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  • Drawing a texture line between two vectors in XNA WP7

    - by Krav
    I want to create a simple graph maker in WP7. The goal is to draw a texture line between two vectors what the user defines with touch. I already made the rotation, and it is working, but not correctly, because it doesn't calculate the line's texture height, and because of that, there are too many overlapping textures. So it does draw the line, but too many of them. How could I calculate it correctly? Here is the code: public void DrawLine(Vector2 st,Vector2 dest,NodeUnit EdgeParent,NodeUnit EdgeChild) { float d = Vector2.Distance(st, dest); float rotate = (float)(Math.Atan2(st.Y - dest.Y, st.X - dest.X)); direction = new Vector2(((dest.X - st.X) / (float)d), (dest.Y - st.Y) / (float)d); Vector2 _pos = st; World.TheHive.Add(new LineHiveMind(linetexture, _pos, rotate, EdgeParent, EdgeChild,new List<LineUnit>())); for (int i = 0; i < d; i++) { World.TheHive.Last()._lines.Add(new LineUnit(linetexture, _pos, rotate, EdgeParent, EdgeChild)); _pos += direction; } } d is for the Distance of the st (Starting node) and dest (Destination node) rotate is for rotation direction calculates the direction between the starting and the destination node _pos is for starting position changing Thanks for any suggestions/help!

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  • XNA WP7 Texture memory and ContentManager

    - by jlongstreet
    I'm trying to get my WP7 XNA game's memory under control and under the 90MB limit for submission. One target I identified was UI textures, especially fullscreen ones, that would never get unloaded. So I moved UI texture loads to their own ContentManager so I can unload them. However, this doesn't seem to affect the value of Microsoft.Phone.Info.DeviceExtendedProperties.GetValue("ApplicationCurrentMemoryUsage"), so it doesn't look like the memory is actually being released. Example: splash screens. In Game.LoadContent(): Application.Instance.SetContentManager("UI"); // set the current content manager for (int i = 0; i < mSplashTextures.Length; ++i) { // load the splash textures mSplashTextures[i] = Application.Instance.Content.Load<Texture2D>(msSplashTextureNames[i]); } // set the content manager back to the global one Application.Instance.SetContentManager("Global"); When the initial load is done and the title screen starts, I do: Application.Instance.GetContentManager("UI").Unload(); The three textures take about 6.5 MB of memory. Before unloading the UI ContentManager, I see that ApplicationCurrentMemoryUsage is at 34.29 MB. After unloading the ContentManager (and doing a full GC.Collect()), it's still at 34.29 MB. But after that, I load another fullscreen texture (for the title screen background) and memory usage still doesn't change. Could it be keeping the memory for these textures allocated and reusing it? edit: very simple test: protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); PrintMemUsage("Before texture load: "); // TODO: use this.Content to load your game content here red = this.Content.Load<Texture2D>("Untitled"); PrintMemUsage("After texture load: "); } private void PrintMemUsage(string tag) { Debug.WriteLine(tag + Microsoft.Phone.Info.DeviceExtendedProperties.GetValue("ApplicationCurrentMemoryUsage")); } protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here if (count++ == 100) { GC.Collect(); GC.WaitForPendingFinalizers(); PrintMemUsage("Before CM unload: "); this.Content.Dispose(); GC.Collect(); GC.WaitForPendingFinalizers(); PrintMemUsage("After CM unload: "); red = null; spriteBatch.Dispose(); GC.Collect(); GC.WaitForPendingFinalizers(); PrintMemUsage("After SpriteBatch Dispose(): "); } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here if (red != null) { spriteBatch.Begin(); spriteBatch.Draw(red, new Vector2(0,0), Color.White); spriteBatch.End(); } base.Draw(gameTime); } This prints something like (it changes every time): Before texture load: 7532544 After texture load: 10727424 Before CM unload: 9875456 After CM unload: 9953280 After SpriteBatch Dispose(): 9953280

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  • Passwords in WP7

    - by Richard Jones
    I’ve been trying to protect password entry boxes in Windows Phone 7 (on the emulator) SilverLight supports inputscopes to achieve just this. Peter Foot blogged about this too.  http://mobileworld.appamundi.com/blogs/peterfoot/archive/2010/03/22/windows-phone-7-input.aspx?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+PeterFoot+%28Peter+Foot%29 It seems that password inputscope doesn’t quite work yet, please don’t pull your hair out like I just did..   This is the code I was using. <TextBox Height="31" HorizontalAlignment="Left" Margin="240,99,0,0" Name="tbuser" Text="" VerticalAlignment="Top" Width="181" TabIndex="1" >                <TextBox.InputScope>                    <InputScope>                        <InputScope.Names>                            <InputScopeName NameValue="TelephoneNumber"/>                        </InputScope.Names>                    </InputScope>                </TextBox.InputScope>            </TextBox>   Other inputscopes like Telephonenumber work great.  Thought I would blog this to save you from a small bit of pain.

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  • How to use T4 templates in WP7, Silverlight, Desktop or even MonoDroid apps

    - by Daniel Cazzulino
    In other words, how to use T4 templates without ANY runtime dependencies? Yes, it is possible, and quite simple and elegant actually. In a desktop project, just open the Add New Item dialog, and search for "text template": From the two available templates, the one that gives you a zero-dependency runtime-usable template is the first one: Preprocessed Text Template. Once unfolded, you get the .tt file, but also a dependent .cs file automatically generated. Note the Custom Tool associated with the file: If you open up the .cs file, you will see that it doesn't contain the rendered "Hello World!!!" I added in the .tt, but rather a full class named after the template file itself: namespace ConsoleApplication1 { using System; #line 1 "C:\Temp\ConsoleApplication1\ConsoleApplication1\PreTextTemplate1.tt" [System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.TextTemplating", "10.0.0.0")] public partial class PreTextTemplate1 : PreTextTemplate1Base { public virtual string TransformText() { this.GenerationEnvironment = null; this.Write("Hello World!!!"); return this.GenerationEnvironment.ToString(); } } #region Base class ... #endregion } ... Read full article

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  • The incomplete list of impolite WP7 user feature requests

    When I first moved from the combination of a dumb phone and a separate music player, I had modest requirements: phone calls, MP3 playback, calendar notifications, contact management, email, camera and solitaire. Even asking for only these seven things, my first smart phone was as life changing as my first laptop. I could do a great deal of my work while out and about, allowing me to have a much more productive work/personal life balance.   When I was first married, the word “love”...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Playing a Song causing WP7 to crash on phone, but not on emulator

    - by Michael Zehnich
    Hi there, I am trying to implement a song into a game that begins playing and continually loops on Windows Phone 7 via XNA 4.0. On the emulator, this works fine, however when deployed to a phone, it simply gives a black screen before going back to the home screen. Here is the rogue code in question, and commenting this code out makes the app run fine on the phone: // in the constructor fields private Song song; // in the LoadContent() method song = Content.Load<Song>("song"); // in the Update() method if (MediaPlayer.GameHasControl && MediaPlayer.State != MediaState.Playing) { MediaPlayer.Play(song); } The song file itself is a 2:53 long, 2.28mb .wma file at 106kbps bitrate. Again this works perfectly on emulator but does not run at all on phone. Thanks for any help you can provide!

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  • Taking a screenshot from within a Silverlight #WP7 application

    - by Laurent Bugnion
    Often times, you want to take a screenshot of an application’s page. There can be multiple reasons. For instance, you can use this to provide an easy feedback method to beta testers. I find this super invaluable when working on integration of design in an app, and the user can take quick screenshots, attach them to an email and send them to me directly from the Windows Phone device. However, the same mechanism can also be used to provide screenshots are a feature of the app, for example if the user wants to save the current status of his application, etc. Caveats Note the following: The code requires an XNA library to save the picture to the media library. To have this, follow the steps: In your application (or class library), add a reference to Microsoft.Xna.Framework. In your code, add a “using” statement to Microsoft.Xna.Framework.Media. In the Properties folder, open WMAppManifest.xml and add the following capability: ID_CAP_MEDIALIB. The method call will fail with an exception if the device is connected to the Zune application on the PC. To avoid this, either disconnect the device when testing, or end the Zune application on the PC. While the method call will not fail on the emulator, there is no way to access the media library, so it is pretty much useless on this platform. This method only prints Silverlight elements to the output image. Other elements (such as a WebBrowser control’s content for instance) will output a black rectangle. The code public static void SaveToMediaLibrary( FrameworkElement element, string title) { try { var bmp = new WriteableBitmap(element, null); var ms = new MemoryStream(); bmp.SaveJpeg( ms, (int)element.ActualWidth, (int)element.ActualHeight, 0, 100); ms.Seek(0, SeekOrigin.Begin); var lib = new MediaLibrary(); var filePath = string.Format(title + ".jpg"); lib.SavePicture(filePath, ms); MessageBox.Show( "Saved in your media library!", "Done", MessageBoxButton.OK); } catch { MessageBox.Show( "There was an error. Please disconnect your phone from the computer before saving.", "Cannot save", MessageBoxButton.OK); } } This method can save any FrameworkElement. Typically I use it to save a whole page, but you can pass any other element to it. On line 7, we create a new WriteableBitmap. This excellent class can render a visual tree into a bitmap. Note that for even more features, you can use the great WriteableBitmapEx class library (which is open source). On lines 9 to 16, we save the WriteableBitmap to a MemoryStream. The only format supported by default is JPEG, however it is possible to convert to other formats with the ImageTools library (also open source). Lines 18 to 20 save the picture to the Windows Phone device’s media library. Using the image To retrieve the image, simply launch the Pictures library on the phone. The image will be in Saved Pictures. From here, you can share the image (by email, for instance), or synchronize it with the PC using the Zune software. Saving to other platforms It is of course possible to save to other platforms than the media library. For example, you can send the image to a web service, or save it to the isolated storage on the device. To do this, instead of using a MemoryStream, you can use any other stream (such as a web request stream, or a file stream) and save to that instead. Hopefully this code will be helpful to you! Happy coding, Laurent   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

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  • Monitor network connectivity in WP7 apps

    - by Daniel Moth
    Most interesting Windows Phone apps rely on some network service for their functionality. So at some point in your app you may need to know programmatically if there is network connection available or not. For example, the Translator by Moth app relies on the Bing Translation service for translations. When a request for translation (text or voice) is made, the network call may fail. The failure reason is not evident from any of the return results, so I check the connection to see if it is present. Dependent on that, a different message is shown to the user. Before the translation phase is even reached, at the app start up time the Bing service is queried for its list of  languages; in that case I don't want to show the user a message and instead want to be notified when the network is available in order to send the query out again. So for those two requirements (which I imagine are common in other apps) I wrote a simple wrapper MyNetwork static class to the framework APIs: Call once MyNetwork.MonitorNetworkAvailability() method so it monitors the network change At any time check the MyNetwork.IsConnected property to check for network presence Subscribe to its MyNetwork.ConnectionEstablished event Optionally, during debugging use its MyNetwork.ChangeStatus method to simulate a change in network status As usual, there may be better ways to achieve this, but this class works perfectly for my scenarios. You can download the code here: MyNetworks.cs. Comments about this post welcome at the original blog.

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  • Integration of advertisement into WP7 apps: Any experiences?

    - by OneWorld
    Has anyone of you guys integrated or is thinking about integrating either admob, MS pubCenter, adwhirl or any other advertising provider into your apps? Please share your experience... Who pays best? Any regulations? Any problems with getting the app approved by Microsoft Market? If you chose Admob: Which plugin do you suggest? This or that or another one? Any experiences in Europe or Germany? (MS pubCenter is US only so far) Edit: I think we discussed enough about acceptance of mobile advertisement. Let's focus now on the questions I asked. Edit 2: Hmm, maybe Stackoverlfow is a better place to discuss question 2-5. Could somebody migrate this one?

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  • Silverlight Cream Monday WP7 App Review # 2

    - by Dave Campbell
    Today's Review (alphabetic order): GooNews, Grocery Shopping List, Need for Speed, SurfCube, and United Nations News. I'm a day late if these are going to be 'Monday' posts, but there are lots of apps, lots of goodness, and lots of email, so I might try to do 2 a week, we'll see. So once again I've got a small review of 5 apps that are either on my phone or have been. Disclaimers at the end. In this Issue:   GooNews is a very cool app from Shawn Wildermuth (AgiliTrain). I don't know if he uses this as a demo during his instruction, but it definitely serves a purpose... wanna pick up the top news items from Google on a never-ending basis? ... this is it. You can add your own keyword searches, and send stories to InstaPaper or share via email. I like this because it brings me the news quickly and updated, and works great. GooNews is by AgiliTrain and is Free This was a request by the author, and actually surprised me. I'm a big one for lists, but I would have just done a OneNote list to SkyDrive and to my phone. This app is a lot more than that, but will take you some setup to make it be 'yours'. For obvious reasons, there are no unit prices on things, so you have to set that up to get some idea of the cost of what you're shopping for. But if you do that, you'll get a nice total. Lots of thought went into the various categories and you can add your own. There's a bit of animation on the category selection that's nice. He seems to have covered all the bases necessary to use this, even shopping 'plans' that can be saved, and emailing of lists. As I said, I'm more of a raw list person, but if you take the time to set this up, it should work very nicely for you. Grocery Shopping List is by Grocery Shopper and is $0.99 ($1.99 after Feb 1) with a free trial. This was my 2nd commercial game I bought, and the one I've played the most. I ran the trial, thought it worked great, and bought it. I've had a lot of fun with this... there's no gas pedal.. your foot is in the carbeurator from the GO!, and unless you wanna tap the screen and brake like a little girl, just hang onto the steering wheel (the phone), and guide your way through. Hours of fun and challenges here. I like this because it's got some challenge to it, and the cars seem to be very realistic in their reactions. Need for Speed Undercover is by Electronic Arts is $4.99 and has a free trial. SurfCube Browser is another app by the folks that did the GuitarTuner I reviewed on Monday. You have to see SurfCube to believe it. You've probably seen the YouTube video, if not check SilverlightCream number 1017. The app works very solid, and just as the video demonstrates. I downloaded and tried this, and it immediately did 2 things: bought it, and pinned it to my start page. I like this because it's fun to work with, and it works great as a browser. I'm about *this* close to replacing the IE tile on my front page with SurfCube. SurfCube Browser is by Kinabalu Innovation Limited and is $1.99 and has a free trial. Coming in with another News app is United Nations News by Justin Angel. This is definitely a news aggregator for 'grown ups'... news, photos, videos, and radio broadcsts from the international community all in one very slick app. This is an amazingly well thought-out and complete app. Even better yet, Justin has the code on CodePlex. A very well-done International news aggregator. United Nations News is by Justin Angel and is Free. A few disclaimers: Feel free to write me about your app and tell me about it. While it would be very cool to receive a whole bunch of xap files to review, at this point, for technical reasons, I'm unable to side-load my device. Since I plan on only doing this one day a week (twice if I find time), and only 5, I may never get caught up, so if you send me some info, be patient. Re: games ... remember I'm old... I'm from the era of Colossal Cave and Zork. Duke-Nukem 2D and Captain Comic were awesome. I don't own an XBOX or any other game system, so take game reviews from my perspective -- who knows, it may be refreshing :) I won't pay for an app or game just to try it. If you expect me to test-drive your app, it's going to have to have a Free Trial. I'm still playing with the format, comments are welcome. I decided I should alphabetize the list today... so there's no order implied Let me know what you think of the idea of doing reviews, or the layout/whatever, and Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

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  • Coding4Fun Toolkit for WP7 Overview and Getting Started

    - by help.net
    This post is an overview of the new Coding4Fun Windows Phone Toolkit . It offers developers additional controls and helper classes for Windows Phone 7 application development, designed to match the rich user experience of the Windows Phone 7. The official Coding4Fun tools were released yesterday by the Microsoft Coding4fun team, as always the full source code and a sample test project are also available (the whole toolkit is completely FREE). Some of the "geeks" involved in this cool project are...(read more)

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  • WP7 Developers at Washington University

    - by Scott Spradlin
    This is Easter weekend, and the end of the school year is looming closer! Our developer sessions at WashU end today. Students will turn their spare time focus to finals and getting home for the summer. Over this short course of time, we’ve had a bit over 50 students show some level of interest in developing apps for Windows Phone. Currently the total apps submitted by students is approaching about 20. Several students have received new phones as part of their agreement to submit applications.

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  • Pet Peeves with the Windows Phone 7 Marketplace

    - by Bil Simser
    Have you ever noticed how something things just gnaw at your very being. This is the case with the WP7 marketplace, the Zune software, and the things that drive me batshit crazy with a side of fries. To go. I wanted to share. XBox Live is Not the Centre of the Universe Okay, it’s fine that the Zune software has an XBox live tag for games so can see them clearly but do we really need to have it shoved down our throats. On every click? Click on Games in the marketplace: The first thing that it defaults to on the filters on the right is XBox Live: Okay. Fine. However if you change it (say to Paid) then click onto a title when you come back from that title is the filter still set to Paid? No. It’s back to XBox Live again. Really? Give us a break. If you change to any filter on any other genre then click on the selected title, it doesn’t revert back to anything. It stays on the selection you picked. Let’s be fair here. The Games genre should behave just like every other one. If I pick Paid then when I come back to the list please remember that. Double Dipping On the subject of XBox Live titles, Microsoft (and developers who have an agreement with Microsoft to produce Live titles, which generally rules out indie game developers) is double dipping with regards to exposure of their titles. Here’s the Puzzle and Trivia Game section on the Marketplace for XBox Live titles: And here’s the same category filtered on Paid titles: See the problem? Two indie titles while the rest are XBox Live ones. So while XBL has it’s filter, they also get to showcase their wares in the Paid and Free filters as well. If you’re going to have an XBox Live filter then use it and stop pushing down indie titles until they’re off the screen (on some genres this is already the case). Free and Paid titles should be just that and not include XBox Live ones. If you’re really stoked that people can’t find the Free XBox Live titles vs. the paid ones, then create a Free XBox Live filter and a Paid XBox Live filter. I don’t think we would mind much. Whose Trial is it Anyways? You might notice apps in the marketplace with titles like “My Fart App Professional Lite” or “Silicon Lamb Spleen Builder Free”. When you submit and app to the marketplace it can either be free or paid. If it’s a paid app you also have the option to submit it with Trial capabilities. It’s up to you to decide what you offer in the trial version but trial versions can be purchased from within the app so after someone trys out your app (for free) and wants to unlock the Super Secret Obama Spy Ring Level, they can just go to the marketplace from your app (if you built that functionality in) and upgrade to the paid version. However it creates a rift of sorts when it comes to visibility. Some developers go the route of the paid app with a trial version, others decide to submit *two* apps instead of one. One app is the “Free” or “Lite” verions and the other is the paid version. Why go to the hassle of submitting two apps when you can just create a trial version in the same app? Again, visibility. There’s no way to tell Paid apps with Trial versions and ones without (it’s an option, you don’t have to provide trial versions, although I think it’s a good idea). However there is a way to see the Free apps from the Paid ones so some submit the two apps and have the Free version have links to buy the paid one (again through the Marketplace tasks in the API). What we as developers need for visibility is a new filter. Trial. That’s it. It would simply filter on Paid apps that have trial capabilities and surface up those apps just like the free ones. If Microsoft added this filter to the marketplace, it would eliminate the need for people to submit their “Free” and “Lite” versions and make it easier for the developer not to have to maintain two systems. I mean, is it really that hard? Can’t be any more difficult than the XBox Live Filter that’s already there. Location is Everything The last thing on my bucket list is about location. When I launch Zune I’m running in my native location setting, Canada. What’s great is that I navigate to the Travel Tools section where I have one of my apps and behold the splendour that I see: There are my apps in the number 1 and number 4 slot for top selling in that category. I show it to my wife to make up for the sleepless nights writing this stuff and we dance around and celebrate. Then I change my location on my operation system to United States and re-launch Zune. WTF? My flight app has slipped to the 10th spot (I’m only showing 4 across here out of the 7 in Zune) and my border check app that was #1 is now in the 32nd spot! End of celebration. Not only is relevance being looked at here, I value the comments people make on may apps as do most developers. I want to respond to them and show them that I’m listening. The next version of my border app will provide multiple camera angles. However when I’m running in my native Canada location, I only see two reviews. Changing over to United States I see fourteen! While there are tools out there to provide with you a unified view, I shouldn’t have to rely on them. My own Zune desktop software should allow me to see everything. I realize that some developers will submit an app and only target it for some locations and that’s their choice. However I shouldn’t have to jump through hoops to see what apps are ahead of mine, or see people comments and ratings. Another proposal. Either unify the marketplace (i.e. when I’m looking at it show me everything combined) or let me choose a filter. I think the first option might be difficult as you’re trying to average out top selling apps across all markets and have to deal with some apps that have been omitted from some markets. Although I think you could come up with a set of use cases that would handle that, maybe that’s too much work. At the very least, let us developers view the markets in a drop down or something from within the Zune desktop. Having to shut down Zune, change our location, and re-launch Zune to see other perspectives is just too onerous. A Call to Action These are just one mans opinion. Do you agree? Disagree? Feel hungry for a bacon sandwich? Let everyone know via the comments below. Perhaps someone from Microsoft will be reading and take some of these ideas under advisement. Maybe not, but at least let’s get the word out that we really want to see some change. Egypt can do it, why not WP7 developers!

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  • Farseer tutorial for the absolute beginners

    - by Bil Simser
    This post is inspired (and somewhat a direct copy) of a couple of posts Emanuele Feronato wrote back in 2009 about Box2D (his tutorial was ActionScript 3 based for Box2D, this is C# XNA for the Farseer Physics Engine). Here’s what we’re building: What is Farseer The Farseer Physics Engine is a collision detection system with realistic physics responses to help you easily create simple hobby games or complex simulation systems. Farseer was built as a .NET version of Box2D (based on the Box2D.XNA port of Box2D). While the constructs and syntax has changed over the years, the principles remain the same. This tutorial will walk you through exactly what Emanuele create for Flash but we’ll be doing it using C#, XNA and the Windows Phone platform. The first step is to download the library from its home on CodePlex. If you have NuGet installed, you can install the library itself using the NuGet package that but we’ll also be using some code from the Samples source that can only be obtained by downloading the library. Once you download and unpacked the zip file into a folder and open the solution, this is what you will get: The Samples XNA WP7 project (and content) have all the demos for Farseer. There’s a wealth of info here and great examples to look at to learn. The Farseer Physics XNA WP7 project contains the core libraries that do all the work. DebugView XNA contains an XNA-ready class to let you view debug data and information in the game draw loop (which you can copy into your project or build the source and reference the assembly). The downloaded version has to be compiled as it’s only available in source format so you can do that now if you want (open the solution file and rebuild everything). If you’re using the NuGet package you can just install that. We only need the core library and we’ll be copying in some code from the samples later. Your first Farseer experiment Start Visual Studio and create a new project using the Windows Phone template can call it whatever you want. It’s time to edit Game1.cs 1 public class Game1 : Game 2 { 3 private readonly GraphicsDeviceManager _graphics; 4 private DebugViewXNA _debugView; 5 private Body _floor; 6 private SpriteBatch _spriteBatch; 7 private float _timer; 8 private World _world; 9 10 public Game1() 11 { 12 _graphics = new GraphicsDeviceManager(this) 13 { 14 PreferredBackBufferHeight = 800, 15 PreferredBackBufferWidth = 480, 16 IsFullScreen = true 17 }; 18 19 Content.RootDirectory = "Content"; 20 21 // Frame rate is 30 fps by default for Windows Phone. 22 TargetElapsedTime = TimeSpan.FromTicks(333333); 23 24 // Extend battery life under lock. 25 InactiveSleepTime = TimeSpan.FromSeconds(1); 26 } 27 28 protected override void LoadContent() 29 { 30 // Create a new SpriteBatch, which can be used to draw textures. 31 _spriteBatch = new SpriteBatch(_graphics.GraphicsDevice); 32 33 // Load our font (DebugViewXNA needs it for the DebugPanel) 34 Content.Load<SpriteFont>("font"); 35 36 // Create our World with a gravity of 10 vertical units 37 if (_world == null) 38 { 39 _world = new World(Vector2.UnitY*10); 40 } 41 else 42 { 43 _world.Clear(); 44 } 45 46 if (_debugView == null) 47 { 48 _debugView = new DebugViewXNA(_world); 49 50 // default is shape, controller, joints 51 // we just want shapes to display 52 _debugView.RemoveFlags(DebugViewFlags.Controllers); 53 _debugView.RemoveFlags(DebugViewFlags.Joint); 54 55 _debugView.LoadContent(GraphicsDevice, Content); 56 } 57 58 // Create and position our floor 59 _floor = BodyFactory.CreateRectangle( 60 _world, 61 ConvertUnits.ToSimUnits(480), 62 ConvertUnits.ToSimUnits(50), 63 10f); 64 _floor.Position = ConvertUnits.ToSimUnits(240, 775); 65 _floor.IsStatic = true; 66 _floor.Restitution = 0.2f; 67 _floor.Friction = 0.2f; 68 } 69 70 protected override void Update(GameTime gameTime) 71 { 72 // Allows the game to exit 73 if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) 74 Exit(); 75 76 // Create a random box every second 77 _timer += (float) gameTime.ElapsedGameTime.TotalSeconds; 78 if (_timer >= 1.0f) 79 { 80 // Reset our timer 81 _timer = 0f; 82 83 // Determine a random size for each box 84 var random = new Random(); 85 var width = random.Next(20, 100); 86 var height = random.Next(20, 100); 87 88 // Create it and store the size in the user data 89 var box = BodyFactory.CreateRectangle( 90 _world, 91 ConvertUnits.ToSimUnits(width), 92 ConvertUnits.ToSimUnits(height), 93 10f, 94 new Point(width, height)); 95 96 box.BodyType = BodyType.Dynamic; 97 box.Restitution = 0.2f; 98 box.Friction = 0.2f; 99 100 // Randomly pick a location along the top to drop it from 101 box.Position = ConvertUnits.ToSimUnits(random.Next(50, 400), 0); 102 } 103 104 // Advance all the elements in the world 105 _world.Step(Math.Min((float) gameTime.ElapsedGameTime.TotalMilliseconds*0.001f, (1f/30f))); 106 107 // Clean up any boxes that have fallen offscreen 108 foreach (var box in from box in _world.BodyList 109 let pos = ConvertUnits.ToDisplayUnits(box.Position) 110 where pos.Y > _graphics.GraphicsDevice.Viewport.Height 111 select box) 112 { 113 _world.RemoveBody(box); 114 } 115 116 base.Update(gameTime); 117 } 118 119 protected override void Draw(GameTime gameTime) 120 { 121 GraphicsDevice.Clear(Color.FromNonPremultiplied(51, 51, 51, 255)); 122 123 _spriteBatch.Begin(); 124 125 var projection = Matrix.CreateOrthographicOffCenter( 126 0f, 127 ConvertUnits.ToSimUnits(_graphics.GraphicsDevice.Viewport.Width), 128 ConvertUnits.ToSimUnits(_graphics.GraphicsDevice.Viewport.Height), 0f, 0f, 129 1f); 130 _debugView.RenderDebugData(ref projection); 131 132 _spriteBatch.End(); 133 134 base.Draw(gameTime); 135 } 136 } 137 Lines 4: Declare the debug view we’ll use for rendering (more on that later). Lines 8: Declare _world variable of type class World. World is the main object to interact with the Farseer engine. It stores all the joints and bodies, and is responsible for stepping through the simulation. Lines 12-17: Create the graphics device we’ll be rendering on. This is an XNA component and we’re just setting it to be the same size as the phone and toggling it to be full screen (no system tray). Lines 34: We create a SpriteFont here by adding it to the project. It’s called “font” because that’s what the DebugView uses but you can name it whatever you want (and if you’re not using DebugView for your production app you might have several fonts). Lines 37-44: We create the physics environment that Farseer uses to contain all the objects by specifying it here. We’re using Vector2.UnitY*10 to represent the gravity to be used in the environment. In other words, 10 units going in a downward motion. Lines 46-56: We create the DebugViewXNA here. This is copied from the […] from the code you downloaded and provides the ability to render all entities onto the screen. In a production release you’ll be doing the rendering yourself of each object but we cheat a bit for the demo and let the DebugView do it for us. The other thing it can provide is to render out a panel of debugging information while the simulation is going on. This is useful in tracking down objects, figuring out how something works, or just keeping track of what’s in the engine. Lines 49-67: Here we create a rigid body (Farseer only supports rigid bodies) to represent the floor that we’ll drop objects onto. We create it by using one of the Farseer factories and specifying the width and height. The ConvertUnits class is copied from the samples code as-is and lets us toggle between display units (pixels) and simulation units (usually metres). We’re creating a floor that’s 480 pixels wide and 50 pixels high (converting them to SimUnits for the engine to understand). We also position it near the bottom of the screen. Values are in metres and when specifying values they refer to the centre of the body object. Lines 77-78: The game Update method fires 30 times a second, too fast to be creating objects this quickly. So we use a variable to track the elapsed seconds since the last update, accumulate that value, then create a new box to drop when 1 second has passed. Lines 89-94: We create a box the same way we created our floor (coming up with a random width and height for the box). Lines 96-101: We set the box to be Dynamic (rather than Static like the floor object) and position it somewhere along the top of the screen. And now you created the world. Gravity does the rest and the boxes fall to the ground. Here’s the result: Farseer Physics Engine Demo using XNA Lines 105: We must update the world at every frame. We do this with the Step method which takes in the time interval. [more] Lines 108-114: Body objects are added to the world but never automatically removed (because Farseer doesn’t know about the display world, it has no idea if an item is on the screen or not). Here we just loop through all the entities and anything that’s dropped off the screen (below the bottom) gets removed from the World. This keeps our entity count down (the simulation never has more than 30 or 40 objects in the world no matter how long you run it for). Too many entities and the app will grind to a halt. Lines 125-130: Farseer knows nothing about the UI so that’s entirely up to you as to how to draw things. Farseer is just tracking the objects and moving them around using the physics engine and it’s rules. You’ll still use XNA to draw items (using the SpriteBatch.Draw method) so you can load up your usual textures and draw items and pirates and dancing zombies all over the screen. Instead in this demo we’re going to cheat a little. In the sample code for Farseer you can download there’s a project called DebugView XNA. This project contains the DebugViewXNA class which just handles iterating through all the bodies in the world and drawing the shapes. So we call the RenderDebugData method here of that class to draw everything correctly. In the case of this demo, we just want to draw Shapes so take a look at the source code for the DebugViewXNA class as to how it extracts all the vertices for the shapes created (in this case simple boxes) and draws them. You’ll learn a *lot* about how Farseer works just by looking at this class. That’s it, that’s all. Simple huh? Hope you enjoy the code and library. Physics is hard and requires some math skills to really grok. The Farseer Physics Engine makes it pretty easy to get up and running and start building games. In future posts we’ll get more in-depth with things you can do with the engine so this is just the beginning. Enjoy!

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  • Silverlight Cream for March 15, 2011 -- #1061

    - by Dave Campbell
    In this Issue: Peter Kuhn, Emil Stoychev, Viktor Larsson(-2-), Kevin Hoffman, Rudi Grobler, WindowsPhoneGeek, Jesse Liberty(-2-), and Martin Krüger. Above the Fold: Silverlight: "Image comparison using a GridSplitter" Martin Krüger WP7: "Using WP7 accent color effectively" Viktor Larsson XNA: "XNA for Silverlight developers: Part 7 - Collision detection" Peter Kuhn From SilverlightCream.com: XNA for Silverlight developers: Part 7 - Collision detection Peter Kuhn has part 7 of his XNA for Silverlight devs tutorial series up at SilverlightShow... discussing Collision detection... something you need to get your head around if you're going to do a game. Interview with John Papa about the upcoming MIX11 event and the Open Source Fest Emil Stoychev of SilverlightShow reverses the roles with John Papa and interviews John on this MIX11 and Open Source Fest discussion they had at the MVP Summit Debugging Videos or Camera in WP7 Viktor Larsson has a quick post up on the 3 ways of debugging a WP7 app and why and under what circumstances you should change debug method. Using WP7 accent color effectively Viktor Larsson's next post is about the 10 accent colors available on WP7 devices. He shows how to make best use of that capability in XAML and runtime code. WP7 for iPhone and Android Developers - Hardware and Device Services Kevin Hoffman's part 4 of a 12-part tutorial series at SilverlightShow on WP7 for iPhone/Android devs is up ... this oe concentrates on Hardware and Device Services... Launchers/Choosers/Sensors. How to publish WP7 applications if you live in the Middle-east & Africa region Rudi Grobler has a short post up on a legit way to publish WP7 apps if you are in the MEA region. Creating WP7 Custom Theme – Sample Theme Implementation WindowsPhoneGeek has a new post up and he's starting a series of 3 articles on Creating Wp7 Custom Themes... first up is this tutorial on Basic Theme Implementation... and use it as well. From Android to Windows Phone For "Windows Phone from Scratch #43", Jesse Liberty begins a series on moving apps from Android to WP7, beginning with a tip calculating program. Yet Another Podcast #28–Jeremy Likness Jesse Liberty's next post is his "Yet Another Podcast #28" with Jeremy Likness this time around... the list of all things fun that Jeremy's involved in is getting long... should be a good podcast! Image comparison using a GridSplitter Martin Krüger posted a cool 'Clip Splitter' for comparing images, and what a great set of example images he's using... pretty darn cool lining them up with a grid-splitter. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Silverlight Cream for February 22, 2011 -- #1050

    - by Dave Campbell
    In this Issue: Robby Ingebretsen, Victor Gaudioso, Andrea Boschin(-2-), Rudi Grobler(-2-), Michael Crump, Deborah Kurata, Dennis Delimarsky, Pete Vickers, Yochay Kiriaty, Peter Kuhn, WindowsPhoneGeek, and Jesse Liberty(-2-). Above the Fold: Silverlight: "Silverlight Simple MVVM Printing" Deborah Kurata WP7: "Creating theme friendly UI in WP7 using OpacityMask" WindowsPhoneGeek Tools: "KAXAML v1.8" Robby Ingebretsen Shoutouts: Peter Foot posted Silverlight for Windows Phone Toolkit–Feb 2011 Rudi Grobler posts his top requested features for WP7, Silverlight, and WCF: vNext ... see you in Seattle, Rudi! From SilverlightCream.com: KAXAML v1.8 Robby Ingebretsen just posted KAXML v1.8 that now supports .NET 4.0, WPF, and Silferlight4 ... go grab it. Learn how to use Blend to create a Data Store, Add Properties to it, etc... Victor Gaudioso has 3 new Silverlight and/or Expression Blend video tutorials up... first is this one on Creating a Data store, adding properties to it, oh... read the title :), Next up is: Send async messages across UserControls or even applications, followed by the latest: Create a Sketchflow Animation using the Sketchflow Animation Panel A base class for threaded Application Services Andrea Boschin continues his IApplicationServices series with this one on a base class he created to develop Application Services that runs a thread. Windows Phone 7 - Part #6: Taking advantage of the phone Andrea Boschin also has part 6 of his series at SilverlightShow on WP7... this one is covering a bunch of items... Capabilities, Launchers/Choosers, and gestures... plus the source for a fun game. {homebrew} Skype for WP7 Rudi Grobler posted about the availability of (some features of) Skype for WP7 being available. The XDA guys have working contacts and the ability to chat going, plus they're looking for poeple to join in... Follow Rudi's link, and let them know you're up for it! Simple menu for your WP7 application Rudi Grobler has another post up about a very simple menu control for WP7 that he produced that is also very easy to use. Attaching a Command to the WP7 Application Bar Michael Crump shows how to bind the application bar to a Relay Command with the use of MVVMLight in 7 Easy Steps :) Silverlight Simple MVVM Printing Deborah Kurata continues her MVVM series with this one on printing what your user sees on the page... but doing so within the MVVM pattern. Enhancing the general Zune experience on Windows Phone 7 with Zune web API Dennis Delimarsky apparently likes the Zune as much as I do, and has ratted out tons of information about the Zune API for use in WP7 apps... and lots of code... Validating input forms in Windows Phone 7 Pete Vickers takes a great detailed spin through validation on the WP7... the rules have changed, but Pete explains with some code examples. Windows Phone Shake Gestures Library Yochay Kiriaty discusses Shake Gestures for the WP7 device and then describes the "Windows Phone Shake Gesture Library" that detects shake gestures in 3D space... and after a great description has the link for downloading. What difference does a sprite sheet make? Peter Kuhn is writing a series at SilverlightShow on XNA for Silverlight Devs that I've highlighted. An outshoot of that is this discussion of the use of sprite sheets and game development. Creating theme friendly UI in WP7 using OpacityMask WindowsPhoneGeek has a new post up today on using Opacity Masks in WP7 to enable using one set of icons for either the dark or light theme.. too cool, you'll wanna check this out! Linq to XML Jesse Liberty continues with Linq with regard to WP7 with this post on Linq to XML... and why XML? crap... I was just saving/loading XML today! :) Lambda–Not as weird as it sounds Jesse Liberty then jumps into Lambda expressions... maybe it's a chance for me to learn WTF the lambdas really do that I use all the time! Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Videos of my MonoTouch and Mono and Mobile sessions from NDC 2011

    - by Chris Hardy (ChrisNTR)
    Two weeks ago, I was in Oslo, Norway getting ready to present a few talks at the Norwegian Developer's Conference 2011 and now two weeks later, it's about time I point you to my MonoTouch and Mono and Mobile talks from the conference! First I would like to thanks for everyone involved with the conference, the hosts, the staff, the speakers and the attendees. There was so many great talks going on that you're forced to download the videos afterwards! All the videos from the conference are up on the...(read more)

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  • Secret Agent Man

    - by Bil Simser
    Just a quick one this morning as we all get started in the week. Something that comes into play (sometimes in a big way) is the user agent string your browser gives off. So for example using the User-Agent field in the request header, you can determine what browser the user is running and act accordingly.Internet Explorer 9 modified the UA string slightly so just in case you're looking for it here are the user agent strings for IE9 (in various modes):Internet Explorer 9 Mode: Mozilla/5.0 (compatible; MSIE 9.0; Windows NT 6.1; WOW64; Trident/5.0)Internet Explorer 8 Mode: Mozilla/4.0 (compatible; MSIE 8.0; Windows NT 6.1; WOW64; Trident/4.0; SLCC2; .NET CLR 2.0.50727; .NET CLR 3.5.30729; .NET CLR 3.0.30729; MS-RTC LM 8; InfoPath.3; .NET4.0C; .NET4.0E; Zune 4.7)Internet Explorer 7 Mode: Mozilla/4.0 (compatible; MSIE 7.0; Windows NT 6.1; WOW64; SLCC2; .NET CLR 2.0.50727; .NET CLR 3.5.30729; .NET CLR 3.0.30729; MS-RTC LM 8; InfoPath.3; .NET4.0C; .NET4.0E; Zune 4.7)Internet Explorer 9 (Compatibility Mode): Mozilla/4.0 (compatible; MSIE 7.0; Windows NT 6.1; WOW64; Trident/5.0; SLCC2; .NET CLR 2.0.50727; .NET CLR 3.5.30729; .NET CLR 3.0.30729; MS-RTC LM 8; InfoPath.3; .NET4.0C; .NET4.0E; Zune 4.7)A couple of things to note here:This was from a 64-bit Windows 7 client so that might account for the WOW64 in the agent string (I don't have a 32-bit client to test from)Various applications and platforms add to the UA string just like they do in previous IE releases. So for example you can see I have various .NET versions installed as well as Zune. You can take advantage of this by querying the UA string for compatibilities and present options accordingly to the end user.As applications will continue to add and modify this string you'll want to query the string for parts not the entire string. For example if you want to detect if you're coming from IE running  on a Windows Phone 7 just look for "iemobile" in the user agent stringHappy hacking!

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  • WP7 Tips–Part I– Media File Coding Techniques to help pass the Windows Phone 7 Marketplace Certification Requirements

    - by seaniannuzzi
    Overview Developing an application that plays media files on a Windows Phone 7 Device seems fairly straight forward.  However, what can make this a bit frustrating are the necessary requirements in order to pass the WP7 marketplace requirements so that your application can be published.  If you are new to this development, be aware of these common challenges that are likely to be made.  Below are some techniques and recommendations on how optimize your application to handle playing MP3 and/or WMA files that needs to adhere to the marketplace requirements.   Windows Phone 7 Certification Requirements Windows Phone 7 Developers Blog   Some common challenges are: Not prompting the user if another media file is playing in the background before playing your media file Not allowing the user to control the volume Not allowing the user to mute the sound Not allowing the media to be interrupted by a phone call  To keep this as simple as possible I am only going to focus on what “not to do” and what “to do” in order to implement a simple media solution. Things you will need or may be useful to you before you begin: Visual Studio 2010 Visual Studio 2010 Feature Packs Windows Phone 7 Developer Tools Visual Studio 2010 Express for Windows Phone Windows Phone Emulator Resources Silverlight 4 Tools For Visual Studio XNA Game Studio 4.0 Microsoft Expression Blend for Windows Phone Note: Please keep in mind you do not need all of these downloaded and installed, it is just easier to have all that you need now rather than add them on later.   Objective Summary Create a Windows Phone 7 – Windows Media Sample Application.  The application will implement many of the required features in order to pass the WP7 marketplace certification requirements in order to publish an application to WP7’s marketplace. (Disclaimer: I am not trying to indicate that this application will always pass as the requirements may change or be updated)   Step 1: – Create a New Windows Phone 7 Project   Step 2: – Update the Title and Application Name of your WP7 Application For this example I changed: the Title to: “DOTNETNUZZI WP7 MEDIA SAMPLE - v1.00” and the Page Title to:  “media magic”. Note: I also updated the background.   Step 3: – XAML - Media Element Preparation and Best Practice Before we begin the next step I just wanted to point out a few things that you should not do as a best practice when developing an application for WP7 that is playing music.  Please keep in mind that these requirements are not the same if you are playing Sound Effects and are geared towards playing media in the background.   If you have coded this – be prepared to change it:   To avoid a failure from the market place remove all of your media source elements from your XAML or simply create them dynamically.  To keep this simple we will remove the source and set the AutoPlay property to false to ensure that there are no media elements are active when the application is started. Proper example of the media element with No Source:   Some Additional Settings - Add XAML Support for a Mute Button   Step 4: – Boolean to handle toggle of Mute Feature Step 5: – Add Event Handler for Main Page Load   Step 6: – Add Reference to the XNA Framework   Step 7: – Add two Using Statements to Resolve the Namespace of Media and the Application Bar using Microsoft.Xna.Framework.Media; using Microsoft.Phone.Shell;   Step 8: – Add the Method to Check the Media State as Shown Below   Step 9: – Add Code to Mute the Media File Step 10: – Add Code to Play the Media File //if the state of the media has been checked you are good to go. media_sample.Play(); Note: If we tried to perform this operation at this point you will receive the following error: System.InvalidOperationException was unhandled Message=FrameworkDispatcher.Update has not been called. Regular FrameworkDispatcher.Update calls are necessary for fire and forget sound effects and framework events to function correctly. See http://go.microsoft.com/fwlink/?LinkId=193853 for details. StackTrace:        at Microsoft.Xna.Framework.FrameworkDispatcher.AddNewPendingCall(ManagedCallType callType, UInt32 arg)        at Microsoft.Xna.Framework.UserAsyncDispatcher.HandleManagedCallback(ManagedCallType managedCallType, UInt32 managedCallArgs) at Microsoft.Xna.Framework.UserAsyncDispatcher.AsyncDispatcherThreadFunction()            It is not recommended that you just add the FrameworkDispatcher.Update(); call before playing the media file. It is recommended that you implement the following class to your solution and implement this class in the app.xaml.cs file.   Step 11: – Add FrameworkDispatcher Features I recommend creating a class named XNAAsyncDispatcher and adding the following code:   After you have added the code accordingly, you can now implement this into your app.xaml.cs file as highlighted below.   Note:  If you application sound file is not playing make sure you have the proper “Build Action” set such as Content.   Running the Sample Now that we have some of the foundation created you should be able to run the application successfully.  When the application launches your sound options should be set accordingly when the “checkMediaState” method is called.  As a result the application will properly setup the media options and/or alert the user accordinglyper the certification requirements.  In addition, the sample also shows a quick way to mute the sound in your application by simply removing the URI source of the media file.  If everything successfully compiled the application should look similar to below.                 <sound playing>   Summary At this point we have a fully functional application that provides techniques on how to avoid some common challenges when working with media files and developing applications for Windows Phone 7.  The techniques mentioned above should make things a little easier and helpful in getting your WP7 application approved and published on the Marketplace.  The next blog post will be titled: WP7 Tips–Part II - How to write code that will pass the Windows Phone 7 Marketplace Requirements for Themes (light and dark). If anyone has any questions or comments please comment on this blog. 

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  • Location-aware applications on WP7.5

    - by salamis
    I would like to create a location-aware application on WP7.5 Is it possible to automatically get a trigger on location change without our application running on background? For example: I would like to know if a user has moved in a new location. If the user has moved I would like to trigger a specific event from my application. My only concern is that if I do that from my application I will consume a significant amount of battery. Is it a specific WP7 service which can inform my application that the user has changed his location and trigger an event from my application? If it is possible can you please point me an example?

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  • WhatsApp - writing a clone (iphone, android, wp7)

    - by Martin
    I am trying to create a instant messaging app very much like whatsapp I suppose. My resources I have available to me are Server development in C# (REST Service, dedicated server app etc) And currently an android development platform using eclipse (iphone, wp7 to follow later). I have done some development in Android before but I don't have any idea where to start an application like this. My guess would be it would work with UDP / TCP or similar ? I currently have a shared server for an asp.net website but I presume this wouldn't be ideal, I could essential setup a web service on the server and get a client to publish his messages there but then this would mean that the receivers would have to POLL (PULL) every 5 minutes or so - so I guess this wouldn't be real time Do I need to use UDP here ? And I presume platforms like Iphone, Android and WP7 will not have any issues sending msgs by UDP - if that is how its done. I look forward to any help or guidance.

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  • Silverlight Cream for January 26, 2011 -- #1036

    - by Dave Campbell
    In this all-submittal Issue: XamlNinja, Kevin Dockx, Steve Wortham, Andrea Boschin, Mick Norman, Colin Eberhardt, and Rudi Grobler(-2-, -3-, -4-, -5-). Above the Fold: Silverlight: "Getting an invalid cross-thread exception in Silverlight?" Kevin Dockx WP7: "WP7 Contrib – the last messenger" XamlNinja ISO: "How many files are too many files for isolated storage?" Mick Norman Shoutouts: Telerik announced a free WP7 Webinars series that you probably don't want to miss: Join Us for the Special Free Windows Phone 7 Webinars Series. Guest lecturers - Shawn Wildermuth and Mark Arteaga From SilverlightCream.com: WP7 Contrib – the last messenger XamlNinja has a great post up extending Laurent's IMessenger to deal with a tricky issue of trying to fire a message from one VM to another even if the 2nd VM isn't alive yet... oh, and this is in WP7Contrib, so go grab it! Getting an invalid cross-thread exception in Silverlight? Kevin Dockx has a solution to a problem we've all had... the 'invalid cross-thread exception' ... and the solution is even for those of us trying to do this in a VM... cool and easy solution, Kevin! Mastering Storyboards One Mistake at a Time Steve Wortham is back with a tutorial with a great title :) ... check out the progression from one success to another in this picture/title viewer ... don't miss the very end where he has the control rolled up into a CaptionedImageHyperlink, and a link to download it! Windows Phone 7 - Part #2: Your First Application Andrea Boschin has part 2 of his SilverlightShow WP7 series up. Lots of good intro material here on the manifest file and app.xaml ... he even gets into the ApplicationBar, phone orientation, and the Metro theme. How many files are too many files for isolated storage? Mick Norman alerted me to his blog early this morning, and this is his latest post... interesting tests of how many files are too many for ISO on your WP7... and I have to admit... he's stuffing a boatload of them out there in these tests! ... great info Mick! and thanks for the links. A Navigator Control For Visiblox Time Series Charts Colin Eberhardt's latest post is about creating an interactive navigator for large time series datasets in Visiblox charts.... check the images at the top of the post, and it'll be obvious :) ... very cool stuff. MVVM Frameworks with WP7 support Rudi Grobler has been very busy and if you check the dates, these posts are all in a day or two! This first highlights two contenders for MVVM on WP7: Caliburn and MVVMLight... both well-supported... quick intro to each followed by good links out to the author's sites Reading barcodes from your WP7 device Rudi Grobler also has a cool post up on reading barcodes with your WP7... he's using the ZXing Barcode Scanning Library, and makes quick work of the job. Taking Sterling for a Test-Drive Rudi Grobler has a quick intro to Sterlink, Jeremy Likness' ISO database for Silverlight up... quickly taking care of writing and reading back data. SQLite on WP7 After his discussion of Sterling, Rudi Grobler is now demonstrating the use of SQLite that has been ported to WP7. Check out his demo code... looks pretty easy to use. Hacking the WP7 Camera (The basics) Rudi Grobler's latest post is on getting direct access to the camera on WP7... be sure to do all the downloads and check out the external links he has. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Silverlight Cream for December 16, 2010 -- #1011

    - by Dave Campbell
    In this Issue: John Papa, Tim Heuer, Jeff Blankenburg(-2-, -3-), Jesse Liberty, Jay Kimble, Wei-Meng Lee, Paul Sheriff, Mike Snow(-2-, -3-), Samuel Jack, James Ashley, and Peter Kuhn. Above the Fold: Silverlight: "Animation Texture Creator" Peter Kuhn WP7: "dows Phone from Scratch #13 — Custom Behaviors Part II: ActionTrigger" Jesse Liberty Shoutouts: Awesome blog post by Jesse Liberty about writing in general: Ten Requirements For Tutorials, Videos, Demos and White Papers That Don’t Suck From SilverlightCream.com: 1000 Silverlight Cream Posts and Counting! John Papa has Silverlight TV number 55 up and it's an inverview he did with me the day before the Firestarter in December... thanks John... great job in making me not look stooopid :) Silverlight service release today - 4.0.51204 Tim Heuer announced a service release of Silverlight ... check out his blog for the updates and near the bottom is a link to the developer runtime. What I Learned In WP7 – Issue #3 Jeff Blankenburg has been pushing out tips ... number 3 consisted of 3 good pieces of info for WP7 devs including more info about fonts and a good site for free audio files What I Learned In WP7 – Issue #4 In number 4, Jeff Blankenburg talks about where to get some nice free WP7 icons, and a link to a cool article on getting all sorts of device info What I Learned In WP7 – Issue #5 Number 5 finds Jeff Blankenburg giving up the XAP for a CodeMash sessiondata app... or wait for it to appear in the Marketplace next week. Windows Phone from Scratch #13 — Custom Behaviors Part II: ActionTrigger Wow... Jesse Liberty is up to number 13 in his Windows Phone from scratch series... this time it's part 2 of his Custom Behaviors post, and ActionTriggers specifically. Solving the Storage Problem in WP7 (for CF Developers) Jay Kimble has released his WP7 dropbox client to the wild ... this is cool for loading files at run-time... opens up some ideas for me at least. Building Location Service Apps in Windows Phone 7 Wei-Meng Lee has a big informative post on location services in WP7... getting a Bing Maps API key, getting the data, navigating and manipulating the map, adding pushpins... good stuff Using Xml Files on Windows Phone Paul Sheriff is discussing XML files as a database for your WP7 apps via LINQ to XML. Sample code included. ABC–Win7 App Mike Snow has been busy with Tips of the Day ... he published a children's app for tracing their ABC's and discusses some of the code bits involved. Win7 Mobile Application Bar – AG_E_PARSER_BAD_PROPERTY_VALUE Mike Snow's next post is about the infamous AG_E_PARSER_BAD_PROPERTY_VALUE error or worse in WP7 ... how he got it, and how he fixed it... could save you some hair... Forward Navigation on the Windows Phone Mike Snow's latest post is about forward navigation on the WP7 ... oh wait... there isn't any... check out the post. Day 2 of my “3 days to Build a Windows Phone 7 Game” challenge Samuel Jack details about 9 hours in day 2 of his quest to build an XNA app for WP7 from a cold start. Windows Phone 7 Side Loading James Ashley has a really complete write-up on side-loading apps onto your WP7 device. Don't get excited... this isn't a hack... this is instructions for side-loading using the Microsoft-approved methos, which means a registered device. Animation Texture Creator Remember Peter Kuhn's post the other day about an Animation Texture Creator? ... well today he has some added tweaks and the source code! ... thanks Peter! Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Silverlight Cream for June 21, 2011 -- #1110

    - by Dave Campbell
    In this Issue: Colin Eberhardt, Kunal Chowdhury(-2-), Peter Kuhn(-2-, -3-), Mike Gold, WindowsPhoneGeek, Nigel Sampson, Paul Sheriff, Dhananjay Kumar, and Erno de Weerd. Above the Fold: Silverlight: "Silverlight Debug Helper" Peter Kuhn3 WP7: "Metro In Motion #8 – AutoCompleteBox Reveal Animation" Colin Eberhardt Shoutouts: Check out the Top 5 from my friends at SilverlightShow from last week: SilverlightShow for June 13 - 19, 2011 From SilverlightCream.com: Metro In Motion #8 – AutoCompleteBox Reveal Animation Colin Eberhardt found yet another 'Metro In Motion' to duplicate... this one is the auto-complete effect seen in the WP7 email client... check out the video on the post! Windows Phone 7 (Mango) Tutorial - 16 - How to Create a WP7 Alarm Application? Kunal Chowdhury has a couple more of his Mango tutorials up... number 16 (!) is on creating an Alarm app using scheduled tasks. Windows Phone 7 (Mango) Tutorial - 17 - How to Create a WP7 Reminder Application? Kunal Chowdhury's latest is number 17 in the Mango series and he's discussing the Reminder class which is part of the Scheduler namespace. Silverlight Debug Helper Peter Kuhn has deployed a new version of his "Silverlight Debug Helper"... this time he's added support for FireFox and Chrome. Getting ready for the Windows Phone 7 Exam 70-599 (Part 3) Peter Kuhn also has Part 3 of his series posted at SilverlightShow on getting ready for the WP7 exam. XNA for Silverlight developers: Part 13 - Mango (2) Finally, Peter Kuhn's latest XNA for Silverlight developers tutorial is up at SilverlightShow and is the 2nd Mango post for game devs. Detecting Altitude using the WP7 Phone WindowsPhoneGeek apparently turned the reigns of his blog over to Mike Gold for this post about Altitude detection on the WP7. Windows Phone Mango: Getting Started with MVVM in 10 Minutes If you're out there and still haven't gotten your head around MVVM, or want to take another look at why you're beating yourself up doing it [ :) ]... WindowsPhoneGeek has a quick write-up on MVVM and WP7.1 apps Creating app promotional videos Nigel Sampson details how he uses Expression Encoder to produce the app videos he has on his blog for his WP7* apps. Sort Data in Windows Phone using Collection View Source Paul Sheriff's latest post is up, and is another WP7 post. This time on how to sort the data you consume by using a CollectionViewSource object in XAML and not write any code! Viewing Flickr Images on Windows 7.1 Phone or Mango Phone Dhananjay Kumar has a tutorial up for WP7.1 showing how to use the Flickr REST service to display images on your device. Windows Phone 7: Drawing graphics for your application with Inkscape – Part II: Icons Part 2 of Erno de Weerd's Trilogy on Drawing graphics for your WP7* apps in Inkscape is up... this tutorial is all about icons... good stuff! Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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