apps for releases. • No IDE support (no debugger UI, no UI designer, no profiler UI) • Part of "Open Sourced" Xamarin Platforms Mono Xamarin.Android Components MonoDevelop Xamarin Studio (MD Addins) XamarinVS Visual Studio
Gradle. • Android Gradle tasks extends it. • .NET uses MSBuild everywhere. • Xamarin.Android extends it. Xamarin.Android is NOT for "writing .NET Apps and Run in on Android" in a sense It is rather for "writing Android Apps, using .NET and C#/F#" You are supposed to understand How Android App Builds and Works!
API • JNI via P/Invoke Java->Mono • Android Framework only calls Java objects, so we need them • MSBuild tasks generate and package Java stubs in apk ◦ native methods invoke java-interop functions libmonodroid: App Bootstrap • mono <Provider> in AndroidManifest.xml
• also generates Mono.Android.dll • Can bind arbitrary Android libs (jar/aar) ◦ XamarinComponents • generated code makes use of JNIEnv class (Java Interop) generate Java API XML description use jar2xml (old) or class-parse (new) ↓ modify API by metadata fixup ↓ generator: parse API XML and generate C# ↓ compile C# (with jars embedded in DLL)
conform to Android standard ◦ remember original filenames • res/*/* => R.java ◦ using aapt (resource compiler in Android SDK) • R.java => Resource.Designer.cs (or .fs) ◦ Parse Java source with simple regex and get resource IDs ◦ restore original filenames to generate C#(F#) field identifiers • Then your code can use Resource.Id.YourButton
Release build assemblies should be as small as possible. • Remove unused code from DLLs using mark and sweep technique • /p:AndroidLinkMode=[SdkOnly|All] • We support proguard too ◦ xbuild /p:AndroidEnableProguard=True ◦ To shrink jars from binding AND shrink DLLs more. (proguard cfg generator as part of linker feature) Mono.Android.dll original 30MB App.dll uses these Mono.Android.dll shrunk, 3MB