H1 and I have huge problems with everything including networking.
For example, my Mixed-Reality-WebRTC Pluging (from Microsoft), which only supports ARM-Architecture, does not work anymore on my new Device. The app crashes after it was successfully starting.
Another thing is, that the DevicePortal does not transmit virtual inputs. Again, on my older HoloLens2´s Virtual Input works great.
Also, even if I disable WebRTC parts of my Project, I still get an Exceptions in my Networking-System which I can´t assign to any cause. In term it is useful for you, I work with windows.Networking Library and in special with DatagramSocket.
I would be really glad if anybody could help me with this. Is OS-Version 21H1 restricted to any specific Unity- or VisualStudio Version (here currently I use 16.4.5)? Or is it Restricted to specific Networking Libraries? Thanks in advance!
Now I was able to fix the Networking Exception. The reason for that is located within my UDP-Communicator which uses DatagramSocket. Since earlier .Net.Sockets was not available at HoloLens2, now it is and I coincidentally came across this information. So I switched my implementation to .Net.Sockets which already exists in my project for editor-usage and now basic networking works fine.
Also, I was able to make WebRTC work again. With one of my Provisioning-Packages I disabled the usage of microphone for mixedReality and it seems like access to those audio-informations is mandatory for MR-WebRTC.
Unfortunately, I still have the same issues with Device Portal.This really looks like a bug.
Good time of day to all. I am working on Xamarin.Forms project, including iOS, Android and UWP parts. My project requires usage of different custom fonts, accessible for all devices. So I added custom fonts and I am selecting them with
string fontName = Device.OnPlatform(
"RoundedLEDBoard-7",
"rounded_led_board-7.ttf#Rounded LED Board-7",
#"Assets\Fonts\rounded_led_board-7.ttf#Rounded LED Board-7");
Font names and locations are correct.
On the modeling stage I used a single page solution, to prototype some of the basic functionality. All worked exactly as expected on all three platforms, both emulators and real test devices. However, after adding navigation capabilities and changing App.xaml.cs from
MainPage = new Different_fonts.MainPage();
to
MainPage = new NavigationPage(new Different_fonts.MainPage());
I have discovered, that the font is not loaded (or displayed?) in UWP part of the project. Android and iOS parts look as expected. Complete re-build of the entire solution did not help. Does any one know where the problem is and what is the cure remedy?
It looks like you found quite an odd bug! I am also seeing this issue with a sample project using Forms 2.3.3. As you mentioned, iOS and Android don't experience this issue so this should work on UWP as well.
Unfortunately I don't have a workaround for this in the meantime, but I've filed a bug report so we can look into this.
This issue is getting real tiresome and I've been spending atleast 2 days looking around for an answer. Basically, I want to publish a game, and I've hired a friend of mine to test it out before I officially release it. Whenever he runs it, reports as "nothing happends".
These conditions are met:
He has installed the .NET Framework 4.0 and the XNA Redistributable 4.0 (he most likely also has installed other .NET Frameworks and XNA Frameworks as well, because nothing worked).
The game is compiled onto a Release build.
GamerService referenced is removed.
A possible issue could be that he's using Win8, but as my searching experience goes, XNA DEVELOPMENT is only restricted on Windows 8, right?
So, what's going on? I'm clueless.. I even put a MessageBox.Show(); after the execution of my game in my Program.cs file via try/catch, and no results.
Are there any extreme conditions in my code that I need to meet?
Any site describing 100% of all requirements to run an XNA game and the most proper way to build it?
Any issues when using non-distributable "developer tools" in XNA coding? If so, what includes in these "developer tools", and what do I need to modify? (I noticed that on another thread).
An answer to this issue would more than make my day...
Ah, and also, I tried running it on a virtual machine ( Windows 7 ) but then it spat out a messagebox saying Index outside the bounds of the array on a perfectly valid code execution, and various other random errors such as missing files when they clearly are there.
Thank you greatly!
In summary I think your app wont run on Windows 8, let me explain:
Windows 8
A possible issue could be that he's using Win8, but as my searching experience goes, XNA DEVELOPMENT is only restricted on Windows 8, right?
Officially, desktop games using unmodified Microsoft XNA 4/is not supported on Windows 8 in any form:
Microsoft officials have said the XNA tools/runtime environment used primarily by game developers isn't supported on Windows 8. - Read more...
Redistributables
Any issues when using non-distributable "developer tools" in XNA coding?
That depends on whether they are required at runtime on the target machine. That might sound like an oxymoron but in Windows c/c++, I can have an app that depends on Microsoft DLLs but we are not allowed to deploy the DLLs, one must depend on it being present in the OS; service pack or some other form. Is there something you are missing?
Windows 7
Ah, and also, I tried running it on a virtual machine ( Windows 7 ) but then it spat out a messagebox saying Index outside the bounds of the array on a perfectly valid code execution
This is more interesting and I suspect is one of the more testable aspects of your application (also that it is not Windows 8). I suggest you setup a remote-debug session to your Win7 VM or if that is not possible, use Debug.WriteLine() or equivalent displaying critical state contents.
I want to use DatagramSockets in a WP8 app to talk to an SSDP/UDP device (a Sony ActionCam) but I can't find the Windows.Networking DLL as it's not in any of the normal places you add references from. It does seem to live in various places on my Windows 8 machine but if I try to add it from somewhere like %Windows%/system32 it tells me it's not possible (which I guess because there's no Type Library?).
So can someone please tell me what I am missing? Is there some other SDK I need to download? I've looked all through the MSDN docs and though it mentions the namespace in plenty of detail it doesn't tell me how to find or add it for a WP8 app (typical MS).
Hope someone can help me - I'm clearly missing something obvious but I don't understand what or why.
Ok, I solved it - I have absolutely no idea why this was happening but it seems like VS2012 was the culprit. In desperation I saved the code I needed, deleted the entire solution and recreated it and now I can see the Windows namespace members.... bizarre! Also very, very annoying - I have wasted hours on this, apparently all because of some internal issue with VS2012.
Thanks for your input Tico, apologies if I wasted your time!
Just to follow up on this - I had the same issue. For me, I had to select .Net Framework 4.5 instead of 4.0. Creating a new solution in 4.0 within VS2012 wouldn't allow access to the Windows.Networking library. But 4.5 worked perfectly.
Just another idea of what might have gone wrong since i myself stumbled upon that mistake right now. Instead of a windows phone class library i added a portable class library (supporting windows phone 8 and windows store 8+ with .net 4.5). Seems like that combination doesn't support Windows.Networking
I want to run C# programs on my HTC Magic, I can find the mono app on the Android market but I have no clue on how to run C# using.
The code is just for fun, I don't want official support and such. After coding Visual Basic on windows mobile, I really want to code C# on Android, whether directly using some sort of editor if exists, or compiling it on a PC then installing it on Android.
If anyone knows a way to do such please let me know.
Thank you
There's the androidmono project, which I gather pretty much works but is in relatively early stages.
EDIT: More recently: Mono for Android
As I originally answered this over two years ago...
These days I would look at Mono for Android, developed by the Mono team.
It's a commercial product, but yes, you can then sell your app on the Android Marketplace (aka Google Play store).
Xamarin supports C# coding for both Android and iPhone, and is based on Mono. For more details, check out:
http://xamarin.com/
You may want to have a look at dot42 at https://www.dot42.com/ I've never tried it myself, tough looking at various articles, it seems that this may be a valid option.