I am creating app with MvvCross for iOS with Xamarin studio on the mac.
When I set all sizes and constraints for the table view, after rebuild it gets broken(resizes to initial size) and orange but when I ran it on the device, it shows like it should be, any ideas?
Related
Just after updating my Android Studio to 4.0 I first noticed it when tried to create a new blank activity on one of the bigger projects that I manage - looked kinda strange.
Then tested on a bunch of other projects with same result. Is it a bug? What's the grand idea?
To be clear none of aforementioned projects target Wear OS, just regular Android apps.
Choose Empty ACtivity instead of Blank Activity and it will work as expected.
I have recently installed Android Studio with genymotion emulator based on a youtube tutorial. I'm designing a simple calculator with only one button and two Number(EditText) views . When designing, it is showing different views at different positions.But, when I run it, in the emulator, all the views are appearing in the top corner. How can I resolve this issue?
It sounds like you are using the ConstraintLayout from Android Studio, and you are missing the constraints for your layout.
To fix, go inside the Layout Editor, and click on the infer constraints button (https://developer.android.com/training/constraint-layout/index.html#use-autoconnect-and-infer-constraints) , recompile and deploy to your device and the buttons should be in the correct spot.
I'll also note, you should try the official Android Emulator: https://developer.android.com/studio/run/emulator.html
I have an outlook VSTO add in, developed using winform application for .net framework 3.5. It works fine on normal PCs for windows 10.But the UI gets distorted when people run it on Microsoft Surface. e.g the tree view nodes overlap each other.So, Is there ant surface simulator like those for IOS and android, on which I can debug my application using Visual Studio?
And the problem was of resolution.The surface was running 2000*3000 resolution and my winform application wasn't resolution independent.As in winform you can't specify size and location in percentages.So, I just made all my UI elements position relative to each other rather that giving them a fixed location.
I have a problem with my Android Studio I just updated.
There is no device renders in the design tab, even if I create just a blank aka 'hello wolrd' activity as you can see on this screenshot.
I am absolutely sure I have no running background tasks, my Gradle build is finished. I tried to clean up and then to rebuild project, nothing changes. Am I missing anything?
P.S. I had no problems rendering device on Android Studio 1.3.
Ok, I got it.
I had to update my SDK to 23st version and choose this version while rendering device.
Very simple and truth be told obvious way.
I am building an Android Application using Android Studio.
I want my layout to be as precise as possible, however, it seems that the list of Android Virtual Devices where we can render the layout to is limited to Nexus Devices as shown in this screenshot below:
and the "Generic Phones and Tablets" do not have much screen size and resolution variety, so I decided to add my device definition as such:
However, it did not appear in the devices that Android Studio can render a layout to in the Design view of a layout.
Solved
After restarting Android Studio, the newly created AVD (Samsung Galaxy Note 1) now appeared in my list of devices that I can preview the rendering to when I view my layout.
I think all I had to do was to restart Android Studio for it to appear. It works now.
The solution to this, is to restart Android Studio. The new devices should appear at the bottom of the list.
For others having similar issues, you may want to check the API level of your AVDs vs the compileSDK of your project. I've found that, at least for Wear OS AVDs, my devices that target an earlier API don't show up. Once I made them the same as my compile SDK version, they showed up.