My app is localized using the standard .NET RESX methods (ie. String.fr.resx,
Strings.de.resx etc.) works great under Windows Phone.
I am porting to Android using MonoDroid and I do not see the localized UI
when I switch locales on the phone. If I rename the APK file to ZIP and open
it I see that
Thanks Jon, This is exactly what I did. I also had to make a
Resources.Strings accessor class to simulate the one generated automatically
for you by Visual Studio but once it was in place it worked perfectly.
I would love to see this functionality become part of monodriod, it would
make porting of
in my Strings.xml file I have items which have leading and trailing
whitespace, when these strings are read from the resource these leading and
trailing whitespaces are trimmed.
taking the template app add the following to Strings.xml
Hello World, Click Me!
MonoAndroidApplication6
1
If I call Activity.Finish from my application and then go into the
Application browser and check for running applications my app appears in the
list. I tried to do this with the simple Android app wizard in VS (the hello
world button one), I added Activity.Finish to the OnPause override and I saw
t
Thanks Chris,
the \u0020 trick worked a treat, it is *different* than the way .NET handles
things and it would be easier if they were the same since this is just *one
more step* you have to do to have a common build environment across
platforms, but since I have to process the .resx anyway it's no
I am seeing occasional crashes in GC.Collect (called on the screen just
before my main game loop per level). I know some people are religious about
not calling GC.Collect but done strategically it can be useful. Here's what
I am seeing
12-03 10:03:29.951: DEBUG/AudioHardwareMot(6321): AudioStreamO
Hello,
I am seeing a problem when my app is put into the paused mode. If my app
have sufficiently large textures I see that Android is freeing up these
resources but this does not seem to be handled by AndroidGameView. When my
app returns to running mode my textures are all messed up. I tried relo
I see this bug occassionally, I think the time delta shows as negative for
some reason.
12-04 19:26:13.527: DEBUG/AlarmManagerService(1241): Kernel timezone updated
to 480 minutes west of GMT
12-04 19:26:13.528: ERROR/mono(10469): Unhandled Exception:
System.ArgumentOutOfRangeException: Argument
Looks like a well known OpenTK bug - fixed for iOS but needs fixing for
Android also.
http://bugzilla.xamarin.com/show_bug.cgi?id=1366
When can we expect a fix for this bug?
Cheers
Warren
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This worked with the previous version of mono for android.
I use Google admobs JAR file, have a helper .JAVA class and a managed
caller.
Package complains that classes references that are within the JAR file are
not available.
How can I make this work now?
Cheers
Warren
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Hi Chris, thanks for your note. I am currently using a layer on top of Mono
called MonoGame which is a layer that simulates XNA. I am working with one
of the developers on that to work out what Monogames behaviour should be
here.
Cheers
Warren
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Hello,
I am seeing very poor garbage collection performance, even for quite small
memory sets. here is a log from my game, I am seeing 35seconds+ for
collection of less than a Meg. (These are not extraordinarily small or
large objects, just some bitmaps/fonts maybe a sound)
Also note the case whe
Hi Jon,
per the title, this is the new drop of Mono (ie. this weeks - 4.0)
Cheers
Warren
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Also this was a Droid2 device.
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Sent from the Mono for Android mailing list archive at Nabble.com.
> On Dec 7, 2011, at 4:54 AM, warren burch wrote:
> > I am seeing very poor garbage collection performance, even for quite
> small memory sets. here is a log from my game, I am seeing 35seconds+ for
> collection of less than a Meg.
>
> Please try again on 4.0.1. It might not
in the Application properties tab does not appear to work. I have an XNB
which is over 1Mb (problems uncompressing on Android 2.1) I wish for aapt to
not compress XNB files. In the edit control on the project Application
properties page called 'Leave the following resource extensions
uncompressed"
That did the trick. Thanks Jon
Sent from my Windows Phone
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From: Jonathan Pobst [via Mono for Android]
Sent: 12/14/2011 7:54 AM
To: warren burch
Subject: Re: "leave the following resource extensions uncompressed"
Looks like a typo crept into one of our ch
First, I love the fact that the Xamarin developers are so active on the forum
(I am looking at you Jon), I really feel the developer love here. Ok, that
over with.
I have a wishlist item - If I have a hardware device and there is only one,
can we get a checkbox on the "Select Device" dialog to not
It takes the IDE (VS2010) a good while to get back to speed after stopping my
app. The IDE UI is very sluggish, if I run task mgr I see memory rapidly
going up above 1GB then quickly down to 400MB then back up in a cycle, maybe
30 seconds later it'll stop and the IDE will be back to full responsive
Thanks Emiel, indeed it is.
Tools\Options\Mono for Android\Use default device
brilliant!
Cheers
Warren
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To close the loop on this. I dont see the massive 30+ second GC times now. I
do however sometimes see memory usage go *up* after the GC completes which
seems a little odd.
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This is set low for debugging it means there are native resources being
allocated which are not being freed - You can turn this off using...
adb.exe shell setprop dalvik.vm.checkjni false
however - *you dont want to!!*
it means there is almost certainly a serious leak, and I bet in your case it
FWIW, I am Win7 x64 also.
On Sun, Dec 18, 2011 at 6:17 PM, Tossing, Chris [via Mono for Android] <
ml-node+s1047100n5084921...@n5.nabble.com> wrote:
> We have observed this strange memory behavior (rapid cycling up above 1GB
> of usage and then back down) on Windows 7, as well (we are using Win7
If we had true strong naming then you could have the scenario of making a
library have all it's classes marked internal, then add InternalsVisibleTo
and describe only the assemblies we want to be able to use this library
including their strong name signature. This way someone couldnt snarf your
coo
I am makng a game using monogame (I think I have effectively removed monogame
from the performance considerations in my investigation). After my game is
played for 30+minutes there is a noticeable lag between touching the surface
of the device and the AndroidGameView registering an OnTouchEvent, up
I had a similar issue. Turning off fast deployment for all my libraries fixed
this up for me. Hope it does for you too.
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Sent from the M
Hmmm. To try and work around the problem above I tried circumventing MFA
handling of touch event entirely but I am seeing another problem.
If I make a little android app in Eclipse and dump out the OnTouch events I
see all the expected events (DOWN/MOVE/UP/etc.), if I do the same in my mono
app r
OK, this may no be MFA's fault. I am now working on the understanding that
the old AdMob library is causing this problem. If I turn off ads in my app
altogether it can run for a very long time and I am not seeing any
responsiveness problems.
Sorry for the false alarm.
Cheers
Warren
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This was definately related to the old AdMob JAR component. I now take down
and rebuild the ads component at the start of every level and this appears
to get rid of this cumulative delay problem.
So that's it, the final blocking bug for my app fixed! I've posted to the
Android marketplace and it's
Hello,
I include basic Facebook status update functionality in my game as a means
to promote it, I did this by building the java components from the facebook
Android
https://github.com/facebook/facebook-android-sdk/tree/master/facebook/src/com/facebook/android
SDK inside of my mono project (Buil
Sure - Its pretty much like I outlined. The only thing I needed to do were
the 2 facebook helper classes (C# & Java). The CustomWebView was on that
site I sent you and you'll know soon enough about the icon id when you come
to compile :)
The classes I wrote are as follows :- first the FacebookHelp
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