I am helping on the DeepEarth control originally created in SL2, so originally never not intended to work on a WP7
the other day, took out the ref's to the Browser.dll and a coulple minor changes, (e.g. make it SL3 etc for the emulator) and BOOM!!!, works on WP7 emulator in VS2010 pretty cool stuff :) On Tue, May 18, 2010 at 2:38 PM, Scott Barnes <[email protected]>wrote: > Yeah, > > > > The mandate for Silverlight/WPF/WP7 teams is to keep all bits as close to > parity with one another as humanly possible. There are still going to be > forks in the road and this has to do with hosting platform/device and also > security (ie obvious example is WPF vs Silverlight, WPF has Windows SDK at > its disposable where as Silverlight has to ask pretty please first etc). > > > > The API’s etc will be consistent mainly for developer mindshare but also > creates less work for the VS + Expression team in terms of tooling. > > > > In theory you could have a shared library (basic implementation mind you) > that can be re-used in Desktop, Web and Phone (as long as you don’t bring in > specific references to DLL’s that aren’t available on either 3). > > > > One platform to rule them all! J I miss being the Prod Manager for all of > this.. but I like my wallet being filled and living in Australia way to much > J heheheh > > > > - > > Scott Barnes > > Ex-Rich Platforms Product Manager – Microsoft. > > > > > > *From:* [email protected] [mailto: > [email protected]] *On Behalf Of *.net noobie > *Sent:* Tuesday, May 18, 2010 2:20 PM > > *To:* ozSilverlight > *Subject:* Re: Long running animation > > > > I see, thanks > > so in a nutshell, really these differences are hopefully (buy the sounds of > it) more to try make the experiance more similar on which ever location your > app is running, without the developer having to worry so much about it...??? > > > I hope i am assuming this correctly, becuase that sounds quite nice :) > > > > the concept of my Browser Silverlight code, can pretty much just slip over > to the WP7 is very cool stuff > > > thanks, Silverlight RULES I think, love it :) > > > > > > On Tue, May 18, 2010 at 1:04 PM, Scott Barnes <[email protected]> > wrote: > > Correct. Silverlight was the first runtime to have multi-threading > (although it still at times goes unused… we have a Ferrari > people!..drive..drive and be free!) > > > > I’ve not read the actual guidance papers yet on Windows Phone 7, but from > the initial early specs I glanced at they did specific that the Silverlight > runtime would be the same on all devices/platforms (ie that’s why it went > from the SLR to the CLR in v3) and simply have reduced API’s etc for > certain situations (ie movie codecs are adjusted to suite the device etc). > The main point is though it’s supposed to act and breathe the same way you > would expect it on the desktop, it’s just under the hood they may have to > substitute pieces to make them palatable for the device. As for specifically > whether or not it uses a different threading management algorithm it’s > probably the case given the phone’s probably going to have a different way > of handling garbage collection than say a desktop? > > > > Bloody good question though, Tim Heuer may have access to the specifics > here? > > > > As for perf desktop vs mobile. Definitely as this is probably Adobe’s > biggest annoyance in that folks expect to do the same crazy stuff they do on > a desktop on the phone but forget to balance out CPU cycles as whilst > technically you can run mad with animations and iterations until you reduce > your machine to weeping mess (all you would see is Windows gray out the > application and declare it a fail). On the device it may do the same for the > extreme end of it all, but each time you kick off a CPU cycle you’re > effectively taking a slice out of the battery so whilst technically and > semantically your app is going to run fine on both devices you still need to > rethink your approach. > > > > For example. On the iPhone I have Scrabble and it came from apparently a > flash->iphone cross compile. Now nothing bad about that per say but It > appears it hasn’t been optimized for the iPhone in that it plays a 2-3 sec > video animation before it loads (credits etc) and then it uses animations / > visual effects a lot throughout the game… Now iPhone’s don’t have a good > battery life at the best of times then to have these folks steal more cpu > cycles for gratuitous animations etc just isn’t cricket for me..as after 3 > games on a full battery at the start, I’m then reduced to almost the last > 30% … > > > > Very annoying. > > > > > > *From:* [email protected] [mailto: > [email protected]] *On Behalf Of *.net noobie > *Sent:* Tuesday, May 18, 2010 12:52 PM > > > *To:* ozSilverlight > *Subject:* Re: Long running animation > > > > ok thanks... > > my explination is primitive in i know... > > I mean't by stall, more like something causes the application to run slow, > for whatever reason... > > in the frame base you continue as is... from where you are in the sequence > time based you continue from where you "should be" in the sqeuence related > to the time passed > > > > but maybe it is not really possible explain it correctly in such a basic > way? > > > > the other thing about SL animations.... > > different kinds are running on different SL threads correct?, i assume this > is more something you going to worried about as you animations are more and > more complicated and using more complaicated objects to animate > > the one thing i was wondering about was that these are actually a bit > different depending on weather you are running in a Web Browser or in the > Windows Phone 7, these animations are potentially using different threads in > Silverlight it's self depending on where it's running... correct? > > so when things get complicated/large do you think people will need to take > this into condiseration and/or cause a few potential proformance issues when > someone wants to take the SL app they built for the Web Browser and start > wanting to run it on the Windows Phone... > > thanks > > > > > > On Tue, May 18, 2010 at 12:26 PM, Scott Barnes <[email protected]> > wrote: > > Not really you can thread inside frame based solutions (ie flash) (ie two > movie clips playing at once is two separate threads feeding off the one > frame queue). The only way you can stall on a single frame is a global > exception / fault is thrown and even then it can sometimes let other clips > keep playing.. > > > > The reason why Silverlight went with time based animation is simply because > its more precise. The downside with frame based approach is you rely on > Frames Per Second to be the conductor in that if you have 12 fps and your > expecting your animation to play on the 13th frame, well in 1sec needs to > occur before you can.. if you tell the app to run at 24fps well the 13thframe > will be played sooner and so on.. it’s really a messy way of > animating. > > > > Not only that but when you rely on FPS it gets harder to multi-thread as > from memory a FPS approach creates a hard-coded choke point where as > animation by time is essentially atomic clock rationale J > > > > *From:* [email protected] [mailto: > [email protected]] *On Behalf Of *.net noobie > *Sent:* Tuesday, May 18, 2010 12:15 PM > *To:* ozSilverlight > *Subject:* Re: Long running animation > > > > the difference between Silverlight and and Frame based animation.... > > in framed based.... you play the frames in order... 1,2,3,4,5,6,7,8,9 > > now if somthing happens while you in frame 2, > this stalled your app for some period of time, > the next frame to display is still frame 3, regardless of how long your app > was stalled on frame 2 > > in Silverlight this is not the case...... > > when your app was held up on frame 2, silverlight will work out how many > frames should have been show in this period > and it will then show the correct frame for the "time/moment" your app is > at after the hold up is over... > > so you might get frame 5, or 6 or where ever you animation should be at > that "Time/Moment" > > this is my understanding of how SL animations are working > > On Tue, May 18, 2010 at 10:49 AM, Scott Barnes <[email protected]> > wrote: > > > http://blogs.msdn.com/silverlight_sdk/archive/2008/03/24/create-an-animation-in-code.aspx > > > http://www.developerfusion.com/article/10824/creating-particle-effects-in-silverlight/ > > > > Is a good start. Basically you don’t have Frames in Silverlight, you have > time. In flash you can use a frames per second methodology but in SL you > simply use seconds/miliseconds etc. > > > > > > *From:* [email protected] [mailto: > [email protected]] *On Behalf Of *Greg Keogh > *Sent:* Tuesday, May 18, 2010 10:40 AM > *To:* 'ozSilverlight' > *Subject:* Long running animation > > > > Folks, I want to create a sort of screen saver effect where a shape moves > slowly around a control. The path it follows is calculated at start time by > mixing random Sin/Cos functions, then the shape will follow the (x,y) > coordinates of the function over time. It’s like a moving parametric plot. > > > > I’m just not sure what coding technique to use for this effect. I’m > guessing I’ll need a frame-based animation, which I’ve never used before. It > looks like it “pushes” events to you and you respond and move your elements, > but it’s not clear how you control the timing. > > > > I just want to run this idea past someone who’s done it before and can > confirm if I’m on the right track or not. I’ll keep reading about > frame-based animations in the meantime. > > > > Greg > > > _______________________________________________ > ozsilverlight mailing list > [email protected] > http://prdlxvm0001.codify.net/mailman/listinfo/ozsilverlight > > > > > _______________________________________________ > ozsilverlight mailing list > [email protected] > http://prdlxvm0001.codify.net/mailman/listinfo/ozsilverlight > > > > > _______________________________________________ > ozsilverlight mailing list > [email protected] > http://prdlxvm0001.codify.net/mailman/listinfo/ozsilverlight > > > > _______________________________________________ > ozsilverlight mailing list > [email protected] > http://prdlxvm0001.codify.net/mailman/listinfo/ozsilverlight > >
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