Re: [mono-android] Select a device broken

2012-06-16 Thread Miljenko Cvjetko

  
  
Hi

Does this happen with VS or MD, or both?
VS had some issues. One possibility was to start emulators from MD
or simply restart VS.

screenshot says You are using VS, so Wally's response few days ago:

From a cold boot, I find that if I start an emulator session in
MonoDevelop, then switch over to VS, that VS will see all emulator
sessions from that point forward.  Yeah, its a complete guess as to
what works properly all the time.  

cheers

mel

On 2012.06.15 21:40, craig wrote:

  I have been using Mono 4 Android for awhile now.  Previously it worked just
fine.  However, I just upgraded to your most recent release of Mono 4
Android
and now I am encountering an issue.

When I try to run my program it asks me to start an emulator.  I start the
emulator and wait for it to initialize.  Usually it will take a few minutes
and
then the emulator is listed as a selectable option in the Running Devices
pane
on the Select A Device screen.  Since I have upgraded the emulator is no
longer
added or listed as a selectable option.  So there is no way to run my
program.

Any suggestions?

http://mono-for-android.1047100.n5.nabble.com/file/n5710371/bug.png 

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[mono-android] Consider physical deployment with the evaluation version

2012-06-16 Thread buckley
I'm doubting I can make an impact but please listen to some feedback from
someone who just started out with Mono for Android.

Using Visual Studio to develop android applications is really a joy.
Deploying on the emulator is another experience.
Its really unworkable slow and it takes the fun out of using and
experiencing the actual app.

I understand that the evaluation version is designed so that the app cannot
reach the marker place and be used for a commercial activity.
If this is the only constraint that please rethink how it's currently done.

There are other ways to prevent commercial deployment by for example
crippling the app, putting a time limit on the execution, show a message box
every x seconds,...
If this is in place the app will be useless in a commercial setting but we
can still enjoy physical deployment, and fast debugging!.

My scenario is that I want to become productive on android, ios and WP but I
first have to pass the learning curve. It will take a few months to get a
good product and as a single enthousiast I cannot afford to spend 600 $.
Once the app is finished and I am ready to deploy it to the market place I
will be ready to buy the licenses. 

Please reconsider this as it will make more developers use it to the point
they have a working app.




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Re: [mono-android] Consider physical deployment with the evaluation version

2012-06-16 Thread Paul Johnson

Hi,


I'm doubting I can make an impact but please listen to some feedback from
someone who just started out with Mono for Android.

Using Visual Studio to develop android applications is really a joy.
Deploying on the emulator is another experience.
Its really unworkable slow and it takes the fun out of using and
experiencing the actual app.


There are a lot of misconceptions over using the emulator. Unless you're 
working on a decent processor with a shed load of memory, the emulator 
is slow. There is no way around it - most emulators, irrespective of 
what they do are slower than the actual device; it's the nature of the 
beast.


Once the emulator is up though, it is much quicker. I tend just to keep 
the emulator booted on my dev box. It saves time!



I understand that the evaluation version is designed so that the app cannot
reach the marker place and be used for a commercial activity.
If this is the only constraint that please rethink how it's currently done.

There are other ways to prevent commercial deployment by for example
crippling the app, putting a time limit on the execution, show a message box
every x seconds,...


All of which can be worked around. Face it, this has happened with lots 
of commercial apps and within a day (typically) there is a patch 
somewhere which allows for the nag to be removed.



My scenario is that I want to become productive on android, ios and WP but I
first have to pass the learning curve. It will take a few months to get a
good product and as a single enthousiast I cannot afford to spend 600 $.


I'm sure this is not the case. The cheapest licence is for education 
which works out to be $99, but a typical one is a bit more than this.



Once the app is finished and I am ready to deploy it to the market place I
will be ready to buy the licenses.


This is where the argument falls over. You're expecting Xamarin to work 
on an honour system. Face it, if they said "everyone, it's free for 
download - but you must promise to pay us when you go to market", I can 
tell you how long they would last in business - probably slightly less 
than the time it will take you to read this email!



Please reconsider this as it will make more developers use it to the point
they have a working app.


To be honest, you can get the working app going on the emulator and show 
it around. Enough people like it buy the licence, charge $1 on the 
marketplace and recoup the losses that way. It's the way of it.


Microsoft do the same thing. Buy the product and what you do with it is 
up to you and they have the same restricted system with the Express 
edition - does most of what you want, but not everything.


Me, I'll renew my licence in September with pleasure. The Xamarin crew 
have been amazingly helpful and supportive and that alone makes it worth 
the money :)


PFJ

P.S. If anyone wishes to bend what I'm saying or subvert it to their own 
arguments, feel free to - you'll end up looking like a bit of a twit as 
what I've said is here for the world to see rather than elsewhere...


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Re: [mono-android] Consider physical deployment with the evaluation version

2012-06-16 Thread Neal Gompa
Have you tried the new x86 Android 4.0 images? It basically lets you
develop Android apps in the same way the iOS simulator does: the apps are
compiled for x86 for the emulator, and deploying would compile them for
ARM. I don't know if Xamarin has already added support for the x86 target
for Android, but if it hasn't, it really should.

On Sat, Jun 16, 2012 at 4:13 PM, Paul Johnson
wrote:

> Hi,
>
>
>  I'm doubting I can make an impact but please listen to some feedback from
>> someone who just started out with Mono for Android.
>>
>> Using Visual Studio to develop android applications is really a joy.
>> Deploying on the emulator is another experience.
>> Its really unworkable slow and it takes the fun out of using and
>> experiencing the actual app.
>>
>
> There are a lot of misconceptions over using the emulator. Unless you're
> working on a decent processor with a shed load of memory, the emulator is
> slow. There is no way around it - most emulators, irrespective of what they
> do are slower than the actual device; it's the nature of the beast.
>
> Once the emulator is up though, it is much quicker. I tend just to keep
> the emulator booted on my dev box. It saves time!
>
>
>  I understand that the evaluation version is designed so that the app
>> cannot
>> reach the marker place and be used for a commercial activity.
>> If this is the only constraint that please rethink how it's currently
>> done.
>>
>> There are other ways to prevent commercial deployment by for example
>> crippling the app, putting a time limit on the execution, show a message
>> box
>> every x seconds,...
>>
>
> All of which can be worked around. Face it, this has happened with lots of
> commercial apps and within a day (typically) there is a patch somewhere
> which allows for the nag to be removed.
>
>
>  My scenario is that I want to become productive on android, ios and WP
>> but I
>> first have to pass the learning curve. It will take a few months to get a
>> good product and as a single enthousiast I cannot afford to spend 600 $.
>>
>
> I'm sure this is not the case. The cheapest licence is for education which
> works out to be $99, but a typical one is a bit more than this.
>
>
>  Once the app is finished and I am ready to deploy it to the market place I
>> will be ready to buy the licenses.
>>
>
> This is where the argument falls over. You're expecting Xamarin to work on
> an honour system. Face it, if they said "everyone, it's free for download -
> but you must promise to pay us when you go to market", I can tell you how
> long they would last in business - probably slightly less than the time it
> will take you to read this email!
>
>
>  Please reconsider this as it will make more developers use it to the point
>> they have a working app.
>>
>
> To be honest, you can get the working app going on the emulator and show
> it around. Enough people like it buy the licence, charge $1 on the
> marketplace and recoup the losses that way. It's the way of it.
>
> Microsoft do the same thing. Buy the product and what you do with it is up
> to you and they have the same restricted system with the Express edition -
> does most of what you want, but not everything.
>
> Me, I'll renew my licence in September with pleasure. The Xamarin crew
> have been amazingly helpful and supportive and that alone makes it worth
> the money :)
>
> PFJ
>
> P.S. If anyone wishes to bend what I'm saying or subvert it to their own
> arguments, feel free to - you'll end up looking like a bit of a twit as
> what I've said is here for the world to see rather than elsewhere...
>
>
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>
> UNSUBSCRIBE INFORMATION:
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>



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Re: [mono-android] Consider physical deployment with the evaluation version

2012-06-16 Thread Wally McClure
Mono for Android supports x86. Makes debugging a dream.  Check my article on 
this at 
http://visualstudiomagazine.com/articles/2012/04/25/better-debugging-with-mono.aspx?m=2

Wally

Date: Sat, 16 Jun 2012 16:20:49 -0500
From: n...@enanocms.org
To: p...@all-the-johnsons.co.uk; monodroid@lists.ximian.com
Subject: Re: [mono-android] Consider physical deployment with the evaluation
version

Have you tried the new x86 Android 4.0 images? It basically lets you develop 
Android apps in the same way the iOS simulator does: the apps are compiled for 
x86 for the emulator, and deploying would compile them for ARM. I don't know if 
Xamarin has already added support for the x86 target for Android, but if it 
hasn't, it really should.


On Sat, Jun 16, 2012 at 4:13 PM, Paul Johnson  
wrote:

Hi,




I'm doubting I can make an impact but please listen to some feedback from

someone who just started out with Mono for Android.



Using Visual Studio to develop android applications is really a joy.

Deploying on the emulator is another experience.

Its really unworkable slow and it takes the fun out of using and

experiencing the actual app.




There are a lot of misconceptions over using the emulator. Unless you're 
working on a decent processor with a shed load of memory, the emulator is slow. 
There is no way around it - most emulators, irrespective of what they do are 
slower than the actual device; it's the nature of the beast.




Once the emulator is up though, it is much quicker. I tend just to keep the 
emulator booted on my dev box. It saves time!




I understand that the evaluation version is designed so that the app cannot

reach the marker place and be used for a commercial activity.

If this is the only constraint that please rethink how it's currently done.



There are other ways to prevent commercial deployment by for example

crippling the app, putting a time limit on the execution, show a message box

every x seconds,...




All of which can be worked around. Face it, this has happened with lots of 
commercial apps and within a day (typically) there is a patch somewhere which 
allows for the nag to be removed.




My scenario is that I want to become productive on android, ios and WP but I

first have to pass the learning curve. It will take a few months to get a

good product and as a single enthousiast I cannot afford to spend 600 $.




I'm sure this is not the case. The cheapest licence is for education which 
works out to be $99, but a typical one is a bit more than this.




Once the app is finished and I am ready to deploy it to the market place I

will be ready to buy the licenses.




This is where the argument falls over. You're expecting Xamarin to work on an 
honour system. Face it, if they said "everyone, it's free for download - but 
you must promise to pay us when you go to market", I can tell you how long they 
would last in business - probably slightly less than the time it will take you 
to read this email!





Please reconsider this as it will make more developers use it to the point

they have a working app.




To be honest, you can get the working app going on the emulator and show it 
around. Enough people like it buy the licence, charge $1 on the marketplace and 
recoup the losses that way. It's the way of it.



Microsoft do the same thing. Buy the product and what you do with it is up to 
you and they have the same restricted system with the Express edition - does 
most of what you want, but not everything.



Me, I'll renew my licence in September with pleasure. The Xamarin crew have 
been amazingly helpful and supportive and that alone makes it worth the money :)



PFJ



P.S. If anyone wishes to bend what I'm saying or subvert it to their own 
arguments, feel free to - you'll end up looking like a bit of a twit as what 
I've said is here for the world to see rather than elsewhere...




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Quality Assurance, Platform Integration
Enano CMS Project
http://enanocms.org



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Re: [mono-android] Select a device broken

2012-06-16 Thread craig
this is using visual studio.

after some experimenting I found that if you open visual studio, start the
emulator from visual studio, then exit and re-open visual studio, then when
you try to run your program then it will detect the emulator correctly from
that point on.  basically the emulator has to be running before you open
visual studio in order for it to detect it.

very annoying but i went ahead and upgraded to 4.2.3 beta and the problem
disappeared so i'm not really concerned about it anymore.

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