The purpose of this thread is for developers to post differences they have noticied from 3.0 CTP to Beta. This will make the process of converting and learning the Beta easier.
I will start off:
Code:
Beta:
MediaPlayer.PlayPosition - Get
CTP:
MediaPlayer.PlayPosition - Get, Set
Anybody know how to set the play position??
Also: Here is a link to the official connect site, where we can post feedback and read the feedback of others.
just wondering, in hexic and poker they have the normal zunes ui popup when the music options are hit, is there now ways to do this like tiptups eblade or was that just programmed into those games
TimeSpan structs are immutable, so the Subtract function is actually returning a new TimeSpan with the modified result. Flipflopping the track should work though (not sure about the result if it's playing the first or last tracks)
just wondering, in hexic and poker they have the normal zunes ui popup when the music options are hit, is there now ways to do this like tiptups eblade or was that just programmed into those games
I believe this can be called with:
Quote:
guide.Show();
I forget the actual syntax, but its a a guide,a nd its very easy to impliment.
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Isn't that what the first post says? Now you know.
No... It just says that Set is no longer implemented for PlayPosition. That does not necessarily mean that it is readonly.
As for Subtract() and Add(), at first I thought it would modify the PlayPosition directly by using them, but all they do is return the result, and leave the original variable untouched. The only way (that I know of so far) to change the PlayPosition is to do 'MediaPlayer.PlayPosition = new TimeSpan(...)', but that can not be done now, since it is readonly.
This is definitely a problem. I really hope that they change it back to the way it was before.
Another change:
Quote:
MediaPlayer.MoveNext(); and MediaPlayer.MovePrevious(); do not work when used while MediaPlayer.State == MediaPlayer.Paused.
It used to advance to the next song while the MediaPlayer was paused, but now it causes the MediaPlayer.Queue.ActiveSong to become null, and the MediaPlayer.Queue.ActiveSongIndex to become -1. To get it to work correctly, the MediaPlayer must be playing.
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"Against logic there is no armor like ignorance." - Laurence J. Peter
No... It just says that Set is no longer implemented for PlayPosition. That does not necessarily mean that it is readonly.
As for Subtract() and Add(), at first I thought it would modify the PlayPosition directly by using them, but all they do is return the result, and leave the original variable untouched. The only way (that I know of so far) to change the PlayPosition is to do 'MediaPlayer.PlayPosition = new TimeSpan(...)', but that can not be done now, since it is readonly.
This is definitely a problem. I really hope that they change it back to the way it was before.
Another change:
It used to advance to the next song while the MediaPlayer was paused, but now it causes the MediaPlayer.Queue.ActiveSong to become null, and the MediaPlayer.Queue.ActiveSongIndex to become -1. To get it to work correctly, the MediaPlayer must be playing.
For a value type, if there isn't a set accessor for a property (which is the case here), the property is by definition read-only. Even if the Subtract function did modify the TimeSpan value in-place, you would only be modifying a copy of the TimeSpan.
For a value type, if there isn't a set accessor for a property (which is the case here), the property is by definition read-only. Even if the Subtract function did modify the TimeSpan value in-place, you would only be modifying a copy of the TimeSpan.
Well could the following not be the case?
Code:
public TimeSpan Variable
{
get { return actualVariable; }
}
'actualVariable' could still be modified by the class in which it is, could it not? It would not be able to be set by other classes that only knows it by 'Variable', but its class should still be able to modify actualVariable.
Of course, that would still make it effectively readonly to everything except the class to which it belongs.
__________________
"Against logic there is no armor like ignorance." - Laurence J. Peter
public TimeSpan Variable
{
get { return actualVariable; }
}
'actualVariable' could still be modified by the class in which it is, could it not? It would not be able to be set by other classes that only knows it by 'Variable', but its class should still be able to modify actualVariable.
Of course, that would still make it effectively readonly to everything except the class to which it belongs.
In that case, the property is considered read-only. The field isn't, unless it's declared with the readonly modifier (then it can only be modified by the constructor).
Since properties are pairs of functions, and value types used in return values are always passed by value, even a non-immutable struct can't be modified from a property (even a read/write property). This is because you're only modifying a copy of the struct.
In that case, the property is considered read-only. The field isn't, unless it's declared with the readonly modifier (then it can only be modified by the constructor).
Since properties are pairs of functions, and value types used in return values are always passed by value, even a non-immutable struct can't be modified from a property (even a read/write property). This is because you're only modifying a copy of the struct.
Oh.. Thank you for clarifying that. I forgot a couple things that I should know. That happens sometimes. I suppose it is obvious that the field itself is not readonly, since it is changed whenever a song is playing, but that is useless to us, since we have no way of accessing the field directly.
I apologize for spreading misinformation.
__________________
"Against logic there is no armor like ignorance." - Laurence J. Peter
I dont think we need RIG anymore, turns out we can deploy .ccgame files now.
Try it:
Open your project, go to the Build file menu, then select Package XXXX as XNA Creators Club Game
Then just find the XXXX.ccgame file in the bin folder of your project.
When I tried it with a game it said the Target platform was Zune(Baked)
Baked is my zunes name, so Im not sure if a ccgame file is limited to your zune or if it just takes your zunes name out of your computer
Scratch that, You still need XNA to use ccgame files, but still this makes it alot easier to redistribute
I dont think we need RIG anymore, turns out we can deploy .ccgame files now.
Try it:
Open your project, go to the Build file menu, then select Package XXXX as XNA Creators Club Game
Then just find the XXXX.ccgame file in the bin folder of your project.
When I tried it with a game it said the Target platform was Zune(Baked)
Baked is my zunes name, so Im not sure if a ccgame file is limited to your zune or if it just takes your zunes name out of your computer
Scratch that, You still need XNA to use ccgame files, but still this makes it alot easier to redistribute
But you have to have XNA.
Thanks to the new bundled games (which deploy the XNA runtime, whether they actually use it or not), the runtime issue will be eliminated with RIG DP Phase 6. This means that games will finally be able to be deployed without legal impediment.
I dont think we need RIG anymore, turns out we can deploy .ccgame files now.
Try it:
Open your project, go to the Build file menu, then select Package XXXX as XNA Creators Club Game
Then just find the XXXX.ccgame file in the bin folder of your project.
When I tried it with a game it said the Target platform was Zune(Baked)
Baked is my zunes name, so Im not sure if a ccgame file is limited to your zune or if it just takes your zunes name out of your computer
Scratch that, You still need XNA to use ccgame files, but still this makes it alot easier to redistribute
You are forgetting about the Book Reader... The .ccgame package is useless (right now) for it, and other games where the user needs to provide their own files for the game.
__________________
"Against logic there is no armor like ignorance." - Laurence J. Peter
I dont think we need RIG anymore, turns out we can deploy .ccgame files now.
Try it:
Open your project, go to the Build file menu, then select Package XXXX as XNA Creators Club Game
Then just find the XXXX.ccgame file in the bin folder of your project.
When I tried it with a game it said the Target platform was Zune(Baked)
Baked is my zunes name, so Im not sure if a ccgame file is limited to your zune or if it just takes your zunes name out of your computer
Scratch that, You still need XNA to use ccgame files, but still this makes it alot easier to redistribute
So i followed the above steps made the ccgame file, double clicked it, and an extracter pops up. It turns out that this maybe the answer to our problems!
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