<?xml version="1.0" encoding="utf-8"?>
<feed xmlns="http://www.w3.org/2005/Atom">
  <title>Michael H.C. Cummings</title>
  <link href="http://michaelcummings.net/feed.xml" rel="self"/>
  <link href="http://michaelcummings.net"/>
  <updated>2015-01-12T21:23:47.737Z</updated>
  <id>http://michaelcummings.net</id>
  <author>
    <name>Michael H.C. Cummings</name>
    <email>cummings.michael@live.com</email>
  </author>

  
  <entry>
    <title>Microsoft &amp; GitHub:  Technology for all students, everyone, everywhere</title>
    <link href="http://michaelcummings.net/mathoms/Microsoft-and-GitHub-Technology-for-all-students-everyone-everywhere"/>
    <updated>2015-01-12T16:00:00.000Z</updated>
    <id>tag:michaelcummings.net,2015-01-12,/mathoms/Microsoft-and-GitHub-Technology-for-all-students-everyone-everywhere</id>
    <content type="html"><![CDATA[<p><img title="GitHub Student Developer Pack + VS Community == Awesome!" style="display: inline; float: left; margin: 10px 5px 0px 0px; padding: 0px; border: 0px" alt="GitHub Student Developer Pack + VS Community == Awesome!" src="/mathoms/microsoft-and-github-technology-for-all-students-everyone-everywhere/github-vs.jpg" width="264" align="left">
The <a href="https://education.github.com/pack">GitHub Student Developer Pack</a> is a great free offer for students, with terrific tools and services from GitHub partners, but felt it was missing something: our world-class IDE. Today we’ve announced that <a href="http://www.visualstudio.com/products/free-tools-for-student-developers-vs">Visual Studio Community 2013</a> is joining the GitHub Student Developer Pack, and is tailor-made for the student, startup, open-source, and cross-platform communities, many of whom can be found on GitHub already.</p>

<p>Today, <a href="http://blogs.msdn.com/b/somasegar/archive/2015/01/12/microsoft-github-free-tools-for-student-developers.aspx">Soma</a> and <a href="http://blogs.msdn.com/b/stevengu/archive/2015/01/12/microsoft-amp-github-free-tools-for-student-developers.aspx">Steven Guggenheimer</a> announced that VS Community and all of the tools included in Microsoft <a href="http://www.dreamspark.com">DreamSpark</a> are joining the GitHub Student Developer Pack.  </p>
<p>We’re inviting GitHub-loving students to check out more of our great free tools such as SQL Server and Windows Store developer accounts, as well as our free training courses on Microsoft Virtual Academy including <a href="http://www.microsoftvirtualacademy.com/training-courses/using-git-with-visual-studio-2013-jump-start">how to get started with GitHub in Visual Studio</a>. </p>
<p>We’ve been connecting students with our dev tools for years through DreamSpark. With partners like GitHub, we’ll continue to ensure student developers worldwide in every community have access to the tools and resources they need to continue building their skills and bringing their ideas to life.</p>
<p>Novel partnerships like this will continue to be the hallmark of <a href="http://imagine.microsoft.com/">Microsoft Imagine</a> as we help the next generation not only learn to program, but learn to love the power of working with first class developer tools and cloud services.</p>
]]></content>
  </entry>
  
  <entry>
    <title>Boston Code Camp 23 Call for Speakers</title>
    <link href="http://michaelcummings.net/mathoms/boston-code-camp-23-call-for-speakers"/>
    <updated>2014-12-23T14:15:00.000Z</updated>
    <id>tag:michaelcummings.net,2014-12-23,/mathoms/boston-code-camp-23-call-for-speakers</id>
    <content type="html"><![CDATA[<p><img src="/mathoms/boston-code-camp-23-call-for-speakers/BostonCodeCamp23.png" width="128px" style="float:left" />
<strong>When :</strong> <em>Saturday, March 21, 2015</em><br />
<strong>Where :</strong> <a href="http://microsoftcambridge.com/">Microsoft New England (aka NERD)</a>, <a href="http://www.bing.com/maps/Default.aspx?q=One%20Memorial%20Drive,%20Cambridge,%20MA%2002142">One Memorial Drive, Cambridge, MA 02142</a></p>
<h2>Have a topic you&#39;d like to present?</h2>
<p>Session Submissions for Boston Code Camp 23 opens on <strong>Friday, January 2, 2015</strong></p>
<p>This spring, the Greater Boston development community will unite again for the 23rd outstanding community-based software (un-)conference like no other.</p>
<p>Code Camp brings regional software development professionals together for the opportunity to immerse themselves in seminars, presentations, group exploration, and networking. Participants will be able to engage in their preferred technology, as well as to sample other options, with a focus on extending information exchange and enhancing the cross pollination of ideas. Mark your calendar! Boston Code Camp 23 is Saturday, March 21, 2015 at <a href="http://microsoftcambridge.com/">Microsoft New England (aka NERD)</a>. </p>
<p>Microsoft New England is at <a href="http://www.bing.com/maps/Default.aspx?q=One%20Memorial%20Drive,%20Cambridge,%20MA%2002142">One Memorial Drive, Cambridge, MA 02142</a></p>
<p>Admission to this event is free! All costs are covered by sponsors and individual contributors.</p>
<p>Check back - attendee registration link will appear when <strong>attendee registration opens on 2/11/2015</strong>. </p>
<p>Tell your friends and colleagues about the event. </p>
<p>Is there a topic you would like to learn about? Let us know and we will ask the community if someone can present a session. </p>
<p>Follow the event on Twitter @bostoncodecamp and use the #boscc tag in your Tweets</p>
]]></content>
  </entry>
  
  <entry>
    <title>Getting Started Guide using OGRE 3D and Universal Projects</title>
    <link href="http://michaelcummings.net/mathoms/getting-started-guide-using-ogre-3d-and-universal-projects"/>
    <updated>2014-11-14T13:00:00.000Z</updated>
    <id>tag:michaelcummings.net,2014-11-14,/mathoms/getting-started-guide-using-ogre-3d-and-universal-projects</id>
    <content type="html"><![CDATA[<p><img title="OGRE 3D Rendering Engine" style="display: inline; float: left; margin: 10px 5px 0px 0px; padding: 0px; border: 0px" alt="OGRE 3D Rendering Engine" src="/Media/Default/Windows-Live-Writer/b19290c229c6_854A/sdk_logo_thumb.png" width="264" align="left" height="136"><a href="http://ogre3d.org">OGRE</a>
(<strong>O</strong>bject-Oriented <strong>G</strong>raphics <strong>R</strong>endering <strong>E</strong>ngine) is a scene-oriented, flexible 3D engine written in C++ designed to make it easier and more intuitive for developers to produce applications utilizing hardware-accelerated 3D graphics. The class library abstracts all the details of using the underlying system libraries like Direct3D and OpenGL and provides an interface based on world objects and other intuitive classes. In recent releases, OGRE has added support for Windows 8.1 and Windows Phone 8.1. Since the support is fairly new, getting OGRE ready for building games for these platforms can be a little tricksy, this guide is intended to reduce the friction of getting a game started using OGRE.</p>

<p>By following this guide, which is very similar to <a href="getting-started-guide-using-ogre-3d-on-windows-8-1">another post</a> I did on OGRE, you will be able to start building your next game targeting Windows and Windows Phone 8.1 devices. The best method for using OGRE is to build it from source and then build your projects on top of that build. A primary benefit of compiling from source is that you can keep updated with the latest bug fixes. This also allows you to step into the OGRE source while debugging, if you need to, in order to solve the trickier rendering problems.</p>
<h2>Getting Ready</h2>
<p>As this guide is targeting Windows and Windows Phone 8.1, you’ll need to have a working installation of Windows 8.1 and Visual Studio 2013. If you are using the Express editions of Visual Studio, make sure you are using the <a href="http://go.microsoft.com/?linkid=9832263">Visual Studio Express for Windows</a>, and not Visual Studio Express for Windows Desktop.</p>
<p>To get started you’ll need to have a couple of additional pieces of software installed. These will allow you to download and configure the OGRE source tree for compilation. Use the links below to download and install the additional software.</p>
<p><a href="https://www.atlassian.com/software/sourcetree/overview" title="A free Mercurial and Git client for Windows or Mac">SourceTree</a> - a <a href="http://mercurial.selenic.com/" title="Mercurial is a free, distributed source control management tool.">Mercurial</a>
source control client.</p>
<p> <strong>OR</strong></p>
<p><a href="http://mercurial.selenic.com/release/windows/Mercurial-3.2.exe">Mercurial Command Line Interface</a> - Mercurial is a Distributed Version Control System (DVCS) similar to git and Bazaar. If you are not using SourceTree, you&#39;ll need this.</p>
<p><a href="http://www.cmake.org/files/v3.1/cmake-3.1.0-rc1-win32-x86.exe">CMake</a> - a cross-platform, open-source build system. This is a pre-release build of version 3.1 which includes support for Windows Store and Windows Phone Store projects. Mak sure you download and install this version if you have a previous version of CMake installed.</p>
<p>Sourcetree is not a requirement if you already have a Mercurial (Hg) client installed or prefer the command line clients, however, even if you do, I suggest you give SourceTree a look. It has to be one of the best graphical Git/Mercurial clients on the market today. It’s free to boot! Instructions in this post will refer to using SourceTree and the command line tools.</p>
<p>CMake is required by OGRE to configure the source tree for building with either MSBuild or the Visual Studio IDE.</p>
<h2>Prepare a sandbox environment</h2>
<p>When working with large complex systems like OGRE, I like to keep it sandboxed so there is little chance of messing up the rest of my system, It also makes for easier cleanup. There are two simple steps to creating our sandbox:</p>
<ol>
<li><p><strong>Create a new folder</strong><br>
I keep all my projects in a folder named <code>Projects</code> under my <code>C:\\</code> drive. For my sandbox, I am creating a folder called <code>OGRE</code> under the Projects folder. This will serve as the root of my sandbox. Open <code>PowerShell</code> window and enter the following commands:</p>
<pre><code class="lang-bash">mkdir C:\Projects
mkdir C:\Projects\OGRE</code></pre>
</li>
<li><p><strong>Create the build folder</strong><br>
While you have the <code>PowerShell</code> window open enter</p>
<pre><code class="lang-bash">mkdir C:\Projects\OGRE\WINRT81</code></pre>
<p>to create a folder we will use to hold our build files. We use a separate folder here so contain the dependencies and build files, which include the solution files, project files, special headers and all build outputs, because they are platform specific.</p>
</li>
</ol>
<h2>Building the Dependencies</h2>
<p>In order to build OGRE we must first build the projects that it depends on. Fortunately for us, this is a fairly simple and painless exercise.</p>
<h4>Clone the Dependency repository</h4>
<p><img style="display: inline; float: left; margin: 10px 5px 0px 0px; padding: 0px; border: 0px" src="/Media/Default/Windows-Live-Writer/b19290c229c6_854A/image_thumb.png" align="left" >Open <code>SourceTree</code> and click the <code>Clone / New</code> toolbar button to open the <code>Clone / Add / Create Repository</code> dialog box. In the <code>Sourcepath / Url</code> field enter the text “<strong><a href="https://bitbucket.org/eugene_gff/ogre-dependencies-winrt">https://bitbucket.org/eugene_gff/ogre-dependencies-winrt</a></strong>”. For the <code>Destination Path</code> enter “<strong>C:\Projects\OGRE\WINRT81\Dependencies</strong>”.
<a href="/Media/Default/Windows-Live-Writer/b19290c229c6_854A/image_4.png"><img src="/Media/Default/Windows-Live-Writer/b19290c229c6_854A/image_thumb_1.png" alt="image" title="image"></a></p>
<p>When you click <code>Clone</code>, SourceTree will begin to clone (copy) the source locally.</p>
<p><strong>OR</strong></p>
<p>If you are using the command line Mercurial client, then in your <code>PowerShell</code> window, type the following command:</p>
<pre><code class="lang-bash">hg clone https://bitbucket.org/eugene_gff/ogre-dependencies-winrt C:\Projects\OGRE\WINRT81\Dependencies</code></pre>
<h4>Build the Dependencies</h4>
<p>When that completes, open a <code>File Explorer</code> window and browse to “<strong>C:\Projects\OGRE\WINRT81\Dependencies\src\</strong>” and open the ’OgreDependencies.VS2013.WinRT.sln’ file. Select <code>Build</code>, then <code>Batch Build…</code>, click <code>Select All</code>, finally click <code>Build</code> and everything should complete successfully.</p>
<p><a href="/Media/Default/Windows-Live-Writer/b19290c229c6_854A/image_6.png"><img src="/Media/Default/Windows-Live-Writer/b19290c229c6_854A/image_thumb_2.png" alt="image" title="image"></a></p>
<p>This will take a few minutes to complete even on a fast machine, so be patient. Once the build is complete, you can find all the outputs (.lib) files in the “C:\Projects\OGRE\WINRT81\Dependencies\lib”, e.g “C:\Projects\OGRE\WINRT81\Dependencies\lib\x64\Debug\FreeImaged.lib”.</p>
<p>Once the build completes successfully, you can close the <code>Visual Studio 2013</code> window.</p>
<p>Congratulations, you have completed part one of the quest. But do not bask in the glory of your success for too long, seasoned warrior, for more adventures await you.</p>
<h2>Building OGRE</h2>
<p>Now that the dependencies have been built we can focus on building the core libraries of OGRE. OGRE can be built as either static libs or as DLL’s. To make things simpler at runtime, we will be building OGRE as static libraries, this means that all of the OGRE code will be linked into our games at build time, ideally, this will reduce the amount if time it takes to load our game.</p>
<h4>Clone the OGRE repository</h4>
<p>Open <code>SourceTree</code> again in order to clone the OGRE repository. Click the <code>Clone / New</code> toolbar button again to open the <code>Clone / Add / Create Repository</code> dialog box. This time use “<strong><a href="https://bitbucket.org/sinbad/ogre">https://bitbucket.org/sinbad/ogre</a></strong>” for the <code>Sourcepath / Url</code> field and “<strong>C:\Projects\OGRE\src</strong>” for the <code>Destination Path</code>. Click the <code>Clone</code> button to begin the download of the OGRE source.</p>
<p><a href="/Media/Default/Windows-Live-Writer/b19290c229c6_854A/image_8.png"><img src="/Media/Default/Windows-Live-Writer/b19290c229c6_854A/image_thumb_3.png" alt="image" title="image"></a></p>
<p><strong>OR</strong></p>
<p>If you are using the command line Mercurial Client, then in your PowerShell window, type the following command:</p>
<pre><code class="lang-bash">hg clone https://bitbucket.org/sinbad/ogre C:\Projects\OGRE\src</code></pre>
<h4>Configure the Build</h4>
<p>The next steps we need to build the OGRE libraries for both the Windows 8.1 and Windows Phone 8.1 platforms. The steps are essentially the same but each platform uses different paths and settings. We&#39;ll tackle doing the Windows build first followed by the Windows Phone build.</p>
<blockquote>
<p><strong>TIP:</strong> The next few steps are where things could go wrong. However, it’s also easy to clean up and start again from this point forward. Just delete the “C:\Projects\OGRE\WINRT81\<em>build</em>” folder, where <em>build</em> is either <strong>win</strong> or <strong>phone</strong> which we are about to create, and start again.</p>
</blockquote>
<p>This is the part where we need to use CMake. As I stated earlier, CMake is a build system, and the OGRE project is using it to tailor the solution and project files exactly as we need them for each platform since there can be a lot of variation in how to build for Windows vs MacOS vs Linux. In our case we will want to create build folders for Windows 8.1 and Windows Phone 8.1. As of this writing, CMake and OGRE do not support the new Universal App projects so we will need to keep separate builds for each platform. </p>
<h5>Windows 8.1</h5>
<p><img src="/images/WindowsKey.png" alt="Windows Key" title="Windows Key"> Tap
your Windows key to launch the start screen, and then type “<strong>cmake-gui</strong>” to search for the graphical interface for CMake, which I find a lot easier to use.</p>
<p>In the <code>cmake-gui</code> window, enter “<strong>C:\Projects\OGRE\src</strong>” for the <code>Where is the source code</code> field, and “<strong>C:\Projects\OGRE\WINRT81\win</strong>” for the <code>Where to build the binaries</code> field. Two-thirds of the way down the window you will find a couple of buttons <code>Configure</code> and <code>Generate</code>. Click the <code>Configure</code> button now to allow CMake to figure out what else it needs from you.</p>
<p><a href="CMAKE-WIN81-1.png"><img src="CMAKE-WIN81-1-Thumb.png" alt="image" title="image"></a> </p>
<p><a href="CMAKE-WIN81-2.png" ><img style="display: inline; float: left; margin: 10px 5px 0px 0px; padding: 0px; border: 0px" src="CMAKE-WIN81-2-Thumb.png" align="left" ></a>It will first ask you to create the build folder, click <code>yes</code> and allow it. The next dialog to be displayed is to select which IDE we will be using to edit and compile the OGRE source code in. If you drop the selection down, you can see the list of supported IDE’s. Since we are targeting Windows 8.1, we need to use Visual Studio 2013, so select  <code>Visual Studio 12 2013</code>. Change the default compiler selection to <code>Specify options for cross-compiling</code>. We will use the options to specify the platform and version to build for. Click <code>Next &gt;</code> to open the <code>cross-compiling options</code> dialog. </p>
<p>In the <code>cross-compiling options</code> dialog box, enter “<strong>WindowsStore</strong>” for the <code>Operating System</code> field and “<strong>8.1</strong>” for the <code>Version</code> field. Click <code>Finish</code></p>
<p><img src="CMAKE-WIN81-3.png" alt="image" title="image"></p>
<p><code>CMake</code> will scan your system looking for all the pieces it needs to properly configure your build folders to compile OGRE for the Windows 8.1 platform. The bottom window dispays the output of the various tests and searches that CMake is doing. In the middle it will list any chamged options that it discovers. Do not be concerned about the amount of red lines in the display. CMake displays new or changed entries in red.</p>
<p><a href="CMAKE-WIN81-4.png"><img src="CMAKE-WIN81-4-Thumb.png" alt="image" title="image"></a> </p>
<p>We will make a few adjustments to these options, then re-configure. Near the middle of the list you’ll find an entry called <code>OGRE_DEPENDENCIES_DIR</code> and more than likely it will be blank. We will need to tell CMake where to find the libraries we just built. Select that entry and either type, or browse for “<strong>C:\Projects\OGRE\WINRT81\Dependencies\</strong>”. Now find the entry called <code>OGRE_STATIC</code> and check the box to the right. click <code>Configure</code> again, since we made changes to the settings. Once all the red is gone, click <code>Generate</code> to complete this step.</p>
<h5>Windows Phone 8.1</h5>
<p>Back in the <code>cmake-gui</code> window, enter “<strong>C:\Projects\OGRE\src</strong>” for the <code>Where is the source code</code> field, and “<strong>C:\Projects\OGRE\WINRT81\phone</strong>” for the <code>Where to build the binaries</code> field. The configuration options should clear out from the last time because the &quot;phone&quot; folder doesn&#39;t exist yet. Click the <code>Configure</code> button now to allow CMake to figure out what else it needs.</p>
<p><a href="CMAKE-PHONE81-1.png"><img src="CMAKE-PHONE81-1-Thumb.png" alt="image" title="image"></a> </p>
<p><a href="CMAKE-PHONE81-2.png" ><img style="display: inline; float: left; margin: 10px 5px 0px 0px; padding: 0px; border: 0px" src="CMAKE-PHONE81-2-Thumb.png" align="left" ></a>At the prompt to create the build folder, click <code>yes</code> and allow it. Since we are targeting Windows Phone 8.1, we still need to use Visual Studio 2013, so select  <code>Visual Studio 12 2013</code> and Change the default compiler selection to <code>Specify options for cross-compiling</code> in the next dialog. Just like we did for Windows 8.1, we will use the options to specify the platform and version to build for. Click <code>Next &gt;</code> to open the <code>cross-compiling options</code> dialog. </p>
<p>In the <code>cross-compiling options</code> dialog box, enter “<strong>WindowsPhone</strong>” for the <code>Operating System</code> field and “<strong>8.1</strong>” for the <code>Version</code> field. Click <code>Finish</code></p>
<p><img src="CMAKE-PHONE81-3.png" alt="image" title="image"></p>
<p><code>CMake</code> will, again, scan your system looking for all the pieces it needs to properly configure your build folders to compile OGRE for Windows Phone 8.1.</p>
<p><a href="CMAKE-PHONE81-4.png"><img src="CMAKE-PHONE81-4-Thumb.png" alt="image" title="image"></a> </p>
<p>We will make the same adjustments to these options, then re-configure. Find the entry called <code>OGRE_DEPENDENCIES_DIR</code> and either type, or browse for “<strong>C:\Projects\OGRE\WINRT81\Dependencies\</strong>”. Then, find the entry called <code>OGRE_STATIC</code> and check the box to the right. click <code>Configure</code> again, since we made changes to the settings. Once all the red is gone, click <code>Generate</code> to create the Windows Phone project files.</p>
<p>We are now done with the <code>cmake-gui</code> tool so you can safely close the window.</p>
<h4>Build OGRE libraries</h4>
<p>Just as it took two major steps to configure the OGRE libraries, so too will it take two large steps to compile the libraries. Fortunately since the updates to CMAKE and OGRE this is much easier than it was in the past.</p>
<p>For the Windows 8.1 libraries, open <code>Visual Studio 2013</code>, then open the “<strong>C:\Projects\OGRE\WINRT81\win\ogre.sln</strong>” solution. Right-Click the <code>Solution &#39;OGRE&#39;</code> node in the <code>Solution Explorer</code> toolwindow and select <code>Build Solution</code>. Everything should complete successfully (it takes a while, you may want to take a bio-break).</p>
<p>For the Windows Phone 8.1 libraries, open <code>Visual Studio 2013</code>, then open the “<strong>C:\Projects\OGRE\WINRT81\phone\ogre.sln</strong>” solution. Right-Click the <code>Solution &#39;OGRE&#39;</code> node in the <code>Solution Explorer</code> toolwindow and select <code>Build Solution</code> and everything should complete successfully. If you&#39;ve already taken your bio-break, time to walk the dog or cat or your pet rock.</p>
<blockquote>
<p><strong>NOTE:</strong> As of this writing, there is a bug in the generation of the Windows Phone projects. The <code>Sample_CubeMapping</code> project has a file added that is not needed, you can Right-Click the <code>{file}</code> and select <code>Exclude from Project</code>.</p>
</blockquote>
<h4>Test Your Builds</h4>
<p>Now that you have gone through all this effort, lets make sure that the Samples run correctly. If you have the Windows 8.1 solution still open, tab over to it, otherwise open it back up again. What? You thought we were done?</p>
<p>In the <code>Solution Explorer</code> tool window, find the <code>SampleBrowser</code>, it should be at the bottom, Right-Click it and select <code>Set as Startup Project</code>. You should now be able to run the samples by clicking the button.</p>
<p>Follow the same steps above for the Windows Phone solution. The samples will run in the Windows Phone emulator.</p>
<p><a href="OGRESAMPLES-PHONE81.png"><img src="OGRESAMPLES-PHONE81-Thumb.png" alt="image" title="image"></a>
<a href="OGRESAMPLES-WIN81.png"><img src="OGRESAMPLES-WIN81-Thumb.png" alt="image" title="image"></a> </p>
<h2>Creating a Universal Test Application</h2>
<p>What a long trek! I hope you haven&#39;t given up yet, we are nearing the end, and at last we are at a point where we can begin to use the Universal App templates in Visual Studio 2013.</p>
<p>The first step is to open a new instance of Visual Studio 2013. Then create a new project based on the DirectX Windows Store App project template. You can find this in the <code>New Project</code> dialog box under <code>Visual C++/Windows Store</code>. Make sure you don&#39;t select the <code>DirectX and XAML (Universal Apps)</code> template, I might cover how to use that one in a later post, but for now, we want to use the <code>DirectX App (Universal Apps)</code> project template.</p>
<p><a href="File-NewProject-WindowsStore-DirectXApp.png"><img src="File-NewProject-WindowsStore-DirectXApp.png" alt="image" title="image"></a></p>
<p>I used the name “<strong>OgreUniversalApp</strong>”, feel free to use what ever name you want. You can also put this in any folder that you want, I generally keep my OGRE projects separate from the OGRE builds I am using. Click <code>OK</code> to create the project.</p>
<p>We will use only Debug mode for the purposes of this introduction, but you will need to make similar changes described below for Release mode.</p>
<h4>Windows 8.1</h4>
<p>Right-Click the <code>OgreUniversalApp.Windows (Windows 8.1)</code> project in the <code>Solution Explorer</code> and select <code>Properties</code>.</p>
<p>Open <code>Configuration Properties</code> -> <code>C/C++</code> -> <code>General</code> -> <code>Additional Include Directories</code> and click the <code>…</code> to open the editor window. Add the following entries :</p>
<pre><code class="lang-bash">C:\Projects\OGRE\WINRT81\src\include
C:\Projects\OGRE\WINRT81\src\OgreMain\Include
C:\Projects\OGRE\WINRT81\win\include
C:\Projects\OGRE\WINRT81\src\Components\RTShaderSystem\include
C:\Projects\OGRE\WINRT81\src\RenderSystems\Direct3D11\include
C:\Projects\OGRE\WINRT81\src\PlugIns\OctreeSceneManager\include</code></pre>
<p>Add “<strong>C:\Projects\OGRE\WINRT81\win\lib\debug</strong>” and “<strong>C:\Projects\OGRE\WINRT81\win\Dependencies\lib\x86\Debug</strong>” to <code>Configuration Properties</code> -> <code>Linker</code> -> <code>General</code> -> <code>Additional Library Directories</code></p>
<p>Open <code>Configuration Properties</code> -> <code>Linker</code> -> <code>Input</code> -> <code>Additional Dependencies</code> and click the <code>…</code> to open the editor window. replace the contents with the entries below:</p>
<pre><code class="lang-bash">uuid.lib
dxgi.lib
dxguid.lib
d3dcompiler.lib
d2d1.lib
d3d11.lib
ole32.lib
windowscodecs.lib
dwrite.lib
OgreMainStatic_d.lib
FreeImaged.lib
freetype2311_d.lib
zlibd.lib
zziplibd.lib
RenderSystem_Direct3D11Static_d.lib
OgreRTShaderSystemStatic_d.lib
Plugin_OctreeSceneManagerStatic_d.lib</code></pre>
<h3>Windows Phone 8.1</h3>
<p>Now lets make similar changes to the Windows Phone 8.1 project so that we can compile and run code that uses OGRE. Right-Click the <code>OgreUniversalApp.Windows (Windows 8.1)</code> project in the <code>Solution Explorer</code> and select <code>Properties</code>.
Open <code>Configuration Properties</code> -> <code>C/C++</code> -> <code>General</code> -> <code>Additional Include Directories</code> and click the <code>…</code> to open the editor window. Add the following entries :</p>
<pre><code class="lang-bash">C:\Projects\OGRE\src\include
C:\Projects\OGRE\src\OgreMain\Include
C:\Projects\OGRE\WINRT81\phone\include
C:\Projects\OGRE\src\Components\RTShaderSystem\include
C:\Projects\OGRE\src\RenderSystems\Direct3D11\include
C:\Projects\OGRE\src\PlugIns\OctreeSceneManager\include</code></pre>
<p>Add “<strong>C:\Projects\OGRE\WINRT81\phone\lib\debug</strong>” and “<strong>C:\Projects\OGRE\WINRT81\phone\Dependencies\lib\x86\Debug</strong>” to <code>Configuration Properties</code> -> <code>Linker</code> -> <code>General</code> -> <code>Additional Library Directories</code></p>
<p>Open <code>Configuration Properties</code> -> <code>Linker</code> -> <code>Input</code> -> <code>Additional Dependencies</code> and click the <code>…</code> to open the editor window. replace the contents with the entries below:</p>
<pre><code class="lang-bash">WindowsPhoneCore.lib
RuntimeObject.lib
PhoneAppModelHost.lib
uuid.lib
dxgi.lib
dxguid.lib
d3dcompiler.lib
d2d1.lib
d3d11.lib
windowscodecs.lib
dwrite.lib
OgreMainStatic_d.lib
FreeImaged.lib
freetype2311_d.lib
zlibd.lib
zziplibd.lib
RenderSystem_Direct3D11Static_d.lib
OgreRTShaderSystemStatic_d.lib
Plugin_OctreeSceneManagerStatic_d.lib</code></pre>
<h3>Test the Changes</h3>
<p>Now to test these changes, Open <code>App.h</code> in the <code>OgreApp.Shared</code> project and add :</p>
<pre><code class="lang-cpp">#include “Ogre.h”</code></pre>
<p>at the end of the includes. The project should successful build at this time, if it doesn’t check to make sure you have made the changes above correctly. Run the App in the Windows simulator and Windows Phone Emulator to verify the deployment and linkages are all correct too.</p>
<h3>Creating the OGRE App</h3>
<p>The next few steps are fairly basic OGRE tutorial type things, I am not going to go into a lot of detail here on how OGRE works, There are some great tutorials on the OGRE wiki that you can read through to see what is going on.</p>
<p>We are using the RTShaderGenerator component, which generates and compiles shader programs on the fly. This is only available on Windows and Windows Phone 8.1, not 8.0. The RTShaderGenerator was built to help bridge the gap from DirectX 9 which had a Fixed Function Pipeline and DirectX 10 and later which removed it. It is also very handy to create the needed shaders instead of hand coding them early on in your development process.</p>
<p>To get you’re the started, update the App.h and App.cpp in the <code>OgreUniversalApp.Shared</code> project with the listings below. They are fairly well commented so you should be able to follow the program.</p>
<p>The App is very simple, it will paint the background white, and add a model of the OGRE head in the center of the screen. It’s about as simple as you can get.</p>
<h3>App.h</h3>
<pre><code class="lang-cpp">#pragma once

#include &quot;pch.h&quot;

#include &quot;Ogre.h&quot;
#include &quot;OgreD3D11Plugin.h&quot;
#include &quot;OgreOctreePlugin.h&quot;
#include &quot;OgreRTShaderSystem.h&quot;

#include &quot;ShaderGeneratorTechniqueResolverListener.h&quot;

#include &lt;string&gt;

namespace SampleOgreApp
{
    // Main entry point for our app. Connects the app with the Windows shell and handles application lifecycle events.
    ref class App sealed : public Windows::ApplicationModel::Core::IFrameworkView
    {
    public:
        App();
        virtual ~App();

        // IFrameworkView Methods.
        virtual void Initialize(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView);
        virtual void SetWindow(Windows::UI::Core::CoreWindow^ window);
        virtual void Load(Platform::String^ entryPoint);
        virtual void Run();
        virtual void Uninitialize();

    protected:
        // Application lifecycle event handlers.
        void OnActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args);
        void OnSuspending(Platform::Object^ sender, Windows::ApplicationModel::SuspendingEventArgs^ args);
        void OnResuming(Platform::Object^ sender, Platform::Object^ args);

        // Window event handlers.
        void OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args);
        void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args);
        void OnWindowClosed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CoreWindowEventArgs^ args);

        // DisplayInformation event handlers.
        void OnDpiChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args);
        void OnOrientationChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args);
        void OnDisplayContentsInvalidated(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args);

    private:
        bool m_windowClosed;
        bool m_windowVisible;

        Ogre::Root* mOgreRoot;
        Ogre::RenderWindow* mOgreRenderWindow;

        Ogre::D3D11Plugin* mD3D11Plugin;
        Ogre::OctreePlugin* mOctreePlugin;

        Ogre::RTShader::ShaderGenerator* mShaderGenerator;                       // The Shader generator instance.
        ShaderGeneratorTechniqueResolverListener* mMaterialMgrListener;          // Shader generator material manager listener.

        void CreateShadersForDefaultMaterialsUsingRTSS();

        std::string ConvertPlatformStringToSTDString(Platform::String^ s);
        Platform::String^ ConvertSTDStringToPlatformString(const std::string&amp; s);
    };
}

ref class Direct3DApplicationSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource
{
public:
    virtual Windows::ApplicationModel::Core::IFrameworkView^ CreateView();
};</code></pre>
<h3>App.cpp</h3>
<pre><code class="lang-cpp">#include &quot;pch.h&quot;
#include &quot;App.h&quot;

#include &lt;ppltasks.h&gt;

using namespace SampleOgreApp;

using namespace concurrency;
using namespace Windows::ApplicationModel;
using namespace Windows::ApplicationModel::Core;
using namespace Windows::ApplicationModel::Activation;
using namespace Windows::UI::Core;
using namespace Windows::UI::Input;
using namespace Windows::System;
using namespace Windows::Foundation;
using namespace Windows::Graphics::Display;

// The main function is only used to initialize our IFrameworkView class.
[Platform::MTAThread]
int main(Platform::Array&lt;Platform::String^&gt;^)
{
    auto direct3DApplicationSource = ref new Direct3DApplicationSource();
    CoreApplication::Run(direct3DApplicationSource);
    return 0;
}

IFrameworkView^ Direct3DApplicationSource::CreateView()
{
    return ref new App();
}

App::App() :
m_windowClosed(false),
m_windowVisible(true),
mOgreRoot(nullptr)
{
}

App::~App()
{
    delete mOgreRoot;
}

std::string App::ConvertPlatformStringToSTDString(Platform::String^ s)
{
    // need to convert to narrow (OEM or ANSI) codepage so that fstream can use it 
    // properly on international systems.
    char npath[MAX_PATH];

    // Runtime is modern, narrow calls are widened inside CRT using CP_ACP codepage.
    UINT codepage = CP_ACP;

    if (0 == WideCharToMultiByte(codepage, 0 /* Use default flags */, s-&gt;Data(), -1, npath, sizeof(npath), NULL, NULL))
    {
        throw ref new Platform::FailureException(&quot;Unable to convert Platform string to std::string!&quot;);
    }

    // success
    return std::string(npath);
}

Platform::String^ App::ConvertSTDStringToPlatformString(const std::string&amp; s)
{
    std::vector&lt;wchar_t&gt; wpath(s.length() + 1, &#39;\0&#39;);

    // Runtime is modern, narrow calls are widened inside CRT using CP_ACP codepage.
    UINT codepage = CP_ACP;

    (void)MultiByteToWideChar(codepage, 0, s.data(), s.length(), &amp;wpath[0], wpath.size());

    return ref new Platform::String(&amp;wpath[0]);
}

void App::CreateShadersForDefaultMaterialsUsingRTSS()
{
    // creates shaders for base material BaseWhite using the RTSS
    Ogre::MaterialPtr baseWhite = Ogre::MaterialManager::getSingleton().getByName(&quot;BaseWhite&quot;, Ogre::ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME);
    baseWhite-&gt;setLightingEnabled(false);
    mShaderGenerator-&gt;createShaderBasedTechnique(
        &quot;BaseWhite&quot;,
        Ogre::MaterialManager::DEFAULT_SCHEME_NAME,
        Ogre::RTShader::ShaderGenerator::DEFAULT_SCHEME_NAME);
    mShaderGenerator-&gt;validateMaterial(Ogre::RTShader::ShaderGenerator::DEFAULT_SCHEME_NAME,
        &quot;BaseWhite&quot;);
    if (baseWhite-&gt;getNumTechniques() &gt; 1)
    {
        baseWhite-&gt;getTechnique(0)-&gt;getPass(0)-&gt;setVertexProgram(
            baseWhite-&gt;getTechnique(1)-&gt;getPass(0)-&gt;getVertexProgram()-&gt;getName());
        baseWhite-&gt;getTechnique(0)-&gt;getPass(0)-&gt;setFragmentProgram(
            baseWhite-&gt;getTechnique(1)-&gt;getPass(0)-&gt;getFragmentProgram()-&gt;getName());
    }

    // creates shaders for base material BaseWhiteNoLighting using the RTSS
    mShaderGenerator-&gt;createShaderBasedTechnique(
        &quot;BaseWhiteNoLighting&quot;,
        Ogre::MaterialManager::DEFAULT_SCHEME_NAME,
        Ogre::RTShader::ShaderGenerator::DEFAULT_SCHEME_NAME);
    mShaderGenerator-&gt;validateMaterial(Ogre::RTShader::ShaderGenerator::DEFAULT_SCHEME_NAME,
        &quot;BaseWhiteNoLighting&quot;);
    Ogre::MaterialPtr baseWhiteNoLighting = Ogre::MaterialManager::getSingleton().getByName(&quot;BaseWhiteNoLighting&quot;, Ogre::ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME);
    if (baseWhite-&gt;getNumTechniques() &gt; 1)
    {
        baseWhiteNoLighting-&gt;getTechnique(0)-&gt;getPass(0)-&gt;setVertexProgram(
            baseWhiteNoLighting-&gt;getTechnique(1)-&gt;getPass(0)-&gt;getVertexProgram()-&gt;getName());
        baseWhiteNoLighting-&gt;getTechnique(0)-&gt;getPass(0)-&gt;setFragmentProgram(
            baseWhiteNoLighting-&gt;getTechnique(1)-&gt;getPass(0)-&gt;getFragmentProgram()-&gt;getName());
    }
}

// The first method called when the IFrameworkView is being created.
void App::Initialize(CoreApplicationView^ applicationView)
{
    // Register event handlers for app lifecycle. This example includes Activated, so that we
    // can make the CoreWindow active and start rendering on the window.
    applicationView-&gt;Activated +=
        ref new TypedEventHandler&lt;CoreApplicationView^, IActivatedEventArgs^&gt;(this, &amp;App::OnActivated);

    CoreApplication::Suspending +=
        ref new EventHandler&lt;SuspendingEventArgs^&gt;(this, &amp;App::OnSuspending);

    CoreApplication::Resuming +=
        ref new EventHandler&lt;Platform::Object^&gt;(this, &amp;App::OnResuming);
}

// Called when the CoreWindow object is created (or re-created).
void App::SetWindow(CoreWindow^ window)
{
    window-&gt;SizeChanged +=
        ref new TypedEventHandler&lt;CoreWindow^, WindowSizeChangedEventArgs^&gt;(this, &amp;App::OnWindowSizeChanged);

    window-&gt;VisibilityChanged +=
        ref new TypedEventHandler&lt;CoreWindow^, VisibilityChangedEventArgs^&gt;(this, &amp;App::OnVisibilityChanged);

    window-&gt;Closed +=
        ref new TypedEventHandler&lt;CoreWindow^, CoreWindowEventArgs^&gt;(this, &amp;App::OnWindowClosed);

    DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView();

    currentDisplayInformation-&gt;DpiChanged +=
        ref new TypedEventHandler&lt;DisplayInformation^, Object^&gt;(this, &amp;App::OnDpiChanged);

    currentDisplayInformation-&gt;OrientationChanged +=
        ref new TypedEventHandler&lt;DisplayInformation^, Object^&gt;(this, &amp;App::OnOrientationChanged);

    DisplayInformation::DisplayContentsInvalidated +=
        ref new TypedEventHandler&lt;DisplayInformation^, Object^&gt;(this, &amp;App::OnDisplayContentsInvalidated);

#if (WINAPI_FAMILY == WINAPI_FAMILY_APP)
    // Disable all pointer visual feedback for better performance when touching.
    auto pointerVisualizationSettings = PointerVisualizationSettings::GetForCurrentView();
    pointerVisualizationSettings-&gt;IsContactFeedbackEnabled = false;
    pointerVisualizationSettings-&gt;IsBarrelButtonFeedbackEnabled = false;
#endif

    // OGRE INTIALIZATION - I&#39;ve decided to do this here because we need a CoreWindow handle in order to create the Ogre::RenderWindow object.

    if (mOgreRoot == nullptr)
    {

        // The Ogre Root constructor requires 3 directory paths: Plugin path, config path, log path
        //   1. We don&#39;t want to have any dll&#39;s and have all the libs build staticly, so we can tell Ogre not to look for any plugins by supply a blank string.
        //   2. Similarly, we won&#39;t be using an Ogre.cfg file, so we pass in a blank string.
        //  3. We do want logs produced by Ogre, in case there are some issues that need investigation.  For this we&#39;ll create a file and pass its path to Ogre.

        Ogre::String emptyString = Ogre::BLANKSTRING;

        // Since we are using the CreateFileAsync method, and we need to make sure the file exists before we instantiate Ogre::Root, we have to use the .then functionality 
        // to make the operations go in order
        Windows::Storage::StorageFolder^ rootApplicationDataFolder = Windows::Storage::ApplicationData::Current-&gt;LocalFolder;

        auto createFileTask = create_task(rootApplicationDataFolder-&gt;CreateFileAsync(ConvertSTDStringToPlatformString(&quot;Ogre.log&quot;), Windows::Storage::CreationCollisionOption::GenerateUniqueName));
        createFileTask.then([=](Windows::Storage::StorageFile^ ogreLog)
        {
            mOgreRoot = new Ogre::Root(emptyString, emptyString, ConvertPlatformStringToSTDString(ogreLog-&gt;Path));

            // Let&#39;s continue initializing Ogre here, right after instantiating Ogre::Root

            mD3D11Plugin = OGRE_NEW Ogre::D3D11Plugin();
            mOgreRoot-&gt;installPlugin(mD3D11Plugin);

            mOctreePlugin = OGRE_NEW Ogre::OctreePlugin();
            mOgreRoot-&gt;installPlugin(mOctreePlugin);

            // Lets set the Render System for Ogre to use. (The D3D11Plugin we just loaded)
            mOgreRoot-&gt;setRenderSystem(mOgreRoot-&gt;getAvailableRenderers()[0]);

            // Initialize Ogre! (NOTE: We cannot create a Render Window until we have a handle to the CoreWindow of our WinRT app)
            mOgreRoot-&gt;initialise(false, &quot;OGRE Sample Browser&quot;);

            // Create our RenderWindow
            Ogre::NameValuePairList miscParams;
            if (window != nullptr)
            {
                miscParams[&quot;externalWindowHandle&quot;] = Ogre::StringConverter::toString((size_t)reinterpret_cast&lt;void*&gt;(window));
                mOgreRenderWindow = mOgreRoot-&gt;createRenderWindow(&quot;SampleOgreApp RenderWindow&quot;, static_cast&lt;unsigned int&gt;(window-&gt;Bounds.Width), static_cast&lt;unsigned int&gt;(window-&gt;Bounds.Height), false, &amp;miscParams);

                // With the creation of the RenderWindow, the Material manager is initialized.  If you want materials to be parsed, they need to first be declared using Resource Groups.

                // In this example we want to display an ogre head, which is made of a mesh, material, and textures. Lets tell Ogre to locate these resources for us and associate
                // them with the default Resource Group.  We can do this via the addResourceLocation API.

                // Remember that all assets should be added to the project from inside Visual Studio, in the solution explorer.
                // The location of each asset is defined by its &quot;Relative Path&quot;, which can be viewed in the Property window with the asset file selected. (View -&gt; Properties Window)
                // NOTE: Adding filters (folders) to the project and having files in these folders does not indicate their relative path.
                // NOTE: Make sure each file has Content=true for its properties, otherwise it won&#39;t be packaged with the application.

                // All of the resources required for the ogre head are stored in our Assets folder. (D:\Sandbox\SampleOgreApp\SampleOgreApp\Assets)
                // Lets add the relative path to the default resource group.
                Ogre::ResourceGroupManager::getSingleton().addResourceLocation(&quot;.\\Assets\\&quot;, &quot;FileSystem&quot;, Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);

                // Now that we have declared all resource locations we care about, we can initialize our ResourceGroups, and which will parse any scripts such as Materials and programs.
                Ogre::ResourceGroupManager::getSingletonPtr()-&gt;initialiseAllResourceGroups();

                // The RTShader system needs to be used for rendering, since the D3D11 device does not have a fixed function pipeline.
                // Initialization of the RTShader must be called after the RenderWindow is created, as the D3D11 RenderSystem creates the D3D11GpuProgramManager at this time.
                Ogre::RTShader::ShaderGenerator::initialize();
                mShaderGenerator = Ogre::RTShader::ShaderGenerator::getSingletonPtr();

                // Ask for the RTShader System to generate &#39;hlsl&#39; at version 4.0.
                mShaderGenerator-&gt;setTargetLanguage(&quot;hlsl&quot;, 4.0f);

                // By providing the ShaderGenerator with a Cache path, we can re-use shaders. If the required shaders do not exist, they will be built and placed in the cache for future use.
                // If no Cache is specified, the shaders will be built every time they are needed, and stored in a temporary system path.  A good practice would be to set the cache
                // during development, and for submission, bundle the necessary shaders with with the project.
                mShaderGenerator-&gt;setShaderCachePath(ConvertPlatformStringToSTDString(rootApplicationDataFolder-&gt;Path));

                // Create and register the material manager listener if it doesn&#39;t exist yet.
                ShaderGeneratorTechniqueResolverListener* mMaterialMgrListener = new ShaderGeneratorTechniqueResolverListener(mShaderGenerator);
                Ogre::MaterialManager::getSingleton().addListener(mMaterialMgrListener);

                // Create a dummy Scene

                // Re-using code from Ogre tutorial: http://www.ogre3d.org/tikiwiki/tiki-ind ... =Tutorials
                // and from ExampleApplication.h

                Ogre::SceneManager* sm = mOgreRoot-&gt;createSceneManager(Ogre::ST_EXTERIOR_CLOSE, &quot;DummyScene&quot;);
                sm-&gt;setAmbientLight(Ogre::ColourValue(0.5f, 0.5f, 0.5f));

                // Add the SceneManager to the ShaderGenerator so that it can listen for Scene rendering events and configure gpu parameters
                mShaderGenerator-&gt;addSceneManager(sm);

                CreateShadersForDefaultMaterialsUsingRTSS();

                Ogre::Camera* cam = sm-&gt;createCamera(&quot;DummyCam&quot;);
                // Position it at 500 in Z direction
                cam-&gt;setPosition(Ogre::Vector3(0, 0, 500));
                // Look back along -Z
                cam-&gt;lookAt(Ogre::Vector3(0, 0, -300));
                cam-&gt;setNearClipDistance(5);

                Ogre::Viewport* vp = mOgreRenderWindow-&gt;addViewport(cam);
                vp-&gt;setBackgroundColour(Ogre::ColourValue::White);

                Ogre::Entity* ogreHead = sm-&gt;createEntity(&quot;Head&quot;, &quot;ogrehead.mesh&quot;);
                Ogre::SceneNode* headNode = sm-&gt;getRootSceneNode()-&gt;createChildSceneNode(&quot;HeadNode&quot;);
                headNode-&gt;attachObject(ogreHead);

                Ogre::Light* light = sm-&gt;createLight(&quot;MainLight&quot;);
                light-&gt;setPosition(20, 80, 50);
            }
        });
    }
}

// Initializes scene resources, or loads a previously saved app state.
void App::Load(Platform::String^ entryPoint)
{
}

// This method is called after the window becomes active.
void App::Run()
{
    // Let&#39;s wait until Ogre has been initialized..
    while (mOgreRoot == nullptr)
        CoreWindow::GetForCurrentThread()-&gt;Dispatcher-&gt;ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);

    while (!m_windowClosed)
    {
        if (m_windowVisible)
        {
            CoreWindow::GetForCurrentThread()-&gt;Dispatcher-&gt;ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);

            // Perform game-logic update

            // Render
            mOgreRoot-&gt;renderOneFrame();
        }
        else
        {
            CoreWindow::GetForCurrentThread()-&gt;Dispatcher-&gt;ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
        }
    }
}

// Required for IFrameworkView.
// Terminate events do not cause Uninitialize to be called. It will be called if your IFrameworkView
// class is torn down while the app is in the foreground.
void App::Uninitialize()
{
}

// Application lifecycle event handlers.

void App::OnActivated(CoreApplicationView^ applicationView, IActivatedEventArgs^ args)
{
    // Run() won&#39;t start until the CoreWindow is activated.
    CoreWindow::GetForCurrentThread()-&gt;Activate();
}

void App::OnSuspending(Platform::Object^ sender, SuspendingEventArgs^ args)
{
    // Save app state asynchronously after requesting a deferral. Holding a deferral
    // indicates that the application is busy performing suspending operations. Be
    // aware that a deferral may not be held indefinitely. After about five seconds,
    // the app will be forced to exit.
    SuspendingDeferral^ deferral = args-&gt;SuspendingOperation-&gt;GetDeferral();

    create_task([this, deferral]()
    {
        // Insert your code here.

        deferral-&gt;Complete();
    });
}

void App::OnResuming(Platform::Object^ sender, Platform::Object^ args)
{
    // Restore any data or state that was unloaded on suspend. By default, data
    // and state are persisted when resuming from suspend. Note that this event
    // does not occur if the app was previously terminated.

    // Insert your code here.
}

// Window event handlers.

void App::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEventArgs^ args)
{
}

void App::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args)
{
    m_windowVisible = args-&gt;Visible;
}

void App::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args)
{
    m_windowClosed = true;
}

// DisplayInformation event handlers.

void App::OnDpiChanged(DisplayInformation^ sender, Object^ args)
{
}

void App::OnOrientationChanged(DisplayInformation^ sender, Object^ args)
{
}

void App::OnDisplayContentsInvalidated(DisplayInformation^ sender, Object^ args)
{
}</code></pre>
<p>Now add the following file to the project:</p>
<h3>ShaderGeneratorTechniqueResolverListener.h</h3>
<pre><code class="lang-cpp">#include &quot;Ogre.h&quot;
#include &quot;OgreRTShaderSystem.h&quot;

/** This class demonstrates basic usage of the RTShader system.
It sub class the material manager listener class and when a target scheme callback
is invoked with the shader generator scheme it tries to create an equivalent shader
based technique based on the default technique of the given material.
*/
class ShaderGeneratorTechniqueResolverListener : public Ogre::MaterialManager::Listener
{
public:

    ShaderGeneratorTechniqueResolverListener(Ogre::RTShader::ShaderGenerator* pShaderGenerator)
    {
        mShaderGenerator = pShaderGenerator;
    }

    /** This is the hook point where shader based technique will be created.
    It will be called whenever the material manager won&#39;t find appropriate technique
    that satisfy the target scheme name. If the scheme name is out target RT Shader System
    scheme name we will try to create shader generated technique for it.
    */
    virtual Ogre::Technique* handleSchemeNotFound(unsigned short schemeIndex,
        const Ogre::String&amp; schemeName, Ogre::Material* originalMaterial, unsigned short lodIndex,
        const Ogre::Renderable* rend)
    {
        Ogre::Technique* generatedTech = NULL;

        // Case this is the default shader generator scheme.
        if (schemeName == Ogre::RTShader::ShaderGenerator::DEFAULT_SCHEME_NAME)
        {
            bool techniqueCreated;

            // Create shader generated technique for this material.
            techniqueCreated = mShaderGenerator-&gt;createShaderBasedTechnique(
                originalMaterial-&gt;getName(),
                Ogre::MaterialManager::DEFAULT_SCHEME_NAME,
                schemeName);

            // Case technique registration succeeded.
            if (techniqueCreated)
            {
                // Force creating the shaders for the generated technique.
                mShaderGenerator-&gt;validateMaterial(schemeName, originalMaterial-&gt;getName());

                // Grab the generated technique.
                Ogre::Material::TechniqueIterator itTech = originalMaterial-&gt;getTechniqueIterator();

                while (itTech.hasMoreElements())
                {
                    Ogre::Technique* curTech = itTech.getNext();

                    if (curTech-&gt;getSchemeName() == schemeName)
                    {
                        generatedTech = curTech;
                        break;
                    }
                }
            }
        }

        return generatedTech;
    }

protected:
    Ogre::RTShader::ShaderGenerator*        mShaderGenerator;                       // The shader generator instance.
};</code></pre>
<h3>Add the Content</h3>
<p>The last step before you can actually run this App as a Store App, is too add the content to the project’s Asset folder. Most of the files we will need are related to the RTShader system. There are then a couple of files needed to display the OGRE head model. Find each of the files listed below, and copy them to the <code>OgreApp\Assets</code> folder, which will be under your App’s project folder.</p>
<h4>Files to copy</h4>
<p>All of these files are relative to the <code>C:\Projects\OGRE\src\Samples\Media\</code> folder</p>
<pre><code class="lang-bash">RTShaderLib\\HLSL\\FFPLib\_Common.hlsl
RTShaderLib\\HLSL\\FFPLib\_Fog.hlsl
RTShaderLib\\HLSL\\FFPLib\_Lighting.hlsl
RTShaderLib\\HLSL\\FFPLib\_Texturing.hlsl
RTShaderLib\\HLSL\\FFPLib\_Transform.hlsl
models\\ogrehead.mesh
material\\scripts\\Ogre.material
materials\\textures\\GreenSkin.jpg
materials\\textures\\spheremap.png
materials\\textures\\tusk.jpg</code></pre>
<p>Because these files are content and not files that need to be built, we need to tell Visual Studio to ignore them and just copy them to the output folder. To do this, Right-Click the <code>Assets</code> folder and select <code>Add</code> -&gt; <code>Existing Item…</code> from the context menu, Then select all of the files listed above and click <code>Add</code>. This will add them to the project, now select each of them in the <code>Solution Explorer</code> window in Visual Studio and Right-Click and select <code>Properties</code>. Set the <code>Content</code> field to <code>Yes</code> and the <code>Item Type</code> field to <code>Does not participate in build</code>.</p>
<p><a href="/Media/Default/Windows-Live-Writer/b19290c229c6_854A/image_24.png"><img src="/Media/Default/Windows-Live-Writer/b19290c229c6_854A/image_thumb_11.png" alt="image" title="image"></a></p>
<h3>Build &amp; Run</h3>
<p>Make sure you made the changes correctly, build the project, you can now run the app and bask in the glory that is OGRE!</p>
<p><a href="/Media/Default/Windows-Live-Writer/b19290c229c6_854A/image_22.png"><img src="/Media/Default/Windows-Live-Writer/b19290c229c6_854A/image_thumb_10.png" alt="image" title="image"></a></p>
<h2>Wrapping it up</h2>
<p>In this article we accomplished the goal of getting a sample application configured to use the OGRE library to render a model on the screen in a Universal Windows Store App. To accomplish this amazing feat we had to first compile the OGRE dependencies, then compile OGRE itself. Finally we created an App to display the OGRE Head model.</p>
]]></content>
  </entry>
  
  <entry>
    <title>Boston Code Camp 22 Schedule is now available</title>
    <link href="http://michaelcummings.net/mathoms/boston-code-camp-22-schedule"/>
    <updated>2014-11-11T19:00:00.000Z</updated>
    <id>tag:michaelcummings.net,2014-11-11,/mathoms/boston-code-camp-22-schedule</id>
    <content type="html"><![CDATA[<h2>Boston Code Camp 22 Schedule</h2>
<p><img src="http://www.bostoncodecamp.com/Content/images/header-bground.jpg" alt="">
View the <a href="http://www.bostoncodecamp.com/CC22/Schedule/Agenda">Agenda</a> to
see Boston Code Camp 22 at a glance. View the <a href="http://www.bostoncodecamp.com/CC22/Schedule/Rooms">Session Schedule by
Room</a> to see the
schedule for all rooms.</p>
<p>Details are subject to change. But you already knew that.</p>
<h2>Saturday, November 22, 2014</h2>
<h3>8:00 AM – 8:30 AM Registration, Coffee and Donuts</h3>
<h3>8:30 AM – 8:50 AM Welcome Session (Horace Mann)</h3>
<h3>9:00 AM – 10:10 AM Session 1</h3>
<p><a href="http://ww.bostoncodecamp.com/CC22/Sessions/Details/12200"><strong>A Faster Horse. Skills for understanding the difference between customer needs and what they ask for.</strong></a> <a href="http://www.bostoncodecamp.com/CC22/Presenters/Details/13173"><code>Joan Wortman</code></a> <em><a href="http://www.bostoncodecamp.com/CC22/Schedule/Room/1038">fl 1: Adams (seats 20)</a></em></p>
<p><a href="http://www.bostoncodecamp.com/CC22/Sessions/Details/11194"><strong>Software Delivery Metrics That Matter</strong></a> <a href="http://www.bostoncodecamp.com/CC22/Presenters/Details/11170"><code>Barrett Simms</code></a> <em><a href="http://www.bostoncodecamp.com/CC22/Schedule/Room/1040">fl 1: Attucks (seats 20)</a></em></p>
<p><a href="http://www.bostoncodecamp.com/CC22/Sessions/Details/12201"><strong>Secure Asp.net MVC Application with Asp.net Identity</strong></a> <a href="http://www.bostoncodecamp.com/CC22/Presenters/Details/13174"><code>Changde Wu</code></a> <em><a href="http://www.bostoncodecamp.com/CC22/Schedule/Room/1041">fl 1: Deborah Sampson (seats 36)</a></em></p>
<p><a href="http://www.bostoncodecamp.com/CC22/Sessions/Details/12205"><strong>Cloud First - Applying Lean Engineering to Modern Application Development</strong></a> <a href="http://www.bostoncodecamp.com/CC22/Presenters/Details/13179"><code>Bob Familiar</code></a> <em><a href="http://www.bostoncodecamp.com/CC22/Schedule/Room/1042">fl 1: Horace Mann (seats 100)</a></em></p>
<p><a href="http://www.bostoncodecamp.com/CC22/Sessions/Details/12209"><strong>Roslyn and the future of .NET languages</strong></a> <a href="http://www.bostoncodecamp.com/CC22/Presenters/Details/12172"><code>John Bowen</code></a> <em><a href="http://www.bostoncodecamp.com/CC22/Schedule/Room/1043">fl 1: Thomas Paul (seats 40)</a></em></p>
<h3>10:20 AM – 11:30 AM Session 2</h3>
<p><a href="http://www.bostoncodecamp.com/CC22/Sessions/Details/12208"><strong>Coding Your Presentation – Three Rules to Make Your Talk More Interesting</strong></a> <a href="http://www.bostoncodecamp.com/CC22/Presenters/Details/13171"><code>Rick Pollak</code></a> <a href="http://www.bostoncodecamp.com/CC22/Schedule/Room/1038">fl 1: Adams (seats 20)</a></p>
<p><a href="http://www.bostoncodecamp.com/CC22/Sessions/Details/10211"><strong>Introduction to Workflow Manager</strong></a> <a href="http://www.bostoncodecamp.com/CC22/Presenters/Details/11178"><code>Bob German</code></a> <a href="http://www.bostoncodecamp.com/CC22/Schedule/Room/1040">fl 1: Attucks (seats 20)</a></p>
<p><a href="http://www.bostoncodecamp.com/CC22/Sessions/Details/12211"><strong>All About Routing in an ASP.Net Web API 2 Application</strong></a> <a href="http://www.bostoncodecamp.com/CC22/Presenters/Details/13182"><code>Chris Pels</code></a> <a href="http://www.bostoncodecamp.com/CC22/Schedule/Room/1041">fl 1: Deborah Sampson (seats 36)</a></p>
<p><a href="http://www.bostoncodecamp.com/CC22/Sessions/Details/10195"><strong>Cross Platform Mobile Development with Xamarin Forms</strong></a> <a href="http://www.bostoncodecamp.com/CC22/Presenters/Details/11168"><code>Jesse Liberty</code></a> <a href="http://www.bostoncodecamp.com/CC22/Schedule/Room/1042">fl 1: Horace Mann (seats 100)</a></p>
<p><a href="http://www.bostoncodecamp.com/CC22/Sessions/Details/12204"><strong>Intro to Azure Media Services</strong></a> <a href="http://www.bostoncodecamp.com/CC22/Presenters/Details/13177"><code>Gavin Bauman</code></a> <a href="http://www.bostoncodecamp.com/CC22/Schedule/Room/1043">fl 1: Thomas Paul (seats 40)</a></p>
<h3>11:40 AM – 12:50 PM Session 3</h3>
<p><a href="http://www.bostoncodecamp.com/CC22/Sessions/Details/10194"><strong>An introduction to 2D Game Development with Unity</strong></a> <a href="http://www.bostoncodecamp.com/CC22/Presenters/Details/11167"><code>John Bubriski</code></a> <a href="http://www.bostoncodecamp.com/CC22/Schedule/Room/1038">fl 1: Adams (seats 20)</a></p>
<p><a href="http://www.bostoncodecamp.com/CC22/Sessions/Details/12210"><strong>Avoiding Common Security Issues with ASP.NET MVC and Web API Applications</strong></a> <a href="http://www.bostoncodecamp.com/CC22/Presenters/Details/12169"><code>Robert Hurlbut</code></a> <a href="http://www.bostoncodecamp.com/CC22/Schedule/Room/1040">fl 1: Attucks (seats 20)</a></p>
<p><a href="http://www.bostoncodecamp.com/CC22/Sessions/Details/12207"><strong>Automating Office 365 with PowerShell</strong></a> <a href="http://www.bostoncodecamp.com/CC22/Presenters/Details/13181"><code>Mark Candelora</code></a> <a href="http://www.bostoncodecamp.com/CC22/Schedule/Room/1041">fl 1: Deborah Sampson (seats 36)</a></p>
<p><a href="http://www.bostoncodecamp.com/CC22/Sessions/Details/10205"><strong>Angular JS - Creating Super Web Apps without a cape</strong></a> <a href="http://www.bostoncodecamp.com/CC22/Presenters/Details/11175"><code>Phil Denoncourt</code></a> <a href="http://www.bostoncodecamp.com/CC22/Schedule/Room/1042">fl 1: Horace Mann (seats 100)</a></p>
<p><a href="http://www.bostoncodecamp.com/CC22/Sessions/Details/12206"><strong>Intro to Azure Mobile Services</strong></a> <a href="http://www.bostoncodecamp.com/CC22/Presenters/Details/13180"><code>Jeremy Hutchinson</code></a> <a href="http://www.bostoncodecamp.com/CC22/Schedule/Room/1043">fl 1: Thomas Paul (seats 40)</a></p>
<h3>12:50 PM – 1:30 PM Lunch</h3>
<h3>1:00 PM – 1:30 PM Lunch Session (Horace Mann)</h3>
<h3>1:40 PM – 2:50 PM Session 4</h3>
<p><a href="http://www.bostoncodecamp.com/CC22/Sessions/Details/10197"><strong>Let&#39;s Build: a 2d Game Engine in Canvas + JavaScript</strong></a> <a href="http://www.bostoncodecamp.com/CC22/Presenters/Details/11169"><code>Jared Barboza</code></a> <a href="http://www.bostoncodecamp.com/CC22/Schedule/Room/1038">fl 1: Adams (seats 20)</a></p>
<p><a href="http://www.bostoncodecamp.com/CC22/Sessions/Details/11199"><strong>Increase Your App’s Responsiveness with ReactiveUI</strong></a> <a href="http://www.bostoncodecamp.com/CC22/Presenters/Details/12171"><code>Oren Novotny</code></a> <a href="http://www.bostoncodecamp.com/CC22/Schedule/Room/1040">fl 1: Attucks (seats 20)</a></p>
<p><a href="http://www.bostoncodecamp.com/CC22/Sessions/Details/10202"><strong>DevOps/CD tool chains</strong></a> <a href="http://www.bostoncodecamp.com/CC22/Presenters/Details/11173"><code>Igor Moochnick</code></a> <a href="http://www.bostoncodecamp.com/CC22/Schedule/Room/1041">fl 1: Deborah Sampson (seats 36)</a></p>
<p><a href="http://www.bostoncodecamp.com/CC22/Sessions/Details/11195"><strong>AngularJS / MVC 5 / Web API 2 - Building a Hybrid Web Application (Part 1)</strong></a> <a href="http://www.bostoncodecamp.com/CC22/Presenters/Details/12168"><code>Bob Goodearl</code></a> <a href="http://www.bostoncodecamp.com/CC22/Schedule/Room/1042">fl 1: Horace Mann (seats 100)</a></p>
<p><a href="http://www.bostoncodecamp.com/CC22/Sessions/Details/10203"><strong>Failing in Your First Major Cloud Project - a How To Guide</strong></a> <a href="http://www.bostoncodecamp.com/CC22/Presenters/Details/11174"><code>Bill Wilder</code></a> <a href="http://www.bostoncodecamp.com/CC22/Schedule/Room/1043">fl 1: Thomas Paul (seats 40)</a></p>
<h3>3:00 PM – 4:10 PM Session 5</h3>
<p><a href="http://www.bostoncodecamp.com/CC22/Sessions/Details/10198"><strong>T-SQL for Application Developers - Attendees chose</strong></a> <a href="http://www.bostoncodecamp.com/CC22/Presenters/Details/11171"><code>Kevin Goff</code></a> <a href="http://www.bostoncodecamp.com/CC22/Schedule/Room/1038">fl 1: Adams (seats 20)</a></p>
<p><a href="http://www.bostoncodecamp.com/CC22/Sessions/Details/10200"><strong>Ground Zero: Implementing DW and BI from scratch, a deep dive into the steps to success</strong></a> <a href="http://www.bostoncodecamp.com/CC22/Presenters/Details/11172"><code>Matthias Bannach</code></a> <a href="http://www.bostoncodecamp.com/CC22/Schedule/Room/1040">fl 1: Attucks (seats 20)</a></p>
<p><a href="http://www.bostoncodecamp.com/CC22/Sessions/Details/10207"><strong>Mastering JavaScript Promises</strong></a> <a href="http://www.bostoncodecamp.com/CC22/Presenters/Details/11176"><code>Larry Spencer</code></a> <a href="http://www.bostoncodecamp.com/CC22/Schedule/Room/1041">fl 1: Deborah Sampson (seats 36)</a></p>
<p><a href="http://www.bostoncodecamp.com/CC22/Sessions/Details/12202"><strong>Single sign-on and Web API security with OpenID Connect using Thinktecture IdentityServer v3</strong></a> <a href="http://www.bostoncodecamp.com/CC22/Presenters/Details/13175"><code>Brock Allen</code></a> <a href="http://www.bostoncodecamp.com/CC22/Schedule/Room/1042">fl 1: Horace Mann (seats 100)</a></p>
<p><a href="http://www.bostoncodecamp.com/CC22/Sessions/Details/11198"><strong>Infrastructure as a Service - Azure vs Amazon</strong></a> <a href="http://www.bostoncodecamp.com/CC22/Presenters/Details/12170"><code>Udaiappa Ramachandran</code></a> <a href="http://www.bostoncodecamp.com/CC22/Schedule/Room/1043">fl 1: Thomas Paul (seats 40)</a></p>
<h3>4:20 PM – 5:30 PM Session 6</h3>
<p><a href="http://www.bostoncodecamp.com/CC22/Sessions/Details/10210"><strong>Effective use of temporary tables</strong></a> <a href="http://www.bostoncodecamp.com/CC22/Presenters/Details/11177"><code>John Miner</code></a> <a href="http://www.bostoncodecamp.com/CC22/Schedule/Room/1038">fl 1: Adams (seats 20)</a></p>
<p><a href="http://www.bostoncodecamp.com/CC22/Sessions/Details/12199"><strong>Programming the Pebble Smart Watch - An introduction</strong></a> <a href="http://www.bostoncodecamp.com/CC22/Presenters/Details/13172"><code>Frederic Torres</code></a> <a href="http://www.bostoncodecamp.com/CC22/Schedule/Room/1040">fl 1: Attucks (seats 20)</a></p>
<p><a href="http://www.bostoncodecamp.com/CC22/Sessions/Details/10206"><strong>Typescript - making JavaScript safe</strong></a> <a href="http://www.bostoncodecamp.com/CC22/Presenters/Details/11175"><code>Phil Denoncourt</code></a> <a href="http://www.bostoncodecamp.com/CC22/Schedule/Room/1041">fl 1: Deborah Sampson (seats 36)</a></p>
<p><a href="http://www.bostoncodecamp.com/CC22/Sessions/Details/11196"><strong>AngularJS / MVC 5 / Web API 2 - Securing a Hybrid Web Application (Part 2)</strong></a> <a href="http://www.bostoncodecamp.com/CC22/Presenters/Details/12169"><code>Robert Hurlbut</code></a> <a href="http://www.bostoncodecamp.com/CC22/Schedule/Room/1042">fl 1: Horace Mann (seats 100)</a></p>
<p><a href="http://www.bostoncodecamp.com/CC22/Sessions/Details/12203"><strong>Customize the deployment of your Azure Website</strong></a> <a href="http://www.bostoncodecamp.com/CC22/Presenters/Details/13176"><code>Michael Cummings</code></a> <a href="http://www.bostoncodecamp.com/CC22/Schedule/Room/1043">fl 1: Thomas Paul (seats 40)</a></p>
<h3>5:40 PM – 6:10 PM Closing Session (Horace Mann)</h3>
<h2>Additional Schedule Listings</h2>
<ul>
<li><a href="http://www.bostoncodecamp.com/CC22/Schedule/Agenda">Agenda</a></li>
<li><a href="http://www.bostoncodecamp.com/CC22/Schedule/Rooms">Session Schedule by Room</a></li>
<li><a href="http://www.bostoncodecamp.com/CC22/Schedule/SessionGrid">Session Grid</a></li>
<li><a href="http://www.bostoncodecamp.com/CC22/Schedule/RoomLayout">Room Layout</a></li>
</ul>
<h2>Attendee Registration</h2>
<ul>
<li><a href="http://bostoncodecamp22.eventbrite.com/">Register to attend</a></li>
</ul>
<h2><a href="http://www.bostoncodecamp.com/CC22/Sponsors">Sponsors</a></h2>
<p>Become a sponsor to ! Please view our <a href="http://ccboston.blob.core.windows.net/ccmisc/BostonCodeCampSponsorship2.pdf">sponsorship opportunities</a> (PDF) for complete details.</p>
<h2>Individual Contributions</h2>
<p><a href="http://www.bostoncodecamp.com/CC22/Volunteers/Index">Individual contributions</a> of time or in-kind support are welcomed!</p>
]]></content>
  </entry>
  
  <entry>
    <title>Session submission open for Boston Code Camp 22</title>
    <link href="http://michaelcummings.net/mathoms/Session-submission-open-for-boston-code-camp-22"/>
    <updated>2014-10-29T22:00:00.000Z</updated>
    <id>tag:michaelcummings.net,2014-10-29,/mathoms/Session-submission-open-for-boston-code-camp-22</id>
    <content type="html"><![CDATA[<p><img src="http://www.bostoncodecamp.com/Content/images/header-bground.jpg" alt=""></p>
<h3>Event : Boston Code Camp 22</h3>
<h3>When : Saturday, November 22, 2014</h3>
<p>We are open to a wide variety of technical presentations, including, but not limited to, the following topic areas: </p>
<ul>
<li>The Cloud<ul>
<li>(Azure development, hybrid systems, security, Amazon AWS, CQRS, etc.)</li>
</ul>
</li>
<li>Data<ul>
<li>(SQL Server, MySQL, NoSQL, Entity Framework, &quot;Big Data&quot;, Hadoop, etc.)</li>
</ul>
</li>
<li>Development Tools and Methodologies<ul>
<li>(VS2012, SCC/Git, Agile, SCRUM, PowerShell, etc.)</li>
</ul>
</li>
<li>Client App Development<ul>
<li>(Win8 UI/Metro, WPF, WinRT, asynch, etc.)</li>
</ul>
</li>
<li>Web Development - Client<ul>
<li>(HTML 5, jQuery-Mobile, JSON, CSS, Razor, etc.)</li>
</ul>
</li>
<li>Web Development - Server<ul>
<li>(WinServer 2012, scalability, asynch, MVC, .NET 4.5, PHP, etc.)</li>
</ul>
</li>
<li>Mobile Development<ul>
<li>(MonoTouch, Win8, etc.)</li>
</ul>
</li>
<li>ALT.NET<ul>
<li>(node.js, etc.)</li>
</ul>
</li>
</ul>
<p>Sessions submitted are not guaranteed to be presented, the final selection of sessions for the event will occur shortly after the session submission period closes at end of day on Fri, Oct 31 and will be published by end of day on Tue, Nov 04. </p>
<p>The event organizers goal is to include a diverse selection of presenters and topics, so make sure you get your submission in!</p>
<p>A <a href="http://www.bostoncodecamp.com/CC22/Sessions">current list of sessions</a> can be found on the <a href="http://bostoncodecamp.com">Boston Code Camp website</a>.</p>
]]></content>
  </entry>
  
  <entry>
    <title>Hacking Pediatrics</title>
    <link href="http://michaelcummings.net/mathoms/hacking-pediatrics"/>
    <updated>2014-10-06T15:48:36.000Z</updated>
    <id>tag:michaelcummings.net,2014-10-06,/mathoms/hacking-pediatrics</id>
    <content type="html"><![CDATA[<p>In October 2013, Hacking Pediatrics held the first hackathon ever focused on pediatric healthcare. It was sponsored by Boston Children&#39;s Hospital in collaboration with MIT&#39;s H@cking Medicine. In under 36 hours, 16 teams brought to life incredible ideas that will change the lives of children and their families and we are doing it again this year. Hacking Pediatrics Hackathon 2.0 will once again bring together the most innovative minds to disrupt pediatric healthcare.</p>
<p><em>The 2014 hackathon will be held October 17th -19th at the Microsoft NERD Center in Cambridge, MA.</em></p>
<p><a href="https://docs.google.com/forms/d/1HF6MAAMfM4a7xSYOuarKyaJI169ySI-FBLhXraSenX0/viewform">Click here to apply</a></p>
<p>The Deadline to apply is October 10th! so make sure you apply and I&#39;ll see you there!</p>
]]></content>
  </entry>
  
  <entry>
    <title>Visual Studio Tools for Unity released!</title>
    <link href="http://michaelcummings.net/mathoms/visual-studio-tools-for-unity-released"/>
    <updated>2014-07-30T11:56:19.000Z</updated>
    <id>tag:michaelcummings.net,2014-07-30,/mathoms/visual-studio-tools-for-unity-released</id>
    <content type="html"><![CDATA[<p>Today the <a href="http://blogs.msdn.com/b/visualstudio/archive/2014/07/29/visual-studio-tools-for-unity-1-9.aspx">Visual Studio team</a> released the Visual Studio Tools for Unity add-on (formerly known as UnityVS). VSTU is Microsoft’s free Visual Studio add-on that enables a rich programming and debugging experience for working with the <a href="http://unity3d.com/">Unity gaming tools and platform</a>. This is our first release since <a href="http://blogs.msdn.com/b/somasegar/archive/2014/07/02/microsoft-acquires-syntaxtree-creator-of-unityvs-plugin-for-visual-studio.aspx">the acquisition of SyntaxTree</a>, and we’re excited to have the opportunity to reach to the Unity community with Visual Studio.</p>
<p>It is now available for download on the Visual Studio Gallery at the following links:</p>
<ul>
<li><strong><a href="http://visualstudiogallery.msdn.microsoft.com/6e536faa-ce73-494a-a746-6a14753015f1">Visual Studio 2010 Tools for Unity</a></strong></li>
<li><strong><a href="http://visualstudiogallery.msdn.microsoft.com/7ab11d2a-f413-4ed6-b3de-ff1d05157714">Visual Studio 2012 Tools for Unity</a></strong></li>
<li><strong><a href="http://visualstudiogallery.msdn.microsoft.com/20b80b8c-659b-45ef-96c1-437828fe7cf2">Visual Studio 2013 Tools for Unity</a></strong></li>
</ul>
<p><a href="http://blogs.msdn.com/cfs-filesystemfile.ashx/__key/communityserver-blogs-components-weblogfiles/00-00-01-29-92/2275.Visual-Studio-Tools-for-Unity-1.9.png"><img title="Visual Studio Tools for Unity 1.9" border="0" alt="Visual Studio Tools for Unity 1.9" src="http://blogs.msdn.com/cfs-file.ashx/__key/communityserver-blogs-components-weblogfiles/00-00-01-29-92-metablogapi/3302.VisualStudioToolsforUnity1.9_5F00_749E74D0.png" width="640" height="211"></a> </p>
<p>Here are the highlights in today’s 1.9 release: </p>
<ul>
<li><strong>Faster debugger.</strong> Attaching and detaching the debugger as well as expanding local variables is now faster.</li>
<li><strong>Faster startup.</strong> Opening VSTU projects is now faster.</li>
<li><strong>Better handling of C# constructs.</strong> The local variables window is now properly populated when debugging iterators or when variables are accessed inside closures.</li>
<li><strong>Start your game and your debugging session in one click.</strong> This feature is one of our most-requested: you can now attach the debugger and start the game by simply changing the debug target. This is only available in Visual Studio 2012 and 2013.</li>
</ul>
<p>And many more new features and bug fixes as you can see in our <a href="http://unityvs.com/documentation/changelog/">changelog</a>. If you have any suggestion for VSTU, please post them on <a href="http://aka.ms/uvunity">UserVoice</a>, and if you encounter any issue please report them through the <a href="http://connect.microsoft.com/visualstudio">Visual Studio Connect site</a>.</p>
]]></content>
  </entry>
  
  <entry>
    <title>Free one year prime[31] Unity plug-ins</title>
    <link href="http://michaelcummings.net/mathoms/free-one-year-prime-31-unity-plug-ins"/>
    <updated>2014-06-17T16:14:45.000Z</updated>
    <id>tag:michaelcummings.net,2014-06-17,/mathoms/free-one-year-prime-31-unity-plug-ins</id>
    <content type="html"><![CDATA[<p><img src="/images/prime31_logo.png" alt="Prime\[31\]"> <a href="http://www.unity3d.com/">Unity</a>, the popular game engine for Windows and Windows Phone, continues to add features that increase developer productivity, making it easier to target the Windows platform with your games. Their most recent <a href="http://unity3d.com/unity/download">Unity 4.5.1 release</a> has better, faster 2D graphics, improved touch screen keyboard support, compass, and a number of bug fixes.  </p>
<p>We are excited about this momentum and have partnered with prime[31], a leading Unity plug-in provider, to bring you their Windows Phone and Windows Store Unity plug-ins, now free for a year. </p>
<p><a href="https://prime31.com/">prime[31]</a>, one of the most popular providers of plug-ins for Windows and Windows Store, make it easier for you to implement in app-purchases, use Live Tiles, monetize via ads, and connect to Azure storage. Starting today, through June 2015, you will be able to get all these plug-ins for free: </p>
<table>
<thead>
<tr>
<th>Functionality provided</th>
<th>Windows Store 8.0 and 8.1</th>
<th>Windows Phone 8.0 *</th>
</tr>
</thead>
<tbody>
<tr>
<td>Handling trial and in-app purchases</td>
<td><a href="https://prime31.com/plugins#win-store">Store plug-in</a></td>
<td><a href="https://prime31.com/plugins#winphone-store">Store plug-in</a></td>
</tr>
<tr>
<td>To get Live tiles, toast notifications</td>
<td><a href="https://prime31.com/plugins#win-essentials">Metro Essentials plug-in</a></td>
<td><a href="https://prime31.com/plugins#winphone-essentials">Metro Essentials plug-in</a></td>
</tr>
<tr>
<td>To give you access to the Microsoft Ad SDK</td>
<td><a href="https://prime31.com/plugins#win-ads">Microsoft ads plug-in</a></td>
<td><a href="https://prime31.com/plugins#winphone-ads">Microsoft ads plug-in</a></td>
</tr>
<tr>
<td>For easy access to Azure storage</td>
<td><a href="https://prime31.com/plugins#win-azure">Microsoft Azure plug-in</a></td>
<td><a href="https://prime31.com/plugins#winphone-azure">Microsoft Azure plug-in</a></td>
</tr>
</tbody>
</table>
<p>* <em>Note that Windows Phone 8.1 support and corresponding free plug-ins will be coming soon.</em> </p>
<p>To take advantage of this offer and get your free plug-ins, visit the <a href="https://prime31.com/plugins">prime[31] website</a>; free plug-ins will be marked as ‘Download Now.’ Please provide your name and email so prime[31] can send you the license, then just import the plug-in into your Unity project.</p>
<p>You can see installation and other information at <a href="https://prime31.com/docs#iosGeneral">Plug-in Documentation</a>. Also visit the prime[31] <a href="https://www.youtube.com/user/prime31studios">YouTube Channel</a> for videos on how to get set up. For technical questions and support, please use the <a href="http://support.prime31.com/">prime[31] support forums</a>. </p>
<p><img src="/images/unity3d_logo.png" alt="Unity 3D"></p>
<p><strong>Don’t forget about the <a href="http://unity3d.com/contest/windows">Unity Developer contest</a> with over $100K USD in prizes. Game submissions will be accepted through July 20, <b>so be sure to download your prime[31] plug-ins and publish your game to have an opportunity to win.</strong></p>
]]></content>
  </entry>
  
  <entry>
    <title>Boston Code Camp 21 Schedule</title>
    <link href="http://michaelcummings.net/mathoms/boston-code-camp-21-schedule"/>
    <updated>2014-06-17T09:34:02.000Z</updated>
    <id>tag:michaelcummings.net,2014-06-17,/mathoms/boston-code-camp-21-schedule</id>
    <content type="html"><![CDATA[<p><img src="http://www.bostoncodecamp.com/Content/images/header-bground.jpg"><br>Wow, I can’t believe it, Code Camp 21 is just around the corner. My first Code Camp was #8, and I started presenting at #9. I’ll be presenting again for Code Camp 21, see my sessions below :  <blockquote><a href="http://www.bostoncodecamp.com/CC21/Sessions/Details/9194">The Story of Bing Apps: Delight Across Multiple Form Factors</a><br> <a href="http://www.bostoncodecamp.com/CC21/Sessions/Details/10190">A Brief Introduction to Xamarin 3.0</a></blockquote>The full schedule follows, you can also view the <a href="http://www.bostoncodecamp.com/CC21/Schedule/Agenda">Agenda</a> to see Boston Code Camp 21 at a glance. View the <a href="http://www.bostoncodecamp.com/CC21/Schedule/Rooms">Session Schedule by Room</a> to see the schedule for all rooms. </p>  <p>Details are subject to change. But you already know that.  <h2>Saturday, June 21, 2014</h2> <h4>8:00 AM - 8:30 AM Registration, Coffee and Donuts</h4> <h4>8:30 AM - 8:50 AM Welcome Session (Horace Mann)</h4> <h4>9:00 AM - 10:10 AM Session 1</h4> <p><a href="http://www.bostoncodecamp.com/CC21/Sessions/Details/10193">Using the ASP.NET MVC Web API in a Multi-Device World</a> - <a href="http://www.bostoncodecamp.com/CC21/Presenters/Details/11166">Chris Pels</a> - <a href="http://www.bostoncodecamp.com/CC21/Schedule/Room/1034">fl 1: Deborah Sampson (seats 36)</a>  <p><a href="http://www.bostoncodecamp.com/CC21/Sessions/Details/7178">Mixing in C# and JavaScript in the same development.</a> - <a href="http://www.bostoncodecamp.com/CC21/Presenters/Details/8150">Frederic Torres</a> - <a href="http://www.bostoncodecamp.com/CC21/Schedule/Room/1033">fl 1: Horace Mann (seats 100)</a>  <p><a href="http://www.bostoncodecamp.com/CC21/Sessions/Details/7183">Mobile Design Patterns</a> - <a href="http://www.bostoncodecamp.com/CC21/Presenters/Details/8149">Dan Hermes</a> - <a href="http://www.bostoncodecamp.com/CC21/Schedule/Room/1035">fl 1: Thomas Paul (seats 40)</a>  <p><a href="http://www.bostoncodecamp.com/CC21/Sessions/Details/7184">Azure 101 OK, Now what?</a> - <a href="http://www.bostoncodecamp.com/CC21/Presenters/Details/8157">Pat Tormey</a> - <a href="http://www.bostoncodecamp.com/CC21/Schedule/Room/1036">fl 10: Commons (enter on 11) (seats 85)</a>  <h4>10:20 AM - 11:30 AM Session 2</h4> <p><a href="http://www.bostoncodecamp.com/CC21/Sessions/Details/8187">Basic Database Programming</a> - <a href="http://www.bostoncodecamp.com/CC21/Presenters/Details/9161">John Miner</a> - <a href="http://www.bostoncodecamp.com/CC21/Schedule/Room/1034">fl 1: Deborah Sampson (seats 36)</a>  <p><a href="http://www.bostoncodecamp.com/CC21/Sessions/Details/7173">AngularJS For .NET Developers</a> - <a href="http://www.bostoncodecamp.com/CC21/Presenters/Details/8151">Jesse Liberty</a> - <a href="http://www.bostoncodecamp.com/CC21/Schedule/Room/1033">fl 1: Horace Mann (seats 100)</a>  <p><a href="http://www.bostoncodecamp.com/CC21/Sessions/Details/7171">Techniques for Cross Platform .Net Development</a> - <a href="http://www.bostoncodecamp.com/CC21/Presenters/Details/8148">Jeremy Hutchinson</a> - <a href="http://www.bostoncodecamp.com/CC21/Schedule/Room/1035">fl 1: Thomas Paul (seats 40)</a>  <p><a href="http://www.bostoncodecamp.com/CC21/Sessions/Details/7176">Pragmatic Azure - What can the Azure Cloud do for me?</a> - <a href="http://www.bostoncodecamp.com/CC21/Presenters/Details/8154">Bill Wilder</a> - <a href="http://www.bostoncodecamp.com/CC21/Schedule/Room/1036">fl 10: Commons (enter on 11) (seats 85)</a>  <h4>11:40 AM - 12:50 PM Session 3</h4> <p><a href="http://www.bostoncodecamp.com/CC21/Sessions/Details/7182">Data in your WebAPI</a> - <a href="http://www.bostoncodecamp.com/CC21/Presenters/Details/8156">Jim Wooley</a> - <a href="http://www.bostoncodecamp.com/CC21/Schedule/Room/1034">fl 1: Deborah Sampson (seats 36)</a>  <p><a href="http://www.bostoncodecamp.com/CC21/Sessions/Details/9189">Building Single Page Applications using Knockoutjs, Durandal and Friends</a> - <a href="http://www.bostoncodecamp.com/CC21/Presenters/Details/10163">Jason Haley</a> - <a href="http://www.bostoncodecamp.com/CC21/Schedule/Room/1033">fl 1: Horace Mann (seats 100)</a>  <p><a href="http://www.bostoncodecamp.com/CC21/Sessions/Details/9187">Be a Git Ninja!</a> - <a href="http://www.bostoncodecamp.com/CC21/Presenters/Details/10161">Yogiraj Aradhye</a> - <a href="http://www.bostoncodecamp.com/CC21/Schedule/Room/1035">fl 1: Thomas Paul (seats 40)</a>&nbsp;</p> <p><a href="http://www.bostoncodecamp.com/CC21/Sessions/Details/8185">Hacking Your Own Website</a> - <a href="http://www.bostoncodecamp.com/CC21/Presenters/Details/8159">Casey Dunham</a> - <a href="http://www.bostoncodecamp.com/CC21/Schedule/Room/1036">fl 10: Commons (enter on 11) (seats 85)</a></p> <h4>12:50 PM - 1:30 PM Lunch (Commons - enter on 11)</h4> <h4>1:00 PM - 1:30 PM Lunch Session</h4> <p><a href="http://www.bostoncodecamp.com/CC21/Sessions/Details/10190">A Brief Introduction to Xamarin 3.0</a> - <a href="http://www.bostoncodecamp.com/CC21/Presenters/Details/10166">Michael Cummings</a> - <a href="http://www.bostoncodecamp.com/CC21/Schedule/Room/1036">fl 10: Commons (enter on 11) (seats 85)</a>  <h4>1:40 PM - 2:50 PM Session 4</h4> <p><a href="http://www.bostoncodecamp.com/CC21/Sessions/Details/7172">A Developer's Introduction to Kentico CMS</a> - <a href="http://www.bostoncodecamp.com/CC21/Presenters/Details/8147">John Bubriski</a> - <a href="http://www.bostoncodecamp.com/CC21/Schedule/Room/1034">fl 1: Deborah Sampson (seats 36)</a>  <p><a href="http://www.bostoncodecamp.com/CC21/Sessions/Details/7177">Pulling Your Website Up By Your Twitter Bootstraps</a> - <a href="http://www.bostoncodecamp.com/CC21/Presenters/Details/8153">Kyle Mitofsky</a> - <a href="http://www.bostoncodecamp.com/CC21/Schedule/Room/1033">fl 1: Horace Mann (seats 100)</a>  <p><a href="http://www.bostoncodecamp.com/CC21/Sessions/Details/10192">A Primer on Visual Studio and the Amazon Web Services SDK</a> - <a href="http://www.bostoncodecamp.com/CC21/Presenters/Details/11165">Karl Schwirz</a> - <a href="http://www.bostoncodecamp.com/CC21/Schedule/Room/1035">fl 1: Thomas Paul (seats 40)</a>  <p><a href="http://www.bostoncodecamp.com/CC21/Sessions/Details/9194">The Story of Bing Apps: Delight Across Multiple Form Factors</a> - <a href="http://www.bostoncodecamp.com/CC21/Presenters/Details/10166">Michael Cummings</a> - <a href="http://www.bostoncodecamp.com/CC21/Schedule/Room/1036">fl 10: Commons (enter on 11) (seats 85)</a>  <p><a href="http://www.bostoncodecamp.com/CC21/Sessions/Details/9188">Almost 5 Years After Going Independent</a> - <a href="http://www.bostoncodecamp.com/CC21/Presenters/Details/10163">Jason Haley</a> - <a href="http://www.bostoncodecamp.com/CC21/Schedule/Room/1037">fl 10: Vitruvius (seats 18)</a>  <h4>3:00 PM - 4:10 PM Session 5</h4> <p><a href="http://www.bostoncodecamp.com/CC21/Sessions/Details/9190">R for C# Developers</a> - <a href="http://www.bostoncodecamp.com/CC21/Presenters/Details/10164">Frank Wu</a> - <a href="http://www.bostoncodecamp.com/CC21/Schedule/Room/1034">fl 1: Deborah Sampson (seats 36)</a>  <p><a href="http://www.bostoncodecamp.com/CC21/Sessions/Details/7185">How to Unit Test JavaScript with Jasmine</a> - <a href="http://www.bostoncodecamp.com/CC21/Presenters/Details/8160">Larry Spencer</a> - <a href="http://www.bostoncodecamp.com/CC21/Schedule/Room/1033">fl 1: Horace Mann (seats 100)</a>  <p><a href="http://www.bostoncodecamp.com/CC21/Sessions/Details/7181">Getting pushy with SignalR and Reactive Extensions</a> - <a href="http://www.bostoncodecamp.com/CC21/Presenters/Details/8156">Jim Wooley</a> - <a href="http://www.bostoncodecamp.com/CC21/Schedule/Room/1035">fl 1: Thomas Paul (seats 40)</a>  <p><a href="http://www.bostoncodecamp.com/CC21/Sessions/Details/9191">WiFi Penetration Testing Using Open Source Tools, Part 1</a> - <a href="http://www.bostoncodecamp.com/CC21/Presenters/Details/10165">Lori Renaldi</a> - <a href="http://www.bostoncodecamp.com/CC21/Schedule/Room/1036">fl 10: Commons (enter on 11) (seats 85)</a>  <h4>4:20 PM - 5:30 PM Session 6</h4> <p><a href="http://www.bostoncodecamp.com/CC21/Sessions/Details/8186">Building your first REAL SharePoint 2013 App</a> - <a href="http://www.bostoncodecamp.com/CC21/Presenters/Details/9160">David Lozzi</a> - <a href="http://www.bostoncodecamp.com/CC21/Schedule/Room/1034">fl 1: Deborah Sampson (seats 36)</a>  <p><a href="http://www.bostoncodecamp.com/CC21/Sessions/Details/7175">Hadouken! Game Development with HTML5 and Javascript</a> - <a href="http://www.bostoncodecamp.com/CC21/Presenters/Details/8152">Mark Lassoff</a> - <a href="http://www.bostoncodecamp.com/CC21/Schedule/Room/1033">fl 1: Horace Mann (seats 100)</a>  <p><a href="http://www.bostoncodecamp.com/CC21/Sessions/Details/7180">Reactive Extensions (Rx) in Action</a> - <a href="http://www.bostoncodecamp.com/CC21/Presenters/Details/8156">Jim Wooley</a> - <a href="http://www.bostoncodecamp.com/CC21/Schedule/Room/1035">fl 1: Thomas Paul (seats 40)</a>  <p><a href="http://www.bostoncodecamp.com/CC21/Sessions/Details/9196">WiFi Penetration Testing Using Open Source Tools, Part 2</a> - <a href="http://www.bostoncodecamp.com/CC21/Presenters/Details/10165">Lori Renaldi</a> - <a href="http://www.bostoncodecamp.com/CC21/Schedule/Room/1036">fl 10: Commons (enter on 11) (seats 85)</a>  <p><a href="http://www.bostoncodecamp.com/CC21/Sessions/Details/10191">BostonCodeCamp.com vNext - How can you get involved?</a> - <a href="http://www.bostoncodecamp.com/CC21/Presenters/Details/11164">Bob Goodearl</a> - <a href="http://www.bostoncodecamp.com/CC21/Schedule/Room/1037">fl 10: Vitruvius (seats 18)</a>  <h4>5:40 PM - 6:10 PM Closing Session (Commons - enter on 11)</h4> <p>&nbsp;</p> <h5>Schedule</h5> <ul> <li><a href="http://www.bostoncodecamp.com/CC21/Schedule/Agenda">Agenda</a>  <li><a href="http://www.bostoncodecamp.com/CC21/Schedule/Index">Session Schedule</a>  <li><a href="http://www.bostoncodecamp.com/CC21/Schedule/Rooms">Session Schedule by Room</a>  <li><a href="http://www.bostoncodecamp.com/CC21/Schedule/SessionGrid">Session Grid</a>  <li><a href="http://www.bostoncodecamp.com/CC21/Schedule/RoomLayout">Room Layout</a></li></ul> <h5>Attendees</h5> <ul> <li><a href="http://bostoncodecamp21.eventbrite.com/">Register to attend</a></li></ul> <h5>Presenters</h5> <ul> <li>(Session submissions are closed.)</li></ul> <h5><a href="http://www.bostoncodecamp.com/CC21/Sponsors">Sponsors</a></h5> <p>Become a sponsor to ! Please view our <a href="http://ccboston.blob.core.windows.net/ccmisc/BostonCodeCampSponsorship2.pdf">sponsorship opportunities</a> (PDF) for complete details.  <h5>Individual Contributions</h5> <p><a href="http://www.bostoncodecamp.com/CC21/Volunteers/Index">Individual contributions</a> of time or in-kind support are welcomed!]]></content>
  </entry>
  
  <entry>
    <title>Get a hands-on demo of a Surface Pro 3!</title>
    <link href="http://michaelcummings.net/mathoms/get-a-hands-on-demo-of-a-surface-pro-3"/>
    <updated>2014-06-04T08:43:39.000Z</updated>
    <id>tag:michaelcummings.net,2014-06-04,/mathoms/get-a-hands-on-demo-of-a-surface-pro-3</id>
    <content type="html"><![CDATA[<p>The Boston area Microsoft Stores are getting their Surface Pro 3 Demo units in this week and you can be one of the first to see the device in action!</p> <p>Join your local Microsoft Store for an exclusive event and get your hands on the new Surface Pro 3. Barely tipping the scales at 1.76 pounds, the new 12-inch Surface Pro 3 has all the power and performance of a premium laptop in a thin and lightweight design. It also comes with the all-new Surface Pen which delivers a natural writing and drawing experience - refreshments provided. Register Today!  <p>Local Events: <p><b>Microsoft Store Boston</b> <p>Shops at Prudential <p>800 Boylston Street Boston, MA 02199 <p>· Friday June 6<sup>th</sup> 12pm - <a href="mailto:alknight@microsoft.com?subject=Meet%20Surface%20Pro%203%20@%20Microsoft%20Boston%206/6%2012pm%20">Register Today</a> <p>· Monday June 9<sup>th</sup> 8am - <a href="mailto:alknight@microsoft.com?subject=Meet%20Surface%20Pro%203%20@%20Microsoft%20Boston%206/9%208am">Register Today</a> <p>· Tuesday June 10<sup>th</sup> 6pm - <a href="mailto:alknight@microsoft.com?subject=Meet%20Surface%20Pro%203%20@%20Microsoft%20Boston%206/10%206pm">Register Today</a> <p><b>Microsoft Store Natick</b> <p>Natick Mall <p>1245 Worcester Street&nbsp; Natick, MA 01760 <p>· Friday June 6<sup>th</sup> 8:30am - <a href="mailto:lisa.casillo@microsoft.com?subject=Meet%20Surface%20Pro%203%20Natick%20Mall%206/6%208:30am">Register Today</a> <p>· Thursday June 12<sup>th</sup> 6:30pm - <a href="mailto:lisa.casillo@microsoft.com?subject=Meet%20Surface%20Pro%203%20Event%20Natick%20Mall%206/12%206:30pm">Register Today</a> <p>· Tuesday June 17<sup>th</sup> - 12pm - <a href="mailto:lisa.casillo@microsoft.com?subject=Meet%20Surface%20Pro%203%20Event%20Natick%20Mall%20%206/17%2012pm">Register Today</a> <p><b>Microsoft Store Burlington</b> <p>Burlington Mall <p>76 Middlesex Turnpike Burlington, MA 01803 <p>· Friday June 6<sup>th</sup> 10am - <a href="mailto:alweinst@microsoft.com?subject=RSVP%20for%20Surface%20Pro%203%20Event%20at%20Burlington%20Microsoft%20Store%206/6%2010am">Register Today</a> <p>· Saturday June 7<sup>th</sup> 12pm - <a href="mailto:alweinst@microsoft.com?subject=RSVP%20to%20Surface%20Pro%203%20Event%20at%20Burlington%20Microsoft%20Store%206/7%2012pm">Register Today</a> <p>· Monday June 9<sup>th</sup> 7pm - <a href="mailto:alwesint@microsoft.com?subject=RSVP%20to%20Surface%20Pro%203%20Event%20at%20Burlington%20Microsoft%20Store%206/9%207pm">Register Today</a> <p><b>Microsoft Store Salem, NH</b> <p>The Mall at Rockingham Park  <p>99 Rockingham Park Blvd Salem, NH 03079 <p>· Monday June 6<sup>th</sup> 8am - <a href="mailto:mdunham@microsoft.com?subject=Meet%20Surface%20Pro%203%20Event%20Salem,%20NH%206/6%208am">Register Today</a> <p>· Tuesday June 10<sup>th</sup> 12pm- <a href="mailto:mdunham@microsoft.com?subject=Meet%20Surface%20Pro%203%20Event%20Salem,%20NH%206/10%2012pm">Register Today</a> <p>· Thursday June 12<sup>th</sup> 6pm - <a href="mailto:mdunham@microsoft.com?subject=Meet%20Surface%20Pro%203%20Event%20Salem,%20NH%206/12%206pm">Register Today</a></p>]]></content>
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