Ridaex TV comes with Android 4.4 operating system but when I'm trying to install applications from Google Play Store a message pops up saying "Application Unsupported".
Even i have faced the same issue with my Brother's home Ridaex TV. But i have installed some apps from Google Play. Few of them were unsupported, i have to download them from appsapk and install it via USB device.
The reason for this error message is that the Android Operating System in the older versions of Ridaex TV had Android 4.4 version, wherein the latest Ridaex TVs come with Android 8.0 version.
I too had the same question, and later realized that I had to:
Download a 3rd party website like appsapk
Transfer the apk file onto the usb device
Plugin the usb to the TV
Select the application to be installed
Click install.
Related
I have manually embedded the Google Sign In framework into an iOS app with the .bundle and .framework files.
After adding the Mac as deployment target with the most recent Xcode and macOS Catalina versions I get the following error message when trying to run the app on the Mac.
Building for Mac Catalyst, but the linked framework 'GoogleSignIn.framework' was built for iOS + iOS Simulator. You may need to restrict the platforms for which this framework should be linked in the target editor, or replace it with an XCFramework that supports both platforms.
Can I somehow fix this problem? Or do I have to wait for Google to release a new version of the framework that is compatible with both iOS and macOS?
If the framework is open source, you can open its Xcode project, enable Catalyst and recompile.
With Xamarin.Forms I'm developing a mobile app. In Android I get this succesfully running on a device. I succeeded to create an app package from the UWP project and install it on my own Windows 10 PC. This is also my developing machine, so it's in Developer Mode by default. So it runs here without any problems.
My purpose is to get it running on Windows 8.1 Pro (tablet size). It just needs to consume the app. When installing the app by using the script, it's throwing the error that no developers license is found. On this device I didn't found anything to put it in Developers Mode, but it seems me that this is not needed, because it only consuming the app and no developing will take place on it.
It's is an internal app, so no need to place it on the Windows Store.
So my exact question: how can I install this app on this device without setting everything up for a Developer?
The answer would be no. Windows 10 has more new API and concepts that are not available on Windows 8.1. UWP app will not backward compatible to Windows 8.1. But WRT app will be Upward compatible to windows 10. It means that the windows 8 store app could run in windows 10. for more please refer Move from Windows Runtime 8.x to UWP.
I use Windows and want to build a mobile app for both Android and IOS with Meteor and React. However, the Meteor website says, "Currently, Meteor on Windows does not support mobile builds."
I want to buy a cheap Mac that can do the compiling, so I found a Mac for about $100 from 2009 running OSX 10.10. I'm thinking I can install XCode 7.2.1 on OSX 10.10 and compile the apps.
I've never built an app, other than for the mobile app tutorials I've taken. Do you see any problems with this plan?
"Currently, Meteor on Windows does not support mobile builds."
Actually. It is possible to build android versions in Windows too, but your directory structure should contain no spaces and keep directory names as short as possible e.g. put your project to c:\projects\myapp ot something like that.
i want to start a project that consist in mobile apps. can i develope native apps with Xamarin.Forms to the three platforms with a pc (Sony Vaio) and visual studio.
You can develop for Windows (Phone, or better yet Universal Windows Platforms Apps) and Android. They just work with Visual Studio.
If you want to build an iOS app as well, you are going to need a Mac. Building for iOS cannot be done without a Mac. There are a few options:
Buy a Mac laptop with a Windows VM; this is an option you see for most developers, however it is an expensive one because you're going to want a good MacBook Pro with a 1TB disk.
Buy a (cheap-ish) Mac (Mini); Xamarin is built so that you can let a standalone Mac machine do all the iOS building. All you have to do is install it with XCode and Xamarin, connect it to your network and you are ready to go. With the new Xamarin iOS Simulator for Windows you don't have to look at your Mac ever again. Let's be clear: the Simulator for Windows isn't a Simulator which runs on Windows. It simply mirrors the Simulator from your Mac.
Rent a Mac in the cloud. There are solutions like macincloud.com which let you rent a Mac hosted by them. They have different plans depending on your needs. The concept stays the same; you connect to a Mac in 'your network' (which is now over the internet) to build your iOS app.
Whichever option you choose; you are going to have to spend some extra money on Apple hardware to get to develop your iOS app.
I am using FlashBuilder 4.7 with the latest Blackberry OS Tablet SDK.
I installed the SDK and published my app (After going throug the signing process to make sure the app is signed).
When running the game on a blackberry simulator all is well.
BUT - When installing the app on the actual device (clicking on the icon) the application simply does not launch.
Any help will be much appreciated.
Koby.
Never publish at the AppWorld without trying at the device first.
Either try debugging on the BB10 device - using the Flash Builder and watch the logs:
Or build the release .bar file and install it to your BB10 device using the blackberry-deploy.bat -installApp .... -password .... or DDPBInstaller