Chapter 3. Developing User Experiencest
This chapter outlines recipes involving the 2D graphics subsystem. We will cover graphics fundamentals, animations, layout, image handling, keyboard handling, document features, and ink, just to name a few. Also covered will be the corresponding Expression Studio features.
In the previous two chapters, we provided an introduction to the Silverlight project model, the developer and designer tools, as well as an overview of the programming model, without getting too deep into the object model. In this chapter we focus on the graphic primitive classes. In Chapter 5 we cover the controls; however, in this chapter we offer an overview of the base classes that provide layout support as well as other functionality ...
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