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Merge pull request #3779 from MicrosoftDocs/main638309116236393616sync_temp
For protected branch, push strategy should use PR and merge to target branch method to work around git push error
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uwp/gaming/tutorial--building-the-games-uwp-app-framework.md

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The **GameMain** constructor (and the other member functions that it calls) begins a set of asynchronous loading operations to create the game objects, load graphics resources, and initialize the game's state machine. We also do any necessary preparations before the game begins, such as setting any starting states or global values.
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Windows imposes a limit on the time your game can take before it begins processing input. So using asyc, as we do here, means that **Load** can return quickly while the work that it has begun continues in the background. If loading takes a long time, or if there are lots of resources, then providing your users with a frequently updated progress bar is a good idea.
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Windows imposes a limit on the time your game can take before it begins processing input. So using async, as we do here, means that **Load** can return quickly while the work that it has begun continues in the background. If loading takes a long time, or if there are lots of resources, then providing your users with a frequently updated progress bar is a good idea.
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If you're new to asynchronous programming, then see [Concurrency and asynchronous operations with C++/WinRT](../cpp-and-winrt-apis/concurrency.md).
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This topic has covered some of the basic structure of a UWP game that uses DirectX. It's a good idea to keep these methods in mind, because we'll be referring back to some of them in later topics.
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In the next topic—[Game flow management](tutorial-game-flow-management.md)—we'll take an in-depth look at how to manage game states and event handling in order to keep the game flowing.
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In the next topic—[Game flow management](tutorial-game-flow-management.md)—we'll take an in-depth look at how to manage game states and event handling in order to keep the game flowing.

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