Ok. My admin installed monotouch under the admin account. When I log into that same machine I get an error saying something to the affect of Monotouch has not been activated.
I notice that under the admin\library folder there is a Monotouch folder with a license file in it. Under my Library folder I do not have a Monotouch folder with a license file.
Could this be the problem? Can I just copy the Monotouch folder to my library?
Bigger question - How do I install Monotouch to be used by different users on the same machine?
Could this be the problem?
Yes. MonoTouch will be looking for its license file.
Can I just copy the Monotouch folder to my library?
It should work (and there's no real harm in trying).
OTOH the easiest/safest solution would be to re-install MonoTouch from your (the final) user account. That will ensure the license file is created at the right location and with the right permissions.
In general all MonoTouch updates will be driven by MonoDevelop (based on the channel, stable, beta or alpha, that you subscribe) and this is executed under the (final) user account.
Related
I have a problem. I recently installed VS 2015 and Windows 10 on my computer.
Having Universal Apps are amazing and I plan to convert some of my programs on UWP.
But I have a problem. In one of my programs, I allow the user to save its datas on its OneDrive. And if OneDrive is unavailable, the datas are stored on local devices.
And when OneDrive is available, the newly stored datas are pushed to OneDrive. Synchronisation in fact.
So it is the problem. In the UWP dll named Universal.Live I have installed Live SDK 6 with Nuget. During the package installation, there is some work done to see if the Live SDK is compatible with UWP.
Great ! It's compatible and successfully installed.
But when I wrote
using Microsoft.Live;
The name is not recognized. And if I use the class LiveAuthClient which is in the namespace, it isn't recognized too...
This is a real problem :( Any ideas ?
I had the same issue adding the Live SDK to my app. For some reason the Package.JSON isn't correctly resolving and downloading the package (or recognizing it).
Either way, just add the DLL to your references the old fashioned way. Personally, I'd just add it to a console app (not using the new Project.json package), get it from NUGET, and grab the DLL from the Packages.
After you have the DLL:
Right click on References
Add Reference -> Browse...
Find the DLL and add it. ("...\\packages[LiveSdk]...")
It works!
Download it from here, Compile it, and grab the desktop SDK:
https://github.com/liveservices/LiveSDK-for-Windows
You can also download the msi, install it, figure out where the DLL is installed to and grab it from there:
https://www.microsoft.com/en-us/download/details.aspx?id=42552
According to this GitHub issue, LiveSDK isn't supposed to be used for Universal Windows Platform apps: https://github.com/liveservices/LiveSDK-for-Windows/issues/58
Instead we should use these SDKs that cover the same functionality:
Mail/Calendar/Contacts: https://dev.outlook.com/
Files/OneDrive: https://dev.onedrive.com/
I have a software that is coded in C#. It depends on two(!) third party dll which require Visual C++ 2008 and Visual C++ 2005 redistribute. Originally the installer was built in InnoSetup with all "vs200x_sp1_vcredist_x??.exe" embedded and run on install time. However since it lacks of some advanced features we decided to migrate to Wix Toolset.
The problem is, MSI was running in a more restricted environment, so I didn't figure out what is the best way to require those redistributable file being executed properly. I was tried to use merge modules instead but it didn't work - I can see that the files were installed but dependency walker shows that dll is still not link to the right version.
I think that WinSxS makes things worse at least in this case, since the software keep failing with some error message regarding "Windows Side by Side configiration (14001)" when I use the merge module approach.
So the question is:
Are there any way to build a MSI that runs a exe that install some prerequisites? I wouldn't mind those prerequisites being downloaded or just embedded.
I know that WinSxS information is stored in the manifest of the dll. So if I was permitted to remove the manifest information by the third party company, and use dynamic dll loading instead the problem could be resolved. However is this legitimate? Since I will then need to embedded the Microsoft dlls directally in the msi.
I have noticed one of the dll's manifest says its required version is "9.0.21022.8" but the one in my MSM file is "9.0.30729.6161". Is this the issue? If so can I resolve the issue by I modifying the manifest to allow the right version? I don't think this will cause the dll not working, anyway.
The msi file should install only your software. If you need to install pre-requisites, you should use a bootstrapper for it. Bootstrapper's responsibility is to install pre-requisites and it's not a task of your msi.
If you see that wix bootstrapper is complex you can try on a simple bootstrapper like the dotnet installer bootstraper. you can download it from
http://dblock.github.io/dotnetinstaller/
I saw this SO question asking for a PDF viewer for MonoTouch, which is just what I need. First I tried the Xamarin code sample suggested by poupou, but this needs a lot of extra work to use. So I decided to try the mTouch-PDFViewer suggested by Alex.
So I went to the download page and on to the GitHub for this component and cloned the repository. The problem is that the Visual Studio solution opens with a message saying I need a different license for Xamarin than I have. I only have a Xamarin Indie license and am therefore not able to build this library.
Is there a way around this? If I copied all the code into the Xamarin Studio, would it work then or can't I use this component at all due to licensing problems? Will it work in the app as long as I get hold of the dll file or do I need the more expensive license?
I have sent an email to the support email address for the mTouch-PDFViewer asking if the dll is available somewhere, but I was wondering in general if the licensing limits the use of dlls or just the ability to compile the code.
Indie license does not have Visual Studio support. An Indie license requires you to use Xamarin Studio on a Mac. There should not be any restrictions on using specific components.
Also, for basic PDF viewing, iOS has excellent built in support, which you might try before using a 3rd party component.
I've downloaded Crashlytics app that integrates Crashlytics.framework into XCode project, and it works great for XCode. But as far as I know, to build Xamarin.iOS binding I need static library, and I can't find it neither in framework nor in Crashlytics.app contents. There is only "run" executable and header. I don't know how to use it under Xamarin.iOS. Btw, AndrewReed on Xamarin forum managed to build dll somehow, so it's possible.
So, how to create crashlytics binding for Xamarin?
AndrewReed answered this question on Xamarin forum:
As with quite a few sdk's, sometimes they bundle a folder instead of the static lib,which essentially is the static library. There will be a sizeable file that maybe doesnt have an extension(this is your .a file) so you can rename that to be .a and then include that in a xamarin bindings project. Run the sharpie marker on the header file in the folder which will generate your necessary files. Watch out for one gotcha, delegate is a reserved word in c#, so you may need to go around and change this by adding an # symbol(to the name) to allow you to use the reserved word.
So what I actually did was, created a project in xcode and ran the crashlytics programme, this then added the crashlytics framework to the project. In finder locate that and you will have a structure like so: - run - /Versions --/A ---Crashlytics ---/Headers ----Crashlytics.h
So the /A folder is essentially your static lib, use this and create your binding from that, or in this particular case, just download it from the mono bindings || my repo.
If you're looking for an officially supported crash reporting plugin, Crittercism just released one (Full disclosure: I'm one of the co-founders). You can download the bindings from the Xamarin store here: http://components.xamarin.com/view/crittercism
The latest version of Xamarin seems to have it build in.
Here are the steps that I followed
1.) In the Xamarin Studio , go to the main app, and add the Crashlytics API key in the Build -> Crash reporting section. Build and run that app. The evidence suggests that is enough to get data sent to Crashlytics. I saw that it knew about older versions of the app I had built and ran weeks ago with the API key already in.
2.) Go to Xcode and create a new project with the same name as the Xamarin project, com.{company}.{appname}. (You probably need to have that profile downloaded.) I did it in Swift by the way with no issues.
3.) Go to crashlytics.com com and go to settings -> Apps (or https://www.crashlytics.com/onboard)
4.) You will get an app to download and run. The app walks through the steps of adding
A.) A build phase run script
B.) Code to the application main Crashlytics.startWithAPIKey(“nnnn”)
5.) Run your Xcode version of the app
The Crashlytics web page popped up immediately.
So I've been working on a game, and the sheer number of projects has become unmanageable. Enter NuGet.
I wanted to ensure my code would work on different devices, so I've been making these projects as Portable Class Libraries. I needed to use these on XBox, Windows, iOS, Android, and Silverlight. I created some custom custom SupportedFrameworks in C:\Program Files (x86)\Reference Assemblies\Microsoft\Framework.NETPortable\v4.0\Profile\Profile1\SupportedFrameworks
Specifically MonoAndroid and VSMonoTouch
I successfully turned one of these PCLs into a NuGet package, but when I try to add them to another PCL of the same profile I get this error:
Could not install package 'Framework.dll 1.0.0.0'. You are trying to install this package into a project that targets '.NETPortable,Version=v4.0,Profile=Profile1', but the package does not contain any assembly references or content files that are compatible with that framework. For more information, contact the package author.
The package folder was brought down and contains a folder named: portable-win+net40+MonoAndroid16+sl40+net10+wp+Xbox40 and indeed contains the requested dll. I am able to add this dll to my project manually, so I believe this may be a bug in NuGet. I investigated this online, and found the main fix was to update NuGet, because the newest version plays nicer with PCLs. I've updated, but to no avail.
Has anyone seen this before, or am I missing something obvious? Any help would be greatly appriated =)
Thanks,
Joshua
It looks like you are using ".NETFramework" for the identifier in the XML file you put in the Profile1 SupportedFrameworks folder. This was basically a hack to get iOS projects building on Windows, but with real support for that scenario you should change that identifier to MonoTouch. Then when you create the package it should use monotouch in place of net10 for the lib/portable-x+y+z folder.
Then, as #Deepak suggests, install the nightly build of NuGet. Then you should be able to install the NuGet package into your PCL project. If you do try this, please let me know whether it worked or not. :)