Have you tried the new x86 Android 4.0 images? It basically lets you
develop Android apps in the same way the iOS simulator does: the apps are
compiled for x86 for the emulator, and deploying would compile them for
ARM. I don't know if Xamarin has already added support for the x86 target
for Android, but if it hasn't, it really should.

On Sat, Jun 16, 2012 at 4:13 PM, Paul Johnson
<p...@all-the-johnsons.co.uk>wrote:

> Hi,
>
>
>  I'm doubting I can make an impact but please listen to some feedback from
>> someone who just started out with Mono for Android.
>>
>> Using Visual Studio to develop android applications is really a joy.
>> Deploying on the emulator is another experience.
>> Its really unworkable slow and it takes the fun out of using and
>> experiencing the actual app.
>>
>
> There are a lot of misconceptions over using the emulator. Unless you're
> working on a decent processor with a shed load of memory, the emulator is
> slow. There is no way around it - most emulators, irrespective of what they
> do are slower than the actual device; it's the nature of the beast.
>
> Once the emulator is up though, it is much quicker. I tend just to keep
> the emulator booted on my dev box. It saves time!
>
>
>  I understand that the evaluation version is designed so that the app
>> cannot
>> reach the marker place and be used for a commercial activity.
>> If this is the only constraint that please rethink how it's currently
>> done.
>>
>> There are other ways to prevent commercial deployment by for example
>> crippling the app, putting a time limit on the execution, show a message
>> box
>> every x seconds,...
>>
>
> All of which can be worked around. Face it, this has happened with lots of
> commercial apps and within a day (typically) there is a patch somewhere
> which allows for the nag to be removed.
>
>
>  My scenario is that I want to become productive on android, ios and WP
>> but I
>> first have to pass the learning curve. It will take a few months to get a
>> good product and as a single enthousiast I cannot afford to spend 600 $.
>>
>
> I'm sure this is not the case. The cheapest licence is for education which
> works out to be $99, but a typical one is a bit more than this.
>
>
>  Once the app is finished and I am ready to deploy it to the market place I
>> will be ready to buy the licenses.
>>
>
> This is where the argument falls over. You're expecting Xamarin to work on
> an honour system. Face it, if they said "everyone, it's free for download -
> but you must promise to pay us when you go to market", I can tell you how
> long they would last in business - probably slightly less than the time it
> will take you to read this email!
>
>
>  Please reconsider this as it will make more developers use it to the point
>> they have a working app.
>>
>
> To be honest, you can get the working app going on the emulator and show
> it around. Enough people like it buy the licence, charge $1 on the
> marketplace and recoup the losses that way. It's the way of it.
>
> Microsoft do the same thing. Buy the product and what you do with it is up
> to you and they have the same restricted system with the Express edition -
> does most of what you want, but not everything.
>
> Me, I'll renew my licence in September with pleasure. The Xamarin crew
> have been amazingly helpful and supportive and that alone makes it worth
> the money :)
>
> PFJ
>
> P.S. If anyone wishes to bend what I'm saying or subvert it to their own
> arguments, feel free to - you'll end up looking like a bit of a twit as
> what I've said is here for the world to see rather than elsewhere...
>
>
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-- 
Neal Gompa (Conan Kudo [ニール・ゴンパ])
Quality Assurance, Platform Integration
Enano CMS Project
http://enanocms.org
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