I have a problem with Visual Studio Community 2015 and Xamarin.
When I want to debug my Program the virtual device start but the App does not open.
This is the Log:
1>"aapt.exe" exited with code -1073741819.
1>The file "obj\Debug\android\bin\packaged_resources" does not exist.
I don´t know how to fix this problem, I hope you can help me.
Complete Log: Here
This is a known issue currently, where a too new version of Android SDK Build-tools. This error will occur when version 24.x is used, due to Xamarin being compatible with 23.x
We have a technical bulletin available on our release blog, which describes the issue and the solution:
Recommended fix: Uninstall Android SDK Build-tools version 24 using
the Android SDK Manager.
Another separate issue is that version 24 of the Android SDK
Build-tools package requires Java JDK 1.8 or higher. This can cause at
least 1 error:
“java.lang.UnsupportedClassVersionError: com/android/dx/command/Main :
Unsupported major.minor version 52.0”
Source: https://releases.xamarin.com/technical-bulletin-android-sdk-build-tools-24/
Thanks!
Here are a few solutions that worked for some users, as this error might have multiple causes :
Check your AndroidManifest.xml file for any typo. File names must not contain characters like -. This is also the case for any code file. Oh, and by the way, don't use keywords as file names. For example, a file named New.cs might break your app.
Check that the Android SDK you're targeting is installed on your computer. Click Tools->Android->Package manager and install or update the SDK you're targeting. Also, install tools, build tools and platform tools. You might want Android Support Library and Google Play Services too.
According to the logs you put on pastebin, it seems like the last thing done before the build fail is to check for Android SDK Build tools rev 24. There is high chances you lack those files, or that some are corrupted. I'd delete and reinstall everything.
Related
I've created a pretty simple app that uses banner ads.
App works great with debuging mode with ads test ads showing up. But when I'm creating a appxupload and uploading it to store I'm getting error.
Your package Microsoft.Advertising.Xaml specifies version 10.1707.2.0, but 10.0.0.0 is the minimum available version.
What exactly is the problem, why package is getting rejected and how can it be resolved?
According to the description of the error, you have installed Microsoft.Advertising.Xaml package which can't work on the Windows version below 10.1707.2.0 (which hasn't even been released to the general public). Your app declares that it can work on every version of Windows 10. This is in a collision.
Had the EXACT same problem. Finally got mine to work by uninstalling the MSI from https://marketplace.visualstudio.com/items?itemName=AdMediator.MicrosoftAdvertisingSDK and installing the Microsoft.Advertising.XAML from NUGET package manager. It was only 1 version earlier, but let me publish my app to the store.
I have a C# application running on the .NET Framework 4.5 deployed via Microsoft ClickOnce. I also am utilizing a small utility from a Microsoft SDK called DComPerm.exe which is a C++ application that I had to compile separately. My main application uses Process.Start() to access this executable.
When I first tried running this on a client machine, I got an error message stating that VCRUNTIME140.dll was missing when the application tried to call DComPerm.exe.
This makes sense... since that program was compiled in C++ it needs the Visual C++ 2015 Redistributable package, which had not been installed on the client machine. I want to make this as painless as possible, so I was hoping I could bundle the VC++ 2015 Redist with my ClickOnce application. Under the project properties > Publish tab, there's a button for Prerequisites, which allows me to specify that the application should bundle the redistributable package.
That sounds great in theory, but it doesn't work. Now when I try to install my ClickOnce application on the client machine, it doesn't work. The installation fails and points me to a log file, which contains the following relevant information:
'Visual C++ "14" Runtime Libraries (x86)' RunCheck result: Install Needed
Installation of components 'Visual C++ "14" Runtime Libraries (x86)' was accepted.
Copying files to temporary directory "C:\Users\Owner\AppData\Local\Temp\VSD3872.tmp\"
Downloading files to "C:\Users\Owner\AppData\Local\Temp\VSD3872.tmp\"
(8/4/2016 12:57:48 PM) Downloading 'vcredist_x86\vcredist_x86.exe' from 'http://go.microsoft.com/fwlink/?LinkID=800028&clcid=0x409' to 'C:\Users\Owner\AppData\Local\Temp\VSD3872.tmp\'
Download completed at 8/4/2016 12:57:49 PM
Downloading failed with HRESULT=-2146697208
And that message makes it pretty clear what the problem is: the link that it's trying to use to download the redist package is dead. Only... I'm not sure how I can tell it to find the correct link. I'm quite surprised that it can't find it automagically as that seems like a bug with Visual Studio. Some searching revealed that the correct link is actually this one, but that's not what ClickOnce is resolving. I also saw that by checking the box this was the corresponding XML update to my csproj file:
<BootstrapperPackage Include="Microsoft.Visual.C++.14.0.x86">
<Visible>False</Visible>
<ProductName>Visual C++ "14" Runtime Libraries %28x86%29</ProductName>
<Install>true</Install>
</BootstrapperPackage>
Is there some XML tag I can use to specify the location explicitly? Or how else can I fix this? How can I bundle the redistributable without breaking my application?
I had pretty much the exact same problem. You asked how to specify the download location that ClickOnce resolves. In order to do that, open
C:\Program Files (x86)\Microsoft Visual Studio 14.0\SDK\Bootstrapper\Packages\vcredist_x86\en\package.xml
and edit the attribute with Name="https://go.microsoft.com/fwlink/..." to the correct URL. By the way, thanks for finding the correct download link, I hadn't been able to find it until seeing this post.
The VC++ Redis installed correctly on the client's computer after doing this.
I am developing a windows 10 universal app. There are no build errors in the app. When I am trying to debug, the following error occurred.
Severity Code Description Project File Line
Error Error : DEP0800 : The required framework "C:\Program Files (x86)\Microsoft SDKs\Windows Kits\10\ExtensionSDKs\Microsoft.Midi.GmDls\10.0.10240.0\.\Appx\Neutral\MidiVoices.appx" failed to install.
error 0x800B010A: The root certificate and all intermediate certificates of the signature in the app package or bundle must be trusted.
Why this error occured and how can I resolve this?
Just as #Hans Passant mentioned, this is a known issue.
It is because the MidiVoice.appx is not properly signed in current version of SDK. This issue has been fixed in TH2 SDK. So you will be able to make it work when TH2 SDK update available to you.
[Update]
Visual Studio update 1 included the TH2 SDK update. The issue has been resolved.
Mild correction -- the update 1 doesn't seem to have the right version. You need the "10586" SDK, not the "10240" version. I downloaded tools for universal windows app and then hand-selected the latest SDK.
After the project had to be hand-edited to bump up the min version (installing the 586 SDK will unintall the 10240 SDK) and reload. There's a scary "reinstall missing features" that actually doesn't seem to do anything, and the DLS reference needs to be removed and re-added.
Back then when I had Visual Studio 2011 installed, there was a "ClickOnce deployment" option in the project properties window that created self-extracting installation packages that also verified application dependencies (DirectX, ...). I have updated to VS2012 and switched to Monogame due to Microsoft cancelling any further XNA development. That also caused the "ClickOnce" deployment tab to be gone. Nobody I send the Release directory to (it includes some but apparently not all required libraries) can't get the game started - it always crashes, usually due to lack of some OpenAL DLL. Could you provide me with links and/or instructions on Monogame apps deployment/publishing? I've already tried Google but maybe I've overseen something.
I'm targetting Windows.
I found this article while googling for "Monogame Required Dlls":
http://xnameetingpoint.weebly.com/monogameintro.html
Basically, besides the assemblies in your Release folder the user would need to have OpenGL drivers installed.
Today I updated my mac with the latest version of MonoDevelop, MonoTouch and the Mono-Framework. I also downloaded the latest version of XCode, version 4 (a nifty 4.5 gig download).
At first I did not notice it because I was busy copying code into my project for re-use. But when the time came to actually add some controls, actions and outlets to the MainWindow file - I realized that something was missing.
Hopefully I have over-looked something, because I cannot find functions for adding outlets and actions any more? After googling the problem I realized that the new XCode now does these things by code -- but not in C#, it's exclusively an Objective C thing.
How exactly do I solve this problem? I am currently downloading XCode 3.2.6 but surely there has to be a better option? (I dont even know if this will install over the 4.x version) How exactly do I define actions and outlets by code? Are there any tutorials on this to curve the extra time it will take?
Any help is welcome
Update: A tip for those who need to remove XCode and start from scratch. Open a terminal window and type:
"sudo /Developer/Library/uninstall-devtools --mode=all"
This will remove your current XCode installation (all of it). Remember to re-boot your Mac afterwards. You can then install an older version of XCode.
From Miguel's MT 4.0 Announcement
We are currently hard at work to add
support to MonoDevelop to work with
the new XCode 4.
With XCode 4, Apple removed Interface
Builder as a standalone tool. We
should have a beta in a couple of
weeks of the solution we came up with.
you can install them side by side by doing so(I believe you have Xcode 4 installed):
Run the Xcode 3 installer
When you can choose the install location change it to the folder of your choice but not to developer
Complete the installation and open Xcode 3
done
use mono for mac os.
then convert your application on monomac solution and build and run application, after build u get .app file,
for this you need C# plugin on mono.
or cocoa sharp plugin.