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 […]