System.DllNotFoundExeption has been thrown (Xamarin,MonoGame,and XNA) - xna

I installed XNA 4.0, the latest version of Xamarin, and the latest version of MonoGame. I loaded up a brand new Open GL solution and got this error.
System.DllNotFoundException: Unable to load DLL 'openal32.dll': The specified module
could not be found. (Exception from HRESULT: 0x8007007E) ---> System.Exception:
at at OpenTK.Audio.OpenAL.Alc.OpenDevice(String devicename)
at at Microsoft.Xna.Framework.Audio.OpenALSoundController..ctor()
at at Microsoft.Xna.Framework.Audio.OpenALSoundController.get_GetInstance()
at at Microsoft.Xna.Framework.OpenTKGamePlatform..ctor(Game game)
at at Microsoft.Xna.Framework.GamePlatform.Create(Game game)
at at Microsoft.Xna.Framework.Game..ctor()
at dgsdgsdgdsg.Game1..ctor() in
c:\Users\Josh\Documents\Projects\dgsdgsdgdsg\dgsdgsdgdsg\Game1.cs:0
at dgsdgsdgdsg.Program.Main() in
c:\Users\Josh\Documents\Projects\dgsdgsdgdsg\dgsdgsdgdsg\Program.cs:0

Try installing OpenAL...
The link points to the the installer for OpenAL.

Upgrade your video drivers.
MonoGame is pretty picky about what OpenGL version you have installed. I don't know exact version required (it has changed over time) but refer to this discussion for more information.
You can also download the OpenGL caps viewer to determine which version you are currently running.

Related

System.MissingMethodException: Method 'Xamarin.Forms.Element.set_AutomationId' not found

When I am making a Barcode Scanner Using ZXing Nuget Package. As I am new to the Xamarin, When I run it in the Xamarin.forms. I am receiving that error. I have the updated version of Xamarin.The program shows me the runtime Exception as mentioned in the title.
This is more than likely due to the version of Xamarin.Forms that you are referencing. You need to make sure that your version of Xamarin.Forms is at least version 2.2, which has the AutomationId support.

Android: Removing OpenCV older version will resolve Libpng Vulnerability warning?

I got an email from Google play store regarding - "Google Play warning: You are using a vulnerable version of libpng".
Email contains the below information -
https://support.google.com/faqs/answer/7011127
I didn't use libpng library in my application anywhere. But, In my android application, I am using the OpenCV2.4.5 library. After searching in the internet, I came to know that the OpenCV library uses the libpng.
My question - The upgrading of OpenCV2.4.5 to OpenCV3.1.0 will resolve "vulnerable version of libpng" warning?
The vulnerable version of libpng in OpenCV 2.4.x was updated in OpenCV 2.4.13.1.
It can be downloaded from here.
As #Simon says, OpenCV 3.x is not affected.
More info: #6694 OpenCV 2.x uses vulnerable version of libpng
Yes, now confirmed with Google: Updating to 3.1.0 will fix the issue - I've upgraded one of my apps to 3.1.0, and while there's a bit of a bug in Google's detection of this vulnerability, I've had confirmation from a support representative that the new version is not vulnerable to this issue.
--
Previous answer:
No - I've upgraded to 3.1.0 and still get the warning. Edit: see below for update
The OpenCV Android SDK hasn't been updated since December 2015, so hopefully a newer version this year will use a fixed version of libpng.
Edit: some odd behaviour on Google Play, and some digging into the version of libpng that that OpenCV 3.1.0 uses leads me to think that 3.1.0 is not vulnerable. I updated my app and the vulnerability warning was still there (with its warning text updated to the new APK version number). Now, however, Google Play has dismissed the alert, though it still confusingly refers to the new version as vulnerable.

Error working with two frameworks in Xcode

I need to work with two third party frameworks in my Xcode project but the two of them use Google's Protocol Buffer library and they were compiled against different versions of that library. Both frameworks work fine separately but when I try to use them in the same project I get this error message:
[libprotobuf FATAL /Users/jari/dev/indooratlas-sdk/indooratlas-ios-sdk/target/framework/IDAAlgorithm/cpp-algorithms/cpp/protobuf/protobuf-cmake/protobuf-2.6.0/src/google/protobuf/stubs/common.cc:72] This program was compiled against version 2.4.1 of the Protocol Buffer runtime library, which is not compatible with the installed version (2.6.0). Contact the program author for an update. If you compiled the program yourself, make sure that your headers are from the same version of Protocol Buffers as your link-time library. (Version verification failed in "".)
libc++abi.dylib: terminating with uncaught exception of type google::protobuf::FatalException: This program was compiled against version 2.4.1 of the Protocol Buffer runtime library, which is not compatible with the installed version (2.6.0). Contact the program author for an update. If you compiled the program yourself, make sure that your headers are from the same version of Protocol Buffers as your link-time library. (Version verification failed in "".)
The error message states that I should contact the program author to get an update but I would like to know if there is something that I can do to fix the problem.
If you have the source code for the frameworks, you should be able to compile them both using the latest version of Protobufs. You will need to regenerate all of the .pb2.cc and .pb2.h files using the latest protoc and link against the latest library version.
If you do not have the source code for the frameworks, then you need to contact the authors and ask them to compile against the newer Protobufs. Without code there is no way to do this yourself.

Qt for iOS: Error unknown module(s) in Qt: webkitwidgets

I have downloaded .dmg file for Qt on Android and iOS. I have installed it and tried to run examples. I am able to run examples under folder "widgets" for iOS but when I try to run example for "webkitwidgets" and run qmake on (let say for example of "browser") .pro (in this case for example browser.pro) then it gives me error : "Error unknown module(s) in Qt: webkitwidgets". Then I checked "ios" folder in installed qt directory. I found in "Include" folder there is no folder called "QtWebkitWidgets" while there is folder "QtWidgets". Let me know solution asap because I am doing some poc on Qt for iOS and need to have conclusion soon. Did I miss some steps while installation or do I have to do some extra steps to execute examples for QtWebkitWidgets. Let me know whether QtWebkitWidgets module is supported for in Qt for iOS or not. Note that I am using Qt 5.2 with XCode 5. If more detail is required then let me know.
Apple explicitly forbids that any programming language be compiled/interpreted on the iOS device itself, except by their own WebKit. So Qt’s WebKit is disallowed.
It is worthy to note thet part of the QtWebKit team has started the project QtWebEngine to explore the option of providing a Chromium/Blink based web engine instead of QtWebKit, and in addition to that, the iOS port of Qt will need their own webview API since Apple does not allow additional web engines on their iOS devices.

InvalidCastException when casting to Applicaiton class after Mono upgrade

I just started up my project in MonoDevelop again after not having looked at it for a few months. Of course there was a new version for Mono, MonoDevelop and Mono for Android.
As soon as I run the app I get a InvalidCastException when casting to my Application class in one of my activities:
Error:System.InvalidCastException: Cannot cast from source type to destination type.
The line comes from
ConferenceApplication conferenceApplication = ((ConferenceApplication)base.Application);
When I print the base.Application.Class it reports mono.android.app.Application and not my own application class. My application class is denoted with [Application] and extends Android.App.Application.
I'm pretty confident that the app has not been changed since the last time I ran it. What could the cause for this problem be? And how can I fix it?
I'm using the Beta channel for updates.
MonoDevelop 3.0.4.7
Mono 2.10.9
Mono for Android: 4.2.8
I downgraded to latest stable of Mono for Android - 4.2.6 - and it all magically just worked.

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