I'm trying to add a local image in my Xamarin app, but it's not working. Do you know what I could've have missed?
I have added the XAML and c# code but that still does not work.
XAML - <Image x:Name="Background_Image" Source="backgroundimage.png"/>
C# - var image = new Image { Source = "backgroundimage.png" };
I have followed the proper practices to a tee from the Xamarin Images documentation, but it's still not working. Link to Xamarin Documentation on Images - (https://learn.microsoft.com/en-us/xamarin/xamarin-forms/user-interface/images?tabs=vswin#Local_Images)
I have made sure the file name is
All in lowercase,
The build action is AndroidResource of the image
The image has been placed in the Resources/drawable folder.
Which are all the conventions you must follow, but it doesn't seem to work.
The image's file size is 1.28mb and resolution is 1920x1080 if that matters. I have tested with a much smaller 4KB image but does not work either.
I am using the Xamarin Live Player to show the app, the phone uses API 19, Android 4.4
I apologise if this is a duplicate, but I have read many topics here but I have not been able to fix it.
It does seem to be a issue or limitation with Xamarin's own Live player. I have launched the App with the Android Emulator and the Image is displaying, I'll report it as a bug.
I have an issue.
With the same code, app.Tap(myquery) work on LG 6.0.1, and it does not work on HTC 6.0.
(The issue happend with pop-ups)
I made an app.Flash(myquery) to make sure that my button can be found, and the app.Flash(myquery) is working fine for both phones.
Thank you.
I am developing Phonegap Application and my application has scenarios where camera is used very frequently.
In my application I have used custom camera plugin (https://www.npmjs.com/package/cordova-camera-custom) to take picture and use it in my application.
Now when I capture images from this camera 30 times by opening camera and capturing again and again the app goes to crash.
The app just crashes so I am not able to identify the root cause of the crash.
I am not an iOS Programmer though I have tried to check the plugin code but I was not able to find the cause.
You can even check the plugin code on your end if needed.
I have also posted this issue to DevExtreme, the framework which I am using to develop hybrid applications at following link:
https://www.devexpress.com/support/center/Question/Details/T480068
and they found that issue indeed is related to memory shortage. The error message was with bug_type: 298 and fault cause: vm_pageshortage.
Please help me on this, I am struggling on it since long before.
Any Help is greatly appreciated.
i have 2 issues.
my app has a high quality images, and i enabled the retina display(using cocos2d), so every png has the hd : image-hd.png .
my first question is, if want it to fit also iphones under 4 (3gs) i must have all my images again in the 320x480 without the -hd ?
i have sooo many images, and this way seems strange to me, cause it doubles the app size!
another thing. my app size on disk is BIG, but i have discovered that there is a folder init that called: build, which is 136Mb ! it has simulator and debug files that are not mine.
how would i get ride of this folder that is so big ?? my app is 30mb only !
thanks a lot
i must have all my images again in the 320x480 without the -hd ?
Yes. If you want your game to work with non-Retina devices, then for each xxxx-hd.png you must provide a corresponding xxxx.png file.
this way seems strange to me, cause it doubles the app size!
It doesn't double it. It depends a little on the type of files (PNG, JPG) and how well the images can be compressed. Uncompressed, an SD image is a quarter of the size of an HD image. So you're more likely looking at an increase of app size by 25%. If your HD assets weigh in at 100 MB, your SD assets will add roughly around 25 MB to the app size.
my app size on disk is BIG, but i have discovered that there is a
folder init that called: build, which is 136Mb ! it has simulator and
debug files that are not mine.
These are temporary build files created by Xcode. Don't delete them because Xcode will recreate the files anyway.
The size of your .app is the only file size you should be considering. Furthermore, you should ignore the size of your .app in debug builds, which is what you've been looking at. The only app size from which you can determine (or guesstimate) the final app size on the App Store is the app created by an Archive build.
Run Product -> Archive with a iOS device selected as your current configuration (otherwise Archive is grayed out). When it's done, the Xcode Organizer will open and highlight the newly created archive. Right click it and select "Show in Finder". There may be several .xcarchive files in this folder, select the latest one and right click it, then select "Show Package Contents". Navigate to Product/Applications which will show your .app and its size. This is the only size of your app you should ever give any consideration.
However, this is not the final size of your app on the App Store, since the .app bundle will be compressed (making it smaller) and at the same time the executable will be crypted (making it impossible to compress). I once wrote an article about how to determine your app's final App Store size that I think still holds true today. In essence, you copy the .app bundle, remove the executable from the bundle, compress the bundle, then add the size of the compressed bundle and the size of the executable and the result is a good approximation of your app's size on the App Store.
You need to give a name for HD image with prefix #2x, for example image#2x.png. Leave normal name for images in order to support lower versions of iOS - image.png. In code or Interface Builder you have to use only normal named images (all another things will be executed automatically).
The short answer to the 'images' part of the question is YES , you should include the normal sized files. The artwork is probably different with the two resolutions (I am not a graphics expert, but i suspect there is a lot more to it than resizing the image). The whole point of implementing the "-hd" suffix was to have the ability to deploy a single bundle that works seamlessly for Retina and non Retina displays. I just had a requirements change to go from SD to SD+HD on one of my products ... errr ... now both the artists and the softies are in a mad rush to do just that : create the artwork and make certain all is well (ie no missing resources). Best of luck with your own requirements change.
I'm trying to play a YouTube video within an iPhone app using the technique in this URL
http://iphoneincubator.com/blog/audio-video/how-to-play-youtube-videos-within-an-application
The technique works fine and the video plays fine, except that I'm getting this warning.
warning: Unable to read symbols for "/Developer/Platforms/iPhoneOS.platform/DeviceSupport/3.1.2 (7D11)/Symbols/System/Library/Internet Plug-Ins/YouTubePlugIn.webplugin/YouTubePlugIn" (file not found).
That does slow down the app for the first time I got the warning. Seems like a lot of people is getting the same warning, but none of the forums I read seems to have the solution to get rid of the warning.
Do I need to download something or do specific things?
I also tried adding the YouTube framework from "/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.1.2.sdk/System/Library/PrivateFrameworks/YouTube.framework"
Doesn't seem to solve the issue.
Please enlight.
Some clips might not play in mobile devices. Check if you clips does.
The "/Developer/Platforms/iPhoneOS.platform/DeviceSupport/4.2.1 (8C148)/Symbols/usr/lib/dyld' has changed; re-reading symbols" warnings can be ignored (the clips should play anyway if it is available on mobile devices).
Note. I don't know the correct reason why some clips don't play on mobile, it might be a transcoding issue (not being transcoded for mobile) or some publisher settings.
Would be interesting to know.
You need to run your app on the device. The Simulator doesn't have the YouTube app.