How to generate an IPA for IOS project - c#

I build a Xamarin Forms application and I am using VMware to run my ios project. I generated an APK for android successfully, but I don't know how to generate IPA for the IOS project. Any idea?

iOS executable file format is ipa, not APK.
Here is documentation about building iOS ipa using xamarin.
You need MacOs to compile Mac based binary files :
Use a Mac as your main development machine and run a Windows virtual machine with Visual Studio installed. using VM software such as Parallels or VMWare .
Use a Mac just as a build host. In this scenario it would be connected to the same network as a Windows machine with the necessary tools installed.

Using below steps you can generate IPA for ios:
Connect your project with Mac using VMWare.
Select Release mode instead of Debug:
Right click on your iOS Project and go to properties.
Then go to iOS Bundle Signing and select appropriate Provisional
Profile and Certificate.
Then move to next option i.e.iOS IPA Options and Mark checkbox true
name with Build iTunes Package Archive(IPA).
Add Package name as per your Certificate.
Now Just clean and Build your Project for iPhone mode
.
You can find your IPA in your release/iPhone folder.

Related

xamarin android apk installs on emulator but not on device

I have an existing android application which is written in Xamarin Android. when I Adhoc distribute the APK I am able to install the APK on an emulator. However when I try to install the apk on a device I get the following error
Starts installing and then Application cannot be installed. USB debugging enabled and allow application from unknown sources is enabled.
My project properties look like this
Package signing is blank i.e, default
When I do build acrhive and save the apk. I can take the apk and run on an emulator on a different machine however when i try to install the apk on a device it fails with error 'Application not installed'
I am really new to this guys, any help is greatly appreciated. I bet i am missing something simple.
You should sign your APK. Unsigned APK cannot be installed on the real device. Check here how to sign Xamarin Android app.
I figured it out guys. You have to go into play store settings and click play protect and settings. Disable the slider and the app installs.

Overwrite A device administrator App xamarin

Good morning,
I Need some help to solve an issue that I found on my android application.
I have created an android application that has device administrator permission using a PC A
now I have moved to a different PC, B and when I open the same project on my visual studio and generate the apk from the new PC, if I try to reinstall it by opening the apk on the android device where there is already install the application it fails.(application not installed)
If I open the same project on my old pc, I can generate the apk and reinstall on it (application installed).
I have checked and all option on android are the same.same sdk version same min sdk etc.
Do you know if the are some "key" to copy from my old pc?
the only solution that I have is format the android device and reinstall the application because when the android application is device administrator I can't uninstall it.
thanks and regards,
andrea

Deploying an Xamarin.Mac app without app store or internet

I need to build a desktop application for Windows (easy with C# .Net) and one for Mac OS X. The application will be the same for both platforms.
I am still deciding on what is best to use (off-topic question) to do this. If I chose Xamarin.Mac can I deploy it as a package that gets downloaded to a zip file and installed on a computer with no internet?
I am looking at Xamarin.Mac through it appears Xamarin seems to be cross platform for ios, android and windows instead of mac too.
Deploying an Xamarin.Mac app without app store or internet?
In the publish step of the Xamarin.Mac app Archive and Publish process, you have a choice of:
App Store
Mac Application (Save to disk)
Mac Installer Package (Save to disk)
You can choice one of the "save to disk" options and either produce an .app or a .pkg. How you share that resulting .app/.pkg is up to you.
In terms of using Xamarin.Forms to build your macOS UI, review:
Preview: Bringing macOS to Xamarin.Forms

C# Desktop Application with CEF browser embedded NOT RUNNING on Client's PC, but runs on development PC's

I have developed a C# Desktop Application application on VS2013 that has CEF(Chrome Embedded Framework) in it. The Application is developed on .NetFramework 4.5.2 with Target Platform set as x64 (It has to be x64 otherwise CEF doesnt work)
The App runs on the developer PC but when i install it (using a setup) on Clients PC and simply run it by clicking the installed .exe , the mouse pointer loads for a few seconds and then nothing happens. It doesn't appear in task Manager either. I have tested it by installing another C# Desktop app developed in the same environment and configuration but without CEF , and it is working Fine in all the client's PC's.. Is there any problem with the CEF?
Following are the Specs of Developers PC and the Clients PC.
Developers PC : [Application Running]
Windows 10
OS = x64 bit
Visual Studio 2013 with .NETFramework 4.5.2
Visual C++ 2012 Redistributable Package
CEF .dll files included and placed in Debug Folder
Another PC 2 : [Application Running]
Windows 7
OS = x64 bit
Visual Studio 2013 with .NETFramework 4.5.2
Visual C++ 2012 Redistributable Package
CEF .dll files included and placed in Debug Folder
Clients PC 1 [Application NOT Running]
Windows 8.1
OS = x64 bit
Visual C++ 2012 Redistributable Package
CEF .dll files included and placed in Debug Folder
Clients PC 2 [Application NOT Running]
Windows 8.1
OS = x64 bit
Visual C++ 2012 Redistributable Package
CEF .dll files included and placed in Debug Folder
Any help would be highly appreciated. Thanks a lot.
There is a tool built into windows called sxstrace.exe that can help determine what is missing.
1) Run something like:
sxstrace trace -logfile:mylog
2) Try to launch the application
3) stop the trace (press any key in cmd window)
4) parse the logfile like:
sxstrace parse -logfile:mylog -outfile:mylog.txt
5) view output file for errors
EDIT: In your case, very likely missing some CEF files. From their documentation:
The following files, in addition to the usual .NET project files,
should be present in the bin directory. They should live side-by-side
in the same directory as the CefSharp.Wpf.Example.exe file, except for
en-US.pak which is in a locales subdirectory:
cef.pak devtools_resources.pak icudt.dat libcef.dll /locales/en-US.pak
I hope you are not releasing a Debug version of your application. That might explain the dependency on MS VS being installed. In my C++ experience debug builds sometimes require some DLLs that can only be found in a Visual Studio installation.
Another debugging idea: download a Sample Application and place just the executable (cefclient.exe) into your project installation. It is important to fetch the version that corresponds to your CEF version. Try to run the simple app. If it works, then the required binary dependencies and assets are there and the problem is somewhere else.

Xamarin Studio On Mac - Open SLN and Create Install File

I am trying to make an installer file for mac for my application, and I can't find a way to do this. I am using Xamarin STudio and mono (not monomac), classic windows forms.
So here is what I did:
a)I created in Visual Studio on Windows a hello world app, with a simple window and a button
b)I installed Xamarin Studio in my VMWare mac os X image
c)I open the SLN from windows PC with xamarin studio
Everything is good. The solution opens, if I press run it runs on Mac using mono.
Now my problem. How do I compile and make the setup for Mac Os X so I can distribute my file (not in the store)?
I tried with right click on solution->tools->create package . But i Have no option to make a mac os x file. How can I do that?
***EDIT
I managed to compile and run the software on mac. I use the following code:
export PATH=/Library/Frameworks/Mono.framework/Commands:$PATH
export AS="as -arch i386"
export CC="cc -arch i386 -lobjc -liconv -framework Foundation"
# Build: --static
mkbundle "/VOLUMES/C/Proiecte/TestMono3/TestMono3/bin/Release/TestMono3.exe" --deps -o hello3
When I open hello3, it opens a terminal. Can this be avoided?
Also, if I don't use --static in mkbundle, can I still distribute the software without the user needing to install mono?
Thanks!
Do the following:
Switch your Project to the Release configuration from the Debug one.
In the Build menu, select Archive for Publishing.
The project will be built, archived and displayed in the Archive Explorer.
Select the desired version of the app and click the Sign and Distribute button.
From the Sign and Distribute dialog box, select Mac Installer Package and click the Next button.
Fill in the required Provisioning profile signing information. Note: You will have to have an developer account with Apple to correctly sign an installer, even for apps NOT released on the Mac App Store.
Continue with the rest of the prompts from the Sign and Distribute dialog box to create the installer.
I would suggest reading over the Publishing to the App Store guide as the steps are basically the same for a self-released installer package.

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