I'm manually downloading every android studio components as the software itself always fails to do so.
I've nearly completed fixing everything but two.
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Of the two, android studio tries to download sources-27_01.zip first. The 35.3MB one.
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I manually downloaded it with the link. But I can't figure out where to place it.
I've tried placing in in various places with names in \AppData\Local\Android\Sdk\sources but with no success.
Did you try to extract all files from sources-27_01.zip to \AppData\Local\Android\Sdk\sources\android-27 ?
When you are downloading sources for some API (I see that you downloading sources for 27 API) it creates inside sources folder, folder for each API sources.
Here is a list of folders and files inside my path \AppData\Local\Android\Sdk\sources\android-25
Related
I have some related Android projects that I want to upload to github to be all in 1 repository the same as in this picture , I tried to upload the projects manually by drag and drop on github website but it failed to upload showing me this message "Yowza, that’s a lot of files. Try again with fewer than 100 files." as shown in the picture below
Please list all possible solutions and note that I'm not familiar with git command line. If it's not possible please list other alternatives to group related projects in one place on github. Thanks
IMHO, best way to do so is by uploading fewer files (e.g. 50).
After that, you can then upload the remaining (e.g. 50) files. 🙂
Now I know how to do it.
1- open github website and go to the desired repo.
2- click add file and then upload files.
3- open your Android project in explorer.
4- delete the build folder which is inside the app folder in your project.
5- drag your project and drop it in github upload window.
for detailed steps you can follow this tutorial
Is there any programmatic way to access and download the already-stored video recordings from MS Teams? I have been reading MS Graph API documentation, but could not find anything related to this.
There is no specific API or chrome extension for this but it is possible using destreamer. Prerequisite: Node 8.0 or higher
Steps for downloading the video:
Download zip files of these repositories Destreamer Youtube-dl
Now in a new folder copy all the contents of these repositories. The folder structure is like Folder Structure. Do not worry about files with same names as they are not important. So when windows asks you to decide what to do just skip it.
Download ffmpeg as described in this link ffmpeg download. Also add it to the environment variables as described in this link.
Download chromium from this link chromium and just paste the folder present in zip file anywhere.
In the folder described in step 2 open src/destreamer.ts and edit code as code edit on line 55 in the pic and replace the path with your own chromium path.
Open cmd and navigate to the main folder that we created in step 1 and run npm install. After successful installation of node_modules run npm run build. After successful build run
destreamer.cmd -i "https://web.microsoftstream.com/video/VIDEO-1". (You need double quotations for link). This will launch chromium and ask you to login. Enter your MS account credentials. On successful login your download will start.
Note: In powershell you need to write ./destreamer.cmd instead of destreamer.cmd. In linux you need to write ./destreamer.sh.
You can also refer to destreamer github repository described in step 1 for other download options such as custom path download, re-encode, different format, etc.
Video recordings in Teams are actually stored in Microsoft Stream (another one of the services in Office 365) but unfortunately there's currently no API for accessing Stream itself (it's on the roadmap for release later this calendar year, see here (page 2 at the moment).
I couldn't open download link from provided FFMPEG instruction, found release for windows here:! instead. The rests have no issues.
Decided to it add like an answer, because it can be a temporary issue from my side.
Please consider provided link as an alternative/additional.
I"m trying to Create a sample data directory, using Android Studio, by clicking on app in the project view and then right mouse click to find the menu item New > Sample Data Directory.
It is not working.
Creating the directory via android studio doesn't always work. You may need to create the directory manually in your directory structure (at /app/sampledata/) without using Android Studio. Once you create it (e.g., via Windows Explorer) it should show up in Android Studio. See the the following answer for more information about sample data in general: How to put new placeholder resources into Android Studio project ("tools:sample" resources)?
"Unlike resources like images, fonts, etc. The sample data does not go in /res/ (they are not compiled with the app, hence. It is probably easier to filter them out by putting them in a totally separate directory). They go in /app/sampledata/, for example: /app/sampledata/image.png."
You can create a sample data directory in Android Studio itself by following the below steps:
Change the view of directory structure from Android to Project as follows
Right click app folder and select New->Directory
Finally, give a name to your directory, in your case, it should be sampledata
I have already created sampledata directory that's why it says "Directory already exists".
That's it. You have done it. Remember that Android Studio also supports loading sample data from a json file. All you have to give is fully qualified name of the key residing in the json file.
Ex- if your json file contains key name inside a Json Array student, then you have to specify it as "#sample/your_student_file.json/student/name" to use values present in key name.
Unless your issue happens to be different, this is a known issue that only affects Windows. As I've found, it has something to do with 'C:\' in the file path.
https://issuetracker.google.com/issues/124553391
As Shawn mentioned, you need to manually create the directory.
I've been unable to get the images to actually display in the previewer, which I suspect may also be caused by the file path bug.
Inside the app folder in file explorer, You can create a new folder (sample data) which will be reflected in your android studio.
In my project files marshalling shown below ,Mono Develop doesn't show Images directory(group) in XCode and they are not seen on xib interfaces,also crashes on runtime. But when I put images under Project's root directory works fine!
Fine! But seeing dozens of images on root directory make things confusing.
Here goes details;
My images built actions are content.
I have tried adding them to Xcode by creating a group named Images then this time all images copied to Mono Develop's root again.
Am I missing something?
Project
--Images
---- FaceOff.Png
---- icons
---------CandyButton32x.png
I think you are experiencing a limitation of the XCode integration with MonoDevelop.
Images only show up in XCode if they are in the root directory of your project. To combat this, there are two ways you can setup your image folders for MonoTouch projects:
Use build action Content, put your images anywhere, but they will only show up in XCode if they are in the root of the project
Use the build action BundleResource and put all your images in the Resources folder, this is the same as putting your images in the root of the project, but you get to package them nicely in a subfolder
I have not experimented with BundleResource and XCode to see if subfolders work via that method or not.
This is from my experience, someone from Xamarin, feel free to chime in.
Further to Jonathan's great answer, I have a nice organised setup for my images using BundleResource and the Resources Folder.
On the filesystem I have all my images in a nice directory structure, for example: img/common/title.png.
I then add all the image files (not directories) into the iOS project Resources folder, using the 'Add Files' option and selecting BundleResource for the files I select.
When given the copy, move or link option, because my files are outside the target directory, I select the 'Add a link to the file' option.
This procedure allows me to:
Happily keep all my images in an organised directory structure on the file system
Have access to them in XCode Interface Builder
Access them as root when in code, such as Image.FromFile("title.png")
Easily update them in the filesystem and have them automatically change in Xamarin Studio
I have a lot of png images into a directory. I've added it to the project as Content/Copy if newer. I can load them from the app without problems.
But, the project needs a lot of time to compile. If i make a little change in the code, the project recompiles all again. It takes a lot of time.
I've tried to add another project, add the files to the new project, but then i can not access to the files from the app.
Is there any solution?
Of course, when i debug the app into the iPad, the uploading+install takes a lot of time. These files will not change ever, so...Is there any method to copy all the content ONE time?
Thanks
I just have discovered a tricks. It seems that monotouch does not remove directories when you upload and install from the MonoDevelop environtment, so:
Add your folders and all the files and mark them as Content
Build your project for iPhone/iPad and Run it from MonoDevelop
Remove your data foldres from your porject
Clean the solution
Make any changes you need in your code, your data reamins in the device!!!
That changes all!!! Before that, when i need to make a minor change in my code, i needed to wait about 15' for building and uploading. Now it's just 1 minute!!!
Place your images in a separate class library
Mark all your files as embedded resources
Add a logical name to each resource (in your project file)
<EmbeddedResource Include="Images\Folder\Filename.ext">
<LogicalName>LogicalNameForImage</LogicalName>
</EmbeddedResource>
4. Load the resource as
UIImage.FromResource(yourAssembly, "LogicalNameForImage");
Embedded resources are loaded on demand, not when the assembly loads.
In A future version of MonoDevelop (my patch didn't make it in time for the upcoming 4.0 release), this won't be an issue any longer.
What currently happens in MonoDevelop 3.x is that when building a project, it will only copy the images that have changed into the app bundle, however, after building, MonoDevelop invokes a script that is installed along with Xcode called iphone-optimize which scans the entire app directory and uses pngcrush to crush all of the images (it also converts all plist files into binary plists). This is the step that causes such slow build times if you have a lot of images.
Just after the 4.0 branch closed for QAing, I wrote a patch that avoids the need for invoking the iphone-optimize script. Instead, what MonoDevelop will do is it will directly invoke pngcrush on only the images that have changed, passing the proper app directory location as the output argument to pngcrush so that we avoid an additional file-copy.
From my own testing, this makes a massive improvement to build times for projects with a lot of image files.
In the meantime, what you could do, is make a backup of the iphone-optimize script (should be located somewhere under /Applications/Xcode.app) and then modify it to not crush image files. Then, once you've done that, go and pre-crush all of your png files in your project.
(Note: when the MonoDevelop with my patch finally ships, it'll also have an option to disable calling pngcrush for developers who have already pre-crushed their images).