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May 17, 2021 at 19:07 review Low quality posts
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May 23, 2017 at 12:37 history edited CommunityBot
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Dec 19, 2015 at 20:29 comment added DrZ214 @BjarkeSøgaard so far Swift ain't that bad. The syntax seems rearranged for who-knows-what reasons, such as Apple just wanting to be different from Microsoft's C#. But it's only been 2 or 3 days and by now I'm coding just as fast as I have been with C#. I cannot imagine why Steve Jobs was enforcing Obj-C right up to the end. And it wasn't really a preference to use an Apple language. It was a preference to "learn iOS development" and I excluded Xamarin early on because of money, so the Mac + Xcode was by far the best way. Do you make games at all? We should chat and share experiences.
Dec 19, 2015 at 17:10 comment added Falgantil Yeah you'll still need an actual Mac, even with Xamarin. Of course with proper dependency injection, you can do all the testing on the PC, in a DirectX game, and then switch out the few implementations on iPhone, such as the Touch handling. And by debugging on PC, you get a lot of extra debugging features, that you wouldn't have in a IOS project. But if you prefer using obj-C or swift over C# for iOS, then I wont stop you :)
Dec 19, 2015 at 12:50 comment added DrZ214 @BjarkeSøgaard In my opinion, the best way for these sort of things is if it translates to an actual iOS project in Swift (or Obj-C if you really really want). Then you can open that project and tweak it before compiling into the actual app. Of course this will require an actual Mac and Xcode, which perhaps defeats the purpose of using C# and VS in the first place...but if you can afford Xamarin, then presumably you can afford a Mac as well.
Dec 19, 2015 at 2:16 comment added Falgantil Actually if you studied it a bit, you'd find out that it is in fact native code. Sure, it's written in C#, but it's being compiled to native byte code. So two examples, one in c# and another in obj-C, doing the exact same thing, should also show the exact same performance. Although in reality it might differ a bit, since you can't know if what Xamarin translates your c# code to, is the same that xcode translates obj-C code.
Dec 18, 2015 at 21:30 comment added DrZ214 @BjarkeSøgaard with Xamarin, yes. Otherwise I don't know how. Xamarin is a paid product with a very limited free trial version. Even if I had the money, my first suspicion would be how fast is it, since it isn't native code.
Dec 18, 2015 at 10:46 comment added Falgantil Just one question... You say you've made many games/apps with Xna and MonoGame. And I take it you've done that, because you've found the framework a joy to work with. In that case, why not also use it for this iOS project? You do know MonoGame runs on iOS, right? ;)
Dec 18, 2015 at 9:54 history edited DrZ214 CC BY-SA 3.0
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Dec 18, 2015 at 9:46 history answered DrZ214 CC BY-SA 3.0