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Universal Windows Platform
Universal Windows Platform
from Wikipedia

Universal Windows Platform
DeveloperMicrosoft
Operating systemWindows 10, Windows 10 Mobile, Windows 11, Xbox system software, Windows Mixed Reality
PlatformIA-32, x86-64, ARM32, ARM64
TypeComputing platform
Websitelearn.microsoft.com/en-us/windows/uwp/

Universal Windows Platform (UWP) is a computing platform created by Microsoft and introduced in Windows 10. The purpose of this platform is to help develop universal apps that run on Windows 10, Windows 10 Mobile (discontinued), Windows 11, Xbox One, Xbox Series X/S, and HoloLens without the need to be rewritten for each. It supports Windows app development using C++, C#, VB.NET, and XAML. The API is implemented in C++, and supported in C++, VB.NET, C#, F# and JavaScript.[1] Designed as an extension to the Windows Runtime (WinRT) platform introduced in Windows Server 2012 and Windows 8, UWP allows developers to create apps that will potentially run on multiple types of devices.[2]

UWP does not target non-Microsoft systems. Microsoft's solution for other platforms is .NET MAUI (previously "Xamarin.Forms"[3]), an open-source API created by Xamarin, a Microsoft subsidiary since 2016. Community solutions also exist for non-targeted platforms, such as Uno Platform. UWP was deprecated in October 2021.[4]

Compatibility

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UWP is a part of Windows 10, Windows 10 Mobile and Windows 11. UWP apps do not run on earlier Windows versions.

Apps that are capable of implementing this platform are natively developed using Visual Studio 2015, Visual Studio 2017, Visual Studio 2019, or Visual Studio 2022. Older Metro-style apps for Windows 8.1, Windows Phone 8.1, or for both (universal 8.1) need modifications to migrate to UWP.[5][6]

Some Windows platform features in later versions have been exclusive to UWP and software specifically packaged for it, and are not usable in other architectures such as the existing WinAPI, WPF, and Windows Forms. However, as of 2019, Microsoft has taken steps to increase the parity between these application platforms and make UWP features usable inside non-UWP software. Microsoft introduced XAML Islands (a method for embedding UWP controls and widgets into non-UWP software) as part of the Windows 10 May 2019 update, and stated that it would also allow UWP functions and Windows Runtime components to be invoked within non-packaged software.[7]

API bridges

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UWP Bridges translate calls in other application programming interfaces (APIs) to the UWP interface, so that applications written in these APIs would run on UWP. Two bridges are announced during the 2015 Build keynote for Android and iOS apps to be ported to Windows 10 Mobile.[8] Until January 2022, Microsoft maintained support for bridges for Windows desktop apps, progressive web apps, Microsoft Silverlight, and iOS's Cocoa Touch API.[9]

iOS

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Windows Bridge for iOS (WinObjC)
DeveloperMicrosoft
Initial releaseAugust 6, 2015; 10 years ago (2015-08-06)
Repositorygithub.com/microsoft/WinObjC
Written inObjective-C++, Objective-C, C, C++
TypeMiddleware
LicenseMIT License
Websitedeveloper.microsoft.com/en-us/windows/bridges/ios/

Windows Bridge for iOS (codenamed "Islandwood") is an open-source middleware toolkit that allows iOS apps developed in Objective-C to be ported to Windows 10 by using Visual Studio 2015 to convert the Xcode project into a Visual Studio project.[8][10][11] An early build of Windows Bridge for iOS was released as open-source software under the MIT License on August 6, 2015, while the Android version was in closed beta.[8]

This "WinObjC" project is open source on GitHub. It contains code from various existing implementations of Cocoa Touch like Cocotron and GNUstep as well as Microsoft's own code that implements iOS frameworks using UWP methods. It uses a version of the LLVM clang compiler.[12]

Android

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Windows Bridge for Android (codenamed "Astoria") was a runtime environment that would allow for Android apps written in Java or C++ to run on Windows 10 Mobile and published to Microsoft Store. Kevin Gallo, technical lead of Windows Developer Platform, explained that the layer contained some limitations: Google Mobile Services and certain core APIs are not available, and apps that have "deep integration into background tasks", such as messaging software, would not run well in this environment.[13][14]

In February 2016, Microsoft announced that it had ceased development on Windows Bridge for Android, citing redundancies due to iOS already being a primary platform for multi-platform development, and that Windows Bridge for iOS produced native code and did not require an OS-level emulator. Instead, Microsoft encouraged the use of C# for multi-platform app development using tools from Xamarin, which they had acquired prior to the announcement.[15][16][17] In 2021, Microsoft allowed Windows 11 to run Android apps with an OS-level emulator and allowed apps to be installed in the store.[18]

Deployment

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UWP provides an application model based upon its CoreApplication class and the Windows Runtime (WinRT).[1] Universal Windows apps that are created using the UWP no longer indicate having been written for a specific OS in their manifest build; instead, they target one or more device families, such as a PC, smartphone, tablet, or Xbox One, using Universal Windows Platform Bridges. These extensions allow the app to automatically utilize the capabilities that are available to the particular device it is currently running on.[19] A universal app may run on either a mobile phone or a tablet and provide suitable experiences on each. A universal app running on a smartphone may start behaving the way it would if it were running on a PC when the phone is connected to a desktop computer or a suitable docking station.[20]

Reception

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Games developed for UWP are subject to technical restrictions, including incompatibility with multi-video card setups, difficulties modding the game, overlays for gameplay-oriented chat clients, or key binding managers.[21] UWP will only support DirectX 11.1 or later, so games built on older DirectX versions will not work.[22] During Build 2016, Microsoft Xbox division head Phil Spencer announced that the company was attempting to address issues which would improve the viability of UWP for PC games, stating that Microsoft was "committed to ensuring we meet or exceed the performance expectations of full-screen games as well as the additional features including support for overlays, modding, and more." Support for AMD FreeSync and Nvidia G-Sync technologies, and disabling V-sync, was later added to UWP.[23][24]

Epic Games founder Tim Sweeney criticized UWP for being a walled garden, since by default UWP software may only be published and installed via Windows Store, requiring changes in system settings to enable the installation of external software (similarly to Android). Additionally, certain operating system features are exclusive to UWP and cannot be used in non-UWP software such as most video games. Sweeney characterized these moves as "the most aggressive move Microsoft has ever made" in attempting to transform PCs into a closed platform, and felt that these moves were meant to put third-party games storefronts such as Steam at a disadvantage as Microsoft is "curtailing users' freedom to install full-featured PC software and subverting the rights of developers and publishers to maintain a direct relationship with their customers". As such, Sweeney argued that end-users should be able to download UWP software and install it in the same manner as non-UWP software.[25]

Windows VP Kevin Gallo addressed Sweeney's concerns, stating that "in the Windows 10 November Update, we enabled people to easily side-load apps by default, with no UX required. We want to make Windows the best development platform regardless of technologies used, and offer tools to help developers with existing code bases of HTML/JavaScript, .NET and Win32, C++ and Objective-C bring their code to Windows, and integrate UWP capabilities. With Xamarin, UWP developers can not only reach all Windows 10 devices, but they can now use a large percentage of their C# code to deliver a fully native mobile app experiences for iOS and Android."[26]

In a live interview with Giant Bomb during its E3 2016 coverage, Spencer defended the mixed reception of its UWP-exclusive releases, stating that "they all haven't gone swimmingly. Some of them have gone well", and that "there's still definitely concern that UWP and our store are somehow linked in a way that is nefarious. It's not." He also discussed Microsoft's relationships with third-party developers and distributors such as Steam, considering the service to be "a critical part of gaming's success on Windows" and stating that Microsoft planned to continue releasing games through the platform as well as its own, but that "There's going to be areas where we cooperate and there's going to be areas where we compete. The end result is better for gamers." Spencer also stated that he was a friend of Sweeney and had been in frequent contact with him.[27][28]

On May 30, 2019, Microsoft announced that it would support distribution of Win32 games on Microsoft Store; Spencer (who had since been promoted to head of all games operations at Microsoft, reporting directly to CEO Satya Nadella) explained that developers preferred the architecture, and that it "allow[s] for the customization and control [developers and players] come to expect from the open Windows gaming ecosystem." It was also announced that future Xbox Game Studios releases on Windows would be made available on third-party storefronts such as Steam, rather than be exclusive to Microsoft Store.[29][30]

References

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[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
![Windows 8 - Xbox Music and Photos together.png][float-right] The Universal Windows Platform (UWP) is a development platform introduced by Microsoft with Windows 10, designed to allow programmers to create a single application package that runs across diverse Windows devices, including personal computers, tablets, Xbox consoles, HoloLens headsets, and initially mobile phones, by providing a common application programming interface (API) and runtime environment. UWP builds upon the Windows Runtime (WinRT) introduced in , emphasizing sandboxed execution for enhanced security, automatic adaptation to varying screen sizes and input methods, and distribution primarily through the to ensure consistent user experiences and facilitate updates. Key features include support for languages like C#, C++, and , integration with system services such as Cortana and notifications, and capabilities for immersive experiences like touch, pen input, and mixed reality. While UWP achieved unification of the Windows app ecosystem, enabling developers to target multiple device families with reduced effort and promoting a modern app model akin to mobile platforms, it faced significant criticism from developers for imposing restrictions that limited access to legacy Windows functionalities, enforcing Store dependency which raised concerns over 's control similar to gatekeeping, and requiring app rewrites from traditional Win32 formats, leading to slower adoption outside built-in apps. In response to backlash, particularly from figures like Epic Games CEO Tim Sweeney who decried it as "woefully inadequate" for desktop needs, Microsoft by 2019 acknowledged UWP's limitations as the exclusive path forward, pivoting to bolster Win32 compatibility, introduce the Windows App SDK for decoupled UI frameworks like WinUI, and allow sideloading, thereby preserving developer choice while retaining UWP's core benefits for certain use cases. As of 2025, UWP continues to support ongoing development for Store apps and remains integral to Xbox and enterprise scenarios, though supplemented by hybrid approaches for broader Windows compatibility.

History

Origins and announcement

The Universal Windows Platform (UWP) originated from the (WinRT), a foundational layer introduced by in , released on October 26, 2012. WinRT was designed to enable the development of modern, touch-optimized applications—initially termed Metro-style apps—that could target both traditional x86/x64 PCs and ARM-based devices like tablets and the Surface RT. This runtime abstracted underlying system components, providing a projection model for languages such as C#, C++, and , while enforcing security through app isolation and sandboxing. Building on WinRT, expanded the concept of shared application development with (October 17, 2013) and (April 2014), introducing "universal apps" that allowed a single codebase to target both desktop/tablet and mobile phone form factors through shared projects in . This laid the groundwork for broader device convergence, addressing fragmentation in the Windows ecosystem by unifying APIs for core functionalities like UI, sensors, and networking across platforms. However, limitations persisted, such as restricted access compared to traditional Win32 applications and dependency on the for distribution. UWP was formally announced as an evolution of this model during Microsoft's Windows 10 preview event on September 30, 2014, where it was presented as the "Universal Windows apps" platform to support "" development across PCs, tablets, phones, , , HoloLens, and future devices. The announcement emphasized over 8,600 APIs in the initial set, with expansions planned to exceed 300,000 total methods, enabling adaptive UIs and device-specific optimizations via a single app package. Further technical details followed in a March 2, 2015, developer blog post, highlighting the unified app model and runtime for , and an April 30, 2015, update that added 2,500 new classes—a 60% increase from —to enhance capabilities like ink, , and geolocation.

Launch with Windows 10

The Universal Windows Platform (UWP) debuted with the retail release of on July 29, 2015, enabling developers to build applications deployable across multiple Windows device categories using a unified surface and shared codebase. This launch built on the from prior versions but introduced device family partitioning, where APIs were categorized to ensure compatibility with specific hardware profiles like desktop PCs and, prospectively, mobile devices. At initial rollout, UWP emphasized a "write once, run anywhere" model for and user interfaces, with apps distributed via the Windows Store and secured through declarative permissions for device resources such as cameras or files. Core to the launch was the unification of development tools in , supporting languages like C#, C++, and , alongside XAML for adaptive UIs that could scale across screen sizes. Initial UWP apps focused on PC environments, as full mobile support awaited Mobile's broader device rollout later in 2015. The platform's app lifecycle management handled activation, suspension, and resumption to optimize battery and performance on varied hardware, with background tasks restricted to conserve resources. positioned UWP as extensible for future devices like and IoT, though launch capabilities were primarily validated on consumer PCs, with APIs exposing features such as Cortana integration and live tiles for pinned apps. Adoption at launch was modest, with providing sample universal apps and encouraging porting from Windows 8-era WinRT projects, but developers noted incomplete unification due to pending mobile parity. mechanisms, including sandboxing via AppContainers and broker processes for inter-app communication, were enforced from day one to mitigate risks in a store-distributed . By Threshold Wave 1 ( version 1507), UWP supported over 300,000 apps in the Store, many migrated or rebuilt for cross-compatibility, though desktop bridge tools for legacy Win32 apps arrived in subsequent updates.

Expansion and updates

Following the launch of on July 29, 2015, the Universal Windows Platform expanded to support additional device families beyond personal computers and tablets, including consoles starting with the November 2015 update, which enabled developers to target gaming-specific APIs for universal apps. HoloLens mixed-reality headsets were integrated via the Creators Update on April 11, 2017, allowing UWP apps to leverage and holograms through extensions like the APIs. devices also gained UWP compatibility for collaborative apps, with updates emphasizing touch and ink features in subsequent releases. A major expansion came with Project Centennial, announced on March 30, 2016, which introduced the Desktop Bridge—a packaging tool enabling Win32, .NET, and COM-based desktop applications to be converted into UWP containers without full rewrites, thereby accessing the Windows Store and UWP APIs like notifications and live tiles. This bridge facilitated over 100,000 desktop apps being packaged for the Store by mid-2017, bridging legacy software to modern deployment models while retaining full trust access to system resources. Feature updates continued through semi-annual releases, such as the Anniversary Update on August 2, 2016, which added Bash on Ubuntu on Windows for developers and enhanced UWP app lifecycle management with improved suspension and resumption behaviors. The Fall Creators Update on October 17, 2017, incorporated elements like Acrylic transparency and advanced inking into UWP, alongside support for variable fonts and better GPU acceleration for , expanding creative and enterprise app capabilities. These iterations increased the UWP surface by approximately 20% per major update cycle through 2018, focusing on cross-device consistency and performance optimizations. By 2019, UWP extended to IoT Core devices via the Windows 10 IoT October 2018 Update, enabling embedded apps with low-power optimizations and secure boot integration for industrial sensors and edge computing. Toolchain enhancements, including MSIX packaging introduced in 2018 as an evolution of AppX, further streamlined distribution by supporting delta updates and self-contained deployments, reducing app sizes by up to 50% for frequent releases.

Shift to alternative models

In response to developer feedback on UWP's restrictive sandboxing, limited distribution options, and dependency on specific Windows versions, Microsoft began transitioning toward more flexible app development models around 2019. This involved exposing UWP's underlying WinRT APIs to traditional desktop frameworks like Win32 and WPF, enabling legacy apps to access modern capabilities without full UWP adoption. By May 2019, Microsoft executives confirmed that UWP would not represent the primary path forward, prioritizing backward compatibility and broader ecosystem support over a singular universal model. The shift accelerated with the introduction of Project Reunion in May 2020, later rebranded as the , which decouples key APIs from operating system versions to allow deployment on Windows 10 (version 1809 onward) and without requiring the latest OS updates. This SDK incorporates elements of UWP's runtime but supports diverse packaging formats like MSIX alongside traditional installations, addressing UWP's store-centric limitations and enabling third-party distribution channels. In October 2021, effectively deprecated active UWP development, directing new projects to the and WinUI 3 for UI components, as UWP's unified vision proved untenable following the decline of Windows mobile platforms. WinUI 3, released in November 2022, emerged as the recommended native UI framework, independent of UWP's app container model and integrable with both new and existing desktop codebases. It supports modular updates via packages, reducing reliance on OS-level changes, though migration from UWP remains partial due to unsupported features like certain XAML behaviors. Ongoing deprecations underscore the pivot: discontinued support for UWP apps (Word, Excel, PowerPoint) on October 14, 2025, urging users to web or desktop alternatives, while the UWP Maps control and APIs were deprecated as of April 8, 2025, with recommendations to Azure Maps. These changes reflect a pragmatic focus on desktop-centric development, where UWP's adoption stalled below expectations—fewer than 1% of Store apps actively used its full universal features by 2021—favoring hybrid models that blend web, native, and packaged apps.

Technical Architecture

Core components and APIs

The Universal Windows Platform (UWP) is built upon the Windows Runtime (WinRT), a native, Component Object Model (COM)-based API layer that serves as the foundational interface for accessing Windows system services in a device-agnostic manner. WinRT abstracts low-level operating system functionalities into a modern, object-oriented set of APIs, enabling uniform behavior across Windows devices including PCs, tablets, Xbox, and HoloLens. Implemented primarily in C++ for performance, WinRT provides language projections that allow seamless use from C#, Visual Basic .NET, C++/CX, and JavaScript, facilitating cross-language development and runtime interoperability without direct COM handling. Core components include self-contained Windows Runtime components, which are modular assemblies deployable within UWP apps to encapsulate reusable logic accessible from any supported language. The app lifecycle and runtime environment are managed via the CoreApplication class in the Windows.ApplicationModel.Core namespace, which oversees activation, suspension, resumption, and view handling to ensure consistent execution in a sandboxed context. WinRT enforces asynchronous programming patterns through foundational types like IAsyncOperation and Task-like projections, promoting scalable, non-blocking operations for I/O-bound tasks. UWP's APIs are organized into hierarchical namespaces under the Windows root, with Windows.Foundation providing essential contracts, metadata, and URI handling for extensibility and versioning. Key categories encompass Windows.Storage for file and folder operations with capability-declared access, Windows.Networking for sockets and connectivity, Windows.Devices for hardware like sensors and peripherals, and Windows.UI.Xaml for declarative UI construction via Extensible Application Markup Language (XAML). These core APIs form a universal subset guaranteed to function identically on all Windows 10 and later devices, supplemented by extension SDKs for device-family-specific extensions such as Xbox media APIs or IoT peripherals. Where necessary, UWP exposes a curated subset of Win32 and COM APIs to bridge gaps in WinRT coverage, such as advanced graphics via DirectX interop. Apps declare required capabilities—like camera or location access—in an XML manifest, which the runtime validates against user-granted permissions to maintain security isolation.

App model and runtime

The Universal Windows Platform (UWP) app model employs a packaged deployment structure using the MSIX format, which bundles application binaries, assets, metadata, and a detailing capabilities, dependencies, and identity. This model supports per-user or system-wide installation, enables dependency resolution at runtime, and facilitates updates independent of distribution channels, such as the or . Capabilities, like access to geolocation or , must be explicitly declared in the manifest and are granted only after user consent during installation or first use, enforcing a permission-based that isolates apps from the broader system. The execution runtime is anchored in the (WinRT), a metadata-driven layer evolved from COM and introduced with in 2012, which projects interfaces to languages including C#, , C++/WinRT, and for asynchronous, promise-based operations. WinRT mediates interactions with underlying Win32 APIs and hardware, while confining apps to an app container process that applies mandatory integrity levels and process for sandboxing. Apps activate through the CoreApplication class, handling events for launch, , and contracts like search or . UWP apps follow a managed lifecycle to optimize battery and performance: starting in a NotRunning state, they transition to Running (foreground or ) upon via user input or system triggers. When minimized or switched from, the system suspends the app after a brief , invoking the Suspending event for state persistence to local storage or sync; failure to save here risks upon termination, which occurs unannounced when resources are scarce. Resumption from suspension restores the prior state, with the Resuming event allowing refresh, while execution is restricted to declared tasks like timers or location updates, subject to quotas and device policies to prevent abuse. Prelaunch optimization, available since Windows 10 version 1607, proactively loads opted-in apps in suspended form for faster .

Security and sandboxing mechanisms

The Universal Windows Platform (UWP) implements security through an AppContainer execution environment, which sandboxes applications to isolate them from the operating system kernel, other processes, and unnecessary resources, thereby mitigating risks of unauthorized access or corruption. This model, evolved from the Windows Runtime introduced in Windows 8 and refined in Windows 10 released on July 29, 2015, enforces process-level isolation by default, preventing apps from influencing or being influenced by non-essential system components. Apps operate with restricted privileges, requiring explicit user consent for sensitive operations, such as accessing files via pickers rather than direct paths. Isolation in AppContainer is achieved through multiple layered mechanisms, including restrictions on securable objects like files, registry keys, and devices; object partitioning that separates app processes, windows, and threads; and the assignment of unique per-user, per-app access tokens that block credential impersonation or elevation across boundaries. By design, apps lack access to administrative functions or direct hardware interaction, with default denials for resources such as cameras, microphones, removable storage, and broad network endpoints unless explicitly permitted. This least-privilege approach reduces the , as a compromised app remains contained without propagating to the host system or adjacent processes. Access to restricted resources is governed by a capabilities model, where developers declare permissions in the app's package manifest file (e.g., internetClient for outbound networking, microphone for audio input), which Windows evaluates at installation and runtime to grant or deny based on user approval for privacy-impacting features. Capabilities follow a declarative, granular structure, limiting exposure—for instance, picturesLibrary allows read/write to user media folders but not arbitrary system directories—ensuring apps cannot escalate privileges implicitly. This contrasts with traditional Win32 apps, where permissions are often runtime-determined or broader, by shifting control to platform-enforced checks. For mediated interactions with protected APIs, UWP employs a broker , where intermediary processes like RuntimeBroker manage capability enforcement and resource proxies, preventing direct app-to-system calls that could bypass isolation. Specialized brokers, such as the Web Authentication Broker for flows, handle authentication without exposing app credentials, while redirects file and registry operations to app-specific virtual stores (e.g., writes to C:\Users\<user>\AppData\Local\Packages\<app>\ instead of global locations), preserving system integrity even under erroneous or malicious writes. This layer, combined with brokers, enables safe extension of functionality without full privilege grants. Code integrity is upheld through mandatory signing: UWP packages must be digitally signed with a certificate trusted by the device or , with Windows performing signature verification during , installation, and execution to detect tampering or unsigned code. Additional platform features, like integration with Device Guard for hypervisor-enforced code policies in enterprise scenarios, further restrict unsigned or untrusted binaries, though these are optional configurations beyond core UWP sandboxing. Despite these defenses, the model relies on proper capability declaration and user vigilance, as over-declared permissions can inadvertently expand an app's footprint.

Features

Adaptive user interfaces

The Universal Windows Platform (UWP) supports adaptive user interfaces through its XAML-based layout system, which enables applications to dynamically adjust visual elements in response to device characteristics such as screen size, resolution, pixel , orientation, and input modality. This adaptability ensures optimal presentation across diverse hardware, including desktops, tablets, smartphones, consoles, and mixed-reality devices, without requiring separate codebases for each form factor. Introduced with in July 2015, these features leverage the to handle scaling and layout fluidity, allowing UI components to resize, reflow, or reposition automatically as the application window or device changes. Core mechanisms include layout panels like Grid, StackPanel, and RelativePanel, which provide flexible positioning and automatic sizing based on available space. The RelativePanel, added in Windows 10 version 1511 (November 2015), allows developers to align elements relative to siblings or the panel itself using attached properties such as RelativePanel.AlignLeftWith or RelativePanel.Below, facilitating complex, device-agnostic arrangements. VisualStateManager, integrated into XAML controls, enables state-based transitions via Adaptive Triggers, which activate custom styles or templates when conditions like minimum window width (e.g., MinWindowWidth="720") are met, supporting techniques such as hiding navigation panes on narrow screens or expanding content grids on wider displays. UWP's effective pixels model abstracts physical display metrics, permitting apps to define layouts in logical units that scale proportionally across DPI levels from 96 to over 200, preventing pixelation or distortion on high-resolution screens like 4K monitors or mobile panels. Responsive emphasize fluid adaptation over fixed breakpoints, incorporating reflow for lists and grids (e.g., via VariableSizedWrapGrid for dynamic item sizing) and input-aware adjustments, such as enlarging touch targets on tablet modes while optimizing for mouse precision on desktops. These capabilities, refined through updates like the Windows 10 Creators Update (April 2017) for improved visual state handling, promote consistent user experiences while mitigating performance overhead from manual device detection.

Device integration and APIs

The Universal Windows Platform (UWP) facilitates device integration through the Windows.Devices namespace, which exposes APIs for accessing hardware peripherals such as sensors, cameras, devices, USB interfaces, and geolocation services across supported Windows devices including PCs, tablets, consoles, and IoT hardware. These APIs enable apps to interact with device-specific features while adhering to a model that requires explicit declaration of capabilities in the app's package manifest, preventing unauthorized access to sensitive hardware. For instance, access to the or necessitates the microphone or webcam capability, respectively, which the runtime enforces at installation or activation time. Key APIs within Windows.Devices include those for and , allowing apps to discover and connect to external devices like Bluetooth peripherals via Windows.Devices.Enumeration and Windows.Devices.Bluetooth. (BLE) support, introduced in , permits UWP apps to scan, advertise, and communicate with GATT servers on compatible devices, with APIs handling connection states and error conditions such as out-of-range disconnections. Similarly, USB device communication is managed through Windows.Devices.Usb, enabling read/write operations on WinUSB-compatible hardware after obtaining a device selector via VID/PID identifiers. Sensor integration, via Windows.Devices.Sensors, provides classes for accelerometers, gyroscopes, and ambient light sensors, with reading intervals configurable for power efficiency on battery-powered devices. For cross-device scenarios, UWP APIs are segmented by device families—such as Desktop, Mobile (deprecated post-Windows 10 Mobile in 2019), , and (for HoloLens)—ensuring apps can conditionally invoke features available only on specific hardware without crashing on unsupported platforms. On , integration extends to game controllers and media peripherals, though restricted capabilities like low-level graphics APIs are unavailable to maintain console . Hardware support apps (HSAs), paired with custom drivers, allow UWP components to interface with proprietary devices via , facilitating scenarios like extended displays or specialized sensors in enterprise or IoT deployments. This model contrasts with desktop apps by enforcing sandboxed access, which, while limiting raw hardware control, promotes portability and reduces risks through capability vetting during app certification.

Packaging and distribution tools

Universal Windows Platform (UWP) applications are packaged into AppX or MSIX formats to enable secure installation and execution across Windows devices, with MSIX serving as the evolved standard introduced in 2018 for improved compatibility with desktop apps while maintaining UWP's containerized model. bundles application binaries, resources, and metadata into a signed container that enforces sandboxing and dependency management via the . Visual Studio provides integrated support for creating UWP packages through project templates such as the Windows Application Packaging Project, which allows developers to configure package identity, capabilities, and dependencies directly in the IDE before generating signed .msix or .appx files for testing or release. For command-line workflows, tools like MakeAppx.exe (for AppX) or the MSIX Packaging Tool enable programmatic creation and modification of packages, including handling of differential updates to reduce download sizes by up to 90% for incremental changes. The MSIX Packaging Tool, a free utility released in 2018, supports capturing runtime behavior from legacy installers to convert them into MSIX without access, though it requires manual verification to ensure fidelity to UWP constraints. Distribution of UWP packages occurs primarily through the Microsoft Store for broad consumer access, where apps undergo certification to verify compliance with platform policies, or via sideloading for enterprise and developer scenarios, enabled by PowerShell cmdlets like Add-AppxPackage after enabling developer mode on target devices. Enterprise distribution leverages Mobile Device Management (MDM) solutions or provisioning packages for volume deployment, allowing IT administrators to push updates silently without user intervention, as implemented in Windows 10 version 1607 and later. Tools like WinAppDeployCmd.exe facilitate remote deployment from a development PC to Windows 10/11 devices over USB or network, supporting both debug and production packages with options for force-installation and certificate registration. For web-based distribution outside the Store, App Installer files (.appinstaller) enable click-to-install experiences hosted on HTTP servers, provided the package is signed with a trusted certificate to mitigate tampering risks. These methods ensure UWP apps remain updateable independently of the OS, with automatic Store-delivered patches applying delta updates to minimize bandwidth usage.

Compatibility

Device and OS support

The Universal Windows Platform (UWP) enables applications to run on devices powered by and , encompassing a range of form factors from traditional desktops to specialized hardware. Support requires a minimum of version 1507 for core functionality, though later versions and (version 21H2 or higher) unlock advanced features via version-adaptive APIs that check runtime availability. UWP apps leverage the to abstract hardware differences, allowing a single codebase to target x86, x64, and architectures across these OS versions. Supported devices include personal computers (desktops and laptops), tablets such as models, and embedded systems like Core for industrial and consumer appliances. Gaming consoles, specifically and Xbox Series X/S, provide partial UWP compatibility, enabling game and media apps but excluding features like skeletal tracking from sensors due to platform restrictions. Mixed-reality headsets, including HoloLens 1 and 2, render UWP apps in 2D or immersive modes, with projection onto holographic displays supported through the platform's APIs. Collaborative displays like also execute UWP apps for productivity scenarios. Mobile device support, originally envisioned for Windows 10 Mobile smartphones and tablets, ended with the operating system's discontinuation; the associated ceased operations on February 25, 2025, rendering UWP apps incompatible on those platforms post-support. Earlier milestones included the termination of security updates for in December 2019 and the deprecation of UWP apps for the platform by January 2021. No UWP deployment is available for pre-Windows 10 OSes, such as or earlier, due to fundamental incompatibilities. Developers must specify minimum and target OS versions during packaging to ensure graceful degradation on older supported builds.

Interoperability with legacy code

UWP applications operate within a sandboxed environment that restricts access to many legacy Win32, COM, and C runtime APIs to mitigate security risks, permitting only a predefined subset projected into the Windows Runtime (WinRT) for direct use. These supported APIs, implemented across all Windows 10 devices, include core functions like file I/O and networking equivalents, linkable via WindowsApp.lib in C++/CX or C++/WinRT projects, while extension APIs require runtime capability checks for device-specific availability. Unsupported legacy calls trigger compilation or runtime errors, with Microsoft providing WinRT alternatives for common scenarios such as threading or string handling to maintain compatibility without compromising isolation. For integrating existing C++ legacy code, developers can recompile static libraries directly into UWP projects by adjusting linker inputs, or package Win32 DLLs as app content and load them dynamically using LoadPackagedLibrary, though sandbox restrictions necessitate validation via the App Certification Kit to identify prohibited APIs. Components serve as intermediaries for code exposing reference types across languages, requiring recompilation with the /ZW flag and project configurations like AppContainerApplication=true. .NET-based legacy code benefits from UWP's support for .NET Standard libraries, allowing partial porting, but full .NET Framework dependencies often require refactoring or isolation due to incompatible runtime behaviors. The Desktop Bridge, introduced in 2016 as Project Centennial and evolved into MSIX packaging, enables broader interoperability by encapsulating unmodified Win32 desktop applications into Store-distributable packages that retain full-trust execution for legacy API access while gaining UWP features like automatic updates and WinRT API calls. Packaged apps run outside the strict UWP app container, bridging the gap for enterprise scenarios, though they cannot fully embed in pure UWP processes without extensions. UWP apps can extend functionality via desktop extensions—full-trust Win32 components bundled for desktop—handling privileged operations like system-level I/O, with bidirectional communication facilitated by app services protocols using AppServiceConnection and ValueSet payloads declared in the app manifest. This model, available since Windows 10 version 1803, allows UWP frontends to delegate legacy tasks to extensions, ensuring sandbox integrity while supporting hybrid architectures. Named pipes or custom protocols offer supplementary inter-process channels, though they demand careful privilege management to avoid security violations.

Cross-platform extensions

The Universal Windows Platform (UWP) is inherently tied to Windows ecosystems, supporting devices such as PCs, tablets, consoles, and HoloLens, but lacks native runtime support for non-Windows operating systems like Android or . To address this limitation, third-party frameworks have emerged to extend UWP's XAML-based UI and C#/.NET APIs across platforms, primarily through API emulation and platform-specific rendering layers rather than direct code execution. These extensions enable developers to reuse significant portions of UWP codebases, though they require adaptations for platform-specific features and may not support the full UWP surface. Uno Platform, an open-source framework released in 2018, serves as the primary extension for cross-platform UWP development. It implements the WinUI and UWP APIs on non-Windows targets by providing native renderers for (via Xamarin.iOS), Android (via Xamarin.Android), macOS (via Mac Catalyst), (via Skia and ), and web browsers (via ). Developers can compile a single C# and XAML codebase to produce apps that maintain UWP's declarative UI patterns while leveraging each platform's native controls and performance optimizations where possible. For instance, Uno supports over 90% of WinUI 3 controls as of 2024, allowing porting of existing UWP apps with minimal rewrites, as demonstrated by cases where developers converted UWP games to and Android in under 4 hours by integrating source files into Uno templates. These extensions operate by mapping UWP abstractions to underlying platform primitives, such as translating XAML layouts to on or Jetpack Compose on Android, but they introduce trade-offs. Not all UWP-specific APIs, like certain components for sensors or , are fully emulated, necessitating conditional compilation or fallbacks. Performance can vary, with web targets relying on introducing overhead compared to native Windows execution. Adoption has grown among enterprises seeking to consolidate codebases, with Uno powering apps in sectors like and gaming, though it remains distinct from Microsoft's official cross-platform recommendations, such as .NET , which diverges from UWP's app model. has not endorsed or integrated such extensions into UWP's core, reflecting a strategic pivot away from universal apps toward more flexible SDKs.

Development Process

Tools and SDKs

The primary integrated development environment for Universal Windows Platform (UWP) applications is Microsoft Visual Studio, with the Community edition available at no cost for individual developers. Visual Studio includes dedicated project templates for UWP apps, supporting languages such as C# paired with XAML for declarative user interfaces, Visual Basic .NET, C++/CX for native code, and JavaScript with HTML/CSS. UWP development requires the Windows (SDK), which provides headers, libraries, tools, and metadata for building apps targeting version 1507 (SDK 10.0.10240.0) and later versions up to the current Windows SDK 10.0.26100.0 released for compatibility. The SDK is installed through the Installer by selecting the "Universal Windows Platform development" workload, which bundles necessary components including emulators for testing across device families. Multiple SDK versions can coexist on a development machine to support varying minimum and target version requirements in projects. When creating a UWP project in , developers specify a minimum version for —ensuring the app runs on devices from build 10240 onward—and a target version to access APIs introduced in later updates, such as those in the Windows 10 Anniversary Update (SDK 10.0.14393.0). Extension SDKs supplement the core Windows SDK by providing platform-specific APIs for device families, including desktop, mobile (now deprecated), , HoloLens, and IoT, allowing conditional compilation based on device capabilities via API contracts. Additional tools integrated into for UWP include the Application Packaging Project for creating AppX or AppXBundle packages, and deployment utilities for or Store submission, though has transitioned packaging toward MSIX format for broader compatibility. While UWP tooling remains functional in 2022, documentation notes its evolution toward the for new projects, positioning UWP as a more constrained subset focused on Store-distributed apps.

Building and testing workflows

Building UWP applications typically involves using Microsoft Visual Studio as the primary integrated development environment (IDE), where developers select from project templates such as the Blank App (Universal Windows) to initialize a project targeting Windows 10 version 10240 or later as the minimum version. The build process leverages MSBuild, Microsoft's build platform, which compiles C#, C++, or JavaScript codebases into executable packages, with support for incremental builds to optimize iteration times. For automated workflows, developers can integrate Azure Pipelines to create continuous integration/continuous deployment (CI/CD) pipelines that handle compilation, signing, and packaging without manual intervention in Visual Studio. Packaging occurs via the MakeAppx tool or Visual Studio's built-in capabilities, producing MSIX containers that encapsulate the app, its dependencies, and metadata for deployment to devices or the Microsoft Store. Testing workflows emphasize a combination of local, emulated, and device-based validation to ensure cross-device compatibility and performance. Unit testing is facilitated through dedicated UWP test projects in Visual Studio, supporting frameworks like MSTest or NUnit, where tests are executed via the Test Explorer and can target the local machine, emulator, or remote devices without launching the full app UI. For UI automation, the Windows Application Driver (WinAppDriver) enables coded UI tests using Selenium-like APIs, allowing scripted interactions with app elements across desktop and mobile form factors. Debugging integrates seamlessly with Visual Studio's tools, including remote deployment to physical devices like Xbox or HoloLens, breakpoints, and performance profiling for metrics such as startup time and frame rates. Pre-Store certification requires running the Windows App Certification Kit, which performs automated checks for API compliance, crash resilience, and resource usage against over 100 test categories. These steps form an iterative cycle, often starting with simulator-based testing for rapid feedback before escalating to hardware validation.

Adoption and Impact

Developer and enterprise uptake

Initial enthusiasm for UWP among developers was tempered by limited familiarity and adoption barriers. A 2016 survey of mobile developers found that 41% were unfamiliar with the platform, while only 35% reported active engagement, indicating slow uptake despite 's promotional efforts. reported a 60% growth rate in new UWP developers during early 2016, attributing this to tools like and the Windows Store's expansion to over 3 billion visits. However, third-party adoption remained niche, with many developers favoring established frameworks like WPF or Win32 for their broader access to system resources and lack of UWP's sandboxing constraints. By later years, UWP's developer momentum stalled, as evidenced by a 2021 survey where only 7% of .NET developers targeted UWP, compared to 42% using the more flexible .NET Framework. acknowledged this in 2019 by decoupling UWP features—such as WinUI and MSIX packaging—into the broader , making them available to non-UWP desktop apps and signaling that UWP would not dominate future Windows development. Independent reports highlighted UWP's failure to attract widespread third-party apps, with usage concentrated in -first scenarios like Xbox media apps, while developers cited performance issues, restricted APIs, and poor cross-platform incentives as deterrents. Enterprise adoption of UWP has been similarly restrained, primarily limited to internal tools and select line-of-business applications leveraging features like enterprise device lockdown capabilities for shared storage access. Initiatives such as Hosted Web Applications aimed to bridge web apps into the Windows Store for Business, enabling easier enterprise distribution with minimal refactoring, but these saw marginal use due to UWP's enforced app container model, which conflicted with legacy integration needs in corporate environments. Developer feedback in enterprise contexts, including forums and surveys, consistently favored WPF or Win32 for superior customization and compatibility with existing , viewing UWP as unsuitable for production-scale deployments requiring full filesystem or hardware access. By 2022, 's shift toward hybrid models like the further diminished UWP's enterprise relevance, as organizations prioritized platforms offering unrestricted desktop parity over universal but constrained app experiences.

Market performance metrics

The Universal Windows Platform (UWP) exhibited constrained market performance, with developer adoption rates trailing traditional Win32-based applications due to compatibility limitations and deployment restrictions. By 2019, Microsoft shifted strategy to extend UWP capabilities to legacy frameworks like Win32, WPF, and WinForms, signaling insufficient traction for pure UWP development among enterprises and independent developers. This pivot addressed enterprise resistance to UWP's sandboxed model and Store-centric distribution, which deterred adoption in favor of flexible, side-loadable Win32 apps. Quantitative metrics for UWP-specific apps remain sparse, as Microsoft does not isolate UWP data in public reports; however, the broader Microsoft Store—initially UWP-focused—hosts over 250 million monthly active users as of May 2025, with growth attributed to relaxed policies enabling Win32 app packaging via MSIX rather than native UWP uptake. In contrast, the Store's app ecosystem lags significantly behind competitors, capturing negligible global mobile/desktop app market share compared to the Apple App Store and Google Play, which together command over 95% outside China. Early UWP developer growth peaked at 60% year-over-year in 2016 but stagnated amid Windows 10's incomplete market penetration (around 30% at UWP's launch), limiting addressable users.
MetricUWP/Microsoft StoreApple App Store/Google Play
Est. Global App Market Share (2025)<1% (inferred from ecosystem size)>95% combined
Monthly Active Users (2025)250M (all apps)Billions (mobile-focused)
Developer Preference (Post-2019)Low; favored Win32/WPF for compatibilityN/A (platform-dominant)
UWP's revenue and download figures are not publicly disaggregated, but the Store's overall performance contributes modestly to Microsoft's "More Personal Computing" segment, overshadowed by and revenues exceeding $245 billion in fiscal 2024. Limited UWP success is evidenced by Microsoft's of exclusive UWP pushes in favor of hybrid models, reflecting causal factors like failed mobile ecosystem () and regulatory hurdles for broader access.

Criticisms and Controversies

Technical limitations

UWP applications operate within a sandboxed environment that restricts access to system resources, requiring developers to declare specific capabilities in the app manifest for features such as access beyond the app's install directory, network connectivity, or hardware peripherals like cameras and microphones. This model, intended to enhance , prevents unrestricted interaction with the broader Windows , registry, or processes, unlike traditional Win32 applications, which can necessitate workarounds like the Desktop Bridge for fuller access in packaged desktop apps. The platform's API surface is confined to the (WinRT) projection, excluding direct calls to many legacy Win32 APIs and limiting functionality in areas such as low-level system hooks, custom (IPC) without named pipes or app services, and certain graphics or driver interactions. For instance, UWP apps cannot natively create shell context menu entries or integrate deeply with desktop extensions without bridging mechanisms, and compatibility with or multi-GPU setups has been reported as problematic in performance-critical scenarios like gaming. Resource management imposes further constraints, including dynamic memory limits enforced by the system to prioritize foreground tasks, which can lead to background operations being suspended or terminated under contention, potentially affecting apps reliant on periodic syncing or computation. Developers have noted runtime performance overhead from abstraction layers, with UWP apps often exhibiting slower execution times compared to equivalent WPF or native implementations—for example, one reported case showed a task taking 11 seconds in WPF versus 33 seconds in UWP due to rendering and binding inefficiencies. Build and debug cycles are also protracted, attributed to compilation complexities in tools like , exacerbating development friction. UWP's device family targeting restricts apps to and later versions, excluding support for or earlier without separate builds, and imposes version-specific availability that requires conditional compilation or fallbacks to ensure cross-device compatibility. These factors collectively hinder scenarios demanding fine-grained control, such as enterprise tools or high-performance software, prompting to introduce extensions like WinUI 3 for broader exposure in newer contexts.

Ecosystem restrictions

The Universal Windows Platform (UWP) imposes strict distribution requirements, mandating that apps intended for broad deployment be published through the , which enforces a centralized approval process including , capability declarations, and testing to ensure compliance with platform policies. outside the Store is technically feasible for enterprise or testing scenarios but requires a paid developer license historically costing $19 annually for individuals or $99 for companies—fees waived for individual developers starting September 10, 2025—and involves additional hurdles like obtaining trusted certificates and bypassing Store policies, limiting for independent distribution. UWP's sandboxed execution model further restricts ecosystem openness by confining apps to a reduced API surface area, prohibiting elevated privileges such as administrator access and limiting interactions with system resources like the full file system, registry, or certain hardware interfaces that Win32 applications can utilize freely. These constraints, designed for security and cross-device consistency, prevent UWP apps from performing tasks common in desktop software, such as third-party backups or low-level system modifications, often requiring developers to seek restricted capabilities that demand Microsoft approval for Store submission. Critics, including Epic Games CEO Tim Sweeney, have argued that such sandboxing and Store exclusivity stifle competition and innovation by locking developers into Microsoft's controlled environment, echoing broader concerns from developers about reduced flexibility compared to traditional Windows APIs. The certification process exacerbates these barriers, involving rigorous automated and manual reviews for policy adherence, which can reject apps for minor deviations and delay releases, contributing to developer frustration and low vitality. Internal reports have highlighted even first-party teams encountering these limitations, underscoring how UWP's rigid framework hindered adaptation of legacy code and full-featured applications, ultimately factoring into its in favor of more permissive frameworks like the by October 2021.

Strategic failures

Microsoft's strategy to position the Universal Windows Platform (UWP) as the exclusive future for Windows app development, announced alongside in 2014, ultimately failed to achieve widespread adoption due to its rigid sandboxing model that limited access to system resources essential for desktop and enterprise applications. This approach alienated developers accustomed to the flexibility of Win32 APIs, resulting in minimal third-party uptake; by 2019, the Microsoft Store hosted fewer than 700,000 apps, far short of ambitions to rival iOS or Android ecosystems. The platform's emphasis on touch-optimized, Metro-style interfaces further hindered desktop relevance, as many users and developers rejected the constrained UI paradigms that prioritized mobile convergence over traditional productivity workflows. A core strategic miscalculation was linking UWP's success to Microsoft's broader "Windows everywhere" vision, which crumbled following the collapse of Windows Phone's to under 1% by 2017 and the abandonment of in 2019. Without a viable mobile foothold, the "universal" cross-device promise rang hollow, leaving UWP as an ill-suited overlay for the dominant PC market and prompting Microsoft to concede in May 2019 that it would no longer mandate UWP for new Windows capabilities, instead extending features to legacy Win32 and other frameworks. This pivot exposed the overambitious enforcement of UWP exclusivity, which ignored the entrenched Win32 codebase—estimated to power over 90% of Windows —and failed to incentivize migrations through inadequate or economic rewards. Enterprise resistance compounded these issues, as UWP's app container restrictions blocked low-level hardware access, file system freedoms, and custom integrations critical for line-of-business tools, leading vendors to bypass the platform entirely. Microsoft's delayed response to developer feedback, including criticisms from figures like Epic Games CEO Tim Sweeney in 2016 on UWP's perceived "closed garden" policies, further eroded trust, with the company only loosening Store monetization mandates in 2020 after years of stagnant growth. By 2021, official guidance urged unhappy developers to migrate away from UWP toward hybrid models like WinUI 3 on Win32, signaling a tacit admission that the initial strategy had prioritized ideological unification over pragmatic ecosystem evolution.

Legacy

Technological influences

The Universal Windows Platform (UWP), launched with on July 29, 2015, exerted influence on later Microsoft technologies primarily through its (WinRT) projection system and app container model, which enabled and sandboxed execution for apps written in C#, C++, or . WinRT's metadata-driven surface, designed to abstract underlying Win32 components, provided a template for decoupled, versioned interfaces that informed the architecture of the , released in preview on May 27, 2021. This SDK incorporates UWP-derived services like push notifications and app lifecycle management while extending them to non-UWP desktop apps, allowing developers to access platform features without tying to a specific Windows release. UWP's XAML-based framework, rooted in Silverlight and refined for touch-first interactions, directly shaped WinUI 3, a native UI library first shipped stably on November 16, 2020. Unlike WinUI 2, which remained coupled to UWP's app model, WinUI 3 extracts and evolves UWP's controls and Fluent Design elements into a standalone package deployable via the or traditional Win32 processes, supporting features like acrylic materials and parallax effects without UWP's store exclusivity. This decoupling addressed UWP's limitation of OS-version lock-in, where apps required matching Windows builds for full functionality, enabling broader compatibility across Windows 10 version 1809 and later. The platform's MSIX-based successor to AppX, introduced on October 16, 2018, preserved UWP's signed, delta-updatable bundles for reliable deployment and rollback, influencing enterprise distribution tools like the MSIX Virtual COM and for legacy Win32 apps. UWP's emphasis on app isolation via mandatory integrity levels and capability declarations contributed to enhanced primitives in , such as Virtualization-Based (VBS) enclaves for packaged code execution. has facilitated UWP's technological handover through migration tools, including the .NET Upgrade Assistant updated for .NET 9 support as of September 2024, which automates porting of UWP codebases to WinUI 3 and resolves unsupported features like certain live tiles. A practical demonstration occurred with the Photos application, which transitioned from UWP to on June 3, 2024, yielding benefits in extensibility and performance despite initial overhead in launch times and resource usage compared to UWP. These evolutions reflect UWP's role in prototyping unified app paradigms, though its strict sandboxing constrained desktop integration, prompting successors to prioritize flexibility over universality.

Current status and transitions

As of 2025, the Universal Windows Platform (UWP) remains supported for existing applications on and , with the runtime continuing to receive security updates but no new feature development. has placed UWP in following its official announcement in October 2021, redirecting resources toward the and WinUI 3 for modern app development. Specific UWP components face end-of-support timelines, including the Word, Excel, and PowerPoint UWP apps on October 14, 2025, after which functional updates cease and users must transition to desktop versions like Click-to-Run editions. Similarly, the UWP Map Control and associated APIs are deprecated, with removal from the scheduled for July 2025, prompting developers to migrate to alternatives such as Azure Maps or web-based mapping. Microsoft's transition strategy emphasizes evolving UWP's core principles—such as XAML-based UI and modern controls—into WinUI 3, which supports unpackaged desktop applications with broader system access beyond UWP's sandboxed restrictions. WinUI 3, integrated with the , enables targeting features like improved performance and .NET 9 compatibility, while allowing reuse of much UWP code for migration. This shift addresses UWP's limitations in desktop scenarios, where developers previously faced deployment constraints and limited access, though full parity with UWP's control set remains incomplete in WinUI 3. Existing UWP apps continue to function without immediate disruption, but recommends against new UWP projects, favoring WinUI 3 for its flexibility in Win32 environments and reduced dependency on the .

References

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