Saturday, September 17, 2011

Welcome to Zombieland, the Metro Style Land of WinRT and the Undead

Silverlight is dead! WPF is dead! .NET is dead! Hey, they didn't talk about SharePoint or SQL Server at the BUILD conference, those must be dead too. Welcome our new Metro-id overlords!
We read such FUD everywhere these days. Actually none of these technologies are dead for the next several years! And you'll probably agree if you know the facts and not the FUD. So here are my thoughts based only on the facts I got from watching BUILD sessions, reading posts that stick to the facts and not listening to people who obviously didn't inform themselves, but nevertheless spread FUD around.

What happened
Microsoft announced the new version of Windows at the BUILD conference and the new Windows 8 runtime called WinRT, which is used to develop Metro style Apps. Metro style Apps are primarily focused on consumers, designed touch first and therefore perfect for modern multi-touch devices like tablets.
The good ol' desktop is still there and the usual Windows applications are now called Desktop Apps.
There's a lot confusion out there at the moment and many think only Metro style Apps are the future. Actually both models can exist side-by-side and I'm sure the mainly used UI will be the classic desktop for the usual business client. Metro is for tablets, maybe later for the phone. Desktop Apps will still work better for the classic business PC scenario in an office.
After trying Windows 8 I don't see myself using Metro style Apps a lot on my PC when I work at the desk. However, I will love to use it when I'm hanging out on my couch with a tablet. The good news is, both models are supported by Windows 8 and therefore can run on one device, including ARM hardware. Awesome!

WinRT




















First and foremost, .NET plays a significant role in both development models and is not only used for Desktop Apps. I guess the FUD comes from the architectural picture above, where .NET and Silverlight are only represented by a small box in the lower right corner. Of course Microsoft wants to push the new Metro style Apps, the WinRT model and wants to get web developers into the boat, so they adjusted the graphic and marketing message accordingly.
WinRT is actually a new native COM library, plus some extra infrastructure. Therefore an app developer has not to deal with the COM stuff directly, instead you get a thin / fast projection layer (binding) for each of the supported programming languages. This projection layer is automatically built using WinMD metadata and provides projections for JavaScript, .NET (C# / VB) or C / C++. The UI can be designed with XAML or HTML / CSS in case of JavaScript.
The rendering is completely done using DirectX 11.1 (Direct2D) which results in great performance. In Windows 8 the rendering job is finally fully executed by the right processor. This architecture makes it also possible to implement the complete UI just with DirectX, which will usually be done by games. At the moment it's not possible in the Windows 8 Developer Preview to mix a XAML app with DirectX, which doesn't make much sense since the XAML rendering is done by DirectX. Fortunately all hints that it'll be possible in a later version of Windows 8, maybe in the beta.

The below picture by Doug Seven is a way more accurate picture of the Windows 8 platform architecture.



There are a few good, unbiased posts about WinRT out there, which stick to the facts:
WinRT: An Object Orientated Replacement for Win32
WinRT, the C++ Component Extensions
WinRT demystified 
A bad picture is worth a thousand long discussions.
WinRT reference with all namespaces at the unbiased MSDN, where JaveScript is just another language one can use for Metro style Apps.

WinRT and .NET
From what I have seen so far, coding Metro style Apps using C# / .NET seems pretty straightforward if you've done Silverlight, WPF or esp. Windows Phone development before. The BCL used by .NET WinRT is not the full Desktop version of .NET 4.5, it's a reduced set similar to the Silverlight types.
The design of the native WinRT COM library was heavily influenced by .NET. You see it everywhere. Type names, Properties, Events... Even WinMD is the .NET assembly metadata format.
WinRT types map to .NET types and copying of data structures at the boundaries is avoided by the projection layer to get the best performance. Only two types need to be converted using built-in extension methods. The System.IO.Stream can't be mapped to the WinRT stream, so there's an extension method. A Byte[] to WinRT IBuffer conversion is the other extension method.
You can even write your own, custom WinRT components in C# without decorating the classes with ugly COM attributes. Those components are then automatically exposed to the other languages using the generic WinMD metadata. So you can write a component in C++ or in C# and use it from a JavaScript WinRT project. Pretty cool concept if you ask me.
Many WinRT classes look like their origin is .NET / Silverlight and the WinRT WriteableBitmap is also very similar to Silverlight's implementation. So expect a WinRT version of my open source WriteableBitmapEx library in a few weeks when I'm done with the Mango updates for all my Windows Phone apps. After that I will probably port / rewrite some of my WP7 apps for WinRT.

The lifecycle of a WinRT app should  be quite familiar for a WP7 developer, since it's similar to the WP 7.5 Mango Fast App Switching. The lifecycle states are: Running > Suspended in RAM > Terminated. Apps get an event for suspending, not for terminate, so the state has to be saved during suspending. Of course an app should only be resurrected from the tombstone state if the app was launched, not when resumed. Apps get 5s for suspending and need to launch within 15s. Unfortunately we don't know the reference machine where those values are measured. Probably the low end configuration.
By the way, the Windows Store will be the better version of the WP7 Marketplace. It will include In-App offers, time limited trials and a very nice dashboard with a lot of analytic capabilities and insights.
In general should a WP7 developer feel most familiar with WinRT. Many concepts made it into WinRT and were improved and actually cleaned up.
My Silverlight MVP friend Morten Nielsen started a blog post series about how to port Silverlight / WPF apps to WinRT.
You should also read this post: WinRT and .NET and watch the ton of great BUILD sessions.

Conclusion
I welcome the new possibilities and great performance we get in Windows 8 with the WinRT. I'm sure Windows 8 will be an awesome tablet OS.
XAML has become a first class citizen and .NET is now installed with Windows 8. Microsoft is also working on a next version of .NET. Version 4.5 of .NET will bring better performance for WPF's ItemsControl for example. Seems not very dead to me. In fact, a Silverlight / WPF / WP7 developer's knowledge of XAML and the Silverlight runtime is more valuable than ever before with WinRT.
Silverlight 5 is still in development and wasn't even released. We don't know if it will be the last version or if Silverlight 6 will see the light of the day. For now I'm quite happy with all the features of Silverlight 5 and we can develop a ton of applications for our customers for the next several years.
One should also not forget how long it will take until Windows 8 is finally out and reached a critical mass. A lot of machines out there still run Windows XP. Windows 7 is way better and I guess the transition to Windows 8 will take even longer. Windows 8 will probably mainly pushed by non-PC multi-touch consumer devices in the near future.
This flowchart by the Telerik guys sums it up pretty nicely.

So get yourself informed and start coding away. Don't give FUD a chance!

Thursday, June 23, 2011

Imagine Cup 2011 Worldwide Finals

The Imagine Cup is one of the world's premier student tech competitions. Students compete in different categories like Software Design, Game Design, Windows Phone 7 and more. The competitions begin each year with local events in over 100 countries. The best of the best will then participate in the worldwide final.  The 2011 Imagine Cup Worldwide Finals will be held from 8 - 13 July in New York City, USA.

I'm very honored to take part in the Imagine Cup 2011 Worldwide Finals as a judge in the Windows Phone category. The Windows Phone judges consist of two community members and two Microsoft employees.

People's Choice Award
There's also a People's Choice Award where everyone can vote for their favorite team.

Can you say no if Eva Longoria asks you to vote?



You can find a list of all the Windows Phone finalist teams here. All the teams have built great solutions around the theme for 2011  Imagine a world where technology helps solve the toughest problems.
There's no filter for a category at the People's Choice Award website, that's why I made a list of all the Windows Phone finalists entries:
  • DREGON by team "Digitron-WP7" from Belgium.
  • Peekaboo by team "HOMERUN" from Korea.
  • Hot Potato by team "Zipi Zigi" from Korea.
  • Recyclocator by team "Code Instincts" from Singapore.
  • Lifelens by team "The LifeLens Project" from USA.
Please cast your vote.

Thursday, June 16, 2011

Cubelicious - Silverlight 5 + Balder + Physics + SLARToolkit Augmented Reality = Triple Win!

Two months ago I released a new Silverlight 5 sample for my open source Silverlight Augmented Reality Toolkit - SLARToolkit. It uses the new Silverlight 5 hardware accelerated 3D API. You can read more about the new Silverlight 5 XNA 3D API in this blog post.
This post here provides a new demo for SLARToolkit which uses the open source 3D engine Balder by my friend Einar Ingebrigsten. This demo also leverages the open source physics engine JigLibX my buddy Andy Beaulieu ported over to Silverlight. You can try the live sample if you have the Silverlight 5 beta installed or watch a video instead.

I actually spent most of the time on this project a couple of weeks ago. My good Silverlight MVP friend Einar Ingebrigtsen used it in his talk at The Gathering 2011. Now I finally had a bit time to finish the demo, make a video and this blog post.

The SLARToolkit project description from the CodePlex site:
SLARToolkit is a flexible Augmented Reality library for Silverlight with the aim to make real time Augmented Reality applications with Silverlight as easy and fast as possible. It can be used with Silverlight's Webcam API or with any other CaptureSource or a WriteableBitmap. SLARTookit is based on the established NyARToolkit and ARToolkit


Live
A webcam and at least the Silverlight 5 beta runtime must be installed to run the sample. It's available here. Alternatively there is also a video of the new sample embedded below.
If you want to try it yourself you need do download the SLAR and / or L marker, print them and hold them in front of the camera. The marker(s) should be printed non-scaled at the original size (80 x 80 mm) and centered for a small white border. As an alternative it's also possible to open a marker file on a mobile device and to use the device's screen as marker. Also make sure the camera is set up properly and the scene is illuminated well without hard shadows. See the SLARToolkit Markers documentation for more details.


Simply press the "Start Cam" Button to start the webcam. The properties of the particle system can  be changed with Sliders. The "Flip x-axis" Checkbox can be used to flip the video (the webcam output is mirror-reversed by default). 
If you click the "Start Cam" Button for the first time you need to give your permission for the capturing. This application uses the default Silverlight capture device. You can specify the video and audio devices that are used by default with the Silverlight Configuration. Just press the right mouse button over the application, click "Silverlight" in the context menu and select the "Webcam / Mic" tab to set them.

Video
I've recorded a short video of the new sample with Expression Encoder's Screen Capture feature. Please keep in mind that the screen recording software eats up a lot of resources while recording and that the actual frame rate is even better. The video is also available at YouTube.



Background music is Lullaby by _ghost

This demo shows how the new Silverlight 5 3D API, the Balder engine and the JigLibX physics library can be used to augment the reality with the help of SLARToolkit.

How it works
This sample uses the webcam video stream which fills a Rectangle shape, the video stream is also constantly captured and fed to the SLARToolkit BitmapMarkerDetector to detect the markers. The detection result contains a transformation matrix for each found marker which is then used to apply a global transformation to the cubes and the plane.
I implemented a particle system with a flexible directed emitter which can be controlled through various properties. The particle system is quite generic and can be used for all kinds of particles (3D objects). The particle collision detection and resolving is based on rigid body physics that was implemented with the help of the JigLibX library my Silverlight MVP buddy Andy Beaulieu ported over to Silverlight.
The rendering and the model loading is done by the 3D engine Balder. It's a fantastic open source engine by Einar Ingebrigtsen. You just need to write a couple lines of XAML and you're good to go. This sample only uses a simple cube model, but Balder has built-in model loaders to load complex 3D models and Einar provides a big sample library. He also brought the engine to a few more platforms like Windows Phone 7, OpenGL and has even a neat software rendering fallback. Read his blog post here.
As part of this sample I needed some vector and quaternion methods which were missing in Balder. I contributed those and the generic particle system to the Balder project. Feel free to use the particle system and the other methods in your Balder projects.

Download it, build your app and augment your reality
The open source SLARToolkit library and all samples are hosted at CodePlex. If you have any comments, questions or suggestions don't hesitate and write a comment, use the Issue Tracker on the CodePlex site or contact me via any other media.
Have fun with the library and please keep me updated if you use it anywhere so I can put a link on the project site.

Friday, May 27, 2011

Nodo vs Mango - Windows Phone ListBox Performance Improvements in Action

There were quite a few complaints about the Windows Phone's ListBox scrolling performance in the past. The Windows Phone team obviously heard it and heavily worked on the performance and responsiveness of the whole platform and the ListBox in particular. The touch input processing was loaded off from the UI thread to a new separate thread. Additionally the BitmapImage doesn't load the data on the UI thread anymore. I'm sure lots of other tweaks were implemented to increase the performance and the responsiveness of the platform. I think the Windows Phone team did a very good job!

Showdown
The video below shows a side-by-side comparison of a Nodo device with build 7392 and a prototype device with a Mango prebuild. The Nodo device on the left side is a Samsung Omnia 7, the Mango device on the right side is the ASUS prototype.
For comparison I use the official Twitter app build against 7.0 and in the second half of the video I show the effects preview list of my Pictures Lab app. This effects pivot item only uses a ListBox with a DataTemplate that contains an Image control with a fixed size and a TextBox for each item. So there's no background image loading being performed or any other heavy computing, just a static list with a lot of redrawing.




Background music is Taiga by SMILETRON

As you can see, it's quite a huge difference and even this Mango prebuild  runs very smooth on this rather old ASUS hardware. There's still some room left for more improvement, like the rasterizer, but imagine the boost on production devices with the final Mango version.


I don't have a deal with Microsoft or are paid to blog or tweet this. I'm just exited about all the goodies that are coming with Mango. Good times.

Wednesday, May 25, 2011

Unity 3D and Silverlight in Harmony with SLARToolkit's Augmented Reality

If you read this blog regularly, you might have noticed a lot of SLARToolkit posts recently. But I'm not the only one using the open source Silverlight Augmented Reality Toolkit. There's great stuff happening out there and I see quite a few projects, especially in the academic field. You can find a full list of projects (I know of) on the SLARToolkit project site at CodePlex.
I love when people use my open source work, adapt or learn from it. This is what open source is all about for me.



One project recently caught my attention in particular. Ioulian Alexeev made a very amazing action game using the Unity 3D game engine and he combined it with SLARToolkit to control the spaceship with a marker. Ioulian studies Multimedia at the Arteveldehogeschool in Belgium and the game "StarFighter" was his bachelors test.

He recorded this nice video.


Note how he compares the performance of the Flash Augmented Reality Tookit and SLARToolkit:
Performance FLARManager: Not good enough for action games
Performance SLARToolkit: Very fast and accurate marker tracking
Both toolkits use the same marker-based AR algorithms from the ARToolkit.

Live
You can play the game here. If you want to try it yourself you need do download the SLAR and / or L marker, print them and point the camera toward these. The marker(s) should be printed non-scaled at the original size (80 x 80 mm) and centered for a small white border. As an alternative it's also possible to open a marker file on a different device and to use the device's screen as marker.
See the SLARToolkit Markers documentation for more details.