Testing windows 10 Universal Application on XBOX One - win-universal-app

Is it currently possible to test a UWP application on my own XBOX (not publish, just test on my own personal XBOX One console)?
Based on MS's faq: http://www.xbox.com/en-US/developers/ID...
"For developers working on Universal Windows Apps, you’ll be able to test your games on a retail Xbox One sometime after the second half of 2015"
However I can not find any good details explaining the process for testing/sideloading applications on an XBOX One. Any insight would be greatly appreciated.

You can now
Good news, you are ready to go today. Here are a number of links to get you started and sideloading:
Things to Know: https://news.xbox.com/2016/03/30/xbox-at-build-2016/
Xbox One Dev Mode Activation: http://support.xbox.com/en-US/xbox-one/apps/developer-mode-activation-app-faq
UWP on Xbox One: https://msdn.microsoft.com/en-us/windows/uwp/xbox-apps/index
Getting Started: https://msdn.microsoft.com/en-us/windows/uwp/xbox-apps/getting-started
and finally, a video on how to do this.

Not yet, but soon!
No, it is not possible to deploy a UWP app to an Xbox One yet (early 2016). Late 2015 was mentioned, but like many things, the release has been pushed back.
The best advice I can give is to wait for Build 2016 where it's expected we'll be given an update on the situation.
Prepare for Xbox One
In the meantime, as a developer, you can prepare your UWP apps for Xbox One by following some basic rules...
Make sure your UWP app works well at 1080p. If your PC monitor is a different resolution, use the simulator to test
As Xbox users use an Xbox controller (or voice or Kinect gestures) to navigate, make to test your app for proper keyboard support - as well as touch and mouse for phone/tablet and desktop users
Pay attention to current apps already on Xbox, those built-in and from the Store. Most apps on PC and phone simply won't suit or be useful on the Xbox. Consuming media (video, music, images) or small pieces of content is ideal.

Related

How to send a Unity HoloLens 2 project for immediate testing by a remote colleague (without certification from Microsoft Store)

I am developing for HoloLens 2 and I don't have the device (I am using the Emulator to test).
I want to build the project with Unity and send the built package to a colleague that is not a developer - meaning, he is not good with Visual Studio - and who wants to test the app.
I tried using Microsoft Store and this worked for the initial P.O.C., but after the second submission I thought that it was going to be faster, but always takes up to 3 business days, which is not acceptable as a good workflow.
I know that, in ideal conditions, I should have the HoloLens, but this is not possible for now.
Do you have any idea on how to send packages to a non-developer person so that he can test the app in another country and so that it doesn't require a certification process like Microsoft Store?
You can take a look at the Sideloading feature provided by HoloLens Device Portal. Please follow this guide to connect the HoloLens over Wi-Fi or USB and manage your device from a web browser on your PC: Installing an app. In this way, you can directly send the app package to your colleague, and he can install it without using VS.

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Is it possible to integrate ML Kit/TFLite with java desktop applications, rather than having them run on an iOS/Android device?
I'd like to try out the barcode scanning capabilities on scanned documents.
Thanks
As of now, ML Kit is meant for mobile devices, and thus the iOS / Android focus. There is no desktop application support as of now. We would love the community to take this up as we love ML Kit to be used in as many ways as possible.
If it is just for prototyping something, the closest I can think of is firing up the mobile emulator on the desktop and use ML Kit.

Building Liblinphone for iOS

I am planning to develop an iOS application where I need to use VOIP services. I found Liblinphone which is one such open source API for VOIP.
My requirements:
Making voice call & receiving
Making video calls & receiving
Making voice call conferences.
Are these all possible with Liblinphone? Are there any other opensource VOIP libraries for achieving this better than Liblinphone?
Any help and tutorial links are a big helpfor me.
You may take a look at siphon (http://code.google.com/p/siphon/).
From their homepage:
Home of the World's first free SIP/VoIP application for iPhone and iPod Touch 1 and 2.
Siphon SIP/VoIP project is the first in his category that works on iPhone and iPod Touch 2 with headset for all SIP providers. It is a native application approved running on 2.X using internal micro/speaker and headset.
The Application supports the SIP standard, preserving compatibility with hundreds of SIP providers and offers a GUI which preserves the apple design of native iPhone applications.

Can I publish my Windows 10 App on Xbox One? [duplicate]

During the events and promotions around Windows 10, I always see that the UWP apps can run on all devices from Microsoft family.
To confirm that, when I am browsing for UWP apps on my browser and I click to see the source code from an app page, I am able to see the following meta data:
<meta name="description" content="Download this app from Microsoft Store for Windows Phone 10, Windows 10, Surface HUB, HoloLens, other Windows devices, Xbox. See screenshots, read the latest customer reviews, and compare ratings. " />
So why I can't see these apps on my Xbox app store?
I have read this stackoverflow answer talking about the Xbox SDK but I don't believe this is the case.
Does anyone have more information about deploying universal apps on Xbox?
UPDATES:
As of March 30, 2016, you can enable your retail-bought Xbox One console to use Dev Mode.
Start here: https://msdn.microsoft.com/en-us/windows/uwp/xbox-apps/devkit-activation
After Build 2016, I put together a blog post with a video guide (co-hosted with my colleague Dave Voyles), step-by-step instruction slides and a list of clickable links.
Blog post: http://wakeupandcode.com/build2016-xbox/
Video on Ch9: https://channel9.msdn.com/Blogs/GameDevWithShahed/build2016-xbox
Original Post:
Currently, UWP is expected to be available on Xbox One in 2016.
Below is a snippet from the ID#Xbox FAQ section that mentions the timeline for UWP on Xbox One and the ability to use retail consoles as dev kits. Note that UWP on Xbox One is in addition to the current ID#Xbox program, via which qualified developers have been getting up to 2 free dev kits for approved concepts.
What are the criteria for receiving Xbox One developer kits?
Developers with an approved concept for Xbox One will receive two dev kits, free of charge. Developers creating Universal Windows Apps for Xbox One will be able to test them using retail Xbox Ones starting after the second half of 2015.
Can I use my retail Xbox One as a developer kit?
Not yet. For developers working on Universal Windows Apps, you'll be able to test your games on a retail Xbox One sometime after the second half of 2015. Selling UWAs on Xbox One will come in 2016.
Source: General FAQs section of http://www.xbox.com/developers/ID
FYI, UWA = Universal Windows Apps aka UWP = Universal Windows Platform
At Build 2016 Microsoft announced an app that switches back and forth from developer mode a retail Xbox One.
Can join the preview program they have set up for that, but need to unregister from previous preview program if you had such on your console.
Publishing to the Store is not yet available. Xbox Store is to be unified with Windows Store (Phone store already has been)
FAQ:
http://support.xbox.com/en-US/xbox-one/apps/developer-mode-activation-app-faq
and
https://msdn.microsoft.com/en-us/windows/uwp/xbox-apps/frequently-asked-questions
Also see:
https://blogs.msdn.microsoft.com/astebner/2016/03/30/uwp-apps-on-xbox-one-developer-preview-now-available/
and
https://msdn.microsoft.com/en-us/windows/uwp/xbox-apps/index
Not ready yet. But this is the plan :) Xbox One just been updated to run on Windows 10. Next step is now to open the store for Universal Application. No announcement has been done on this last point at the moment.

Can I embed a windows store app inside a classic windows application?

I would like to embed a universal windows app into a classic windows application on windows 10. Is this possible?
The short answer is no. However... depending on what you're trying to do, the information below may help you.
If you just want to get the look and feel of a desktop application, you should be aware that Windows 10 apps (unlike Windows 8 apps) run in non-fullscreen mode by default, and can be resized. Desktop apps in Windows 10 have top-right icons (min/max/resize) that look similar to how UWP apps look in the title bar and top-right icons.
If you're creating a UWP app with XAML, you won't be able to embed it in a desktop application. However, if you're building a Windows 10 app using HTML5 and JavaScript, you could repackage it inside a browser control embedded in a desktop application.
If you're creating a game using a 3rd-party tool such as Unity, you can export it as a Windows desktop application just as easily as exporting to a UWP app for Windows 10. Unity can be used for non-game apps as well, so you could export it to a desktop application today, and still have the option of publish a UWP of the same game/app.
If you were thinking of accessing the full Windows SDK from you UWP app, you won't be able to do so, as you will be restricted by the UWP sandbox. But Windows 10 has made many improvements in helping you get access to many advanced features, e.g. accessing certain locations in the file system, so you may be able to get by with all that UWP has to offer.
If you want to avoid the Windows Store, you may sideload your app, as suggested by an earlier comment.
Hope that helps! :)

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