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Windows Phone 7 : The Silverlight Controls (part 4) - Interactive Controls - TextBox Controls, ListBox Controls, ComboBox Controls
The controls that we will look at for the purposes of allowing user interaction and data entry are the TextBox, ListBox, ComboBox, CheckBox, RadioButton, Button, and ApplicationBar.
Windows Phone 7 : The Silverlight Controls (part 3) - Line, Polyline, and Polygon Controls
None of these controls is available from the Toolbox; instead, they must be manually created within the XAML editor. Once the control has been declared, all its properties can be viewed and modified in the Properties window as usual.
Windows Phone 7 : The Silverlight Controls (part 2) - Display Controls - Ellipse and Rectangle Controls
As you might expect, these controls allow ellipses, circles, rectangles, and squares to be placed inside your page. They can be filled (using all the available brushes) or transparent, and can have a border around them.
Windows Phone 7 : The Silverlight Controls (part 1) - Display Controls -TextBlock Controls, Image Controls, ProgressBar Controls
Silverlight, unlike XNA, renders the actual underlying font to the screen rather than building a bitmap representation of the font. It is important, therefore, to select a font that exists on the device, rather than on your PC. Selecting one of the fonts from the FontFamily property list will ensure that this is the case.
Windows Phone 8 : Using Sound (part 2) - Recording Sounds
Using the XNA libraries, you can also record sound. To accomplish this, you can use the Microphone class (in the Microsoft.Xna.Framework.Audio namespace), which provides access to the phone’s microphone.
Windows Phone 8 : Using Sound (part 1) - Playing Sounds with MediaElement, Using XNA Libraries, Playing Sounds with XNA, Adjusting Playback
Like haptic feedback, using sound effectively can help you create a great application. As with any technique, though, some finesse is required to ensure optimal use.
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.
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.
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.
Windows Phone 7 : Running XNA Projects in Windows (part 5)
XNA's trial mode does not function in Windows so it cannot be used to allow the player to switch between an evaluation or full copy of the game. You will need to implement this functionality yourself.
Windows Phone 7 : Running XNA Projects in Windows (part 4) - Converting the Game Framework to Run on Windows
The API for the class can remain identical across the two platforms, removing any need for the games using the class to have to cater separately for each target environment.
Windows Phone 7 : Running XNA Projects in Windows (part 3) - Input Differences, Isolated Storage, Application Life Cycle
The majority of Windows users will not have access to a touch screen, but the mouse can be used to provide most of the interaction that the touch screen can provide. The loss of multitouch input is offset by having multiple mouse buttons, and the mouse wheel available to most users.
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.
Windows Phone 7 : Running XNA Projects in Windows (part 1) - Porting Projects to Windows
If the Windows Phone 7 emulator is not running when you launch the project, you might find that it opens, even though you are not running the phone version of the game. You can simply minimize it to get it out of the way.
Windows Phone 8 : Developing for the Phone - The Phone Experience (part 4) - Understanding Idle Detection, The Tilt Effect
The Windows Phone operating system automatically detects when a user has stopped using the phone and locks it. The phone will go to a lock screen, which can either display a pass code to open the lock screen or just instruct the user to slide up the wallpaper screen to get back to the phone.
Windows Phone 8 : Developing for the Phone - The Phone Experience (part 3) - Application Client Area, Application Bar
As the basis for the entire application, the shell is responsible for hosting your pages. This also means certain responsibilities are given to a set of classes that exist in the Microsoft.Phone.Shell namespace; it is where you can make some decisions about how your application is displayed.
Windows Phone 8 : Developing for the Phone - The Phone Experience (part 2) - Designing for Touch
The primary input on the phone is touch. It is the main reason that designing for the phone is so different from designing for other applications.
Windows Phone 8 : Developing for the Phone - The Phone Experience (part 1) - Orientation
Although using a rendering transformation will help you change your user interface, you might decide to rearrange your design dramatically for the change in orientation, or even use a different view. The amount of change is completely up to you.
Windows Phone 8 : Developing for the Phone - Application Lifecycle (part 3) - Tombstoning
Tombstoning gives the illusion of multitasking without the overhead. It enables the operating system to load and unload your application as if it were running in the background. The user should be oblivious that your application was stopped or unloaded.
Windows Phone 8 : Developing for the Phone - Application Lifecycle (part 2) - Navigation
Your application does not have a window. This is an important indication that, although it is called Windows Phone, the “Windows” in the name is not an indication that Windows is the operating system.
Windows Phone 8 : Developing for the Phone - Application Lifecycle (part 1)
When you create a new Windows Phone project, the project contains all the files you need to get started building a phone application. There are several key files, but let’s start with the XAML files.
Windows Phone 8 : Designing for the Phone - Implementing the Look and Feel of the Phone
You’ve seen that building an application that works well on the phone requires you to understand the nature of how applications are used on phones. Driving this change in how you design the interaction with your applications doesn’t have to be that difficult.
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.
Windows Phone 7 : 3D Game Development (part 4) - Rendering 3D Models
A 3D model consists of triangle primitives, but are generally created in a third-party tool, such as Softimage Mod Tool, Daz Studio 3D, blender, or Caligari trueSpace, to name a few of the freely available modeling tools. Paint.NET is a free tool to create 2D textures.
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.
Windows Phone 7 : 3D Game Development (part 2) - Rendering 3D Primitives
Modern graphics hardware is optimized to render triangles. You can take it on to prove it to yourself by reviewing a 3D mathematics text but any 3D object can be modeled to have smooth edges with enough triangles.
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.
Windows Phone 8 : Phone-Specific Design (part 3) - Using the Pivot Control in Blend
Much as you can with the Panorama control, you can use the Pivot control in an existing project or as the basis for a brand-new Windows Phone application. When creating a new project in Blend, you are given the option to create a new pivot application.
Windows Phone 8 : Phone-Specific Design (part 2) - Using the Panorama Control in Blend
On Windows Phone, you are not limited to the size of the screen. The Panorama control in an application enables you to use a larger virtual space. Although you can use a Panorama control directly, one of the most common scenarios is to start with a new panorama application.
Windows Phone 8 : Phone-Specific Design (part 1) - The ApplicationBar in Blend
Although having a user interface that compels users to move, swipe, and pan their way to getting the most from your application is nice, sometimes users need simple operations.
Windows Phone 7 : AlienShooter Enhancements (part 2) - Tombstone Support, Particle System
A particle system randomly generates points or small area sprites with a random velocity and rotation, as well as a lifetime, such that the points fly out and then disappear much like you see in Hollywood movie effects. Particle systems can be very simple or extremely sophisticated, capable of generating water effects, fire, smoke, and explosions.
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.
Windows Phone 7 Programming Model : Application Execution Model
Windows Phone 7 is not currently a multitasking operating system, which begs the question: how does the operating system handle application switching and state? In this section, the Windows Phone 7 application execution model is discussed in detail.
Windows Phone 7 Programming Model : Bing Maps Control
The Bing Maps control provides full mapping capabilities on Windows Phone 7. The control is optimized for mobile performance, including map tiles optimized for mobile bandwidth speeds.
Windows Phone 8 : Designing for the Phone - Blend Basics (part 4) - Working with Behaviors
Although most of our discussion about design has focused on structure, some parts of a design should focus on performing actions. This is where behaviors come into play.
Windows Phone 8 : Designing for the Phone - Blend Basics (part 3) - Creating Animations
In Blend, the panel you use most often is the Objects and Timeline panel. It might not be obvious yet why it has this long name. The “Timeline” part of the name indicates that it is also where you can build your animations as part of your overall design. Timelines are the basic building blocks of animations.
Windows Phone 8 : Designing for the Phone - Blend Basics (part 2) - Brushes
Another common task in Blend is to select how to “paint” a particular element of your design.XAML uses brushes to paint surfaces, and Blend supports this through the Brushes section of the Properties panel, as .
Windows Phone 8 : Designing for the Phone - Blend Basics (part 1) - Layout
The most basic layout task you will accomplish is simply drawing elements on the screen. With a new application project, if you draw a control on the page, you will notice that the size of the control will be shown as you drag.
Windows Phone 8 : Designing for the Phone - Microsoft Expression Blend
The Windows Phone SDK includes a free version of Microsoft’s Expression Blend tool for creating your Windows Phone application. You should get comfortable with this tool because it is an important way to design your applications
Windows Phone 7 Programming Model : Asynchronous Programming - Background Threads
This section covers asynchronous programming, which is the preferred method do to work in Silverlight. Asynchronous programming is preferred, because it takes work off of the UI thread, which should be a priority in order to maximize UI performance for animation and transitions.
Windows Phone 8 : Designing for the Phone - Deciding on an Application Paradigm
The Windows Phone style (i.e., Metro) makes some specific recommendations about several styles of applications that look like the rest of the phone. When you design your application you will have to look at these styles and determine if any of them make sense with your application.
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.
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.
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.
Windows Phone 7 Programming Model : Application Data Persistence
Saving data to the file system is a necessity for most real applications. On Windows Phone 7, each application can access an isolated file system to read and write data that is only accessible to that application.
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.
iphone Programming : Mixing OpenGL ES and UIKit, Rendering Confetti, Fireworks, and More: Point Sprites
Sprites are often used for rendering interactive widgets in a HUD. Handling mouse interaction can be a chore when you don’t have a UI framework to stand upon. If you’re developing a 3D application and find yourself yearning for UIKit, don’t dismiss it right away.
iphone Programming : Animation with Sprite Sheets, Image Composition and a Taste of Multitexturing
The left sheet has the animation frames for Noop’s body; the right sheet has his eyes and shiny highlights. This allows the application to vary the colors of the layers independently. For example, my game can draw Noop using a yellowish hue most of the time but sometimes renders him in orange to convey that he’s hurt. In both cases, the eyes and highlights are white.
XNA Game Studio 3.0 : Creating Game Components - Adding Game Sounds
The BreadAndCheese game is now quite playable. It has a bit of variety and it can get quite hectic, with the player having to keep an eye on lots of things at the same time to stay alive and rack up a big score.
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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