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Development and Debugging Tools for Windows Phone 7 Series. Cullen Waters Software Development Engineer II Advanced Technology Group, Microsoft Corporation. Who Should Stay for This Talk?. Game Developers. working on other mobile platforms. interested in branching out to mobile.
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Development and Debugging Tools for Windows Phone 7 Series Cullen Waters Software Development Engineer II Advanced Technology Group, Microsoft Corporation
Who Should Stay for This Talk? Game Developers working on other mobile platforms interested in branching out to mobile Folks who have not used XNA professionally
Who Might Want to Leave? Game Developers who have shipped an XNA XBLA title People who are uninterested in Windows Phone 7 Series development
Toolset Silverlight 3 (plus) XNA Visual Studio 2010 Visual Phone Developer Express Single, integrated download
Silverlight 3 (Plus) Silverlight 3 with some device-specific additions Accelerometer Touch Location
XNA Framework 4.0 A new version of XNA Full 3D support on the device APIs similar to those we know and love from Windows and Xbox 360
Visual Studio 2010 • Full debugging support on the device • Lots of new goodness in Visual Studio 2010
Visual Studio & .NET • Productive development with .NET & C# • High performance IDE • Intellisense makes coding faster • Integrated build/deploy/debug experience • MSBuild engine for build automation
Visual Phone Developer Express New Express SKU for Visual Studio 2010 Supports Silverlight and XNA development Full device debugging support
Windows Phone 7 Series Emulator Supports full application development Reduces costs of test and development Emulator, not a simulator
XNA Project System • C# is the only language for XNA development for Windows Phone 7 Series • All code files are organized into .csproj project files • .csproj is an MSBuild-based project system
XNA Content PipelineSimplify Your Content Usage! Provides build-time modification of source content Customizable, extensible Runs only on Windows Full .NET support p/invoke Managed C++, VB.Net, IronPython, and so on
Content Pipeline Project Changes • Makes for easier parallel development of art and code • Content pipeline is extremely extensible, so integration with existing tools is possible • Content projects no longer appear as child projects of the game project
.NET Tools There are lots of great tools out there, both free and commercial These are my “must-have” tools
.NET Reflector Explore, browse, and analyze .NET assemblies Understand relationships between classes Verify code obfuscation
ildasm MSIL disassembler Useful for seeing what code is being generated at build time
Visual Studio Team System Profiler Also known as F1 profiler Performs code performance profiling, using sampling or instrumentation
Sampling vs. Instrumentation • Sampling takes samples at regular intervals • Generally better for initial investigation • Instrumentation inserts probes into the code • Use for more targeted profiling
CLR Profiler Profiles managed memory usage Invaluable for debugging game memory management
Pix for Windows Graphics debugger GPU performance investigation Semi-transparent view into DirectX 3D Shader debugging Ships with DX SDK
FxCop Static code analysis tool Integrated into Visual Studio Analyzes compiled code Not all rules will likely apply to games
Code Obfuscation • All un-obfuscated code is open source • Dotfuscator Community Edition bundled with Visual Studio
Demo Obfuscation
Wait a Minute! • Most of those tools are Windows tools • I’m developing a game for Windows Phone 7 Series! • How do those tools apply to development for Windows Phone 7 Series?
Debugging NetCF Titles Profile onWindows Develop onWindows Deploy toDevice Cross-Platform Solution
Getting Info from the Device • Roll your own on-device tools • Visual information, from the game • Check out Ito’s debugging toolset
Timing on the Phone • No high-precision timer • ≈ 1 ms resolution • How do you get accurate timings from that? • Capture multiple frames of data and calculate an average • Multiple 0 or 1 values, averaged over a bunch of frames, gives you a pretty accurate result • FPS component from Shawn Hargreaves
Case Study Heightmap Collision Sample
Build and Run on Windows • Frame rate is good • Iteration time is wonderful • Life is good, ship it™!
But Then We Run on a NetCF Device • Frame rate is poor • Gameplay is affected by unpredictable stalls • What’s going on? • Most likely cause: Garbage collections
Sidebar: NetCF Garbage Collector • Mark and Sweep • Not generational • Halts all managed threads on the device
We’re Allocating During Gameplay?!? • Let’s figure out where • Run the game on PC, under CLR Profiler
Demo CLR Profiler
Kill the Collector! • Remove allocations during gameplay • Pre-allocate • Be careful of hidden allocators • How could this be easier? • Run it again on the device, and we get constant frame rate
Constant FPS != Good FPS • Constant + Low == still bad • Fire up the VSTS profiler, and figure out where we’re spending our time
Demo VSTS Profiler
Sidebar: NetCF Jitter • Non-optimizing jitter • Primarily designed for application development • Apps bound by I/O, not by CPU/GPU • High latency toleration • No inlining
There’s the Culprit! • Make changes to fix the code • Run on the device again • FPS is good, ship it™!
Wrapping It Up • Use Windows to your advantage • Keep your game running on the target platform • Design with the target platform in mind
Additional Resources • http://MicrosoftGamefest.com • http://blogs.msdn.com/ShawnHar • http://creators.xna.com • http://www.red-gate.com • CLR Profiler download page • Ito's debugging tools