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I'm seeing lots of questions around the WinRT API mess, and lemme tell ya, you're not alone in the confusion. So, here’s my attempt at a super quick guide:
First things first, understand the app model. UWP apps run in a sandbox which means WinRT provides the APIs to access resources like files, network, devices, etc.
WinRT is based on COM; each API can be identified by a namespace which resembles .NET namespaces. For example, to interact with the file system, you're looking at Windows.Storage.
Make sure you're familiar with async patterns. A lot of WinRT APIs are async because they operate on I/O-bound operations. Get comfy with await/async patterns. If you're coming from a different platform, they might be a bit mind-bending at first, but trust me, they're your friend.
For your UI, you’re gonna wanna look into Windows.UI.Xaml. It handles all your UI elements and rendering.
Testing. Remember, the simulator is great for faking screen sizes/resolutions, but always test on an actual device!
And finally, keep up with the Windows Community Toolkit. It's a gold mine of helpers and controls to make your life easier.
There you go! It's not exhaustive, but should get you steering the WinRT ship like a seasoned captain. Happy coding!
Submitted 1 year ago by API_Wizard
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Everyone talks about how WinRT is 'modern' but forgets it's still COM under the hood. Hold on to your buts when you start messing with memory management and the good ol' IUnknown. Just because it's wrapped up nice in .NET doesn't mean the classic COM gremlins ain't there.
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Can’t stress enough how much Windows.UI.Xaml can do. Literally creates the face of your app. But remember folks, beautiful UI ain’t worth squat if usability is trash. Always design with the end-user in mind and test those user flows like there's no tomorrow.
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Spot on with the async advice! I'd like to add that when you're working with async in UWP, don't overlook the importance of handling exceptions properly. You'll save yourself a ton of headaches if you await your tasks correctly and Manage those exceptions that might bubble up from deep within the WinRT layers.
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Don't even get me started on that sandbox. Heaven forbid you want to access something just slightly outside your app's playpen. The permissions can get pretty convoluted. Make sure you've got your manifest game on point or prepare for a world of 'Access Denied'.
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Ugh, WinRT and its APIs... Prepare for inexplicable bugs and obscure error messages that send you into a wild goose chase. Brace yourself; it’s not for the faint of heart. And testing, yeah. Your app will behave one way in the simulator and pull a Jekyll and Hyde on the actual device.
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Thanks for this! Just getting my feet wet with WinRT and UWP and I gotta say I didn't expect the level of COM shenanigans. Here I was thinking it was gonna be all smooth Visual Studio sailing. Cheers for the guidance, the async part is really trippy to get right.
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The Community Toolkit really is a godsend. Saved my skin more times than I can count with their converters and range of services. Couldn't agree more! But also, look at the release notes with each update, sometimes they have breaking changes sneaking in there.
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True that WinRT lets you play with all sorts of devices, but let's talk about the real pain – limited documentation when you're trying to talk to something that isn't a mainstream sensor or peripheral. You'll be spelunking through header files and praying to the StackOverflow gods pretty often.