Monodroid application not working in real phone - xamarin.android

I created a Monodroid application, its worked in the emulator with no problem at all. And i copy the .apk file in Andorid phone.
But after installation, it doesnt works.
I am getting Force close issue
How to install a Monodroid Application in an Android Phone?

Are you using the full version of Mono for Android or the evaluation? If you're using the evaluation, that doesn't support deploying to a device.
If you're using the full version, are you building in debug or release mode? If you're in debug mode then the shared library is most likely enabled, which means that the APK will not contain everything the app needs to run. You should use MonoDevelop/Visual Studio to deploy to the device, which will install the shared runtime as well as the app.

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How can I connect IOS project created by flutter to firebase? [duplicate]

I am new to developing mobile apps and wanted to try Flutter but I use Windows. Because Flutter doesn't support Windows yet I had the idea to use a virtual machine running Linux to install Flutter. Does this work?
Also in the Flutter setup it says this:
To develop Flutter apps for iOS, you need a Mac with Xcode 7.2 or newer.
Is there a way to develop iOS apps without having a Mac?
Yes, you can develop iOS apps with Linux (or Windows) using Android Studio or Visual Studio Code. The point of Flutter is that you have one code base and can deploy to both Android and iOS. So the development phase is no problem.
In the past you could only deploy iOS apps to the App Store if you had a Mac, but there are some more options now. See the following articles:
How to sign Flutter apps for iOS automatically without a Mac
Developing and debugging Flutter apps for iOS without a Mac
How to develop and distribute iOS apps without Mac with Flutter & Codemagic
Build an iOS app without a Mac or iPhone using Flutter
To test your app on the iOS simulator, though, it is still necessary to have a Mac. However, theoretically the app should have the same behavior for most things as on an Android device, so you wouldn't necessary need to test it using the iOS simulator. I would say long term you would probably want to consider getting a Mac, but it is certainly not necessary in the beginning.
Update: In a recent app I made, my tests passed in the Android emulator but crashed in the iOS simulator. It was a normal bug and nothing specific to iOS, but for some reason the Android simulator didn't crash. So for a production app, you really do need to test it on an iOS device/simulator.
As you point in your question:
To develop Flutter apps for iOS, you need a Mac with Xcode 7.2 or newer.
You can work around by using an external service (like Travis-ci or other) to build your code for iOS. However it's not usable as a developer workflow as that can take several minutes to get the artefact.
You should check out MacOS cloud solutions like MacInCloud. There are CI/CD solution that will support it (e.g. CircleCI and BitRise) however these are not suited for development.
Services like MacInCloud allow you to remote desktop into a Mac where you could conceivably use XCode remotely.
Windows is now partially supported in the way you can edit and publish for Android but you still can't create for IOS where a mac is required (XCode).
More informations https://flutter.io/setup-windows
You can use tools like Appollo to do just that directly from Windows or Linux. Appollo is a python CLI tool.
To install Appollo run pip install appollo, then setup your developer account with Appollo (https://appollo.readthedocs.io/en/master/tutorial/2_configure_app_store_connect.html) once this is done you can start building your app with appollo build start
You can check out a few example videos here : https://www.youtube.com/channel/UCBNRrJd4UP0QQRoYF4JOEmA

Developing Unity game on Windows for iOS devices

My unity application is developed for iOS devices, but for some reason at this moment I have only Windows PC.
I searched around and found similar information, but not clear for what I want.
My query is
I will do development of the game in Windows PC using C#.
Then will build and deploy to iOS device using MAC.
Is that possible? I like to make sure.
I have made several Unity3D projects for iOS using a Windows.
When installing Unity, don't forget to check "iOS deployment" and your Unity (on Windows) will be able to build an Xcode project.
Then, just transfer this Xcode project on a Mac with Xcode installed and you will be able to compile the project in order to be run on your iOS device.
Note : I just have to run chmod 777 MapFileParser.sh on the Mac folder containing the Xcode project before compiling with Xcode.
You can always use Unity Cloud to build you games. Their server will build it either from your own repo (git, svn, etc) or you can use their Collaborate feature by going into the unity editor -> services -> collaborate on.
Before getting to use Unity Cloud to build for iOS, you will need to generate your certificates just as you do when building using XCode. On the config page you can choose the version of unity you want the build to use, the version of xcode and if you want Unity to build your game on every push ( auto-build).
As far as I know when building for ios the ipa will have a ridiculous size. If you encounter this problem please refer to the following link: how to disable bitecode
Even though Unity allows us to use their system to build for any platform, in order to upload your *.ipa to app store you will need to do it through application loader.

Visual Studio 2015 hangs on deploying cordova application

I'm trying to build a blank cordova application into my iPad Air 2 with Visual Studio 2015 Enterprise edition as i've already done it with success with the release candidate version.
I've got node.js v 4.2.2 on both machines since version 5.2.0 was hanging the build indefinitely, i've also got latest version of iTunes (12.3.1) as well as iOS 9.2 on the mobile device.
I've got the remote MAC set up and everything works fine for the building part, infact i've checked and the .ipa file is there at the end of the build into the folder ...\Documents\Visual Studio 2015\Projects\BlankCordovaApp1\BlankCordovaApp1\bin\iOS\Debug and if i launch that it will correctly install into iTunes and the iPad itself.
The problem is that the build action with Configuration "iOS" and "Local Device" with the iPad connected to the windows 7 PC will hang indefinitely after copying back said .ipa file after writing this line into the Build Output:
2>------ Deploy started: Project: BlankCordovaApp1, Configuration: Debug iOS ------
No matter how much time i wait it wont start the debug session even if i authorized the pc onto the iPad and have my web Inspector turned on onto the safari options. At this point i have to interrupt the build to be able to work again.
What really gets me is that if i connect the iPad to the MAC machine and build with "Remote Device" option the build works fine and i can debug remotely from my windows pc, unfortunately working like that isn't an option since the Apple machine isn't in the same room of my developing machine.
Any insight about this issue would be really appreciate, thanks in advance.
You are using a recent version of node and thus will also need to use a recent version of Cordova.
Specifically, you need to use Cordova 5.3.3 to be able to use Node.js 4.x.x+. The hang you are experiencing is exactly why. It's an incompatibility with a down stream node module and Node 4.x.x. You can downgrade to Node 0.12.x or upgrade your Cordova project to 5.3.3.
http://cordova.apache.org/news/2015/09/22/tools-release.html
Note that Node 5.x.x is only supported in Cordova 5.4.1.
This should be addressed in the latest VS Tools for Cordova Update 6. Deploying to local device is now available.
Take a look at http://microsoft.github.io/vstacoblog/2016/02/04/announcing-update-6.html.

How do you run DalekJS on iOS?

I've got DalekJS running really well on WinLin, but am interested to know exactly what the process is for running it on iOS.
http://dalekjs.com/docs/ios.html
When running on Windows, for example, I install the DalekJS npm globally, and then install the IE web-driver, before executing my test suite.
On iOS am I expected to do the same thing? Can you install NodeJS on an iPhone? Is there a difference in doing it on the actual device, vs doing it through the emulator?
Also, what are the current obstacles in making it run on iPad?
Thanks!
Dalek will not run on the IPad/Iphone etc. itself (neither will or must NodeJS), it uses the native debugging tools that come with the dev environment through Appium.
Unfortunately, due to some changes that happened in MacOS 10.8 & 10.9 (Changes in the user rights management, etc.) it can only do this in the simulator. We are working on bringing back support for "real" devices with the next version of DalekJS.

Phonegap - I have the basic hello world android app. How do I deploy it to ios?

I've installed phonegap, and got the basic hello world new project app open in eclipse. I have deployed it to a android emulator. I want to deploy the same app to my IOS emulator. I can't find any instructions anywhere of how to do this. Does anyone know how?
You have to do this in Xcode on Mac, or in a virtual machine with Mac OS installed.
Also, cordova.js is different for Android and iOS platforms - keep this in mind, as the codebase will differ in some ways for these platforms.
Here is the complete guide about building Phonegap apps for iOS:
http://docs.phonegap.com/en/edge/guide_platforms_ios_index.md.html#iOS%20Platform%20Guide
If you have iOS Dev license you can build it through PhoneGap Build.
The advantage is that you don't have to have a Mac or even a virtual machine with Mac installed, so that you can do everything through a web interface, what's fantastic!
The only exception is if you have something native in Xcode to deploy along with your application, otherwise if it's only HTML/Javascript and so on, then it's perfect for you.
http://build.phonegap.com
Hope it helps!

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