Hi I am trying to do the phoneword (Xamarin.Forms) app given on the Xamarin website. However, the project is not building. The error is shown in the screenshot below:
Earlier the error message was to extract contents of m2repository to the path:
C:\Users\user\AppData\Local\Xamarin\Xamarin.Android.Support.Design\23.0.1.3\content
Help is really appreciated. Thanks in advance.
You hit the famous SDK corruption, so the manual steps to fix are not easy.
I have my post here,
https://blog.lextudio.com/2016/05/android-support-repository-and-xamarin-android/
You might need to revise the version numbers to match your case.
Related
I am trying to publish my app finally on playStore but i get this error. What could that be please?
This is a bug in the Xamarin tooling. You can track this here:
https://bugzilla.xamarin.com/show_bug.cgi?id=51599
You may want to try manually uploading your .APK to the Google Play Developer Console instead. Perhaps the issue is purely in the Archive Manager feature and not inside your .apk. If you can add a reproduction project to the bug report above, I can help investigate this for you.
I'm an Absolute beginner in using visual studio 2015 and has a little background in C# and XAML. I'm following a series of tutorial in how to make windows apps in YouTube. And from the video they shared a repo/projects from the video.
The problem was that, when I open it, add the solution. And Build the project I get many errors, due to ProjectName_TemporaryKey.pfx .
Here's the Link of the video that I was following, and the github account link in case you want to view it yourself.
**How to I solve this problem? **
I really need your help. Thank you in advance.
I was able to solve my problem, with the help of this [link].1
First go to Project and clicked the project properties
Second - go to Signing and check the Sign the Assembly
Lastly - save the project and Build or ReBuild the Solution
I'm very new to Xamarin. I have a few published Windows Store apps and want to convert them to Android. I'm attempting to use Xamarin for this. I'm just using the free version of Xamarin. Here's where I am so far:
I am trying two apps - one was build with Monogame and one is just build on the WinRT framework.
I have managed to get them both into Xamarin studio, basically by hacking the csproj files.
I'm getting build errors because it's missing references. There does appear to be some equivalent Mono / .Net4 libraries, but things like Storage seem to be missing.
So, my question is: am I going about this the right way and, if so, am I missing a step ("convert dependencies" or something)?
If I'm not going about this the right way then how should I be doing this (I found very few online resources on this subject)?
EDIT:
The following are some specific errors that I'm getting from the Xamarin App:
And my references:
EDIT:
After some further research, the only dependency I can't explain as missing is Microsoft.Xna.*. The others all have different implementations on Android / iOS.
You will be able to use much of your existing code with Xamarin.
However, the errors you are getting with those specific libraries are because they do not exist for Xamarin in iOS and Android. So whatever functionality you had you will need to rework using libraries that are available.
For example, instead of using Windows.Storage you would use Android.OS.Storage.
See their documentation for details:
http://androidapi.xamarin.com/index.aspx?link=N%3AAndroid.OS.Storage
Edit
For XNA all of that should port fine if you use MonoGame:
https://github.com/mono/MonoGame/wiki
I'm not sure why it's not bundled in Xamarin, but that will hook you up.
Edit
This is taken from Xamarin documentation found here: http://developer.xamarin.com/guides/cross-platform/cocos2d_xna/cocos2dxna_tutorial/
After creating the project, you need to add the various Cocos2D-XNA dependencies to the solution. Add the following projects from the location where you downloaded the Cocos2D-XNA and MonoGame source:
box2d.iOS – 2D physics library. We’ll use this in later tutorials.
cocos2d.iOS – Cocos2D-XNA for iOS.
Lidgren.Network.iOS – Networking library used by MonoGame.
MonoGame.Framework.iOS – MonoGame for iOS.
This video may answer your question. You will most likely need to replace the reference with a PCL equivalent if one exists.
http://developer.xamarin.com/videos/cross-platform/any/
I have a sample Android project which is working well (can be built and installed on mobile phone). But whenever I double click on any file in the Layout folder in xamarin environment to see the layout in design mode, the following message appears. (my xamarin version is 4.0.13)
I see this question but no answer was provided. Any help will be greatly appreciated.
Xamarin team have identified an issue with this in 4.0.13 and are working on a fix for it at the moment
Link
Until this is in place, the only way to get the renderer working is to uninstall 4.0.13 and re-install 4.0.12
Known bug(https://bugzilla.xamarin.com/show_bug.cgi?id=18193). Solution here: http://forums.xamarin.com/discussion/14344/disconnected-from-layout-renderer-error-after-updating-android-sdk-tools-to-version-22-6
This same error message now appears for a new issue as of Jan 2015.
"layout renderer failed" error in xamarin
The issue is around Xamarin now expecting a 64 bit JDK and using a 32 bit JDK. The fix is to uninstall JDK 1.6 or 1.7 and install 1.8 64 Bit.
There is a temporary solution to this. I closed the layout tab, then removed two processes from task manager:
MonoDevelop.Projects.Formats.MSBuild.exe and mandroid.exe
and I was able to open layout again. But it doesnt fix the problem :>
Hello Im using Visual Studio 2012 and whenver I try to create a new MonoGame content project I get this error...Also if I try to start a windows Mono project or a Android mono project I dont get the same error but whenever i try to compile i get errors, i have unstillaed Mono and xamarin and tried installing and that never solved the issue the only thing left to do is uninstall Visual Studio 2012 but that can take a ton of time so if anyone here can help me it will be appreciated here is the link to the following error.
I think I have a workaround for you, although, I still don't fully understand the issue myself and I'd love someone to shed some light on it.
If you open up the project file as plain text you will see a ProjectTypeGuids like so:
<ProjectTypeGuids>{9B831FEF-F496-498F-9FE8-180DA5CB4258};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
If you Google each GUID you will find that one of them is DotNetProjectSubtype id="MonoGame" and the other is Windows (C#).
As far as I can tell you can safely delete the MonoGame one and proceed with your day. I believe it's only used at project creation time.