by Joche Ojeda | Apr 2, 2025 | Testing
In the last days, I have been dealing with a chat prototype that uses SignalR. I’ve been trying to follow the test-driven development (TDD) approach as I like this design pattern. I always try to find a way to test my code and define use cases so that when I’m refactoring or writing code, as long as the tests pass, I know everything is fine.
When doing ORM-related problems, testing is relatively easy because you can set up a memory provider, have a clean database, perform your operations, and then revert to normal. But when testing APIs, there are several approaches.
Some approaches are more like unit tests where you get a controller and directly pass values by mocking them. However, I prefer tests that are more like integration tests – for example, I want to test a scenario where I send a message to a chat and verify that the message send event was real. I want to show the complete set of moving parts and make sure they work together.
In this article, I want to explore how to do this type of test with REST APIs by creating a test host server. This test host creates two important things: a handler and an HTTP client. If you use the HTTP client, each HTTP operation (POST, GET, etc.) will be sent to the controllers that are set up for the test host. For the test host, you do the same configuration as you would for any other host – you can use a startup class or add the services you need and configure them.
I wanted to do the same for SignalR chat applications. In this case, you don’t need the HTTP client; you need the handler. This means that each request you make using that handler will be directed to the hub hosted on the HTTP test host.
Here’s the code that shows how to create the test host:
// ARRANGE
// Build a test server
var hostBuilder = new HostBuilder()
.ConfigureWebHost(webHost =>
{
webHost.UseTestServer();
webHost.UseStartup<Startup>();
});
var host = await hostBuilder.StartAsync();
//Create a test server
var server = host.GetTestServer();
And now the code for handling SignalR connections:
// Create SignalR connection
var connection = new HubConnectionBuilder()
.WithUrl("http://localhost/chathub", options =>
{
// Set up the connection to use the test server
options.HttpMessageHandlerFactory = _ => server.CreateHandler();
})
.Build();
string receivedUser = null;
string receivedMessage = null;
// Set up a handler for received messages
connection.On<string, string>("ReceiveMessage", (user, message) =>
{
receivedUser = user;
receivedMessage = message;
});
//if we take a closer look, we can see the creation of the test handler "server.CreateHandler"
var connection = new HubConnectionBuilder() .WithUrl("http://localhost/chathub", options =>
{
// Set up the connection to use the test server
options.HttpMessageHandlerFactory = _ => server.CreateHandler();
}) .Build();
Now let’s open a SignalR connection and see if we can connect to our test server:
string receivedUser = null;
string receivedMessage = null;
// Set up a handler for received messages
connection.On<string, string>("ReceiveMessage", (user, message) =>
{
receivedUser = user;
receivedMessage = message;
});
// ACT
// Start the connection
await connection.StartAsync();
// Send a test message through the hub
await connection.InvokeAsync("SendMessage", "TestUser", "Hello SignalR");
// Wait a moment for the message to be processed
await Task.Delay(100);
// ASSERT
// Verify the message was received correctly
Assert.That("TestUser"==receivedUser);
Assert.That("Hello SignalR"== receivedMessage);
// Clean up
await connection.DisposeAsync();
You can find the complete source of this example here: https://github.com/egarim/TestingSignalR/blob/master/UnitTest1.cs
by Joche Ojeda | Mar 13, 2025 | netcore, Uno Platform
For the past two weeks, I’ve been experimenting with the Uno Platform in two ways: creating small prototypes to explore features I’m curious about and downloading example applications from the Uno Gallery. In this article, I’ll explain the first steps you need to take when creating an Uno Platform application, the decisions you’ll face, and what I’ve found useful so far in my journey.
Step 1: Create a New Project
I’m using Visual Studio 2022, though the extensions and templates work well with previous versions too. I have both studio versions installed, and Uno Platform works well in both.

Step 2: Project Setup
After naming your project, it’s important to select “Place solution and project in the same directory” because of the solution layout requirements. You need the directory properties file to move forward. I’ll talk more about the solution structure in a future post, but for now, know that without checking this option, you won’t be able to proceed properly.

Step 3: The Configuration Wizard
The Uno Platform team has created a comprehensive wizard that guides you through various configuration options. It might seem overwhelming at first, but it’s better to have this guided approach where you can make one decision at a time.
Your first decision is which target framework to use. They recommend .NET 9, which I like, but in my test project, I’m working with .NET 8 because I’m primarily focused on WebAssembly output. Uno offers multi-threading in Web Assembly with .NET 8, which is why I chose it, but for new projects, .NET 9 is likely the better choice.

Step 4: Target Platforms
Next, you need to select which platforms you want to target. I always select all of them because the most beautiful aspect of the Uno Platform is true multi-targeting with a single codebase.
In the past (during the Xamarin era), you needed multiple projects with a complex directory structure. With Uno, it’s actually a single unified project, creating a clean solution layout. So while you can select just WebAssembly if that’s your only focus, I think you get the most out of Uno by multi-targeting.

Step 5: Presentation Pattern
The next question is which presentation pattern you want to use. I would suggest MVUX, though I still have some doubts as I haven’t tried MVVM with Uno yet. MVVM is the more common pattern that most programmers understand, while MVUX is the new approach.
One challenge is that when you check the official Uno sample repository, the examples come in every presentation pattern flavor. Sometimes you’ll find a solution for your task in one pattern but not another, so you may need to translate between them. You’ll likely find more examples using MVVM.

Step 6: Markup Language
For markup, I recommend selecting XAML. In my first project, I tried using C# markup, which worked well until I reached some roadblocks I couldn’t overcome. I didn’t want to get stuck trying to solve one specific layout issue, so I switched. For beginners, I suggest starting with XAML.

Step 7: Theming
For theming, you’ll need to select a UI theme. I don’t have a strong preference here and typically stick with the defaults: using Material Design, the theme service, and importing Uno DSP.

Step 8: Extensions
When selecting extensions to include, I recommend choosing almost all of them as they’re useful for modern application development. The only thing you might want to customize is the logging type (Console, Debug, or Serilog), depending on your previous experience. Generally, most applications will benefit from all the extensions offered.

Step 9: Features
Next, you’ll select which features to include in your application. For my tests, I include everything except the MAUI embedding and the media element. Most features can be useful, and I’ll show in a future post how to set them up when discussing the solution structure.

Step 10: Authentication
You can select “None” for authentication if you’re building test projects, but I chose “Custom” because I wanted to see how it works. In my case, I’m authenticating against DevExpress XAF REST API, but I’m also interested in connecting my test project to Azure B2C.

Step 11: Application ID
Next, you’ll need to provide an application ID. While I haven’t fully explored the purpose of this ID yet, I believe it’s needed when publishing applications to app stores like Google Play and the Apple App Store.

Step 12: Testing
I’m a big fan of testing, particularly integration tests. While unit tests are essential when developing components, for business applications, integration tests that verify the flow are often sufficient.
Uno also offers UI testing capabilities, which I haven’t tried yet but am looking forward to exploring. In platform UI development, there aren’t many choices for UI testing, so having something built-in is fantastic.
Testing might seem like a waste of time initially, but once you have tests in place, you’ll save time in the future. With each iteration or new release, you can run all your tests to ensure everything works correctly. The time invested in creating tests upfront pays off during maintenance and updates.

Step 13: CI Pipelines
The final step is about CI pipelines. If you’re building a test application, you don’t need to select anything. For production applications, you can choose Azure Pipelines or GitHub Actions based on your preferences. In my case, I’m not involved with CI pipeline configuration at my workplace, so I have limited experience in this area.

Conclusion
If you’ve made it this far, congratulations! You should now have a shiny new Uno Platform application in your IDE.
This post only covers the initial setup choices when creating a new Uno application. Your development path will differ based on the selections you’ve made, which can significantly impact how you write your code. Choose wisely and experiment with different combinations to see what works best for your needs.
During my learning journey with the Uno Platform, I’ve tried various settings—some worked well, others didn’t, but most will function if you understand what you’re doing. I’m still learning and taking a hands-on approach, relying on trial and error, occasional documentation checks, and GitHub Copilot assistance.
Thanks for reading and see you in the next post!
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by Joche Ojeda | Mar 7, 2025 | Uncategorized, Uno Platform
This year I decided to learn something new, specifically something UI-related. Usually, I only do back-end type of code. Most of my code has no UI representation, and as you might know, that’s why I love XAF from Developer Express so much—because I don’t have to write a UI. I only have to define the business model and the actions, and then I’m good to go.
But this time, I wanted to challenge myself, so I said, “OK, let’s learn something that is UI-related.” I’ve been using .NET for about 18 years already, so I wanted to branch out while still leveraging my existing knowledge.
I was trying to decide which technology to go with, so I checked with the people in my office (XARI). We have the .NET team, which is like 99% of the people, and then we have one React person and a couple of other developers using different frameworks. They suggested Flutter, and I thought, “Well, maybe.”
I checked the setup and tried to do it on my new Surface computer, but it just didn’t work. Even though Flutter looks fine, moving from .NET (which I’ve been writing since day one in 2002) to Dart is a big challenge. I mean, writing code in any case is a challenge, but I realized that Flutter was so far away from my current infrastructure and setup that I would likely learn it and then forget it because I wouldn’t use it regularly.
Then I thought about checking React, but it was kind of the same idea. I could go deep into this for like one month, and then I would totally forget it because I wouldn’t update the tooling, and so on.
So I decided to take another look at Uno Platform. We’ve used Uno Platform in the office before, and I love this multi-platform development approach. The only problem I had at that time was that the tooling wasn’t quite there yet. Sometimes it would compile, sometimes you’d get a lot of errors, and the static analysis would throw a lot of errors too. It was kind of hard—you’d spend a lot of time setting up your environment, and compilation was kind of slow.
But when I decided to take a look again recently, I remembered that about a year ago they released new project templates and platform extensions that help with the setup of your environment. So I tried it, and it worked well! I have two clean setups right now: my new Surface computer that I reset maybe three weeks ago, and my old MSI computer with 64 gigabytes of RAM. These gave me good places to test.
I decided to go to the Uno Platform page and follow the “Getting Started” guide. The first thing you need to do is use some commands to install a tool that checks your setup to see if you have all the necessary workloads. That was super simple. Then you have to add the extension to Visual Studio—I’m using Visual Studio in this case just to add the project templates. You can do this in Rider or Visual Studio Code as well, but the traditional Visual Studio is my tool of preference.
Uno Platform – Visual Studio Marketplace

Setup your environment with uno check

After completing all the setup, you get a menu with a lot of choices, but they give you a set of recommended options that follow best practices. That’s really nice because you don’t have to think too much about it. After that, I created a few projects. The first time I compiled them, it took a little bit, but then it was just like magic—they compiled extremely fast!
You have all these choices to run your app on: WebAssembly, Windows UI, Android, and iOS, and it works perfectly. I fell in love again, especially because the tooling is actually really solid right now. You don’t have to struggle to make it work.
Since then, I’ve been checking the examples and trying to write some code, and so far, so good. I guess my new choice for a UI framework will be Uno because it builds on my current knowledge of .NET and C#. I can take advantage of the tools I already have, and I don’t have to switch languages. I just need to learn a new paradigm.
I will write a series of articles about all my adventures with Uno Platform. I’ll share links about getting started, and after this, I’ll create some sample applications addressing the challenges that app developers face: how to implement navigation, how to register services, how to work with the Model-View-ViewModel pattern, and so on.
I would like to document every challenge I encounter, and I hope that you can join me in these Uno adventures!
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by Joche Ojeda | Mar 5, 2025 | C#, dotnet, Uno Platform
Exploring the Uno Platform: Handling Unsafe Code in Multi-Target Applications
This last weekend I wanted to do a technical experiment as I always do when I have some free time. I decided there was something new I needed to try and see if I could write about. The weekend turned out to be a beautiful surprise as I went back to test the Uno platform – a multi-OS, multi-target UI framework that generates mobile applications, desktop applications, web applications, and even Linux applications.
The idea of Uno is a beautiful concept, but for a long time, the tooling wasn’t quite there. I had made it work several times in the past, but after an update or something in Visual Studio, the setup would break and applications would become basically impossible to compile. That seems to no longer be the case!
Last weekend, I set up Uno on two different computers: my new Surface laptop with an ARM type of processor (which can sometimes be tricky for some tools) and my old MSI with an x64 type of processor. I was thrilled that the setup was effortless on both machines.
After the successful setup, I decided to download the entire Uno demo repository and start trying out the demos. However, for some reason, they didn’t compile. I eventually realized there was a problem with generated code during compilation time that turned out to be unsafe code. Here are my findings about how to handle the unsafe code that is generated.
AllowUnsafeBlocks Setting in Project File
I discovered that this setting was commented out in the Navigation.csproj file:
<!--<AllowUnsafeBlocks>true</AllowUnsafeBlocks>-->
When uncommented, this setting allows the use of unsafe code blocks in your .NET 8 Uno Platform project. To enable unsafe code, you need to remove the comment markers from this line in your project file.
Why It’s Needed
The <AllowUnsafeBlocks>true</AllowUnsafeBlocks> setting is required whenever you want to use “unsafe” code in C#. By default, C# is designed to be memory-safe, preventing direct memory manipulation that could lead to memory corruption, buffer overflows, or security vulnerabilities. When you add this setting to your project file, you’re explicitly telling the compiler to allow portions of code marked with the unsafe keyword.
Unsafe code lets you work with pointers and perform direct memory operations, which can be useful for:
- Performance-critical operations
- Interoperability with native code
- Direct memory manipulation
What Makes Code “Unsafe”
Code is considered “unsafe” when it bypasses .NET’s memory safety guarantees. Specifically, unsafe code includes:
- Pointer operations: Using the * and -> operators with memory addresses
- Fixed statements: Pinning managed objects in memory so their addresses don’t change during garbage collection
- Sizeof operator: Getting the size of a type in bytes
- Stackalloc keyword: Allocating memory on the stack instead of the heap
Example of Unsafe Code
Here’s an example of unsafe code that might be generated:
unsafe
{
int[] numbers = new int[] { 10, 20, 30, 40, 50 };
// UNSAFE: Pinning an array in memory and getting direct pointer
fixed (int* pNumbers = numbers)
{
// UNSAFE: Pointer declaration and manipulation
int* p = pNumbers;
// UNSAFE: Dereferencing pointers to modify memory directly
*p = *p + 5;
*(p + 1) = *(p + 1) + 5;
}
}
Why Use Unsafe Code?
There are several legitimate reasons to use unsafe code:
- Performance optimization: For extremely performance-critical sections where you need to eliminate overhead from bounds checking or other safety features.
- Interoperability: When interfacing with native libraries or system APIs that require pointers.
- Low-level operations: For systems programming tasks that require direct memory manipulation, like implementing custom memory managers.
- Hardware access: When working directly with device drivers or memory-mapped hardware.
- Algorithms requiring pointer arithmetic: Some specialized algorithms are most efficiently implemented using pointer operations.
Risks and Considerations
Using unsafe code comes with significant responsibilities:
- You bypass the runtime’s safety checks, so errors can cause application crashes or security vulnerabilities
- Memory leaks are possible if you allocate unmanaged memory and don’t free it properly
- Your code becomes less portable across different .NET implementations
- Debugging unsafe code is more challenging
In general, you should only use unsafe code when absolutely necessary and isolate it in small, well-tested sections of your application.
In conclusion, I’m happy to see that the Uno platform has matured significantly. While there are still some challenges like handling unsafe generated code, the setup process has become much more reliable. If you’re looking to develop truly cross-platform applications with a single codebase, Uno is worth exploring – just remember to uncomment that AllowUnsafeBlocks setting if you run into compilation issues!
by Joche Ojeda | Mar 2, 2025 | C#, System Theory
This past week, I have been working on a prototype for a wizard component. As you might know, in computer interfaces, wizard components (or multi-step forms) allow users to navigate through a finite number of steps or pages until they reach the end. Wizards are particularly useful because they don’t overwhelm users with too many choices at once, effectively minimizing the number of decisions a user needs to make at any specific moment.
The current prototype is created using XAF from DevExpress. If you follow this blog, you probably know that I’m a DevExpress MVP, and I wanted to use their tools to create this prototype.
I’ve built wizard components before, but mostly in a rush. Those previous implementations had the wizard logic hardcoded directly inside the UI components, with no separation between the UI and the underlying logic. While they worked, they were quite messy. This time, I wanted to take a more structured approach to creating a wizard component, so here are a few of my findings. Most of this might seem obvious, but sometimes it’s hard to see the forest for the trees when you’re sitting in front of the computer writing code.
Understanding the Core Concept: State Machines
To create an effective wizard component, you need to understand several underlying concepts. The idea of a wizard is actually rooted in system theory and computer science—it’s essentially an implementation of what’s called a state machine or finite state machine.
Theory of a State Machine
A state machine is the same as a finite state machine (FSM). Both terms refer to a computational model that describes a system existing in one of a finite number of states at any given time.
A state machine (or FSM) consists of:
- States: Distinct conditions the system can be in
- Transitions: Rules for moving between states
- Events/Inputs: Triggers that cause transitions
- Actions: Operations performed when entering/exiting states or during transitions
The term “finite” emphasizes that there’s a limited, countable number of possible states. This finite nature is crucial as it makes the system predictable and analyzable.
State machines come in several variants:
- Deterministic FSMs (one transition per input)
- Non-deterministic FSMs (multiple possible transitions per input)
- Mealy machines (outputs depend on state and input)
- Moore machines (outputs depend only on state)
They’re widely used in software development, hardware design, linguistics, and many other fields because they make complex behavior easier to visualize, implement, and debug. Common examples include traffic lights, UI workflows, network protocols, and parsers.
In practical usage, when someone refers to a “state machine,” they’re almost always talking about a finite state machine.
Implementing a Wizard State Machine
Here’s an implementation of a wizard state machine that separates the logic from the UI:
public class WizardStateMachineBase
{
readonly List<WizardPage> _pages;
int _currentIndex;
public WizardStateMachineBase(IEnumerable<WizardPage> pages)
{
_pages = pages.OrderBy(p => p.Index).ToList();
_currentIndex = 0;
}
public event EventHandler<StateTransitionEventArgs> StateTransition;
public WizardPage CurrentPage => _pages[_currentIndex];
public virtual bool MoveNext()
{
if (_currentIndex < _pages.Count - 1) { var args = new StateTransitionEventArgs(CurrentPage, _pages[_currentIndex + 1]); OnStateTransition(args); if (!args.Cancel) { _currentIndex++; return true; } } return false; } public virtual bool MovePrevious() { if (_currentIndex > 0)
{
var args = new StateTransitionEventArgs(CurrentPage, _pages[_currentIndex - 1]);
OnStateTransition(args);
if (!args.Cancel)
{
_currentIndex--;
return true;
}
}
return false;
}
protected virtual void OnStateTransition(StateTransitionEventArgs e)
{
StateTransition?.Invoke(this, e);
}
}
public class StateTransitionEventArgs : EventArgs
{
public WizardPage CurrentPage { get; }
public WizardPage NextPage { get; }
public bool Cancel { get; set; }
public StateTransitionEventArgs(WizardPage currentPage, WizardPage nextPage)
{
CurrentPage = currentPage;
NextPage = nextPage;
Cancel = false;
}
}
public class WizardPage
{
public int Index { get; set; }
public string Title { get; set; }
public string Description { get; set; }
public bool IsRequired { get; set; } = true;
public bool IsCompleted { get; set; }
// Additional properties specific to your wizard implementation
public object Content { get; set; }
public WizardPage(int index, string title)
{
Index = index;
Title = title;
}
public virtual bool Validate()
{
// Default implementation assumes page is valid
// Override this method in derived classes to provide specific validation logic
return true;
}
}
Benefits of This Approach
As you can see, by defining a state machine, you significantly narrow down the implementation possibilities. You solve the problem of “too many parts to consider” – questions like “How do I start?”, “How do I control the state?”, “Should the state be in the UI or a separate class?”, and so on. These problems can become really complicated, especially if you don’t centralize the state control.
This simple implementation of a wizard state machine shows how to centralize control of the component’s state. By separating the state management from the UI components, we create a cleaner, more maintainable architecture.
The WizardStateMachineBase class manages the collection of pages and handles navigation between them, while the StateTransitionEventArgs class provides a mechanism to cancel transitions if needed (for example, if validation fails). The newly added WizardPage class encapsulates all the information needed for each step in the wizard.
What’s Next?
The next step will be to control how the visual components react to the state of the machine – essentially connecting our state machine to the UI layer. This will include handling the display of the current page content, updating navigation buttons (previous/next/finish), and possibly showing progress indicators. I’ll cover this UI integration in my next post.
By following this pattern, you can create wizard interfaces that are not only user-friendly but also maintainable and extensible from a development perspective.
Source Code
egarim/WizardStateMachineTest
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