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fixing links, round 4 (#3448)
* fixing links, round 4 * missed one
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hub/apps/desktop/modernize/desktop-to-uwp-supported-api.md

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| [**CoreDragDropManager**](/uwp/api/windows.applicationmodel.datatransfer.dragdrop.core.coredragdropmanager) | Use the [**IDragDropManagerInterop**](/windows/win32/api/dragdropinterop/nn-dragdropinterop-idragdropmanagerinterop) COM interface instead (in `dragdropinterop.h`). |
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| [**CoreTextServicesManager**](/uwp/api/windows.ui.text.core.coretextservicesmanager) | This class is currently supported in desktop apps only in Windows Insider Preview builds. |
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| [**DataTransferManager**](/uwp/api/windows.applicationmodel.datatransfer.datatransfermanager) | Use the [**IDataTransferManagerInterop**](/windows/win32/api/shobjidl_core/nn-shobjidl_core-idatatransfermanagerinterop) COM interface instead (in `shobjidl_core.h`). |
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| [**DisplayInformation**](/uwp/api/windows.graphics.display.displayinformation) | To retrieve an instance of **DisplayInformation**, use the [**IDisplayInformationStaticsInterop**](/windows/win32/api/windows.graphics.display.interop/nn-windows-graphics-display-interop-idisplayinformationstaticsinterop) interface.<br/><br/>Alternatively, instead of the [**LogicalDpi**](/uwp/api/windows.graphics.display.displayinformation.logicaldpi) property, you can use the [**XamlRoot.RasterizationScale**](/windows/windows-app-sdk/api/winrt/microsoft.ui.xaml.xamlroot.rasterizationscale) property, and listen for changes via the [**XamlRoot.Changed**](/uwp/api/windows.ui.xaml.xamlroot.changed) event (the [**XamlRoot.RasterizationScale**](/windows/winui/api/microsoft.ui.xaml.xamlroot.rasterizationscale) property is provided in WinUI 3).<br/><br/>And, instead of the [**RawPixelsPerViewPixel**](/uwp/api/windows.graphics.display.displayinformation.rawpixelsperviewpixel) property, you have the option to use the [**XamlRoot.RasterizationScale**](/windows/windows-app-sdk/api/winrt/microsoft.ui.xaml.xamlroot.rasterizationscale) property provided by WinUI 3.|
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| [**DisplayInformation**](/uwp/api/windows.graphics.display.displayinformation) | To retrieve an instance of **DisplayInformation**, use the [**IDisplayInformationStaticsInterop**](/windows/win32/api/windows.graphics.display.interop/nn-windows-graphics-display-interop-idisplayinformationstaticsinterop) interface.<br/><br/>Alternatively, instead of the [**LogicalDpi**](/uwp/api/windows.graphics.display.displayinformation.logicaldpi) property, you can use the [**XamlRoot.RasterizationScale**](/windows/windows-app-sdk/api/winrt/microsoft.ui.xaml.xamlroot.rasterizationscale) property, and listen for changes via the [**XamlRoot.Changed**](/uwp/api/windows.ui.xaml.xamlroot.changed) event (the [**XamlRoot.RasterizationScale**](/windows/windows-app-sdk/api/winrt/microsoft.ui.xaml.xamlroot.rasterizationscale) property is provided in WinUI 3).<br/><br/>And, instead of the [**RawPixelsPerViewPixel**](/uwp/api/windows.graphics.display.displayinformation.rawpixelsperviewpixel) property, you have the option to use the [**XamlRoot.RasterizationScale**](/windows/windows-app-sdk/api/winrt/microsoft.ui.xaml.xamlroot.rasterizationscale) property provided by WinUI 3.|
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| [**InputPane**](/uwp/api/windows.ui.viewmanagement.inputpane) | Use the [**IInputPaneInterop**](/windows/win32/api/inputpaneinterop/nn-inputpaneinterop-iinputpaneinterop) COM interface instead (in `inputpaneinterop.h`). |
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| [**PlayToManager**](/uwp/api/windows.media.playto.playtomanager.getforcurrentview) | Use the [**IPlayToManagerInterop**](/windows/win32/api/playtomanagerinterop/nn-playtomanagerinterop-iplaytomanagerinterop) COM interface instead (in `playtomanagerinterop.h`). |
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| [**Print3DManager**](/uwp/api/windows.graphics.printing3d.print3dmanager) | Use the [**IPrinting3DManagerInterop**](/windows/win32/api/print3dmanagerinterop/nn-print3dmanagerinterop-iprinting3dmanagerinterop) COM interface instead (in `print3dmanagerinterop.h`). |

hub/apps/develop/platform/csharp-winrt/index.md

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### WinRT type activation
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C#/WinRT supports activation of WinRT types hosted by the operating system, as well as third-party components such as [Win2D](https://www.nuget.org/packages/Win2D.uwp/). Support for third-party component activation in a desktop application is enabled with [registration free WinRT activation](https://blogs.windows.com/windowsdeveloper/2019/04/30/enhancing-unpackaged-desktop-apps-using-windows-runtime-components/), available in Windows 10 version 1903 and later. Native C++ components should set the **Windows Desktop Compatible** property to *True* either via the project properties or the `.vcxproj` file, in order to reference and forward the **Microsoft.VCLibs.Desktop** binaries to consuming apps. Otherwise, the [VCRT Forwarders](https://www.nuget.org/packages/Microsoft.VCRTForwarders.140/) package will be required by consuming apps if the component targets UWP apps only.
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C#/WinRT supports activation of WinRT types hosted by the operating system, as well as third-party components such as [Win2D](https://www.nuget.org/packages/Win2D.uwp/). Support for third-party component activation in a desktop application is enabled with registration free WinRT activation (see [Enhancing Non-packaged Desktop Apps using Windows Runtime Components](https://blogs.windows.com/windowsdeveloper/2019/04/30/enhancing-non-packaged-desktop-apps-using-windows-runtime-components/)), available in Windows 10, version 1903 and later. Native C++ components should set the **Windows Desktop Compatible** property to *True* either via the project properties or the `.vcxproj` file, in order to reference and forward the **Microsoft.VCLibs.Desktop** binaries to consuming apps. Otherwise, the [VCRT Forwarders](https://www.nuget.org/packages/Microsoft.VCRTForwarders.140/) package will be required by consuming apps if the component targets UWP apps only.
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C#/WinRT also provides an activation fallback path if Windows fails to activate the type as described above. In this case, C#/WinRT attempts to locate a native implementation DLL based on the fully qualified type name, progressively removing elements. For example, the fallback logic would attempt to activate the Contoso.Controls.Widget type from the following modules, in sequence:
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hub/apps/windows-app-sdk/system-requirements.md

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The Windows SDK provides access to all of the APIs and development features exposed by the Windows OS. The Windows SDK is required for building Windows apps as well as other types of components (such as services and drivers). The latest Windows SDK is installed with *Visual Studio 2019* and *Visual Studio 2022* by default.
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For the minimum system requirements, see [Windows SDK system requirements](/windows/downloads/windows-sdk/#sysreq).
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For the minimum system requirements, see [Windows SDK](https://developer.microsoft.com/windows/downloads/windows-sdk/).
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## Windows App SDK
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uwp/cpp-and-winrt-apis/author-events.md

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## Parameterized delegates across an ABI
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If your event must be accessible across an application binary interface (ABI)&mdash;such as between a component and its consuming application&mdash;then your event must use a Windows Runtime delegate type. The example above uses the [**Windows::Foundation::EventHandler\<T\>**](/uwp/api/windows.foundation.eventhandler-1) Windows Runtime delegate type. [**TypedEventHandler\<TSender, TResult\>**](/uwp/api/windows.foundation.eventhandler-2) is another example of a Windows Runtime delegate type.
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If your event must be accessible across an application binary interface (ABI)&mdash;such as between a component and its consuming application&mdash;then your event must use a Windows Runtime delegate type. The example above uses the [**Windows::Foundation::EventHandler\<T\>**](/uwp/api/windows.foundation.eventhandler-1) Windows Runtime delegate type. [**TypedEventHandler\<TSender, TResult\>**](/uwp/api/windows.foundation.typedeventhandler-2) is another example of a Windows Runtime delegate type.
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The type parameters for those two delegate types have to cross the ABI, so the type parameters must be Windows Runtime types, too. That includes Windows runtime classes, third-party runtime classes, and primitive types such as numbers and strings. The compiler helps you with a "*T must be WinRT type*" error if you forget that constraint.
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uwp/gaming/accessibility-for-games.md

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### Fully mappable controls
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There are companies and organizations, such as [Special Effect](https://www.specialeffect.org.uk/), that design custom game controllers that can be used with various gaming systems like Windows and Xbox One. This customization allows people with different forms of disabilities to play games they might not be able to play otherwise. For more information on people who are now able to play games independently because of customized controllers, see [who they helped](https://www.specialeffect.org.uk/who-we-helped).
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There are companies and organizations, such as [SpecialEffect](https://www.specialeffect.org.uk), that design custom game controllers that can be used with various gaming systems such as Windows and Xbox One. This customization allows people with different forms of disabilities to play games that they might not be able to play otherwise. For more information on people who are now able to play games independently because of customized controllers, see [Whom we've helped](https://www.specialeffect.org.uk/what-we-do/who-weve-helped) on the SpecialEffect website.
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As a game developer, you can make your game more accessible by allowing fully mappable controls so that gamers have the option to plug in their custom controllers and remap the keys according to their needs.
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* [Design Universally Accessible (UA) games](https://www.ics.forth.gr/hci/ua-games/index_main.php?l=e&c=555)
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### Custom input controllers
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* [Special effect](https://www.specialeffect.org.uk/)
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* [SpecialEffect](https://www.specialeffect.org.uk)
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* [War fighter engaged](https://www.warfighterengaged.org/)
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### Other references used

uwp/gaming/cloud-for-games.md

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## Software as a Service for game backend
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[Playfab](https://playfab.com/) currently powers more than 1,200 live games with 80 million monthly active players. It is a complete backend platform that includes full stack LiveOps with real-time control.
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[Azure PlayFab](https://playfab.com) currently powers more than 1,200 live games with 80 million monthly active players. It's a complete backend platform that includes full stack LiveOps with real-time control.
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You can integrate this solution into your mobile, PC, or console games using SDKs. There are SDKs available for all popular game engines and platforms, including Android, iOS, Unreal, Unity, and Windows. To get started, see [Documentation](https://api.playfab.com/).
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You can integrate this solution into your mobile, PC, or console games using SDKs. There are SDKs available for all popular game engines and platforms, including Android, iOS, Unreal, Unity, and Windows.
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It offers game services like authentication, player data management, multiplayer, and real-time analytics to help your game grow its user base. Harness the power of real-time data pipeline and LiveOps to engage your users with customized in-game items, events, and promotions. You also have the ability to conduct A/B testing, generate reports, send push notifications, and more.
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We are constantly innovating and adding new features. For more information, see [Features](https://playfab.com/features/) and for pricing, see [Simple pricing that scales with you](https://playfab.com/pricing/).
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We're constantly innovating and adding new features. For more information, see [Azure PlayFab](https://playfab.com); and for pricing, see [Pricing](https://playfab.com/pricing).
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## Related links
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* [Windows game development guide](./e2e.md)
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* [Azure for gaming](https://azure.microsoft.com/solutions/gaming/)
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* [Playfab](https://playfab.com/)
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* [Azure PlayFab](https://playfab.com)
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* [Microsoft for Startups](https://startups.microsoft.com)
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* [ID@Xbox](https://www.xbox.com/Developers/id)
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