Xamarin is quickly gaining a lot of traction within the Microsoft developer community. Using the same language – C# - we can now create apps which run on iOS and Android, next to only Windows Phone previously. Developers which have been developing using the .NET stack now get the ability to extend their reach onto other platforms, while still being able to use tools like Visual Studio.
In this 2 day workshop, you’ll learn hands-on about the Xamarin environment. You’ll learn how to build Xamarin.Android apps. All this becomes possible using the knowledge you already have: C#!
Students should have experience developing applications or websites using C#; the course assumes you are familiar with the language. You should also be familiar with using the Visual Studio 2015 IDE.
You may elect to use your own laptop for development work or our equipment for an additional charge. If you are bringing your own laptop please ensure that it has the following software installed in advance
- Microsoft Windows 8 or 10
- Microsoft Visual Studio 2015 with Update 2 or higher.
Chapter 1: Introduction to cross-platform development with Xamarin
In the first chapter, we are looking at a complete, high-level overview of the Xamarin platform. We will look at the different development environments (Visual Studio and Xamarin Studio) and explore all the different building blocks that make up the Xamarin toolset. An overview of the setup when creating your own environment is also included.
- Hello Xamarin!
- C# everywhere
- How Xamarin works
- Xamarin components
- Visual Studio integration
- Xamarin Studio
- Xamarin Forms and XAML
- Xamarin Test Cloud
- Preparing your environment for Xamarin
Chapter 2: Cross-platform code-sharing approaches and architectural considerations
In chapter 2, we are exploring the different approaches which are possible to create cross-platform applications which share code between Windows Phone, iOS and Android (and even Windows 8.1). This chapter focuses mostly on the architectural considerations.
- Code sharing options
- Cross platform solutions
- Dealing with platform specific items
- Shared Projects
- Portable Class Libraries
Chapter 3: Building our first Xamarin.Android application
Starting with Chapter 3, we are going to focus on Xamarin.Android. In this chapter, we are introducing the most important aspects of Android development by means of a large instructor-led demonstration. Along the way, you’ll learn about activities, intents and much more.
Chapter 4: UI Development with Xamarin.Android
In Chapter 3, we’ve seen the basic concepts of Android development. In Chapter 4, we are digging deeper in the UI aspects. We will see how Xamarin.Android makes it possible to create a good-looking UI.
- Introduction to UI layout
- Working with the designer tools
- Layout in Android
- Views in Android
- ListViews and Adapters
Chapter 5: Advanced concepts in Android
In this chapter, we’ll dive deeper in some of the most important aspects of Xamarin.Android development.
- Activities and intents deep-dive
- Services in Android
- Backgrounding in Android
- Working with audio in Android
- More on Fragments
Chapter 6: More UI in Android
In Chapter 4, we’ve explored the main UI concepts in Android. In this chapter, we’ll explore more UI related topics and we’ll learn about the very important aspect of Fragments.
- Navigation patterns in Android
- Working with resources
- Looking at Android L and the new CardView and RecyclerView
- Material theme
- Working with touch in Android
- Maps and location services
- Working with graphics in Android
Chapter 7: Data and services in Android
In this chapter, we’ll learn about working with data in our Xamarin.Android apps.
- Working with REST services in Android
- Local data with SQLite
Chapter 8: Creating a cross-platform application with MVVM
MVVM is a UI pattern that allows us to build more maintainable and testable applications. It turns out that this pattern also works great in combination with Xamarin and it allows us to reach a level of code reuse which is very high. In this chapter, we are going to learn how to create MVVM-based Xamarin applications. We will be looking at the MVVMCross framework for the architectural setup of the application.
- MVVM & MVVMCross
- Code sharing
- View Models
Chapter 9: Automating your application builds and deployments
Building an app is one thing. Deploying it to millions of devices through the store is another. Can we automate app builds? Can we automate deploys? And what about testing? In this chapter, you’ll learn how we can do all this and more using VSTS.
- Automated builds for Xamarin apps
- Test Cloud
Chapter 10: A look at Xamarin.iOS
While this course focuses on Xamarin.Android, Xamarin can also be used to create iOS applications. In this chapter, we will look (in less details of course than the Android coverage) at how we can build Xamarin.iOS applications
Chapter 11: Xamarin.Forms
In this last chapter, we will explore Xamarin.Forms. This product, part of the Xamarin family, makes it even easier to create cross-platform apps. But of course there are limitations to the product, compared to regular Xamarin. After this chapter, you’ll understand what Xamarin.Forms is, where you should consider using it and you’ll also have understanding of how XAML can be used to create Xamarin.Forms apps.
Gill Cleeren is Microsoft Regional Director, Windows Platform MVP, Pluralsight trainer and Telerik MVP. He lives in Belgium where he works as .NET architect at Ordina. Gill has given many sessions, webcasts and training on new as well as existing technologies, such as Silverlight, ASP.NET and WPF at conferences including TechEd, TechDays, DevDays, NDC Oslo, SQL Server Saturday Switserland, Silverlight Roadshow in Sweden, Telerik RoadShow UK… Gill has written 2 books: “Silverlight 4 Data and Services Cookbook” and Silverlight 5 Data and Services Cookbook and is author of many articles for magazines and websites. Gill also is the organizer of Techorama (www.techorama.be). You can find his blog at www.snowball.be.
Terms and Conditions
Substitutions and Cancellations by the Delegate
Tickets cannot be cancelled and are non-refundable within 60 days of the event. Prior to 60 days before the event start a refund of 50% can be requested.
A qualified substitute may be enrolled in a delegate's place provided we are notified in writing before the first day of the event.
Cancellations and Changes by Us
If we change the location or date of the event, we will make reasonable efforts to give delegates as much advance notice as possible of any such change. If the delegate is unable to attend the event at the revised location or date, we will refund 100% of any prepaid event fee. However, we will not be liable for any other costs incurred including (for example) travel charges or any consequential damages, even if we were advised of them. If we have to cancel the event for any reason, then we will refund 100% of any prepaid event fee, but we will not be liable for any other costs incurred including (for example) travel charges or any consequential damages, even if we were advised of them.
The delegate is fully responsible for any hired equipment including power supplies, laptops, and accessories. The delegate will be charged for full replacement costs for any loss or damage to the hired equipment.
If equipment hire is no longer required it can be cancelled upto 7 days in prior to the event and any fees refunded.