Your code runs inside the Xamarin Live Player app – no need to set up emulators or use cables to deploy! Xamarin Live Player lets you make live edits to your app and have those changed reflected live on your device.Microsoft Xamarin introduce a Live Player. Not only you can test your Xamarin.iOS app without a Mac, you can now even change your code in real time. After you have done your changes, you just need to press the restart button (next to the stop button on Visual Studio). Visual Studio will compile your changes and quickly relaunch your app.There are many alternatives to BlueStacks for Mac if you are looking for a replacement. The best Mac alternative is Nox App Player, which is free.These data types will live in the System namespace inside the Xamarin. The “User7ZipPath” parameter is not supported by the “XamarinDownloadArchives” task. Verify the parameter exists on the task, and it is a settable public instance property. The “Xamarin.Forms.Build.Tasks.GetTasksAbi” task could not be loaded from the assemblyBut, sometimes apps that are not commonly used devices can work ambiguously.That in turn means the whole Live Player existence is depending on the whims of Apple not changing these rules to prevent development on competing platforms.The rules are there to get your app published in your app store. If they had to make sure they followed the rules of Apple to do this, it means there are rules. If this is indeed the way Xamarin Live Player works (haven't looked into it myself yet), it seems like it actually does break Apple's developer agreement, as no code can be remotely downloaded for execution within a iOS app, apart from code that uses the JavaScriptCore API (which gives Javascript code complete, bi-directional access with Objective-C & Swift objects)Apple can prevent that for any applications that want to be sold in the store.But if this is only used for development time, that's a different ballgame.I'm still concerned about their position though. But it actually uploads your app to the Xamarin servers and then the Live Player on your device downloads it and executes it inside of its runtime.An interesting option, will have to see if Apple agrees that this is "entirely compatible with Apple's rules and regulations for App Store apps"Hmm.interesting. I originally misunderstood the way that the Live Player worked, assuming it to be something that allows you to deploy code directly from a PC to a tethered device. WARNING The Xamarin Live Player Preview has ended.
Xamarin Live Player Not In Vs Install VS OnA good example of this was recently seen in how PowerBI released web parts that many were waiting on for Sharepoint Online but won't work for a large number of customers needing it because it uses a completely different licensing philosophy that didn't even consider some of the fundamental ways Sharepoint has been marketed and used for years.Honestly, why hasn't Apple been sued yet for restricting iOS development to Macs? They're using dominance in one market to prop up sales in a completely unrelated market. As a operations guy, I have seen this recently with PowerShell that was released for MacOS and VS for Mac.Some of this may be due to some of the internal fault lines within Microsoft that has different aspects of the company with differing philosophies and worldviews of how their products are used. Just like you wouldn't send all the log details back to a central server in your published app, but only for debugging purposes during development.I just wish that the Visual Studio for Mac would included code libraries and templates to allow Unix and MacOS-based cloud administrators to configure and design O365 applications without needing to install VS on a Windows VM.Microsoft keeps getting 80% of the way there with the cross-platform tools I have seen but often it is the tools in the last 20% where it fails - often by providing the tools that for the Microsoft cloud. Or are making games that run on mobile, and really don't need OS-specific functionality.I was thinking about skipping Mac/iPhones entirely for my in-development app, simply because I wasn't going to pay a $3,000 "Developer fee" (Mac + Dev store fee) simply to reach iPhones at least not until the Android/Windows sales covered all expenses.You can get a 4K iMac—not a shabby machine—for $1200 or so. Doesn't seem fair to say "you have to buy this one product before you can sell stuff through us for this other product."Hoooray! More apps built by people who don't use the system, and aren't familiar with it.Some people have iPhones with Windows PC's. I don't have to buy a Google product just to develop something for Android, but Apple forces you to buy their computers just to publish code. Simple as that.See that's the thing! You can download the tools to develop Android apps on any computer. If you want to play in Apple's court you have to follow their rules.Google's made at least a few thousand off my apps. It isn't like Apple is the only game in town."If you don't like it, don't buy it," is a non-sequitur and doesn't address the problems with the platform or ecosystem.From what I've been told, the Apple App Store is the most profitable of all the mobile app platforms even though iOS accounts for something like 20% of users, it apparently still sells more apps than Android Play.So "don't use it" is not an option if you want to sell mobile apps or services that integrate with mobile devices.I don't see what's so wrong about it. Download acrobat reader dc for macBut I don't get that you want to lay that on Apple.I currently have an app under development using UWP. If your time is NOT worth that, I don't know why you think iOS success is in your future.I don't know your target market, but any app that has a good level of demand on both Android AND Windows (mobile?) would seem to be a decent candidate for iOS.You might reasonably test the waters on Android: a product that doesn't sell there might not do that well anywhere else.
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