Cross Platform Images Not Showing up on iOS - maui

In my MAUI RC1 app I add an image to the resources\images folder. The csproj file is configured to include all files in that folder, and the image's Build Action is set as a MauiImage. When I run the project on the Android emulator it all works fine. When I run it on an iOS emulator the image doesn't show up. It's just a simple .png file. In reading the docs it sounded like MAUI is supposed to take care of making the images work cross platform. https://learn.microsoft.com/en-us/dotnet/maui/user-interface/images/images
Is there some way of troubleshooting this, or some other detail that I should be looking at?

Related

How to upload image in flutter Integration Test?

I have one image file that I need to upload it in Integration Test Flutter. I am not getting any help from Flutter : Integration Test documentation
I have created one folder
test_upload_files and added .png file in it and wrote the object identification of Upload Feature
then I have fetched the path of the file and tried to upload it but there are no predefined methods to upload.
I got stuck here, how to automate this Upload Functionality ?
and there is one more catch, need to enable location or camera which is from Native app, is there any solution to enable these services by default, like how we do it in Web applications using Browser Desired Capabilities?
By using flutter code can we interact with Native apps of apk and ios ?
[1]: https://i.stack.imgur.com/wvBLr.png
See the Patrol project – it lets you interact with native permission dialogs, and basically everything, from within your Flutter integration test written in Dart.
This issue demonstrates how you'd upload a single file on Android.
Disclaimer: I'm the main developer of Patrol.

How do I play video in my Flutter Desktop Application

I want to play video files (stored in my local machine) in a desktop application developed by flutter. But unfortunately I couldn't do it. Most popular video player packages do not support windows platform. I tried with dart_vlc but it's not working as documented. I followed the exact example given there.
Now I really need to play video files in my application but can't find a way to do it. Does anyone has any idea how to do it?
This dart_vlc works perfectly on windows platform. All I needed to do is go through the instructions mentioned in Readme section and change in my windows/runner/main.cpp file as mentioned here.
Note: Previously I mistakenly followed the older version of dart_vlc package.

how to get my app to recognize images from the cloud?

I can't figure out how to get my Unity app to recognize images from the cloud using the Metaio SDK. Could anyone point me to the method, API or tutorial to allow this on Unity/Metaio?
For example, I've got my Unity app working with Metaio to recognize a local image, that is, an image that I've placed in the Resources folder. I would like to build an app that can recognize images in the cloud (metaio servers) such that no image file would need to be bundled into the application itself.
Some details: I'm using Unity Pro 4.5.5 with Metaio SDK 6.0, trying to build an app for Android
The Metaio SDK installer includes example of Cloud based image recognition a.k.a. Visual Search. Please refer to the Visual Search scene in the Unity example. More information can be found here: https://dev.metaio.com/visual-search/general-information/

ionic sidemenu on mobile browser not working smoothly

I am developing mobile web app using ionic sidemenu, but it is not as smooth as it should be. When I open sidemenu using slide left/right, I am getting less than 30 FPS as shown in figure.
How can I improve the performance?
Reaching 60 FPS would be great!
AppGyver's Steroids tooling also provides you with access to Crosswalk on Android. You can run it in your Ionic project directly without modifying any files.
Also, Supersonic's sidemenu/drawer is fully native, so if you're up for migrating, it'll run way faster. :)
(Disclaimer: I'm a programmer for AppGyver.)
My advice is to use Crosswalk instead of the Cordova as the webview for the app.
While both share the same end goal, they are different:
Cordova, from the Apache Foundation, uses the regular (pre-lollipop) Android webview, which is based on Android's stock browser since its inception.
The Crosswalk Project, created on the Intel Open Source Technology Center, is different. It wraps your app with Chromium, the open-source base code that gave birth to Google Chrome, which brings numerous performance enhancements: css3 transitions, animations, 3d transformations, html5 support, remote debugging and much better javascript support and performance.
At the time of writing, the Ionic team is already working on a beta version (1.3.0-beta1) that uses Crosswalk instead of Cordova. Not really stable just yet, but a huge promise.
In any case, you can use Crosswalk today, by manually copying your Ionic project's 'www'
folder content to the project folder inside Crosswalk folder and run it. You'll need to setup some manifest files previously, so read the docs.
In any case, it's not hard at all to try, and I'll recommend it everyday for all projects pre-Lollipop. If you're targeting Lollipop/Android 5 versions, you don't need it, because the default Webview in these versions is already Chrome-based.
Hope it helps.

Intel XDK - Set Splash Screen

I was trying to build an android apk using Intel XDK.I just want to know if there is an option to set the splash screen, icons, application title in some build properties file rather than choosing it everytime you build the apk.
In the current build system the build menu is the only way to specify these assets. However, each time you build your app it will reuse the assets you provided initially. If you create a new project you'll have to provide them again.
In the Cordova build option you provide these assets by specifying them in an intelxdk.config.xml file. This is probably closer to what you are looking for. In the next major release we'll also be providing a way to provide those directly in the XDK, rather than on-line, but only for Cordova build options. However, there will be more flexibility in how you provide those assets, which will be easier to explain once that version of the XDK "hits the streets."
Sorry, but company policy does not allow me to provide a release date. All I can say is that it will be coming in the near future.