Microsoft Open Sources .NET and Mono 


by Miguel de Icaza

Today, Scott Guthrie announced that Microsoft is open sourcing .NET. This is a momentous occasion, and one that I have advocated for many years.

.NET is being open sourced under the MIT license. Not only is the code being released under this very permissive license, but Microsoft is providing a patent promise to ensure that .NET will get the adoption it deserves.

The code is being hosted at the .NET Foundation's github repository.

This patent promise addresses the historical concerns that the open source, Unix and free software communities have raised over the years.

.NET Components

There are three components being open sourced: the .NET Framework Libraries, .NET Core Framework Libraries and the RyuJit VM. More details below.

.NET Framework Class Libraries

These are the class libraries that power the .NET framework as it ships on windows. The ones that Mono has historically implemented in an open source fashion.

The code is available today from Mono will be able to use as much a it wants from this project.

We have a project underway that already does this. We are replacing chunks of Mono code that was either incomplete, buggy, or not as fully featured as it should be with Microsoft's code.

We will be checking the code into by the end of the week (I am currently in NY celebrating :-)

Microsoft has stated that they do not currently plan on taking patches back or engaging into a full open source community style development of this code base, as the requirements for backwards compatibility on Windows are very high.

.NET Core

The .NET Core is a redesigned version of .NET that is based on the simplified version of the class libraries as well as a design that allows for .NET to be incorporated into applications.

Those of you familiar with the PCL 2.0 contract assemblies have a good idea of what these assemblies will look like.

This effort is being hosted at and is an effort where Microsoft will fully engage with the community to evolve, develop and improve the class libraries.

Today, they released the first few components to github; the plan is for the rest of the redesigned frameworks to be checked in here in the next few months.

Xamarin and the Mono project will be contributing to the efforts to bring .NET to Mac, Unix, Linux and other platforms. We will do this as Microsoft open sources more pieces of .NET Core, including RyuJIT.

Next Steps

Like we did in the past with .NET code that Microsoft open sourced, and like we did with Roslyn, we are going to be integrating this code into Mono and Xamarin's products.

Later this week, expect updated versions of the Mono project roadmap and a list of tasks that need to be completed to integrate the Microsoft .NET Framework code into Mono.

Longer term, we will make the Mono virtual machine support the new .NET Core deployment model as well as the new VM/class library interface

We are going to be moving the .NET Core discussions over to the .NET Foundation Forums.

With the Mono project, we have spent 14 years working on open source .NET. Having Microsoft release .NET and issue a patent covenant will ensure that we can all cooperate and build a more vibrant, richer, and larger .NET community.


Posted by Andrew Tierney Thursday, November 13, 2014 8:41:00 AM



Earlier this year, both Epic Games and CryTech made their Unreal Engine and CryEngine available under an affordable subscription model. These are both very sophisticated game engines that power some high end and popular games.

We had previously helped Unity bring Mono as the scripting language used in their engine and we now had a chance to do this over again.

Today I am happy to introduce Mono for Unreal Engine.

This is a project that allows Unreal Engine users to build their game code in C# or F#.

This is a taste of what you get out of the box:

  • Create game projects purely in C#
  • Add C# to an existing project that uses C++ or Blueprints.
  • Access any API surfaced by Blueprint to C++, and easily surface C# classes to Blueprint.
  • Quick iteration: we fully support UnrealEngine's hot reloading, with the added twist that we support it from C#. This means that you hit "Build" in your IDE and the code is automatically reloaded into the editor (with live updates!)
  • Complete support for the .NET 4.5/Mobile Profile API. This means, all the APIs you love are available for you to use.
  • Async-based programming: we have added special game schedulers that allow you to use C# async naturally in any of your game logic. Beautiful and transparent.
  • Comprehensive API coverage of the Unreal Engine Blueprint API.

This is not a supported product by Xamarin. It is currently delivered as a source code package with patches that must be applied to a precise version of Unreal Engine before you can use it. If you want to use higher versions, or lower versions, you will likely need to adjust the patches on your own.

We have set up a mailing list that you can use to join the conversation about this project.

Visit the site for Mono for Unreal Engine to learn more.

Miguel de Icaza (miguel) 

Posted by Andrew Tierney Friday, October 24, 2014 8:55:00 AM

Mono 3.10.0 Released 

Mono 3.10.0 is a bugfix release with a few features.


  • Implemented System.IO.Compression.FileSystem.
  • Uri now implements the .NET 4.5 behavior, it can be reverted to the old behavior in the same way by setting the System.Uri::s_IriParsing static field to false.


  • Remove unnecessary locking from core metadata parsing functions.
  • Avoid cache thrashing of locals array when looping over enumerator.

Known Issues

The OSX package packages an invalid libgdiplus library that affects users of System.Drawing that requires it to work.

This specially affects Xamarin.Mac users that fit the following criteria:

  • Uses Xamarin.Mac Classic (Unified is unaffected).
  • Uses the subsets of System.Drawing that use libgdiplus.dylib internally
  • - System.Drawing.RectangleF, PointF, Colors are unaffected
  • - System.Drawing.Bitmap, and font for example are affected

The symptom of the problemw is your application failing with: “System.TypeInitializationException: An exception was thrown by the type initializer for System.Drawing.GDIPlus —> System.Exception: GdiplusStartup”

Bug fixes


  • Fix support for unaligned offsets in the store_membase_imm opcodes. Fixes #23267.
  • Fix the lookup of nested types which have a namespace. Fixes #21653.
  • Increase some opcode sizes. Fixes #23026.
  • Always pass the imt arg to interface calls in gsharedvt methods. Fixes #22624.
  • Store the epilog length in MonoArchEHJitInfo instead of encoding it in jinfo->unwind_desc, since the latter can overflow for methods with large epilogs. Fixes #22685.
  • Add a mono_thread_detach_if_exiting () public api function which can be called by embedding code to detach the runtime if the code is running from a pthread dtor. Fixes #21164.
  • Fix yet another native types problem. Fixes #22053.
  • Fix the leaking of mach ports introduced by 98bbf8512aec0fa01b4426583280f6d231d22187. Fixes #22068.
  • Add support for constrained calls with vtype return types in gsharedvt code. Fixes #22109.
  • Fix the PLATFORM_GNU check so it works with gnueabi etc. as well. Fixes #21520.
  • Don’t make runtime invoke signatures generic. Fixes #21973.
  • Allow v8..v15 in unwind info on arm64. Fixes part of #21615.
  • Fix Process.PrivateMemorySize64 etc. on ios. Fixes #21882.
  • Fix enum->int casts in gsharedvt code. Fixes #21893.
  • Don’t assert when loading a generic methodspec with 0 arity. Fixes #19097.
  • Avoid asserting when a cattr cannot be loaded. Fixes #21653.
  • Avoid making generic calls from gsharedvt methods normally, go through the rgctx infrastructure instead. Fixes #21677.

Class Libraries

  • Fix Uri UserInfo parsing. Fixes 23246.
  • Update RequestMessage.RequestUri.AbsoluteUri after redirect. Fixes #22383.
  • Fixes XContainer attempt to create a XNode from a null value. Fixes #20151.
  • Changed XObject OnChanged and OnChanging to use Owner. When XObject.Owner is not a XElement XObject.Parent returns null and the owner would not be notified of changing and changed events. Fixes #18772.
  • Process XslLiteralElements with only child attributes as empty ones. Fixes #14751.
  • ‘finally’ protect ClientRuntimeChannel.Begin/EndProcess(). Fixes #22179.
  • WebClient.OpenWrite() must get the response on close. Fixes #10163.
  • Fix WebClient.UploadValuesTaskAsync(); Fixes #20359.
  • Improve System.Security.Claims. Fixes #22282.
  • Fixed serialization of XmlNode field with attribute XmlAnyElement. Fixes #3211.
  • Handle String::Format with escaped closing }. Fixes #22114
  • Add a missing check to TypeBuilder.CreateType (). Fixes #22059.
  • Xml Serialization of Base class w/o a parameterless constructor. Removed validation code that did not allowed serialization of base classes without a parameterless constructor. Fixes #6913.
  • Fixed XmlSerializer to handle attribute XmlSchemePrivider.IsAny. XmlSerializer no longer outputs a root element with class name when the class has the attribute XmlSchemeProvider and IsAny is true. Fixes #11916
  • Test that DeflateStream.Read does read an empty stream. Covers #19313.
  • Reseting all private key values to null is required because a new import may not overwrite existing values. Fixes #18482.
  • Handle quoted filename value. Fixes #21960.
  • Dispose XmlReader using correct value. Fixes #21771.

C# Compiler

  • Don’t use `1 naming for compiler generated second level and deeper nested types. Fixes #22893.
  • Extend missing type check to type lookups. Fixes #20933.
  • Fix copy and paste error in constraints checker. Fixes #22131.
  • Speed up nullable tokenizer. Fixes #20195.
  • Coalescing operator if the lhs of a null is a integer type that is larger than the integer type on the rhs. Fixes #22054.
  • Check for duplicate destructors. Fixes #21983.
  • Switch statement with constant block at first label. Fixes #21805.
  • Decimal constants modulo folding. Fixes #21743.
  • Update codegen for boolean loads. Fixes #21685.


  • Workaround for issues with CreateItem task where metadata are not generated due to up-to-data inputs. Fixes #23022.
  • Add KeepDuplicates etc. to 4.0 as internal. Fixes #20961.
Posted by Andrew Tierney Tuesday, October 7, 2014 10:56:00 PM

CastleSoft switches to Syncfusion 

CastleSoft is happy to announce that today we have switched from our current .NET Tool provider Telerik to Syncfusion.

Why did we switch ?  Syncfusion has support for Desktop/Web/Mobile/JavaScript and soon the Xamarin platform.

As a Xamarin consulting partner having Syncfusion support gave us reason to question our choice of vendor.

Syncfusion is the enterprise technology partner of choice for Windows development, delivering a broad range of software frameworks and tools. Syncfusion has established itself as the trusted partner worldwide for use in mission-critical applications. Founded in 2001 and headquartered in Research Triangle Park, North Carolina, Syncfusion has more than 10,000 customers, including large financial institutions, Fortune 100 companies, and global IT consultancies.

We look forward to working with Syncfusion and hope to make some further announcements soon..

Posted by Andrew Tierney Friday, October 3, 2014 7:57:00 PM


We are excited to announce that we have just released our support for all of the new APIs introduced in iOS 8.

This release is the perfect companion to the iOS 8 GM developer release that you can use to submit apps to the App Store that take advantage of the new iOS 8 APIs.

We added support for the just-announced Apple Pay API, so developers can integrate this new payment system into their iOS apps.ios8-icon We have shipped same day support for iOS since iOS 5, enabling developers to add the latest features to their iOS apps immediately.

To ensure you get the most out of these exciting changes in iOS 8 using Xamarin and C#, we’ve created an extensive set of resources to help you get started:

Introduction to iOS 8

First off we have our Introduction to iOS 8 document, which describes all of the new features and major improvements to iOS 8, provides links to detailed usage documentation, and provides examples of using updated iOS features in Xamarin and C#. Additionally, you will find plenty of new iOS 8 samples to try right away.

App Extensions

app-extensions-iconWith iOS 8, Apple lets you extend select areas of the system by supplying an App Extension — code that enables custom functionality within the context of a user task. To find out more about extending iOS 8 with Xamarin, check out our Introduction to App Extensions document.

TouchID Authentication

touch-id-iconIn iOS 8, an application can use TouchID to authenticate a user. Some apps may need to secure access to all of their content, while others might need to secure certain pieces of information or options. In either case, you can require the user to authenticate before proceeding. To learn more about using TouchID in Xamarin, check out our Introduction to Touch ID document.


photokit-iconPhotoKit provides new APIs for working with photo and video assets, including iCloud Photos assets (managed by the Photos application), so that an application can edit photos directly in the Camera roll without having to import them first. For a quick example of using the PhotoKit framework in Xamarin, see Mike Bluestein’s Build Great Photo Experiences in iOS 8 with Photokit blog post.

Manual Camera Controls

camera-api-iconThe AVFoundation Framework makes it easier than ever for users to take great photos. An app can take direct control over the camera focus, white balance, and exposure settings. An app can also use bracketed exposure captures to automatically capture images with different exposure settings. To get the most out of Manual Camera Controls in Xamarin, see our Introduction to Manual Camera Controls document.


healthkit-iconHealthKit allows apps providing health and fitness services to access shared health-related information in one place. A user’s health information is stored in a centralized and secure location and the user decides which data should be shared with an app. Find out more about using HealthKit with Xamarin by reading ourIntroduction to HealthKit documentation.


homekit-iconHomeKit provides seamless integration between accessories that support Apple’s Home Automation Protocol and iOS devices, allowing for new advances in home automation. With HomeKit, the mobile app that a user controls their home with doesn’t have to be provided by the vendor that created their home automation accessories. To find out more about supporting HomeKit in Xamarin, read our Introduction to HomeKit documentation.


cloudkit-iconWith CloudKit, you can focus on your client-side app development and let iCloud eliminate the need to write server-side application logic. CloudKit provides authentication, private and public databases, and structured and asset storage services. To learn more about using CloudKit with Xamarin, check out our Introduction to CloudKit documentation.

Document Picker

document-picker-iconThe document picker view controller grants users access to files outside an app’s sandbox. It is a simple mechanism for sharing documents between apps. It also enables more complex workflows, because users can edit a single document from within multiple applications. Learn about using the Document Picker with Xamarin by reading our Introduction to the Document Picker document.


handoff-iconHandoff is a feature in OS X and iOS that extends the user experience by providing continuity across devices. Handoff enables users to begin an activity on one device, then switch to another device and resume the same activity on the other device. Learn how to enable Handoff in your Xamarin app by reading our Introduction to Handoff documentation.

Unified Storyboards

unified-storyboards-iconiOS 8 makes dealing with screen size and orientation much more versatile. Using Unified Storyboards, you can create a single interface for an app that works well on both iPad and iPhone devices by adjusting easily to orientation changes and different screen sizes as needed. Find out about using Size Classes and Unified Storyboards by reading our Introduction to Storyboards document.


scenekit-iconSceneKit is a high-level 3D graphics framework that helps you create 3D animated scenes and effects in your apps. SceneKit’s 3D physics engine enlivens an app or game by simulating gravity, forces, rigid body collisions, and joints. It’s also completely integrated with SpriteKit, so you can include SpriteKit assets in 3D games. For a quick example of using the SceneKit framework in Xamarin, see Mike Bluestein’s Lights, Camera, Action – 3D in iOS 8 with Scene Kit blog post.


spritekit-iconThe SpriteKit framework adds new features to make it easier to create high-performance, battery-efficient 2D games. With support for custom OpenGL ES shaders and lighting, integration with SceneKit, and advanced new physics effects and animations, you can add force fields, detect collisions, and generate new lighting effects in your games. For a quick example of using the SpriteKit framework in Xamarin, see Mike Bluestein’s New Sprite Kit Physics Features in iOS 8 blog post.

Installing Xamarin.iOS for iOS 8

Windows users with Visual Studio, in addition should:

  • Switch Visual Studio Xamarin Updater Channel to “Beta”.
  • Install the Visual Studio extension update.

You can browse our entire API change log and release notes to find out the latest features released today with Xamarin.iOS 8.0 and the new iOS 8 APIs.

Get Ready for iOS 8 Webinar

Xamarin Developer Evangelist Mike Bluestein will provide an overview of the top new and updated APIs it includes. Join us Thursday, September 11th at 8 am PT for this webinar to learn about incorporating all of the great new features into your app.

Register for Get Ready for iOS 8

Posted by Andrew Tierney Thursday, September 11, 2014 3:37:00 PM


Today we are pleased to share some major improvements to the APIs for our iOS and Mac products.

ios and osx logos

Why a new API?

The Classic Xamarin.iOS and Xamarin.Mac APIs had two major flaws:

  1. They did not support 64 bit applications.
  2. They made iOS and Mac code sharing cumbersome.

As Mac OS X evolved, more and more frameworks became available only as 64 bit frameworks. Additionally, iOS recently made the 64-bit jump when the iPhone 5s was launched.

Last year we started a redesign for our 64-bit support, one that would meet the following goals:

  1. The same source code must work on both 32 and 64-bit platforms
  2. Libraries and binaries would run either in 32 or 64 bit modes, depending on the host platform and build settings, with no source code changes or recompilation required
  3. Improved code sharing story between our Mac and iOS products.

Enter The Unified API

The result of more than a year of development on our API bindings and Mono’s runtime is our Unified API, which we are introducing today as a preview feature. The Unified API accomplishes everything we set out to and so much more.

First, we addressed the 32/64 bit split, by surfacing an API that is 32/64 bit agnostic.

Second, we dropped the namespace prefixes. This makes sharing code between iOS and Mac apps less tedious to maintain and easier on the eyes. An example to demonstrate this is what you had to do before when you had to use a using:

#if MAC
#elif IOS

With the Unified API you can simply use:


64bitThis means with the new Unified API we have not only made it easier to share common code across your iOS and Mac applications, but you are now able to take advantage of all of the new 64-bit APIs on each platform.

Get Started & Backwards Compatibility

The new Unified API is available now in the Beta channel. We made the new Unified API opt-in, which means there is no need to upgrade to this new API unless you want to take advantage of the features outlined above. Xamarin will continue to support the Classic API you are familiar with for both Mac and iOS alongside the Unified API indefinitely.

We have ported all of our Mac samples and our iOS samples to the new API so you can see what is involved. They are both maintained on a branch that for historical reasons is called “magic-types”.

We are currently working on both templates to get you started (or you can migrate on your own), as well as a migration assistant that will do the bulk of the port for you.

What is Missing?

We are aware that the following features are currently missing and we are working on them:

  • Binding Project Types, to easily call into native libraries
  • Complete templates for all the scenarios previously supported
  • Xamarin’s Components are not available yet

Register for Our Webinar

We’ll be hosting a webinar to help you, “Get Ready for iOS 8,” on Tuesday, September 11 at 8 am PDT. Join us then for a walkthrough of the top new and updated APIs in the iOS 8 release. Xamarin developers will be able to take advantage of the new APIs within hours of Apple’s public release, so attend this webinar to help get your apps iOS 8-ready.

Posted by Andrew Tierney Thursday, September 4, 2014 10:12:00 PM


Today we have published support for Google’s Android L Developer Preview in the Alpha channel. Additionally, we are introducing preliminary support for new SDKs that Google has released, including Android Wear, Android TV, and brand new Support Libraries.Android Robot

Installing our Android L Preview

  • With this release, a Java JDK 1.7 is now required to properly compile applications. You can download one for your system from Oracle website.
  • Update your Android SDK Tools to 23.0.2 from the Android SDK Manager
  • Install Android SDK Platform & Build-tools to 20

Android SDKTools

  • Download the Android L and Android 4.4W SDKs

Android L Preview SDK Download

Android Wear

Android WearWhen Google announced their new wearable platform, Android Wear, last March, they only made a new library for enhancing existing notifications available.

At Google I/O, an official developer SDK to create full-featured applications capable of running on an Android Wear device was unveiled. With this release, Xamarin developers will now enjoy the same ability.

We are also making available the Android Wear UI Library preview on NuGet to include in your wearable apps. Our Android Support Library v4 was also updated to include many of the new Android Wear interaction APIs, such as NotificationCompat and RemoteInput.

Android Support Libraries

Not only did the Android L Preview come in with a new series of core APIs, it also brought a large update to the Android Support Libraries set.

Along with Android Support Library v4 updates, additional Support Libraries are now in preview release, including great new features such as RecyclerView,CardViewPaletteAndroid TV Leanback, and update to Support Library v13. All of these libraries are now available straight from NuGet.

IDE Improvements

We have also added some new features to help you design for those new platforms to our Android designer for both Xamarin Studio and Visual Studio. You’ll find Wear device support, Material theme selection, and Action Bar previewing, among others, starting today.

Android Wear Designer support

See the Xamarin Studio release notes for more information and known caveats.

Getting Started

You should have the new APIs available now. Check our release notes for more details and a detailed list of the new APIs.

Register for Our Webinar

We’ll be hosting a webinar to help you, “Get Ready for Android L, Wear and TV,” on Tuesday, September 16 at 8 am PDT. Join us then for a walkthrough of the top new and updated APIs in the Android L release, as well as the new Android Wear and Android TV SDKs.

Posted by Andrew Tierney Thursday, September 4, 2014 10:11:00 PM


We are happy to announce a few major updates to Xamarin.Mac. The first major update is the result of more than a year of development on our API bindings and Mono’s runtime which brings the following features to Xamarin.Mac:

  • 64-bit support
  • New 64-bit Frameworks
  • Support for lighter mobile profile
  • Easier code sharing between Mac and iOS

These features are available today in the Beta channel.

Yosemite OS X Logo On top of these new features we have been hard at work binding the new Mac OS X Yosemite APIs. We are pleased to announce support for Yosemite is now available. Since Yosemite is still an unreleased platform and may continue to change you will find these APIs in the Alpha channel along with all of the other features I mentioned earlier.

64-bit support & Easier Code Sharing

We recently announced the brand new Unified API for Xamarin.iOS and Xamarin.Mac. The Unified API allows developers to support both 32 bit and 64 bit applications with the same source code (as well as binaries) on both Mac and iOS.

In addition to this we also took the time to enhance the code sharing story between iOS and Mac. An example of this is that you no longer are required to add any namespace prefixes. This means code that looked like this:

#if MAC
using MonoMac.Foundation;
#elif IOS
using MonoTouch.Foundation;

Can now simply be written in one line:

using Foundation;

For more information, read our new Guides for Cross Platform Mac and iOS code.

New 64-bit Frameworks

With the introduction of our Unified API we are finally able to support all of those 64 bit-only frameworks that Apple has introduced in the last few years, including but certainly not limited to the many new 64 bit-only frameworks in Yosemite.
What's new in scene kit

Shadows in Scene Kit


Lightweight Profile

Also with the Unified API comes the ability for users to adopt Xamarin’s Mobile profile. The Mobile profile is the same API profile that we use on Android and iOS which has been designed to be linkable and have a much smaller footprint on disk than the regular desktop edition. This is convenient for applications going into the AppStore or that wish to share more code across Android and iOS.


Many of our Mac samples are being ported to the Unified API and currently live in their own branch. In addition, we are starting to publish our internal ports of the Yosemite samples which can be found in the Yosemite directory.

Posted by Andrew Tierney Thursday, September 4, 2014 10:10:00 PM

RAD Studio XE7 available today! 

RAD Studio XE7
RAD Studio, Delphi and C++Builder XE7 are available today! 
Get the must-have upgrade of the award winning, multi-device development solution for connected apps on Windows, Mac, iOS, Android, gadgets and wearables. PLUS! Keep building, evolving, and extending your Windows applications using the updated VCL!
Introductory Offer: Buy or Upgrade before September 30th and SAVE 10%!
Qualifying RAD Studio, Delphi and C++Builder XE7 new user and upgrade products have a discount built into the prices through September 30, 2014.
Bonus Pack: Get free extras including FastCube VCL 2 data analysis tools and components, and Premium Style Packs for VCL and FireMonkey when you upgrade or recharge now!
Here’s what YOU can do with RAD Studio XE7:
  • Extend existing Windows Applications: Embrace the expanding world of devices including phones, tablets, gadgets, wearables and more, all within a single IDE!
  • Deliver Highly Connected Apps: Easily connect with enterprise data, cloud services, devices, sensors, gadgets…and more!
  • NEW FireUI Multi-Device Designer: Build user interfaces once for multiple device form factors and OSs with native fidelity, capabilities, and uniqueness
  • NEW Parallel Programming Library: Easily integrated for super-charged performance of your VCL and FireMonkey applications
  • NEW Bluetooth App Tethering: Extend existing Windows applications with tethered mobile apps using WiFi and Bluetooth connectivity
  • NEW Enterprise Mobility Services (EMS): A turnkey REST based Mobile Enterprise Application Platform (MEAP) middleware stack that provides custom API hosting and service deployment, including data and SQL database access, and analytics for mobile, desktop and web application clients
  • Easily connect with popular cloud services with REST as well as BaaS providers for push notifications, authentication, storage and more!
  • And much more…
These and many other innovations delivered in RAD Studio XE7 will result in you and your team building high performance, connected apps up to 20x faster!
Posted by Andrew Tierney Tuesday, September 2, 2014 10:21:00 PM



Xammy BadgesWe are excited to announce the Xammy Awards, which will be awarded this year at Xamarin Evolve 2014. Xamarin developers represent the world’s top mobile developers and this is your chance to be recognized on our global stage.

Apps can be submitted in the following 4 categories:

  • Consumer: Tell us how your app changes the way we interact with the world and each other.
  • Gaming: Show us how you’ve created a breakthrough new game concept, or otherwise advanced the craft of game development.
  • Enterprise: Highlight how your app is transforming business processes and making BYOD work for employees and businesses.
  • Emerging Devices: Showcase how you’re taking C# to new form factors, and pioneering the next generation of mobile experiences.

There will be winners in each category, a Grand Prize winner, and a Developers’ Choice winner. Submissions are open from now until August 11th, and winners in the 4 categories will be announced at Xamarin Evolve 2014.

There is only one chance to claim a category for this inaugural year of the Xammy Awards — submit your app today!

Posted by Andrew Tierney Sunday, July 27, 2014 4:12:00 PM
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