Xamarin Android Player - xamarin

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/

Related

Submit a Unity app to Windows store

I have a unity app built for Windows desktop. Client wants this to be distributed through Windows 10 Store. This is just a desktop app and has no support to tabs or phones.
But looks like with Windows 10 there is no desktop only option.
Is there any documentation on what are the steps I need to follow to submit the unity built app to Windows store?
I did some reading and looks like this is what I will have to do.
https://channel9.msdn.com/Blogs/One-Dev-Minute/How-to-publish-your-Unity-game-as-a-UWP-app
https://learn.microsoft.com/en-us/windows/desktop/win_cert/windows-certification-portal
But want to get a confirmation from some one who has already done that. As I don't have a Windows developer account right now to try that out.
Is there any documentation on what are the steps I need to follow to submit the unity built app to Windows store?
The steps of publishing a unity app is similar to UWP app. You can refer to App Submissions for more details.
After your packages have been successfully uploaded, you will find the Device family availability section that indicates which packages will be offered to specific Windows 10 device families.
For your requirement, you could check Windows 10 Desktop device option, as the follow picture shows:
For more info, you could refer to Device family availability official document.

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 is the Idiom type for Xbox?

I have a UWP app created using Xamarin.Forms and I uploaded it on Microsoft Store, I enabled Microsoft to decide which platforms can I support, Xbox was automatically selected by Microsoft. I cant unfortunately test it since I dont have Xbox or any emulator available. But I am seeing that there are some downloads and Microsoft Developer Console shows the type as "Console"...
Now my question is on Xamarin.Forms doesnt have that idiom as Console, it is defined here as phone, tablet, desktop, tv, Unsupported... how to check for Xbox?
This is not built into Xamarin.Forms, so you will have to use Windows-specific API to recognize if the app is running on Xbox. You can implement a custom Dependency service that will have an interface which you will implement in UWP project. The documentation will tell you how to do it.
Then to check which type of device the app is actually running on you can check the value of:
Windows.System.Profile.AnalyticsInfo.VersionInfo.DeviceFamily
This property contains a value depending on which type of hardware the app is currently open:
"Windows.Xbox"
"Windows.Mobile"
"Windows.Desktop"
"Windows.Team"
"Windows.IoT"
"Windows.Holographic"

How to measure number of installs on versions of an iOS app

I have an app published on Apple's app store via iTunes Connect. I also have the same app published on Google's Play store.
Both platforms are on their 3rd version and I need to measure the number of installs of each version. Google have made this easy - in the developer console click 'Statistics' then 'App Version':
However, I'm struggling to find a similar report in iTunes Connect.
Is there a way to achieve this with iOS apps?
You can get similar (but not the same nice overview!) information for apps using iOS8+ via Apple's own App Analytics without integrating any 3rd party SDK.
Go to https://analytics.itunes.apple.com/ > Your App > Metrics
Then choose from the "Usage" metrics on the left either "Installations" or "Sessions" (1) and plot them by "App Versions" (2). Please note that usage metrics only included "opt-in" data. (I'd also adjust the time interval if needed)
You can get your opt-in rate by clicking on the little "?" in the top right next to "About App Analytics" in almost every view.

WP7 Screen Shot Requirements

Microsoft declined to submit my application because I took a screen shot of the game which included the actual emulator.
Looking at this answer, the person says that I should us the snipping tool when I have made the phone emulator at 100%. And indeed, the snipping tools spits out an image of that screen at exactly 480x800 which is exactly what Microsoft wants. However, whenever I use the snipping tool, there is still the top black border of the WP7 remaining. I've looked at a few images on the Marketplace and other applications have it as well...I think. Some don't. Can anyone advice me on this please? How I can avoid getting penalised...again.
Will this suffice?
If you update to the Windows Phone 7.1 SDK and Emulator, the new emulator has a built-in screenshot function to take screenshots without these issues.
I have never had my app rejected due to a screenshot taken from the emulator, I can't say you wont have issues, but assuming everything else in your screenshot checks out; the images from the emulator are the correct size and should be approved.

Resources