how to write code that can target multiple platforms including Windows Phone 7/8, Windows 8 and beyond
Benefits of Cross Platform Code Reuse
- Reduced Development Time : Code modification will propagate to all platforms, thus reduced development time
- Ease in code maintenance : Changes in code is now handled at one place alone and then sharing the same binaries.
- Excess code can lead to more defects : Reusable design will lead to less code and in turn less defects.
- Consistent Quality
- Improved 'Time to market'
- Reduced project cost
†) HTML5 applications on Windows Phone 7 are not the same as on Windows Phone 8. There are some technical details involved and note that Windows Phone 8 SDK comes with a project template for creating Windows Phone HTML5 App. Also note that this is quite different from Windows Store applications which use WinJS. All three platforms are different and portability is quite an issue.
††) XNA is deprecated in Windows Phone 8 which only means that you cannot target Windows Phone 8 with a XNA project, only Windows Phone 7. Note that XNA applications will run on WP8 devices. If you still want to target WP8 or W8 and use XNA as a framework, you can use MonoGame, an open source implementation of XNA.
†††) Although WP8 and W8 share the same core and share a subset of Windows RT APIs, you cannot reuse components between the two platforms. More on that below.
Windows Phone 7 | Windows Phone 8 | Windows 8 | |
---|---|---|---|
Screen size | 800x480 | 800x480 | 1366x768 (minimum full) |
1280x720 | 1024x768 (minimum filled) | ||
1280x768 | 320x768 (minimum snapped) | ||
Preferred screen orientation | Portrait | Portrait | Landscape |
Programming languages | C#, Visual Basic, F# | C#, Visual Basic | C# |
C++/CX | C++/CX | ||
HTML5 + js (†) | HTML5 + js (†) | HTML5 + js + WinJS | |
APIs | .NET | .NET | .NET |
XNA | XNA (††) | ||
DirectX (sans Direct2D) | DirectX | ||
WinRT (†††) | WinRT (†††) |
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