When starting a parse app, which SDK do you choose so that an app/website could share the same database between platforms (i.e. share the same usernames and passwords between a website, IOS app, and android app)?
The database can be viewed by any platform. You choose the SDK based on which platform you are developing for. If you're developing for iOS, then you'd use the iOS SDK. If you were making an Android app, then you'd use the Android SDK. Both of these SDKs can point to the same Parse database. You just need to set the correct keys.
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According to Unity documentation, unity supports Windows Applications (UWP) and Windows 10 applications, I just wonder that does the Firebase Unity support Windows Applications (UWP) and Windows 10 applications?
Thank you very much.
Most Firebase's Unity SDKs are wrappers around their Android and iOS SDKs, so will not work on other platforms.
Some of the Firebase Unity SDKs provide limited support for working on desktop environments, to simplify development and debugging of Android/iOS apps. See the documentation for a list of features that support this desktop workflow.
As far as I know, none of the Firebase Unity SDKs support running in UWP.
firebase works on windows and mac.
User authentication, real-time database, fire store, and storage are supported.
I want to share an enterprise Xamarin Forms app with some users in the company for beta testing. These are iPhone users. I understand that the app can be shared via a link that is sent in an email.
Do the beta users need to run some wrapper app to run my app or would the app just work as a normal iOS app?
I know that all iOS apps must be built on a Mac before they can be submitted to the App store but I've noticed that Visual Studio App center provides build services - even for iOS.
Can this be used for beta testing purposes or do I still need a Mac to do the build even for beta testing purposes?
BTW, the app is an enterprise Xamarin Forms app for internal use.
Yes, you also need Mac for Beta testing.
But I use https://www.macincloud.com for testing rather then buying Expensive hardware.
It has built in Support for Xamarin and it very cheap.
iOS not like Android you also ned Apple Developer Lic. for distribute your app.
you can purchase your Lic. as your Requirement from hear : https://developer.apple.com/support/compare-memberships/
(if you just want to check how look your app in Device you can use Xamarin Live )
So I relaize that to develop for IOS you need a mac if you want to use Xamarin Studio (free license). Now I was wondering if it is possible to use a VM of mac?
Also do I have to get a development license for IOS if I just want to try using Xamarin with it?
if so, is there a work around?
The OS X license requires that you use Apple hardware. There is no workaround that complies with the OS X license.
You do NOT need a paid Apple Developer Account to develop apps. The iOS SDK is available for free without a paid developer account. However, you will be limited to testing apps in the iOS simulator. To deploy apps to iOS hardware for testing you must have a paid Developer Account. This applies to developing apps with Apple's native tools as well as when using Xamarin's tools for app development.
I must be doing something wrong when I'm doing my builds. I want my current update to be available for Windows Phone 7 and Windows Phone 8. I am using the WP8 SDK and targeting OS 8.
When I upload my XAP I get the AnyCPU.xap and now my app is only available on WP8. How can I make it available on WP7 as well?
DevCenter and the WP runtime works as following:
You can have one WP7 XAP and that could run on both WP7 and WP8.
-or- You can have one XAP for WP7 and one (or more) XAPs for WP8. The "or more" part comes in for multiple resolutions.
However, there's no way to take a WP8 project compiled in VS2012 and run it on WP7. You can't run WP8 XAPs on WP7. That's pretty obvious once we think about it since the assemblies being used in WP8 aren't available on WP7.
So, developers have to choose which code sharing model across WP7 and WP8 works for their app:
if your app only uses WP7 featuresets and looks OK on WP8 HD, use a WP7 XAP.
If your app only partially uses WP8 featuresets, create on WP7 XAP, and share the codebase to create WP8 XAP that lights-up with WP8 featursets.
And if your app must have WP8 featuresets (e.g. NFC or Bluetooth centric apps, etc) then you obviously can't target WP7 and can only submit WP8 XAPs.
Here's a print screen demoing the DevCenter support for submitting multiple XAPs for the same app on different platform versions and different resolutions:
For more information on how to target both WP7 and WP8 see this Nokia developer article. The article explains how to share code between WP7 and WP8 at runtime & compile time, what new features are WP8 exclusive and how to support multiple resolutions. I helped author that article so hopefully you'll find it useful. There's lots of helpful techniques that might not be obvious.
The Dev Center now allows you to have multiple xap files submitted for a single app.
So you can have one version submitted targeting 7.* and others for 8.*. E.g.
This allows you to target both platforms from one app.
You need to reupload the XAP file with Target Windows Phone OS Version in Visual Studio project properties set to Windows Phone OS 7.1