Using CameraX in Xamarin.Android - xamarin.android

I am trying to figure out how to use CameraX (https://developer.android.com/training/camerax) with Xamarin.Android, C# & Visual Studio. I have found lots of stuff for using CameraX in non-Xamarin apps, but almost nothing for Xamarin.Android, and the small amount that I have found related to Xamarin was designed for Xamarin.Forms rather than Xamarin.Android. I have not found any good Xamarin.Android tutorials for Camera2 (https://developer.android.com/training/camera2), which CameraX is based on. Can anybody recommend any good sites, tutorials or examples for using CameraX in a Xamarin.Android app?

For Camera2, check XZing (https://github.com/Redth/ZXing.Net.Maui)
For CameraX, the C# binding library does not seem to exist. You can create your own though.
Official binding lib for Camera2:
https://github.com/xamarin/AndroidX/tree/main/source/androidx.camera
Binding lib doc:
https://learn.microsoft.com/en-us/xamarin/android/platform/binding-java-library/

Related

WinObjC: How to know what cocoa frameworks are supported / handled?

Trying to bridge my iOS application to W10 app using WinObjC which looks nice (but still a preview)
My iOS app is using CommonCryptor for encryption purpose. When I try to build my freshly imported app in Visual Studio I got an error related to kCCKeySizeAES128 which is missing (coming from CommonCrypto).
How can I assume that this native framework is supported by WinObjC, and if it is supported how can I tell that everything is working (link is done right in visual studio) / where do I look?
I work on the iOS bridge project at Microsoft. While we've implemented many of the iOS frameworks commonly used by apps, we haven't done them all; many frameworks have only been stubbed out so that projects will compile and run. We're adding support for missing pieces with every release, however, so you should update frequently.
Generally, you can see what's supported and not supported by the bridge in the Visual Studio debug console. When missing or stubbed APIs are called, you'll get a message with details. We're also working on tools that will make browsing the API surface area easier.
If you find missing APIs, you should definitely file an issue on Github, as it's the best way to get in touch with our team and directly affects our development roadmap.
Thanks for checking out the project!

DXUT GetVersionEx error

I'm learning dx11 and I have been trying to import 3D models into my little game, I have been trying to copy the import method from the DX11 HLSL sample, so I copied the DXUT folder into my project, but for some reason It's giving me an that 'GetVersionEx' is depraciated. I am a begginer programmer, I looked into the problem and apparentl I should be using 'VerifyVersionInfo' I looked at examples but I don't know how to use them to fix it using that.
And I'm wondering why is this error is not coming up when I try to run the Sample.
The first thing to know is that the venerable DirectX SDK has been deprecated, and as you are using VS 2013 or VS 2015 based on the warning you are getting, you already have the Windows 8 SDK which has most of what you need to get started. See MSDN for more information, and take a look at this post and this post.
The warning you are getting from VS 2013/2015 about GetVersionEx is an unrelated but important issue. The fact that you are seeing it when building DXUT from the legacy DirectX SDK is because that code hasn't been updated since VS 2010 was shipped. See MSDN and this post.
You have a number of options for getting utility code for Direct3D 11.
The latest version of DXUT can be found at GitHub. This version does not require the legacy DirectX SDK to build and works with VS 2013 and VS 2015. For more on why you might or might not want to use DXUT can be found here.
Similarly the latest version of Effects for Direct3D 11 is on GitHub, and again works on VS 2013 / 2015. More information and a number of important disclaimers can be found here.
If you are starting fresh, I recommend you avoid using DXUT or FX11, and instead focus on using the DirectX Tool Kit. See the tutorials for it including the Rendering a model lesson.
For model and texture processing, you should see the DirectXMesh, DirectXTex, and Content Exporter projects.

Update to Xamarin touch 8.2 and use mvvmcross

We are using xamarin and mvvmcross with great plesure normmally.
However I updated our project to the newest Xamarin.Ios 8.2, changed the reference from monotouch to Xamarin.Ios updated all our nuget packages (only mvvmcross packages) and then sh.. hit the fan.
1000 errors :P I got ridth of them all, however everytime I am using a component from mvvmcross it want me to reference 'module monotouch should be referenced.
Any suggestion for what I am needing to get my project to build again.
Regards
Xamarin's advice on the unified API is http://blog.xamarin.com/is-the-ios-unified-api-for-me/
Unfortunately, existing Xamarin.iOS components need to be re-built against the Unified API, so while we (and the community) are working to update the component code, you will not be able to include these in your app. A workaround for open-source projects is to download and compile the code yourself as part of your Unified API project.
#lothrop is doing a superb job leading the Unified API development for MvvmCross
You can see the progress, build it and contribute to it on https://github.com/MvvmCross/MvvmCross/pull/813 (and see a discussion on https://github.com/MvvmCross/MvvmCross/issues/801)
Currently I believe the progress is pretty good - it's working - but we have some VisualStudio Xamarin blockers which are preventing this being pushed to release.
Getting more dev effort on this - more input to https://github.com/MvvmCross/MvvmCross/pull/813 and https://github.com/MvvmCross/MvvmCross/issues/801 - would certainly be appreciated. e.g. the community can help by building and using #lothrop's code - does it work for them?

Development frameworks in C#

When I look for development in C#, I get the following terms/frameworks/libraries:
Xamarin
Mono
Monotouch
Monogame(for games)
Are there more?
My first doubt is that are Xamarin, Mono and Monotouch same? If no, what is the difference?
Secondly Monogame is open-source implementation of Microsoft XNA. What is the meaning of open-source implementation? And if it is XNA-like, then why cant we just use XNA and why is XNA being made obsolete?
For questions like this why not visit http://www.reddit.com/r/gamedev who are generally happy to help with these kind of questions.
So Xamarin are the company that develop monogame which mentioned above is a clone of the now obsolete XNA framework which for some unknown reason MS have ditched. There isn't much work needed to port your XNA game to monogame. Developing for PC is free and always will be. You can pay for the tools required to develop on ios and android.
It really is a great cross platform choice especially if you have experience with XNA. For another C# alternative check out Unity.

Can I develop libraries (dll's) with Monodroid which are consumed by native Java apps?

I would like to develop a library (like a dll or jar) with Monodroid that can be called by Java applications on Android.
Is this possible?
If not, is there another possibility? (IPC...)
There is a solution for iOS, is there a similar solution for Android?
http://www.guidebee.biz/forum/viewthread.php?tid=172
Thank you!
A DLL compiled for Mono for Android will need the Mono runtime in order to run it, so it wouldn't be very useful for a standard Java app. Xamarin has some good documentation on the architecture available here. It is possible to go the other way around, though, and use Java libraries from within a Mono for Android application.

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