I am trying to use Slicer dll reference to convert images to a video file, but I am having a problem with adding the reference to my Windows Phone project, I get the error
Reference cannot be added to l because it was not built using the Windows Phone runtime. Windows Phone projects will work only with Windows Phone assemblies.
I searched and found this link where it's mentioned to
Create a new class library for Silverlight for Windows Phone 7
I don't know if I am creating the class project right but it's not working I get the same errors as with the win phone project, can't install .dll, does anyone know how I can create the class library correctly without this error?
Or even if it is possible to use Splicer with windows phone 7 & 8?
Thanks for your help.
As far as I know, Splicer isn't built to work on Windows Phone. While it seems like it would make sense that general .NET libraries would work on a .NET compatible platform like WP7 and WP8, that's not necessarily the case. (a little outdated, but here: http://dotnet.dzone.com/articles/not-every-library-will-work)
You could always check out Splicer from Codeplex, but you'd probably have to do a non-trivial amount of modification to get it to work for your project. I'd surmise you could maybe pull it off by just modifying the class libraries in the solution, but there are probably pitfalls included with that. Worse comes to worse, you could take all the source files, copy them into a new Windows Phone library project, and then resolve all the build errors. Either way, it'll involve some work.
Related
I want to create a g application with C# and Windows Forms. For this I have downloaded and installed the latest nuget from the official website (https://download.linphone.org/releases/windows/sdk/). But now when I want to make a call, the programme crashes with the error:
DllNotFoundException:linphone.dll
I have now tried various things: modify LinphoneWrapper.cs, integrating dll file into the project, dll file in bin folder, ... but had no success.
I tried the same thing with C# UWP and it worked without any problems. But UWP does not look like the right way to me.
I am still inexperienced: Is it even possible with this nuget and Windows Forms, or do I have to download and build (cmake) the linphone-sdk first?
Thanks for help.
Are you building for x64? linphone doesn't support targeting x86 (look here)
I have previously developed a Windows Universal App.
I would like to migrate all the non-platform specific code to place in a portable class library project for further development.How to achieve this?
In the Windows Universal App there are some backend C# code controlling UI contents and manipulate the data as well. I may not able to seperate the non-platform specific code nicely. Can I still migrate to PCL project in this case?
I searched on the portable class library documentation as the link below:
https://msdn.microsoft.com/library/gg597391.aspx
The description looks confusing. Does it mean that I just include my previous app package in the PCL project and then everything works?
How to Migrate
Unless you changed your question title to "how can I move platform independent portion of my code to PCL", I believe no others can easily understand your meaning.
I assume that you already have a Windows Universal app project in Visual Studio. Then to move code to PCL,
Simply create an empty PCL project (choose a proper profile), and add it as a reference to your original Windows Universal app project.
Cut (not copy) and paste some source files from your app project to this PCL project.
Compile the solution and fix issues.
If you don't know what is a PCL profile, read MSDN related materials. If you don't know which source files should go to PCL, and which should remain in app project, do experiments or check out other guys' sample project.
About The Confusion You Got
I can only say to understand what you highlighted, you should read carefully what is not highlighted in the same sentence, and the subtitle.
Clearly when you have a PCL project, and a Windows Store/Phone app project that references the PCL, when you generate the deployment package (.appx) in Visual Studio, the final package will include every needed assemblies.
It obviously isn't what you described.
You will need to extract the platform specific code. The docs you quote go in the other direction: the PCL is included in the appx package, not the app package in the PCL.
Depending on how entrenched the platform specific code is you may be able to separate it out via inversion of control: define an interface the PCL can use to call back into the host to acquire platform specific data which the PCL can then manipulate.
For example, if the current code has platform specific code to open a file and get its contents, the PCL could call a funtion in the host which opens a file and returns a stream to the contents.
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 am trying to write a code editor in WinRT that will make the Surface RT and Surface 2 a viable device for people who write code using Visual Studio by bringing light weight code editing functionality to Windows RT in a Windows Store app (No debugging, obviously, just editing files in SkyDrive that are used on a real PC in Visual Studio). This app would include intellisense-like features as a key functionality, and to do this, I would have the user browse to all of the .DLL and .EXE files that their project references. Outside of WinRT, this is relatively simple, but I don't see how to load an assembly from a DLL in WinRT. Is it possible? Remember, I just need to get the string data containing the classes and namespaces contained within the library, and the names of the members of those classes and nothing more.
If it's not possible, it's a shame that a developer like me has to be stopped by all of the restrictions in Windows RT. I am, after all, just trying to write a virus by loading external DLLs and reading the names of the classes, and not running any of the code (sarcasm alert).
Would you really need the dll's and exe's or do you just need the data that will be used? Why not extract the data that your application will use and store that information instead of the complete dll's and exe's?
I'm trying to follow this tutorial about WP7 development: http://mobile.tutsplus.com/tutorials/windows/introduction-to-windows-mobile-7-development/
It's talking about using XElements, which require the System.Xml.Linq library, but I can't find a way to add it to the project references. When I go to add reference, the .NET list is empty, and it's saying it's filtered to Windows Phone 7.
The tutorial might be out of date. Is the library even available for WP7? Is there a different way to read XML on the platform?
How can I get it working?
EDIT:
The same problem is described here:
http://forums.netduino.com/index.php?/topic/1127-add-reference-net-tab-empty/
The suggested fix doesn't work for me.
EDIT:
Apparently this is a bug in the Silverlight 4 Tools:
https://connect.microsoft.com/VisualStudio/feedback/details/529718/empty-net-tab-when-adding-a-reference
That is the correct Assembly you need to work with XML in Windows Phone 7. Not sure why it does not show up in your Add Reference dialog.
It should be like following:
What version of WP7 developer tools are you using?
The assembly list should not be empty when adding a reference from the .NET tab even for a Windows Phone 7 project, so it sounds like you might have an issue with Visual Studio.
However, you could try using the Browse tab instead. On my system (64-bit), the assembly is in the C:\Program Files (x86)\Reference Assemblies\Microsoft\Framework\Silverlight\v4.0\Profile\WindowsPhone folder.
Yes, LINQ to XML is definitely available for Windows Phone 7. If you aren't seeing any available references to add, that sounds like your development environment is a little bit messed up...