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Dominik Titl 2024-08-15 10:30:26 +02:00
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6 изменённых файлов: 9 добавлений и 9 удалений

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@ -21,7 +21,7 @@ Try building your project again.
## Runtime error `No parameterless constructor defined for XXXX`
This error is generally caused by some missing [IL Linker](https://github.com/dotnet/runtime/tree/main/src/tools/illink) configuration on WebAssembly. You may need to add some of your application assemblies in the LinkerConfig.xml file of your project. You can find [additional information in the documentation](features/using-il-linker-webassembly.md).
This error is generally caused by some missing [IL Linker](https://github.com/dotnet/runtime/tree/main/src/tools/illink) configuration on WebAssembly. You may need to add some of your application assemblies in the LinkerConfig.xml file of your project. You can find [additional information in the documentation](xref:uno.articles.features.illinker).
Similar error messages using various libraries:

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@ -7,14 +7,14 @@ There are two ways to migrate an application to .NET 7.
## The fastest path to keep using the UWP APIs
1. In a separate folder, create a new application from the templates using [`dotnet new unoapp-uwp-net6 -o MyApp`](get-started-dotnet-new.md) (MyApp being of the same name as your existing app),
1. In a separate folder, create a new application from the templates using [`dotnet new unoapp-uwp-net6 -o MyApp`](xref:Uno.GetStarted.dotnet-new) (MyApp being of the same name as your existing app),
2. Move the `MyApp.Mobile` project folder and include it in your existing solution
3. Make the adjustments for your new application head to build
4. Optionally remove the legacy Xamarin heads, once you're done with the migration
## The forward looking path using the WinUI/WinApp SDK APIs
1. In a separate folder, create a new application from the templates using [`dotnet new unoapp -o MyApp`](get-started-dotnet-new.md) (MyApp being of the same name as your existing app), or by using the Visual Studio `Uno Platform App` template
1. In a separate folder, create a new application from the templates using [`dotnet new unoapp -o MyApp`](xref:Uno.GetStarted.dotnet-new) (MyApp being of the same name as your existing app), or by using the Visual Studio `Uno Platform App` template
2. Move the `MyApp.Mobile` project folder and include it in your existing solution
3. Make the adjustments to move from the [UWP APIs to the WinUI APIs](xref:Uno.Development.UpdatingToWinUI3)
4. Optionally [convert your legacy Xamarin heads](xref:Uno.Development.UpdatingToWinUI3) to use Uno.WinUI instead of Uno.UI

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@ -15,7 +15,7 @@ This article explains how to build Uno.UI locally, for instance, if you wish to
- To build the UWP flavor of Uno, you'll need **UWP Development**, install all recent UWP SDKs, starting from 10.0.19041 (or above or equal to `TargetPlatformVersion` line [in this file](https://github.com/unoplatform/uno/blob/master/src/Uno.CrossTargetting.targets))
- Install (**Tools** / **Android** / **Android SDK manager**) all Android SDKs starting from 7.1 (or the Android versions `TargetFrameworks` [list used here](https://github.com/unoplatform/uno/blob/master/src/Uno.UI.BindingHelper.Android/Uno.UI.BindingHelper.Android.netcoremobile.csproj))
- Run [Uno.Check](https://github.com/unoplatform/uno.check) on your dev machine to setup .NET Android/iOS workloads
- Install the version of the .NET SDK specified in [global.json](https://github.com/unoplatform/uno/blob/master/global.json).
- Install the latest [.NET SDK](https://aka.ms/dotnet/download) from Microsoft.
## Recommended Windows hardware

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@ -20,11 +20,11 @@ Get an [in-depth introduction to how Uno works](uno-internals-overview.md), or j
For the prerequisites you'll need, as well as useful tips like using [solution filters](https://learn.microsoft.com/visualstudio/ide/filtered-solutions) and cross-targeting overrides to quickly load and build Uno for a single platform, start with the guide to [Building Uno.UI](building-uno-ui.md). The guide to [Debugging Uno.UI](debugging-uno-ui.md) will show you how to debug Uno.UI code either in the included UI samples or in an application outside the Uno.UI solution.
If you're doing development for Uno's macOS support, you'll need to build and run Uno using Visual Studio for Mac. [There's a separate guide for that here](building-uno-macos.md).
If you're doing development for Uno's macOS support, you'll need to build and run Uno using Visual Studio for Mac. [There's a separate guide for that here](xref:Uno.Contributing.BuildingUnomacOS).
You can contribute to Uno directly from your browser using GitPod, [find out how](../features/working-with-gitpod.md).
You can contribute to Uno directly from your browser using GitPod, [find out how](xref:Uno.Features.Gitpod).
Whether you're fixing a bug or working on a new feature, [inspecting the visual tree of a running app](debugging-inspect-visual-tree.md) is often a key step.
Whether you're fixing a bug or working on a new feature, [inspecting the visual tree of a running app](xref:Uno.Contributing.InspectVisualTree) is often a key step.
## Writing code in Uno

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@ -64,7 +64,7 @@ You can:
- present Uno at a local user group
- share your open-source Uno projects
Whatever you do, let us know [through X/Twitter](https://x.com/unoplatform) or via mailto:info@platform.uno.
Whatever you do, let us know [through X/Twitter](https://x.com/unoplatform), our [Discord Server](https://platform.uno/discord) in #contributing, or by emailing us at [info@platform.uno](mailto:info@platform.uno).
## Contributing code

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@ -36,7 +36,7 @@ Consuming a WebAssembly module is generally composed of a `.wasm` file and a JS
## Why WebAssembly ?
WebAssembly is mainly trying to solve the issues that makes it difficult to optimize performance for large applications, provide access to binary-producing languages and improve the security of running the resulting code.
WebAssembly is mainly trying to solve the issues that make it difficult to optimize performance for large applications, provide access to binary-producing languages, and improve the security of running the resulting code.
WebAssembly modules are defined as self-contained units of byte code. It's possible to use [streaming compilation](https://webassembly.github.io/spec/web-api/index.html#streaming-modules) to concurrently process the byte code as it is being downloaded, unlike JavaScript where the source file needs to be fully parsed to make sense.