Target all platforms with a single, shared codebase for Android, iOS, and Windows. Dowload our free IDEs on OS X and Windows with Xamarin. Adventure This sample shows how to build a simple 2D game for iOS and OS X using SpriteKit. Detailed explanation for application architerture available at Apple Developer.
Latest commit Mar 29, 2019 Type Name Latest commit message Commit time Failed to load latest commit information. Mac Samples Sample code for Xamarin's C# APIs to develop Mac applications.
Visit the to download individual samples. License The Apache License 2.0 applies to all samples in this repository.
Copyright 2011 Xamarin Inc Licensed under the Apache License, Version 2.0 (the 'License'); you may not use this file except in compliance with the License. You may obtain a copy of the License at Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an 'AS IS' BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. Samples Submission Guidelines Galleries We love samples! Application samples show off our platform and provide a great way for people to learn our stuff. And we even promote them as a first-class feature of the docs site. You can find our sample galleries here:.
Sample GitHub Repositories These sample galleries are populated by samples in these GitHub repos:. The repository is for samples that are cross-platform. The repository is for samples that are Mac/iOS only. Sample Requirements We welcome sample submissions, please start by creating an issue with your proposal. Because the sample galleries are powered by the github sample repos, each sample needs to have the following things:.
Screenshots - a folder called Screenshots that has at least one screen shot of the sample (preferably a screen shot for every page or every major functionality piece, people really key off these things). For the xplat samples, the folder should be split into platform folders, e.g. IOS, Android, Windows. See for an example of this.
Readme - a file that has the name of the sample, a description, and author attribution. Sample here:. Metadata - Finally, it needs a Metadata.xml file that has some information:. ID - A GUID for the sample.
You can generate this in MD under Tools menu: Insert GUID. We need this to key between articles and their associated samples. IsFullApplication - Boolean flag (true or false): whether or not this is a full application such as the MWC App, Tasky, etc., or it's just a feature sample, such as, how to use 'x' feature. The basic test here is, if you would submit this to the app store because it's useful, then it's a full app, otherwise it's just a feature sample.
Brief - Short description or what your sample does. This allows us to display a nice and clean vignette on the sample page. Level - Beginning, Intermediate, or Advanced: this is the intended audience level for the sample. Only the getting started samples are Beginning, as they are intended for people who are just starting with the platform. Most samples are Intermediate, and a few, that dive deep into difficult APIs, should be Advanced.
Minimum License Requirement - Starter, Indie, Business, or Enterprise: denotes the license that a user has to have in order to build/run the sample. Tags: a list of relevant tags for the app. These are:. Data. Games. Graphics (CoreDrawing, Animation, OpenGL.).
Media (Video, Sound, recording, photos). Platform Features (Photo Library, Contacts, Calendars, etc.). Device Features (NFC, Accelerometer, Compass, Magnemometer, Bluetooth, RFID). Cloud (Web Services, Networking, etc.). Backgrounding. Maps + Location. Binding + Interop (Projections).
Notifications. Touch.
Getting Started. Async. Extension. SceneKit.
FSharp. Yosemite. El Capitan. SupportedPlatforms: this is only for cross plat samples.
It's a comma-separated list, and the valid values are iOS, Android, and Windows. Gallery: This tag must contain a value of true if you want the sample to show up in the samples gallery on the developer portal.
Buildable Sln and CSProj file - the project must build and have the appropriate project scaffolding (solution + proj). A good example of this stuff is here in the drawing sample: For a cross-platform sample, please see: GitHub Integration We integrate tightly with Git to make sure we always provide working samples to our customers. This is achieved through a pre-commit hook that runs before your commit goes through, as well as a post-receive hook on GitHub's end that notifies our samples gallery server when changes go through. To you, as a sample committer, this means that before you push to the repos, you should run the 'install-hook.bat' or 'install-hook.sh' (depending on whether you're on Windows or OS X/Linux, respectively).
These will install the Git pre-commit hook. Now, whenever you try to make a Git commit, all samples in the repo will be validated. If any sample fails to validate, the commit is aborted; otherwise, your commit goes through and you can go ahead and push. This strict approach is put in place to ensure that the samples we present to our customers are always in a good state, and to ensure that all samples integrate correctly with the sample gallery (README.md, Metadata.xml, etc). Note that the master branch of each sample repo is what we present to our customers for our stable releases, so they must always Just Work. Should you wish to invoke validation of samples manually, simply run 'validate.windows' or 'validate.posix' (again, Windows vs OS X/Linux, respectively). These must be run from a Bash shell (i.e.
A terminal on OS X/Linux or the Git Bash terminal on Windows). If you have any questions, don't hesitate to ask!
I am not from Xamarin, so below is only my own understanding,. Xamarin.Mac is based on Mono:OSX. It is not something that comes from middle of nowhere.
Xamarin.Mac provides streamlined experience of developing Mac applications, by integrating MonoDevelop, Mono core runtime, MonoMac, and probably some non-open-source addins/utilities. It is easier to use Xamarin.Mac than assembling the whole tool chain on your own. Xamarin.Mac comes with support contracts.
This can attract professional Mac developers, and enterprises, as they need support contracts to ensure their own products' supportability. Anyway we can sign up the seminar and learn what it is, BTW, the statement 'Xamarin bought Mono' is not that accurate.
The proper terms can be found in this blog post by Miguel de Icaza. But that doesn't answer the question - Is Xamarin absolutely required to post to the Mac App Store? It wasn't necessary in the past (see above links). I realize Xamarin allows me to create iOS and Android apps; that's specific to Xamarin, not Mono, and it's how I'm using it now.
I obviously realize Mono is more limited than Xamarin's full product. But is Mono now, post-Xamarin, more limited than Mono was before? Is that why Xamarin has a Mac (Open Source) project template? It's np if you're not sure; I can post something new. – Dec 7 '13 at 23:02. That's why I asked you to post a new question, and that's also something only Xamarin can answer. Mono is open source, so anything once published won't be closed source.
But remember the fact that iOS is evolving, and so is the tool chain. Test MonoMacPackager out and you will see if there is any issue. If the open source tool chain could not work for latest iOS releases, and Xamarin were not going to release the new one as open source, you would have to stick to the paid products. – Dec 8 '13 at 0:54. The following is an excerpt from an article at xamarin.com ( Jan 1, 2013) which answers your question. What are the differences between MonoMac and Xamarin.Mac?
Xamarin.Mac is built on the open source MonoMac project. Xamarin.Mac is being developed by the maintainers of MonoMac, though contributions are continuing to flow to MonoMac as well. Xamarin.Mac has these additional features:. A commercial license to the Mono Runtime.
Bindings to new frameworks. Creates self-contained application bundles, without external dependencies on Mono. These are described in detail in the following sections. Bindings to New Frameworks The following are new frameworks and APIs that are included in Xamarin.Mac:. CoreBluetooth. GameKit. New MountainLion AppKit APIs.
SceneKit. StoreKit.
Commercial License to the Mono Runtime Xamarin.Mac also comes with commercial support from the Xamarin team, and the Xamarin.Mac product has a published roadmap of forthcoming features. The Mono runtime license is a commercial license that allows developers to redistribute their Mono-based applications without being bound by the terms of the GNU LGPL v2. This allows you to publish both to the Apple App Store as well as distributing applications that embed the Mono runtime without having to provide source code or object files for end users to relink. Creating Self-contained Application Bundles Xamarin.Mac extends MonoMac by allowing developers to ship an application bundle that includes both their software as well as the required pieces of the Mono runtime, without requiring your users to fetch the Mono runtime on their own and install it separately on their systems.
This feature is used for AppStore deployments as well.