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2017 | Buch

Building Apps for the Universal Windows Platform

Explore Windows 10 Native, IoT, HoloLens, and Xamarin

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Über dieses Buch

Develop Windows 10 applications faster and more efficiently using the Universal Windows Platform. You will use Xamarin to create apps for macOS, iOS, and Android devices.

Building Apps for the Universal Windows Platform is a complete guide covering PCs, tablets, phones, and other devices such as HoloLens. You will use Windows 10 to develop apps for desktop, mobile, holographic, wearable, and IoT devices. You will reuse code to easily create cross-platform apps.

What You Will Learn

Design and develop apps using Visual Studio and BlendCreate Cortana-enabled apps for a hands-free experienceBuild IoT apps and apps for wearables such as the Microsoft HoloLensMonitor apps post-publication to gain insights from actionable data using Windows Store Analytics and AzureWho This Book Is For

Professional developers working independently or in a team on Windows 10 applications, and students coming into the world of software development

Inhaltsverzeichnis

Frontmatter
Chapter 1. Introduction to Windows Universal
Abstract
Any business aims to maximize profits and minimize the manufacturing costs without compromising the quality of the product. For an application, the way to maximize profits is through an increase in downloads. One of the ways to achieve this is by introducing your application to more than one platform. By reusing code, you can speed up the development process. In summary, the goal is to distribute your application to as many platforms as possible and to reduce the hours it takes to reach this goal.
Ayan Chatterjee
Chapter 2. Elementary Concepts
Abstract
If you picked up this book, I can safely assume that you are familiar with programing. Keeping that assumption in mind, let’s brush up on some concepts and take a look at their implementations in Visual Studio.
Ayan Chatterjee
Chapter 3. The Windows 10 Experience
Abstract
Every product and every brand is an individual. You may be confused by this statement at first. Just like a person, brands and products do have qualities as a whole. They have qualities, an appearance, and even ideal people for whom the products are built.
Ayan Chatterjee
Chapter 4. Windows with Mouse and Keyboard
Abstract
What falls under basic knowledge and what falls under advanced? In the ancient ages, something like a catapult was considered highly advanced and yet projectile motion is taught today in middle school physics class. So, is it a function of time? Or is it a function of progress and advancement? In this chapter, I will take a bold step and consider development with a mouse and keyboard part of basic knowledge.
Ayan Chatterjee
Chapter 5. Windows with Touch
Abstract
The last chapter covered Windows app development with the mouse and keyboard and some of the related concepts. In this chapter, you’ll take a step forward with touch.
Ayan Chatterjee
Chapter 6. Internet of Things (IoT)
Abstract
Before I talk about the Internet of Things, let’s talk about responsibility: your responsibility as a developer and Microsoft’s responsibility to provide the necessary tools. By now, you should know that application development requires four specific actors, which I’m referring to as makers, builders, tools, and the application. The makers are the architects and algorithm builders who design new concepts. The builders are the application developers who use a powerful IDE like Visual Studio to get the makers’ work to a larger market. The tools are what the builder needs to quickly deliver those solutions, the application being the end product. It is your responsibility to build incredible solutions, keeping within the privacy and decency standards, while Microsoft’s responsibility is to provide you the tools necessary to get the job done.
Ayan Chatterjee
Chapter 7. Wearables
Abstract
Previous chapters covered using Windows via the traditional mouse and keyboard combo, touch gestures, and the IoT. Now let’s venture into wearable devices. Wearable devices are devices you wear everyday–on your wrist as in fitness bands or your head as in virtual, augmented, and mixed reality headsets. In other words, these devices attach to your body. You will first look into 3D and how 3D works. After you have learned the underlying principles and theories, we will discuss how to build holographic applications using Visual Studio.
Ayan Chatterjee
Chapter 8. Windows 10 for Advanced Users
Abstract
This will be a bit different but please bear with this paragraph. Imagine monkeys living in a mostly unexplored forest where some trees are thicker and more comfortable to live in than others. Scientist/explorer monkeys take the first jump into the unknown parts of the forest in search of the thickest and most comfortable tree in the forest. Each team of scientist monkeys has their own heading or direction of exploration–some search by a planned route and some search via accidental luck. And whenever these scientist monkeys find a tree more comfortable than the present tree where all the other monkeys are, the scientist monkeys pass the information to the developer monkeys. It’s the job of the developer monkeys to make a smooth transition for the other monkeys to follow from the current tree to the more comfortable one.
Ayan Chatterjee
Chapter 9. Cross Platform with Xamarin
Abstract
People say that the sky’s the limit. You are going to touch the sky! You are no longer burdened by the questions of where you should begin or where the market is trending. No matter which mobile operating system is dominating the market, your app has reached it already.
Ayan Chatterjee
Chapter 10. Ready for the Store
Abstract
You have come all the way through the development process but this is where I request that you take a beat and try to be cautious. If you or your company is in the early stages or a start-up stage, I’d like to draw your attention to something that can keep you away from potential danger. Let’s say you or your team has invented an improved bicycle wheel. But you cannot put it in a bicycle and sell it in the market right away. This is because even though you own the wheel, you do not own the rest of the parts of the bicycle. This does not mean that you cannot sell them all together, but it does mean that you need the appropriate permissions from the owners of the rest of the parts. This stage is where partnerships, negotiations, and memorandums take place.
Ayan Chatterjee
Chapter 11. Application Analytics
Abstract
This is a good time to look at the software development life cycle (SDLC). SDLC is a standard procedure for how apps should be built, starting from the first step (having an idea) to the last (entering the market). There are many SDLC models, like Agile and waterfall, but all flow from brainstorming and planning sessions to testing and implementation. Let’s take a look at the cycle.
Ayan Chatterjee
Backmatter
Metadaten
Titel
Building Apps for the Universal Windows Platform
verfasst von
Ayan Chatterjee
Copyright-Jahr
2017
Verlag
Apress
Electronic ISBN
978-1-4842-2629-2
Print ISBN
978-1-4842-2628-5
DOI
https://doi.org/10.1007/978-1-4842-2629-2

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