Windows Phone 7


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Windows Phone 7 briefing

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Windows Phone 7

  1. 1. Windows Phone 7<br />David Chou<br />architect<br />microsoft<br />
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  4. 4. Personalized and Contextualized Mobility<br />Silverlight 3+<br />Input – touch & hardware buttons<br />Media – digital media capture & playback; media library access<br />Data – isolated storage, LINQ (obj/xml)<br />WCF – SOAP/REST<br />Device – integrated access to phone UI, sensors; picker for contacts & photos<br />Application Hosting and Runtime<br />Applications as Silverilght XAP packages<br />System provides host process<br />Sandbox based on declared capabilities and into separate security accounts<br />Phone only runs apps with valid marketplace licenses<br />Isolated, least-privilege host process<br />All code is CLS-verifiable<br />Frameworks support for interaction with app model, UI model, & device HW<br />UI Model<br />Application – provides UI represented as XAML pages connected into cross-app flows by URI’s<br />Shell frame – requests pages, renders UI, and handles navigation across apps<br />Sessions and history – groups together sequences of pages corresponding to a user’s activity across pages<br />Application Frameworks<br />Cloud services integration<br />Location service (GPS, AGPS, Wi-Fi)<br />Push notification service<br />Gamer Services APIs for Xbox Live<br />Software Architecture<br />Application Framework<br />
  5. 5. Hubs vs. Single-Page Apps<br />
  6. 6. Windows PhoneHardware<br />Common Hardware Elements<br />Consistent Platform<br />Quality Focus<br />800 or 480<br />Consistent set of hardware capabilities defined by Microsoft<br />One resolution at launch<br />Second resolution added later<br />Same touch input<br />Consistent processor / GPU<br />Same available RAM<br />Optional keyboard<br />480 or 320<br />
  7. 7. Standardized Hardware Foundation<br />Capacitive touch<br />4 or more contact points<br />800 WVGA / 480 HVGA<br />Sensors<br />A-GPS, Accelerometer, Compass, Light, Proximity<br />Camera<br />5 mega pixels or more, flash required, camera button required<br />Multimedia<br />Common detailed specs, Codec acceleration<br />Memory<br />256MB RAM or more, 8GB Flash or more<br />GPU<br />DirectX 9 acceleration<br />CPU<br />ARMv7 Cortex/Scorpion or better<br />480 WVGA / 320 HVGA<br />Hardware buttons | Start, Search, Back<br />
  8. 8. Partnering to Bring Phones to Market<br />
  9. 9. Applications<br />Your App UI and logic<br />Frameworks<br />Silverlight<br />XNA<br />HTML/JavaScript<br />CLR<br />App Model<br />UI Model<br />Cloud Integration<br />Xbox LIVE<br />Bing<br />Location<br />Push notifications<br />Windows Live ID<br />App management<br />Licensing<br />Chamber isolation<br />Software updates<br />Shell frame <br />Session manager<br />Direct3D<br />Compositor<br />Kernel<br />Hardware BSP<br />Security<br />Networking<br />Storage<br />A-GPS Accelerometer Compass Light Proximity<br />Media Wi-Fi Radio Graphics<br />Hardware Foundation<br />Software Architecture<br />
  10. 10. Windows Phone 7 Frameworks Details<br />Windows Phone Frameworks<br />Camera<br />Device Integration<br />Launchers & Choosers<br />Windows Phone Controls<br />PhoneApplicationPage<br />PushNotification<br />WebBrowserControl<br />Sensors<br />PhoneApplicationFrame<br />Silverlight Presentation and Media<br />XNA Frameworks for Games<br />Controls<br />Drawing<br />IsolatedStorage<br />Drawing<br />GamerServices<br />Navigation<br />Shapes<br />Markup<br />Media<br />Audio<br />Media<br />Graphics<br />Content<br />Input<br />Application Object<br />Common Base Class Library<br />Diagnostics<br />Reflection<br />IO<br />Runtime<br />Resources<br />Globalization<br />Text<br />Location<br />Net<br />Collections<br />ComponentModel<br />Configuration<br />Security<br />Threading<br />ServiceModel<br />Linq<br />
  11. 11. Elements of the Application Platform<br />Runtime – On “Screen”<br />Tools & Support<br />Tools you use to design & develop<br />Code you write on the client<br />SCREEN<br />CLOUD<br />Cloud Services<br />Developer Portal Services<br />Code you write on the server<br />Tools you use to ship & sell<br />
  12. 12. Tools<br />Runtime – On “Screen”<br />Phone Emulator<br />Sensors<br />Media<br />Data<br />Location<br />Samples<br />Documentation<br />Xbox LIVE<br />Notifications<br />Phone<br />Guides<br />Community<br />.NET Framework managed code sandbox<br />Packaging and Verification Tools<br />SCREEN<br />CLOUD<br />Portal Services<br />Cloud Services<br />Notifications<br />App Deployment<br />Registration<br />Marketplace<br />Validation<br />MO and CC Billing<br />Location<br />Identity<br />Feeds<br />Certification<br />Business Intelligence<br />Maps<br />Social<br />Publishing<br />Update Management<br />Elements of the Application Platform<br />
  13. 13. Two Flavors of Applications<br /><ul><li>High performance game framework
  14. 14. Rapid creation of multi-screen 2D and 3D games
  15. 15. Rich content pipeline
  16. 16. Mature, robust, widely adopted technology spanning Xbox 360, Windows, and Zune
  17. 17. Modern XAML/event-driven application UI framework
  18. 18. Rapid creation of visually stunning apps
  19. 19. Metro-themed UI controls
  20. 20. HTML/JavaScript
  21. 21. 500,000 developers spanning Windows and web</li></li></ul><li>Common Capabilities<br />Input<br />.NET<br /><ul><li>Superset of Silverlight 3.0
  22. 22. Windows Communication Foundation
  23. 23. SOAP and REST services
  24. 24. Touch
  25. 25. Hardware buttons</li></ul>Media<br />Phone Access<br /><ul><li>Digital media capture & playback
  26. 26. Media library access
  27. 27. Integrated access to phone UI
  28. 28. Sensors
  29. 29. Picker for contacts and photos</li></ul>Data<br /><ul><li>Isolated Storage
  30. 30. LINQ (Objects and XML)</li></ul>Integrated With Cloud Services<br /><ul><li>App Deployment & Updates
  31. 31. Notifications
  32. 32. Location
  33. 33. Xbox LIVE</li></li></ul><li>App Model: Concepts<br />Application<br />Uniquely identifiable, licensable and serviceable software product packaged as a XAP<br />Application Deployment<br />Steps include Ingestion, Certification and Signing<br />Windows Phone Marketplace<br />Windows Phone Marketplace<br />Application license<br />Crypto-verifiable object issued to grant rights to an application<br />
  34. 34. App Hosting and Runtime<br />App Domain<br />XNA Game Object<br />Silverlight Application Object<br />Frameworks<br />HTML/JavaScript<br />Silverlight<br />XNA<br />CLR<br />System provides host process for app code<br />App Model Host<br />App Model<br />UI Model<br />Cloud Integration<br />Xbox LIVE<br />Bing<br />Location<br />Push notifications<br />Windows Live ID<br />App management<br />Licensing<br />Chamber isolation<br />Software updates<br />Shell frame <br />Session manager<br />Direct3D<br />Compositor<br />Location<br />Push Notifications<br />Sandbox enforced for host process based on declared capabilities<br />Kernel<br />Hardware BSP<br />A-GPS Accelerometer Compass Light Proximity<br />Media Wi-Fi Radio Graphics<br />Security<br />Networking<br />Storage<br />Compass<br />A-GPS<br />Hardware Foundation<br />Each app executes inside an isolated, least-privileged host process<br />All app code is transparent and CLS-verifiable, mitigating impact of common attacks<br />Frameworks enable app code to interact with app model, UI model, phone functionality<br />
  35. 35. Deployment Process<br />Develop <br />& Debug<br />Submit& Validate<br />Certify<br /> & Sign<br />Windows Phone Application Deployment Service<br />Marketplace<br />