windows phone App submit test fail - windows-phone-8.1

I am working on windows phone 8.1 silverlight App. I need to implement Accept-Encoding header with gZip for both HTTP and HTTPS protocol.
I implement with WebClient but with HTTP API request get response like ������ this is happens with only HTTP request, It's working fine with HTTPS.
My main concern is App need to run on both HTTP and HTTPS protocol.
I do some google and get some near about solution so include SharpGIS.GZipWebClient.1.4.0.0 from NuGet, and implement Accept-Encoding header with gZip for both HTTP and HTTPS protocol and app working fine in Debug and Release mode while I directly deploy from Visual Studio to my windows phone.
But problem raised when I upload release mode app on windows phone store I getting this error from store
I don't know why message say in SharpGIS.GZipWebClient.dll is built in debug mode because upload app on store in release mode.

Rebuild your SharpGIS.GZipWebClient.dll library in Release mode.
Add SharpGIS.GZipWebClient.dll to your solution & refer it.
Build you solution in Release mode
Upload .xap file to the store.
Then your issue will be resolved.

Finally I found the solution Download SharpGIS.GZipWebClient from this link.
First of all open downloaded project in Visual Studio and Rebuild in Release mode with ARM pick SharpGIS.GZipWebClient.dll from SharpGIS.GZipWebClient project Bin-->ARM-->Release
Put SharpGIS.GZipWebClient.dll in windows phone app
packages-->SharpGIS.GZipWebClient.x.x.x.x-->lib-->wp71 then add as references from packages folder in windows phone project.
This is definitely work because it's works for me.
Note: SharpGIS.GZipWebClient.x.x.x.x where x.x.x.x is version of SharpGIS.GZipWebClient

Related

Can't use XLabs prerelease packages in appstore builds

I am building an app with Xamarin Forms and XLabs plugins.
To be able to run everything smoothly on Android and Windows Phone, i've had to use a prerelease version of xlabs (2.2.0-pre05).
When I tried to create a Windows Phone appstore package the certification failed because the packages for 2.2.0-pre05 have been built in debug mode.
To overcome this, I cloned the git hub project for XLabs and built everything in release mode.
The problem is, when I try to build the project with the packages i've built, I get this error:
Payload file '..\packages\Mike Xlabs\XLabs.Platform.WinRT.Phone\FodyWeavers.xml' does not exist.
Also, the windows store certification checks fail because of libraries used by the prerelease package.I'm getting the following error:
Error Found: The supported APIs test detected the following errors:
This API is not supported for this application type - Api=D2D1GetGradientMeshInteriorPointsFromCoonsPatch. Module=d2d1.dll. File=SharpDX.Direct2D1.dll.
Impact if not fixed: Using an API that is not part of the Windows SDK for Windows Phone Store apps violates the Windows Phone Store certification requirements.

Deployment error in Windows Phone 8.1 app with capability Shared User Certificates in manifest

If i check the capability "Shared Used Certificates" in the Windows Phone 8.1 application manifest i get the following error:
Error : DEP0001 : Unexpected Error: Package could not be registered.
(Exception from HRESULT: 0x80073CF6)
Manifest
<Capability Name="sharedUserCertificates" />
I am trying to deploy to a Nokia Lumia Icon with Windows Phone 8.1 developer preview.
Any idea what i am doing wrong or what prereq is not met?
I was able to deploy my app to the emulator, but not to a real device. I got the same error. I asked my contacts at the Phone Team and they said this is a bug and will be fixed with the post RTM updates. It should definitely be possible to sideload apps using the 'sharedUserCertificates' to real devices for normal app developers.
Getting such an app deployed through the Store may be restricted, though. This scenario is primarily meant for enterprise apps, deployed within enterprises.
I wrote a blog post about this.
If I set my phone to install apps to the phone it works just fine. If I switch it back then I get the error.
It has something to do with SD cards!! Not the SD cards per-se , but the mech The only thing different was I installed a new SD card this weekend to my Lumia 1520 with Developer Unlock. I am running VS 2013 Update 4 and have a StandAlone Phone application using a Windows 8.1 shared app class. It was working before and now its not. same error as MAGNUS
With save apps to SD CARD setting in storage sense set
If you use verbose build output it eventually says:
2>Follow the phone setting 2>Phone setting says apps to be installed
to SD card 2>layout root folder:
D:\WPSystem\SharedData\PhoneTools\AppxLayouts
With save apps to PHONE card setting in storage sense
If you use verbose build output it eventually says:
2>Follow the phone setting 2>Phone setting says apps to be installed
to internal storage 2>layout root folder:
C:\Data\SharedData\PhoneTools\AppxLayouts
search your Detailed or "verbose" build output for the term "Phone setting says"
That will get you close. Good luck.
I can confirm that VS 2013 Update 4 causes the error:
Error : DEP0001 : Unexpected Error: Package could not be registered.
(Exception from HRESULT: 0x80073CF6)
My application was deploying to the phone fine before the update, and started failing immediately after the update. Modifying settings:
Settings/Storage Sense/Store New apps on my: phone
Solved the problem. Thanks Matt for the tip, saved me alot of time.
Try to uninstall current application in your phone, and run agian.
For me its solved
This problem can be related to re-use of the same app template on Windows Phone (does not affect Windows desktop apps). In the Windows Phone section of the solution explorer, find your app manifest file (Package.appxmanifest), and review the following line near the top of the file (#'s in this example are representative, not actual):
<mp:PhoneIdentity PhoneProductId="12345678-1234-1234-1234-123456789ABC" PhonePublisherId="00000000-0000-0000-0000-000000000000" />
If you have re-used the same app template, then the PhoneProductId number must be different from one iteration to the next. I suggest simply iterating the last digit in the string (e.g., change 1 to 2, or 2 to 3, etc....). Once you make certain all your Windows Phone apps have individualized values in this field, you should be able to deploy them all independently.
It could also be a missing image in the Package.appxmanifest. Check the visual assets tab in this file (VisualElements in XML) to see if there is some logo missing.
I changed package name in Package.appxmanifest file. So I had to Uninstall app and Re Installation helped me.

AIR file too big, breaks during installation

A client is having me convert an HTML5 video web application that I've already built into an AIR app.
The end users are going to need this to work with no internet access, so I MUST include a LOT of video files with the installer. This works fine on my machine, but my client can't install it because the .air file is too large and they don't have enough RAM. We'll need this installed on a number of laptops that aren't super powerful.
My SDK is up to date and we're using AIR 3.1.
Has anyone else run into a similar situation? Is there any workaround? For instance could I either include both the installer and the .air in a zipped folder, then have the installer move the video files to the appropriate location, or use AS to have the installer download the files (they will have internet access when installing).
I'd recommend you not to include heavy video files into your application. Downloading assets from web is a descent idea, I use same technique for several museum touchscreen apps.
So here's workflow: on startup app tries to connect to "assets server" and request list of files to download. It can be list of all the files, or list of files that have been updated/added since timestamp that you pass with your request. Then you download them to File.applicationStorageDirectory. Not to have mess in that directory I put all of them to "cache" subdirectory.
In case there's no internet connection for some reason when you install that app, you can have all that "cache" folder on your memory-stick/externalHD so you can manually perform that downloading process.
If you use Greensock's LoaderMax: I've written a simple URLStreamLoader that extends LoaderItem, handy for downloading files. Can share that.
The problem is quite obvious: the Adobe AIR provided installer for deploying your application is lacking.
However, Adobe recently released a new feature for deploying Adobe AIR apps: "runtime captive bundle" (Windows or OSX).
Which means 2 important things:
You receive an .exe which no longer requires an user to have Adobe AIR runtime installed (and no more incompatibilities when targeting multiple Adobe AIR runtimes).
You are no longer provided with an installer, and you have to find your own (which solves your problem halfway).
Target bundle when "compiling", and then just use a better installer (Windows or OSX) - think you are just deploying a normal application (worked for me:) ). There are too many installers arround to mention.
Your installer of choice + bundle compiling, together solve your offline installation requirement and the memory exhausting issue.
Packaging a captive runtime bundle for desktop computers

JavaFx 2 applicaton does not run when i run it through HTML page

I have downloaded the javafx 2 samples and want to run in from its HMTL. For example there is one javafx application called BrickBreaker. For the specific sample the following files exist : BrickBreaker.jar, BrickBreaker.jnlp and BrickBreaker.html
When double clicking on jar or jnlp the application runs as expected but when i click on the html the application does not run. Instead i get the message "View the conectes of the page. Please install javaFX"
Why is that happening ? ( i have the javafx installed as the application runs when choosing the jar and jnlp files). My guess is that the html should be called from within the context of a webserver meaning that i should deploy my application first to a server and call the url from my explorer. For example if using glassfish i should call the url http://localhost:8080/Brickbraker
The problem is that i don't know how to deploy the javafx application in the server.
i tried to copy paste all the above three files in the autodeploy folder but it didnt worked...
Could you please help me?
Thanks in advance
EDIT: some more info - I have installed JDK 7 and JavaFX SDK 2.0.2
No, JavaFX is client technology, you don't need Glassfish to run it. JavaFX should run in browser the same way as Java plugins do.
If you can't run an application directly from html file it means your browser doesn't recognize you have runtime installed.
There can be next reasons for that:
JavaFX runtime is actually not installed (check in Windows Control Panel)
pure java plugin is not installed (you can check on java.com)
javafx runtime is 32bit and you are using 64bit browser (or vice versa)
you are using not supported browser (e.g. Safari)
you are using not supported system (at this moment, January 2012, only Windows supports runtime)

Google TV emulator without chrome browser?

Is it normal not to have the Google Chrome browser on a google TV emulator in a Linux machine with KVM enabled?
When launching an Intent from my application that hits a web page,
I get the error message "No activity found to handle intent {act=android.intent.action.VIEW, dat=http://...}" and I have tried several web addresses.
The code from My Activity is this and it works fine in other android platforms:
Intent myIntent= new Intent(Intent.ACTION_VIEW,
Uri.parse( "http://www.test.com");
startActivity(myIntent);
Am I missing some step to install the Google Chrome browser? On the other hand I can not find the Google Market application neither.
Sadly it is normal not to have the Chrome browser installed with the emulator. This does make it a bit of a pain to do things like you are trying currently. I'm not sure if there are plans for adding Chrome to the emulator in the future, but in the meantime, it is possible to install Browser.apk (the Android browser) to the emulator (via adb install Browser.apk, which you can either build from AOSP or possibly pull from a device or standard Android emulator via adb pull /system/app/Browser.apk - I think this is the default Browser location on devices).
Once Browser.apk is installed you should be able to test these things as you would expect.
So the steps are:
Start an emulator with Android 3.1 running
adb -s device_id pull /system/app/Browser.apk
adb -s device_id install Browser.apk
In the Android smart TV emulator, I've tried the simplest method to download the Chrome browser.
Drag and drop the APK onto the emulator after downloading it from the provided link. After you will allow from to Settings > Device Preferences > Security & Restrictions > Unknown sources
Chrome APK Download URL
Second
Alternate you can follow the article link