Running an async operation from a synchronous function

One of those things that you almost never need, but if you need it, you need it. I hit a scenario where in Windows Phone 8 app, I had to have a Protocol launch handler. If you are not familiar, the protocol launch handler in Windows Phone 8 is done by deriving from the UriMapper […]

Windows Phone 8.0 Direct3d apps don’t have access to Launch Parameters

Recently, someone asked me that if a pure C++/Direct3d application on Windows Phone 8.0 was invoked via LaunchUriAsync, how would one go about getting the Launch Parameters? The MSDN documentation seems to say that ¬†you can use the “ProtocolActivatedEventArgs” parameter in the OnActivated event handler and retrieve the data. After consulting with the appropriate engineering […]

Fall Fury Game as a Universal Windows and Windows Phone app

During Build 2014, I ported over the Fall Fury game, that was originally written for Windows Store using DirectX. Porting it over to a ¬†Universal app was quite an experience. The game would compile and work on Windows just fine but as soon as I put Windows Phone 8.1 in the mix, things started going […]