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Developing_cross_platform_net_solutions

Page history last edited by Mike Rousos 12 years, 11 months ago

 

  • Raw notes:
  • Daniel presented
  • Sharing desktop SL and WP SL, SL3-targeted assemblies 'just work'
  • Portable libraries will allow you to target multiple scenarios (desktop, SL)
  • Portable libraries will target: WP7, desktop 4 (client/full), Silverlight, Xbox
  • You create a new portable library project type and select what you want it to work on
    • Requires VS pro
  • There's pain associated with having to build and test against many platforms. The portable libraries work is attempting to fix some of that
  • Some public surface area changes were done to align APIs but portable libraries have not added much functionality for alignment yet; perhaps in the future
    • For example: it's unfortunate that Silverlight desktop and phone can't both unzip compressed http results. This means that portable libraries don't help to avoid multiple libraries
  • So what's actually different about a portable library project?
    • You compile against reference assemblies that look Silverlight-ish but they are re-targetable, so different dependencies can be 'dropped in'
  • Joe said that he's looking forward to using this to target Silverlight and Phone with his Eagle scripting language
  • People agreed that this seems to be pretty fundamental functionality that they expect to be present.
  • There are questions/concerns about how many useful libraries can be made with such a small common surface area
    • Layla: we're working on fixing that; expanding the common surface area. Also, SL and other small frameworks can be expanded in their SDK in some cases.
  • There are different reference assemblies depending on my target
  • This is meant for libraries. This can be done with applications if there are different UI components. View models, perhaps, could be shared.
    • We don't have WPF <-> Silverlight support in portable libraries.
  • Anyone using Mono, Mono for Android
    • Mono seems buggy - not in too many major ways, but there are a lot of little annoying issues
    • Mono for Android has problems because it's necessary to compile and ship the Framework with the app (Hello World is 4 megs)

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