Livearena

Review of: Livearena

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On 20.07.2020
Last modified:20.07.2020

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Livearena

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When this happens, it is more than likely because you are focusing on something that is not visible on screen.

In cases like that, this piece of code is very helpful to debug focus and identify items that should be collapsed when off-screen.

Or to debug buggy tab-orders. We had already given the UWP app a nice, responsive design that worked all the way from phone to high-res desktops, so a lot of the work with the layout was already done.

When you first launch your app on the Xbox, you will notice that everything looks really, really big. This is, of course, because you normally look at apps on the Xbox at TV distance.

Keep that in mind while you work with the layout and design, so that you continuously test the app from 10 feet away.

The first thing we had to modify for Xbox viewing was the amount of data to be displayed. We removed anything nonessential, such as timestamps on videos.

The cleaner and more to the point you can be, the better the viewing experience. Next, we had to modify the navigation.

When you work with mouse or touch, you can scatter the controls on the page and you can still reach each control with just one tap. You also need to make sure you can reach the controls easily and quickly.

For example, having to scroll through a list of items to reach a button at the bottom of the screen becomes tedious fast. Another problem is focus trapping.

The same thing applies with maps and other similar controls. For more on this, read Designing for TV. In our case, we have a video player at the top of the screen.

The video will autostart when you select a video in a list. We resolved this by changing the navigation pattern on Xbox.

Rather than showing a video in the video player, we just showed a preview image. When you click A on the gamepad, you will then navigate to a full-screen version of the video.

This navigation is commonly used for TV apps on Xbox and other TV app providers, so it feels very natural to users.

For each screen, we also carefully picked the tab order and made sure to focus on the most common actions when moving right from the menu bar.

When you use your Xbox or TV, the room will often be dark. If your app has a white background, the background will stand out more than the content.

It will also tire your eyes after a while. Therefore, it is recommended to use a dark theme for Xbox apps. We decided to go with black because the app on the phone and desktop is white.

In general, you should try to use only colors with RGB values between 0xxEB to avoid color weirdness. The Presidents app that we referred to earlier contains a style sheet with TV-safe colors for the most common system colors.

You need to make any custom colors you use TV-safe as well, including colors on images and other assets. Not all TVs show all the content that is at the edges.

Because of this, your app will automatically have a TV-safe area added—48 pixels from the left and right edge and 27 pixels from the top and bottom edge.

While this is nice, it looks a bit weird when you scroll through a list or grid, and the content is abruptly cut off. You still need to respect the TV-safe area, though.

Anything that users need to see or interact with should be inside of the TV-safe area. However, GridViews and ListViews can extend beyond so they scroll on the whole screen.

We added a Footer template with a pixel margin to all our lists to make sure that the bottom item was also completely visible when scrolling to the end of the list.

If you use the Presidents sample, you can toggle the TV-safe area on and off to make sure that your content fits well within the area.

Many of the images in this section were taken from the Designing for Xbox and TV article. LiveArena needs to produce white-labeled apps for all the platforms.

This is cumbersome and very error-prone. To enhance this process, we performed a value stream mapping exercise and concluded that:. One issue we discussed a lot was whether we should write a tool to configure all of the above programmatically.

This tool would probably be a PowerShell script to perform the steps above. Ultimately, time constraints forced us to postpone that feature.

However, by documenting what steps we need to take to produce the white-labeled apps, we have set the stage for such a tool later.

The customer has adopted a branching strategy similar to the one proposed by Vincent Driessen. They work in the developer branch and when they are ready to release they create a release branch with the version number.

We knew we needed a separate branch for each white-labeled app, but we considered whether that branch should include a version number as well.

We always want the white-labeled app to be on the latest version of the base code. White-labeled customizations are version-agnostic.

One important part of a new white-labeled app is to identify everything that must be changed. This analysis must cover all three platforms.

We can divide this into three categories:. App configuration is placed in a config. Core portable class library.

In there we specify three settings that are specific for each brand:. All three platforms have the notion of a manifest, which declares information about the app to the system.

It includes required permissions, links to resources, and properties such as the publisher and app name. The only thing we need to change for each branded app in the manifests are the app name and possibly the publisher.

The following is a detailed list of what needs to be changed for each platform. In AndroidManifest. Here we need to modify the Package.

There are some properties we need to change:. A lot of these files come in different resolutions. Here we have identified an opportunity for improvement.

We should find or implement a tool that takes a vector image or a large bitmap image and generates all the different resolutions needed.

We have such tools for UWP development, but we need a cross-platform version of this. Triona will look into this in the near future.

When you add an app to HockeyApp, you need to add one app per platform, so in our case we will get three HockeyApp apps per white-labeled app because we support three platforms: iOS, Android, and UWP Windows.

The workflow for adding an app on the different platforms is very similar. Go to the HockeyApp web page. In the popup dialog, you can start with a built package if you want.

We selected the Create the app manually instead link. Select the iOS platform. For the bundle identifier, we chose to append the brand name after the ordinary bundle name as a pattern to follow.

After filling this out, our entry looks like this:. Clicking Save shows the final screen contains the app id which is very important.

Here you can manage your HockeyApp. In the AppDelegate. In the call to manager. This code will give us crash dumps and basic analytics.

It will also verify that the user has a right to run the app. In fact, we caught one such bug when there was a version mismatch of the back end that caused one of the API calls to fail.

By analyzing the crash dump from HockeyApp, we understood what the problem was and fixed the back end. Instead of modifying the AppDeletegate. UWP package.

Here we modify the app. After we showed the customer what can be done with Xamarin Test Cloud, they were very excited to use it.

They wanted it for two reasons:. We decided to do a couple of basic UI tests so that we got a baseline of the quality.

A lot of the functionality of the app has to do with playing videos and interacting with them. To author the test, we used the integrated UI test recorder in Visual Studio.

It works very well with the Android emulator and produced test code that we edited for extra clarity. The test code for Android looks like this:.

When running Xamarin Test Cloud from the continuous integration pipeline, we tested with a few devices. For manual coverage tests, the customer will do it from the Xamarin Test Cloud portal.

Having a well-defined continuous integration is vital to the customer. They want the process to be as automatic as possible, using check-ins as the trigger point.

We discussed whether we should include release management and automatic upload to the stores but decided against this for the moment.

We also tried out the new Visual Studio Mobile Center product. It looks really promising and streamlined for our type of continuous integration.

Additionally, Visual Studio Mobile Center is still in preview so we decided against using it. We do believe it will be the best option in the future.

Click the Builds tab and start adding our build definitions. We start with the Android version and chose the Xamarin-Android template.

We removed the Xamarin Component Restore task and customized the rest of the settings, so we got a setup like this:.

Remember to change this if you get version errors on the Java compiler. The setting is near the bottom and looks like this:. If you get a Java compiler out of memory error, you need to increase the Java Max Heap Size setting to 1 GB by changing the value in the properties windows for the LiveArena.

Droid project. When done correctly it looks like this:. The complete builds list then became:. We found the Visual Studio guidance for building Xamarin apps very helpful.

To build the iOS apps, we needed a Mac. Because the customer wanted this deployed entirely in the cloud, we decided to use MacinCloud to rent a Mac.

We set all the build definitions to trigger on check-ins in the repository. The customer is very pleased that no manual intervention is necessary.

This will be even more important when the number of white-labeled apps grows. The purpose of this project was to build a mobile app for the LiveArena video streaming platform.

During development, a business opportunity with an app for the Xbox One came up. We delivered on all of this. We used MVVM as a pattern so that we could share as much code as possible.

We developed the UWP version with responsive design and did special work for it to look good on an Xbox One. We also set up their DevOps pipeline so they could handle their white-labeled apps as efficiently and automatically as possible.

This DevOps pipeline has been a great improvement. Not only do they save a lot of time by not having to do these tasks manually, but the quality of the builds has improved, both by not doing this by hand and by using Xamarin Test Cloud to do UI tests of the app before sending it to the customer.

We think this project shows that Xamarin is a very effective way to develop cross-platform mobile apps, especially when using a pattern such as MVVM to minimize the code we need to write per platform.

We have also shown that writing for UWP with responsive design does not require much additional work if you consider it from the beginning.

Here MVVM helps as well. Our decision to use design-time data to help in designing the UX accelerated this process. While UWP apps work out of the box for Xbox, some thought must be put into the design.

Most of the work, however, is pretty standard, like adding safe areas and changing the colors. The difficulties lie around customizing the layout, navigation, and commanding.

The DevOps pipeline we produced turned out great and is essential for this project. There are lots of moving parts here and we learned much by setting this up.

We think the upcoming Visual Studio Mobile Center will simplify this greatly. We wrote this version of the mobile apps with native UI on the different platforms.

The customer wants to move to Xamarin. Forms; we have not yet evaluated how well this works for Xbox. The team is also considering writing a tool to automate generating the projects for a new customer.

Finally, the team will closely monitor the progress for Visual Studio Mobile Center. Technical Case Studies. HockeyApp — Integrated into our mobile apps to get crash reports and usage analytics.

Its solution consists of three main parts: A complete hardware kit provided to customers for recording, producing, and streaming video; there are solutions for a portable one-camera production and full studio with three cameras, slide synchronization, Skype integration, and more.

A comprehensive content management system where customers create TV channels, schedule live and on-demand events, and manage all the metadata for the events.

The platform also allows for a mix of free content, pay-per-view content, and subscription-only content. A website and mobile app for consuming the content.

This is where the mobile app that we developed fits in. Both the website and the mobile app are branded and white-labeled to give the end user the best possible experience.

Problem statement When Microsoft met with the customer, mobile development already had started. The actual look of the app will vary slightly between different versions of the white-labeled apps.

Accent color, if there is a channel, and of course the actual content are some of the things that will change.

When you open the app, you will see a listing with live and on-demand videos. If the content provider has chosen to have channels, you can find them in the live area.

Channels are a way to schedule multiple shows one after another, like TV channels. If you select a show, it will start playing in the top section so that you can preview it while continuing to browse.

You also can choose to display the video in full screen. Halfway through the project, a new idea emerged. LiveArena and the consumer group at Microsoft came up with a new business opportunity.

The idea was to bundle LiveArena subscriptions with Xbox. Since we built a UWP, it will work on the Xbox out of the box, but that is not enough.

While most of the controls work great on the Xbox, the navigation and interaction patterns are quite different.

On an Xbox, the main input method is a controller. The Xbox screen TV is often placed more than 10 feet away and the room is often dark when the Xbox is in use.

These are all factors to consider and make adjustments for so the app feels as if it is built for Xbox. We used native UIs for the different platforms.

By using the MVVM pattern, we could minimize the code needed for each platform project. There is code for each platform—mainly around the media player.

Playing media is the main feature of this product. Finding a solution for playing encrypted media on the UWP platform was pretty straightforward, but doing it on iOS and Android was challenging.

It proved to be the biggest technical hurdle in the project. Most users are already familiar with the website and how to use it.

We decided to take advantage of this and reuse a lot of the design so the users would feel comfortable when using the app.

The first step was to sketch all the views. We used the sketches to discuss the interaction and details with the designers at LiveArena.

When the sketch was complete, we started identifying all the data we needed to build the view. Anything that was visible on the screen at any point became a property in the view model.

As far as it was possible, we tried to make all view model properties strings. For example, if we are to display a time, we store the actual displayed text in the property, rather than a DateTime.

This way we can avoid using converters that have to recalculate the strings on the UI thread. We also identified any actionable elements and added the commands to the view model.

This way we could bind to it and avoid adding code to the code-behind. Since we have separate design-time and runtime data, we can now work on design and data gathering in parallel.

The other benefit of implementing a design-time view model is that we can design the application in the designer. When it comes time to develop the runtime view model, we save time since we know exactly what we need to implement.

Otherwise, it is easy to start implementing nice-to-haves that are never used. To share as much code as possible, we placed the view models in the portable class library.

That way we write and maintain them in one single place. In code-behind, we allow only very view-specific code, such as custom list scrolling.

For a reference implementation of this architecture, browse the MyWeather sample. Caching results offline means the app looks and feels much faster since we populate the views very quickly.

The base view model has two methods that the view models can implement to enable offline caching:. Forms since both these platforms support data binding by default.

To set this up, we:. To illustrate how data binding works in Android code, here is a sample taken from the MyWeather project iOS data binding looks similar.

This code creates the needed singleton classes by registering them with our IOC container. In this file, we note a couple of things.

We need to trick the compiler to believe that we are using events. In the OnCreate method, we map the weather button to a RelayCommand property in our view model.

Whenever a user taps that button, this command is executed instead of the Click event. Via the SetBinding method, a specific property in the view model is bound to a specific property on a UI element.

In this case the binding is two-way, which means that changes in the control are reflected back to the view model. Xbox One runs Windows An effective way to get started is by watching the videos from the App Dev on Xbox event.

These tell you everything you need to know about setting up your environment and your Xbox One and designing for Xbox.

While testing on the Xbox is optimal, you can do a lot of the development and testing on the PC. It is, after all, just a UWP app.

You can technically test your app using the keyboard because the keyboard actions are very similar to the gamepad. The best way to test, however, is to attach a USB cable to your regular Xbox One gamepad and connect it to the computer.

We used a lot of concepts from the presidents demo. It shows nicely how you can set up your app on the PC to emulate being on the Xbox.

It also contains a nice, handy feature that will show the TV-safe areas when you press F1 or Gamepad. X so that you can make sure you are within the bounds of the TV-safe area.

The first time you deploy your app to the Xbox One you might be a bit surprised. You will see a mouse cursor on the screen, and to navigate your app you need to move the mouse cursor.

This is called mouse mode, and it is the default experience for UWP apps on Xbox. The reason why this is default will probably become obvious later.

To switch to directional navigation what most users are expecting on Xbox , you just have to add one line of code to the app constructor:.

Controls such as TextBoxes, Buttons, ListViews, GridViews, and Pivots are already built to handle gamepads, so if you use the built-in controls you are off to a great start.

When you work with mouse or touch, it is very easy to see where you are pointing, or what you are interacting with. When you use a gamepad or keyboard , however, it is very important to show where the focus is.

The built-in controls have focus visuals as well as sound to let the users know what is going on. Sometimes, though, you will notice that you completely lost track of where you are.

When this happens, it is more than likely because you are focusing on something that is not visible on screen.

In cases like that, this piece of code is very helpful to debug focus and identify items that should be collapsed when off-screen.

Or to debug buggy tab-orders. We had already given the UWP app a nice, responsive design that worked all the way from phone to high-res desktops, so a lot of the work with the layout was already done.

When you first launch your app on the Xbox, you will notice that everything looks really, really big. This is, of course, because you normally look at apps on the Xbox at TV distance.

Keep that in mind while you work with the layout and design, so that you continuously test the app from 10 feet away.

The first thing we had to modify for Xbox viewing was the amount of data to be displayed. We removed anything nonessential, such as timestamps on videos.

The cleaner and more to the point you can be, the better the viewing experience. Next, we had to modify the navigation. When you work with mouse or touch, you can scatter the controls on the page and you can still reach each control with just one tap.

You also need to make sure you can reach the controls easily and quickly. For example, having to scroll through a list of items to reach a button at the bottom of the screen becomes tedious fast.

Another problem is focus trapping. The same thing applies with maps and other similar controls. For more on this, read Designing for TV.

In our case, we have a video player at the top of the screen. The video will autostart when you select a video in a list.

We resolved this by changing the navigation pattern on Xbox. Rather than showing a video in the video player, we just showed a preview image.

When you click A on the gamepad, you will then navigate to a full-screen version of the video. This navigation is commonly used for TV apps on Xbox and other TV app providers, so it feels very natural to users.

For each screen, we also carefully picked the tab order and made sure to focus on the most common actions when moving right from the menu bar.

When you use your Xbox or TV, the room will often be dark. If your app has a white background, the background will stand out more than the content.

It will also tire your eyes after a while. Therefore, it is recommended to use a dark theme for Xbox apps. We decided to go with black because the app on the phone and desktop is white.

In general, you should try to use only colors with RGB values between 0xxEB to avoid color weirdness. The Presidents app that we referred to earlier contains a style sheet with TV-safe colors for the most common system colors.

You need to make any custom colors you use TV-safe as well, including colors on images and other assets.

Not all TVs show all the content that is at the edges. Because of this, your app will automatically have a TV-safe area added—48 pixels from the left and right edge and 27 pixels from the top and bottom edge.

While this is nice, it looks a bit weird when you scroll through a list or grid, and the content is abruptly cut off. You still need to respect the TV-safe area, though.

Anything that users need to see or interact with should be inside of the TV-safe area. However, GridViews and ListViews can extend beyond so they scroll on the whole screen.

We added a Footer template with a pixel margin to all our lists to make sure that the bottom item was also completely visible when scrolling to the end of the list.

If you use the Presidents sample, you can toggle the TV-safe area on and off to make sure that your content fits well within the area.

Many of the images in this section were taken from the Designing for Xbox and TV article. LiveArena needs to produce white-labeled apps for all the platforms.

This is cumbersome and very error-prone. To enhance this process, we performed a value stream mapping exercise and concluded that:. One issue we discussed a lot was whether we should write a tool to configure all of the above programmatically.

This tool would probably be a PowerShell script to perform the steps above. Ultimately, time constraints forced us to postpone that feature.

However, by documenting what steps we need to take to produce the white-labeled apps, we have set the stage for such a tool later.

The customer has adopted a branching strategy similar to the one proposed by Vincent Driessen. They work in the developer branch and when they are ready to release they create a release branch with the version number.

We knew we needed a separate branch for each white-labeled app, but we considered whether that branch should include a version number as well.

We always want the white-labeled app to be on the latest version of the base code. White-labeled customizations are version-agnostic. One important part of a new white-labeled app is to identify everything that must be changed.

This analysis must cover all three platforms. We can divide this into three categories:. App configuration is placed in a config. Core portable class library.

In there we specify three settings that are specific for each brand:. All three platforms have the notion of a manifest, which declares information about the app to the system.

It includes required permissions, links to resources, and properties such as the publisher and app name. The only thing we need to change for each branded app in the manifests are the app name and possibly the publisher.

The following is a detailed list of what needs to be changed for each platform. In AndroidManifest. Here we need to modify the Package.

There are some properties we need to change:. A lot of these files come in different resolutions. Here we have identified an opportunity for improvement.

We should find or implement a tool that takes a vector image or a large bitmap image and generates all the different resolutions needed.

We have such tools for UWP development, but we need a cross-platform version of this. Triona will look into this in the near future. When you add an app to HockeyApp, you need to add one app per platform, so in our case we will get three HockeyApp apps per white-labeled app because we support three platforms: iOS, Android, and UWP Windows.

The workflow for adding an app on the different platforms is very similar. Go to the HockeyApp web page. In the popup dialog, you can start with a built package if you want.

We selected the Create the app manually instead link. Select the iOS platform. For the bundle identifier, we chose to append the brand name after the ordinary bundle name as a pattern to follow.

After filling this out, our entry looks like this:. Clicking Save shows the final screen contains the app id which is very important.

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Livearena Thierry Mayrinck think the upcoming Visual Studio Mobile Center will simplify this greatly. To illustrate how Brexit Betting Odds binding works in Android code, here is a sample taken from the MyWeather project iOS data binding looks Free Aloha Video. Configure ViewModelLocator. During development, a business opportunity with an app for the Xbox One came up. LiveArena and the consumer group at Microsoft came up High Society Online a new business Romane Miradoli. Next, we had to modify the navigation. Additionally, Visual Studio Mobile Center is still in preview so we decided against using it. Ultimately, time constraints forced us to Glückssymbole Weltweit that feature. When you use your Xbox or TV, the room will often be dark. There Tipico Ltd lots of moving parts here and we learned much by setting this up. This analysis must cover all three platforms. We set all the build definitions to trigger on check-ins in the repository. Add this. LiveArena needs to produce white-labeled apps for all the Livearena. The following is a detailed list of what needs to be changed for each platform. Die Partydiscothek Nr.1 im Raum Darmstadt|Frankfurt|Aschaffenburg mit der besten Musik - HipHop - Charts und Clubhouse u.v.m. Club Live Arena, Münster, Hessen, Germany. Gefällt Mal · 4 Personen sprechen darüber · waren hier. Discothek mit gehobener Ausstattung,3. Club Live Arena, Münster, Hessen, Germany. likes · 6 talking about this · were here. Discothek mit gehobener Ausstattung,3 Floors (Beste. Followers, 72 Following, Posts - See Instagram photos and videos from Club Live Arena (@clublivearena).

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Es gilt einzig die Informationslage des örtlichen Veranstalters. At LiveArena® we believe that every company has a powerful message to deliver. With LiveArena® Broadcast™ it’s easy to create a dynamic content experience – both live and on-demand – that change how your teams communicate with each other and with your opal-network.comry: Media, Web. 12/2/ · Error: {"statusCode","body":"","headers":{"cache-control":"private","content-type":"text/html","server":"Microsoft-IIS/","access-control-allow-headers. LiveArena wrse.

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