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Windows Phone 8 : Localizing Your Phone Application |
When creating applications for the global market, it becomes important to be able to allow users to use your application in their native language. Because the Windows Phone uses the .NET Framework, many of the same techniques can be used. |
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Windows Phone 7 : Running Silverlight Projects in the Browser (part 2) |
Here are two more simple conversions of Windows Phone 7 Silverlight examples that we created earlier. Neither of these has had any presentation attention lavished upon them, so they look extremely basic, but they demonstrate the direct conversion results that are achieved when converting into the browser-based Silverlight environment. |
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Windows Phone 7 : Running Silverlight Projects in the Browser (part 1) |
The conversion of a Silverlight project from Windows Phone 7 into the general Silverlight environment is unfortunately not quite as straightforward as it is for XNA. Although a fair bit more effort is required, however, it is still possible to get your project moved across relatively unscathed. |
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Windows Phone 7 : Running XNA Projects in Windows (part 2) - Display Differences |
There are several adjustments that need to be made in terms of the display when moving a project from Windows Phone 7 to Windows. Clearly, the two platforms have very different display devices and capabilities and you will need to make provision for these in order for your game to integrate nicely into both environments. |
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Windows Phone 8 : Designing for the Phone - Designing with Visual Studio |
Although Blend provides the strongest tooling for design including the features we’ve seen like animations and visual state manager support, at times switching to Blend is unnecessary for smaller layout and property changes. Starting in Visual Studio 2012, the XAML designer is powered by Blend’s design surface. |
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Windows Phone 7 : 3D Game Development (part 3) - The Game Class |
The Camera GameComponent object will need two public properties: View and Projection of type Matrix. Don't worry about what it means to define these terms as a Matrix type – it isn't critical. It is more important to think of the concepts above as we define them programmatically. |
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Windows Phone 7 : 3D Game Development (part 1) - 3D Game Concepts |
Programming in 2D is similar in process to hand-drawing a cartoon on paper. You can draw a scene in 2D that makes objects appear near or in the background, providing perspective that models the 3D real world. 3D game development results in the same 2D projection on a flat 2D screen, however, the path to rendering is very different. |
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Windows Phone 7 : AlienShooter Enhancements (part 1) - Load and Save Game State |
For our game, we automatically save game state when the user backs out of the GameplayScreen with a game in progress. The main menu screen is modified to include both New Game and Resume Game menu options that will resume an existing game if saved state is present. Automatic save keeps things simple and is a typical state management approach for many game developers. |
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Windows Phone 8 : Designing for the Phone - The Third Screen |
Microsoft has pushed an idea it calls “three screens and a cloud” since the earliest announcements of Windows Phone (and possibly before). Essentially this is the idea that an application or service should support three fundamental user experiences: computer, TV, and phone. |
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Windows Phone 7 Programming Model : Web Browser Control |
The WebBrowser controlis not a task, but it is related to the web browser task, so it makes sense to cover it here. The WebBrowser control is much more programmable than the WebBrowserTask covered in the previous section on Launchers. |
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Windows Phone 7 Programming Model : Tasks |
Windows Phone 7 third-party applications run in a sandbox that is isolated from other third-party applications, as well as from the underlying operating system and hardware, except where APIs are surfaced. |
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Windows Phone 7 Programming Model : Device Information |
Developers need to understand the state of a device in order to provide the best experience for end users, such as letting the user know when a large download is about to begin and asking if the user would like to switch to a wireless or Ethernet connection via USB. |
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Iphone Application : Using Gesture Recognizers (part 4) |
The last multitouch gesture recognizer that we’ll add is the rotation gesture recognizer. Like the pinch gesture, rotation returns some useful information that we can apply visually to our onscreen objects, notably velocity and rotation. |
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