Appcelerator Make an app that changes phone's time - time

I want to make an app in Appcelerator that can change the time of your phone, but I dont know the code to let it change because I am new to Appcelerator.
Thanks!

If it’s possible in the underlying phone SDK (iOS I believe has a public API for this) then yes you could achieve this using the new Hyperloop module, currently in beta and released later this month — this would allow you access the underlying SDK directly via JS in your Ti SDK project.

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Programatically Start UWP app after installation

I am creating a Store Build for my UWP app. I would like the app to run automatically (without user intervention) once installed on end-user device. Is that possible? If so, how?
I’m afraid you can’t let the app run automatically after installation.
Currently, uwp doesn’t provide such api to do this. If you do want this feature, please feel free to submit your feature requirement with Windows Feedback Hub app.

Deployment of app to device failed

I have Xamarin Live Player up and running.
When I use it with a newly created Xamarin Forms (Master Details) app, it works fine. I see the app on the device.
However, when I try to run my full-blown app, Visual Studio tells me "Deployment to device failed. Make sure that Xamarin Live Player is open and that the device is in the same network."
Since the new app runs fine, I guess something else is the problem.
I've already set the Android project properties to be same as the newly created app.
Just to make sure, I've made it so that my full-blown app requests all rights.
How could I debug more in detail what's going wrong?
Xamarin Live Player can't run all apps. As soon as you use reflection, embedded resources, a MVVM framework or a custom renderer in Xamarin.Forms it might simply just not run the App.
You can read about the limitations of Xamarin Live Player in the official documentation for it.
You will probably have a much better experience just running directly on the device without Live Player.

what version of Google Mobile Ads SDK is Xamarin.Google.iOS.MobileAds using?

I'm on Firebase but am currently using Xamarin.Google.iOS.MobileAds in a Xamarin.Forms project. Everything is working well.
i received an email from firebase that said Starting January 23, 2018, we will no longer be supporting Android and iOS Google Mobile Ads SDKs lower than version 7.0.0. To continue serving ads from AdMob after this date, please upgrade to the latest Google Mobile Ads SDK.
Is Xamarin.Google.iOS.MobileAds compliant (7.0.0 or >) i'm not sure how to tell.
As far as I'm aware, Xamarin has never released a Google Mobile Ads SDK version that is using a Google version older than 7.0 (released 2015‑02‑03 from Google).
Xamarin's nuget package versions match the version from Google. The latest Xamarin.Google.iOS.MobileAds package is 7.24.1, thus it is using Google's Mobile Ads 7.24.1 (2017‑9‑27).
You can also at runtime use const string GoogleMobileAdsVersionString to retrieve the version you are using.
FYI: That is currently three dot releases behind the official releases from Google:
7.27.0 2017‑12‑13
Added support for native video mediation. Native mediation adapters must implement the mediaView method on GADMediatedNativeAppInstallAd and GADMediatedNativeContentAd and return their media view.
7.26.0 2017‑11‑17
iPhone X support.
For full screen ads, the default close button now renders within the safe area.
Removed the nativeAd property from GADAdChoicesView and GADMediaView.
Limits SDK interactions with Apple's StoreServices to once per session, at app launch.
7.25.0 2017‑10‑25
Native Mediation: Adapters now get the call to mediatedNativeAd:didRenderInView:viewController: as soon as a native ad is associated with a native ad view, instead of waiting for that native ad view to be visible.
Native Mediation: Adapters now get a call to mediatedNativeAdDidUntrackView: with a nil view when the tracked view gets deallocated.
7.24.1 2017‑9‑27
Updates the way the SDK interacts with Apple's StoreServices.
It all open source from Xamarin, so personally I grab Xamarin's source (and update the bindings where needed) and the latest release from Google. (i.e. I needed iPhone X support and Xamarin has not release a package that includes 7.26.0 yet)
https://developers.google.com/admob/ios/download
https://github.com/xamarin/GoogleApisForiOSComponents/tree/master/Google.MobileAds

Does Xamarin support to develop apps for Windows surface and how well?

I want to develop an app for Windows surface tablet and iOS mobile and iPad.
As I am a new user to Xamarin, when I created my first project,it shows 3 projects:-
hello.driod, hello.ios and hello.winPhone.
I have 3 questions based on this:-
How will I be able to write the same code and share for windows 8.1 and iOS?
and whenever I drag and drop the elements to the UI page, will the same elements be copied to both windows and iOS simultaneously or I got to add them seperately?
Currently I dont have a MAC to connect to my PC. Can I write the code and and there while testing it, connect it to a MAC or should it be connected during the whole process?
Please Help!
Using the same code depends on how your structure your app.
You can go the native route where you can share the bulk of your logic by containing it in a shared / PCL project (more on that here), but have platform specific code for your UI.
For example, if you have a cross platform app targeting iOS and Android you would still create the UI in a storyboard for iOS and AXML files for Android. Any code you want to "connect" to your UI would be specific to that platform as you would use the platform APIs. Any code that is not platform specific (i.e., not calling iOS or Android APIs) can go in your shared / PCL project.
Or you can choose Xamarin.Forms which adds a layer of abstraction by allowing you to write the UI in XAML once and have it work on all platforms. The advantage is increased code sharing as now your UI is also shared. The downside is to utilise platform specific features you'll need to implement DependencyService or custom renderers. Read more about Xamarin.Forms here.
As above, it depends. If you are going the native route, then no. If you are going with Xamarin.Forms, then you are using the same XAML code for the UI across platforms, but there is no drag and drop designer.
To build an iOS app you need to be connected to a Mac. You will also need to be connected to a Mac to use the iOS Designer.

Xamarin Android Player

I'm just getting into trying out some Android development with Xamarin, and while going through the documentation about installing Xamarin for windows, I come finally to this page
http://developer.xamarin.com/guides/android/getting_started/installation/android-player/
in which I am to setup the high performance android emulator.
I have followed all the steps, but when i try to run it, I get a dialog telling me
A Xamarin.Android subscription is required to use this beta.
Do I understand correctly that this player is not usable with the 'Starter' plans?
Assuming the above is true, can I assume my only recourse until I arrive at a point which I am ready to pay the subscription fee (or start the trial), is to use the standard google provided emulators?
Thanks
In general, the "Starter" plan does not have any "subscription" attached to it, so yes, you will have to be at least "Indie" to use the Android player, at least while its still "in preview", quote:
"The Xamarin Android Player is currently in preview. During the preview period it is only available to users with a valid Xamarin subscription."
from: http://developer.xamarin.com/guides/android/getting_started/installation/android-player/

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