I am a newbee to c#. Please treat me as a beginner. I downloaded and installed Ximarian C# and the IDEA on my Windows 10 computer. Now, I want to install it onto my LGA ANDROID Gpad X10.1 so I can study and learn C# when I am not at home; I want to write programs for Android using my Android Tablet. I did some homework and found out I had to go to Security and check unknown devices which I did. I downloaded the Xararianinstaller.dmg file (I can't) figure out where Xamarian keeps the APK file).So the XamarianInstaller.dmg file is sitting in my download folder but it will not execute. Android does not recognize the. Dmg file or know which program to run the installer with.
How do I get the .dmg file to execute? What do I need to do?
Where are the latest APK files kept,how can I download and install them?
I have an LG GLAD X10.1
Android Version 6.0
Kernel 3.4.0
Build MRA5BK
Version: V93020f
Sorry to inform you this, but you will not be able to use your Android device to extract and execute the .dmg file.
Xamarian is a compiler/API that installs onto a Windows/iOS device (which you have done) but it is used to plan, develop and build your projects.
Android does use APK (Android Application Package) file formats to install and run their applications. The confusion you have is that there is some sort of APK for Xamarian to install it native on your tablet. This will not work but what you can do is test your build applications on the go with your tablet with a compiled APK file from Xamaarian from your computer.
Android can not run .dmg file extensions and can run very few renditions of .exe files native but your best bet is to simply build and test/debug on your device. Use the device as an extension to your Computer not a stand alone solution.
Happy Coding.
Related
In firebase documentation, only this paragraph describes how to turn on debug mode for events,
"To enable Analytics Debug mode on an Android device, execute the following commands:
adb shell setprop debug.firebase.analytics.app package_name"
however, I think that you can do it only in android studio.
How to turn on debug mode for firebase events in my Unity project?
To wrap this all up in an answer. Using the Firebase SDK, you can execute adb shell setprop debug.firebase.analytics.app package_name to enable debug mode. Adb is a the "Android Debug Bridge", which exists on your machine if you're able to load games onto a phone (either via Android Studio or via Unity).
For finding your SDK location and setting your path, it depends on the host OS and shell you're running as well as how you've installed the Android SDK. Therefore, I'll try to give OS agnostic instructions for if you selected to install the Android SDK that ships in Unity 2019 (specifically 2019.2.3f1 as installed by Unity Hub).
In this case, the path to ADB is {Unity_Installation_Directory}/PlaybackEngines/AndroidPlayer/SDK/platform-tools/adb. So the command without messing with my path or cd'ing to a weird directory would be: /Applications/Unity/Hub/Editor/2019.2.3f1/PlaybackEngines/AndroidPlayer/SDK/platform-tools/adb shell setprop debug.firebase.analytics.app package_name
Now, I have Android Studio installed and I use my .profile file to set my path on OSX (I use the fish shell, so this is a little tricky). To make that version of ADB accessible as a command as indicated by the instructions page, I have this towards the end of the file:
# Add environment variable NDK_ROOT
export NDK_ROOT="/Users/username/Library/Android/sdk/ndk-bundle"
export ANDROID_SDK_ROOT="/Users/username/Library/Android/sdk"
export PATH=$NDK_ROOT:$PATH
But this is specific enough that I posted the general solution first.
Hope this helps!
--Patrick
I have developed a project with VS on Windows 10. Right now on Linux mint i am debugging the project with MonoDevelop and it runs just fine.
Let me show you:
However when i make a build and i go to the Release folder and then i try from the terminal to launch the program i have a problem. Let me show you first the files i have build:
Then i go to the directory with my terminal and i run:
chmod +x ./WorldServer.exe then i run ./WorldServer.exe
and i receive the following error:
I know that this is .exe file and maybe i have to build a different type of file. But i am not really sure what setting should i apply in my project to make a working build for linux.
As far as i know linux is using .so as extension for it's libraries. However it is generating .dll files. Can i change that? Can i somehow make my project to be "buildable" in the two OS Linux and Windows ?
The exception tells us, you need System.Management in your project. It isn't there.
Why?
Because Mono, according to there Road-map, doesn't support this:
The following do not map to operating systems other than Windows, and
we are unlikely to spend time to support them even on Windows:
System.Management
How?
System.Management is a library that only works on Windows. The MySQL connector driver has started to depend on this library and tries to load it per reflection.
I'm not into this whole MySql Progess but there is an open bug for it. Also there is a comment which says:
The last working version of the MySQL .NET Driver is 6.4.6
I hope this helps you.
I have written a simple c# app to let my son do some stats on dice rolling for a game he is developing.
I created a simple interface using Visual Studio 2017 and Universal Windows.
After loads of silly errors - and lots of less silly ones, I finally have an app that runs as I want it to in debug mode.
I now want to publish it so he can copy the files and run it on his Windows computer.
Now I am sure this is really easy - but after 2 days of google searching, MSDN searching and searching this forum I am no nearer knowing what I need to do.
I have changed the solution configuration to Release and the platform to x86. I have run Build and Deploy solution form the build menu and have loads of files in my bin/x86/release file partial list from windows explorer.
But none of the exe files seem to do anything (the app5.exe waits a while sometimes, but no sign of the app anywhere).
I am obviously missing some critical preparatory step, but I can't find out what it is.
Some of the MSDN notes talk about Publish (this is greyed out or not present, but Deploy appears).
Can anyone please point me to some idiot proof documentation to help me work out what I should be doing.
I am new to Visual Studio, new to C# and new to windows app development - so my app has been pulled together from web research and using common sense :)
I have assumed that what I am trying to do is pretty easy - but I am not yet convinced.
To sell your Universal Windows Platform (UWP) app or distribute it to other users, you need to package it. If you don't want to distribute your app through Microsoft Store, you can sideload the app package directly to a device. Since you used the VS, you can follow this document to package a UWP app with Visual Studio: https://learn.microsoft.com/en-us/windows/uwp/packaging/packaging-uwp-apps#sideload-your-app-package.
After you package your app, if you want to sideload your app, you can follow the How do I sideload an app on desktop part in the following document:
https://learn.microsoft.com/en-us/windows/application-management/sideload-apps-in-windows-10#how-do-i-sideload-an-app-on-desktop
More details, you can get from this topic:
https://learn.microsoft.com/en-us/windows/uwp/packaging/
I have developed a game on Windows 7 (64bit) in Visual Studio 2015 with the language C# and the MonoGame framework. The game works fine on Windows, but I also wanted to make the game to be playable on Linux. Therefore I installed VirtualBox with Ubuntu 15.10 (64bit) on my Windows PC, to test if I can make my game running on Ubuntu.
After trying to compile the game in different ways with no solution in sight, I came to the conclusion to ask a few questions here about deploying MonoGame to Linux:
Is it possible to compile a MonoGame game in VisualStudio 2015 on Windows for Linux in a...
1.1. MonoGame Linux Project?
1.2. MonoGame Windows OpenGL Project?
1.3. MonoGame Windows Project? (which my game currently is)
If [1.] what are the requirements and what programs need to be installed on Linux to run this [1.x] build?
Is it possible (and recommended) to compile the game in MonoDevelop on a virtual Ubuntu machine?
Is it even possible to run a MonoGame game on a virtual Ubuntu machine?
What is the proper executable file extension for a game on Linux? (Because Linux Project on Windows is only building a .exe)
I have almost no experience with Linux, so I hope someone can answer me these questions, maybe someone who has experience with porting a MonoGame game to linux.
Thanks.
Though the question is a few years old, it's deserving of an answer. I managed to make cross-platform builds for a game built in MonoGame through Mono's mkbundle. Here is a great tutorial for doing so on Windows.
You'll want to download the latest Mono version and append an "exe" extension to the file located at C:\Program Files (x86)\mono\bin\mono. Next download the appropriate runtime for the platform you want to deploy to, give it a "zip" extension, and extract it into the following path: C:\Users\youruserhere\Documents.mono\targets
After that, you should be ready to build; open up a Command Prompt and enter mkbundle --local-targets. If everything went smoothly, the runtimes you have installed should be displayed. After that is a matter of building an exe to the target platform.
Here's an example for building an application to Ubuntu: mkbundle HelloWorldConsole.exe --simple -o HelloWorldBundleUbuntu --cross mono-5.10.0-ubuntu-16.04-x64
Keep in mind that some classes not implemented in Mono, such as WebBrowser, will cause the build to fail. If this is the case, you may need to find a workaround.
With this you can run the file in Linux by entering ./HelloWorldBundleUbuntu in a Terminal. I've had no issues running the game this way in a virtual machine.
Lastly, if you want to go the .NET Core route, MonoGame has a WIP core fork that you can use, though I'm unsure how well it works.
To add to an already year old answer by Kimimaru, there's also the possibility to use MonoKickstart to get your Monogame executables up and running on Mac and Linux without the need to bundle anything. This is especially handy if your projects are a little difficult to bundle, because of third-party libraries or otherwise.
You simply unpack the Kickstart archive and paste your Windows executable ontop. By editing the .kick files to point to the appropriate executable, they will act as an intermediary to run your programs using mono (which is provided, as well, no need to install on target machine).
https://github.com/mrhelmut/MonoKickstart
I have written a game using C# monogame android. I want to first transfer it to my personal phone and then upload it to google play possibly? How could i do that ? I saw that it is 25$ is this all the fee there is to it ? Can someone reference a blog to me, or guide me through, that would be helpful. All the information i found on google was kind of confusing.
#Shiro If you have APK file (Android Package executable file) then you can directly copy it on your phone and install it.
Which IDE are you using to develop. Intellij, Android Studio and Eclipse. Connect your phone to the system, enable the debugging in settings.
Click on the Run button, it loads the app to your phone.
You can also use the emulator (using AVD manager) in all the IDE mentioned above. Genymotion(an external emulator) can also be used
Go to your project "YourProject"\bin\Debug and copy yourprojct.apk file to your phone and install it.
For google play watch this tutorial.