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70-355 Universal Windows Platform - App Data, Services, and Coding Patters

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70-355 exam Dumps Source : Universal Windows Platform - App Data, Services, and Coding Patters

Test Code : 70-355
Test Name : Universal Windows Platform - App Data, Services, and Coding Patters
Vendor Name : Microsoft
: 47 Real Questions

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Microsoft Universal Windows Platform -

Microsoft's home windows File supervisor now runs on all windows 10 contraptions | Real Questions and Pass4sure dumps

Microsoft's Windows File Manager now runs on all Windows 10 devices SAN FRANCISCO: Microsoft has launched its original home windows File supervisor as a standard home windows Platform (UWP) app within the Microsoft keep and has made it obtainable for all devices operating home windows 10.

home windows File supervisor is Microsoft's graphical consumer interface (GUI) during which end clients might see and manipulate files and folders on home windows computers allowing end users to circulation, reproduction, rename, print, delete and search information and folders.

The UWP version of windows File supervisor is attainable to be installed on notebook, cellular, surface Hub and HoloLens, the Microsoft keep checklist reads, which is only partially authentic, Softmedia information said on Saturday.

"in line with the official system requirements, you deserve to be working at least windows 10 build 16299, which isn't accessible on cellular instruments, so listing telephones as a supported platform does not make a great deal sense," the record noted.

The project, maintained on Microsoft's net-based mostly internet hosting carrier - GitHub - has been made available for download and compiled by anybody on windows 10.

Microsoft is additionally allowing clients to contribute with ideas and advice the usage of the GitHub web page.

"The windows File supervisor lives once more and runs as a local x86 and x64 computer app on all currently supported edition of windows, together with home windows 10. I welcome your innovations, comments and guidance," the GitHub web page reads.

The normal windows File supervisor first debuted as part of home windows three.0.

historical windows File supervisor now attainable as UWP app in Microsoft keep | Real Questions and Pass4sure dumps

Microsoft has put the windows File manager, which changed into in home windows on account that windows three.0 on the Microsoft store, so it will possibly used as an app in windows 10. The File manager is launched as a so-called conventional home windows Platform app.

up to now, Microsoft already published the source code on the windows File supervisor on open-supply hosting platform Github. This allowed users to repair bugs and to create their personal version of the windows File manager.

Now, anyway publishing the supply code, Microsoft has additionally published the windows File manager within the Microsoft save.

home windows File supervisor is attainable for home windows 10 construct 16299 or later, home windows 10 cell, floor Hub and the HoloLens.

We don't exhibit remark's on information reports, in its place you're very welcome to be part of the discussion on this topic on their forum.

Microsoft brings Win32 laptop apps to home windows combined fact | Real Questions and Pass4sure dumps

The home windows blended fact journey in home windows 10 means that you can placed on a VR headset and engage with apps, video games, and video clips in a extra immersive way than you may wall gazing a video display or computer reveal. but what if you just want to do some web searching, try a PowerPoint presentation, or hearken to tune with out removing your headset?

home windows mixed reality already means that you can run time-honored windows Platform apps downloaded from the Microsoft shop. And now Microsoft has introduced it’s working on including aid for Win32 computing device apps (relatively a good deal the rest that you would be able to install and run on a windows pc).

An early edition of the feature is already accessible in home windows 10 Insider Preview construct 18329, and it can make its solution to all users later this yr.

Microsoft says Win32 apps “similar to Spotify, Paint.internet, and visual Studio Code” now work in windows combined truth… however support is still a piece in development and the event can be buggy.

To launch a Win32 app, Microsoft says you open the Pins Panel, go to the record of all apps, after which you’ll see a folder referred to as “classic Apps (Beta) that may still comprise an inventory of all computer apps installed in your computing device.

different adjustments in windows 10 developed 18329 encompass:

  • a listing of desirable apps may be pinned to the top of the search window
  • Keyboard aid for ADLaM and Osage
  • up-to-date Mail and Calendar apps with aid for darkish mode and default font selections
  • quite a lot of malicious program fixes
  • These and other updates may still be included within the next predominant unencumber of home windows 10, which is at present referred to as 19H1, indicating that it’ll be purchasable within the first half of 2019.

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    Universal Windows Platform - App Data, Services, and Coding Patters

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    Inside the Universal Windows Platform Bridges | real questions and Pass4sure dumps


    Inside the Universal Windows Platform Bridges

    Microsoft's four-fold path leading to a singular coding platform is becoming a real possibility.

    Astoria. Islandwood. Centennial. Westminster. None of these project names have any connection to one another, as far as they can tell -- except that each is a project names for four Universal Windows Platform Bridge tools that can be used to develop Windows 10 apps from specific source code environments for the newer Windows Store. The eventual aim is for those apps to be able to run on any Windows form factor, from phones to desktops to devices running the Windows Holographic Platform environment.

    The tools were announced at Build on Wednesday in a segment of the keynote featuring Microsoft Terry Myerson, who quickly demonstrated each of the features.

    Project Astoria is the Android runtime bridge, which can be used from the Android Studio IDE to refactor Android app code for the Windows 10 platform. It will include a Windows emulator, and is supposed to allow for debugging and testing of apps from either the Android IDE or Visual Studio IDE. (Coincidentally, Astoria was used in the past for Windows Communications Framework Data Services, according to this Wikipedia reference page; it's not uncommon for Microsoft to reuse a name.)

    In similar fashion. Project Islandwood toolkit is an iOS bridge for developing from Objective-C. Myerson demonstrated some of the progress his group has made with the tool, showing the ability to debug and test Xcode from within the Visual Studio IDE.

    Project Centennial is aimed at Windows developers who want a shortcut for recasting current .NET and Win32 Windows apps for the newer Windows Store.

    Finally, Project Westminster is aimed at Website publishers who want to package up their sites for delivery via the Windows Store. Those apps will be able to take advantage of Windows APIs, and Website updates are automatically updated without having to republish the package to the Windows Store.

    The tools are currently in preview, and Microsoft is looking for preview developers; to sign up, go here. The company plans to deliver them sometime this summer.

    Watch Myerson's demonstration of the bridge tools in this Day 1 keynote; it's at around the 1:46:00 mark. You can also get some background on the development of the Universal Windows Platform from the Day 1 sessions in this presentation recorded at Build 2015.

    About the Author

    You Tell 'Em, Readers: If you've read this far, know that Michael Domingo, Visual Studio Magazine Editor in Chief, is here to serve you, dear readers, and wants to get you the information you so richly deserve. What news, content, topics, issues do you want to see covered in Visual Studio Magazine? He's listening at

    How to Design Native Mobile Apps | real questions and Pass4sure dumps

    UX HowBlockedUnblockFollowFollowing

    Feb 8, 2016

    Apps are a big part of product and service touch points — and are only growing. Each year users are spending more time on their devices (an average of 2 hours and 42 minutes per day in 2014) and spend 86% of their time in apps with no signs of slowing down.

    Here is what I have learned from and with others on how to design native mobile apps.

    Top 5 Tips for Designing Apps 1) Read the HIG

    Learn the rules from the Human Interface Guidelines (HIG), then figure out whether you should break them elegantly.

    4) Make it Move

    States, animations and transitions are key distinguishing features of elegant app experiences.

    Create a motion study, rough prototype or even better — jump into code and really dig into what makes or breaks an app.

    Material Design with Framer.js 5) Services First

    The quality of native mobile app experiences are completely intertwined with the services that power them. In order to provide the best front end app experience, services need to be designed, implemented and support data flow based on user need and context.

    As a Designer, you need to start thinking this way and connect with your development partners on how services are being optimized (or not) for native mobile apps.

    Native is Not Web

    At first native and web browser designs seem very similar. Many good design practices and principles from the web apply to native mobile apps — but there are key differences.

    Inbox Views and Transitions No Pages

    Apps have states, modes and views and are often enabled and communicated through native animations.

    This provides much more context in an experience and UI views dependent on a number of conditions.

    Apps should have elegant seams and smooth transitions, not waiting for page loads.


    The interaction model is fundamentally different on a touch UI device.

    There is no equivalent of rollover or hover on an app and a “right-click” is being explored with functionality like 3DTouch.

    Input / Output

    A mobile app has access to much more than just a screen. For instance, confirmation of an action doesn’t have to be visual — it could be accomplished with haptic feedback (vibration).

    Potential Inputs include: Camera, GPS, gyroscope, accelerometer, wifi/bluetooth connection, voice, Contact List / Address Book, camera, photo gallery, microphone and more with each new device.

    Different Output options include sound, haptic/vibration, notifications and the screen.

    This level of access however comes with the need to be responsible:

    Apps are Not Browsers

    In an app, you are designing and building everything the browser has to do too — and you don’t get things “for free”.

    Github 404 Error Page

    “There are no 404 Errors in Apps” is a favorite saying of a Technology Director I partner with.

    When something doesn’t work on a native app, the user will constantly ask themselves:

    “Is it the app, my phone or the connection?”

    As a designer, you need to address this and communicate elegantly when things are not optimal or unknown. Additional conditions you need to account for on native mobile apps include:

  • Offline States
  • Intermittent Connectivity
  • Service Call Failures (Single or Multiple)
  • Loading (Blocking Loader, Inline or Progressive?)
  • Caching Data (How long should “old” data be kept?)
  • First Time Experience (Show a tutorial?)
  • Second Time Experience (Don’t show a tutorial?)
  • When an app is brought into the Foreground
  • When an app is switched into the Background
  • Live and Die by the Store

    Apps are like movies and music — they have ratings and reviews that are broadcast to anyone who might think of downloading it.

    Often times a user will already have an impression and seen comments before experiencing it for themselves.

    Real reviews from the App Store

    Reviews, Ratings and Comments will often give feedback about network, service or content issues that you need to proactively account for in the design.

    Because of this, apps are more critical to test and depending on how they are built, can be very difficult to update quickly when a bug or issue is found — and before it is broadcast to everyone else.

    iOS and Android Differences

    Over time the, the big two platforms have converged in some ways and taken different and drastic turns in other directions.

    Be mindful of these key distinct differences when designing a native mobile app for one, the other or both.

    1) The Back Button

    I am not talking about Up vs. Back or the touch screen back arrow on apps. I am talking about the actual hardware back button built into Android devices and nowhere to be found on iOS.

    Be prepared to answer the question at any point in a flow when your developer asks:

    “What happens when I hit the back button on Android?”

    2) Open vs Closed

    The iOS App Store is a very closed marketplace and iOS limits access for Apps to certain device inputs and outputs. Due to the review process for App Store, an App may not be published or released for up to 2 weeks after submission, pending approval.

    The Google Play store is much more open and the platform allows deeper integration into native input and output methods. There is minimal review process for the Google Play Store and apps are published almost immediately.

    3) Top vs Bottom Screenshots from Facebook on iOS and Android

    Same app, same content and the main navigation is flipped between top and bottom. iOS has a strong preference for main sections of the app in the bottom Tab Bar while Android encourages using the Navigation Drawer and other constructs.

    4) Use of Screen Real Estate Design Explosions #1 — Mapping on iOS by UX Launchpad

    iOS and Material Design make different use of the canvas or real estate of the screen. As this breakdown of Apple Maps vs Google Maps shows, Material Design favors Floating Action Buttons and transparency while iOS employs more navigation “stripes” at the top and bottom.

    5) The Guidelines

    Each platform has 3 key principles or themes in the Guidelines, but are emphasized and interpreted in different ways.

    iOS Themes

    DeferenceThe UI helps people understand and interact with the content, but never competes with it.

    ClarityText is legible at every size, icons are precise and lucid, adornments are subtle and appropriate, and a sharpened focus on functionality motivates the design.

    DepthVisual layers and realistic motion impart vitality and heighten people’s delight and understanding.

    Material Principles

    Material is the metaphorA material metaphor is the unifying theory of a rationalized space and a system of motion. The material is grounded in tactile reality, inspired by the study of paper and ink, yet technologically advanced and open to imagination and magic.

    Bold, graphic, intentionalThe foundational elements of print-based design — typography, grids, space, scale, color, and use of imagery — guide visual treatments. These elements do far more than please the eye. They create hierarchy, meaning, and focus.

    Motion provides meaningMotion respects and reinforces the user as the prime mover. Primary user actions are inflection points that initiate motion, transforming the whole design.

    Learn by Doing

    Best way to learn how to design native mobile apps is to design them.

    The easiest place to start is with a pre-existing GUI template, like the iOS Template from Facebook:

    I mentioned earlier reverse engineering your favorite app.

    Go ahead… literally trace native app patterns to help build a design language of what works and understand the foundational elements.

    It can be a big jump to go from designing to even dabbling in code, but it is worth it. When you walk in someone’s shoes (or tools) you acquire:

  • Empathy for development (and users)
  • Intuitively understand each operating system and the standards
  • Truly learn by doing
  • If you are really hesitant about jumping into native mobile app development — there are number of easier prototyping tools out there that simulate the experience.

    I try and walk the walk — this is a sample Calculator template I followed and connected in Xcode back in the day:

    If you are not scared off yet, I highly encourage taking the deep dive into designing and coding your own app. Design + Code is the next step, starting from design tools like Sketch and then implementing in the latest development tool.

    The best way to learn is to create something that you’d want to use. Guidelines are most useful while you’re directly manipulating results. — Meng To

    Looking for More?

    Access an always updated list of the best native mobile app prototyping tools along with top UX design portfolio articles, services, products and UX Design resources at UX How.

    (Originally posted at UX How on November 23, 2015)

    The MVVM Pattern – Introduction | real questions and Pass4sure dumps

    Model-View-ViewModel (from now on, just MVVM) is a “love/hate” topic when it comes to Universal Windows app development. If you have never used it and try it for the first time, you’ll probably find yourself a little bit confused, since it’s a completely different approach than the standard one based on the code behind. On the other hand, if you’re a long time MVVM user, you probably won’t be able to create a new project using any other approach.

    This is the reason I’ve decided to write the following series of posts. What’s MVVM? Why is it so widely adpoted when it comes to Universal Windows apps development and, generally speaking, by any XAML based technology?

    I hope that by the end of the journey, you’ll find answers to all of your questions and be able to start using the MVVM pattern in your apps without being scared anymore.

    The MVVM Pattern

    The first thing you have to understand is that MVVM isn’t a framework or a library, but a pattern. It isn’t a set of APIs or methods, but a way to define the architecture of an application. You’ve probably already heard about MVVM Light or Caliburn Micro, but you don’t have to confuse them with MVVM; they’re tools that helps developers to adopt the MVVM pattern, they don’t represent the pattern itself.

    The purpose of a pattern is to help developers to define the architecture of an application. Why is it so important to do it? Why can’t they simply continue to develop an application in the way they are used to, which is writing all the code in the code-behind class? The standard approach is very quick and simple to understand, but it has many limitations when it comes to more complex projects that need to be maintained over time. The reason is that the code-behind class has a very tight dependency with the XAML page. Consequently, most of the code can’t be isolated and they end up mixing business logic and the presentation layer.

    In the long run, the code behind approach introduces many problems:

  • It’s more complicated to maintain the code and evolve the project. Every time they need to add a new feature or solve a bug, it’s hard to understand where precisely they need to do it, since there isn’t a clear distinction between the various components of the app. This becomes even more true if they need to resume working on a project which has been “on hold” for a long time.
  • It’s complex to perform unit testing. When it comes to complex projects, many developers and companies are adopting the unit test approach, which is a way to perform automatic tests that validate small pieces of code. This way it becomes easier to evolve the project: every time they add a new feature or they change some existing code, they can easily verify if the work we’ve done has broken the already existing features of the app. However, having a tight dependency between the logic and the user interface makes it nearly impossible to write unit tests, since the code isn’t isolated.
  • It’s complex to design the user interface: since there’s a tight relationship between the user interface and the business logic, it isn’t possible for a designer to focus on the user interface without knowing all the implementation details behind it. Questions like “Where is the data coming from? A database? A cloud service?” shouldn’t be asked by a designer.
  • The goal of the MVVM pattern is to “break” this strong connection between the code behind and the user interface, making it easier for a developer to understand what the different components of the application are. More precisely, it’s fundamental to distinguish the components which take care of the business logic and the ones that handle the data presentation.

    The name of the pattern comes from the fact that the project is split into three different components, which we’re now going to explore in details.

    The Model

    The model is the component of the application that defines and handles all the basic entities of the application. The goal of this layer is to remove any dependency from the way the data is represented. Ideally, you should be able to take the classes that belong to this component and use them in another application without applying any change. For example, if you’re working on an application to handle orders and customers of a company, the model could be defined by all the classes which define the base entities, like a customer, an order, a product, etc.

    The View

    The view is at the opposite side of the model and it’s represented by the user inteface. In the Universal Windows apps world, views are made by the XAML pages, which contain all the controls and animations that define the visual layout of the application. Recyicling the already mentioned sample of an app to handle orders and customers, they can have multiple views to display the list of customers, the available products in the warehouse, the orders made by a customer, etc.

    The ViewModel

    The ViewModel is the connection point between the view and model; it takes care of retrieving the raw data from the model and manipulates it so that it can be properly displayed by the view. The huge difference with a code behind class is that the ViewModel is just a plain simple class, without any dependency from the View. In an application based on the MVVM pattern, typically you create a ViewModel for every View.

    Why the MVVM Pattern?

    After this brief introduction, it should be easier to understand why the MVVM pattern is so important and how, by adopting it, they can solve all of the problems mentioned at the beginning of the post.

  • By splitting the code in three different layers it becomes easier, especially if you’re working in a team, to maintain and evolve the application. If you need to add a feature or solve a bug, it’s easier to identify which layer has to be manipulated. Moreover, since there is no dependency between each layer, the work can be also done in parallel (for example, a designer can start working on the user interface while another developer can create the services which will be used by the page to retrieve the data).
  • To properly perform unit testing, the code to test has to be as simple and isolated as possible. When you work with the code-behind approach, this is simply not possible; often the logic is connected to an event handler (for example, because the code has to be executed when you press a button) and you would need to find a way to simulate the event in order to trigger the code to test. By adopting the MVVM pattern they break this tight dependency; the code included in a ViewModel can be easily isolated and tested.
  • Since they have broken the tight connection between the user interface and the business logic, it’s easy for a designer to define the interface without having to know all of the implementation details of the application. For example, if the designer has to work on a new page which displays a list of orders, they can easily swap the real ViewModel (which retrieves the data from a real data source, like a cloud service or a database) with a fake one, which can generate fake data that allows the designer to easily understand which kind of information the page should display.
  • Why in the Universal Windows app world do most of the developers tend to use the MVVM pattern and not other popular patterns like MVC or MVP? Mainly, because the MVVM pattern is based on many features which are at the core of the XAML runtime, like: binding, dependency properties, etc. In this series of posts we’re going to talk a bit more about these features. You can notice how I’ve just mentioned XAML runtime and not the Universal Windows Platform: the reason is that most of the things we’re going to see in these posts aren’t specific to the Universal Windows app world, but they can be applied to any XAML based technology, like: WPF, Silverlight, Windows Phone, Xamarin, etc.

    Now, let’s take a closer look at what the basic XAML features leveraged by the MVVM pattern are.

    The Binding

    Binding is one of the most important XAML features and allows us to create a communication channel between two different properties. They can be properties that belong to different XAML controls, or a property declared in code with a control’s property. The key feature leveraged by the MVVM pattern is the second one: View and ViewModels are connected thanks to binding. The ViewModel takes care of exposing the data to show in the View as properties, which will be connected to the controls that will display them using binding. Let’s say, for example, that they have a page in the application that displays a list of products. The ViewModel will take care of retrieving this information (for example, from a local database) and store it into a specific property (like a collection of type List<Order>):

    public List<Order> Orders { get; set; }

    To display the collection in a traditional code behind app, at some point, you would manually assign this property to the ItemsSource property of a control like ListView or GridView, like in the following sample:

    MyList.ItemsSource = Orders;

    However, this code creates a tight connection between the logic and the UI; since we’re accessing to the ItemsSource property using the name of the control, they can perform this operation only in the code behind class.

    Instead, with the MVVM pattern they connect properties in the ViewModel with controls in the UI using binding, like in the following sample:

    <ListView ItemsSource="{Binding Path=Orders}" />

    This way, they have broken the dependency between the user interface and the logic, since the Orders property can be defined also in a plain simple class like a ViewModel.

    As already mentioned, binding can be also bidirectional; this approach is used when not only the ViewModel needs to display some data in the View, but also the View should be able to change the value of one of the ViewModel’s properties. Let’s say that your application has a page where it can create a new order and, consequently, it includes a TextBox control where to set the name of the product. This information needs to be handled by the ViewModel, since it will take care of interacting with the model and adding the order to the database. In this case, they apply to the binding the Mode attribute and set it to TwoWay, so that everytime the user adds some text to the TextBox control, the connected property in the ViewModel will get the inserted value.

    If, in the XAML, they have the following code, for example:

    <TextBox Text="{Binding Path=ProductName, Mode=TwoWay}" />

    It means that in the ViewModel they will have a property called ProductName, which will hold the text inserted by the user in the box.

    The DataContext

    In the previous section we’ve seen how, thanks to the binding, they are able to connect the ViewModel’s properties to the controls in the XAML page. You may be wondering how the View model is able to understand which is the ViewModel that populates its data. To understand it, they need to introduce the DataContext’s concept, which is a property offered by any XAML Control. The DataContext property defines the binding context: every time they set a class as a control’s DataContext, they are able to access all of its public properties. Moreover, the DataContext is hierarchical: properties can be accessed not only by the control itself, but also all of the children controls will be able to access to them.

    The core implementation of the MVVM pattern relies on this hierarachy: the class that they create as ViewModel of a View is defined as DataContext of the entire page. Consequently, every control they place in the XAML page will be able to access the ViewModel’s properties and show or handle the various information. In an application developed with the MVVM pattern, usually, you end up having a page declaration like the following one:

    <Page x:Class="Sample.MainPage" xmlns:d="" xmlns:mc="" DataContext="{Binding Source={StaticResource MainViewModel}}" mc:Ignorable="d"> <!-- page content goes here --> </Page>

    The DataContext property of the Page class has been connected to a new instance of the MainViewModel class.

    The INotifyPropertyChanged interface

    If they try to create a simple application based on the MVVM pattern applying the concepts we’ve learned so far, they would quickly hit a big issue. Let’s use the previous sample of the page to add a new order and let’s say that they have, in the ViewModel, a property which they use to display the product’s name, like the following one:

    public string ProductName { get; set; }

    According to what they have just learned, they expect to have a TextBlock control in the page to display the value of this property, like in the following sample:

    <TextBlock Text="{Binding Path=ProductName}" />

    Now, let’s say during the excecution of the app the value of the ProductName property changes (for example, because a data loading operation is terminated). They will notice how, despite the fact that the ViewModel will properly hold the new value of the property, the TextBlock control will continue to show the old one. The reason is that binding isn’t enough to handle the connection between the View and the ViewModel. Binding has created a channel between the ProductName property and the TextBlock, but no one notified both sides of the channel that the value of the property has changed. For this purpose, XAML offers the concept of dependency properties, which are special properties that can define a complex behavior and, under the hood, are able to send a notification to both sides of the binding channel every time its value changes. Most of the basic XAML controls use dependency properties (for example, the Text property of the TextBlock control is a dependency property). However, defining a new dependency property isn’t very straightforward and, in most cases, it offers features which aren’t needed for their MVVM scenario. Let’s take the previous sample based on the ProductName property: they don’t need to handle any special behavior or logic, they just need that every time the ProductName property changes, both sides of the binding channel receive a notification, so that the TextBlock control can update its visual layout to display the new value.

    For these scenarios, XAML offers a specific interface called INotifyPropertyChanged, which they can implement in their ViewModels. This way, if they need to notify the UI when they change the value of a property, they don’t need to create a complex dependency property, but they just need to implement this interface and invoke the related method every time the value of the property changes.

    Here is how a ViewModel that implements this interface looks:

    public class MainViewModel: INotifyPropertyChanged { public event PropertyChangedEventHandler PropertyChanged; [NotifyPropertyChangedInvocator] protected virtual void OnPropertyChanged([CallerMemberName] string propertyName = null) { PropertyChanged?.Invoke(this, new PropertyChangedEventArgs(propertyName)); } }

    Notice how the implementation of this interface allows us to call a method called OnPropertyChanged(), that they can invoke every time the value of a property changes. However, to reach this goal, they need to change the way they define the properties inside their ViewModel. When it comes to simple properties, usually they define them using the short syntax:

    public string ProductName { get; set; }

    Hower, with this syntax they can’t change what happens when the value of the property is written or read. As such, they need to go back to use the old approach, based on a private variable which holds the value of the property. This way, when the value is written, they are able to invoke the OnPropertyChanged() method and dispatch the notification. Here is how a property in a ViewModel looks:

    private string _productName; public string ProductName { get { return _productName; } set { _productName = value; OnPropertyChanged(); } }

    Now the property will work as expected; when they change its value, the TextBlock control in binding with it will change its appearance to display it.

    Commands (or How to Handle Events in MVVM)

    Another critical scenario when it comes to developing an application is to handle the interactions with the user: he/she could press a button, choose an item in a list, etc. In XAML, these scenarios are handled using events which are exposed by various controls. For example, if you want to handle that the button has been pressed, they need to subscribe to the Click event, like in the following sample:

    <Button Content="Click me" Click="OnButtonClicked" />

    The event is managed by an event handler, which is a method that includes, among the various parameters, some information which is useful to understand the event context (for example, the control which triggered the event or which item of the list has been selected), like in the following sample:

    private void OnButtonClicked(object sender, RoutedEventArgs e) { //do something }

    The problem of this approach is that event handlers have a tight dependency with the View; they can be declared, in fact, only in the code behind class. When you create an application using the MVVM pattern, all the data and logic is usually defined in the ViewModel instead, so they need to find a way to handle the user interaction there.

    For this purpose, the XAML has introduced commands, which is a way to express a user interaction with a property instead of with an event handler. Since it’s just a simple property, they can break the tight connection between the view and the event handler and also define it in an independent class, like a ViewModel.

    The framework offers the ICommand interface to implement commands: with the standard approach, you end up having a separated class for each command. The following example shows how a command looks:

    public class ClickCommand : ICommand { public bool CanExecute(object parameter) { } public void Execute(object parameter) { } public event EventHandler CanExecuteChanged; }

    The core of the command is the Execute() method, which contains the code that is executed when the command is invoked (for example, because the user has pressed a button). It’s the code that, in a traditional application, they would have written inside the event handler.

    The CanExecute() method is one of the most interesting features provided by commands, since it can be used to handle the command’s lifecycle when the app is running. For example, let’s say that you have a page with a form to fill, with a button at the end of the page that the user has to press to send the form. Since all the fields are required, they want to disable the button until all the fields have been filled. If they handle the operation to send the form with a command, they are able to implement the CanExecute() method in a way that it will return false when there’s at least one field still empty. This way, the Button control that they have linked to the command will automatically change his/her visual status: it will be disabled and the user will immediately understand that he won’t be able to press it. 


    In the end, the command offers an event called CanExecuteChanged, which they can invoke inside the ViewModel every time the condition they want to monitor to handle the status of the command changes. For example, in the previous sample, they would call the CanExecuteChanged event every time the user fills one of the fields of the form.

    Once they have defined a command, they can link it to the XAML thanks to the Command property, which is exposed by every control that are able to handle the interaction with the user (like Button, RadioButton, etc.)

    <Button Content="Click me" Command="{Binding Path=ClickCommand}" />

    As we’re going to see in the next post, however, most of the toolkits and frameworks to implement the MVVM pattern offer an easier way to define a command, without forcing the developer to create a new class for each command of the application. For example, the popular MVVM Light toolkit offers a class called RelayCommand, which can be used to define a command in the following way:

    private RelayCommand _sayHello; public RelayCommand SayHello { get { if (_sayHello == null) { _sayHello = new RelayCommand(() => { Message = string.Format("Hello {0}", Name); }, () => !string.IsNullOrEmpty(Name)); } return _sayHello; } }

    As you can see, they don’t need to define a new class for each command, but by using anonymous methods, they can simply create a new RelayCommand object and pass, as parameters:

  • The code that they want to excecute when the command is invoked.
  • The code that evaluates if the command is enabled or not.
  • We’re going to learn more about this approach in the next post.

    How to Implement the MVVM Pattern: Toolkits and Frameworks

    As I mentioned at the beginning of the post, MVVM is a pattern, it isn’t a library or a framework. However, as we’ve learned up to now, when you create an application based on this pattern you need to leverage a set of standard procedures: implementing the INotifyPropertyChanged interface, handling commands, etc.

    Consequently, many developers have started to work on libraries that can help the developer’s job, allowing them to focus on the development of the app itself, rather than on how to implement the pattern. Let’s see which are the most popular libraries.

    MVVM Light

    MVVM Light ( is a library created by Laurent Bugnion, a long time MVP and one of the most popular developers in the Microsoft world. This library is very popular thanks to its flexibility and simplicity. MVVM Light, in fact, offers just the basic tools to implement the pattern, like:

  • A base class, which the ViewModel can inherit from, to get quick access to some basic features like notifications.
  • A base class to handle commands.
  • A basic messaging system, to handle the communication between different classes (like two ViewModels).
  • A basic system to handle dependency injection, which is an alternative way to initialize ViewModels and handle their dependencies. We’ll learn more about this concept in another post.
  • Since MVVM Light is very basic, it can be leveraged not just by Universal Windows apps, but also in WPF, Sivlerlight, and even Android and iOS thanks to its compatibility with Xamarin. Since it’s extremely flexible, it’s also easy to adapt it to your requirements and as a starting point for the customization you may want to create. This simplicity, however, is also the weakness of MVVM Light. As we’re going to see in the next posts, when you create a Universal Windows app using the MVVM pattern you will face many challenges, since many basic concepts and features of the platform (like the navigation between different pages) can be handled only in a code behind class. From this point of view, MVVM Light doesn’t help the developer that much: since it offers just the basic tools to implement the pattern, every thing else is up to the developer. For these reasons, you’ll find on the web many additional libraries (like the Cimbalino Toolkit) which extend MVVM Light and add a set of services and features that are useful when it comes to developing a Universal Windows app.

    Caliburn Micro

    Caliburn Micro ( is a framework originally created by Rob Eisenberg and now maintained by Nigel Sampson and Thomas Ibel. If MVVM Light is a toolkit, Caliburn Micro is a complete framework, which offers a completely differnent approach. Compared to MVVM Light, in fact, Caliburn Micro offers a rich set of services and features which are specific to solve some of the challenges provided by the Universal Windows Platform, like navigation, storage, contracts, etc.

    Caliburn Micro handles most of the basic features of the pattern with naming conventions; the implementation of binding, commands, and others concepts are hidden by a set of rules, based on the names that they need to assign to the various components of the project. For example, if they want to connect a ViewModel’s property with a XAML control, they don’t have to manually define a binding; they can simply give to the control the same name of the property and Caliburn Micro will apply the binding for us. This is made possible by a bootstrapper, which is a special class that replaces the standard App class and takes care of intializing, other than the app itself, the Caliburn infrastructure.

    Caliburn Micro is, without any doubt, very powerful, since you’ll have immediate access to all the tools required to properly develop a Universl Windows app using the MVVM pattern. However, in my opinion, it isn’t the best choice if you’re new to the MVVM pattern: since it hides most of the basic concepts which are at the core of the pattern, it can be complex for a new developer to understand what’s going on and how the different pieces of the app are connected together.


    Prism ( is another popular framework which, in the beginning, was created and maintaned by the Pattern & Practises division by Microsoft. Now, instead, it has become a community project, maintained by a group of independent developers and Microsoft MVPs.

    Prism is a framework and uses a similar approach to the one provided by Caliburn Micro: it offers naming convention, to connect the different pieces of the app together, and it includes a rich set of services to solve the challenges provded by the Universal Windows Platform.

    We can say that it sits in the middle between MVVM Light and Caliburn Micro, when it comes to complexity: it isn’t simple and flexible like MVVM Light but, at the same time, it doesn’t use naming convention in an aggressive way like Caliburn Micro does.

    Coming soon

    In the next posts we’re going to turn what we’ve learned so far into a real project and we’re going to leverage MVVM Light for this purpose: the reason is that, as I’ve already mentioned, I think MVVM Light is the easiest one to understand, especially if you’re new to the pattern, since it will help us to learn all the basic concepts which are at the core of the pattern. If you want to start looking at a real project, you’ll find many samples (which we’re going to explain in a more detailed way) on my GitHub repository at Stay tuned!

    By the way, this post has been written with OpenLiveWriter, the new open source version of Windows Live Writer, which has now become a community driven project. In my opinion (and I'm not alone), Open Live Writer is the best tool in the world to write blog posts, so thanks to Microsoft for making this happen and thanks to all the great developers that are contributing to the project and keeping it alive!

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