generate qr code using c#.net Computers, C#, XNA, and You in .NET

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1 Computers, C#, XNA, and You
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FIGURE 1-10 Se ect ng the StartUp Project.
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Choosing Between Windows Phone and Emulator
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If you have created a game that is aimed at the Windows Phone device you can select whether the game runs on the Windows Phone itself or the emulator as shown in Figure 1-11.
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FIGURE 1-11 Choos ng between W ndows Phone Emu ator and W ndows Phone dev ce.
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To deploy to the device it must have been registered as a development device. The phone must be connected to the computer via USB and the Zune software must be running. The phone should not be displaying its lock screen when you try to deploy the program to it.
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Conclusion
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Actually, you ve done quite a lot in this chapter. You ve learned about computers, what makes great programmers so easy to get along with, and the difference between C# (the programming language of champions) and XNA (the game development framework of champions). You ve also got all of your development tools sorted out, and you are now ready to roll. And you did manage to turn the screen a nice blue color.
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Part I Getting Started
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Review Questions
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Every chapter in this book has a set of questions at the end, just to test you a little. There are no prizes, but you might find it useful to check that you know the answers to the questions in one chapter before you go on to the next. All the answers are either true or false, and you can find them by reviewing the chapter and looking in the Glossary. The list of answers for all the book s review questions are at the back of the book in Appendix A. No peeking now. 1. The most important thing about being a great programmer is having a big brain. 2. You must have an Xbox 360 to create games with C# and XNA. 3. XNA is a programming language. 4. XNA Game Studio is an IDE. 5. The C# compiler produces an XNA output file. 6. C# is a framework. 7. You need an App Hub membership to run your XNA programs on your Xbox 360. 8. You need an App Hub membership to run your XNA programs on your Windows Phone. 9. The XNA Game Studio Device Center runs your programs on your Xbox 360. 10. The compiler runs your program. 11. The empty project created by XNA Game Studio draws a red screen. 12. It is not possible to use an Xbox 360 gamepad on a PC. 13. To write an XNA game for a Windows Phone, you use a special version of XNA called XNA Phone Home Edition. 14. All the items that make up a game are held together by Visual Studio in a solution folder
2
Programs, Data, and Pretty Colors
In this chapter, you will
Explore how games actually work. See how data is stored in a program. Discover how colors are managed on computers. Find out about classes and methods. Write some code that controls color. Write some code that makes decisions. Create a funky color-changing mood light.
Introduction
You now know how to create a Microsoft XNA program and run it. Your program only turns the screen blue, but you could call it a start. Next, you are going to figure out how game programs are constructed. Then you ll play with colors and find out how XNA stores color information and how C# stores data.
Program Project: A Mood Light
Your first project is going to be a program that turns a display (the bigger the better) into a mood light. These are the things that they have on spaceships, where a chandelier actually would not work very well. Instead, the spaceship will have a panel on the wall that can be set to glow in different colors and brightness levels or perhaps even change color over time. This is probably not a very efficient way of lighting a building you are using one of the most powerful game consoles ever made to replace a lamp but it is a fun exercise and may even lead to a game idea or two along the way. You can use the same program to convert your Windows Phone into a multicolored flashlight.
Before going any farther, you need to consider what a game program does. Computer programs in general read data, do something with it, and then send it out. This is true whether the computer is working out company wages or timing the ignition spark in a car engine. Figure 2-1 shows how this works with respect to game programs. The gamepad provides the input data to the game, and the display screen shows the output.
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