Announcing Xamarin 3
blog.xamarin.com
blog.xamarin.com
Now I would like to understand the logic behind the 30 day free trial. If you are preventing app distribution (binaries are only valid for 24hrs when compiled in the trial version) why restrict it to 30 days? Why not allow people to tinker around as much as they want? I see no negatives to having an unlimited trial, and then simply charge to remove the '24hr binary' restriction.
As it is, the little free time I had over those 30 days to play with Xamarin equated to around 5 hours, most of which was going through the tutorials and sample apps (which you cant use in the free mode). I certainly haven't experienced enough to commit to a purchase, and now I likely never will.
I spoke with one of your colleagues about this. He offered me 20% discount on the business tier if I purchased iOS and Android (~$1600 'value') within 4 days... All i wanted to do was evaluate the damn thing...
I think what you are doing is great, but please try and apply some common sense to your evaluations.
I also don't understand why Visual Studio support isn't included in the Indie price or the free trial since I suspect the vast majority of developers who want to code mobile apps in C# use Visual Studio. So for $300 I get a sub-par product and for free I don't know anything about it.
If you aren't a mobile developer today then there's really no reason to consider Xamarin. They aren't marketing to developers who currently aren't doing mobile development but are interested in it. They should be trying to woo developers who are on that ground level so we'll buy in once we're committed.
We do offer extended trials (up to 90 days); you just have to email us.
I've tried these kind of limited time trials in the past and have found in every case that my time proved to be even more limited. Suitably restricted open ended time trials, if possible, can only help you with sales ultimately. This is especially the case for people with sporadic bursts of time limiting loads.
I also agree with the criticism of the very large bump required just to use Visual Studio. OTOH, I might find that of no real consequence given enough time to fully evaluate the tier that contains just your IDE (which looks pretty nifty actually.)
Please, please, please do not read this as "make it bigger".
I don't mind the timebomb in the binaries, but seriously, if you want me to take your product seriously, better let me evaluate your product with real-world apps.
Imagine an enterprise of 20 devs hacking away at various Xamarin projects with one dedicated "deploy" person. They'd get away with not paying licenses for 19 of those devs.
If said enterprise was so inclined they could share a valid license, or simply create new trial accounts every 30 days.
Organisations I have worked for tend to be pretty hot on their licensing obligations. Fines can be pretty steep.
You're assuming that current overly crippled evaluation model is good enough to show off your product -- I think the overwhelming consensus is that it is not.
Most software firms take licensing very seriously. I'm not sure it's worth crippling their trial offering just to try and deal with the ones that do not.
I think a much larger issue is the current (and onwards) generations of indies, enthusiasts and kids who are actively prohibited from trying Xamarin.
The Forms work in Xamarin 3 seems lined up to make that pitch even easier and will likely help Xamarin grow into the enterprise even faster as ease of management in the code base is going to be a major driver in decisions for IT shops that now have to support a much more diverse platform set than they did in the days when a website was good enough.
We built Xamarin.Forms because we have lots of enterprise customers building apps with a dozen or more screens doing simple things like tabular data display and data entry, but who have a native UI requirement in their app. Xamarin.Forms should make these types of apps much easier to write quickly.
You can read more about our platform here:
http://xamarin.com/platform http://xamarin.com/studio http://xamarin.com/visual-studio
And our new Xamarin.Forms library is explained here: http://xamarin.com/forms
Edit: Wow, natfriedman. If you could only see the uparrows this comment is getting :)
Making this more affordable would do wonders for C#s popularity in the mobile space and possibly trickle down to a lot of other usecases.
Great work !
I was badly burnt by buying a Xamarian dev license a couple of years ago for $499 then not using it (my own fault entirely) so I've been hesitant to jump back in to Xamarin-world, but it's really only a matter of time. I'm very impressed.
For example my Xamarin License expired on May 24th; to renew I have to pay the full price again, correct?
Please, Xamarin, show us young C# devs some love!
update: not really sure why the down votes. I'm big fan of Xamarin and C# in general. All I was doing was pointing out that there's no way I can afford/am willing to buy their software and that I think I speak for the majority of student developers.
http://kivy.org/docs/gettingstarted/intro.html
Other open-source alternatives are haxe and phonegap.
Comparison site:
http://www.riaxe.com/blog/top-cross-platform-mobile-developm...
So, in short: is this more Forms or WPF?
(I've looked at the subpage for Forms now, and the widgets presented there tend to lean heavily towards WPF.. so yay!)
This is very important on Android since there is really no single form factor/screen resolution to target. You really need to build UIs that work on various kinds of resolutions.
Funny that IB stinks so much they had to basically rewrite it.
Also, I like the (minor) redesign. Looks more solid now.
Even though Xamarin.Forms might be a lowest-common-denominator type of thing, being able to build basically "universal" apps looks awesome.
The indie license really isn't very expensive, but I wish the starter version allowed bigger apps (but maybe stripped out publishing to app stores or something), so you could really thoroughly check it out without spending $300.
My employer would love for me to use this on projects but they simply won't pay that much for a tool EACH YEAR.
Considering Visual Studio, if you actually pay for it and don't go to an event and get a free copy, is a one time cost that a company can semi-easily justify (we've been on VS2010 for over 4 years now, with 5 developers, that's a major expense if we have re-subscribe each year).
But with Xamarin, unlike Visual Studio, it's a 1 year subscription. I hate to say it but I agree with my employer, as much as I LOVE using Xamarin to build mobile/cross platform apps, the current pricing model is just crazy.
I'd say drop the subscription only option (maybe have that as one of the choices), and add some 'buy it, you own it forever' options, hopefully without raising the price (ideal world you'd drop the price, too).
It does seem a bit odd to hide that detail on the very bottom of the page. I have other development tools (JetBrains products) that having similar pricing models without signing up for a "subscription" and with a discount for renewing each year. I feel a lot better about that than what Xamarin has presented here.
To compare that with the JetBrains business model. I can get a personal license for IntelliJ IDEA for $200, and there's even a free open source version that does 95% of the things I want with no limits. Their other products also have fully unrestricted 30 day trial periods.
I guess Xamarin isn't targeting indie developers or hobbyists in that field. Which is OK. But it feels a little insulting to have an "indie" license which is so prohibitive and at the same time expensive.
Surely Microsoft will acquire them soon? They'd be totally nuts not to.
Anyone care to share their stories about F#? it appears to be a nice functional language.
I'm the co-founder of Avocarrot (http://www.avocarrot.com/) and we were wondering for a while whether to build a dedicated plugin for Xamarin. How easily can you integrate an native Android or iOS SDK with your Xamarin apps? Would it make a big difference for you if a Xamarin plugin was available?
1. You can bind the native iOS or Android library into C#, which is relatively straightforward:
http://developer.xamarin.com/guides/ios/advanced_topics/bind...
http://developer.xamarin.com/guides/android/advanced_topics/...(.jar)/
2. Or you could create a single, managed library in C#, which would also make it easier to get Windows support.
Option 2 is more work.
Edit: Forgot to say that this new version looks really good - congrats to the Xamarin team! Not having to launch XCode is going to massively improve my quality of life.
Forgive my ignorance as I have not used Xamarin.
I read this as "we allow design in our forms library, but compile to native controls for use at runtime."
It took me a couple reads to come to that conclusion, I was also confused by the wording. If that is not the case, I definitely have the same question as you. Perhaps the page could use some clarification.
I cannot imagine spending 600 USD for both platforms just to build hobby project (and with missing Visual Studio support) and if I cannot build a hobby project, how can I propose it to my employer when I don't have any experience with it?
I would love to use Xamarin and would be willing to pay (I could justify 300 USD for all platforms (iOS, Android, Mac) with Visual Support for my hobby and indie projects. I hope Microsoft buys them or they will be more friendly to indie and hobby developers.
I'm developing cross platform mobile apps with HTML5 and I would jump at the chance of using Xamarin instead (I was a C# developer in another life).
I might just end up running it in a VM, but it would be great running Xamarin Studio on Linux.
Thanks :-)
I hope that someday it becomes worthwhile for Xamarin to provide that support, in the meantime, another laptop or a VM will have to do. ;)
Xamarin 3.0 looks great, congratulations!
First ten minutes experience: I've got a little weirdness with the differences in generated code from x-code vs new designer (an outlet name went from upper case to lower for instance).
iOS designer is giving prominent error "Custom components are not being rendered because problems were detected".. Though everything seems fine and log doesn't particularly help.
I'm wondering how well Xamarin.Forms will work with MVVM and bindings.
To what extend is XAML support in Xamarin.Forms? Can I use it to create multiplatform controls/views?
Xamarin.Forms supports all of XAML 2009 and uses the XAML syntax with its own namespace and types. So, no existing XAML designer will work with Xamarin.Forms. However, the names and properties should be familiar to any experienced XAML developer.
Follow Up: The answer is no. This is a pretty big productivity killer, and the ticket to implement this feature has been around forever. This is the last major gripe that is keeping me from using Xamarin Studio in lieu of VS2k12.
Split panes will be coming to a future version of Xamarin Studio, though.
I wonder if Visual Studio starting to integrate Phone Gap tooling could eat away at part of Xamarin's value proposition.
Regardless what Xamarin does with pricing, their announcement today with the new native UI builder is huge, congrats to the team.
EDIT:
Looks like the main website is up:
They let you build apps for other platforms in C# which is cool.
The transition depends on whether you use MTD just as a consumer, or whether you subclass it extensively (like I used to do on TweetStation).
The former is easy, the latter not.
Would someone please build an open source competitor and put these jerks out of business?