I want to create a windows mobile app (windows mobile 5.0 and above, using CompactFramework [in SharpDevelop]) to capture photos automatically, without user involvement (like it would be with CameraCaptureDialog). After going through google searches I found out a solution that should work (http://blogs.msdn.com/marcpe/archive/2006/03/03/542941.aspx)1 but I cannot compile the source (I guess that is because I use sharpdevelop not MS Visual Studio).
Are there any other options available?
Maybe there is a binary version of that CameraCapture Library somewhere so I can use it without compiling on my own?
Anyone willing to compile the one I linked above and post it somewhere to make binary version available [I tried searching for such in google, but with no success]
The CameraCaptureDialog is part of the Microsoft.WindowsMobile.Forms assembly, which chips in ROM on WinMo 5.0 and later devices. The device SDKs also whip with copies of these assemblies so the apps can build (for example mine is on my PC at C:\Program Files\Windows Mobile 5.0 SDK R2\Managed Libraries). I would assume you should be able to manually add a reference to that assembly in SharpDevelop.
Related
The Issue:
Our application is a .NET 5 Windows Desktop application. The licensing capability requires the application to use the System.Management component from NuGet to create a unique device ID from the system processor ID, MAC Address and BIOS serial number.
This all worked great when testing it from Visual Studio debugger. However, when adding System.Management.dll to the application installer (InstallShield installer) I naturally selected the version of System.Management.dll that was in the app's build target folder. It turns out that the version of the DLL that ends up in that folder is a no-op version that throws not supported exceptions saying "System.Management is supported on Windows Desktop Apps only".
The Solution:
I found the correct version of System.Management.dll in the build TargetFolder\runtimes\win\lib\netcoreappX.x folder. In my case, since I'm using System.Management version 6.0, it is in the "netcoreapp3.1" folder.
Conclusion
There are many cases where Microsoft doesn't do the right thing. In this case, my application was specifically a .NET 5 Windows Desktop application, so we would all think that msbuild could figure out the correct thing to do. Not so. In such a case, I would have at least hoped that .NET Foundation would have provided information on this. Well, now you all know now, as well!
Cheers
Background: I'm having trouble getting my app's new version accepted by the Windows store. They say that it crashes on launch. The app runs fine even when installed from the appxbundle file on my computer.
So I'm thinking maybe this has to do with the Desktop Extensions (for the UWP) that I've added. Perhaps I'm referencing the wrong version of that assembly. If the app is targeting version 16299 but min version is 14393 - which assembly of the desktop extensions should I include in the References? 14393? 16299? Or both (and the one between them as well)?
I'm tagging this Centennial as well even though it's a UWP app (from a Xamarin.Forms solution) because I needed the OK by the Centennial team for the Desktop Extensions. Maybe it has to do with that.
If your app does not have the runFullTrust capability then you do not need Centennial approval. The Desktop Extension SDK just provides access to APIs that aren't necessarily available on other device families, like Xbox.
Your app can use the 16299 Extension SDK and still run on a 14393 OS as long as you don't use any newer APIs or you have light-up code in your app to detect whether APIs are available or not. You can use the ApiInformation APIs to detect whether certain WinRT APIs are available or not.
Is there an AllJoyn SDK for C# / .NET ?
- I want to create an AllJoyn Service in a console application, which have to run on my Windows Server and I only could find the AllJoyn SDK for Windows Universal Apps.
I've started one here: https://github.com/dotMorten/AllJoynDotNet
More or less all of the C API is exposed to C#, but the nicer easier-to-work-with helper classes around it is still a work in progress (but feel free to chip in!)
If you are doing a C# desktop application, as a console app implies, there is NOT one currently. The AllJoyn api coverage in the Win10 universal library is so small as to be worthless for anything but C++ UWP apps so your only option is p/invoke and it is rather tedious. The old version of AllJoyn (14.x) had a C# .Net wrapper but it was removed as it was apparently not maintained. The code can be found in the AllSeen Alliance git repositories but updating it for the newer apis will be tedious.
Yes it is there...at least for Win10 Universal (and IOT)
In VS2015 you have project templates as well as you can use "AllJoyn Explorer" (can be found in the link below)
Check it out here
https://ms-iot.github.io/content/en-US/win10/AllJoyn.htm
I am new to using Xamarin and have always used Visual Studio, however I now require to develop a desktop application which will run on both Mac and Windows, OR at least a package which will let me package for both.
I have created a GTK 2.0 Project, connected to a MySQL database etc and all is fine, however I can only see options to create a .exe and no .dmg file for OS X but the debugger lets me run it on my Mac.
Does anyone have any ideas or pointers?
We use Xamarin.Mac to enable us to develop a Windows and Mac client using c#.
We chose to re-build the core code in Xamarin Studio and use interfaces to abstract the OS dependent code.
We share 90% of our code in the Xamarin.Mac/VS solutions.
Do let me know if I'm helping... if so I can provide more detail if need be.
Check the following link on how to create an .app bundle with Xamarin:
How to set Xamarin MonoMac project so its build outputs .app package instead of .exe?
An app bundle is basically a special kind of folder structure that contains all app data, including e.g. graphical resources, configuration files, localisations, etc...
A .dmg file is used for distribution and can be created using other tools like Apple's own Disk Utility, once you've created the app.
I have made a Kinect Application in Microsoft Visual Studio 2010. I need to make an exe of the application which can run on any windows based system. If I need to do that than is there any requirements that the system should fulfil? and If yes, then how do I do that?
I tried to use the exe in application/bin/debug/application.exe by copying it in another folder but it shows an error but if I run the exe from the bin/debug/application.exe it works. Am I missing something here or is it the only way to do that?
"Any Windows based system" isn't going to work. Assuming you're using the Kinect SDK, it will only run on Windows 7 (and supposedly Windows Server 2008). The computer running the application will need either the Kinect Runtime, which only works with the new Kinect for Windows sensor, or the Kinect SDK, which also works with the Kinect for Xbox. Microsoft wants to sell more Kinect for Windows sensors, so they don't allow the runtime to work with the old Xbox Kinects. Makes sense in a way, but man that bugged me when I first found out about it. There's a short post showing how to test for the existence of the Runtime on application load, so you can show an appropriate error message instead of just crashing out.
You need to copy any files that the program relies on, such as DLL files, along with the executable. There's instructions here for how to embed the DLL files into the executable; I've not tried it but it might be worth a shot.
The correct .NET version should be installed when either the Runtime or the SDK is installed; you shouldn't have to worry about this.
#Coeeffect is right, but you can also publish version 1.0.0.0 of your app by going to project -> properties -> publish -> publishing wizard to publish your application to then use on ther computes ect. Hope this helps!
You need to copy all non-standard DLLs that your program uses.
The target computer needs the appropriate version of .Net.