Original video tutorial (available for free download): http://www.itcast.net/course/detail/5611. This section introduces
First, we use a simple program design to demonstrate the basic usage of the development environment. Here we implement the function of a blinking object. The content in this section does not involve the design of a snake game. It is just the use of the development environment. If you are familiar with the Windows Mobile development environment, you can skip this section. Only a brief introduction is provided here. You can download the video courseware for specific implementation.
L Windows Mobile 6 project type introduction;
L class design and help document usage;
L introduction to the principle of GDI + plotting;
L introduction to Windows Mobile 6 controls;
L use of class libraries and control libraries;
2. Windows Mobile 6 project type Introduction
Windows Mobile 6 project types can be divided into the following types: "console application" has not seen any mobile phone, but this project type can be created in the solution, the author tries to create a "console application" and does not respond after it is run. Therefore, the PDA does not support this project type. I don't think it is necessary to use "Empty Project.
L Device Application)
L Class Library)
L control library)
L console application)
L Empty Project (Empty Project)
3. Class Design and help document usage
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4. Introduction to the principle of GDI + plotting
L graphics Introduction
The graphics class allows you to draw an object to a display device. Graphics is associated with a specific device context.
L create a graphics object for drawing (no constructor ):
1) receives a reference to the graphic object in the form or control painting event as part of painteventargs.
2) Call the creategraphics method of a control or form to obtain a reference to the graphics object. This object indicates the drawing of the control or form.
3) create a (fromimage) graphics object from any object inherited from the image.
5. Introduction to Windows Mobile 6 Control
L drawing on Form
L use of Timer
L use of panel
6. Use of class libraries and control Libraries
L use of Class Libraries-encapsulate core classes into Class Libraries
L use of controls-encapsulate the blinking object function in the control library
L use encapsulated controls
Source code download: http://download.csdn.net/source/1139835