Z nową wersją systemu, z nową platformą zawsze wiążą się wyzwania stawiane programistom jeśli chodzi o funkcjonalności, User Experience, aktualizacje środowisk programistycznych czy SDK. Także niestabilność systemu jest tutaj czynnikiem. Chciałbym przybliżyć niektóre z tych aspektów w odniesieniu do nowej wersji systemu firmy Microsoft, w którym zmieniono podejście w tworzeniu oprogramowania do tworzenia „jednej uniwersalnej aplikacji, która będzie działała na wszystkich urządzeniach wyposażonych w nowy system Windows”.
Kotlin Multiplatform & Compose Multiplatform - Starter kit for pragmatics
[4developers2016] - Nowe wyzwania w tworzeniu Universal Windows Application na Windows 10 Mobile [Wojciech Liguziński]
1. New challenges in development of Universal
Windows Applications on Windows 10 Mobile.
Wojciech Liguzinski
2. Table of contents
•Introduction
•Dedicated applications
•Desktop vs. Mobile•Desktop vs. Mobile
•Adaptive Code / UI
•Design vs. App scalability
•Migration from old applications
•What about Continuum?
3. Table of contents
•Introduction
•Dedicated applications
•Desktop vs. Mobile•Desktop vs. Mobile
•Adaptive Code / UI
•Design vs. App scalability
•Migration from old applications
•What about Continuum?
4. Table of contents
•Introduction
•Dedicated applications
•Desktop vs. Mobile•Desktop vs. Mobile
•Adaptive Code / UI
•Design vs. App scalability
•Migration from old applications
•What about Continuum?
5. Microsoft limits the API platform to build Universal Windows Apps such
that every app runs in what programmers call a "sandbox," meaning that it
can't "touch" other apps.
Desktop vs. Mobile
can't "touch" other apps.
This is very similar to how smartphone apps are built, but it makes it a lot
harder to build super-serious productivity apps. The mobile/desktop divide
is important to understand.
In the end, you get a mobile app running on your desktop without all of the
features you probably wanted in the first place.
6. Even though there is one code base, there are so many conditions that
one needs to go down only if device is not certain. Supporting the use
cases and interaction-types in a single code base, without making it so
Desktop vs. Mobile continued
cases and interaction-types in a single code base, without making it so
conditional, will be the biggest challenge.
7. •New way of thinking - device can be something abstract or solution can be
targeted to a specific platform
•Portrait vs. Landscape is obsolete
Adaptive Code / UI
•Portrait vs. Landscape is obsolete
•Adaptive triggers
8. •Scaling algorithm
Scaling algorithm, controls the viewing distance and screen density (pixels per inch) to optimize for
supposed size (rather than physical size).
Design vs. App scalability
•Effective pixels
In XAML, when specify a font size or a control size in pixels, the font and control are not rendered in
physical pixels, they are called effective pixels (“epx”). Now when the OS render the font or control so
the viewing effect to the end user are close to the same, or proper to the device.
An effective pixel is a unit of measurement that Microsoft has defined to help standardize measurements of controls in XAML across
devices. This value is calculated by considering a screen’s pixel density, size, resolution, and expected viewing distance.
9. •Time and Date Pickers
Migration from old applications - UI controls
can be different
10. •Developing for Continuum
means building an adaptive
Universal Windows Platform
(UWP) app that runs on any
What about Continuum?
(UWP) app that runs on any
screen size, powered by a
phone.
•Even targeting Mobile devices sector,
there can be required to either way develop
for large screens to meet the Continuumfor large screens to meet the Continuum
capabilities.