Chapter 3. Developing User Experiences
This chapter outlines recipes involving the graphics subsystem. We will cover graphics fundamentals, animations, layout, image handling, keyboard handling, document features, and ink, just to name a few.
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, animations, layout, image handling, handling keyboard input, document features, and ink, just to name a few.
While we cover controls in Chapter 5, it would be difficult not to spend some time on layout and the corresponding layout ...
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