I have 3 self-written apps on my phone. 2 written with Xamarin.Android and one written with Xamarin.Forms. But there is a big problem. It always work only 2 or 1 app depending on which of the 3 apps was installed last. If one of the two Xamarin.Android apps was installed last, then both Android apps work. The Forms App, however, crashes immediately. Same the other way around. If the Forms app was installed last, it works fine. The two Android apps crash immediately.
Is there any reason for that? Are the frameworks not compatible?
I had the same problem trying to install the apk from Debug folder.
Steps that worked for me:
- Disable "Use Shared Runtime"
- In Advanced Settings, Select supported architecture
Check the screenshot if not clear
If you are deploying a debug apk into the same device, with different Runtimes, when the apk is installed will remove the previous / override. So, you will need to: disable Shared Runtime, or make sure the dependencies are all the same in all the applications
If you are using visual studio then Check "Application output" with release on device.
In Application Output you can see if any exception is causing problem..
I have been trying to get a successful build for my game in Unity 2018.2.1f1 and Visual Studio 2017 15.8.0.
After trying unsuccessfully to get a successful build / package / WACK for the windows store with all/every different configuration, I tried a totally blank default Unity, UWP platform app, generated a visual studio project. generated some icons, associated it with an app I had in the store. Built it, packaged it and run the WACK tests.
FAILED
Supported APIs
Error Found: The supported APIs test detected the following errors:
API ExecuteAssembly in uwphost.dll is not supported for this application type. WinTest2.exe calls this API.
API DllGetActivationFactory in uwphost.dll is not supported for this application type. WinTest2.exe has an export that forwards to this API.
Impact if not fixed: Using an API that is not part of the Windows SDK for Microsoft Store apps violates the Microsoft Store certification requirements.
How to fix: Review the error messages to identify the API that is not part of the Windows SDK for Microsoft Store apps. Please note, apps that are built in a debug configuration or without .NET Native enabled (where applicable) can fail this test as these environments may pull in unsupported APIs. Retest your app in a release configuration, and with .NET Native enabled if applicable. See the link below for more information:
What do I have to do to make a successful app build that I can actually get into the store. (What configuration, what unity / visual studio versions.) I have tried later versions of unity 2018.2.1 and 2018.2.2 (i think) and could not get a successful build out of them.
A while ago, i could not get a successful build out of Unity, so I reinstalled Win 10 Pro, Unity and Visual Studio. Still problems persist.
Thanks to StormBringerStudios I received an answer that works.
"Just Got Visual Studio 2017 15.7.6 version. works like a charm.
So here is my Solution is anyone will search this kind of problem DONT USE VS 2017 15.8.X.
Downgrade to 15.7.6 and you will be good :)
Microsoft certification also passed."
I am building an app for iOS using Xamarin Studio on mac and have set the Deployment target to 7.0 but was not able to test on a iOS 7.0 , so my questing is will my app be supported on the devices running iOS 7.0 and above or is there any other or higher versions I have to specify,
I am able to run the app on a simulator with iOS 10.3.1 now for testing purpose.
You didn't specify what UI you want to use. If you want to use Xamarin.Forms then the answer is: no you cant use Xamarin.Forms on iOS 7. It requires at least iOS 8 to do so (see: Xamarin.Forms Requirements.
If you're using platform-specific UI projects you should be able to target iOS 7 generally. You might run into problems with newer version of XCode though so be prepared to download and install an older version of XCode side-by-side with the latest version. That's what we are doing on our build machine(s) too.
If you want to publish to the AppStore also make sure to provide a 64bit version of your app or else you won't be able to successfully submit.
Also I would recommend to change to the new Visual Studio Version 15.3 as this one has built-in C# 7.1 Support now. Also Xamarin Studio won't receive any updates in the future anymore so it's very likely that with the next Xamarin release something will break and you won't be able to develop your app further.
Is it possible to develop and build Linux applications with Xamarin with the same code base?
After a few years with Ubuntu, my main OS right now is Windows again. But it's not impossible that I could switch to Mac.
Right now I have a bit of experience with Qt and no experience with Xamarin.
With Qt you can develop on Windows, Linux, and Mac and for Windows, Linux, Mac, iOS, Android, Windows Mobile, ... They are pretty clear about that.
Since Xamarin is free and open source now and I still don't have much experience in Qt, I'm considering trying out Xamarin for cross platform development instead of Qt.
Not being able to release my software for Linux would be a deal breaker for me. Being able to develop on Linux would be nice, but is optional.
But after all my Google research, I could only find information and people asking for support to develop on Linux and not for Linux.
As far as I know, this shouldn't be a problem with Mono alone. But as far as I know Xamarin > Mono and I don't get everything in Mono I could get in Xamarin.
I'm also not sure how well-supported Mono will be in the future. For me it looks like Xamarin is much more important for Microsoft than Mono itself.
I'm not sure if it's even possible, since Xamarin is based on Mono, but is it possible that Microsoft will at some point decide not to support Mono with .NET compatibility in the same way as Xamarin, or even cancel Mono as standalone completely?
So I'm looking for one single framework for all desktop and mobile platforms I can rely on, and I want to know if Xamarin and/or Mono and and/or Xamarin + Mono could be an alternative to Qt before I go deeper into any of those solutions.
Just in case someone else comes accross this q/a: the situation has changed. With Xamarin.Forms 3.0, Gtk# is supported (as preview, at this moment). Therefore, full Linux GUI support is enabled.
So, Xamarin now covers:
Android
iOS
UWP apps
WPF apps
Linux Gtk desktop applications
Mac OS
Watch OS
tv OS
Tizen
The only thing left to wish for: JS/HTML5 Web App target platform, as part of Xamarin :)
No, Xamarin is not available for Linux. This was a conscious decision made by the Xamarin team several years ago:
Miguel de Icaza 2011-08-04 11:52:37 UTC
We face a QA problem here.
The problem with supporting Linux is that we would need to create a
self-contained Mono packaging for all of the bits we ship since most
Linux distributions are slightly off when it comes to Mono.
It also means that if we advertise "Linux" we would need to QA a dozen
different combination due to different Linux distributions and
different editions of each distribution.
Perhaps we would support just a single distribution and a single
version, which is closer to what we have to do on Windows/Mac today.
To clarify, the Xamarin product range is not available on Linux (Xamarin Studio, Xamarin.iOS and Xamarin.Android) but MonoDevelop, the foundation of Xamarin Studio, and Mono, the cross-platform .NET runtime, definitely is.
You can build desktop software using MonoDevelop. The MonoDevelop site has plenty of instructions on getting started:
Install MonoDevelop on Linux
Seems that there is a chance of Xamarin Forms work on linux distros. In this reddit thread Miguel de Icaza says:
Some of our team members actually develop in Linux. The reason why we
never released the Linux tools is because we were charging a lot of
money and people would rightfully expect the software to be fully
supported. We had enough keeping our Mac and Windows users happy, and
adding an unknown number of Linux distributions sounded like a hard
task. Now that we are open sourcing the SDKs and I no longer will feel
bad if something does not work under a particular Linux configuration,
I will be happy to release the Linux builds.
That is: the fact that Forms is an open source tool currently opens this possibility.
Yes, as of mid-2018, it is possible to develop cross platform GUI applications that target windows/mac/linux/android/ios using the "Xamarin.Forms" library. Basically, you have one shared library project from cross platform code (UI and other cross platform stuff), and one project per platform for platform-specific code (Xamarin.Forms have one backend implementation for each platform. On Linux, this is using GTK).
However, with MonoDevelop you can only develop/build the cross-platform project and the linux-specific project of the application. You will still need to use Visual Studio or Rider to develop/build for the other platforms.
See the following answer:
https://stackoverflow.com/a/53317021/298005
https://github.com/0xFireball/xamarin-android-linux
As matthewrdev said, Xamarin.Studio, Xamarin.iOS, and Xamarin.Android aren't "officially" supported; however, Xamarin.iOS uses virtual emulator anyway (and I don't think there will be a workaround for Xamarin.iOS to run on Linux), but for Xamarin Studio (MonoDevelop on Linux, or Jetbrain's Riders (how to run it on linux with no official support is also provided in the link) Can run on Linux as an alt for Xamarin.Studio, and that link I shared explains how to install Xamarin.Android on linux, so just for Xamarin.iOS you will need to migrate or dual boot or sth, I hope that helps! (I stopped using Xamarin my-self, however, this environment helps developing for Xamarin on linux!)
GTK is listed as one of supported platforms/backends for Xamarin.Forms which allows building apps for Linux (as well as macOS and Windows via same GTK project). Though it doesn't look like there was much of development since 2018/2019 and Xamarin.Forms 3.0. Tried running 2 apps with basic UI and compared GTK backedn on Windows/macOS (comparing to WPF and Xamarin.mac back-ends ) and found GTK not worth pursuing (basic scenarios failing).
You can track GTK progress at https://github.com/jsuarezruiz/forms-gtk-progress/blob/master/Status.md
On Ubuntu 20.04, you can run your ASP.Net MVC 5 application using XSP4. Open a console to where you installed your MVC applications, where all folders, Global.asax, Web.config, ... are and run "xsp4 --port 80" or any other port you like and available. XSP4 is an independent web server and does not need Apache to be run.
Also, for C# developers, even the MonoDevelop is not in Ubuntu 20.04, which I don't know why, you can still install it and debug your ASP.Net MVC application. You can also debug any WinForm and console application using the MonoDevelop. YOu can run all your application using mono too.
I've been having this problem for a few days, and can't find any solution.
I made my app with Xamarin Studio. I am trying to upload an update for my it to iTunes Connect through Xcode. But when trying to validate the app I get the following error: "This bundle is invalid. New apps and app updates submitted to the App Store must be built with public." Dissecting this error it makes it sound like it thinks I'm using a beta SDK, which I'm not (full system specs below). Even weirder is that if I go through Xamarin Studio's Archive validation it tells me everything is fine. But when I go through Application Loader it tells me the following:
"ERROR ITMS-9000: This bundle is invalid. New apps and app updates submitted to the App Store must be built with public (GM) versions of Xcode 5.1.1 or higher and iOS 7 SDK. Do not submit apps built with beta software." Obviously this is the same error as before, just a little more detailed. But the system specs it outlines, are exactly the same as I am using.
Hopefully someone out there can lend me a hand! :D
System Specs:
Mac OSX 10.9.3
Xcode 5.1.1 (Downloaded from the Mac App Store)
iOS 7 SDK, building for iOS 7.1
Xamarin Studio 5.0
Application Loader 2.9.1
Thanks in advance!
Open your project in Xamarin Studio, then double click on Info.plist. Click on Use Asset Catalogs for both sections: Universal Icons & Universal Launch Images. It should create two new folders:
Resources/Images.xassets/AppIcons.appiconset
Resources/Images.xassets/LanuchImage.lanuchimage
Go to AppIcons.appiconset folder and make sure that you have the following file names:
AppIcon57x57.png
AppIcon57x57#2x.png
AppIcon72x72#2x~.png
AppIcon72x72~ipad.png
Rename your icons if you don't have them and double click on Content.json to assign them.