Programming Windows Phone 7
by Charles Petzold
This Microsoft Press title is available as a **free **PDF,Epub,Mobi download and is over 1,000 pages long.
_ _ This book is divided into three parts using 24 chapters.
The first part discusses basic concepts _of Windows Phone 7 programming,the second part focuses on _Silverlight, and the third part on XNA 2D.
You can download this book from here:
Pdf (13.1 Mb) Epub (88.9 Mb) Mobi (50.8 Mb)
Note: URL Shortened with Karmacracy.com service… those links are pointing to huge download.microsoft.com/…… links
Autor/Book website http://www.charlespetzold.com/phone/
TABLE OF CONTENTS
Part I The Basics
1) Hello, Windows Phone 7
- Targeting Windows Phone 7
- The Hardware Chassis
- Sensors and Services
-
File New Project - A First Silverlight Phone Program
- The Standard Silverlight Files
- Color Themes
- Points and Pixels
- The XAP is a ZIP
- An XNA Program for the Phone
2) Getting Oriented
- Silverlight and Dynamic Layout
- Orientation Events
- XNA Orientation
- Simple Clocks (Very Simple Clocks)
3) An Introduction to Touch
- Low-Level Touch Handling in XNA
- The XNA Gesture Interface
- Low-Level Touch Events in Silverlight
- The Manipulation Events
- Routed Events
- Some Odd Behavior?
4) Bitmaps, Also Known as Textures
- XNA Texture Drawing
- The Silverlight Image Element
- Images Via the Web
- Image and ImageSource
- Loading Local Bitmaps from Code
- Capturing from the Camera
- The Phone’s Photo Library
5) Sensors and Services
- Accelerometer
- A Simple Bubble Level
- Geographic Location
- Using a Map Service
6) Issues in Application Architecture
- Basic Navigation
- Passing Data to Pages
- Sharing Data Among Pages
- Retaining Data across Instances
- The Multitasking Ideal
- Task Switching on the Phone
- Page State
- Isolated Storage
- XNA Tombstoning and Settings
- Testing and Experimentation
Part II Silverlight
7) XAML Power and Limitations
- A TextBlock in Code
- Property Inheritance
- Property-Element Syntax
- Colors and Brushes
- Content and Content Properties
- The Resources Collection
- Sharing Brushes
- x:Key and x:Name
- An Introduction to Styles
- Style Inheritance
- Themes
- Gradient Accents
8) Elements and Properties
- Basic Shapes
- Transforms
- Animating at the Speed of Video
- Handling Manipulation Events
- The Border Element
- TextBlock Properties and Inlines
- More on Images
- Playing Movies
- Modes of Opacity
- Non-Tiled Tile Brushes
9) The Intricacies of Layout
- The Single-Cell Grid
- The StackPanel Stack
- Text Concatenation with StackPanel
- Nested Panels
- Visibility and Layout
- Two ScrollViewer Applications
- The Mechanism of Layout
- Inside the Panel
- A Single-Cell Grid Clone
- A Custom Vertical StackPanel
- The Retro Canvas
- Canvas and ZIndex
- The Canvas and Touch
- The Mighty Grid
10) The App Bar and Controls
- ApplicationBar Icons
- Jot and Application Settings
- Jot and Touch
- Jot and the ApplicationBar
- Elements and Controls
- RangeBase and Slider
- The Basic Button
- The Concept of Content
- Theme Styles and Precedence
- The Button Hierarchy
- Toggling a Stopwatch
- Buttons and Styles
- TextBox and Keyboard Input
11) Dependency Properties
- The Problem Illustrated
- The Dependency Property Difference
- Deriving from UserControl
- A New Type of Toggle
- Panels with Properties
- Attached Properties
12) Data Bindings
- Source and Target
- Target and Mode
- Binding Converters
- Relative Source
- The “this” Source
- Notification Mechanisms
- A Simple Binding Server
- Setting the DataContext
- Simple Decision Making
- Converters with Properties
- Give and Take
- TextBox Binding Updates
13) Vector Graphics
- The Shapes Library
- Canvas and Grid
- Overlapping and ZIndex
- Polylines and Custom Curves
- Caps, Joins, and Dashes
- Polygon and Fill
- The Stretch Property
- Dynamic Polygons
- The Path Element
- Geometries and Transforms
- Grouping Geometries
- The Versatile PathGeometry
- The ArcSegment
- Bézier Curves
- The Path Markup Syntax
- How This Chapter Was Created
14) Raster Graphics
- The Bitmap Class Hierarchy
- WriteableBitmap and UIElement
- The Pixel Bits
- Vector Graphics on a Bitmap
- Images and Tombstoning
- Saving to the Picture Library
- Becoming a Photo Extras Application
15) Animations
- Frame-Based vs. Time-Based
- Animation Targets
- Click and Spin
- Some Variations
- XAML-Based Animations
- A Cautionary Tale
- Key Frame Animations
- Trigger on Loaded
- Animating Attached Properties (or Not)
- Splines and Key Frames
- The Bouncing Ball Problem
- The Easing Functions
- Animating Perspective Transforms
- Animations and Property Precedence
16) The Two Templates
- ContentControl and DataTemplate
- Examining the Visual Tree
- ControlTemplate Basics
- The Visual State Manager
- Sharing and Reusing Styles and Templates
- Custom Controls in a Library
- Variations on the Slider
- The Ever-Handy Thumb
- Custom Controls
17) Items Controls
- Items Controls and Visual Trees
- Customizing Item Displays
- ListBox Selection
- Binding to ItemsSource
- Databases and Business Objects
- Fun with DataTemplates
- Sorting
- Changing the Panel
- The DataTemplate Bar Chart
- A Card File Metaphor
18) Pivot and Panorama
- Compare and Contrast
- Music by Composer
- The XNA Connection
- The XNA Music Classes: MediaLibrary
- Displaying the Albums
- The XNA Music Classes: MediaPlayer
Part III XNA ** ** 19) Principles of Movement
- The Naïve Approach
- A Brief Review of Vectors
- Moving Sprites with Vectors
- Working with Parametric Equations
- Fiddling with the Transfer Function
- Scaling the Text
- Two Text Rotation Programs
20) Textures and Sprites
- The Draw Variants
- Another Hello Program?
- Driving Around the Block
- Movement Along a Polyline
- The Elliptical Course
- A Generalized Curve Solution
21) Dynamic Textures
- The Render Target
- Preserving Render Target Contents
- Drawing Lines
- Manipulating the Pixel Bits
- The Geometry of Line Drawing
- Modifying Existing Images
22) From Gestures to Transforms
- Gestures and Properties
- Scale and Rotate
- Matrix Transforms
- The Pinch Gesture
- Flick and Inertia
- The Mandelbrot Set
- Pan and Zoom
- Game Components
- Affine and Non-Affine Transforms
- Touch and Play
23) More Game Components
- The PhingerPaint Canvas
- A Little Tour Through SpinPaint
- The SpinPaint Code
- The Actual Drawing
- PhreeCell and a Deck of Cards
- The Playing Field
- Play and Replay
- Tilt and Play
24) 3D Vectors
- A Better Bubble Visualization
- The Graphical Rendition
- Follow the Rolling Ball
- Navigating a Maze
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