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This tutorial is using Visual Studio Community If you are using a different version of Visual Studio, it may look a little different for you. If you don't see any Universal templates, you might be missing the components for creating UWP apps.

See Get set up. If this is the first time you have used Visual Studio, you might see a Settings dialog asking you to enable Developer mode.

Developer mode is a special setting that enables certain features, such as permission to run apps directly, rather than only from the Store. For more information, please read Enable your device for development. To continue with this guide, select Developer modeclick Yesand close the dialog. The default settings are fine for this tutorial, so select OK to create the project.

When your new project opens, its files are displayed in the Solution Explorer pane on the right. You may need to choose the Solution Explorer tab instead of the Properties tab to see your files. Although the Blank App Universal Window is a minimal template, it still contains a lot of files. These files are essential to all UWP apps using C. Every project that you create in Visual Studio contains them. To view and edit a file in your project, double-click the file in the Solution Explorer.

Expand a XAML file just like a folder to see its associated code file. It can be entered manually, or created using the Visual Studio design tools.

Together, the XAML and code-behind make a complete class. For more information, see XAML overview. Let's add a button to our page. In this tutorial, you work with just a few of the files listed previously: You'll notice there is a graphical view on the top part of the screen, and the XAML code view underneath. You can make changes to either, but for now we'll use the graphical view.

Click on the vertical Toolbox tab on the left to open the list of UI controls. You can click the pin icon in its title bar to keep it visible. At this point, you've created a very simple app. This is a good time to build, deploy, and launch your app and see touch binary option contest and implementing own startegy to win it looks like.

You can debug your app on the local machine, in a simulator or emulator, or on a remote device. Here's touch binary option contest and implementing own startegy to win target device menu in Visual Studio. By default, the app runs on the local machine. The target device menu provides several options for debugging your app on devices from the desktop device family.

The app opens in a window, and a default splash screen appears first. The splash screen is defined by an image SplashScreen. Press the Windows key to open the Start menu, then show all apps. Notice that deploying the app locally adds its tile to the Start menu.

To run the app again later not in debugging modetap or click its tile in the Start menu. Click the Stop Debugging button in the toolbar. An "event handler" sounds complicated, but it's just another name for the code that is called when an event happens such as the user clicking on your button.

Double-click on the button control on the design canvas to make Visual Studio create an event handler for your button. You can of course, create all the code manually too. Or you can click on the button to select it, and look in the Properties pane on the lower right. If you switch to Events the little lightning bolt you can add the name of your event handler. Make sure you include the async keyword as well, or you'll get an error when you try to run the app.

This code uses some Windows APIs to create a speech synthesis object, and then gives it some text to say. For more information on using SpeechSynthesis, see the SpeechSynthesis namespace docs. When you run the app and click on the button, your touch binary option contest and implementing own startegy to win or phone will literally say "Hello, World! To learn how to use XAML for laying out the controls your app will use, try the grid tutorialor jump straight to next steps?

Our new feedback system is touch binary option contest and implementing own startegy to win on GitHub Issues. For more information on this change, please read our blog post. Here you'll learn how to: Run the project on the local desktop in Visual Studio. Use a SpeechSynthesizer to make the app talk when you press a button.

What's a Universal Windows app? Download Visual Studio and Windows If you need a hand, learn how to get set up. We also assume you're using the default window layout in Visual Studio.

If you change the default layout, you can reset it in the Window menu by using the Reset Window Layout command. Note This tutorial is using Visual Studio Community Note If this is the first time you have used Visual Studio, you might see a Settings dialog asking you to enable Developer mode. What type of feedback would you like to provide? Give product feedback Sign in to give documentation feedback Give documentation feedback You may also leave feedback directly on GitHub.

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Design your app with the expectation that touch will be the primary input method of your users. However, keep in mind that a UI optimized for touch is not always superior to a traditional UI. Both provide advantages and disadvantages that are unique to a technology and application.

Many devices have multi-touch screens that support using one or more fingers or touch contacts as input. The touch contacts, and their movement, are interpreted as touch gestures and manipulations to support various user interactions.

The Universal Windows Platform UWP includes a number of different mechanisms for handling touch input, enabling you to create an immersive experience that your users can explore with confidence. Here, we cover the basics of using touch input in a UWP app. Touch input typically involves the direct manipulation of an element on the screen. The element responds immediately to any touch contact within its hit test area, and reacts appropriately to any subsequent movement of the touch contacts, including removal.

Custom touch gestures and interactions should be designed carefully. They should be intuitive, responsive, and discoverable, and they should let users explore your app with confidence. Ensure that app functionality is exposed consistently across every supported input device type. If necessary, use some form of indirect input mode, such as text input for keyboard interactions, or UI affordances for mouse and pen.

Remember that traditional input devices such as mouse and keyboard , are familiar and appealing to many users. They can offer speed, accuracy, and tactile feedback that touch might not.

Providing unique and distinctive interaction experiences for all input devices will support the widest range of capabilities and preferences, appeal to the broadest possible audience, and attract more customers to your app.

The following table shows some of the differences between input devices that you should consider when you design touch-optimized UWP apps. Hover lets users explore and learn through tooltips associated with UI elements. Hover and focus effects can relay which objects are interactive and also help with targeting. UI features like this have been re-designed for the rich experience provided by touch input, without compromising the user experience for these other devices.

Visual feedback can indicate successful interactions, relay system status, improve the sense of control, reduce errors, help users understand the system and input device, and encourage interaction.

Visual feedback is critical when the user relies on touch input for activities that require accuracy and precision based on location. Display feedback whenever and wherever touch input is detected, to help the user understand any custom targeting rules that are defined by your app and its controls.

Clear size guidelines ensure that applications provide a comfortable UI that contains objects and controls that are easy and safe to target. Items within a group are easily re-targeted by dragging the finger between them for example, radio buttons.

The current item is activated when the touch is released. Densely packed items for example, hyperlinks are easily re-targeted by pressing the finger down and, without sliding, rocking it back and forth over the items.

Due to occlusion, the current item is identified through a tooltip or the status bar and is activated when the touch is released. Make UI elements big enough so that they cannot be completely covered by a fingertip contact area. Show tooltips when a user maintains finger contact on an object. This is useful for describing object functionality. The user can drag the fingertip off the object to avoid invoking the tooltip.

For small objects, offset tooltips so they are not covered by the fingertip contact area. This is helpful for targeting. Where precision is required for example, text selection , provide selection handles that are offset to improve accuracy. For more information, see Guidelines for selecting text and images Windows Runtime apps. Avoid timed mode changes in favor of direct manipulation. Direct manipulation simulates the direct, real-time physical handling of an object. The object responds as the fingers are moved.

A timed interaction, on the other hand, occurs after a touch interaction. Timed interactions typically depend on invisible thresholds like time, distance, or speed to determine what command to perform. Timed interactions have no visual feedback until the system performs the action.

Interactions should support compound manipulations. For example, pinch to zoom while dragging the fingers to pan. Interactions should not be distinguished by time. The same interaction should have the same outcome regardless of the time taken to perform it. Time-based activations introduce mandatory delays for users and detract from both the immersive nature of direct manipulation and the perception of system responsiveness. Appropriate descriptions and visual cues have a great effect on the use of advanced interactions.

An app view dictates how a user accesses and manipulates your app and its content. Views also provide behaviors such as inertia, content boundary bounce, and snap points.

Pan and scroll settings of the ScrollViewer control dictate how users navigate within a single view, when the content of the view doesn't fit within the viewport.

A single view can be, for example, a page of a magazine or book, the folder structure of a computer, a library of documents, or a photo album. Zoom settings apply to both optical zoom supported by the ScrollViewer control and the Semantic Zoom control. Semantic Zoom is a touch-optimized technique for presenting and navigating large sets of related data or content within a single view. It works by using two distinct modes of classification, or zoom levels.

This is analogous to panning and scrolling within a single view. Panning and scrolling can be used in conjunction with Semantic Zoom. This can provide a smoother interaction experience than is possible through the handling of pointer and gesture events. For more info about app views, see Controls, layouts, and text.

If you implement your own interaction support, keep in mind that users expect an intuitive experience involving direct interaction with the UI elements in your app. We recommend that you model your custom interactions on the platform control libraries to keep things consistent and discoverable.

The controls in these libraries provide the full user interaction experience, including standard interactions, animated physics effects, visual feedback, and accessibility. Create custom interactions only if there is a clear, well-defined requirement and basic interactions don't support your scenario. To provide customized touch support, you can handle various UIElement events. These events are grouped into three levels of abstraction.

Static gesture events are triggered after an interaction is complete. Pointer events such as PointerPressed and PointerMoved provide low-level details for each touch contact, including pointer motion and the ability to distinguish press and release events. A pointer is a generic input type with a unified event mechanism. It exposes basic info, such as screen position, on the active input source, which can be touch, touchpad, mouse, or pen. Manipulation gesture events, such as ManipulationStarted , indicate an ongoing interaction.

They start firing when the user touches an element and continue until the user lifts their finger s , or the manipulation is canceled. Manipulation events include multi-touch interactions such as zooming, panning, or rotating, and interactions that use inertia and velocity data such as dragging.

The information provided by the manipulation events doesn't identify the form of the interaction that was performed, but rather includes data such as position, translation delta, and velocity. You can use this touch data to determine the type of interaction that should be performed. For details about individual controls, see Controls list. Pointer events are raised by a variety of active input sources, including touch, touchpad, pen, and mouse they replace traditional mouse events.

Pointer events are based on a single input point finger, pen tip, mouse cursor and do not support velocity-based interactions.

The following example shows how to use the PointerPressed , PointerReleased , and PointerExited events to handle a tap interaction on a Rectangle object. Finally, the PointerPressed event handler increases the Height and Width of the Rectangle , while the PointerReleased and PointerExited event handlers set the Height and Width back to their starting values.

Use manipulation events if you need to support multiple finger interactions in your app, or interactions that require velocity data. A gesture consists of a series of manipulation events. Each gesture starts with a ManipulationStarted event, such as when a user touches the screen.

Next, one or more ManipulationDelta events are fired. For example, if you touch the screen and then drag your finger across the screen.

Finally, a ManipulationCompleted event is raised when the interaction finishes. The following example shows how to use the ManipulationDelta events to handle a slide interaction on a Rectangle and move it across the screen.

Next, a global TranslateTransform named dragTranslation is created for translating the Rectangle. A ManipulationDelta event listener is specified on the Rectangle , and dragTranslation is added to the RenderTransform of the Rectangle.

Finally, in the ManipulationDelta event handler, the position of the Rectangle is updated by using the TranslateTransform on the Delta property. All of the pointer events, gesture events and manipulation events mentioned here are implemented as routed events. This means that the event can potentially be handled by objects other than the one that originally raised the event. Successive parents in an object tree, such as the parent containers of a UIElement or the root Page of your app, can choose to handle these events even if the original element does not.

Conversely, any object that does handle the event can mark the event handled so that it no longer reaches any parent element. For more info about the routed event concept and how it affects how you write handlers for routed events, see Events and routed events overview. Our new feedback system is built on GitHub Issues.

For more information on this change, please read our blog post. Input Many devices have multi-touch screens that support using one or more fingers or touch contacts as input. Touch interactions require three things: The direct contact or proximity to, if the display has proximity sensors and supports hover detection of one or more fingers on that display.