Lights, Camera, Action with Mono for Android Article in Visual Studio Magazine
Multimedia is expected in today's mobile applications, and the fun isn't
only for smartphone and tablet users. Mono for Android, based on the
Mono project's open source implementation of the Microsoft .NET
Framework, can help you take advantage of Android Camera APIs in Visual
Studio. In this article, we'll look at taking pictures, loading pictures, video playback and recording video.
Link: http://visualstudiomagazine.com/articles/2012/05/01/plug-in-to-mono.aspx
I don't know about you, but I'm amazed at what you can do with the multimedia in today's mobile devices. I grew up playing "Pong" and remember when games had to fit into big boxes with green screens and ASCII art. About 10 years ago, I had to create an interpreter for the graphics processor in the IBM AS/400 systems (iSeries now) to generate graphics in a screen-scraping application. How did we survive those days?
Now, mobile devices allow you to take pictures, record audio and video, and send it all to friends and relatives in minutes. You're seeing this happen all over the world, even in uprisings, as people compete to get their stories out.
Many people are confused by what multimedia actually is (including me), but for our purposes, I'll look at how .NET developers can use the Xamarin Mono for Android plug-in with Visual Studio 2010 to create Android applications that use pictures and video. If you're new to Mono for Android, check out my tutorial, "Introduction to MonoDroid".
While Mono for Android has definitely grown and matured since then, many of the basics are still applicable. However, the Mono garbage collector (GC) is not quite as advanced as the GC in the Microsoft .NET Framework. Sometimes, you'll need to help the GC along by calling GC.Collect at an appropriate part of your application.
There are a large number of Android devices in the marketplace. What works on one may not work properly on another. The code in this article was tested and validated against Mono for Android 4.0.x. Testing was done on two devices: an HTC EVO 4G running Android 2.3 (code-named "Gingerbread"), and a Motorola Xoom tablet running Android 4.0.3 (code-named "Ice Cream Sandwich").
I've found that if an app will work on my HTC EVO 4G and my Motorola Xoom, it typically works across many devices.