I'm using https://www.nuget.org/packages/Xam.Plugin.Media v5.0.1 to get videos for my app.
Calling TakeVideoAsync method with StoreVideoOptions.Quality set to any valid value is ignored.
The generated file has always the same size.
My goal is to be able to create low-quality, smaller videos.
Any missing information that I should consider?
Testing on physical device LGE Nexus 5x with Android 8.1
Xam.Forms 4.8.0.1364
Xam.Plugin.Media v5.0.1
Related
I am trying to figure out how to set up different firebase environments in a flutter project.
I understand how to do this in firebase, I created two projects, one for production, one for the test. Then, in an iOS or Android project, I could use various methods to switch between these two environments using separate google-services.json or GoogleServices-Info.plist files.
In Flutter I found this description of how to separate environments, but it only explains how to differentiate between environments in the flutter code.
How can I get this environment to change what iOS and Android build at compile time? It would even be sufficient simply to allow a file copy hook at build time.
You can switch accounts using FirebaseApp.configure. You can offer your own solution or secret dev panel to switch between them.
The solutions will build flavours and plist implementations will lock you into builds when you deploy for TestFlight + they are messy.
Here's an example: (You could use Assets as well.)
// Load a named file.
let filePath = Bundle.main.path(forResource: "MyGoogleService", ofType: "plist")
guard let fileopts = FirebaseOptions(contentsOfFile: filePath!)
else { assert(false, "Couldn't load config file") }
FirebaseApp.configure(options: fileopts)
I wrote an article about how to do this for Firebase configuration as well as runtime configuration in dart code using flavors and platform channels.
https://medium.com/#matt.goodson.business/separating-build-environment-configurations-in-flutter-with-firebase-doing-it-the-right-way-c72c3ad3621f
Flutter flavors work pretty seamlessly with Android flavors. For iOS you need to create Xcode schemes for each flavor and link them to build configurations.
For dart configuration, you can use platform channels to get the flavor used during the build at runtime. This lets you configure the app without having multiple main.dart files or passing a target argument.
Salvatore Giordano has written a blog post with a detailed description of how to achieve this:
https://medium.com/#salvatoregiordanoo/flavoring-flutter-392aaa875f36
Flutter accepts a parameter --flavor=<flavor> which allows you to select different build flavors. In Android this works as expected, selecting different build flavors. IOS is a little tricker because a scheme is needed for every flavor, and the build configurations in the form of Release-<flavor> are also needed.
Once these parts are in place, they can be used, to select the firebase configuration as you would in any iOS or Android project.
The challenge is getting Dart code to also be aware of the flavor, and the blog post provides no good solution for this. It suggests the standard method of using different entry points can be used, but the correct entry point must be matched to the correct flavor manually by the person invoking the app.
Specifically to Firebase env config you can use this article and this article from CodeMagic which explains how you can set up plist files with build env variables.
If you need to have a different set of values inside your Dart code, like an option you can use this package. It allows to generate Dart class config file from console command params.
Update 12/05/2020
Since Flutter 1.17 you can actually use compile-time variables with --dart-define argument in flutter run and flutter build commands
Here is an article that describes how to specify and use them.
With the release of Flutter for Web to the stable channel, I put together instructions for targeting multiple firebase projects (e.g. dev, staging, prod) from multiple build platforms (i.e. iOS, Android, and Web).
I am trying to embed an image in Xamarin and was expecting to see a resource Id appear in the properties of the image. It seems to be a problem that I cannot find an answer for. I have updated VS, JDK to 64 bit, updated Xamarin, cleaned rebuilt, restarted. I'm using the latest API (API 27 8.1)
I have checked the Xamarin forum and the VS forums and there is no answer available. In my code-behind I am writing the following:
bgImage.Source = ImageSource.FromResource("FoodSnapApps.Images.steps.jpg");
Obviously it wont work as the resource has no reference.
As always, any help will be greatly appreciated.
As stated here, in Xamarin forms local images must be loaded in the platform specific projects:
Image files can be added to each application project and referenced from Xamarin.Forms shared code. To use a single image across all apps, the same filename must be used on every platform, and it should be a valid Android resource name (ie. only lowercase letters, numerals, the underscore, and the period are allowed).
iOS - The preferred way to manage and support images since iOS 9 is to use Asset Catalog Image Sets, which should contain all of the versions of an image that are necessary to support various devices and scale factors for an application. For more information, see Adding Images to an Asset Catalog Image Set.
Android - Place images in the Resources/drawable directory with Build Action: AndroidResource. High- and low-DPI versions of an image can also be supplied (in appropriately named Resources subdirectories such as drawable-ldpi, drawable-hdpi, and drawable-xhdpi).
Windows Phone - Place images in the application's root directory with Build Action: Content.
Universal Windows Platform (UWP) - Place images in the application's root directory with Build Action: Content.
Then you can access them as follow:
In XAML: <Image Source="waterfront.jpg" />
In C#: var image = new Image { Source = "waterfront.jpg" };
I suggest you to read all that page of documentation to proper handling images in your Xamarin forms project.
HIH
I know it's an old question, but for people who may reach this page on future, code below works for me:
bgImage.Source="resource://FoodSnapApps.Images.steps.jpg"
I am trying to create a project in which picture is taken to upload from mobile camera, but when it is taken with front camera it rotates upside down (especially Android). I have read suggestions to use Exif.PCL nuget package but dont know how to implement the same. Can anybody help me out with this ?
Thanks
Background
I had the same problem in one of my apps. After trying different approaches I've found several problems with current implementations. Generally I use XLabs, which has media picking capabilities.
Issues
First of all it lacked support for scaling and autorotating images after they are taken. That's your question. So, first of all I had to implement some after-processing as soon as the image was picked.
Second, there are problems with Android and Xamarin.Forms due do how Activities are handled in Android. The way it works on Android is you launch CameraActivity or PhotoGalleryActivity which are actually hosted in a different application. Those Activities use substential amount of system memory, and due to this operating system will try to kill non-forground processes, including your app :) Workarround for this was completely implementing photo taking flow inside of my application by creating photo taking activities from scratch. Thus, I will never leave my app, and Android runtime will never kill my application.
Solution
Taking account all of this, I've implement my own flow of Image capturing. You can find the source code HERE. The basic architecture is following:
I've created IImageService, which has methods for picking images from camera or library.
public interface IImageService
{
Task<IImage> GetImageFromLibrary();
Task<IImage> GetImageFromCamera();
}
Then I've implemented this for iOS and Android separately and used dependency injection. For iOS I use XLabs implementation, cause it works as it should there are no problems with it. For Android I've created several activities to support picking images from Camera and Library: CameraActivity, PhotoGaleryActivity, which basically replace the native image picking activities.
After I pick the image I do scaling and rotating procedure. For iOS I've created UIImageToolbox static class which has GetScaledAndRotatedImage method. For Android it's BitmapToolbox static class which has GetScaledAndRotatedBitmap method.
In my sample application I've created ImageViewModel and ImagePage to demonstrate the usage of IImageService. It should be straightforward.
How to use the sample app?
Let me give a small remark. You can use only XLabs implementation for both iOS and Android and just use BitmapToolbox and UIImageToolbox to implement the scaling and rotation. And this is answer to your question. However, if you want your app to be stable on Android you need to go a little bit dipper.
Install all the necessary nuget packages to your Forms, Droid and iOS projects. You can find the packages that are used by sample application in packages.config file of each project
I use MvvmCross Messenger plugin for broadcast messaging, if you have alternative you can easily replace it. But if you want to use it, don't forget to register dependencies in your AppDelegate and MainActivity
DependencyService.Register();
Add necessary classes to your Forms, iOS and Android projects from sample application. You can use Resharper to fix namespaces for you.
For xaml files, if you drug and drop to forms project default build action and Custom Tool are set to wrong values. Thus click the xaml file, select properties set Build Action to Embedded Resource, and Custom Tool to MSBuild:UpdateDesignTimeXaml
For android project add necessary resources from drawable, drawable-xxhdpi, layout and values folders.
In grid_cell_photo_galery_item.axml file fix namespaces. Replace ImageSample.Droid.Views.SquareRelativeLayout by your namespace.
For Android, right click Android project, select properties, go to Android Manifest and add CAMERA, READ_EXTERNAL_STORAGE and WRITE_EXTERNAL_STORAGE permissions.
For Android, right click Android project, select properties, go to Advanced and set Max Heap Size to something like 1G, this is needed because PhotoGalaryActivity uses substantial amount of memory to display images and we need an increased heap size.
For iOS, don't forget to add dependency injection for MediaPicker in AppDelegate - DependencyService.Register<MediaPicker>();
That's all.
We support iOS 7, so I am not using a framework. The app is mostly objective-c, and the watchkit extension mostly in swift. The AppDelegate manages the Core Data objects.
Our app allows the user to choose a configuration to change what they see. They can switch to a different configuration. When they switch, we remove most everything from NSDefaults and we remove the sqlite database and recreate it. When they switch, its basically starting over.
On the watch side, I have a swift class that has a lazy loaded Singleton of an object that manages the core data objects. But when the app resets its data, how can we report this out to the watch extension? I am guessing that I have to reset the managed object context that the extension created.
You can use MMWormHole to send messages from your iPhone app to your WatchKit extension. In your WatchKit extension you can set the stalenessInterval for your Core Data database to something really short and you will also probably want to refresh your NSManagedObjects.
I try to run :
http://www.smallscreendesign.com/2011/09/29/air-native-extensions-rock/
I downloaded the code and imported the project folder (AndroidExtensions_Demo) in Flash Builder 4.6, changed the air version to 3.1, changed the flex compiler to 4.6 as that is what I’m using and ran it on the device.
However, when I clicked on Send button, I got the error below.
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at com.ssd.ane::AndroidExtensions$/get context()[/Users/anto/git/Android-AIR-Extensions/AndroidExtensions/src/com/ssd/ane/AndroidExtensions.as:158]
at com.ssd.ane::AndroidExtensions$/shareText()[/Users/anto/git/Android-AIR-Extensions/AndroidExtensions/src/com/ssd/ane/AndroidExtensions.as:48]
Is there another way to send SMS with Flex Mobile ?
I want to avoid the manual sending SMS process by pressing "Send" or "Ok" button
The reported exception refers to a failure during the context setup of the ANE. It should be mostly related to project configuration in many different ways.
Make sure you're setting the correct path of the ANE in your project and please consider a full rebuild of the ANE, including the native (Android) code in order to avoid further problems.
Edit:
Unfortunately AIR doesn't provide any native other way to send a SMS save calling the navigateToUrl() using the sms: uri scheme (eg: navigateToUrl("sms:5551234567"); ). This way however the system SMS editor will be shown and you can't specify any body neither.
The only way to send an SMS in a full programmatically way is to write your own ANE and leverage Android APIs in order to get the things done.