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Meet the Stars of “The Hangover 2”

by Joey deVilla on March 15, 2010

Joey deVilla in a Hawaiian shirt, Glenn block in silver lame shirt and fun fur jacket, and Glenn Block in a striped shirt

Actually, from left to right, it’s me, Ward Bell of IdeaBlade and Microsoft’s Glenn Block, whom John Bristowe and I interviewed in the most recent Ignite Your Coding webcast. Ward and Glenn have forgotten more about building composite apps than I will ever learn. If you attended the “Building Composite Applications with WPF and Silverlight” session in my track at TechDays Canada 2009, you saw what was essentially Ward’s presentation; he’s the only reason I know anything about Prism.

This article also appears in Canadian Developer Connection.

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Windows Phone 7 Series: Now That’s More Like It!

by Joey deVilla on February 15, 2010

Windows Phone 7 Series generic phone

A New Windows for the Phone

Ever since joining The Empire, I’ve been saying that Windows Mobile needs to go back to the drawing board. While there was good technology lying in its innards – mobile versions of the .NET framework, SQL Server and Office – treating the mobile form factor as “the desktop, but much, much smaller”, was the wrong approach. In the meantime, the Esteemed Competition were doing the right thing: designing their phones’ OS features and interface from the ground up rather than attempting to force-fit the desktop UI into a pocket UI.

Today at Mobile World Congress in Barcelona, Microsoft previewed the latest in a series of steps forward – consider Xbox to Xbox 360, Windows Vista to Windows 7, Live Search to Bing – there’s now Windows Phone 7 Series.

(The name’s a bit long. Whoever does the naming at Microsoft corporate HQ must get paid by the syllable.)

A Quick Look at Windows Phone’s Experience

A good starting point is this video, which covers Windows Phone’s features in three minutes, thirty seconds:

You can take an interactive tour of the UI at the Windows Phone 7 Series site:

Screenshot of the Windows Phone 7 Series site's home page

A Closer Look at the Windows Phone Experience

Over at Channel 9, Laura Foy has posted her interview with Joe Belfiore, VP Windows Phone 7 Program Management, who gave her a walkthrough of the goodies in Windows Phone (the video is 22 minutes, 18 seconds):

Get Microsoft Silverlight

Some quick notes from the video:

  • There are three mandatory hardware buttons, which are context-sensitive:
    • Back
    • Windows (the “Start” button)
    • Search
  • The screen is a capacitive touch-screen, capable of supporting multi-touch
  • The Start menu is built up of tiles: little block representing the information and features that you care most about
    • You can add your own custom tiles; Joe shows a “me” tile linked to his Facebook profile
  • A browser with:
    • Snappy performance
    • Support for multitouch actions such as pinch zoom, double-tap to zoom and finger drag
    • Very readable text, that to sub-pixel positioning in HTML
    • Phone number recognition in HTML documents; touch them to dial them
    • Street address recognition in HTML documents; touch them to get a map
    • Multiple tabs
  • The “People Hub”
    • Aggregates Exchange, Hotmail, Gmail, Yahoo! Mail and other mail contacts
    • Provides a live feed of your contacts
  • Context-sensitive search:
    • Press the “Search” button while in the People Hub, and you search your people list
    • Press the “Search” button while in the Start menu, and it runs a web search
      • Based on your query, it knows whether to give you a web search result or a local search result
      • In the demo, Joe does a search for pizza and gets a map and results for pizzerias near him, and a quick pan over to adjacent pages yield directions and reviews
      • A tap on “nearby” yield the locations of useful things like parking, ATMs and so on near the selected pizzeria
      • In another demo search, Joe does a search for “Avatar” and it returns a list of nearby theatres and times for the movie Avatar; a quick pan to an adjacent page yields the results for local business and places with “Avatar” in the name
  • Email:
    • Easy pivoting between unread, flagged and urgent emails
    • A caching system prevents you from seeing the dreaded “loading” screen
    • Press “Search” within email and you perform a search of your email messages, by subject, text and so on
  • Rotation: you can operate the phone in “portrait” or “landscape” mode
  • Calendar:
    • Support for both work and personal calendars
  • ActiveSync works in the background and keeps the phone synced with email, contacts and calendar
  • User-customizable UI colour schemes
  • The “Pictures Hub”
    • Gallery: Lets you browse all the pictures on your phone
    • Mosaic: Recent and favourite pictures
    • What’s New: New photos from your social networks
    • Camera roll: A folder for photos taken with your phone
    • Support for photo albums from Facebook and Windows Live, which you browse as if they lived right on your phone
  • Music and Video
    • History: Most recently played music and videos
    • New: New music and videos added since the last sync
    • Zune HD-style marketplace searching and support for Zune subscriptions with unlimited music plays
  • The “Me” tile
    • Lets you update your status on places like Facebook
    • Nice little typing features like auto-spelling-correction and a special soft keyboard for emoticons
  • The UI concept: Windows Phone is task-centric, not app-centric, with a hub associated with each: people, photos, media
  • There’s also a games hub, which ties into Xbox Live
  • Third-party applications and games? Wait…

Wait a Minute…What About Third-Party Apps and Games?

"MIX10: The Next Web Now" logo buttonCan you wait a month?

Here’s the deal: the announcement at Mobile World Congress was about showing what Windows Phone can do. As for what’s possible on the developer front, it’ll all be announced at the MIX10 Conference, which takes place from March 15th through 17th in Las Vegas.

There will be a dozen sessions at MIX10 for Windows Phone, and they promise to be quite interesting. I’ll be at MIX10, and will blog what I learn from these sessions when they take place.

You can save $200 off the price of MIX10 registration if you register before February 21st, so if you want to get in on the ground floor with Windows Phone and save some money, register now!

What the Tech Press is Saying

Pretty good stuff, actually. Rather than bury you with links to a zillion blog entries filed from Mobile World Congress, I thought I’d pick two of the big tech blogs, Gizmodo and Engadget:

Here’s what Gizmodo has to say about the new Windows Phone:

It’s different. The face of Windows Phone 7 is not a rectangular grid of thumbnail-sized glossy-looking icons, arranged in a pattern of 4×4 or so, like basically every other phone. No, instead, an oversized set of bright, superflat squares fill the screen. The pop of the primary colors and exaggerated flatness produces a kind of cutting-edge crispness that feels both incredibly modern and playful. Text is big, and beautiful. The result is a feat no phone has performed before: Making the iPhone’s interface feel staid.

If you want to know what it feels like, the Zune HD provides a taste: Interface elements that run off the screen; beautiful, oversized text and graphics; flipping, panning, scrolling, zooming from screen to screen; broken hearts. Some people might think it’s gratuitous, but I think it feels natural and just…fun. There’s an incredible sense of joie de vivre that’s just not in any other phone. It makes you wish that this was aesthetic direction all of Microsoft was going in.

Here are Engadget’s impressions, after having some hands-on time with Windows Phone:

The design and layout of 7 Series’ UI (internally called Metro) is really quite original, utilizing what one of the designers (Albert Shum, formerly of Nike) calls an "authentically digital" and "chromeless" experience. What does that mean? Well we can tell you what it doesn’t mean — no shaded icons, no faux 3D or drop shadows, no busy backgrounds (no backgrounds at all), and very little visual flair besides clean typography and transition animations. The whole look is strangely reminiscent of a terminal display (maybe Microsoft is recalling its DOS roots here) — almost Tron-like in its primary color simplicity. To us, it’s rather exciting. This OS looks nothing like anything else on the market, and we think that’s to its advantage. Admittedly, we could stand for a little more information available within single views, and we have yet to see how the phone will handle things like notifications, but the design of the interface is definitely in a class of its own.

(In another article, Engadget simply summed it up with “Microsoft is playing to win”.)

Watch this Space!

"Counting Down to Seven" badgeWe’ll have more announcements about Windows Phone over the next few weeks, so keep an eye on this blog!

This article also appears in Canadian Developer Connection.

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It’s a “Portal” Day Today

by Joey deVilla on February 12, 2010

Today is all about virtual meetings; I’m spending most of it sitting at the home office with a headset microphone clamped to my head, bouncing from one online meeting to another, magically transporting my presence over great distances. My co-worker John Bristowe is in the same boat and quipped on Twitter: “I feel like I’m playing Live Meeting Portal”.

With that remark, and since it’s a Friday, I can’t help but post this amusing cat photo featuring Portal:

[ani] portal kitty

This article also appears in Canadian Developer Connection.

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Hello, Kodu!

by Joey deVilla on February 8, 2010

kodu game lab

Last week, I presented Kodu (pronounced “Code-ooh”) to a group of teachers and high school students at Corpus Christi Catholic Secondary School. Kodu is a system created by Microsoft Research for programming videogames without using a traditional programming language; instead, you use a combination of menus and visual programming. It was designed to be a gentle introduction to programming that would appeal to children, but many adults – myself included – have ended up getting drawn into it, spending hours constructing and tweaking game worlds.

Kodu was built using XNA, Microsoft’s framework, toolset and runtime environment for building games for Windows, Xbox 360 and Zune. It was released for the Xbox 360 last summer as an Xbox Indie Game; you can download it for 400 Xbox points — about 5 bucks – or you can try the free trial version (it’s time-limited, but full-featured). If you don’t have an Xbox 360, you can download the Windows version of Kodu for free.

Kodu’s a little tricky to describe – it’s one of those things that’s much easier to show rather than tell. Here are a couple of videos that should give you a bit of Kodu’s flavour. First, here’s IGN’s look at Kodu:

Here’s XNA Roundup’s review of Kodu:

Kodu was designed to be programmed with the Xbox 360 gamepad, which you can use if you’re programming it on the Xbox 360 or a computer (if you’re using a computer, you’ll need either a wired Xbox gamepad plugged into one of its USB ports or a USB adapter for your wireless Xbox gamepad). If you’re using Kodu on a computer, you have the additional option of using the keyboard and mouse.

This is the first of a series of articles on Kodu programming that will appear here from time to time. If you’ve got kids (or know some) who are curious about programming, or if you’re looking to try a completely different kind of programming, get Kodu on your Xbox or PC and give it a try!

In this first installment, I’ll show you how you can build a simple little program that lets you drive an avatar around a small world. In later installments, I’ll show you more game-like elements and the “code” for a game of mine called “Stupid Sparkling Vampire Game”.

Touring Teran00bia

In addition to a programming “language”, Kodu provides you with tools for editing the worlds in which your games take place. I often start with a simple, no-fuss world that I created called “Teran00bia”. It’s a small, flat square world suitable for experimentation. If you have the Windows version of Kodu, you can download Teran00bia here. I can also share the Xbox 360 version, but you have to “friend” me on Xbox Live first – my gamertag is “Accordion Guy”.

Teran00bia is a blank slate, a world with nothing in it. Here’s what it looks like when you load it:

kodu 00

In this exercise, we want to stick a single character – Kodu – into the world and allow the player to drive him around using the controller’s left stick.

To start programming, get into Edit Mode. Press the “Back” button on the gamepad to switch to Edit Mode. Your screen should now look like this:

01 world view

In Edit Mode, the left thumbstick moves your “cursor” (the purple “donut”) around the world, while the right thumbstick changes your camera angle. You use the left bumper (that’s the button just above the left trigger) to zoom out and the right bumper (the button above the right trigger) to zoom in. The screenshot below shows a zoomed-in view of Teran00bia:

02 closer up

The floating icons near the bottom of the screen make up Kodu’s menu. You use the left and right triggers to scroll through the menu and the A button to select a menu item.

Select the Object Tool from the menu. It’s the second menu item from the left, and its icon is Kodu, who looks sort of like a blue fish with an antenna. When you select the tool, the Kodu menu disappears and you’re now using the object tool, as shown below:

03 about to add

The Object Tool lets you add items to the world or edit any existing ones. There aren’t any items in the world at the moment, so let’s add one. Use the left thumbstick to move the cursor to the spot where you want to place an object, then press the A button. The following menu will appear:

04 add menu

This menu lists the items available to you. Starting at the top and going clockwise, the items in the menu are:

  • Kodu (the game system’s mascot, who can be used as either a player character or a non-player character)
  • Apple (useful as a health power-up, but nothing stops you from making them poisonous or explosive)
  • Bots 1 (a set of characters that can be used either as player characters or non-player characters)
  • Bots 2 (more characters that can be used either as players characters or non-player characters)
  • Objects (things that characters in the game can interact with, such as rocks, coins, castles and factories)
  • Tree (another object that characters in the game can interact with – I have no idea why trees weren’t part of the set of Objects)
  • Path (lets you draw paths which Kodu and the other bots can follow)

Use the left thumbstick to select Kodu from the menu, then press the A button to confirm the selection. A Kodu will appear:

05 kodu added

You can move Kodu around by pressing the A button to select him, using the left thumbstick to pick a new location and then pressing the A button to drop him there.

What we want to do is program Kodu to move in response to the left thumbstick, as is the convention for most Xbox 360 games. While Kodu is selected, press the Y button. The screen should look like this:

06 programming

Every programmable object in the Kodu game system has a set of behaviours, each one having two parts:

  • When, which describes the event that the object will respond to
  • Do, which describes what the object will do in response to the event

The behaviours are numbered starting at 1 and are listed in order of descending priority – that is, behaviour 1 has first priority, followed by behaviour 2, then behaviour 3, and so on.

Your programming “cursor” is the pencil. Move the pencil over the “+” in the “When” part of behaviour 1 and press the A button. You’ll see a menu pop up:

07 when menu

This menu lists the events to which Kodu can react. For now, we’re concerned with making him respond to the left thumbstick, which is part of the gamepad. Select “Gamepad” from the menu with the left thumbstick, then press the A button to confirm the selection. The menu will vanish and you’ll see that a “Gamepad” tile has been added to the “When” part of behaviour 1:

08 gamepad added

We need to specify which gamepad control Kodu should respond to. Make sure the pencil is over the “+” of the “When” part of behaviour 1, then press the A button. A menu containing various controls on the gamepad will appear:

09 gamepad menu

Use the left thumbstick to select “L stick”, then press the A button. The menu will disappear and you’ll see that the “When” part of behaviour 1 has two tiles: “Gamepad” and “L Stick”:

10 ks added

We’ve just described an event that Kodu should respond to. Now it’s time to describe the response. Move the pencil over the “+” of the “Do” part of behaviour 1 and press the A button. A new menu will appear:

11 move selected

This menu lists responses to events. In this case, we want Kodu to move where the player tells him to move, which is specified by the left thumbstick. Select “Move” from the menu with the left thumbstick, then press A to confirm the selection. The menu will vanish, and you’ll see that a “Move” tile has been added to the “Do” part of behaviour 1:

12 move added

We’ve now completely defined a single behaviour for Kodu: “When the player moves the left thumbstick, move in that direction”. It’s time to take our (admittedly simple) game for a spin.

Press the Back button to stop programming Kodu. You’ll now be in the Object Tool. Press the Back button again to return to Edit Mode, where Kodu’s main programming menu will become available. Use the left trigger to select Play Mode and press A to confirm the selection.

13 play selected

The program will start with the intro screen. Press A to dismiss the intro screen.

14 opening screen

You’ll now be in the game world. Use the left thumbstick to move Kodu around:

15 gameplay

Kodu moves, but he’s not so fast. Let’s look at a way to speed him up a little. Press the Back button to exit the program and return to Edit Mode. Use the triggers to select the Object Tool from the menu, then press the A button to confirm the selection.

16 stopped

Move the cursor under Kodu so that he’s selected:

17 kodu selected

Press the Y button to program Kodu. You’ll be return to his set of behaviours:

18 current program

Move the pencil over the “+” of the “Do” part of behaviour 1, the press the A button. A menu will appear:

19 quickly selected

The menu will contain modifiers for the “Move” response. Select “Quickly” from the menu using the left thumbstick, then press the A button. The menu will disappear and you’ll see a “Quickly” tile has been added to the “Do” part of behaviour 1:

20 1 quickly

To make Kodu move even faster, you can add another “Quickly”:

21 quickly selected 2

…in fact, you can add up to three “Quickly” tiles to push Kodu to his maximum speed:

23 3 quicklies

Play Around

I could cover more Kodu features, but you should use it the way it was meant to be used – experiment! Try adding other objects to the world and adding behaviours to them. Take a look at the  programming behind the worlds that were provided with the Kodu game system (be sure to check out “Left 4 Kodu Classic”, a cute Kodu version of the zombie thriller game Left 4 Dead).

Links

This article also appears in Canadian Developer Connection.

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Behind the Scenes at “Star Trek: The Next Generation”

by Joey deVilla on January 26, 2010

Denise Crosby ("Tasha Yar") leans up against the Enterprise-D's tactical station between shots

For those of you who are fans of Star Trek: The Next Generation, there are some lovely “behind the scenes” shots of the cast and crew on the TrekCore site. I’ve posted a couple of my favourites here.

A very young-looking Johnathan Frakes ("Will Riker") poses beside an upside-down model of the Enterprise-D

LeVar Burton ("Geordi LaForge"), Michael Dorn ("Worf"), Wil Wheaton ("Wesley Crusher") and Marina Sirtis ("Deanna Troi") in the dressing room

Michale Dorn ("Worf") reads "Yachts for Sale" magazine

This article also appears in The Adventures of Accordion Guy in the 21st Century.

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The “Mythbusters” Poster

January 18, 2010
Mythbusters poster

I love this “Drew”-style poster featuring the cast of Mythbusters:

If you’ve been to the movies sometime within the past 30 years, you’ve probably seen a poster by Drew. You can see a catalogue of his posters that were released here; there’s also a page of his “posters that never were”.
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“I’m With @Stupid” T-Shirt

January 9, 2010

Here’s what happens when the 1970’s “I’m with Stupid” t-shirt gets a 21st century Twitter upgrade:

This article also appears in The Adventures of Accordion Guy in the 21st Century.

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Folda Lisa

January 6, 2010
Pixelated Mona Lisa

Found via Certified Bullshit Technician.
This article also appears in The Adventures of Accordion Guy in the 21st Century.

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The “Spock, Paper, Scissors” T-Shirt

January 4, 2010

The T-shirt of the day at Tee Fury is sure to be a big hit fans of Star Trek and classic games. It’s the “Spock, Paper, Scissors” shirt:

Here’s a closer look at the design:

The shirt sells for US$9 plus shipping. It comes in two versions:

Men’s: Slate blue, in sizes S, M, L, XL and XXL [...]

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The “Fanboys” Meme Continues (Microsoft Languages as Seen by Their Fanboys)

December 22, 2009
Thumbnail version of the

It could be turning into a meme! Hot on the heels of my How Fanboys See Operating Systems post, which got a good deal of attention on Reddit and other link-sharing sites came Ruby Inside’s How Programming Language Fanboys See Each Other’s Languages, and now there’s How Microsoft Language Fanboys See Each Other’s Languages…

This article [...]

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I Think I’ve Created a Monster (or: Programming Language Fanboys)

December 22, 2009
Thumbnail version of the

The guys at Ruby Inside have taken the idea of from the graphic in my How Fanboys See Operating Systems article and run with it in a post titled How Programming Language Fanboys See Each Others’ Languages:

I’m not sure what’s going in the square depicting how C fanboys see Java…

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How Fanboys See Operating Systems

December 16, 2009
Thumbnail version of

This article also appears in The Adventures of Accordion Guy in the 21st Century.

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Ottawa Road Trip Diary, Part 2: The Flying J Truck Stop

December 7, 2009

When we got to Napanee, it was time to fuel up both the car and ourselves, and we did both at the Flying J Truck Stop. We thought that it would be a nice change from the usual fast food joints: a real-life honest-to-goodness place that catered to truckers, without whom our stores, from the [...]

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“Get Excited and Make Things”

December 4, 2009

As a Developer Evangelist, it’s my job to make sure that programmers are inspired to build software. In the pursuit of that goal, I’ve the picture below as the last slide in my presentations at TechDays and Career Demo Camp. I’ve had a number of requests for the image, so I’m sharing it below:
Click [...]

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Cory Doctorow’s “Makers” Launch Tonight

November 12, 2009
Thumbnail image for Cory Doctorow’s “Makers” Launch Tonight

My friend (and former officemate!) Cory Doctorow is launching his latest novel, Makers, tonight at the Toronto Public Library at 239 College Street (east of Spadina). The fun happens in the Merrill Collection room, located on the third floor at 7 p.m. tonight. Cory will be doing a reading, taking questions and signing books. [...]

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