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An Introduction to Expression Blend and XAML

If you believe that Expression Blend is an application best suited for a role like an XA, then you also understand and appreciate that its goals are to allow the rapid creation of user interfaces (UI's). Perhaps the area that you may have heard about is XAML.

Expression Blend is itself written with XAML and WPF application development technologies such as Cider extensions for Visual Studio. Although there are marked improvements on the performance of the Blend application compared to the very first preview versions, the overall concept is starting to be accepted by the wider development/designer communities as a whole. They understand that performance will improve as the technology matures, which has been proven now with the release of Visual Studio 2008 and the .NET Framework 3.5, both improving the ability to develop for the platform.

You will find out pretty soon, if you like working with XAML. The Blend design interface may take a little longer to get into, simply because it is a different tool with a similar ideology as other timeframe-based design environments (or so it may appear).

When I began using the Expression Interactive Designer Community Technology Previews, I was excited at first. This was finally justifying everything I had been saying to development managers and others who couldn't grasp the importance of a great user interface—and more importantly, a great user experience—for years.

When I had been using it for a few days, I got angry with certain elements of it. It just wasn't working like Adobe Flash does. I couldn't understand why designers would want to use it, considering the complexities it would bring to their lives and how their confusion with .NET code and the application features would eventually turn into hostility toward the lowly developer who just wanted to provide the data for a list box and not have to worry about how it looked. It all came together for me a few days later (well at about three in the morning actually) during one of those rare moments of absolute clarity.

The combination of (Designer, Blend, and Visual Studio) is not about how a control looks, it's about how collections of visual and logical assets look, function, and ultimately perform as a singular unit to provide the overall user experience. Blend is not just for designers (or dare I say developers), but it is the head of a toolset aimed at bringing both parties together with a technology that can facilitate stunning designs with awesome .NET application performance.

I can't reiterate enough how important the glue—XAML—is! Graphic designers indirectly use it to make visual assets; interactive designers mold it with Blend; and together they create UIElements that integrate and use specific functionality that adds to an overall visual perception. Developers can use it to implement the designed functionality with additional feature sets.

An example of how XAML allows applications to be created better is when a designer produces a storyboard that shows a gorgeous list box that has glass highlights and rounded borders. The next storyboard shows that when a user clicks on an item in the list box, the selected item flies across the screen. There are very few instances where a conventional WINForms developer would take the time to try and produce this result as per the storyboards in a WINForms environment. But, by working together as a team, the XA makes this entirely possible with Blend and Visual Studio, using the XAML visual assets created by graphic designers. It is also extremely quick to build applications compared to the development time on other existing platforms. The following equation says it all:

  • (developer + designer) / time = speed = pub2

The remainder of this chapter is an overview of XAML, complete with explanations of some primary levels of the XAML structures, how they relate to each other, and how it relates to code classes produced in .NET. In Chapter 4, "XAML for Beginners," you will study XAML in a far greater depth.

Before you look at some XAML, there is another issue that struck me when using Blend in the early stages. There is no Source Safe integration. Enterprise developers instantly shy away from products that don't have such integration. But then again, it could make you think a little more about the architecture. In a strict sense, your development environment should always contain some sort of source protection system. That is when the use of multiple client-side application layers came to me. By using this architecture, you can still implement a source protection system that will not affect the UI development.

Layered Understanding

From now on, when you think about the front end of your application, you need to think about layered development, similar to multi-tier or N-Tier development in which you have specific application layers that perform specific tasks for the entire application to function and perform in the manner in which it was designed. Think about your front end having, at the very least, two layers which I describe in detail for clarity.

The Graphical UI Layer

As the name suggests, this layer is where your user interface objects function within their own scope. You, as the XA, now take XAML markup provided by a designer or the design team and make it into a button or other required object in Blend. Previously, if you wanted this button control to have a rollover effect when the mouse moved over it, you would need to provide all the programming that not only created the button in the first place, but also the code to animate it or make it interact with other objects.

The designer creates the visual asset in a design tool like Expression Design that exports XAML. You, as the XA, put all the pieces together; in fact, as you will see, XAML is merely a representation of a .NET code class. As such, it has the power to set properties and apply resources and data binding to-from objects, UIElements, plus much, much more. Putting the design XAML together with the functional XAML is simple.

Let's say, for example, you have made a simple calculator application. When the user clicks the = button on your form, the buttons click handler method goes about taking the inputted values from other controls and or members in the form and then displays the output directly on a textbox control. There is nothing wrong with this; but to get my point across, now we are not going to provide this method of application logic to your simple calculator application.

In your new Blend applications, you or your developer team would go off and write a logic layer that receives inputs and provides outputs back to your graphical layer (see Figure 1.5).

Figure 1.5

Figure 1.5 Data flow between the layers.

The Logic Layer (Class Library)

This layer is where developers author the code to interact and sometimes control the UIElements that will appear in the scenes, by way of events and property change notification. So, to continue with the previous example of a simple calculator, the logic layer (I prefer engine or wrapper) provides public methods with which each click of a button simply adds numbers and symbols for the underlying engine to deal with. The UI layer is free to carry on with any animations or UI-derived actions without the sequential hassles of also trying to deal with the application logic.

Now when the user clicks the = button, the engine is called by the UI graphics layer and goes to work with all the various inputs it has received. It then fires a result out through an event or property change notification where the graphics layer (which has subscribed to this event and or notification) then does what it needs to do in order to display the result.

You may choose to have the graphical assets flash red or go semi-transparent, who knows? The point is that the two layers remain completely separated, which allows developers to easily add unit testing with NUint or a similar tool, as well as gives you a complete set of functionality that will be the same regardless of the front end UI or OS on which you are running the code. The biggest advantage to this method, it has to be said, is from the developer's point of view. When they need to fix bugs or make maintenance changes, they only need to make them to a single code library before testing and redistributing the application. The advantage from the designer's point of view is that they may change the XAML style template applied to the buttons to give them a different look, but the user experience is maintained by you, the XA, controlling the collaboration between the developer and designer in Blend.

XAML Representations

So what exactly is XAML? People may be confused to learn that XAML does not contain objects, shapes, UIElements, animations, or transforms for that matter. XAML is simply an instruction set, and definitely not a programming language.

When these instructions are parsed to the WPF presentation engine, they are then converted to an object tree in memory. So you can think of XAML as being a type of serialization format for WPF, taking all the settings that you specify and then producing your application as the result.

Assuming that you understand the concept of XML formatting and you also grasp the concept that XAML is an XML representation of .NET code objects, take a minute to let the following settle into your mind.

.NET classes are represented in XAML as tags. For example:

<MyClass></MyClass>

Object children and or complex properties are represented by nested elements. For example:

<MyClass>
       <MyClass.Child> Additional Children </MyClass.Child>
</MyClass>

Attributes are properties or event handlers, for example:

<MyClass Property="100" Click="Click_Event">
       <Child> Value </Child>
</MyClass>

To put this into better perspective, let us look at a simple application example.

XAML/CLR Example

We are going to examine the same application (shown in Figure 1.6) twice, once in C# and then in XAML.

Figure 1.6

Figure 1.6 The simple button application.

As you can see, we have a simple window with a single button shown. The button contains text, but you should bear in mind that we could have used an image or another control (UIElement) as the content of the button if a designer required it. Listing 1.1 provides the C# code for this application.

Listing 1.1. C# Example Application

    public partial class Window1 : Window
    {
        public Window1()
        {
            InitializeComponent();
            //button1 declared within the partial class initializer
            button1.Width = 100;
            button1.Height = 100;
            button1.Content = "Window Licker";
            button1.Click += new RoutedEventHandler(button1_Click);
        }
        void button1_Click(object sender, RoutedEventArgs e)
        {
            MessageBox.Show("Simple as that");
        }
    }

In the code example shown in Listing 1.1, we are setting the properties of the button shown in Figure 1.5, just as a developer would do in a WINForms application. The text is applied by setting the Content property of the button.

Don't worry too much about following the specifics of the code if you are not familiar with C#. Just compare it with the XAML code shown in Listing 1.2, particularly with reference to property names like Width and Height that XAML sets at design time.

Listing 1.2. XAML Example Application

<Window x:Class="Chapter_01_XAMLReps.Window1"
    xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
    xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
    Title="Chapter_01_XAMLReps" Height="300" Width="300"
    >

    <Button
       Name="button1"
       Height="100"
       Width="100"
       HorizontalAlignment="Left"
       VerticalAlignment="Top"
       Content="Window Licker"
       Click="button1_Click"/>
</Window>

You will note the property names are exactly the same. You may also note there are some layout directives in the form of VerticalAlignment and HorizontalAlignment that we will look at in future chapters.

This is a very simple example, but one I hope gives you a little insight into the core usage of XAML. You can certainly do a lot more than just declare and set up a button with XAML. As we go through the examples in the book, you will also be looking at both C# and XAML markup to cement your understanding of the XAML/C# relationship.

Code/Markup Integration

When we talk about integration, we are referring to how objects and resources are controlled within an application using either C# or XAML—or both. The key here is to remember that XAML is declarative and can only be applied to those objects and UIElements that are created in the design-time environment.

Although you can apply property setters to objects as well as data binding and dynamic layout instructions, you have to remember that once the application enters runtime mode, you need to apply any new dynamic integration through code alone. This is not to say that you can't add dynamic instructions in XAML; after all, the majority of all animations, trigger events like IsMouseOver for buttons, or even the "Click" event that we used in the Listing 1.2 example, will be declared and set in XAML.

A simple but powerful benefit of the XA role is that because the XA puts all the pieces together, designers and developers are not constrained by timeframes to deliver assets to each other. The XA can add buttons to the scene and apply the style template when the designer is finished. The developers can just get on with writing functionality based on inputs and outputs. Overall the deliverable time of an application is dramatically shortened.

I would like to think that after seeing the brief examples provided in this chapter you are now starting to recognize the purpose of XAML as a declarative script, how simple it will be to use, and how easy it will be for designer/developer collaboration under this workflow. Although some XAML scripts do get quite complicated to follow, once you have a grasp of the core concepts you will be able to follow any of them.

Another point of interest is that Microsoft has tried very hard to ensure that the XAML produced by the Blend designer does not become a mash of utter garbage that you need a deciphering wheel to understand it. You should be able to add a UIElement to your application, change some properties in the property palette within the Blend designer environment, switch to XAML view, and still understand exactly what you have just done. Of course, you can test this by running in Split View mode and seeing the XAML being added as you "draw" controls onto the design surface and vice versa.

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