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
>
>
_______________________________________________
ozsilverlight mailing list
[email protected]
http://prdlxvm0001.codify.net/mailman/listinfo/ozsilverlight

Reply via email to