What is the App.g.pas file for?
I'm making an application in Delphi Prism but when I build it I get compiler errors in the App.g.pas file. When I change them and build my project again, they reappear, because obviously the App.g.pas file is automatically generated.
it's the autogenerated part of a WPF application. It's generated from the XAML files
Related
for my xamarin forms ios project I am getting an error when uploading an ipa file via the application uploader to apple.
missing required icon file ipad of exactly 167x167 for ipad pro.
The weird thing is I have actually included this file already in the media.xcassets.
any idea how to fix this?
So here is what I have found regarding this:
First, I would check that all the information found in this article is done (it talks about making sure your .csproj file has the needed references to the files):
https://alexdunn.org/2020/01/06/xamarin-tip-fixing-missing-ios-app-icons/
Second, I would check for miss-match of the case of letters in the file name between the json file in the Assets.xcassets/AppIcons.appiconset folder and your ios csproj file. For example ipad176.png is not the same as iPad176.png. This article explains it well.
https://blog.mzikmund.com/2020/05/the-mystery-of-the-missing-ios-app-icon/
Finally, neither of these resolved my problem. For me it seemed that one of the entries in my json file had something weird about it (event though visually it looked fine). I noticed that every icon entry in the json file AFTER the one that had something weird about it, showed as missing when I attempt to publish the archive. For me the easiest way to find the offending entry was to look for the first (i.e. earliest in the json list) icon entry that generated a missing icon error message when I published. Then, I unloaded my iOS project, opened the .csproj file for the iOS project in Visual Studio, and found the entry for that first app icon. I then copied the file name from the .csproj file and replace the file name in the json with the copied name, saved the json file and magically, I could publish my archive to the App Store.
How to do Text file changes in a ZIP file in InstallShield Basic MSI project. I am not able to do Text file changes in a file which is inside a zipped file.
InstallShield does not offer this capability, at least not now. You will have to either surround the call to the text-file-changing custom action with ones that extract and replace the zipped file (the text file changes would operate on the temporary copy), or implement the whole thing yourself in one step. I'm not sure which approach will be easier.
In your situation, I would reframe the design and requirement. Silverlight .XAP files are typically digitally signed. Any attempt to modify the archive would invalidate this. It's also needlessly complicated.
Instead, change your application to use an external configuration file. native InstallShield functionality can then be used to update this file. For a possible approach, see:
Creating and Using Silverlight web.config app settings (Web.config Configuration Applicatioin Settings) or app.config application settings configuration file for Silverlight
I'm new to C++/COM. I have created a ATL COM Project with a callback mechanism to send messages to managed side. It has one idl file (sample1.idl) which expose 'n' number of methods, hence managed environment can access it. Now i would like to add another .idl(sample2.idl) file to that project.
.tlb is created for both sample1 & sample2 and build succeeded. On browsing the .dll , I couldn't find the sample2.idl related stuffs. I suspect that .tlb generated from ‘sample2.idl’ is not reflected in the .dll.
Can we have more than one IDL’s in the ATL (COM) project ?
The default for ATL, as with many native build environments, is to embed the type library as a resource in the DLL. Something you can see in Visual Studio (retail edition required), use File + Open + File and select the DLL. Open the "TYPELIB" node, you'll see one type library with resource ID #1. This is the one that Visual Studio sees when you use Add Reference.
Most any build tool that consumes type libraries will only ever look for that one resource. Visual Studio is no exception. It also can encode only one type library in its project files. You perhaps can make it work by selecting the 2nd .tlb file with the Add Reference dialog. Albeit that it is very likely that you'll now get exposed to more problems in your ATL project, like forgetting to register that 2nd type library in your .rgs file.
Very hard to give proper advice without any hint what that second IDL file might contain. Stay out of trouble by merging them or by using the existing support in IDL to import other .idl files or type libraries.
I am making changes to a web forms application in visual studio 2012 and part of that change is to remove reference to an old dll. The dll is responsible for handling authentication and I have written a new class library to handle this.
My problem is everytime I build my website in the solution, it always generates this old dll. I've annotated out all references to it in the entire application and it's not in the project dependencies of the solution.
If I exclude the unwanted dll, it just generates a new one. I am completely baffled by this. It's something I've not encountered before so I am not sure what else I can do.
I'm not sure what to post so if anyone can help then that would be great.
I had a similar problem (but it was with a persistent DB file being generated). I ended up having to go through the bin from the project file and editing it from there. Some files are 'hidden' from the project, and are either visible by
Make sure you are showing all files. There is a button at the top of
the Solution Explorer called "Show All Files". To see this button,
make sure that your project is selected in the solution explorer.
or by manually going through your project files.
EDIT
It can sometimes be hidden in the Global Assembly Cache (GAC) where it can reside indefinitely. http://msdn.microsoft.com/en-us/library/zykhfde0.aspx explains how to remove it (if it is indeed hiding there).
try this, remove the old project from your Solution.
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).