What are manifest and AndroidManifest - xamarin.android

i am new to XamarinStudio to create Android App. Here the questions:
1 What are Manifest and AndroidManifest. How to create them or it is auto created?
How to setUp a Default Activity for the app to display when it is first launch. In Windows Phone, the default Page is called MainPage.xaml.
When I add another Activity into the project, do I have to declare it in Manifest or AndroidManifest?
Thanks
In Eclipse : The default Activity is setUp thru Intent-filter as
intent-filter
action android:name="android.intent.action.MAIN"
category android:name="android.intent.category.LAUNCHER"
intent-filter
How to do it in XamarinStudio?

When you build your Android app with Xamarin you can set the main activity in the actual activity itself.
When you open the code file for the activity you can put something like this:
[Activity(Label = "MyAppName", MainLauncher = true, Icon = "#drawable/icon", ScreenOrientation = ScreenOrientation.Portrait)]

According the documentation on Developer.Android.com
The manifest presents essential information about the application to
the Android system, information the system must have before it can run
any of the application's code.
More info... http://developer.android.com/guide/topics/manifest/manifest-intro.html
AndroidManifiest.xml is created automatically.
The default activity for the App is the same name that you config when you create your Aplication, "activity_main.xml" or personalized name.
Project_Name
->res
->layout
->activity_main.xml
http://www.mkyong.com/android/how-to-set-default-activity-for-android-application/
When you add another activity in your project and if you need add to AndroidManifiest.xml, you need do that manually.
What's the correct syntax to define an activity in manifest file

Related

Calling Another Project's Controller From A Project In The Same Solution (.NET Core )

There are 2 projects in the same solution. First project is a .NET Core project and it has all the codes(controllers, models etc.) related to packages. I need to get the information (id, name, description) of the packages and display it in the second project(.NET Core Web App with Razor). Is it possible to do it without changing the first project? I only want to show the package list on a single web page.
I tried calling the first project's controller but it didn't work. Maybe I missed a point. Any help is appreciated.
This requirement can be achieved, please see the gif image below.
Tips
If you want to call another project's controller from a project in the same solution, you need to make sure there is in HomeController in both project. I mean the name of any class should be unique in both projects.
Otherwise you will face the same issue like my homepage.
Test Code:
public List<PackageReference> GetPackageList5(string projectname)
{
List<PackageReference> list = new List<PackageReference>();
PackageReference p = null;
XDocument doc = XDocument.Load(_webHostEnvironment.ContentRootPath+ "/"+ projectname + ".csproj");
var packageReferences = doc.XPathSelectElements("//PackageReference")
.Select(pr => new PackageReference
{
Include = pr.Attribute("Include").Value,
Version = pr.Attribute("Version").Value
});
Console.WriteLine($"Project file contains {packageReferences.Count()} package references:");
foreach (var packageReference in packageReferences)
{
p = new PackageReference();
p.Version= packageReference.Version;
p.Include= packageReference.Include;
list.Add(packageReference);
//Console.WriteLine($"{packageReference.Include}, version {packageReference.Version}");
}
return list;
}
My Test Steps:
create two project, Net5MVC,Net6MVC
add project reference.
My .net6 project references a .net5 project. So in my HomeController (.net), I add below:
using Net5MVC.ForCore6;
using Net5MVC.Models;
Suggestion
When we reference the .net5 project in .net6 project, we can build success, but when we deploy it, it always failed. The reason is some file was multiple publish output files with the same relative path.
Found multiple publish output files with the same relative path:
D:\..\Net6\Net6\Net5MVC\appsettings.Development.json,
D:\..\Net6\Net6\Net6MVC\appsettings.Development.json,
D:\..\Net6\Net6\Net5MVC\appsettings.json,
D:\..\Net6\Net6\Net6MVC\appsettings.json.
And usually will add class library to current project, not add a web project.
As we know we can find packages info in .csproj file, so we need copy and paste .csproj file to publish folder.
I still recommend using the GetPackageList5 method above as an interface for your project, using HttpClient for requests.

How to read config file in electronjs app

It's my first time using Electron JS and nodejs. I've built a small app that reads some records from a database and updates them. Everything is working fine. I have a config file with the database credentials but when I build a portable win app, I cannot figure out how to read the config file that I would like to place next to the exe. I would like to have easy access to the file, so I could run the same app on different databases.
Can anyone tell me if what I want is possible and how? I already tried to get the exe location but I couldn't. I also read a lot of topics here but nothing seems to solve my problem (I might be doing something wrong).
I'm using electron-builder to build my app.
Thanks in advance.
Edit #1
My Config file is
{
"user" :"X",
"password" :"X",
"server":"X",
"database":"X",
"options":
{
"trustedconnection": true,
"enableArithAbort" : true,
"trustServerCertificate": true
}
}
This is what I've and works when I run the project with npm start
const configRootPath = path.resolve(__dirname,'dbConfig.json');
dbConfig = JSON.parse(fs.readFileSync(configRootPath, { encoding: 'utf-8' }));
However, when I build it, the app is looking for the file in another location different from the one where the executable is.
Use of Electron's app.getPath(name) function will get you the path(s) you are after, irrespective of which OS (Operating System) you are using.
Unless your application writes your dbConfig.json file, it may be difficult for your user to understand exactly where they should place their database config file as each OS will run and store your application data in a different directory. You would need to be explicit to the user as to where to place their config file(s). Alternatively, your application could create the config file(s) on the user's behalf (automatically or through a html form) and save it to a location 'known' to the application.
A common place where application specific config files are stored is in the user's application data directory. With the application name automatically amended to the directory, it can be found as shown below.
const electronApp = require('electron').app;
let appUserDataPath = electronApp.getPath('userData');
console.log(appUserDataPath );
In your use case, the below would apply.
const electronApp = require('electron').app;
const nodeFs = require('fs');
const nodePath = require('path');
const configRootPath = nodePath.join(electronApp.getPath('userData'), 'dbConfig.json');
dbConfig = JSON.parse(nodeFs.readFileSync(configRootPath, 'utf-8'));
console.log(configRootPath);
console.log(dbConfig);
You can try electron-store to store config.
Electron doesn't have a built-in way to persist user preferences and other data. This module handles that for you, so you can focus on building your app. The data is saved in a JSON file named config.json in app.getPath('userData').

Detect empty, new tab openings in Google Chrome

I just published a Google Chrome extension which loads background images into new, empty tabs. The plugin is found here in the Chrome Web Store.
For detecting new and empty tabs, I need to ask for "tab" permissions in the extension's manifest.json. This, however, gives the extension the permission to read the browser's history. Not all users will want this and we don't actually need it. Is there a way to detect empty tabs without this permission requirement? Currently our check looks like this:
chrome.tabs.onUpdated.addListener(function(tabId, changeInfo, tab){
if (changeInfo.status == "loading" && tab.url == 'chrome://newtab/')
{ /* load background into tab */ }
});
If you want to customize the new tab page you should add this to your manifest:
"chrome_url_overrides": {
"newtab": "newtab.html"
}
Then place the script you are currently injecting into new tab pages as a <script> tag in the newtab.html file. That won't cause that permission message.

Localize iOS App name in Unity

I'm'developing a Unity3D game that shows a different (localized) app name in the iPhone's home screen according to the user local language. Note that:
I already know how to localize the iOS app name by editing the Xcode project (create a InfoPlist.string file, localize it, add the CFBundleDisplayName key to it, etc.)
I also know how automatically localize an Android app name within the Unity editor (add a values-XX.xml file with the app_name property onto Assets/Plugins/Android/res/ folder, etc.)
The question is: how can I automatically localize my iOS app name within the Unity Editor so that I don't need to perform the error-prone task 1. every time I build the project?
I think that PostprocessBuildPlayer should be the way to go, however I haven't found any documentation on how to parse it and/or modify the Xcode project file correctly to achieve this.
Long time ago I ran into trouble when I tried to modify info.plist via the Build Player Pipeline especially when doing it in Append mode. It works only once and then subsequent builds fail with "The data couldn’t be read because it isn’t in the correct format." (s. Unity forum posts like this one and my blog posting about this problem) So I decided to take the alternative way combining a customised build with an Xcode Build Pre-action.
Three steps are required:
(1) Xcode setup:
In Xcode go to Edit Scheme / Build / Pre-actions. Then click the + sign to add a New Run Script Action.
In Provide build settings select Unity-iPhone.
Paste . ${PROJECT_DIR}/modify_info_plist.sh (note the dot and blank at the beginning, is ensures that the script is executed in the caller's shell)
So it should look like this:
(2) Script modify_info_plist.sh:
Within your script you have access to all environmet variables from Xcode (s. Xcode Build Setting Reference) and you can manipulate Info.plist using the defaults command (man page). Here is a sample I used to add gyroscope to the UIRequiredDeviceCapabilities:
# Code snippet used in Unity-iPhone scheme as "Build Pre-Action"
my_domain=${PROJECT_DIR}/Info.plist
status_bar_key=UIViewControllerBasedStatusBarAppearance
logger "Start adding keys to info.plist"
defaults write $my_domain $status_bar_key -boolean NO
if [ `defaults read $my_domain UIRequiredDeviceCapabilities | grep "gyroscope" | wc -l` = "0" ]; then
defaults write $my_domain UIRequiredDeviceCapabilities -array-add "gyroscope"
fi
logger "Keys added to info.plist successfully"
(3) Build Pipeline:
Put the following code in a static editor class to create a new menu item Tools / My iOS Build with shortcut cmd+alt+b:
static string IOSBuildDir= "Develop";
[MenuItem("Tools/My iOS Build %&b")]
public static void IOSBuild () {
string[] levels = { "Assets/Scenes/Boot.unity",
"Assets/Scenes/Level-1.unity",
// ...
"Assets/Scenes/Menu.unity"
};
string path = Directory.GetCurrentDirectory ();
path += "/" + IOSBuildDir + "/Info.plist";
if (File.Exists (path)) {
Debug.Log ("Removing file " + path);
File.Delete (path);
}
BuildPipeline.BuildPlayer (levels, "Develop", BuildTarget.iPhone,
BuildOptions.AcceptExternalModificationsToPlayer);
}
I know this is no perfect solution but it's the only one I found to work stable. Two drawbacks:
Step (1) has to be repeated after major Xcode format changes
New scenes have to be appended in the editor class code in step (3)

How to add launch image to a Sencha Touch 2 app?

The iOS guideline requires launch image for all apps. To my understanding, that's a "default.png" file located in the root folder of your app.
I packaged my app using Sencha CMD v3 and I don't see any launch image while loading.
There are some default launch images located in root/webapp/resources/loading/ folder but they are not showed in my app. Any idea?
The "startupImage" seems only appliable to the app added to the home screen, anyway, here is a part of my app.js:
startupImage: {
'320x460': 'resources/startup/320x460.jpg',
'640x920': 'resources/startup/640x920.png',
'768x1004': 'resources/startup/768x1004.png',
'748x1024': 'resources/startup/748x1024.png',
'1536x2008': 'resources/startup/1536x2008.png',
'1496x2048': 'resources/startup/1496x2048.png'
}
Added related posts:
[2.1] Splash screen is white on startup on Android and iOS
I have this at the beginning of my application - I'm not packaging it for iOS, but this seems like what you may need:
Ext.require([
'Ext.XTemplate',
'Ext.Panel',
'Ext.Button',
'Ext.List'
]);
// Main application entry point
Ext.application({
phoneStartupScreen: 'images/sencha_logo.png',
name: 'Analytics',
// setup our MVC items
Here is a handy-dandy link to the api doc on this:
http://docs.sencha.com/touch/2-0/#!/api/Ext.app.Application-cfg-phoneStartupScreen
For launch image you need to modify the index.html in your app directory. In here you will find a div with id appLoadingIndicator inside body tag. In my application I have replaced the content of #appLoadingIndicator with an img tag which refers to my splash image.
<div id="appLoadingIndicator">
<img src="resources/images/splash.png" />
</div>
For customizing the css you might want to remove the default embedded styles in index.html present in style tag inside the head tag which are applied to #appLoadingIndicator.
Now add your custom css and you will have your splash image ready.

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