Discover some basic UI concepts in Xamarin.Forms, and how the concepts differ in the various platforms.
- [Instructor] So I know it might seem like I'm over-emphasizing this concept that Xamarin Form apps are not just interpreted code, but instead use native APIs, UI controls, and native compliers, there really is a reason for this, because one of the primary questions that I get from developers is why isn't a specific control available? Or why is a control named differently? Or why isn't there always a one-to-one mapping between a Xaml control and a UI control on a given platform? And that's quite simply because the user experience paradigm differs from device to device.
A perfect example is the Windows dropdown or combo box. So it's very common for a user to have a dropdown or combo box in a user experience in an app, whether it's on mobile, tablet, or desktop. But on an Android device, or on an IOS device, or even often on a Mac device, this idea of a combo box, which is actually kind of a poorly named control, is really a picker. Not only does it have a different name, but it has a different user experience. And so the concept with Xamarin Forms is that we create more of a generic place holder for control and the Xamarin Form's engine renders that natively for what's appropriate for a device.
So on an IOS or an Android device we'd see a picker, on a Windows device we'd see a COBOL box, so that the user is using a control and has an experience that they're familiar with for that specific platform.
- Basic UI concepts in Xamarin.Forms
- Control groups
- Incorporating view and cell controls in an app
- ListView controls
- TableView controls
- Integrating plugins