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Windows Phone Programming


Windows Phone applications and games use the Silverlight Application Security Model. Windows phone code—called Transparent code—is unable to call security critical libraries, types, and methods. A majority of security critical methods and types are in the System.IO namespace. In the Silverlight or .NET Framework libraries supported in the XNA Framework, security critical methods can be identified by the [SecurityCriticalAttribute] attribute. Although these methods will compile, they throw a MethodAccessException at runtime.

Windows and Xbox 360 games do not use the Silverlight Application Security Model, and are not restricted as described above.

Security critical code is permitted on Windows and Xbox 360 platforms.

Game Programming Topics in the Windows Phone Documentation

The Silverlight and XNA Frameworks for Windows Phone
Describes what is supported when using the XNA Framework from a Windows Phone application, and which Silverlight namespaces are not supported in a Windows Phone Game.
Execution Model Overview for Windows Phone
Under the Windows Phone execution model, applications are activated and deactivated dynamically when a user navigates away from the application. This document describes how to persist data correctly for a windows phone application when the application is activated or deactivated.
Execution Model Best Practices for Windows Phone
Windows Phone applications are terminated when the user navigates away from them. This topic highlights some best practices for handling execution model events.

Windows Phone Programming with XNA Game Studio

Cross-Platform Conditional Compilation Symbols
Describes the conditional compilation variables available for maintaining common source code in XNA Game Studio cross-platform projects.
Achieving Good Performance on Different Hardware Types
Demonstrates how to write games for a variety of hardware configurations. Specifically, this topic addresses ways to write a game so that it works on high-end hardware, but continues to give adequate performance when the game is run on a less capable computer.
Working with Multitouch and Accelerometer Input
Topics that provide guidance on writing code to support multitouch and accelerometer input for XNA Game Studio.
Writing Data (Windows Phone)
Describes how to save game data on Windows Phone.
Adding a Windows Phone Background Agent to an XNA Game
Describes the steps required to add a Windows Phone background agent to an XNA Framework game.
Handling Interruptions on Windows Phone
Provides detail about how to handle interruptions, such as incoming calls, on Windows Phone.
Enable XNA Framework Events in Windows Phone Applications
Describes the the process of manually initializing and updating a FrameworkDispatcher to support XNA Framework functionality from other application models that use the Silverlight application model.
Advanced Windows Phone Development
Provides detailed information about Windows Phone game programming.

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