Xamarin 4.x Cross-Platform Application Development - Third Edition
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Xamarin 4.x Cross-Platform Application Development - Third Edition - Jonathan Peppers
Table of Contents
Xamarin 4.x Cross-Platform Application Development - Third Edition
Credits
About the Author
About the Reviewer
www.PacktPub.com
Why subscribe?
Customer Feedback
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
1. Xamarin Setup
Understanding Xamarin
Installing Xcode
Installing Xamarin on Mac OS X
Setting up the Android emulator
Installing Xamarin on Windows
Connecting Visual Studio to a Mac for iOS development
Enrolling in the iOS developer program
Registering as a Google Play developer
Summary
2. Hello, Platforms!
Building your first iOS application
Understanding Apple's MVC pattern
Using the iOS designer
Building your first Android application
Understanding Android activities
Xamarin's Android designer
Summary
3. Code Sharing Between iOS and Android
Learning the MVVM design pattern
Comparing project organization strategies
Setting up a shared project
Working with portable class libraries
Using preprocessor statements
Simplifying dependency injection
Implementing Inversion of Control
Summary
4. XamSnap - A Cross-Platform App
Starting our sample application concept
Developing our model layer
Writing a mock web service
Writing the ViewModel layer
Implementing our LoginViewModel class
Implementing our RegisterViewModel class
Implementing our FriendViewModel class
Implementing our MessageViewModel class
Writing unit tests
Setting up a new project for unit tests
Writing assertions
Summary
5. XamSnap for iOS
Understanding the basics of an iOS app
Xamarin.iOS Build Options
Using UINavigationController
Implementing the login screen
Using segues for navigation
Setting up UITableView
Adding a friends list screen
Adding a list of messages
Composing messages
Summary
6. XamSnap for Android
Introducing the Android Manifest
Setting up Material Design
Adding a login screen
Using ListView and BaseAdapter
Implementing the friends list
Composing messages
Summary
7. Deploying and Testing on Devices
iOS provisioning
Android device settings
Understanding the linker
Understanding AOT compilation
Avoiding common memory pitfalls
Summary
8. Contacts, Camera, and Location
Introducing Xamarin.Mobile
Accessing contacts
Retrieving contacts on Android
Looking up GPS location
Implementing GPS location on Android
Accessing the photo library and camera
Accessing photos on Android
Summary
9. Web Services with Push Notifications
Learning Windows Azure
Setting up your Azure account
Exploring Azure Functions
Creating and calling Azure Functions
Using HttpClient in C#
Adding more Azure Functions
Using the Apple Push Notification service
Setting up your provision profile
Setting up a certificate for push notifications
Making client-side changes for push notifications
Sending push notifications from the server-side
Implementing Google Cloud Messaging
Summary
10. Third-Party Libraries
The Xamarin Component Store
Porting existing C# libraries
Objective-C bindings
Java bindings
Using XPath in Java bindings
Summary
11. Xamarin.Forms
Creating Hello World in Xamarin.Forms
Understanding the architecture behind Xamarin.Forms
Using XAML in Xamarin.Forms
Using data-binding and MVVM
Summary
12. App Store Submission
Following the iOS App Store Review Guidelines
Submitting an app to the iOS App Store
Creating a distribution provisioning profile
Adding your app to iTunes Connect
Making an iOS binary for the App Store
Signing your Android applications
Submitting the app to Google Play
Google Play developer program policies
Tips for building a successful mobile app
Summary
Xamarin 4.x Cross-Platform Application Development - Third Edition
Xamarin 4.x Cross-Platform Application Development - Third Edition
Copyright © 2016 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.
Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.
Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.
First published: February 2014
Second edition: February 2015
Third edition: December 2016
Production reference: 1201216
Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham
B3 2PB, UK.
ISBN 978-1-78646-541-2
www.packtpub.com
Credits
About the Author
Jonathan Peppers is a Xamarin MVP and lead developer on popular apps and games at Hitcents such as the Hanx Writer (for Tom Hanks) and the Draw a Stickman franchise. Jon has been working with C# for over 10 years working on a wide range of projects at Hitcents. Jon began his career working Self-Checkout software written in WinForms and later migrated to WPF. Over his career, he has worked with many .NET-centric technologies such as ASP.Net WebForms, MVC, Windows Azure, WinRT/UWP, F#, and Unity3D.
In recent years, Hitcents has been heavily investing in mobile development with Xamarin, and has development over 50 mobile applications across multiple platforms.
I would like to thank my wife, Amy Kate, and my son, Levi, for giving me the free time to write this book. You are both my inspiration and why I do what I do
.
About the Reviewer
Esteban Solano Granados is a senior software engineer, Microsoft and Xamarin MVP from Cartago, Costa Rica and he enjoys learning, talk, and help others to learn about software development for the web and mobile by using his knowledge of JavaScript and C# with Xamarin, Asp.Net, NodeJS and other technologies.
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Preface
Xamarin has built great products for developing iOS and Android applications in C#: Xamarin Studio, an addin for Visual Studio, Xamarin.iOS, and Xamarin.Android. Xamarin gives you direct access to the native APIs on each platform and the flexibility of sharing C# code. Using Xamarin and C#, you get better productivity when compared to Java or Objective-C, and still retain great performance compared to an HTML or JavaScript solution.
In this book, we will develop a real-world sample application to demonstrate what you can do with Xamarin technologies, and build on core platform concepts for iOS and Android. We will also cover advanced topics such as push notifications, retrieving contacts, using the camera, and GPS location. With Xamarin 3, a new framework was introduced called Xamarin.Forms. We will cover the basics of Xamarin.Forms and how you can apply it to cross-platform development. Finally, we will walkthrough what it takes to submit your application to the Apple App Store and Google Play.
What this book covers
Chapter 1, Xamarin Setup, is a guide for installing the appropriate Xamarin software and native SDKs for doing cross-platform development. Directs Windows users on how to connect to a Mac on their local network for doing iOS development in Visual Studio.
Chapter 2, Hello, Platforms!, is a walkthrough of creating a simple calculator application on iOS and Android, which also covers some basic concepts on each platform.
Chapter 3, Code Sharing between iOS and Android, is an introduction of code sharing techniques and project setup strategies that can be used with Xamarin.
Chapter 4, XamSnap - A Cross-Platform App, is an introduction to a sample application we will be building throughout the book. In this chapter we will write all the shared code for the application complete with unit tests.
Chapter 5, XamSnap for iOS, shows us how to implement the iOS user interface for XamSnap and cover various iOS development concepts.
Chapter6, XamSnap for Android, shows us how to implement the Android version of XamSnap and introduce Android-specific development concepts.
Chapter 7, Deploying and Testing on Devices, is a walkthrough the painful process of deploying your first application to a device. We also cover why it is important to always test your application on real devices.
Chapter 8, Contacts, Camera, and Location, introduces the library, Xamarin.Mobile, as a cross-platform way to access users’ contacts, camera, and GPS location and add these features to our XamSnap application.
Chapter 9, Web Services with Push Notifications, shows us how to implement a real backend web service for XamSnap using Windows Azure leveraging Azure Functions and Azure Notification Hubs.
Chapter 10, Third-Party Libraries, covers the various options of using third party libraries with Xamarin and how you can even leverage native Java and Objective-C libraries.
Chapter 11, Xamarin.Forms, helps us discover Xamarin's latest framework, Xamarin.Forms, and how you can leverage it to build cross-platform applications.
Chapter 12, App Store Submission, will walk us through the process of submitting your app to the Apple App Store and Google Play.
What you need for this book
For this book you will need a Mac computer running at least OS X 10.10. Apple requires iOS applications to be compiled on a Mac, so Xamarin has the same requirement. You can either use Xamarin Studio (best for Mac) or Visual Studio (best for Windows) as an IDE. Developers on Windows can work on iOS applications in Visual Studio by connecting to a Mac on their local network. Visit https://xamarin.com/download or https://visualstudio.com/download to download the appropriate software.
Who this book is for
This book is for developers that are already familiar with C# and want to learn mobile development with Xamarin. If you have worked in ASP.NET, WPF, WinRT, Windows Phone, or UWP, then you will be right at home using this book to develop native iOS and Android applications.
Conventions
In this book, you will find a number of text styles that distinguish between different kinds of information. Here are some examples of these styles and an explanation of their meaning.
Code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles are shown as follows: run asynchronous code in C# using the await keyword.
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void DropKick()
{
Console.WriteLine(Dropkick!
);
}
}
When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:
class ChuckNorris
{
void DropKick()
{
Console.WriteLine(Dropkick!
);
}
}
Any command-line input or output is written as follows:
# xbuild MyProject.csproj
New terms and important words are shown in bold. Words that you see on the screen, for example, in menus or dialog boxes, appear in the text like this: In order to download new modules, we will go to Files | Settings | Project Name | Project Interpreter.
Note
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Tip
Tips and tricks appear like this.
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Chapter 1. Xamarin Setup
If you are reading this book, you probably already have a deep love for C#, .NET, and tools like Microsoft Visual Studio. Mobile development with the native SDKs seems daunting when you think about the work of learning a new platform, a new IDE, new application models, and perhaps a programming language or two. Xamarin aims to delight .NET developers with the tools for developing native iOS, Android, and Mac applications in C#.
There are many advantages of choosing Xamarin to develop mobile applications instead of Java on Android and Objective-C/Swift on iOS. You can share code between both of these platforms and you can be more productive by taking advantage of the advanced language features of C# and the .NET base class libraries. Alternatively, you would have to write an entire application, twice, for both Android and iOS.
In comparison with other techniques for developing cross-platform applications with JavaScript and HTML, Xamarin has some distinct advantages. C# is generally more performant than JavaScript, and Xamarin gives developers direct access to the native APIs on each platform. This allows Xamarin applications to have a native look and perform in a manner similar to their Java or Objective-C counterparts. Xamarin's tooling works by compiling your C# into a native ARM executable that can be packaged as an iOS or Android application. It bundles a stripped-down version of the Mono runtime with your application that only includes the features of the base class libraries your app uses.
In this chapter, we'll set up everything you need to get started on developing with Xamarin. By the end of this chapter, we'll have all the proper SDKs and tools installed, and all the developer accounts needed for app-store submission.
In this chapter, we will cover:
An introduction to Xamarin tools and technology
Installing Xcode, Apple's IDE
Setting up all Xamarin tools and software
Connecting Visual Studio to a Mac
Setting up