iOS version Xamarin app compatibility - c#

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.

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Importing .dll with Unity and HoloLens2

I tried to develop an augmented reality application with Unity for HoloLens2. Therefore we need to connect the application with an external controller from fischertechnik. I tried to import the .dll which is needed into unity. There are no errors in Visual Studio, in the Unity Player everything works fine and the application connects with the controller. But if we try to build it, a bunch of errors occur:enter image description here. Would be nice if someone could help! Thanks
Settings:
Build Settings
Player Settings
DLLs
Short answer: Change your minimum UWP setting to 10.0.16299 or later (I'd choose at least 18362 for HoloLens 2)
More info:
HoloLens applications are UWP apps, so you will need to make sure that your libraries are supported in UWP.
From the errors you list, the problems come from System.Reactive.Windows.Threading.dll. Per the System.Reactive.Windows.Threading project at https://github.com/dotnet/reactive , the supported platforms for v5.x include UWP 10.0.16299 with a note that "Support for UWP 10.0 has been removed"
Looking at your Build Settings, your app's minimum UWP target is 10.0.10240.0 (aka UWP 10.0).
This specific error should go away if you upgrade your minimum UWP setting to 10.0.16299.
16299 was the first UWP version to support .Net Standard 2.0 and so is a common base level for managed UWP apps. 16299 shipped as the Fall Creators Update in November 2017, several years and versions before the HoloLens 2 shipped in 2019 with Build 18362.1039.

This template uses shell, which doesn't yet support UWp

Does anyone know how I could fix this?
Shell support is only provided for Android and iOS at this time.
I need to create a mac app how I can do that?
MSFT provide document that make xamarin.mac app, and here is xamarin.mac startup. the following are default requirements
Xamarin.Mac application development requires:
A Mac computer running macOS High Sierra (10.13) or higher.
Xcode 10 or higher.
The latest version of Xamarin.Mac and Visual Studio for Mac.
To run an application built with Xamarin.Mac, you will need:
A Mac computer running macOS 10.7 or greater

Unable to connect to iOs simulator using Xamarin Forms

Im having a problem when debugging my Xamarin.Forms app using the iOs Simulator on my Windows 10 laptop...
On my windows machine I am running VS2017 latest version, on the mac I am running Visual Studio Community 2017 and installed the Alpha updates.
Then I downgraded the Xamarin.iOs to stable version (only downgraded xamarin.ios) to fix some compile errors...
In the end it compiles > It starts the simulator > It displays: "Updating(0%)"..
This is where I am stuck.. hope anyone knows a solution
Are you trying to use the iOS simulator on your Windows laptop?
if so, the iOS simulator requires VS/msdn Enterprise subscription.
Either way double check that the iOS version matches on your simulator and iOS project build settings,make sure your macOS and xcode is updated.
I've had problems in the past with debugging on my macbook/simulator from windows/vs, and updating the macbook/xcode usually works.
Also, try having the simulator already open before debugging.

Can you develop Linux applications with Xamarin?

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.

Is it possible to develop iOS App on windows using (Xamarin and visual studio) without MAC

I have already developed android app using xamarin and now i want to do same for iOS. As per xamarin's official documentation, i need to have MAC machine to compile my C# code, but i dont have MAC. Is there any workaround or alternative so that i can build ios app using xamarin without need of MAC.
No. The underlying SDK and build tools, including the iOS simulator, are provided by Apple and will only run on OSX.
You can use Cloud Mac service Macincloud which supports Xamarin remote build from Visual Studio. You will not be able to build iOS Apps without a Mac so Macincloud is your best alternative.
As standard Xcode only runs on UNIX/OSX.
However it IS possible to run Mac OSX, in order to develop iOS apps, with software such as VMWare and Parallels - But I won't recommend it in any way.

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