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Xamarin.Forms Projects

Xamarin.Forms Projects

By : Karlsson, Hindrikes
4.4 (5)
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Xamarin.Forms Projects

Xamarin.Forms Projects

4.4 (5)
By: Karlsson, Hindrikes

Overview of this book

Xamarin.Forms is a lightweight cross-platform development toolkit for building applications with a rich user interface. In this book you'll start by building projects that explain the Xamarin.Forms ecosystem to get up and running with building cross-platform applications. We'll increase in difficulty throughout the projects, making you learn the nitty-gritty of Xamarin.Forms offerings. You'll gain insights into the architecture, how to arrange your app's design, where to begin developing, what pitfalls exist, and how to avoid them. The book contains seven real-world projects, to get you hands-on with building rich UIs and providing a truly cross-platform experience. It will also guide you on how to set up a machine for Xamarin app development. You'll build a simple to-do application that gets you going, then dive deep into building advanced apps such as messaging platform, games, and machine learning, to build a UI for an augmented reality project. By the end of the book, you'll be confident in building cross-platforms and fitting Xamarin.Forms toolkits in your app development. You'll be able to take the practice you get from this book to build applications that comply with your requirements.
Table of Contents (11 chapters)
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An overview of the project

In this chapter, we are going to create a game that explores the fundamentals of AR. We are also going to learn how to integrate AR control in Xamarin.Forms. Android and iOS implement AR differently, so we will need to unify the platforms along the way. We will do this using UrhoSharp, an open source 3D game engine, which will do the rendering for us. This is simply made up of bindings to the Urho3D engine, which allows us to use Urho3D with .NET and C#.

The game will render boxes in AR that the user needs to tap to make disappear. You can then extend the game yourself by learning about the Urho3D engine.

The shared code will be placed in a shared project. This is different than the usual .NET Standard library approach we have taken so far. The reason for this is that UrhoSharp doesn't support .NET Standard (at the time of writing this book). It...

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