Re: [mono-android] Binary fiile in Asset folder

2013-04-29 Thread Francesco Colombo
Thanks Jon,

your solution seems to work fine! Now I can read my binary files inside the
apk directly. I didn't knew but, Android when installs applications, do not
uncompress the apk file. Do you think there is any performance loss between
reading the assets via the AssetsManager or directly into the apk?


On Sun, Apr 28, 2013 at 6:37 PM, Francesco Colombo <
francesco.colo...@gmail.com> wrote:

> Ok
>
> FileMode.Open and FileAccess.Read did the trick. Going further with this
> experiment!
>
>
> On Sun, Apr 28, 2013 at 6:32 PM, Francesco Colombo <
> francesco.colo...@gmail.com> wrote:
>
>> It seems that trying to read the apk itself from the app is not possible?
>> It gives to me "Unathorized exception".
>>
>> string apkPath = this.Application.Info.SourceDir;
>> using(Stream stream = System.IO.File.Open(apkPath))
>> {
>> }
>>
>>
>> On Sun, Apr 28, 2013 at 6:11 PM, Jonathan Pryor  wrote:
>>
>>> On Apr 28, 2013, at 11:43 AM, Francesco Colombo <
>>> francesco.colo...@gmail.com> wrote:
>>> > What I meant was if there were any other way to read assets from the
>>> Assets folder bypassing the  AssetsManager.
>>>
>>> That should be possible. Assets are stored in the `.apk`, so you just
>>> need to bundle a .zip parser in your app (e.g. Ionic.Zip), grab the path to
>>> your `.apk`, and have at it:
>>>
>>> string apiFile = context.ApplicationInfo.SourceDir;
>>>
>>>  - Jon
>>>
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>>
>
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Re: [mono-android] Binary fiile in Asset folder

2013-04-29 Thread Jonathan Pryor
On Apr 29, 2013, at 8:50 AM, Francesco Colombo  
wrote:
> your solution seems to work fine! Now I can read my binary files inside the 
> apk directly. I didn't knew but, Android when installs applications, do not 
> uncompress the apk file. Do you think there is any performance loss between 
> reading the assets via the AssetsManager or directly into the apk?

I don't think so; afaik AssetsManager just reads from the .apk as well.

 - Jon

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Re: [mono-android] Slow Build- und Packaging-Process & few other things after update

2013-04-29 Thread Jonathan Pryor
On Apr 27, 2013, at 9:27 AM, JLee  wrote:
> I installad 4.6.4, wasn't running in Trial Mode (logged in successfully in my 
> account, workstation successfully registerd in my account) and still had this 
> problem (on two different machines).

Odd; can you provide diagnostic build output so I can determine why it's 
rebuilding when it doesn't need to rebuild?

Have you tried removing  your bin and obj folders and rebuilding?

 - Jon

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Re: [mono-android] deployment error

2013-04-29 Thread Jonathan Pryor
On Apr 27, 2013, at 4:49 AM, krish  wrote:
> it started deploying and at the time of installing mono shared 
> runtime(armeabi-1365905400)i was got error that 
> 
>  

Key part of the dialog box:

AdbException: No space left on device.

You ran out of disk space.

> -
> m using MTS MTAG7.0 (Android 2.2.2)
> while i was connecting my tablet to pc ,the settings are as like:
> in phone and sd card storage settings->
> internal phone storage available space :9.55MB

9.5MB is not enough internal storage. You need closer to 30MB free for Debug 
builds, probably more (depending on app size).

The easy workaround is to edit your Project Options and disable the shared 
runtime, while maintaining Fast Deployment. This _should_ allow your app to fit 
within 9MB...hopefully.

If that doesn't work, you'll need to manually install the shared runtime 
packages onto your SD card:

rem Find `adb`; this is usually in %LOCALAPPDATA%...
adb install -s 
%ProgramFiles(x86)%\MSBuild\Xamarin\Android\Mono.Android.DebugRuntime-debug.apk
adb install -s 
%ProgramFiles(x86)%\MSBuild\Xamarin\Android\platforms\android-8\Mono.Android.Platform.apk

(The above assumes your app is targeting Android v2.2.)

Once the shared runtime packages have been installed, you should be able to 
Debug normally from your IDE.

 - Jon

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Re: [mono-android] Slow Build- und Packaging-Process & few other things after update

2013-04-29 Thread JLee
are you kidding me?

i'm the same person who's answering at
https://bugzilla.xamarin.com/show_bug.cgi?id=10840.
Username on both spots is JLee, is it that difficult?
I already provided diagnostic build outputs and alot more infos.
Please stop asking me the same questions and requesting the same things.

Your conclusion/assumtion was, that the long buildtime is caused by trial
mode.
I stated, that I have a pro-license, with successfully registered
workstation.
If i'm on trial, i'm wrongly on that, maybe caused by another bug in mono...

I asked you a definitiv question: 
*Is it possible, that I'm wrongly on trial-mode...or better, is there a way
to check, if I'm on trial-mode although i have a pro-license.*
Answering this question could bring us a step further.

Anyway, thanks for your support.
but please, if you provide it, do it right and not that superficial like in
this case.
Otherwise you are only wasting time from both of us.

regards
Lee







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Re: [mono-android] Slow Build- und Packaging-Process & few other things after update

2013-04-29 Thread Jonathan Pryor
On Apr 29, 2013, at 6:09 PM, JLee  wrote:
> are you kidding me?
> 
> i'm the same person who's answering at
> https://bugzilla.xamarin.com/show_bug.cgi?id=10840.
> Username on both spots is JLee, is it that difficult?

I generally ignore usernames in everything except IRC.

> I already provided diagnostic build outputs and alot more infos.

Yes, you have. In German. I don't speak (much) German. translate.google.com is 
good, but not great.

Through it I found the Trial edition bug, which was reproducible by the QA 
team. Which is why I thought that it was a Trial bug. I could think of no other 
cause for the slowdown in the build output. Which just means I need to re-read 
the output again...

 - Jon

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