What is the correct WINAPI_FAMILY for HoloLens? There are a lot of WINAPI_FAMILY values and I want to be in a correct way while developing for HoloLens.
HoloLens apps are UWP apps and there's nothing specific to HL here, so that you can use the same WINAPI_FAMILY value as in any UWP app. For example, MixedReality-WebRTC using this code for compilation compiltion in line 33:
(WINAPI_FAMILY == WINAPI_FAMILY_APP)
Besides, this repository also provided the best way to check if the app is running on HoloLens in line 53.
Related
My company has just started a new development project using Xamarin Forms. The app looks great on most Android devices but on certain devices the whole app appears magnified. The font is huge, icon resolution looks poor and even the device time, connection, battery life, etc looks magnified.
Has anyone come across this before and did you find the cause?
Appreciate the help!
Will
I think that the problem is related to devices performance and it's not related with the app if problem are battery life , connection and device time , but if you talk about some poor UI you need to check your resolution folder in android or if you use default android theme so it will not look good for old android versions
Before developing the android application you should consider the below things.
1. You should take care of DPI mechanism for different device - For UI issues
2. The child hierarchy level should not exceed 4 to 6.
3. You should not create the objects inside the ondraw method.
4. Don't layout the base at all the times.
5. Inside ondraw, don't use any looping mechanism.
I was working by debug my app with a Microsoft Phone 10 when I realized "UWP is a cross windows logic", so now I'm working with my computer.
However, a question comes up in my mind :
How can you know/get information about what type of system your app is running on?
I mean by this question, by example, does my app is currently running on a phone or on a computer?
Thank for your help !
In PCL or SAP
The static Device class includes several properties and methods that allow your code to deal with device differences at run time in a very simple and straightforward manner:
The Device.OS property returns a member of the TargetPlatform
enumeration: iOS, Android, WinPhone, or Other. The WinPhone member
refers to all the Windows and Windows Phone platforms.
The Device.Idiom property returns a member of the TargetIdiom
enumeration: Phone, Tablet, Desktop, or Unsupported.
You can use these two properties in if and else statements, or a switch and case block, to execute code specific to a particular platform.
Device
I want to develop an app for Windows surface tablet and iOS mobile and iPad.
As I am a new user to Xamarin, when I created my first project,it shows 3 projects:-
hello.driod, hello.ios and hello.winPhone.
I have 3 questions based on this:-
How will I be able to write the same code and share for windows 8.1 and iOS?
and whenever I drag and drop the elements to the UI page, will the same elements be copied to both windows and iOS simultaneously or I got to add them seperately?
Currently I dont have a MAC to connect to my PC. Can I write the code and and there while testing it, connect it to a MAC or should it be connected during the whole process?
Please Help!
Using the same code depends on how your structure your app.
You can go the native route where you can share the bulk of your logic by containing it in a shared / PCL project (more on that here), but have platform specific code for your UI.
For example, if you have a cross platform app targeting iOS and Android you would still create the UI in a storyboard for iOS and AXML files for Android. Any code you want to "connect" to your UI would be specific to that platform as you would use the platform APIs. Any code that is not platform specific (i.e., not calling iOS or Android APIs) can go in your shared / PCL project.
Or you can choose Xamarin.Forms which adds a layer of abstraction by allowing you to write the UI in XAML once and have it work on all platforms. The advantage is increased code sharing as now your UI is also shared. The downside is to utilise platform specific features you'll need to implement DependencyService or custom renderers. Read more about Xamarin.Forms here.
As above, it depends. If you are going the native route, then no. If you are going with Xamarin.Forms, then you are using the same XAML code for the UI across platforms, but there is no drag and drop designer.
To build an iOS app you need to be connected to a Mac. You will also need to be connected to a Mac to use the iOS Designer.
I'm just getting into trying out some Android development with Xamarin, and while going through the documentation about installing Xamarin for windows, I come finally to this page
http://developer.xamarin.com/guides/android/getting_started/installation/android-player/
in which I am to setup the high performance android emulator.
I have followed all the steps, but when i try to run it, I get a dialog telling me
A Xamarin.Android subscription is required to use this beta.
Do I understand correctly that this player is not usable with the 'Starter' plans?
Assuming the above is true, can I assume my only recourse until I arrive at a point which I am ready to pay the subscription fee (or start the trial), is to use the standard google provided emulators?
Thanks
In general, the "Starter" plan does not have any "subscription" attached to it, so yes, you will have to be at least "Indie" to use the Android player, at least while its still "in preview", quote:
"The Xamarin Android Player is currently in preview. During the preview period it is only available to users with a valid Xamarin subscription."
from: http://developer.xamarin.com/guides/android/getting_started/installation/android-player/
Trying to create a hello world android app with app inventor, and there's an option to get the barcode. I got it, now, what the heck do I do with it? what's the point?
Thanks!
It's a QR code, which encodes the URL of the app you've just made. That way you can download and install it.
See here for how to use it: http://sites.google.com/site/appinventorhelp/getting-started/first-app
You can open a barcode reader app on an Android device and point the camera at the barcode on your screen. I use "Barcode Scanner" but there are other options too.
Here is the standard answer given on the App Inventor forums
http://www.tair.info/faq/troubleshooting/graybutton#TOC-barcode