I am trying to make some change and deploy on windows 10 (UWP) but it takes too much time. Is there any option to make it faster ?
I see by using options I could increase the speed of deployment in Android and iOS.
But I couldn't find any such options for UWP.
Help please
Disable "Compile with .NET Native tool chain". It takes a lot of time to compile using .NET Native tool chain so you'd better enable it only when you are ready to ship the app to customers (don't forget to retest after that).
Related
I am trying to make an Android app in Unity that uses some heavy computation, when I tried to publish it to the google developer console I got an error "This release is not compliant with the Google Play 64-bit requirement"
After some digging around I found that I need to change the Scripting Backend to IL2CPP Instead of Mono and un-select x86
Now Google lets me publish the app, but when I build and run it on my phone it is significantly slower, should I be worried about this? If so is there any way to fix this? (when I change Scripting Backend back to Mono and build and run the app doesn't lag any more when it's running, perhaps there are some different settings that I need to use?)
What I read so far was that the Scripting Backend IL2CPP is supposed to be faster as far as when the app is run, but at least on my phone this doesn't seem to be the case
The phone I'm using to test this is a ZTE Blade, Model number Z965 (I think it's called ZTE Blade X but I'm not sure)in case that's useful
I (might have) found the reason for the lag from this post:
https://forum.unity.com/threads/huge-fps-drops-from-60fps-armv7-to-25-30-fps-arm64-unity-2017-4-20.682018/
It seems that any logging operations take a long time using the ARM64 architecture(I ran the app using the ARMv7 and ARM64 architecture and the ARMv7 didn't lag that much) now that I changed every logging setting to "none" the app seems to run more smoothly(anyway at least I hope that was the only problem)
Is there a way to place the default application icon in the Portable component and save the annoying process of setting all the different resources for each platform?.
Having a cross platform App using Xamarin Forms in Visual Studio 2017, the solution have a Portable project and the Android, iOS and UWP specific projects.
There is no way to do this and I doubt if it ever will. At the end of the day you are still building an Android and iOS app which are still compiled through their own tools and compilers.
These tools expects app icons (amongst other things) to be in a certain format, at a certain place. The only thing you (or Xamarin) could do about that is to create it's own format for it and then generate the files in the right size, at the right place for you. I guess this is waaaaay low on the priority list, if it is on it at all. Also, thinking on how to do this, I also believe it is a tough process to get stable.
To help you create app icons in all the right dimensions, have a look at services like MakeAppIcon which help you a lot. Basically, you just copy and paste it into the right folders and you're done. But I doubt it will get any better than this anytime soon.
We are planning our first applications on tablets, to run on both iOS, Android and Windows.
We are considering using Xamaring.Forms.
Our applications must be able to access several functions/feature on the devices.
F.ex: OCR, TTS (text-to-speech), installed voiced, use our own installed voices, use our own c++ libraries
Anyone with experience with similar application using Xamarin.Forms?
- Performance, will it work smooth?
- Overhead
- complexity
- UI issues?
- Other issues
Or will native application for each platform be a better alternative?
Any idea/comment/recommendation?
As the team lead of Xamarin.Forms, I also suggest in your case you go with Xamarin platform. You would be basically in the sweet spot for maximal codeshare with minimal pain for a Xamarin platform (non-Forms) project.
If you used forms you would be doing too much DI and custom rendering from the sound of it to actually benefit dramatically.
We want to write a client for an online service which should be available on as many platforms as possible. This question is about what programming language and framework we should use to create this client.
These platforms are required: Linux, Mac, Windows, iOS (iPhone, iPod, iPad) and Android. The more the better.
For the mobile platforms there is Titanium Mobile. I haven't tried this thing yet, the website says you can develop for both iOS and Android using web skills such as Javascript. I don't know yet if you can deploy for both platforms using the SAME code. It would be great!
There is also Titanium Desktop but I don't like the idea that the complete source code is shared with the final application. Titanium does this for Mobile too but it isn't that easy to modify an app loaded via App Store.
So, what other way is there to create an application which runs on at least the three major desktop platforms? I thought c# with mono would be the way to go but I just realized that you need to use mono with MonoMac in order to publish it on the Mac App Store and use things like Growl. And since MonoMac is naturally only available for Macs, it's again not possible to deploy the mono app on all platforms without rewriting it for at least the Mac. And it would be nice if the app looks "native" on all platforms. Gtk# just does not look good on a Mac. It's "okay" on Windows and great on Linux.
I know we could use Objective-C for iOS and Mac, Java for Android, C#.net for Windows and C#.mono for Linux but the main point is that we don't want to write the same app in a lot of different languages. That would make development and maintenance really hard.
And we prefer languages with C-style syntax which are much easier to learn for us PHP web developers. Btw: We dislike Air and I'm not sure about Java since I never used it but it also does not look "native" and it feels kinda slow.
Edit:
Just a note: It wouldn't be a problem to create an own form for each platform if at least the remaining code is the same. Is it possible to use MonoMac, Gtk# and Win Forums in the same C# application? And I'd prefer C# over C++ as I have no skills in C++, so I first need to check how hard it is to write with Qt.
Another note: We don't plan to spend much money and because we need to pay Apples Developer Programs we want to use free or cheap technology. Preferable Open Source.
Just use C# for all of the above.
The mono project will cover Mac and Linux, with monodroid your android requirements are covered and monotouch will take care of iPod/iPad/iPhone.
In regards to UI - mono has full support for the System.Windows.Forms namespace, so you don't have to use GTK# if you don't want to.
I don't think I need to mention windows support ;)
If you really want to support all those platforms from a single application, your best bet will be to create a web application. With HTML5, such an application can even be cached on the device and used when no connection is available. Also, that strategy would make it feasible to customize the UI based on the device running the app.
You will not have good luck if you set out to build a single native app that runs on Android and iOS, let alone all the other platforms you mentioned. The reason that they're different platforms rather than the same is that they're, well, different. They have different capabilities, run on different hardware, are built with different languages, employ different application models with different user interfaces, and have audiences with different expectations.
The best solution I've come across over the years is Qt SDK.
Great support for all major platforms, Symbian, OS X, Linux flavors, Windows, Windows CE (mobile), Android and iOS partial support and etc.
Its base is C++ but bindings for almost every language (like C#) is available. Lots of help and support is also covered.
The core Qt libs are very fast and extensive, And the whole KDE desktop (of Linux) is done with it. Famous software like VLC and VirtualBox are done in Qt.
Another relatively new way of doing cross-platform development is to use the open source Eto.Forms, which allows you to have one UI codebase target each platform's native toolkit. It is a UI abstraction layer that can target GTK#, MonoMac/OSX, WinForms, and WPF.
There is also an iOS port in the works.
Java sounds like the best fit. It is cross-platform, easy to understand, has a huge userbase and android is based on it.
Depending if you need an offline interaction mode, it sounds like you should develop a web application. You can develop a mobile version and a desktop version and thus support all the of the above platforms. Look at youtube's application for Iphone, it retains the same functionality as the the iphone app but is purely html. Furthermore, html5 capable browsers could also have the ability to run offline.
Crazy as it sounds, check out Flash/Flex - it is cross platform, code once, run everywhere ,now compiles down to native code on e.g. Android and iOS and the 10.1 player is shipping all over. I had to solve exactly this problem and when Flash Builder Burrito catered for mobile after working with it for a while I have switching from C#/Flash hybrid to Flash only for clients. (Our backend is C#/Node/C++, etc).
Depending on your timelines and needs it is something look into.
Some random links to peruse:
Blog post about performance and video to single app multi device
Developing flash and flex applications
I'm thinking of developing a desktop app in C#. Although windows will be my main target, later I'll try and run the app in MacOS X and linux. Can I do this today, in a simple way?
I'm aware of the mono project, but it is not clear to me if I can do this in a simple way.
Also, what is the relation between WPF and Silverlight? AFAIK Silverlight follows a plugin model much like Flash or Java. Can I develop my desktop app with Silverlight and deploy it on windows, linux and os x without much changes?
Any pointers will be greatly appreciated.
The Mono project does not support .Net 3 and WPF yet, and it will probably been some time before that happens.
Silverlight might be sufficient for your needs.
As of Silverlight 3.0 you can run Silverlight outside the browser, even create a shortcut to it on the desktop.
Last I heard, the Mono project has no plans to implement WPF, however they are working on other .NET 3.5 features, especially LINQ and ASP.NET MVC. The problem with implementing WPF in Mono (beyond the size and complexity of the API) is that on Windows it uses DirectX for rendering, so an implementation for Mono would need to use OpenGL. Definitely not a trivial undertaking.
WPF is used to build desktop applications for Windows only. Currently no other platforms are supported. If cross-platform support is a must, you can create a browser-based application and use Silverlight. Silverlight runs applications in the browser, though, so you cannot make a "desktop" application using that.
Mono is working hard to make sure that Silverlight runs cross platform (as mentioned on one of the stack overflow podcasts). So that seems to be a good way to go.