Localization Not Working in Xamarin Android - xamarin.android

I had recently added localization to my Android app which is working properly when the package format is apk. However, after changing the package format to aab and releasing to Google Play store, the localization stops working. Directly deploying to a phone with release configuration and aab package format also results in localization not working after trying to change language.
The app behaves as if there are not resource folders with multi-language translations. To be clear I don't think the fault is in my code since it is working when package format is apk. I have followed the steps in https://learn.microsoft.com/en-us/xamarin/android/app-fundamentals/localization
Visual Studio Version 16.11.3

Related

Can't get App Icons to work for iOS with Xamarin

I have tried everything I have been able to find to get these app icons to work for iOS. No matter what I do, they will not appear, I am stuck with the default Xamarin icons. I even tried making an entirely new project to start fresh with it, and I am still stuck with the default Xamarin icons. I have to be missing something. I have all of the icons in the AppIcon Assets Catalog. The Info.plist is set to the AppIcon source. The Info.plist file is correctly pointing into the root folder for the Assets.xcassets folder. And finally based on other forum posts, I tried adding the Include Image Assets list to .csproj with no luck.
One thing I just realized is that I can completely delete the Assets folder from the root, and Visual studio does not care when it builds.
This is incredibly frustrating. There is zero reason for this so be so difficult. Thank you ahead of time, I am completely lost at this point.
This may be the answer and I am having the exact same issue and have invested many hours in trying to overcome this.
I have created a new Xamarin solution and replaced all Xamarin PNGs with my own in the Asset Catalog and removed ALL the Xamarin images. Still the application and Launch screen display the Xamarin logo. Baffling and frustrating!
I am running the following environment:
Microsoft Visual Studio Enterprise 2019
Version 16.10.4
Xamarin 16.10.000.234 (d16-10#ecaf29b)
Xamarin Designer 16.10.0.115 (remotes/origin/c750fbf1bde3c720d077f51640fe197c6dac7cbe#c750fbf1b)
Xamarin Templates 16.10.5 (355b57a)
Xamarin.Android SDK 11.3.0.4 (d16-10/ae14caf)
Xamarin.Android Reference Assemblies and MSBuild support.
Mono: b4a3858
Java.Interop: xamarin/java.interop/d16-10#f39db25
ProGuard: Guardsquare/proguard/v7.0.1#912d149
SQLite: xamarin/sqlite/3.35.4#85460d3
Xamarin.Android Tools: xamarin/xamarin-android-tools/d16-10#c5732a0
Xamarin.iOS and Xamarin.Mac SDK 14.20.0.24 (c4b89cddb)
Xamarin.iOS and Xamarin.Mac Reference Assemblies and MSBuild support.
I am testing on an iPhone 7 Plus with iOS 14.7.1 and using the following default Nuget packages:
NETStandard.Library 2.0.3
Xamarin.Essentials 1.6.1
Xamarin.Forms 5.0.0.2012
Where is the Xamarin icon/logo coming from?
UPDATE: I found that the launch icons are coming from the Hot Restart feature of Visual Studio. I found the launch icon images in %HOMEPATH%\AppData\Local\Temp\Xamarin\HotRestart<version><code><project> folder. See https://learn.microsoft.com/en-us/xamarin/xamarin-forms/deploy-test/hot-restart for details. From the page:
Limitations
Only iOS apps built with Xamarin.Forms and iOS devices are currently
supported.
Only 64-bit iOS devices are supported. As of iOS 11, Apple no longer
allows running iOS apps on the 32-bit architecture (devices earlier
than iPhone 5s).
Storyboard and XIB files are not supported and the app may crash if
it attempts to load these at runtime. Use the HOTRESTART preprocessor
symbol to prevent this code from executing.
Static iOS libraries and frameworks are not supported and you may see
runtime errors or crashes if your app attempts to load these. Use the
HOTRESTART preprocessor symbol to prevent this code from executing.
Dynamic iOS libraries are supported.
You cannot use Xamarin Hot Restart to create app bundles for publishing. You will still need a Mac machine to do a full
compilation, signing, and deployment for your application to
production.
Asset Catalogs are currently not supported. When using Hot Restart, your app will show the default icon and launch screen for Xamarin
apps. When paired to a Mac, or developing on a Mac, your Asset
Catalogs will work.

Opened my React Native project in Xcode, where is my code?

I recently had to install a react native module that needed configuring in Xcode, but I've been using Visual Studio (VS) Code for many months now on my project. So I opened the workspace file in the project's 'ios' folder.
I can not find any of my App.js code or src files while in Xcode. How do I continue my project in Xcode? Or do I need to continue using VS Code, and just run the saved files in Xcode/iPhone simulator?
p.s. I am not using Expo
You wont get any code in your xcode project, while running your app on android or ios the App.js or other react-native code is bundled, so to change or view react-native code use another editor like VS-Code or Sublime text
Xcode is for only Apple products, there is no JS(X) syntax support, eslint and etc. so, i highly recommend to continue your RN app development in another IDE/Editor, which supports JS(X) and many other major features that need for RN development.

IBM Worklight - Blackberry App not working in OS 6.0 or 7.1

Blackberry app working in OS 5.0 but not working in OS 6.0 or 7.1
Following steps I follow in ripple:
Selected platform webworks 2.0.0
In Build option clicked on settings and entered new SDK path.
Entered native folders path in Project Root
gave a name in Archive name
entered a path in output folder
ENtered password in password field
still getting error while packaging "CreateProcessW: The system cannot find the file specified."
So still packaging the app manually and the app is working in OS 5.0 but not in OS
I have used Worklight 5.0.6.2 and 5.0.5 to develop app and in both the case the app is working only in OS 5.0
Using:
Worklight 5.0.5/5.0.6.2
BlackBerry SDK v2.3.1.5
"BlackBerry" platform in Ripple
The reason it works in the Ripple emulator is because all that emulator does is load the web resources of the application, which essentially is just like previewing the application using Worklight Console instead.
I am guessing that the following may help (it helped me get Ripple back into working condition):
Copy the BlackBerry SDK from Program files to C:\ (also remove any spaces in the folders path)
Make sure your Java is also in C:\
Navigate to the bin\ folder of the SDK in its new location
Open the file bbwp.properties file and edit the Java path to its new location in C:\
Check if Ripple now signs your application
In addition to the above, make sure that the "platform" you've chosen is "WebWorks 2.0.0". That's the correct platform when using BlackBerry 6/7.
In the Settings window in Ripple, you need to:
point to the new SDK location from above.
The path field needs to point to the native folder of your Worklight's BlackBerry environment.
And of course you need to specify output folder location, name, signing keys password, ...
Try to package and sign again using Ripple.
I do hope of course, that you've read the Getting Started training material about BlackBerry?
Setting up your BlackBerry 6 and 7 development environment
Previewing your application on BlackBerry 6 and 7
General information when developing for BlackBerry 6 and 7

(Windows Phone) Localizing App Title

I have followed the quick guide on MSDN to localize my WP8 app title. Everything worked fine and I was able to see the localized app title from the emulator. However, ever since I added the C++ Win32 project (which was stated from the link above that it is a required project to perform localization), I am only able to build the project in x86 mode.
That is, even when I set in the Configuration Manager to compile for "All Platforms" it will still build for x86.
It didn't bother me too much until I try to run the app on my WP8 device. In which I got this error:
Deployment failed because an app with target platform x86 cannot be
deployed to Device. If the target platform is win32/ x86, select an
emulator. If the target platform is ARM, select Device.
So naturally I tried to set the build configuration to ARM, and Visual Studio still builds the app in x86 mode. I'd figured it might due to the Win32 project added for localization.
That being said, I wish to understand if:
Will the app still work if I upload this to the marketplace?
Is there a way for me to be able to test it on an actual phone?
Thanks!
Apparently the problem was caused by me trying to add a MarkedUp analytics reference to the project, and has nothing to do with the localization portion. I am sorry for the confusion. Case closed.
It happened to me too, but I haven't made your mistake. I found out that after adding that C++ project my WP8 project was set to build for x86 architecture instead of 'AnyCPU'. I set it back to 'AnyCPU' and it fixed it.

How to build Apple's GCC on Linux/Windows?

I don't have a Mac, but I have an iPhone. I want to develop applications for iPhone.
After some research I think I need just the headers and library from the free SDK, and a GCC build that supports ARM/Mach-O.
Apple released the code for GCC used in the iPhone SDK (they had to), So I think if I could build it on Windows or Linux, I can use it with the headers and libs from the SDK to develop iPhone apps.
I can then install the app on any Jailbroken iPhone.
How to build it on any non Apple machine?
Look into winchain - this tool builds the iphone chain on windows allowing you to compile iphone apps on windows:
http://code.google.com/p/winchain/wiki/HowToUse
-Adam
Check iOS Build Environment for Windows. From what I see it uses llvm compiler and is frequently updated. You can use it with your own editor or use a stand alone wizard to generate a Visual Studio project (works with both VC++ and VC++ express). The only disadvantage is that it has a demo version and requires donation for full version. However I expect you would be able to use the toolchain included in the demo without a problem.
I've downloaded the demo and played along with my own project and samples provided. It compiles just fine. Unfortunately I'm unable to test the results on my devices since none of them is currently jailbroken.

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