I have an iOS mobile app that was developed a year ago and I know I have done the setup properly since the Xamarin.Forms Maps were working then. I updated to the latest nuget libraries recently and I am seeing the map but without the tiles rendered. I also have entries for the info.plist permissions that cropped up in iOS 8:
<key>NSLocationAlwaysUsageDescription</key>
<string></string>
<key>NSLocationWhenInUseUsageDescription</key>
<string></string>
Did something change recently with native maps for iOS 9?
I have faced this issue too, also in conjunction but not exclusively with Xamarin.Forms. This behavior can be reproduced with the pre-installed Apple maps app in several cases for instance:
if you are connected to a network that requires proxy-credentials to connect to the internet
really bad network latency
or reduced data-carrier network speed
At the moment it seems like there is no work-around. At least I couldn't find one suitable.
I know answering this question is too late. But for those of you who haven't found the answers yet, could try this option, as I too had a similar issue and solved it by following the link below.
If you are using Xamarin.Forms.Maps NuGet package, some initialization code is required in each application project, after the Xamarin.Forms.Forms.Init method call. For iOS use the following code in your AppDelegate.cs:
Xamarin.FormsMaps.Init();
Refer this link for more information.
Related
I am trying to build and deploy a basic unity project to a hololens2 emulator, however I am running into many issues:
There is no Unity C# use checkbox in the build settings for UWP (I see this as an option in many tutorials however no one has explained how to set up for a hololens2 emulator with the newest unity versions)
** Main issue: The emulator itself does not recognize any inputs from the mouse/keyboard and is frozen on the start screen. Also when I try and change the setting for the inputs it is wither grayed out or the changes do not go through**
If anyone has any help they can offer that would be great.
There is no Unity C# use checkbox in the build settings for UWP (I see this as an option in many tutorials however no one has explained how to set up for a hololens2 emulator with the newest unity versions)
The Unity C# Project checkbox has been deprecated in the latest version of Unity. It used to be available when the Scripting Backend as .Net. But now il2cpp is the only available backend for the UWP platform in Unity, so this checkbox is no longer necessary.
For Unity version, we recommend the Unity LTS (Long Term Support) stream as the best version to use when starting new projects, and the current recommendation is to use Unity 2019.4.9f1: https://unity3d.com/unity/qa/lts-releases
The emulator itself does not recognize any inputs from the mouse/keyboard and is frozen on the start screen. Also when I try and change the setting for the inputs it is wither grayed out or the changes do not go through
For Hololens-2 Emulator issue you got, I found a similar topic from the Unity forum: https://forum.unity.com/threads/hololens-2-emulator-input-controls-not-working.711713/#post-4758179 You can try the suggestions under this topic.
i assume that you used the official guide, is this correct?
Does the second point of the known issue section regarding AMD / Intel graphics apply to you? Also see the last point under Troubleshooting.
Let me know if that helps.
I have spent now the whole Sunday without any success on the following issue:
I have an app for macOS made with Qt 5.9.1 and it was available in Apple's App Store for a year. Now I want to add an In-App purchase. I exactly followed the instructions given in the QT documentation regarding registering the product in iTunesConnect. There everything looks fine. Then I copied the C++ code from the QT doc into my project and changed the product id. But whenever if call product->purchase() in MyApplication::purchaseHealthPotion() the app crashes because the pointer product is NULL. (I am using here the naming of the QT example). To my feeling the program does not build up a connection to App Store. I am even not requested to log in with a test account as the docs are saying.
Thus, it seems that the purchasing module is not working at all.
Did anybody ever made it working on macOS and can help me a little bit?
Please note, the example code by QT is the same for QT5.9.1 and QT5.11.0. I am now upgrading to Qt5.11.0 just to be sure.
Edit: Upgrading to 5.11.0 did not solve it.
Raphael
Today we got rejected from Apple Mac Store because we used Xamarin implementation of NEVPNManager in our Mac application.
Your app includes VPN services but does not use the NEVPNManager API to deliver these services.
Previously we had the VPN functionality in an objective c library (that was binded) and we got accepted. Now we removed the objective c library and used the xamarin implementation and we got rejected.
Why did Apple reject us? #Xamarin are you using NEVPNManager in your implementation?
You can find the answer on Xamarin Forum:
https://forums.xamarin.com/discussion/comment/328214?
Thanks to #Chris Hamons for the help!
Solution:
Adding --link_flags="-framework NetworkExtension" to Additional MMP Arguments in Project Options -> Build -> Mac Build fixed the issue.
In theory those should be added automatically. Seems like a potential bug.
I'm having a time getting a straight answer on this, I've done a lot of searches and reading, and tried a lot of stuff. It sometimes sounds possible and other times only sounds possible by doing linking and what-not, which is something I'm trying to avoid. I'm a big fan of PCLs.
I've created a solution using Visual Studio 2012, Xamarin, and MvvmCross which works great, I can deploy to an iOS device, a Droid device, Windows --- what have you. Visual Studio can build working applications that I can deploy to specific platforms.
However, I was informed recently that our company requires that when we go to deploy, the code must be built on a Mac using Xamarin Studio by their build server. So since then I've been working on trying to open and build everything using Xamarin Studio, and I'm close, but the infamous ICommand issue is my final hurdle.
Is there, or is there not, a way to get ICommands and the System.Windows library ported in correctly in Xamarin Studio? Am I truly stuck until Xamarin releases their PCL support?
Does MvvmCross work in Xamarin Studio?
Yes
To prove it:
quite a few of the N+1 videos show this being used.
lots of the samples (all of the non-nuget ones) build and run from XS
Is there, or is there not, a way to get ICommands and the System.Windows library ported in correctly in Xamarin Studio?
The problem currently is that on the Stable branch, the xamarin compiler doesn't like the PCL import of MvxCommand which inherits from ICommand
A hard way around this problem is:
rewrite the Xamarin tools to support PCLs - this is what the brilliant, lovely and very clever Xamarin monkeys are currently doing :)
Or... a slightly easier way around this problem is:
replace the nuget references to the PC-built libraries with references to the Xamarin-Mac-built libraries instead - these Xamarin-Mac-built libraries are available in https://github.com/slodge/MvvmCross-Binaries/
Or... a really easy way around the problem is:
instead of using MvxCommand in your view models, just implement your own MyCommand class to implement System.Windows.Input.ICommand (e.g. use the implementation at http://www.lines-davies.net/blog/?p=24)
Am I truly stuck until Xamarin releases their PCL support?
I don't think so - but where you do hit problems:
please do come back to sites like StackOverflow with one specific problem at a time - this site is great for finding solutions one at a time :)
talk to Xamarin support - they are generally very helpful in trying to resolve issues.
What's more, even if you were stuck waiting... then Xamarin have already released their PCL support to the Alpha channel - so the wait is almost over already :)
I'm developping Iphone application and I want to convert it to a universal one.
I found many tutorial that deals with this issue but they seems to be ancohérent to the new release of SDK and Xcode.
As many said I think that making a universal application is so easy.
Can you give me the necessery steps or a tutorial link? Thanks.
I think you will find necessary information and steps in this tutorial
http://iphonedevelopment.blogspot.com/2010/04/converting-iphone-apps-to-universal.html
and as a side note you should be aware of converting an existing app to universal app
http://useyourloaf.com/blog/2010/4/7/converting-to-a-universal-app-part-i.html