Visual Studio 2010 or MonoDevelop - xamarin.android

I'm very new to Mono for Android and am having issues getting started - specifically as a new user I tend to have to step through code to ensure that it is doing what I want. This is extremely slow using VS 2010 and the latest version of Mono for Android. Just wondering if MonoDevelop will improve matters and whether it is as easy to develop using MonoDevelop rather than VS 2010 which is my normal tool.
Thanks for any advice

As far as i know the slowness is not due to Visual Studio but to the Android Emulator itself.
Debugging Monodroid on a physical device is lots faster with either VS or MonoDevelop, but then you need to buy a license to be able to deploy to anything else than the emulator..
I would keep using Visual Studio as it's far more complete and stable than MonoDevelop.
if performances are really an issue you might need to consider purchasing a license for Monodroid and use a physical Android device.

From my experience Mono Develop is more lightweight, but also more buggy. For the moment I am using Visual Studio. It compiles resources right away whereas Mono Develop sometimes does not recognize when I've added a resource. But you are right about the debugger. It is painfully slow. Other than the debugger I have found developing in MonoDroid to be fairly productive.

Related

Is Visual Studio for mac working well with Unity (IDE) on mac?

I am very new to Unity, I am wondering if the newly release Visual Studio for mac works well with Unity IDE on mac? Regarding of debugging, etc.
I am currently using MonoDevelop for the debugging.
Thanks!
It works well, yes. Pretty stable as well.
The only drawback for me is that it is still extremely limited, not that much better than MonoDevelop really. Many features/behaviours are different from its Windows counterpart.
For me worth checking out but still at an early stage...
I recently moved to Mac, and tried using VS Community. After few hours I decided to try VS Code just to check it.
I decided to stay with VSCode, but i also installed all needed extensions in it, and also https://www.assetstore.unity3d.com/en/#!/content/45320 to unity.
That configuration suits me quite nice. I found it nearly as good as VS on Windows

Is it possible to develop f# using Visual Studio Express 2015 for Desktop?

I have been doing some programming in VB.NET on Visual Studio Express 2015 for Desktop. I recently started looking into F# and like the functional paradigm. As a result I have been trying to find a way to use VSE2015 as my IDE for F#. However, I have hit some problems. First of all, it has been difficult to find out if it is officially supported. The .NET blog suggests that it is (at least version 3.1.1, and the announcement for 4.0 RTM does not mention otherwise), but when I try to install F# Tools (4.0) it seems to choke on some components called VWD and WD(?). 3.1.1 seems to install OK, but then I still can't open any F# projects (fsproj). When I try to install FSharpVSPowerTools, it tells me that my platform is not supported.
Am I trying to do something that is not possible? Have I missed some steps? Any pointers would be appreciated. Thanks.
(Incidentally, I can't use the Community edition because of the licensing restrictions)
Edit: I have tried VS Code, but it works differently from VSE, and I would have to do a whole more learning. In addition, I want to use the VS template for creating XLL's. Edit 2: it has been pointed out that you can reference excel-dna in VS Code, but setting it up is not as straightforward as in VSE2015 (at least for VB.NET and C#.NET.

Xamarin.Android SDK and Xamarin.iOS SDK missing during Xamarin Studio Installation - Windows 8

As well as Visual Studio 2013 extention Xamarin is missing.
Do need to track these down and install manually? I've been trying but I'm a bit lost!
Thanks.
UPDATE: I found Xamarin Studio in the Program Files. A search did not bring it up. It seems to be working fine.
I am glad you found it, also you may want to take a look at the Add/Remove Programs and there you will see both Xamarin.Android and Xamarin Studio. Xamarin.iOS can install but will not run without a Mac machine in the network it can connect to to build.
Good luck with Xamarin - it is the most exciting thing currently in cross platform mobile technology.

How can I get started with Xamarin from Visual Studio 2013?

I want to port a Compact Framework/Windows CE app to Xamarin to create Android and IOS (and possibly Windows Phone) "versions." I reckon I need Windows 8 for Windows Phone (8) but for now I thought I could get started with Android and IOS in moving this prehistoric app into the 21st century.
According to this article, I first need "Project linker" and can NuGet it, but searching for it via Tools > Extensions and Updates in VS 2013 returns no search results.
That article says you need VS 2012 or better; the direct link to "Project Linker," though, says it supports VS 2010.
Where do I go from here?
UPDATE
I went here, and am in the processing of downloading.
UPDATE 2
Here, it says, "Modern Integrated Development Environment (IDE) – Xamarin uses Xamarin Studio on Mac OS X, and also Xamarin Studio or Visual Studio 2010 on Windows."
Yet in VS 2013, I do have project types now for Android and IOS*, so I reckon that's just a typo (hasn't been updated)?
although I don't have a Mac, so that is not possible for me right now; also, since I'm still on Windows 7 at work, Windows 8 Phone apps are not yet a possibility, either. So at present, Xamarin within Visual Studio is simply a replacement for Eclipse/Java in the creation of Android apps.
UPDATE 3
I've been waiting for something better than PhoneGap, and I think maybe I've found it. If MS were to buy this company and bake Xamarin into Visual Studio -- voila!/yowza/wow! The cats in Cupertino will have to reach for the Pepto-Bismol!
That's a bit outdated and there's a much better approach available today.
You can use Portable Class Libraries (PCL) to share code across project spanning iOS, Android, Windows (Phones) and even OSX.
See this article (and where it leads) for more details.
I certainly agree with #poupou that PCL's are the way to go (if possible). I would recommend James Montemagno's app on github. He just created this for channel9 using VS 2013. I just created a cross-platform app based off of this and it worked out well. I would only use the file-linking for the platform specific implementations with compiler directives. This can be seen in his ServiceRegistrar class in said app.
This SO answer actually explains how to get the 2012 Project Linker to work with 2013 if you still want to go that route and gives a link to the extension.
Also, you may want to check out MvvmCross. It is open-source, has a large user-base and following, and really helps with maximum code re-use. Best part, it uses PCLs and all of it's features (plugins) are available via nuget.
I would recommend reading the article #poupou posted, watching James' channel9 videos on his github page, and (if you want to check out mvvmcross) watch #slodge's N+1 videos on mvvmcross.

How to use Xamarin in Visual Studio and Mac in the same time

I have just developed and android app using eclipse and now I want to develope its IOS version. I want to use Visual Studio and C# (I feel pretty much comfortable in these environments).
I read that, to achieve this I can use Xamarine. Everything is OK with configuring Xamarine on Visual Studio and using it in Visual Studio (I understood this part). I couldnt understant the "mac" part. They are saying that in order to build this app I need a mac running in my local network. Unfortunately I have no idea about Mac. Instead of using it in a local network, could I just install it in a Virtual Machine in windows and configure it on that way that I can see this mac from Visual Studio (How can I do this ?! :S).
I am sorry if my question is unclear but I would be greateful if any of you helps me understand these issues and help me develop my first IOS app in Visual Studio.
If you are going to do iOS development using Xamarin you need a Mac. A Mac will always be required to submit the app to the app store, and the way Xamarin works, you need to use a Mac to create the UI for iOS apps as well.
To get the most of the Xamarin, you ideally would develop your base code using Xamarin and C#, then build separate UI's for both Android and iOS. While your UIs are separate, your base core code is all the same for both apps.
It really does not make sense to have a native Android app all in Java, and then write the entire iOS app in C#. Either stick to completely native apps for both platforms, or use a wrapper like Xamarin for both.
Xamarin.iOS for Visual Studio makes it possible to develop iOS
applications on Windows, but you will still need a Mac in order to
compile and run the code.
Today, Xamarin.iOS integration in Visual Studio is focused on enabling
developers to develop in C#. Xamarin developers who write Xamarin.iOS
applications on Windows typically hand-code their user interfaces—or
they will need to switch to the Mac to use Xcode (or a beta version of
Xamarin’s new iOS Designer) to interactively design an iOS user
interface layout.
"or use a wrapper like Xamarin for both"
I have discovered the term wrapping is not correct for this product.
Unlike other products (Corona, Phonegap, Titanium, ...) that wrap up in a common, genericized library, Xamarin compiles at core level with no penalty. It is 100% native. All functionality in all it's supported platforms is 100% available and not watered down.
Wrappers can be faster to program in, in theory, but when you factor in the time you will spend looking for workarounds for the one piece of functionality that is available natively but not in your wrapper library. When you factor in the constant bugs because wrapping for 3 or more platforms is a constantly moving target and you can't count on it working from day to day.
When you factor all those things in, writing native in c# for all platforms is the better option.
I tried them all, and xamarin was my last choice as I was distracted chasing that perfect golden goose wrapper product.

Resources