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In "WPF Today and Tomorrow," Laurent Bugnion, a Senior User Experience Developer, discusses the transformative aspects of WPF technologies. He highlights advancements in Windows 7, including multitouch support, improved XAML/C# integration, and GPU-accelerated pixel shaders. Bugnion shares insights on creating LOB applications and the importance of MVVM in modern app development, underlining how these innovations will enhance user experiences. Discover more about the future of WPF and its applications on IdentityMine and Laurent's blog.
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WPF Today and Tomorrow Laurent Bugnion Senior User Experience Developer IdentityMine
About…Laurent Bugnion • .NET (Client AppDev, WPF, Silverlight) • WPF Disciple, Silverlight Insider • Author of « Silverlight 2 Unleashed » • Microsoft MVP, MCTS (WPF) • http://[blog|www].galasoft.ch • http://www.identitymine.com • Twitter: @LBugnion
Creating a LOB app demo Lab: http://tinyurl.com/WPFLOB Toolkit: http://wpf.codeplex.com MVVM: http://msdn.microsoft.com/en-us/magazine/dd419663.aspx
More features…Search, RowDetail http://tinyurl.com/WPFLOB
More features…Printing http://tinyurl.com/WPFLOB
More features…Styling http://tinyurl.com/WPFLOB
More features…Final http://tinyurl.com/WPFLOB
WPF FuturesMultitouch / Windows 7 • Multitouch is coming (Natural User Interface) • Surface experience is leveraged for Win7 • WPF is ready for Windows 7 • Jump List integration • Thumbnail customization
WPF FuturesXAML 4 / C# 4 • Improvement of the languages will improve WPF too! • http://channel9.msdn.com/pdc2008/TL36/(XAML) • Unifying the different XAML versions • Names reference, Types, Generics, Delegates, Arguments, Factory Methods… • http://channel9.msdn.com/pdc2008/TL16/(C#) • More dynamic • Better interoperability
WPF FuturesPixel shaders • Replacement for BitmapEffects • Too inefficient (no GPU acceleration) • Will no-op in WPF 4 • Exception: Blur and DropShadow • Highly efficient, parallel computing • Optimized for GPU
Pixel Shaders (HLSL) • float4 myColor = { 0.5f, 0.2f, 0.4f, 0.2f }; • float4 colorFilter = {0.0f, 0.0f, 1.0f, 1.0f}; • float4 result = myColor * colorFilter; • <This is FOUR TIMES as fast as doing these operations separately, since they’re done in parallel> • result == {0.0f, 0.0f, 0.4f, 0.2f} • {result.x, result.y, result.z, result.w} • …equivalent to • {result.r, result,g, result.b, result.a} <Grid> <Grid.Effect> <MyEffect /> </Grid.Effect> </Grid> Grid g = new Grid(); MyEffect me = new MyEffect(); g.Effect = me;
Pixel shaders video David Teitlebaum (PDC08):http://channel9.msdn.com/pdc2008/PC07/ IdentityMine Surface applications:http://www.youtube.com/results?search_query=identitymine
Pixel Shaders: Shazzamby Walt Ritscher demo http://shazzam-tool.com/
Stay connected downloads http://blog.galasoft.ch http://www.techdays.ch
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