C# Universal App Unity bad card game render

Hello,
I am working on a card game designed in Unity and I am getting some blurry rendering.
I thought perhaps someone here may know why.
I only get strange rendering when building for Windows Store and Window Phone.
Building for Desktop does not have rendering issues.
Below are links to the rendered output.
Desktop:
http://1drv.ms/1GzQ7Qh
Windows Store:
http://1drv.ms/186ocZK
Windows Phone:
http://1drv.ms/186oi3A
Why is the Windows Store build blurry?
Notice that the Windows Phone render has even more problems.
There appears to be what I think is an antialiasing problem on the right and top edges of the images.
Notice that the empty hand with the no score disk, has noticeable streaks up and to the right.
Also notice that the cards have a black rectangle to the right of them.
I believe this is happening because I do not have a completely transparent border around the png file.
All images are textures on a Unity plane object.
The Windows Store and Windows Phone build were created as C# Universal App solution.

Hi Takimchu,
If you are asking unity render problem, I would recommend you post your question on unity community forum. This forum is to discuss questions about windows store app.
http://forum.unity3d.com/.
Regards,
We are trying to better understand customer views on social support experience, so your participation in this interview project would be greatly appreciated if you have time. Thanks for helping make community forums a great place.
Click
HERE to participate the survey.

Similar Messages

  • Developing a game as a universal app: where to start?

    Hi,
    I am a Flash programmer and I'm taking my first steps to learning C#. I've downloaded Visual Studio Community Edition to familiarize myself with this new language. Coming from AS3, C# is quite easy to pick up.
    What I would like to do now is create a game that is a universal app that will run on both phones as tablets or laptops. It would be a simple 2D game. What has me confused is where to begin. Do I start with a blank universal app project? Or do I need to
    use XNA and if so is it universal?
    Thx

    Hi 2wicky,
    Welcome to Windows Forms.
    The link below might be useful to you:
    #Your First Game - XNA Game Studio in 2D
    https://msdn.microsoft.com/en-us/library/bb203893.aspx?f=255&MSPPError=-2147217396
    In addition, since this forum is discussing about the windows forms designer and the winform controls, and if you have any issue about xna or XBOX, I would recommend you go to the link below for help.
    http://xboxforums.create.msdn.com/forums/
    Thanks for your understanding.
    Best Regards,
    Edward
    We are trying to better understand customer views on social support experience, so your participation in this interview project would be greatly appreciated if you have time. Thanks for helping make community forums a great place.
    Click HERE to participate the survey.

  • HT4009 Is it safe to make in app puchases in a game downloaded from apple store (a game named "lawless" per example) or my card may be hacked???

    Is it safe to make in app puchases in a game downloaded from apple store (a game named "lawless" per example) or my card may be hacked???

    You can try the 'report a problem' link to contact iTunes Support and see if they will refund or credit you : http://reportaproblem.apple.com
    If the 'report a problem' link doesn't work then you can try contacting iTunes Support via this page : http://www.apple.com/support/itunes/contact/ - click on Contact iTunes Store Support on the right-hand side of the page, then Purchases, Billing & Redemption
    To try and stop it happening again you can use Settings > General > Restrictions on the device to prevent in-app purchases being made, and you might (depending upon its iOS version) also have a 'Require Password' option on the Restrictions screen that you can set to 'Immediately' so that your account's password has to be entered for each download from the store.

  • HT1918 I recently purchased an App store gift card but when I purchased a game it automatically charged my credit card on file without giving me the opportunity to use my gift card.  Can I take my CC number off and just just gift cards on file?

    I recently purchased an App Store gift card - how do I register it with iTunes and the App Store so my purchases will go to it instead of my credit card on file with Apple?

    Click here and ask the iTunes Store staff for assistance.
    (104332)

  • [ PROBLEM ] Audio Control app wont recognise card properly

    Hi
    I have a X-Fi ExtremeGamer card in my Win 7 home premium setup and am struggling to set it up properly.
    Long story short , I pulled out the X-Fi card and tried the onboard audio as I was getting an issue with the audio playing around using the creative drivers ( volume changes mid song, positional audio in games was often unusal ).
    The Realtek stuff wasnt too bad but I wanted to try my X-Fi card again, it is suppose to be better after all.
    Anyways...
    I disabled the onboard audio , safe mode and cleaned all the realtek drivers out and any lingering creative drivers with Driver Sweeper, used CCleaner to clean up the reg and rebooted.
    Installed the BETA drivers from creative and the audio works fine, but when I try use the crystaliser or other SB features the app complains
    " The audio device supported by this application is not detected. The application will exit. "
    I installed Daniel_K's drivers from a CD ISO he put out a while back, and the applications worked fine but the audio dropped in and out, so I downloaded the official creative drivers for my card and OS, and the application worked fine again but as with Daniels drivers the audio dropped in and out so I reverted to the beta drivers... and the audio dropped in and out as well.
    I worked it out to being the volume controls on the creative 5. speakers , which every set of speakers I have bought from creative have had the same issue, the volume slider on the cable... after some use it messes up the audio and it becomes safer just to adjust the volume in the software.
    After deciding the issue was with the volume slider on the cable, I wanted to re-install Daniel_K's driver pack so I could access the other features, now it suddenly doesnt recognise the device anymore, nore does the official none beta drivers from creative, nor does the latest PAX drivers ... all report the same issue:
    " The audio device supported by this application is not detected. The application will exit. "?
    I am starting to tear my hair out here, the audio works and the card is recognised in the Device Manager as 'Creative SB X-Fi' , I have clean the drivers , the registery , used the patch that fixes a bug where the update wouldnt recognise cards properly , re-re-re-re-re-re-re-re-re-re-re-re installed the drivers.... carefully EACH time.
    I triple checked I was downloading the Win 7 64bit OS ver of the X-Fi ExtremeGamer drivers.
    What now ?
    ALSO Who thought it was a bright idea to put up the volume to 87% when you install drivers ? It also unmutes the volume if you mute it before restart, and it puts the volume back up to 87% if you dare to lower the volume before rebooting the PC to complete the install.
    ( NOTE: It only does this after the initial reboot to complete the install, subsequent re-boots leaves the volume alone )

    I give up...
    I sent a form to the tech guys , detailing the problem and outlining the steps I took to fix the issue...and they direct me to http://support.creative.com/kb/ShowA...aspx?sid=55438?, oh I can use Device Manager to uninstall , oh and Control Panel - Programs to unistall the Creative stuff ( note: I am being very sarcastic here ).
    This is the information I sent the tech:
    Detailed Problem Description:
    Creative audio application does not recognise SB X-Fi card , card audio functions just cant control the feature set. Error msg : " The audio device supported by this application is not detected. The application will exit. " Suspect nVidia installing of HD audio drivers causing 4 (four) additional High Definition Audio Devices to appear in the device manager screen. Unable to uninstall these devices as Win7 auto re-reinstalls with generic MS drivers, can only disable. Creative SB X-Fi card listed in audio devices as 2 - SB X-Fi. Suspect the audio control application looks in the first slot and doesnt recognise the device and fails, doesnt look at the 2 ( second slot ? ) Tried a full uninstall including going to safe mode and removing drivers with Driver Sweeper, CCLeaner to clear out registry entries and removed the card, booted to windows without the card , re-seated the card and re-installed the drivers. Forum entry for this problem at: http://forums.creative.com/t5/Sound-Blaster/PROBLEM-Audio-Control-app-wont-recognise-card-properly/td-p/57930
    Thank you
    and this is the advice I got ...
    Thank you for contacting Creative Labs.
    To avoid installing the incorrect driver on your soundcard, we suggest that you do a full uninstallation using the guidelines, steps provided in our website. Shutdown your PC then take out the card and make sure to place it on another slot. Second, disable your onboard audio and if your graphic card comes with any audio support as well, disable this feature.
    Uninstalling Sound Blaster Drivers and Applications(Windows 7)
    http://support.creative.com/kb/ShowA...aspx?sid=55438
    Do not hesitate to add as much information in the next reply so we can understand the entire issue and assist you find the right solution or suggestion.
    Best Regards,
    ... seriously ?

  • App Store gift card / itunes

    Hi there.. I wanna know what's the difference between appstore and itunes gift card.. Are they the same or appstore gift card could be use to buy games and in app purchase and itunes gift card is for music and all? If it is, is there any place that I could get it in Asia? To be specific Singapore.. I want it really badly..

    Both an App store gift card and an iTunes gift card can be used for both iTunes and App store purchases. Just a different name but same function/use.
    Googl for:
    purchase itunes gift card in singapore

  • Need some OO design pointers for a Java card game I wrote for uni

    Hi,
    I hope a few of you Java sifus can help me understand I dilemma I keep finding myself in.
    I created a card game for a university assignment which works great but its not very OO at the moment.
    I only have 3 classes; a Card class, a Deck class and a Game class which contains all my GUI, AI, Game Controller, Player and Hand code.
    The assignment is over but I feel like enhancing the game, adding animation, multiplayer, several AI agents etc.
    The first thing I have attempted is animation and I've hit a brick wall. I am trying to create animation for my card game whereby I have an animation showing the cards being shuffled and then an animation which shows the cards being dealt to the players. The game then commences. The cards on the GUI then need to be clickable (MouseListeners?) to play the game. If you're running Windows 7, load up 'Hearts' and you'll know what I'm trying to achieve.
    I don't understand how the GUI, and Card class need to be seperated so that its good OO.
    If I give you a few snippets of code, it might explain the situation:
    A snippet of my card class is as follows:
    import javax.swing.*;
    public class Card extends JLabel //Each card is a JLabel
         private int value;                    //variable for the value of the card
         private int suit;                         //variable for the suit of the card
         private ImageIcon frontOfCard;     //Displays the image of the front of the cards
         private ImageIcon backOfCard;          //displays the image of the back of the cards
         public Card (int Value, int Suit, ImageIcon front, ImageIcon back)
              value = Value;               
              suit = Suit;               
              frontOfCard = front;     
              backOfCard = back;
              setIcon(backOfCard);     //To make it non-visible when dealt
         }As you can see, each card is a JPanel. I've been told by some I shouldn't extend JPanel but rather that I should have a BufferedImage/Image instance variable for each card as the image of the card. The thing is that I need each card displayed on the GUI which can then be clickable. When it is clicked, it is moved from the players hand, into the players move. - There needs to be an animation showing this.
    I've got the animation code figured out in terms of how to move 'images' around a screen to make a pleasing animation. The problem is there are no clickable listeners for images, so the Images needs to be inside some container; a widget which can fire events - Hence the reason I have chosen to extend JPanel for my Cards.
    and a Deck class, snippet is as follows:
    public class Deck extends JLabel //The deck will be shown on the GUI as a JLabel
         private ArrayList<Card> standardDeck;
         public Deck()
              standardDeck = new ArrayList<Card>();
              ImageIcon cardBack = new ImageIcon("CardBack.png");
              setPreferredSize(new Dimension(90, 135));
              setIcon(cardBack);
              int cardCount = 0;     //This variable counts the cards. Is used to assist in the name generation of the imageicon filename
              String str; //the imageIcon constructor accepts filenames as strings so this string holds the filename of the corresponding card image file.
              for (int a=0; a<4; a++) //putting the cards into the deck with the specifed parameters
                   for (int b=2; b<15; b++)
                        cardCount+=1;     //incrementing the card count (the card files are named 1-52 as integers)
                        str = Integer.toString(cardCount); //Integer is converted to string type before being added to string str variable
                        str += ".png"; //To complete the image filename, ".png" has to be concatenated to the string.
                        standardDeck.add(new Card(b, a, new ImageIcon(str), cardBack)); //creating and then adding the cards
         }This is how I envisage a new class diagram for my game:
    Card class
    Game Class <--- Holds a Deck instance, Players instances, and the GUI instance
    Player Class <-- Will contains hand 'instances' , but I will not create a seperate 'Hand' Class, I will use an ArrayList.
    AI Class extends Player Class
    GUI Class
    Deck Class <-- contains 52 cards
    My question is, how do I show the Cards on the GUI if my Cards are in a Deck and the Deck is held in the Game class?
    Please note that there are 52 cards, so potentially 52 images on the GUI, each of which needs to be clickable. When clicked, the cards are moved about, e.g. from the deck to a players hand, from a players hand back to the deck, from a players hand to a players current move hand.
    etc
    I've read that GUI, program control, and logic should be seperated. If thats the case, what do I have in my GUI class if the Cards (which are JPanels) are held in the Deck class which in turn is held in the Game class?
    Any help on this would be greatly appreciated!
    I know what I have written may not be fully clear. I find it hard sometimes to fully convey a problem at hand. Please let me know if you don't understand what I've written and I'll do my best to explain further.

    Faz_86 wrote:
    Hi,
    I hope a few of you Java sifus can help me understand I dilemma I keep finding myself in.
    I created a card game for a university assignment which works great but its not very OO at the moment.
    I only have 3 classes; a Card class, a Deck class and a Game class which contains all my GUI, AI, Game Controller, Player and Hand code.
    The assignment is over but I feel like enhancing the game, adding animation, multiplayer, several AI agents etc.
    Admirable, and the best way to learn, doing something that interests you.
    The first thing I have attempted is animation and I've hit a brick wall. I am trying to create animation for my card game whereby I have an animation showing the cards being shuffled and then an animation which shows the cards being dealt to the players. The game then commences. The cards on the GUI then need to be clickable (MouseListeners?) to play the game. If you're running Windows 7, load up 'Hearts' and you'll know what I'm trying to achieve.
    I don't understand how the GUI, and Card class need to be seperated so that its good OO.
    If I give you a few snippets of code, it might explain the situation:
    A snippet of my card class is as follows:
    Do a quick Google on the model view controller pattern. Your listeners are your controllers. Your JPanel, JButton, etc. are your view. The AI, Player, Card and Deck (and presumably something like Score) are your model. Your model should be completely testable and not dependent on either the controller or the view. Imagine you could play the game from the command line. Get that working first. Then you can add all the bells and whistles for the UI.
    import javax.swing.*;
    public class Card extends JLabel //Each card is a JLabel
    (redacted)
    As you can see, each card is a JPanel. I've been told by some I shouldn't extend JPanel but rather that I should have a BufferedImage/Image instance variable for each card as the image of the card. The thing is that I need each card displayed on the GUI which can then be clickable. When it is clicked, it is moved from the players hand, into the players move. - There needs to be an animation showing this.Extending JPanel is fine. As you noted, you need something to add listeners to. However, I would separate things a bit. First, a card really only has a rank and suit (and perhaps an association to either the deck or a player holding the card). The notion of setIcon() is where you are tripping up. The card itself exists in memory. You should be able to test a card without using a UI. Create a separate class (CardPanel or something similar) that has a reference to a Card and the additional methods needed for your UI.
    I've got the animation code figured out in terms of how to move 'images' around a screen to make a pleasing animation. The problem is there are no clickable listeners for images, so the Images needs to be inside some container; a widget which can fire events - Hence the reason I have chosen to extend JPanel for my Cards.
    and a Deck class, snippet is as follows:
    public class Deck extends JLabel //The deck will be shown on the GUI as a JLabel
         private ArrayList<Card> standardDeck;
         public Deck()
              standardDeck = new ArrayList<Card>();
              ImageIcon cardBack = new ImageIcon("CardBack.png");
              setPreferredSize(new Dimension(90, 135));
              setIcon(cardBack);
              int cardCount = 0;     //This variable counts the cards. Is used to assist in the name generation of the imageicon filename
              String str; //the imageIcon constructor accepts filenames as strings so this string holds the filename of the corresponding card image file.
              for (int a=0; a<4; a++) //putting the cards into the deck with the specifed parameters
                   for (int b=2; b<15; b++)
                        cardCount+=1;     //incrementing the card count (the card files are named 1-52 as integers)
                        str = Integer.toString(cardCount); //Integer is converted to string type before being added to string str variable
                        str += ".png"; //To complete the image filename, ".png" has to be concatenated to the string.
                        standardDeck.add(new Card(b, a, new ImageIcon(str), cardBack)); //creating and then adding the cards
         }This is how I envisage a new class diagram for my game:
    I am not an animation buff, so I will assume the above works.
    Card classRemove the UI aspects to this class, and I think you are all set here.
    Game Class <--- Holds a Deck instance, Players instances, and the GUI instancePresumably this is where main() resides. It will certainly have a reference to model classes (player, game, deck, etc.) and likely the master JFrame (or a controller class you create yourself).
    Player Class <-- Will contains hand 'instances' , but I will not create a seperate 'Hand' Class, I will use an ArrayList.Does a player really have multiple hands? It seems to me more of a one-to-one relationship (or a player has a one-to-many relationship to Card).
    AI Class extends Player ClassWhy extend Player? Create a Player interface, then have a HumanPlayer and AIPlayer implementation. Common parts could be refactored out into either a helper class (delegation) or AbstractPlayer (inheritance).
    GUI ClassMy assumption is that this class has a reference to the master JFrame.
    Deck Class <-- contains 52 cards
    Yes. You may end up recycling this class such that a Deck can also function as a Hand for a given player. If there are differences between the two, create an interface and have a Hand and a Deck implementation. Coding to interfaces is a good thing.
    My question is, how do I show the Cards on the GUI if my Cards are in a Deck and the Deck is held in the Game class?You need to pass a reference to the appropriate view class. That is how MVC works. The controller receives a request from the view, dispatches to some model functionality you write (such as GameRulesEngine, Deck, etc.) and returns a result to the view (which could be the same view or a different one, imagine someone clicking 'high scores').
    Please note that there are 52 cards, so potentially 52 images on the GUI, each of which needs to be clickable. When clicked, the cards are moved about, e.g. from the deck to a players hand, from a players hand back to the deck, from a players hand to a players current move hand.
    etc
    That is up to you to write the animation code. In principle, you have a mouse listener, and then you take the appropriate rendering steps.
    I've read that GUI, program control, and logic should be seperated. If thats the case, what do I have in my GUI class if the Cards (which are JPanels) are held in the Deck class which in turn is held in the Game class?
    See above.
    Any help on this would be greatly appreciated!
    You are welcome.
    I know what I have written may not be fully clear. I find it hard sometimes to fully convey a problem at hand. Please let me know if you don't understand what I've written and I'll do my best to explain further.No, you have been doing fine.
    - Saish

  • I bought a $20 App Store Gift Card from Australia and i can't do in-app purchases because my apple id was created in Sri Lanka.

    This is what happened: I bought a $20 App store gift card so i can get some gems on my Clash of Clans Account, once i entered the code i went into Clash of Clans and tried purchasing $10 worth of gems. But it says to change into the Sri Lankan Store but when i went to enter the code it said to change the store to Australia. I tried doing it by creating a new Apple ID. Once i went to the billing information i didn't enter my credit card details but i entered my Gift Card Code, although it said it was invalid. I did see i had $20 Credit Balance in my Apple ID. PLS HELP! Reply as soon as possible.

    All iTunes gift cards are country-specific, so an Australian iTunes gift card can only be redeemed and used in Australia on an Australian iTunes account. And whilst you are in Australia you can only use the Australian store, the store's terms of use include having to be in a country.
    Also all apps (and only other content from the stores) are tied to the account that bought/downloaded it, so only the account that bought an app can do in-app purchases in it - so the new account that you've created won't be able to do in-app purchases in that game as you downloaded by a different account. If you haven't spent any of the gift card on the new account then you could update your old account to have your Australian billing address on it and try contacting iTunes Support and see if they will unredeem the card or transfer its amount to that account : http://www.apple.com/support/itunes/contact/ - click on Contact iTunes Store Support on the right-hand side of the page, then Purchases, Billing & Redemption

  • How to use the code written in App.Xaml.cs in Windows Phone 8 in Windows Phone 8.1 Universal Apps

    i have a App.xaml.cs file in Windows Phone 8.0 , amd i want to use the code in that file to make work with App.xaml.cs file in Windows Phone 8.1 Universal Apps
    My Windows Phone 8 App.xaml.cs file is like as below
    namespace OnlineVideos
    public partial class App : Application
    #region Initialization
    public static dynamic group = default(dynamic);
    public static dynamic grouptelugu = default(dynamic);
    public static ShowList webinfo = default(ShowList);
    public static WebInformation webinfotable = new WebInformation();
    AppInitialize objCustomSetting;
    IsolatedStorageSettings settings = IsolatedStorageSettings.ApplicationSettings;
    DispatcherTimer timer;
    IsolatedStorageFile isoStore = IsolatedStorageFile.GetUserStoreForApplication();
    public static bool AdStatus = false;
    public App()
    UnhandledException += Application_UnhandledException;
    if (System.Diagnostics.Debugger.IsAttached)
    Application.Current.Host.Settings.EnableFrameRateCounter = true;
    //RootFrame.UriMapper = Resources["UriMapper"] as UriMapper;
    AppSettings.NavigationID = false;
    objCustomSetting = new AppInitialize();
    timer = new DispatcherTimer();
    Constants.DownloadTimer = timer;
    InitializeComponent();
    InitializePhoneApplication();
    #endregion
    #region "Private Methods"
    void StartDownloadingShows()
    timer.Interval = TimeSpan.FromSeconds(10);
    timer.Tick += new EventHandler(timer_Tick);
    timer.Start();
    void timer_Tick(object sender, EventArgs e)
    try
    BackgroundWorker worker = new BackgroundWorker();
    worker.DoWork += new DoWorkEventHandler(StartBackgroundDownload);
    worker.RunWorkerCompleted += new RunWorkerCompletedEventHandler(worker_RunWorkerCompleted);
    worker.RunWorkerAsync();
    catch (Exception)
    void worker_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)
    if (AppSettings.StopTimer == "True")
    timer.Stop();
    AppSettings.StopTimer = "False";
    async void StartBackgroundDownload(object sender, DoWorkEventArgs e)
    switch (AppSettings.BackgroundAgentStatus)
    case SyncAgentStatus.DownloadFavourites:
    if (AppSettings.DownloadFavCompleted == false && AppSettings.SkyDriveLogin == true)
    Deployment.Current.Dispatcher.BeginInvoke(() =>
    timer.Stop();
    ReStoreFavourites reStoreFav = new ReStoreFavourites();
    await reStoreFav.RestorefavFolder(ResourceHelper.ProjectName);
    Deployment.Current.Dispatcher.BeginInvoke(() =>
    AppSettings.BackgroundAgentStatus = SyncAgentStatus.UploadFavourites;
    timer.Start();
    else
    AppSettings.BackgroundAgentStatus = SyncAgentStatus.UploadFavourites;
    break;
    case SyncAgentStatus.UploadFavourites:
    bool result = Task.Run(async () => await Storage.FavouriteFileExists("Favourites.xml")).Result;
    if (AppSettings.SkyDriveLogin == true && result)
    Deployment.Current.Dispatcher.BeginInvoke(() =>
    timer.Stop();
    UploadFavourites upLoad = new UploadFavourites();
    await upLoad.CreateFolderForFav(ResourceHelper.ProjectName);
    Deployment.Current.Dispatcher.BeginInvoke(() =>
    AppSettings.BackgroundAgentStatus = SyncAgentStatus.DownloadParentalControlPreferences;
    timer.Start();
    else
    AppSettings.BackgroundAgentStatus = SyncAgentStatus.DownloadParentalControlPreferences;
    break;
    case SyncAgentStatus.RestoreStory:
    if (AppSettings.DownloadStoryCompleted == false && AppSettings.SkyDriveLogin == true && (ResourceHelper.ProjectName == "Story Time" || ResourceHelper.ProjectName == "Vedic Library"))
    Deployment.Current.Dispatcher.BeginInvoke(() =>
    timer.Stop();
    RestoreStory restore = new RestoreStory();
    //if (ResourceHelper.ProjectName == "Story Time")
    await restore.RestoreFolder("StoryRecordings");
    //else
    // await restore.RestoreFolder("VedicRecordings");
    Deployment.Current.Dispatcher.BeginInvoke(() =>
    AppSettings.BackgroundAgentStatus = SyncAgentStatus.UploadStory;
    timer.Start();
    else
    AppSettings.BackgroundAgentStatus = SyncAgentStatus.UploadStory;
    break;
    case SyncAgentStatus.UploadStory:
    if (AppSettings.SkyDriveLogin == true && (ResourceHelper.ProjectName == "Story Time" || ResourceHelper.ProjectName == "Vedic Library"))
    Deployment.Current.Dispatcher.BeginInvoke(() =>
    timer.Stop();
    UploadStory st = new UploadStory();
    //if (ResourceHelper.ProjectName == "Story Time")
    await st.CreateFolder("StoryRecordings");
    //else
    // await st.CreateFolder("VedicRecordings");
    Deployment.Current.Dispatcher.BeginInvoke(() =>
    AppSettings.BackgroundAgentStatus = SyncAgentStatus.DownloadFavourites;
    timer.Start();
    else
    AppSettings.BackgroundAgentStatus = SyncAgentStatus.DownloadFavourites;
    break;
    default:
    ShowDownloader.StartBackgroundDownload(timer);
    break;
    #endregion
    #region "Application Events"
    private void pop_Opened_1(object sender, EventArgs e)
    DispatcherTimer timer1 = new DispatcherTimer();
    timer1.Interval = TimeSpan.FromSeconds(5);
    timer1.Tick += timer1_Tick;
    timer1.Start();
    void timer1_Tick(object sender, EventArgs e)
    (sender as DispatcherTimer).Stop();
    Border frameBorder = (Border)VisualTreeHelper.GetChild(Application.Current.RootVisual, 0);
    Popup Adc = frameBorder.FindName("pop") as Popup;
    Adc.IsOpen = false;
    private void Application_Launching(object sender, LaunchingEventArgs e)
    SQLite.SQLiteAsyncConnection conn = new SQLite.SQLiteAsyncConnection(Constants.DataBaseConnectionstringForSqlite);
    Constants.connection = conn;
    AppSettings.AppStatus = ApplicationStatus.Launching;
    AppSettings.StopTimer = "False";
    objCustomSetting.CheckElementSection();
    SyncButton.Login();
    if (AppSettings.IsNewVersion == true)
    AppSettings.RatingUserName = AppResources.RatingUserName;
    AppSettings.RatingPassword = AppResources.RatingPassword;
    AppSettings.ShowsRatingBlogUrl = AppResources.ShowsRatingBlogUrl;
    if (ResourceHelper.AppName == Apps.Online_Education.ToString() || ResourceHelper.AppName == Apps.DrivingTest.ToString())
    AppSettings.QuizRatingBlogUrl = AppResources.QuizRatingBlogUrl;
    AppSettings.LinksRatingBlogUrl = AppResources.LinksRatingBlogUrl;
    AppSettings.ShowsRatingBlogName = AppResources.ShowsRatingBlogName;
    AppSettings.LinksRatingBlogName = AppResources.LinksRatingBlogName;
    if (ResourceHelper.AppName == Apps.Online_Education.ToString() || ResourceHelper.AppName == Apps.DrivingTest.ToString())
    AppSettings.QuizLinksRatingBlogName = AppResources.QuizLinksRatingBlogName;
    Constants.UIThread = true;
    group=OnlineShow.GetTopRatedShows().Items;
    grouptelugu = OnlineShow.GetRecentlyAddedShows().Items;
    Constants.UIThread = false;
    StartDownloadingShows();
    private void Application_Activated(object sender, ActivatedEventArgs e)
    AppSettings.AppStatus = ApplicationStatus.Active;
    if (ResourceHelper.AppName == Apps.Kids_TV_Pro.ToString())
    AppSettings.ShowAdControl = false;
    private void Application_Deactivated(object sender, DeactivatedEventArgs e)
    AppSettings.AppStatus = ApplicationStatus.Deactive;
    AppState.RingtoneStatus = "TombStoned";
    private void Application_Closing(object sender, ClosingEventArgs e)
    AppSettings.AppStatus = ApplicationStatus.Closing;
    private void Application_UnhandledException(object sender, ApplicationUnhandledExceptionEventArgs e)
    FlurryWP8SDK.Api.LogError("Error at Application_UnhandledException in App.xaml.cs", e.ExceptionObject.InnerException);
    if (System.Diagnostics.Debugger.IsAttached)
    System.Diagnostics.Debugger.Break();
    else
    Exceptions.SaveOrSendExceptions("Exception in Application_UnhandledException Method In App.xaml.cs file.", e.ExceptionObject);
    e.Handled = true;
    return;
    #endregion
    #region Phone application initialization
    public PhoneApplicationFrame RootFrame { get; private set; }
    // Avoid double-initialization
    private bool phoneApplicationInitialized = false;
    // Do not add any additional code to this method
    private void InitializePhoneApplication()
    if (phoneApplicationInitialized)
    return;
    // Create the frame but don't set it as RootVisual yet; this allows the splash
    // screen to remain active until the application is ready to render.
    RootFrame = new PhoneApplicationFrame();
    if (App.Current.Resources["AdVisible"] as string == "True")
    RootFrame.Style = App.Current.Resources["RootFrameStyle"] as Style;
    RootFrame.ApplyTemplate();
    RootFrame.Navigated += CompleteInitializePhoneApplication;
    // Handle navigation failures
    RootFrame.NavigationFailed += RootFrame_NavigationFailed;
    // Ensure we don't initialize again
    phoneApplicationInitialized = true;
    //NonLinearNavigationService.Instance.Initialize(RootFrame);
    private void RootFrame_NavigationFailed(object sender, NavigationFailedEventArgs e)
    if (System.Diagnostics.Debugger.IsAttached)
    System.Diagnostics.Debugger.Break();
    else
    Exceptions.SaveOrSendExceptions("Exception in RootFrame_NavigationFailed Method In App.xaml.cs file.", e.Exception);
    e.Handled = true;
    return;
    // Do not add any additional code to this method
    private void CompleteInitializePhoneApplication(object sender, NavigationEventArgs e)
    // Set the root visual to allow the application to render
    if (RootVisual != RootFrame)
    RootVisual = RootFrame;
    // Remove this handler since it is no longer needed
    RootFrame.Navigated -= CompleteInitializePhoneApplication;
    #endregion
    Mohan Rajesh Komatlapalli

    Basically you are asking as how to port silverlight to Xaml (RT). Go one by one converting each API from silverlight to XAML, like IsolatedStorage isn't there in RT, so look for its alternative etc.
    See here the namespace/class mappings : Windows Phone Silverlight to Windows Runtime namespace and class mappings
    http://developer.nokia.com/community/wiki/Using_Crypto%2B%2B_library_with_Windows_Phone_8

  • What are the Trading Card Games for iPod touch that doesn't requires Internet connection?

    What are the Trading Card Games for iPod touch that doesn't requires Internet connection? Suggestions, please.

    Why not look at the apps and fine out?
    The odds of someone here knowing that are slim to none.

  • HT201272 i have download 120 mb size (uno card game) on my laptop how can i get it on my iphone s4

    i have download 120 mb size (uno card game) on my laptop how can i get it on my iphone s4

    If you downloaded it from the app store on your computer's iTunes then connect your iPhone to your computer and select it on the left-hand side of your computer's iTunes, and then use the Apps tab on the right-hand side of iTunes to select and sync that app to the phone.
    If you downloaded it somewhere else then you won't be able to copy it to your phone - only iTunes apps work on iOS devices, PC and Mac software aren't compatible with them.

  • How to store apps in sd card??

    hey.....anyone ....pls tell me how i can save my games and apps in sd card......because when i download from bb market all apps and game stores in phone memory.....so my phone memory is going to full....
    so pls tell me how i can store game in sd card instead of phone memory.....
    my phone memory approx. full after downloading 2 or 3 games....
    pls suggest....

    Duplicate thread http://supportforums.blackberry.com/t5/BlackBerry-Z3/storage-space-problem/m-p/3040347#M963
    Click if you want to Thank someone. If Problem is resolved, so that others can make use of it.

  • Can't load masque card games on my laptop

    why can't I load masque card game to my laptop. it said pro mac not supported

    This says the game supports Mac OS 8.1, so I suspect it's a Classic app, which would require a Classic environment, which hasn't been supported by Apple since OS 10.5 or on any Intel Macs.
    http://www.amazon.com/Masque-Card-Games-Mac/dp/B0000C0ZC0

  • [Universal Apps] Working around XamlRenderingBackgroundTask restrictions

    Hi,
    I'm still trying to wrap my head around the introduction of the XamlRenderingBackgroundTask for Universal apps. I'm currently planning my next app and I want it to have custom XAML bitmaps on tiles. Now I have a few questions on this:
    All samples and references recommend to write the XamlRenderingBackgroundTask in C++. While I'm generally not opposed to that, I still have a few problems regarding to accessing the app's functionality while rendering the tile. E.g. I want to get
    the newest updates from a server and calculate locally on what I should show on the tile. The same functionality is used within the full app and is written in C#, and I think implementing the whole functionality in C++ would be a lot of work (server
    communication, SQLite and Linq usage). This
    sample here shows one implementation of the XamlRenderingBackgroundTask but it is fairly limited in functionality because it only displays in time.
    I have thought of a two possibilites to work around the XamlRenderingBackgroundTask restrictions and I wanted to get some opinions on what the best way would be:
    Create two background tasks, one in C# and one in C++. The C# background task calculates the data that will be used and stores it locally for the C++ background task.
    The problem here is: Will the memory/CPU quotas hit the limit here? How can I guarantee the sequence (First C#, then C++)?
    Store the C# logic in a WinRT component and reference it from the C++ background task.
    I can't imagine this works, because the C# component will load the CLR runtime and I will hit the memory limit.
    Also I have another question regarding background tasks:
    Are the memory restrictions cummulative or is 16 MB on a 512 MB RAM phone device an upper limit that shall never be exceeded? E.g.:
    I create an image and update the tile which takes 14 MB. If I flush the tile correclty etc. do I again have 16 MB to work with or only the remaining 2 MB?
    The reason I ask is, because I wanted to allow the user to pin multiple (secondary) tiles to the start screen. If I only can create a tile once, it could never update (with XAML images) the other tiles.
    I'd be thankful for any thoughts on this.

    Hey, thanks for the replies so far!
    I don't control the server side, so I can't create the image there and push it to the device.
    I definitely want to create it in a BackgroundTask, otherwise there would be no value to these Live Tiles. Now, I did some digging around and played with the XAMLRenderingBackgroundTask types in both C# and C++. I created a sample app, which monitors
    the memory usage of a C++ and a C# background task and saves the results to files in the pictures library whenever the time zone is changed. You can download the source code here:
    Download solution
    My findings:
    1. If you have two separate Background tasks registered (e.g. one C# and one C++) and both tasks are run at the same time the limit will sum up, e.g. I got 60 MB as a limit and not 30, which is nice :) This means, that I can go ahead with the two
    Background tasks mailbox scenario, which will only result in a small time delay.
    2. Weirdly, it appears that the memory usage of the C# Background task is sometimes lower than the C++ one. Also, I never really got the C++ one below the C# Background task. Both Background tasks inherit from XamlRenderingBackgroundTask,
    but I never really try to render an image, is this the problem? Otherwise, I fail to see the reason why I can't use the XamlRenderingBackgroundTask on low memory devices ...
    Sample results from the tasks:
    C#
    Limit: 40
    Current usage: 3.296875
    Usage after memory allocation: 8.59375
    Concurrent: false
    C++
    Limit: 40
    Current usage: 4.50781
    Usage after memory allocation: 9.63672
    Concurrent: false
    C#
    Limit: 60
    Current usage: 6.0703125
    Usage after memory allocation: 6.4921875
    Concurrent: true
    C++
    Limit: 60
    Current usage: 6.12109
    Usage after memory allocation: 11.6563
    Concurrent: true
    Limit 40 means the debugger is still attached, otherwise the limit is 30 because I have a Lumia 925.
    Any ideas?

  • Can't move App to SD card in AT100-105

    Hi.
    I cant move Apps from my AT100-105 (3G version) to SD card.
    Ive tried different specific App2SD type, and no success at all.
    Im running 3.2.1.25.5.0002 - Android Portuguese version.
    No more updates available in service station.
    Can anybody help on it?
    BR

    Hi
    It seems that the feature Apps on SD card has been added to Android since Android Honeycomb v2.2
    _Source:_
    http://android-developers.blogspot.de/2010/07/apps-on-sd-card-details.html
    +Android 2.2 supports application installation on external storage devices like the SD card. This should give users room for many more apps, and will also benefit certain categories, like games, that need huge assets.+
    So it seems its limitation of ROM installed on AT100 :(

Maybe you are looking for