A bit late getting this out, but I published a new course for Pluralsight.
This course was really fun to create. I got to use several of my favorite technologies.
Here is the course description:
It can be very difficult to build a cross platform application that will work on the web as well as popular mobile platforms like Android and iOS.
In this course, I’ll take you through the complete process of creating an application that works on each of the platforms and uses a REST based backend API to share data and business logic—all using C#.
We’ll start off this course by learning how to build a REST based API using the popular open source framework ServiceStack. I’ll show you how easy it is to get ServiceStack set up and even how to store data for the API using a Redis database.
Next, I’ll show you how to create an ASP.NET MVC 4 application that uses the REST service we built to display it’s data and implement it’s logic. We’ll learn how to use JQuery to make AJAX calls to a REST based API from within our MVC 4 application.
Then, we’ll learn how we can use C# and the .NET framework to build an Android application using the Xamarin tools. We’ll use the same REST API, we created earlier and build a real native Android application that is able to consume that API for implementing its logic and displaying data.
Finally, I’ll show you how to do the same thing for an iOS application. We’ll again use C# to build a real native iOS application with the Xamarin tools and learn how to consume REST based web services from iOS.
So, if you are a C# developer and don’t want to have to learn several other programming languages to build cross platform applications; you’ll definitely want to check out this course. By the end of this course, you’ll have the skills you need to be able to implement an end-to-end cross platform solution complete with a REST based API backend all in C#.
I’ve been playing around quite a bit with MonoGame lately and thought I would take some time to write a bit about it and talk about how to get started.
I’m also currently working on a Pluralsight course on cross platform development with MonoGame.
What is MonoGame?
Well, if you are familiar with XNA, then you already know what MonoGame is.
If you are not familiar with XNA though, it is basically a game development framework that allows for creating games quickly without having to write all that repetitious code that all games need.
Basically it makes creating games more about the game and less about the technical details.
The only problem with XNA is that it only really works for Windows, XBox360 and Windows Phone 7. If you want to create a game on Android and iOS, you can’t use XNA.
This is where MonoGame comes in. MonoGame is an open source port of the XNA framework that can run on many more platforms that Microsoft’s XNA.
Great, so what does this actually mean?
Well, if you are interested in game development, especially if you are interested in game development for the most popular platforms today, MonoGame might be able to help you to write pretty close to the same exact code and have it work on Android, iOS, Windows 7, Windows 8, Windows Phone 7, MacOS, XBox 360, Linux and the new Playstation console.
That is pretty awesome! Especially if you are trying to monetize your effort.
In my mind MonoGame helps overcome two huge barriers to getting into game development.
- Difficulty of monetizing the effort. By allowing the same code to be shared on most platforms, a game developer can get paid for their effort in multiple marketplaces.
- Not knowing where to get started. The XNA API is so simple to use that you can get a simple game, like a Pong clone for example, up and running in about a couple of hours.
Also, because MonoGame is basically just XNA, you can find a whole host of resources on how to develop a game using the platform.
In my upcoming Pluralsight course, I show how to create a Pong clone on Windows and then we get that game up and running on Android, iOS and Windows Phone 7, with minimal changes.
It can be a bit challenging to find good information to get started in each platform using MonoGame, but the basics are located on the Github page.
For the Windows tutorial there, you can use Visual Studio instead and use the MonoGame installer.
For Android development, you can use Visual Studio as long as you have Mono for Android installed and all you really need to do is link your files from your Windows project and create a small bit of startup code in an Android Activity to start the game.
For iOS development, you will need to use MonoDevelop, which is packaged with the install of MonoTouch. MonoTouch itself uses XCode and the iPhone SDK, so you have a bit more installing to do there, but the idea is pretty much the same. One you have MonoTouch running on your Mac, you can link over the files from your Windows project, add a small bit of startup code, and you are up and running. (You’ll also need to download the actual MonoGame source code to add to your project, since there isn’t an installer for Mac currently.)
Xamarin also has a seminar they did on MonoGame to help you get started.
True cross platform development, finally
At least for game developers. For other applications in the mobile space, there are some solutions that help you share your code, but nothing that really allows you to have near 100% portability without a big sacrifice.
I was pretty amazed the first time my game just ran on my Android and iOS devices with virtually no changes.
I’d definitely encourage you to check out MonoGame and stay tuned for my Pluralsight video on the topic, where I will go through all the details of creating a game and getting it running on most of the major platforms.
I’ve been so busy lately that I have neglected to write about a great platform for developing iOS applications called “MonoTouch.”
I recently released a new course on MonoTouch at Pluralsight.
I wanted to take a bit of time here to talk about MonoTouch and to tell you why you should be using it instead of developing iOS applications in Objective-C
When I first started developing with iOS, I firmly believed that the job should be done using the tools that Apple provided.
I still think it is a very good idea to learn Objective-C and how to develop an iOS application using Objective-C and XCode.
But I am convinced now that overall MonoTouch is the way to go.
Objective-C is a decent language, but it has a fairly steep learning curve for a C# or Java developer. XCode, the IDE for developing iOS applications, is a decent IDE, but it is not nearly as powerful as MonoDevelop or Visual Studio.
The reality of the situation is that Apple’s development platform is still back in 1990. Even though there have been some changes and growth, I firmly believe now that Objective-C and the underlying technology cannot ever catch up to .NET or Java.
I don’t say this lightly. As I said, before I developed a fairly large application in Objective-C. I authored a Pluralsight course on iOS development with Objective-C. I was pretty convinced this was the way to go until I gave MonoTouch a try.
An unfair test
I really gave MonoTouch an unfair test, but it passed anyway. I set out to learn, configure, build a MonoTouch application, and deploy it to the Apple App Store in 1 weekend.
I figured if MonoTouch could pass this test then I would immediately save more than the $400 cost for the software since the next application I was going to build was going to probably take at least a week worth of time to build in Objective-C.
MonoTouch easily passed my test and really exceeded my expectations.
The main advantage
By and far the main advantage in using MonoTouch is the language.
C#’s ability to wire up events through event handlers and delegates makes working with iOS so much easier.
There are many situations in iOS where you have to create a special class to act as a delegate for providing behavior for various iOS controls and classes. In C#, many of these delegate classes can be replaced by a C# delegate or lambda expression.
Another really painful situation in Objective-C is memory management. If you aren’t used to tracking memory usage it takes a bit to get adjusted to it in Objective-C. Sure, it really isn’t that hard, but once I started working with C# to build my iOS application, I realized how much faster I could fly through the code without having to even think about it. (The newer version of Objective-C has somewhat built in memory management, but it is not a true garbage collection implementation.)
Along with C#, you get the full power of the .NET framework. Almost all of the base class libraries from .NET are available in MonoTouch. (You basically have the silverlight .NET profile.)
This really comes in handy in 3 main areas:
- Working with XML
- Working with databases
- Calling web services
If you try to do these things in Objective-C, it is possible, but it will hurt like hell.
Give it a shot
If you are interested in developing iOS applications and you haven’t tried MonoTouch, go give it a try. Trust me, it is worth the effort. One of the big factors that had me developing Android applications and shying away from iOS was the hurdle of trying to learn and work with Objective-C.
MonoTouch lets you reuse your C# skills without any extra overhead, since the application is compiled down to native ARM assembly code.
If you don’t know where to get started or want to learn a little bit more about MonoTouch, feel free to check out my course on Pluralsight.
Kudos to the Xamarin team for building such a great product!
(BTW, that photo is me flipping. Actually it is a thing I used to call “throwing myself at the ground for dramatic effect.”)