Publish WinRT application with SharpCompress library - windows-runtime

The current SharpCompress.WindowsStore.dll library published on Nuget is build in Debug mode. I got this error from the Windows Store App Certification Kit.
Error Found: The debug configuration test detected the following errors:
The binary SharpCompress.WindowsStore.dll is built in debug mode.
Is there any way to have/compile the SharpCompress lib in Release Mode?

I'd rebuild it in release mode.
What, you didn't think about that?
It's on NuGet, right? NuGet packages often list a project site. So looking at the page I can see the link points right over here. That's on GitHub. That's where source lives.
You can either fork it (which there isn't really a point, since you don't want to develop it), clone it (aka use a Git tool such as GitHub for Windows) to your local machine, or just download the latest code in a zip file.
From there you can build in release mode and away you go. May not be just that easy, as there might be some dependencies or such that need resolving. Now off you go.

Related

TKCustomMap Version Conflict

This issue has been reported on GitHub here -
https://github.com/TorbenK/TK.CustomMap/issues/325
Has anyone else has struggled with this? I was stoked to find this nuget package because it does exactly what I'm looking for but it needs Places and some other GooglePlayServices installed and I can't install them because of this conflict.
I'm also not sure if uninstalling TK.CustomMap and then installing the Play Services would even help because the person who reported the issue on GitHub said-
I converted my app to .net 2.0 and had to use the newest Google play services
60.1142.1 for AdMob to work. It wouldn't install until I uninstalled TK.CustomMap, and now TK.CustomMap won't reinstall because it only want to use GooglePlayServices 42.1021.1
Severity Code Description Project File Line Suppression State
Error NU1107 Version conflict detected for Xamarin.GooglePlayServices.Tasks. Reference the package directly from the project to resolve this issue.
HunterTracker.Android -> Xamarin.GooglePlayServices.Base 60.1142.1 -> Xamarin.GooglePlayServices.Tasks (= 60.1142.1)
HunterTracker.Android -> HunterTracker -> TK.CustomMap 2.0.1 -> Xamarin.GooglePlayServices.Location 42.1021.1 -> Xamarin.GooglePlayServices.Tasks (= 42.1021.1).
That's pretty much the exact error I'm getting trying to install the other packages. There's no resolution on github.
Anybody found a work around? Or does anyone know how to "Reference the package directly from the project"?
Thanks to SushiHangover's comments above pointing me in the right direction I was able to discover what I needed to do here. I had an error updating the nuget packages of TK.CustomMap at first because v26 Xamarin.Android.Support.Vector.Drawable was targeting MonoAndroid8.0 and the update to v27 must target MonoAndroid8.1 So it took quite a bit just to be able to update the nuget packages in order to get the assemblies with later versions so I could use TK.CustomMap in my solution. But I was eventually able to get there. Here were the steps I followed (as best I can remember). I am unable to compile ios right now because I don't have a MAC so that fix will have to come later. This fix is for the shared project and Android project only
Download the TK.CustomMap-master from github
Extract it and delete the Sample project completely (I also deleted the UWP project as I'm not really interested in that at this time)
Opened and built then closed. Deleted packages folder, vs folder, bin and obj from Android and Shared Project (this step is probably not necessary but I did it so...)
In the packages.config in Android changed all targets from monoandroid80 to monoandroid81 save file
In the TK.CustomMap.Android.csproj for every v26.0.1 of any Xamarin.Android.Support or other Xamarin.Android util package changed 26.0.1\lib\MonoAndroid80 to 27.0.2.1\lib\MonoAndroid81 - save file
In the nuget folder in TK.CustomMap.nuspec changed the target framework in this section
<group targetFramework="lib\MonoAndroid7.0">
<dependency id="Xamarin.GooglePlayServices.Location" version="42.1021.1" />
<dependency id="Xamarin.GooglePlayServices.Places" version="42.1021.1" />
<dependency id="Xamarin.Android.Maps.Utils" version="0.5.0" />
<dependency id="Xamarin.Forms" version="2.5.0.91635" />
<dependency id="Newtonsoft.Json" version="10.0.3" />
</group>
to
<group targetFramework="lib\MonoAndroid">
so it could target any version
Opened and updated all nuget packages using package manager (not console). Built debug and release builds
At this point opened solution I had tried to implement TK.CustomMap in previously to attempt the fix. Remember the original issues was that the latest frameworks could not be used and 42.1021.1 frameworks were unable to locate com.google.gms.location and com.google.gms.places.ui files so they had to be updated or no TK.CustomMap
In the problem solution uninstalled TK.CustomMap from all projects
In the problem solution Android project added reference to all the dlls in the release folder of the Android bin file from TK.CustomMap project.
Installed updates for all Xamarin.Android frameworks in problem solution through Package Manager (not console)
Installed updates of all other nuget packages for all projects using Package Manager (not console)
Installed TK.CustomMap to Shared project using Package Manager (not console)
Added the References to the android project a second time. May or may not have helped.
Installed TK.CustomMap Nuget Package using Package Manager (not console)
Built and ran on Live Player successfully!!
Thanks to Sushi Hangover for the advice. I haven't seen any comprehensive tutorials anywhere on how to accomplish this so I figured I would post my own answer in case anyone else was looking. Definitely if you are new to VS all this stuff is no walk in the park in the beginning.
Thanks to #Travis Fleenor. This is my solution. I change a bit your sequence in order to work on mine.
1. Make sure the original proyect from github (https://github.com/TorbenK/TK.CustomMap) works and you can run it.
2. Update the nugets where you get the conflict. In my case I got conflicted in googleplay library version. I updated it in the original proyect and then assure it could run it.
3. Compile entire solution in release mode. Then, copied the generated dll from bin/release and pasted them in a folder in my desktop.
4. I referenced those dll to shared proyect and android proyect. I only used nuget package manager to install some missing packages needed for the tk.custom. Notice that you only will reference some dll that the proyect accept. For the mayority Visual will prompt ' dll already referenced' something.
5. first reference your shared proyect, later your android one. That's all. make sure the you ca recompile solution.
Hope this helps

Build nuget package in Release mode?

I've updated my Windows Phone app from 8 to 8.1. Everything works, no problems testing it in either debug or release modes.
The issue is when I try to certify the app for the Store. I get the following notice about my Nuget package ImageTools:
The binary ICSharpCode.SharpZLib.Phone.dll is built in debug mode.
The binary ImageTools.Controls.dll is built in debug mode.
The binary ImageTools.dll is built in debug mode.
The binary ImageTools.Filtering.dll is built in debug mode.
The binary ImageTools.IO.Png.dll is built in debug mode.
The binary ImageTools.Utils.dll is built in debug mode.
I didn't have this problem in WP8. Perhaps something went wrong in the project upgrade? I've tried reinstalling the nuget package as well as manually placing the DLLs into the project.
I don't know how to build ImageTools in release mode. Any help appreciated!
Universal Apps (And Silverlight 8.1 Apps) have a different certification requirement. You cannot publish assemblies built in debug mode.
You'll need to contact the NuGet authors of ICSharpCode and ImageTools and have them provide you with a version built in release mode.
I modified the IL of the assemblies and removed the [Debuggable] attribute from them. The Windows Phone Store now allows the submission. You can download the patched assemblies here: https://github.com/brianhama/ImageTools-WP81

How to properly update Monogame with a Github PR

Heey,
I got a little problem. The current Monogame 3.2 build available hasn't got a working template for Windows Phone 8. This will result into a black screen and a non working app. So I went onto their git hub and found the issue https://github.com/mono/MonoGame/pull/2089 and someone who fixed it and posted a Pull request.
The problem now is I have close to zero experience with building my own version or editing project template files. I got some common knowledge and started to delve into this all and already tried copying the template files to my visual studio files and building projects and throwing around the new .DLL but it all doesn't want to work properly. I started to work with the older template but I need the new version due to proper support for landscape in windows phone 8 that we need to utilize for our game.
Now is my question if someone knows the right/proper way to do this. A short summing up from what to copy where will do.
Thanks in advance.
Okay it took me some time but I figured out what to copy,build,set and run.
You download the .Zip or make a pull with your Github into an empty folder and when finished extract it.
In the map open the MonoGame.Framework or MonoGame.Framework.”your
target platform” which will startup visual studio.
Build the solution/project (don’t forget to build in ARM, x86 and
x64 if enabled and needed) and navigate to “Extracted
folder”/MonoGame.Framework/bin/”your targeted platform” at the same
time open a new explorer and navigate to your MonoGame installation
by default C:\Program Files (x86)\MonoGame\v3.0
Navigate in your extracted folder to your targeted platform and
build and copy the MonoGame.Framework.dll to the opposing C:\Program
Files (x86)\MonoGame\v3.0\Assemblies\”targeted platform”\”build”
Rebuild your Project/Solution
Gratz you now updated your MonoGame :)
This could fix your problem but it’s possible that you still get an error when initializing your app on your phone or emulator DXGI related.
If this occurs then follow these steps. The problem lies probably by your SharpDX.WP8.dll how to fix this? In my case download and install the newest SharpDX http://sharpdx.org/download/ you could also look further how to only download the SharpDX.WP8.dll & .winmd!
Navigate to your SharpDX install (by default C:\Program Files
(x86)\SharpDX) navigate further to
Bin\DirectX11_1-“platform”-“build”\ and copy the SharpDX.WP8.dll and
.winmd to C:\Program Files
(x86)\MonoGame\v3.0\Assemblies\WindowsPhone\”build”
Rebuild your Project/Solution (if this still doesn't work you may
need to manually add the references again to SharpDX.WP8.winmd for
both builds)
So if it’s alright this should fix most issues but there is one left. Between MonoGame 3.0.x and 3.2 the project template of a windows phone game has changed but this didn't went well in the code. So we’re now going to update the project template of our Visual Studio.
Go back to your extracted Monogame map and head into the folder
“ProjectTemplates”\”your visual studio version”\WindowsPhone
Select all files and create a .Zip (could be done by the integrated
windows option “Send To”) make sure when you open the .Zip you will
immediately see all the files and they aren't nested into a folder
inside the .Zip
Navigate to C:\Users\”your PC name”\Documents\Visual Studio
201X\Templates\ProjectTemplates\Visual C#\MonoGame and copy your
just created .Zip and overwrite the existing file.
You may have to follow these steps if you use different version of Visual Studio because of the lack of support for XNA inside VS2013.
Now you should've fixed any possible problem. If your project still gives errors try to recreate a new one (this would now use the new updated template you just copy pasted and would work) If this still doesn't work than please post what goes wrong but this all should do! These instructions should also work for all other platforms (at least which you could build of course)
Pretty easy to do pull it in to your own version.
Follow these steps:
Fork the Monogame repository
Clone your version to your local machine
Find the repository of the fixed code.
In a command prompt, move to your MonoGame folder, and pull the changes in using this line on your machine. (the branch is most likely master)
git pull http://github.com/other/repo branch_name
Once you have the pull request pulled into your local branch, just build it using Visual Studio.
You can also follow these steps if you think you'll be doing this often.
https://help.github.com/articles/syncing-a-fork
For some reason MrME, I couldn't get your solution to work because of some missing SharpDX reference which REFUSED to be added manually. While your solution may be valid I would like to present an alternative if you have the patience to transfer the code to a Monogame 3.2 project and are still getting the black screen:
Set the DrawingSurface to a DrawingSurfaceBackgroundGrid in the GamePage.xaml. Full details are found in the commented explanation at the bottom of the GamePage.xaml file.
Source: https://github.com/mono/MonoGame/issues/2081

Specified Gradle Installation (..) is not supported by this tooling API version (1.6, protocol version 4) [duplicate]

This question already has answers here:
Gradle build errors with Android Studio
(3 answers)
Closed 9 years ago.
I have just set up Android Studio 0.2.2 and updated my Android SDK to the latest version.
I have exported my Android project (android:minSdkVersion="8", android:targetSdkVersion="15") in Eclipse by 'Generate Gradle Build Files' without (visible) problems. And I can export/compile my app in Eclipse just fine, it also runs fine in the emulator.
However, in Android Studio, when trying to import my project, I am confronted with the above error message. "Gradle Home" is (IMO, correctly) displayed as "D:\Prog\Android-Studio\plugins\gradle".
Any idea how to make Android Studio feel more comfortable on my computer?..
I've encountered a similar problem where I can't import my project. There is at least one answer out there that may help; it requires the creation of a blank project in Android Studio and then copy files over from Eclipse. This ensures the creation by Android Studio of the necessary Gradle files, etc. Here's the link to the full answer: Gradle build errors with Android Studio
Look's like you should try to use the Gradle Wrapper rather than a local Gradle distribution. According to Gradle's website (http://www.gradle.org/docs/current/userguide/gradle_wrapper.html):
The wrapper is something you should check into version control. By distributing the wrapper with your project, anyone can work with it without needing to install Gradle beforehand. Even better, users of the build are guaranteed to use the version of Gradle that the build was designed to work with. Of course, this is also great for continuous integration servers (i.e. servers that regularly build your project) as it requires no configuration on the server.
You'll need to mimic the following structure in your project's directory:
simple/
gradlew
gradlew.bat
gradle/wrapper/
gradle-wrapper.jar
gradle-wrapper.properties
At that point, go to Settings (Windows) Preferences (Mac), click "Gradle" on the left hand side, choose "Use Gradle wrapper (recommended)". If that option isn't available, try restarting Android Studio or closing and reimporting your project. Checking this option should ensure that you always build with the correct Gradle distribution.

How to implement continuous deployment with Nexus and Jenkins

I'm trying to implement a continuous deployment system and I seem to not be able to find a good answer for our problem.
We use Jenkins to run a maven build to generate our artifacts and deploy them to Nexus. I see a few projects that bundle up everything into a single war or tar file, extract one file per request from Nexus by name and deploy it to an application server, but this requires them to know beforehand what versions they have available.
My project has quite a few jars/wars/binaries among other artifacts, which don't get deployed using an application server. What we want to do is be able to do is pull any snapshot or release revision of the software out of nexus and either generate an install package or deliver it directly to a remote server.
Clarification: I want QA or development to be able to select a version from Jenkins; where Jenkins will poll Nexus for the available versions, then perform an automated deploy to a server from Nexus.
Is there an easy nexus/maven way to get software out to a testing system?
So, is there a way to poll nexus to determine what revisions are available through ant/ivy, Jenkins, maven, gradle? I'll write in something else if it helps.
I see that a similar question was asked here: How do I choose an artifact from Nexus in a Hudson / Jenkins job?, but it is as of yet unanswered 9 months later.
Nexus gives you a standard HTTP browsing capability. You could browse the repository through HTTP and see what is available.
I still don't understand your Use Case though. If you know which versions of the project you want then what is the problem?
The easiest would be to write an installer pom.xml that has in it a ${} placeholder for the version you want for the artifacts then invoke mvn with mvn package -Dproduct.version=1.0.0
If you use a container, PAX has plugins that allow you to specific artifacts like mvn:myGroup/myArtifact/myVersion and it will auto pull from Maven.
Nexus isn't doing any magic. It's all well known paths on a URL of groups/artifactId/versions