Apportable load Stuck on apportable spalsh screen - apportable

I have a completed xcode project that is running perfectly on iphone but when i runn apportable it seems to go ok but it only loads the apportable splash screen on the device and then no more movment. Please help.

My problems were very similar and I found the initial nib loading was to complex for apportable i.e. too may views... try removing some views and just load controller, delegate and view and see if that helps... To be clear, I have confirmed with Apportable, they have just recently supported XIB's and DO NOT support complex XIB's.

For me the trick was using the Developer Preview version of the sdk, this is set up under My Account and configuring the project to use OpenGLES 2 rather than 1.
here is my sample project, with instructions: https://github.com/danmorton/apportable_test

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New android studio rendering issue with 'coordinatorLayoutStyle'

I had android studio and it was perfect without any problem. Everything was going right until I reinstall my windows to make PC a little faster. And then I install android studio the latest one. And though the last one was also up to date, there were no problem at all. But, in the new android studio any project I start or any project I open which has constraintLaoyout, the design view of xml get stuck with following errors.
Rendering Problem
Failed to find style 'coordinatorLayoutStyle' in current theme
Second error when I put any widget or anything on my activity
Missing Constraints in ConstraintLayout
This view is not constrained. It only has designtime positions, so it
will jump to (0,0) at runtime unless you add the constraints The
layout editor allows you to place widgets anywhere on the canvas, and
it records the current position with designtime attributes (such as
layout_editor_absoluteX). These attributes are not applied at runtime,
so if you push your layout on a device, the widgets may appear in a
different location than shown in the editor. To fix this, make sure a
widget has both horizontal and vertical constraints by dragging from
the edge connections.
First, update your project to use the latest build version. This helps fix a lot of problems when it comes to most Android views.
Second, go to your style and add this line of code to fix the first error
<item name="coordinatorLayoutStyle">#style/Widget.Design.CoordinatorLayout</item>
Third, the children of CoordinaterLayout must be constrained, if you are new to this layout, you can switch to RelativeLayout or you can use the design view to add constraints. View the official documentation here
A helpful video on constraints HERE
I found the implementations of dependencies in build.graddle(Module: app) were API 28 but there was only API 26 in following directory
C:\Users\[username]\AppData\Local\Android\Sdk\extras\android\m2repository\com\android\support\appcompat-v7
So I deleted all SDK platforms and build tools and installed them with API 26 in SDK manager(select Show Package Details).
Then I started new project. The projects made with API 26 had no rendering problems.
Have you tried adding design library in your build.gradle?
If not then just add it
implementation 'com.android.support:design:23.2.0'
Finally solved the problem. Writing this answer so that other can get help form similar kind of problem.
By default when we create a new project in android studio, it uses the latest API from SDK. In my case it was API 28. But, API 28 was incomplete or partially installed. I tried installing the API 28 completely but it did not work for some reason. Then I deleted that API 28 and installed API 27 latest. And by doing this when I create or open any new project that uses the API 27 and gets all the required things in there. And that is how I solved my problem.
Thanks everyone guys who tried to help me.

Does Android Things Developer Preview 6.1 support Google Cast

Does NXP i.MX7D support Google Cast via Android Things?
Android Things Version: Developer Preview 6.1 which has 11.6.0 Play Services.
We need to show the UI on external displays like TV with Android Things, but the Google Cast feature does not seem to work with Chrome Cast.
To Test the code we manipulated our source code, so that it can run on Android Device; which runs perfectly fine. But when we try it on Things, it does not discover any devices to cast.
We also tried similar procedure with the Google Sample - CastRemoteDisplay-android
The above sample works on Android Devices but the same does not work on Android Things 6.1 developer preview; after making required changes to run on Things
We also tried different Play Services versions from 10.x and 11.x
We also tried to change the API level from 23 to 27
But all results the same
NOTE: I am not including any code or stack trace as I feel it is not required. But if any one demands will post the required logs
After lots of trial and research, I found out that the version of Play Services installed on Things Developer Preview 6.1 does not support it. It lacks GMS Core, because of which currently not possible.
In the mean time I'll try to search and side load OpenGapps with GMS Core, but I am not sure if it will work

how to load a polymer based website in a webview in an android app

I have made a project based on polymer. It works fine on any web browser. I want to make an android app with only a webview that loads my polymer website. The webview is working fine for all websites but not for my polymer based website. Please help.
If you use any other version of Android other than Lollipop you will surely run into this problem, that's because html imports are relatively new to HTML so it is implemented only in the very latested builds of chromium.
One way to get around the problem is to install an app by Google called Android System WebView, which brings the latest features including html import of Chromium to older devices.
Eric Bidelman has just posted an article on how to do this on the official Polymer site.
If you need support for older versions of Android you should look into Crosswalk by Intel. It's covered a bit in the article as well.

Static library not working after update of Monotouch/Xamarin

About two years ago I built an image viewer into my Monotouch application. See this question of mine from way back when I was looking for an image viewer for monotouch. I used the source of MTGallery and used btouch to bring this into my Monotouch application. This worked perfectly and has been working perfectly for the last two years. But at some point in the last six months one of the updates that I did to Monodevelop has broken this functionality. Now the viewer is not showing the image, it is just showing a blank screen. The source for this hasn't changed, in fact it I still have the compiled library that was compiled two years ago.
I know that at the end of last year, I could compile my Monotouch application and the image viewer would work correctly. I have a backup of the application source from December 2012. If I deploy the version that was compiled then to my iPad it works correctly. But if I recompile the same source now without making any changes to the source or the settings in Monodevelop, it doesn't work.
So, this is what I have tried: Updated Monodevelop (I had to upgrade my Mac OS to Mountain Lion to be able to do this). Installed Xamarin Studio and got a new license for this development environment. The image viewer does not work when compiled in either Monodevelop or Xamarin Studio. I have tried recompiling the Objective-C library. I tried using btouch again to recreate the C# files for inclusion in my project.
Nothing I have tried so far has helped. Does anyone have any idea what could be causing this issue and what I could try changing to get this working.
UPDATE:
I am now a step further; I have determined that the static library is in fact being called and if I rotate my iPad the image is then showing in the viewer, but is not showing before a rotation takes place. From looking at the Objective-C code it appears that the image was initially being loaded by the scrollViewDidEndDecelerating delegate method of the UIScrollView. It seems that this is now not firing when the image viewer loads, whereas previously it was firing.
If it did work and suddenly doesn't without any change from you, it's probably a bug in Xamarin.iOS/Studio. The best way to get this fixed is to create a bug (http://bugzilla.xamarin.com) and attach your project so we can have a look at it.

Can I make MonoDevelop look good on a Retina display?

I bought a new Retina MacBook Pro to develop for iOS with MonoTouch.
It is extremely frustrating that, probably because it is built on Gtk#, MonoDevelop is very blurry.
I can cope with blurry UI but I can't read or write code because it hurts my eyes.
What is the current status of Retina support in Gtk# and MonoDevelop?
Is there any (experimental) compile flag at least to enable proper code rendering?
If I want to contribute, which component is in charge of this? Is it Gtk# or Gtk itself?
Update
This has been fixed as of MonoDevelop 3.0.4:
Other improvements and bug fixes
Fixed rendering on MacBook with retina display
So just go and download it.
Workaround for Older Versions (and other apps, too)
There is a temporary work around I used for WebStorm that worked well. It should work for MonoDevelop too.
You can use that in the mean time until the Xamarin folks get an update to MonoDevelop out.
Here it goes:
Locate MonoDevelop in Applications and click Show Package Contents
Open Contents/Info.plist in any editor and add this after opening <dict>:
<key>NSHighResolutionCapable</key>
<true/>
Copy and paste MonoDevelop app bundle, delete the old one and rename the new one back to MonoDevelop. This will flush system caches.
You will notice that MonoDevelop.app info now has Low Resolution option unchecked and the code renders smoothly.

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