Hi all,
could anyone help me on this?
https://forums.xamarin.com/discussion/42219/events-explained#latest
thanks
F
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ld->Advanced
> tab, there is a box to enter the Java heap size. I have this set to 500M
> If you are using visual studio a similar setting exists on the Application
> property page.
>
>
> On Wed, Feb 19, 2014 at 3:12 PM, Francesco Colombo <
> francesco.colo...@gmail.com&g
Hi,
I'm trying to use the Google Play Services. I've downloaded the component
but when I compile i get this error
Tool /usr//bin/java execution started with arguments: -jar
/Developer/SDKs/android-sdk-macosx/build-tools/19.0.0//lib/dx.jar
--no-strict --dex --output=obj/Debug/android/bin/classes.d
Hi,
I'm seeing different behaviour when referencing external .dll assembly
between Xamarin.iOS and Xamarin.Android.
I try to explain my "problem" (don't know if it's a real problem or normal
behaviour)
Let's say I've got two binding projects, one for iOS and one Android. This
sucessfully builds
Hi,
I've got a bunch of .dlls that I need to reference on severals projects in
Xamarin.Android. There is a main assembly which depends from other
assemblies. I think a good way to achive this is to add ALL those
assemblies into the GAC. I'm currently working on a Mac.
Do I need to strong name the
Hi,
has anyone sucesfully used APK expansion packs with Xamarin.Android and the
expansion pack library from
https://github.com/mattleibow/Android.Play.ExpansionLibrary ?
I'm able to run and test the sample application. No lucky with my own
application :(
I tried this steps:
1- I've created a si
Is this method GLView.setPreserveEGLContextOnPause available on
Xamarin.Android?
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ry("videos/myvideo.mp4");
var pfd = ParcelFileDescriptor.Open(new Java.IO.File(sourcePath)
, ParcelFileMode.ReadOnly);
var fd = new AssetFileDescriptor(pfd, entry.FileOffset, entry.
FileSize);
On Sat, May 11, 2013 at 4:18 PM, Francesco Colombo <
francesco.colo...@gma
Hi to all,
In my app I need to play a video file (.mp4) The source file is stored
inside an Android Expansion Packs files (.obb). How can I read it ?
An example done in Android
http://stackoverflow.com/questions/11300137/playing-sound-files-from-expansion-file
What I'm missing is how to get the
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 <
&
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 "Unat
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 j
Pryor wrote:
> On Apr 28, 2013, at 6:45 AM, Francesco Colombo <
> francesco.colo...@gmail.com> wrote:
> > I've found this.
> >
> > https://android-review.googlesource.com/#/c/51757/
> >
> > Is this somehow fixable in Xamarin.Android?
>
> That'
I've found this.
https://android-review.googlesource.com/#/c/51757/
Is this somehow fixable in Xamarin.Android?
On Fri, Apr 26, 2013 at 5:19 PM, Francesco Colombo <
francesco.colo...@gmail.com> wrote:
> Ok Thnaks!
>
>
> On Fri, Apr 26, 2013 at 4:54 PM, Jonathan Pryor
Ok Thnaks!
On Fri, Apr 26, 2013 at 4:54 PM, Jonathan Pryor wrote:
> On Apr 26, 2013, at 10:32 AM, Francesco Colombo <
> francesco.colo...@gmail.com> wrote:
> > @Jon: Is there any workaround to test "uncompressed" assets?
>
> The workaround is listed in
@Jon: Is there any workaround to test "uncompressed" assets?
On Fri, Apr 26, 2013 at 4:04 PM, Francesco Colombo <
francesco.colo...@gmail.com> wrote:
> Using raw resources drive to the same result: "Error rading asset data" :(
>
>
> On Wed, Apr 24,
ger will like these files better than the AssetManager?
>
>
> On Wed, Apr 24, 2013 at 11:02 AM, Francesco Colombo <
> francesco.colo...@gmail.com> wrote:
>
>> Hi,
>>
>> I'm having a strange issue in android 4.0 wiht Sam G2. I'm trying to read
>&g
Xamarin Studio!
On Wed, Apr 24, 2013 at 7:33 PM, Jonathan Pryor wrote:
> On Apr 24, 2013, at 1:27 PM, Francesco Colombo <
> francesco.colo...@gmail.com> wrote:
> > I whish also try the "uncompressed" way but I'm unable to achieve this.
> If I open the proje
On Wed, Apr 24, 2013 at 7:16 PM, Jonathan Pryor wrote:
> On Apr 24, 2013, at 1:02 PM, Francesco Colombo <
> francesco.colo...@gmail.com> wrote:
> > I'm having a strange issue in android 4.0 wiht Sam G2. I'm trying to
> read some binary files, which are ~2mb, from
Hi,
I'm having a strange issue in android 4.0 wiht Sam G2. I'm trying to read
some binary files, which are ~2mb, from the Asset folder. Some of these
files are read without any problems, some others make the app crash with
the error: "Error reading asset data. Unable to access asset data: -1".
I
}
On Mon, Sep 17, 2012 at 12:57 PM, Miljenko Cvjetko <
mcvje...@holisticware.net> wrote:
> Hi
>
> Samsung!
> Read Jon's explanation here:
>
> http://mono-for-android.1047100.n5.nabble.com/detect-SD-Card-path-td5710218.html
>
> there are few workarounds. See if
Another Update:
Scenario: Samsung GS2 without SD card
External storage path: /mnt/sdcard
System tells me I've got 6.34gb of free space. API tells me that I have
175922186204271mb of free space (they should be 6492.16mb)
On Sun, Sep 16, 2012 at 9:25 PM, Francesco Colombo <
france
On Sun, Sep 16, 2012 at 9:16 PM, Francesco Colombo <
francesco.colo...@gmail.com> wrote:
> Ok, I think I've discovered what's the problem is. My bad knowledge of
> android :(
>
> Tests have been done on a device which has not a real SD card. I'm a bit
> con
p is appreciate on explaining which
options are available for an android app on "where I can write files"
On Sun, Sep 16, 2012 at 8:54 PM, Francesco Colombo <
francesco.colo...@gmail.com> wrote:
> Further investigations denotes that
> using*Enviornment.ExternalStorageDir
Further investigations denotes that
using*Enviornment.ExternalStorageDirectory.Path
*on jellybean return as folder */storage *in place of */mnt/sdcard. *Is it
right?
On Sat, Sep 15, 2012 at 6:23 PM, Francesco Colombo <
francesco.colo...@gmail.com> wrote:
> Hi,
>
> I'm develo
Spot it!
It was exactly what I was thinking. I've changed my code not using anymore
the Activator. Now I'm explicitly using specific constructors. All issues
related to the release mode are solved!
happy coding
Francesco
On Wed, Aug 22, 2012 at 3:29 PM, Francesco Colombo <
f
I'm thinking that this could be not an elegant solution because it can be
problematic when compilig using "Link SDK Assemblies" isn't it?
On Wed, Aug 22, 2012 at 3:27 PM, Francesco Colombo <
francesco.colo...@gmail.com> wrote:
> Update
>
> I've just dis
t[])
at
AdMaiora.Core.UI.ViewBuilder.ConfigureLayout
() <0x0011b>
at AdMaiora.Core.UI.MultiDatePickerDialog.SetContentLayout
(Android.Content.Context) [0x00d7a]
On Wed, Aug 22, 2012 at 3:04 PM, Francesco Colombo <
francesco.colo...@gmail.com> wrote:
> Hi,
>
> I'm done w
Hi,
I'm done with the porting on Android of an app which run on iOS thanks to
MT.
All is fine, except that the app won't run when compiled in Release mode.
It runs perfectly when compiled in Debug mode.
I'm reporting these exceptions from the Android device output console.
Exceptions are like t
Nevermind,
I think I've understand what I was missing. Now I can use it correctly and
have many layouts.
On Sat, Jul 28, 2012 at 12:51 PM, Francesco Colombo <
francesco.colo...@gmail.com> wrote:
> Hi all,
>
> maybe I'm wrong, but I think there's something that isn&
Hi all,
maybe I'm wrong, but I think there's something that isn't working as
expected on the Android UI designer in Monodevelop.
I'm facing strange behavior when working with alternative resources. If I'm
not wrong in the UI designer while editing layouts, you can select and
"lock" which "altern
012 at 10:22 PM, Jonathan Pryor wrote:
> On Jul 17, 2012, at 12:46 PM, Francesco Colombo wrote:
> > @Jon: Ok I admit I'am a bit confused :S
>
> It's Android. :-)
>
> > The really wired thing is that the first version of the game I've
> developed and re
lid link for the apk?
On Tue, Jul 17, 2012 at 6:31 PM, Jonathan Pryor wrote:
> On Jul 17, 2012, at 10:18 AM, Francesco Colombo wrote:
> > I really appreciate if someone can do a very simple test for me:
> >
> > 1) Create a new simple android application
> > 2) UNZIP
PM, Ryan Smyth wrote:
>
>> Sigh... Sorry. No error. :( I rebooted, and it still ran fine. Sorry I
>> can't help out.
>>
>> Regards,
>>
>> Ryan
>>
>>
>> On Tue, Jul 17, 2012 at 8:23 PM, Francesco Colombo <
>> francesco.colo...
On Tue, Jul 17, 2012 at 12:23 PM, Francesco Colombo <
francesco.colo...@gmail.com> wrote:
> Great,
>
> just download it and run, it happens when you launch the game.
>
>
> On Tue, Jul 17, 2012 at 12:18 PM, Ryan Smyth wrote:
>
>> Hello Francesco,
>>
>> If
g now.
>
> Cheers,
>
> Ryan
>
>
> On Tue, Jul 17, 2012 at 7:52 PM, Francesco Colombo <
> francesco.colo...@gmail.com> wrote:
>
>> Hi guys,
>>
>> After releasing my game Smashing Planets, I'm receiving some complains
>> about a critical bug. Thi
Hi guys,
After releasing my game Smashing Planets, I'm receiving some complains
about a critical bug. This behaviour happens on a Galaxy S and Galaxy TAB.
I can't reproduce it on my Galaxy S2.
The game is based on the popular library Monogame.
Any idea?
Here the log:
07-11 10:59:10.263 E/mono
Hi,
i think you need a method like this
public static int AsPixels(float dp)
{
return
(int)Math.Round(YourActivityInstance.Resources.DisplayMetrics.Density * dp);
}
On Wed, Jun 27, 2012 at 9:18 PM, Sellec wrote:
> Sorry about my question, but i dont see any information in google.
> How ca
Hi all,
I'm investigating some sort of strange behavior that affect the *Samsung Galaxy
S2* device with *ICS *installed.
This is not related to M4A! This is a general question!
I've done some tests on my app (developed with M4A) and others apps
(developed in pure java) and I've garthered same wi
Thanks a lot for the info!
Francesco
On Wed, Jun 20, 2012 at 2:33 PM, Jonathan Pryor wrote:
> On Jun 20, 2012, at 4:25 AM, Francesco Colombo wrote:
> > In your opinion, is there any performance loss running armeabi rutime
> over an v7a device? I'm asking this because I have
er to do this only if there are noticeable performances
improvements for v7a enabled devices)
thanks
Francesco
On Wed, Jun 20, 2012 at 5:51 AM, Jonathan Pryor wrote:
> On Jun 19, 2012, at 7:28 PM, Francesco Colombo wrote:
> > The device is a Galaxy Samsung S2, the android version i
*>...and now that I try to deliberately break things (so I can figure out
how to fix it), I can't repro it. :-/*
*>
>Which Android version and device are you installing your app onto when
you saw this behavior?
>
>Thanks,
>- Jon
*
The device is a Galaxy Samsung S2, the android version installed on
se i
want to support "legacy" devices without manage two copies of the lib, so I
hope the new release of M4A fix this!
thanks for your help!
The device is a Galaxy Samsung SII, and support *armeabi-v7a*
On Tue, Jun 19, 2012 at 4:51 PM, Jonathan Pryor wrote:
> On Jun 19, 2012, at
Thanks
On Tue, Jun 19, 2012 at 4:44 PM, Jonathan Pryor wrote:
> On Jun 19, 2012, at 10:15 AM, Francesco Colombo wrote:
> > It is possibile to revert the instsallation of m4a from 4.2.3 to 4.2.2?
>
> Yes. Go to support.xamarin.com and click the Download Purchased
It is possibile to revert the instsallation of m4a from 4.2.3 to 4.2.2?
cheers
Francesco
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