The documentation for printing in JavaScript UWP apps is out of date as it all references MSApp.getHtmlPrintDocumentSource but that method has been replaced by MSApp.getHtmlPrintDocumentSourceAsync since WinPhone
8.1.
Background
Previous to WinPhone 8.1 the WebView's HTML content ran on the UI thread of the app. This is troublesome for rendering arbitrary web content since in the extreme case the JavaScript of some
arbitrary web page might just sit in a loop and never return control to your app's UI. With WinPhone 8.1 we added off thread WebView in which the WebView runs HTML content on a separate UI
thread.
Off thread WebView required changing our MSApp.getHtmlPrintDocumentSource API which could no longer synchronously produce an HtmlPrintDocumentSource. With WebViews running on their own threads it
may take some time for them to generate their print content for the HtmlPrintDocumentSource and we don't want to hang the app's UI thread in the interim. So the MSApp.getHtmlPrintDocumentSource
API was replaced with MSApp.getHtmlPrintDocumentSourceAsync which returns a promise the resolved value of which is the eventual HtmlPrintDocumentSource.
Sample
However, the usage of the API is otherwise unchanged. So in sample code you see referencing MSApp.getHtmlPrintDocumentSource the sample code is still reasonable but you need to call
MSApp.getHtmlPrintDocumentSourceAsync instead and wait for the promise to complete. For example the PrintManager docs has an example implementing a PrintTaskRequested event handler in a JavaScript UWP app.
function onPrintTaskRequested(printEvent) { var printTask = printEvent.request.createPrintTask("Print Sample", function (args) { args.setSource(MSApp.getHtmlPrintDocumentSource(document)); });
Instead we need to obtain a deferral in the event handler so we can asynchronously wait for getHtmlPrintDocumentSourceAsync to complete:
A Slower Speed of Light Official Trailer — MIT Game Lab (by Steven Schirra)
“A Slower Speed of Light is a first-person game in which players navigate a 3D space while picking up orbs that reduce the speed of light in increments. A custom-built, open-source relativistic
graphics engine allows the speed of light in the game to approach the player’s own maximum walking speed. Visual effects of special relativity gradually become apparent to the player, increasing
the challenge of gameplay. These effects, rendered in realtime to vertex accuracy, include the Doppler effect; the searchlight effect; time dilation; Lorentz transformation; and the runtime
effect.
That couch catching your eye in the 2013 edition of IKEA’s new catalog may not be a couch at all. It is likely the entire living room was created by a graphic artist. In fact, much of the
furniture and settings in the 324-page catalog are simply a collection of pixels and polygons arranged on a computer.
The New Super Mario Bros. Wii is a great game. Its the fun of old school Mario with the addition of great graphics and the kind of multiplayer I've wanted for Mario since playing the original as a
child: its got up to four player simultaneous cooperative multiplayer. I recommend it to anyone who has enjoyed Mario in the past. Watch this amazing video of level 1-3 you can unlock in the game.
As noted elsewhere, multiple players attempting to navigate platforms, grab power ups, and throw turtle shells creates new
challenges but along with that there's new ways to be incredibly cheap.
Jumping Higher
A second player means a head one can jump on to reach higher locations. Jump on your friend's head at the apex of their jump while holding down the jump button yourself for maximum jumping. In
the game you can also grab other players and hold them over your head. This is useful for reaching the top of the flagpole at the end of levels. On that same line, if the player you grab has a
flying cap you can now use them to fly in the same manner you would use a flying block which makes it easy to get two players to the top of the finish flagpole if only one of you has a flying
cap.
Power-Ups
Normal power-up blocks now spawn enough power-ups for everyone. A mushroom is spawned for each small player and full power-ups for the rest, except in the case everyone is small: then one of the
power-ups is a full power-up. If there's two players and you're both small, the full power-up always jumps out of the block to the right. Some hidden power-up blocks only give out one power-up
and in that case its a mushroom or not based on the player who hits the block - so be sure that a big player hits that if you have one.
Death & Bubbles
When a player dies but at least one other player lives the dead player comes back in a limbo bubble from which they must be released before they may play again. Because of this, in a tough spot
you can send one player in and leave a second behind. If the first dies you don't lose your place in the level and the first comes back in a bubble ready to try again. For instance, if you're
trying to get the last star coin in 2-1 which sits just above the abyss, one player can just jump to their death for it and as long as another player lives you've collected the coin. However you
need not sacrifice your life to do this: you can press down and 'a' to force yourself into a bubble saving yourself from death. This is true in general as long as you have enough time to see your
death coming. This is also useful if one player runs ahead to the right. The screen will expand a bit but then it will just move to the right following the player in the lead. Players left behind
walls or now forced into lava pits will die unless they use the bubble.
Misc.
If all players hit the ground at the same time from a ground pound it acts like hitting a pow block, killing the enemies on the screen.
If you hold a player who has a projectile power over your head they can still use their power.
Bubbles can be popped by hitting them with your fire or ice projectiles as well as thrown shells or blocks.
All players get the extra lives from anyone collecting 100 coins or finishing a level with more than 7 enemies on the screen.
2009 Aug 24, 4:57"This specification defines the features and syntax for Scalable Vector Graphics (SVG) Version 1.1, a modularized language for describing two-dimensional vector and mixed vector/raster graphics in
XML."svggraphicwebxmlreferencew3ctechnical
2009 Jan 15, 9:41"Russell and I thought it would be interesting to take some stuff from the internet and print it in a newspaper format. Words as well as pictures. Like a Daily Me, but slower. When we discovered that
most newspaper printers will let you do a short run on their press (this was exactly the same spec as the News Of The World) we decided to have some fun."bloginternetdesignartnewspapertypographyprintpublishingvia:mattb
2008 Aug 20, 9:48Apple will or will not license the canvas tag? 'Apple Computer, Inc. ("Apple") believes it has intellectual property rights ("IP Rights") relative to WHATWG's Web Applications 1.0 Working Draft,
dated March 24, 2005, Section 10.1, entitled "Graphics: The bitmap canvas". At this time, Apple reserves all rights in its IP Rights and makes no representations as to Apple's willingness or
unwillingness to license these IP Rights. However, in the event that the Web Applications 1.0 Working Draft, dated March 24, 2005, becomes part of a formalized draft standard at W3C or IETF, for
example, Apple is prepared to address the disclosure/licensing rules of such organizations.'applepatenthtmliphtml5canvaswhatwgbrowserbrowser-war