FWIW: 64 bit edit and continue is in VS2013.

From: [email protected] [mailto:[email protected]] On 
Behalf Of Fredericks, Chris
Sent: Monday, 1 July 2013 9:32 PM
To: ozDotNet
Subject: RE: HTML5 capabilities

There is the development environment licensing activation and checking, but I 
don't believe there are any run-time licensing checks.  Xamarin obtained a 
perpetual license to all of the intellectual property of Mono, MonoTouch, Mono 
for Android and Mono for Visual Studio, and by buying Xamarin.Mac, Xamarin.iOS 
or Xamarin.Android I believe you are buying the right to a GPL free version of 
the runtime for the corresponding platform.

I contacted Xamarin support and the response I got from their runtime engineers 
is that Xamarin "have absolutely no DRM at all in any of our runtimes!"

From: [email protected]<mailto:[email protected]> 
[mailto:[email protected]] On Behalf Of Nathan Chere
Sent: Monday, 1 July 2013 12:03 PM
To: ozDotNet
Subject: RE: HTML5 capabilities

Let's say you want to use Visual Studio and target at least 2 platforms 
(Android and iOS). I would expect that's the most common scenario. That's 
$2,000 per developer. Not pocket change at all. Also assuming even 'Indies' 
much less professionals would often be at least two developers, it doesn't take 
much imagination to see a ~$5,000+ investment.  If you're comparing to Visual 
Studio Ultimate then you should also be comparing to Xamarin's Enterprise 
licenses which is then $4,000 per developer to target 2 platforms, ON TOP of 
your Visual Studio etc licenses. Unless you're a solo "Indie" developer who is 
content to use Xamarin Studio and only targeting one platform, it's expensive - 
which isn't a measure of price alone but what you're getting for your money.

Regardless, my primary objection to Xamarin isn't the cost. It's the licensing 
baked into the run-time. I've been burnt too many times by frameworks with 
licensing checks when they're no longer supported (or are supported 
half-arsedly from the outset - eg Marmalade) If Xamarin would release their 
MonoDroid/MonoTouch/etc frameworks without the DRM (or at least move it solely 
to the development environment instead of run-time) it would be a different 
story but as it stands I refuse to make any significant investment in such an 
ecosystem again and would encourage others to avoid it for the same reasons.

I also consider their track record for transparency about feature roadmaps and 
timelines. Xamarin are great at talking about what they've already released, 
not so great about what's coming up and feature requests. Not that Microsoft 
are perfect but other than for a few stand-out examples (eg XNA, x64 
edit-and-continue now 8-9 years and counting) they're pretty good considering 
the scope of what they offer. There's also a much better community around 
Visual Studio which fills in a lot of the gaps when Microsoft drops the ball 
which Xamarin Studio simply doesn't have - another consideration in determining 
how 'expensive' it is (Resharper anyone?).

An alternative to consider is PhoneGap. In keeping with the tradition of 
spontaneous statistics, I'd guess maybe 80-90% of the things people are using 
Mono for could be just as effectively done with PhoneGap and still give the 
benefit of cross-platform 'native' apps with very minimal learning curve 
compared to learning Objective-C, Java etc. And it's free. If you're writing a 
typical app and not relying on anything like MonoGame over the top of Mono, I 
think the trade-off of using Javascript instead of C# for the client is minor 
and well worth it.


From: [email protected]<mailto:[email protected]> 
[mailto:[email protected]] On Behalf Of Stephen Price
Sent: Monday, 1 July 2013 11:17 AM
To: ozDotNet
Subject: Re: HTML5 capabilities

I disagree that it is expensive. Visual Studio Ultimate is expensive. Xamarin 
is a tenth of the cost, and comparable with other vendors. Telerik for example.

Oh you wanted Free? You could just write for all three of those platforms 
manually, and learn each different platform's syntax. (something I decided NOT 
to do some years ago, for the want of not spreading my knowledge too thin an 
becoming a jack of all trades, master of none.)

Personally, I'd grab the Free version (that they do have), play with that until 
you get a feel if its going to fit the bill. (you never really know until you 
take it for a spin). Then upgrade and consider it an investment. You are a 
software developer and you need tools. If you were a carpenter, would you skimp 
on spending $1000 on your carpentry tools? Would you buy the crappy cheap tools 
or get the higher priced tools, knowing the quality of your work will be that 
much better?
Fill your toolbox with quality tools.

On Mon, Jul 1, 2013 at 9:08 AM, Stephen Price 
<[email protected]<mailto:[email protected]>> wrote:
Looks interesting. Testing would be a pain, you'd need to have a device of each 
platform. Oh wait. I already do. :)

On Mon, Jul 1, 2013 at 8:21 AM, Fredericks, Chris 
<[email protected]<mailto:[email protected]>> wrote:
+1 for Xamarin - Full native code, cross platform development for Windows, 
Android, iOS and Mac OS X in C#.

From: [email protected]<mailto:[email protected]> 
[mailto:[email protected]<mailto:[email protected]>] On 
Behalf Of Michael Ridland
Sent: Monday, 1 July 2013 9:51 AM
To: ozDotNet
Subject: Re: HTML5 capabilities

Hi Greg

We've spent the last 18 months building a mobile version of our ERP software @ 
www.happen.biz<http://www.happen.biz>. About 9 months of that was using html5 
which we pushed to it's limits but in the end it just wasn't 'good' enough, by 
good enough I mean primarily fast enough. We tried out Xamarin and never looked 
back, we now have a rock solid mobile app which is fast and sexy.

So my opinion is Xamarin Rocks. Great for c# teams.

Grids, splitters, trees, drag-and-drop, animated charts - well this doesn't 
work on mobile devices anyway, you actually need to rethink a users interaction 
with your software, and rethink, and rethink. You need to also spend alot of 
time using other high quality mobile apps to see different ways a user can 
interact with your app.






On Mon, Jul 1, 2013 at 9:16 AM, Craig van Nieuwkerk 
<[email protected]<mailto:[email protected]>> wrote:
Have you considered Xamarin? Native applications written in C# 
www.xamarin.com<http://www.xamarin.com>



On Mon, Jul 1, 2013 at 9:11 AM, Greg Keogh 
<[email protected]<mailto:[email protected]>> wrote:
Folks, a few times over the last year I've raised the topic of writing browser 
based applications that can reach the most mobile devices with the least coding 
effort. Sadly we learned (from the replies) that there is no easy road. It 
looks like you have to "go native" in Object C or Java, or use HTML5 and accept 
reduced functionality. All of these options are a rather frightening for us 
because we only have C++ and C# skills in the group and we'll have to hire 
specialists or undergo intense training.

A colleague using the latest Borland C++ kits says it has a product called 
Prism which claims to target different platforms with a common code base. I 
said that sounds like black magic, but my colleague is so busy that he hasn't 
had time yet to evaluate Prism. A quick search hints that Prism is actually 
Oxygene<http://en.wikipedia.org/wiki/Delphi_Prism>, which would take us down a 
completely different road.

So this leaves us with the optional of HTML5 ... but we're wondering just what 
it can and can't do. Is it possible to write a "real application" in HTML5, 
with grids, splitters, trees, drag-and-drop, animated charts, etc. I find it 
hard to believe that HTML5 could reproduce this functionality in our 
Silverlight 5 app. Can anyone here explain just what HTML5 is capable or 
incapable of doing?

Cheers,
Greg K






Click here<https://www.mailcontrol.com/sr/MZbqvYs5QwJvpeaetUwhCQ==> to report 
this email as spam.


This message has been scanned for malware by Websense. 
www.websense.com<http://www.websense.com/>

Reply via email to