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Windows Phone
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Developing for Windows Phone and Xbox Live : Multiplayer Games (part 2) - Main Menu and State Management
The sample consists of multiple text menu screens and a game play screen that consists of moving the player’s gamertag around. Depending on the current state of the game, you will want to display a different menu and update a different set of logic.
Developing for Windows Phone and Xbox Live : Multiplayer Games (part 1) - Getting Ready for Networking Development
Building a multiplayer networked game requires that you have more than one machine that is running your game. One common development scenario is to build your game to run on both Xbox 360 and Windows.
User Interface : Using the ApplicationBar Control
ApplicationBar is a Windows Phone control added to Silverlight just for Windows Phone devices. It allows you to have a sort of toolbar and menu in the application.
User Interface : Creating an Animated Splash Screen
The splash screen provided by the Visual Studio 2010 Windows Phone 7 Silverlight Application project template is static, a simple PNG image shown during the application launch.
Windows Phone 7 Game Development : The World of 3D Graphics - Vertex and Index Buffers
XNA provides an alternative mechanism for providing the list of vertices that allows the number of repeated identical coordinates to be reduced.
Windows Phone 7 Game Development : The World of 3D Graphics - Hidden Surface Culling
XNA can work out whether each triangle is facing toward us or away from us . It does this based on how the triangle is actually rendered, not just how its vertices were defined, so that, as a triangle rotates, the direction in which it is facing will change.
Windows Phone 7 Game Development : The World of 3D Graphics - The Depth Buffer
XNA achieves this effect by using a feature known as the depth buffer. It can be enabled or disabled, and is enabled by default. When rendering simple 2D graphics, the depth buffer might be unnecessary, but in 3D scenes it is almost certain to be required.
Windows Phone 7 Game Development : The World of 3D Graphics - Rendering 3D Objects
When we move into three-dimensional objects, we probably can't use triangle strips. Every triangle of a triangle strip shares an edge with the previous triangle, and with 3D objects we will very quickly find that we can't draw objects in this way.
Windows Phone 7 Game Development : The World of 3D Graphics - Perspective Projection
The sides of a cube will very slightly narrow due to the effects of perspective as they increase in distance from the viewer, allowing the brain to automatically determine the exact position in which the cube is situated.
Developing for Windows Phone and Xbox Live : Let the 3D Rendering Start
There is a special type of graphics device called a reference device also known as ref device. A reference device does not use the graphics hardware and implements all of the graphics functionally in software on the computer’s CPU.
Developing for Windows Phone and Xbox Live : Reach and HiDef Graphics Profiles
One of the large complexities has to do with how to handle different graphics hardware on different platforms. Different graphics cards support slightly different capabilities. This is especially a problem on the PC where there are many different types of graphics cards.
Developing for Windows Phone and Xbox Live : Graphics Pipeline
The graphics pipeline is the set of operations that occur from when you request to draw some geometry that turns the triangles into pixels drawn on the screen or other render target.
Developing for Windows Phone and Xbox Live : Graphics Pipeline
The graphics pipeline is the set of operations that occur from when you request to draw some geometry that turns the triangles into pixels drawn on the screen or other render target.
Programming Windows Phone 7 : Elements and Properties - More on Images
By default, the bitmap expands to the size of its container while maintaining the correct aspect ratio. Depending on the dimensions and aspect ratio of the container, the image is centered either horizontally or vertically
Programming Windows Phone 7 : TextBlock Properties and Inlines
You can set FontStyle to either Normal or Italic. In theory, you can set FontStretch to values such as Condensed and Expanded but I’ve never seen these work in Silverlight.
Programming Windows Phone 7 : The Phone’s Photo Library
As you take pictures with the phone and synchronize your phone with the PC, the phone accumulates a photo library. A program running on the phone can access this library in one of two ways
Programming Windows Phone 7 : Capturing from the Camera
Your application has no control over the camera itself. For reasons of security, your program cannot arbitrarily snap a picture, or “see” what’s coming through the camera lens.
Windows Phone 7 : Loading Local Bitmaps from Code
In a Silverlight program, you’ve seen that a bitmap added to the project as a resource is bound into the executable. It’s so customary to reference that local bitmap directly from XAML that very few experienced Silverlight programmers could tell you offhand how to do it in code.
Windows Phone 7 : Image and ImageSource
Although you can certainly use WebClient in a Silverlight application, it’s not generally necessary with bitmaps because the bitmap-related classes already implement asynchronous downloading.
Windows Phone 7 : Images Via the Web
For Windows Phone 7 programs that display a lot of bitmaps, you need to do some hard thinking. You can embed the bitmaps into the executable and have their access guaranteed, or you can save space and download them when necessary.
Windows Phone 7 : Customizing Your E-Mail Signature
By default, your e-mails include the standard tagline “Sent from my Windows Phone.” This e-mail signature, as it’s known, is a good way to signal your Windows Phone pride.
Windows Phone 7 : Managing Mail Folders
Most e-mail accounts have multiple folders. You probably have an inbox and an outbox and folders for drafts and junk mail.
Windows Phone 7: The Silverlight Image Element
Programmers usually name this directory Images or Media or Assets depending on the types of files that might be stored there
Windows Phone 7: XNA Texture Drawing
Because XNA 2D programming is almost entirely a process of moving sprites around the screen, you might expect that loading and drawing bitmaps in an XNA program is fairly easy, and you would be correct.
Windows Phone 7: An Introduction to Touch - Routed Events
In Microsoft Windows programming, keyboard and mouse input always go to particular controls. Keyboard input always goes to the control with the input focus. Mouse input always goes to the topmost enabled control under the mouse pointer
Windows Phone 7 : Working with Attachments
A little paperclip icon lets you know that an e-mail has a file attached. You can open several types of files you receive in e-mail, including pictures, audio, videos, and documents.
Programming Windows Phone 7: An Introduction to Touch - The Manipulation Events
The high-level touch interface in Silverlight involves three events: ManipulationStarted, ManipulationDelta, and ManipulationCompleted.
Programming Windows Phone 7: An Introduction to Touch - Low-Level Touch Events in Silverlight
Like XNA, Silverlight also supports two different programming interfaces for working with multi-touch, which can be most easily categorized as low-level and high-level.
Windows Phone 7: Composing a New Message
Reading e-mail is just half the equation. You’ll also undoubtedly want to compose new mail on your phone.
Programming Windows Phone 7: An Introduction to Touch - The XNA Gesture Interface
The TouchPanel class also includes gesture recognition, which is demonstrated by the XnaTapHello project. The fields of this project are the same as those in XnaTouchHello, but the LoadContent method is a little different
 
 
 
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