• Microsoft UK Faculty Connection

    ID@Xbox coming to Windows 10




    Last week I was out at GDC here a quick review of the key announcements.


    Microsoft had a number of sessions see my earlier post http://blogs.msdn.com/b/uk_faculty_connection/archive/2015/02/10/gdc-microsoft-sessions-march-2nd-5th-2015.aspx


    Chris Charla, Director of Microsoft’s ID@Xbox program gave a talk at GDC entitled New Opportunities for Independent Developers, covering many of the changes coming to Xbox and WIndows 10 later this year.

    All the Microsoft sessions are now posted on Channel 9 and we have a dedicated landing page if your interested in finding out more at http://www.xbox.com/id/

    Windows 10 and Xbox Live


    Xbox LIVE will be made available to developers using the Windows Universal App Platform in the near future.

    To get access to Windows 10 and the live SDK need to register for the ID@Xbox program at the dev center (Xbox.com/dev) to gain access to this.

    if your are already a member of ID@Xbox for Xbox One you will need to complete a new for  form, which will read something along the lines of:

    Are you signing up to write for Xbox One, Win 10 w/ LIVE, or both?


    So you want to write an app for Xbox One, utilizing the Windows Universal App Platform?

    Here are the resources that will be made available to you:

    • 4 CPU cores
    • 1.5gb of RAM
    • 50% of the GPU

    If you are making a dedicated application for Xbox One via ID@Xbox  you’ll have full access to everything that the Xbox offers, so the resources above do not apply to you.

    Those resources above are strictly for apps or games running on the  Windows UAP, which scales to all of our platforms utilizing Windows 10 so Windows 10, Windows Phone, Hololens, Surface Hub etc..


    If your interested in learning more about Windows 10 and the Windows Universal app platform see Kevin Gallo’s blog post earlier this week clarifies many points about the Universal App Platform. I’d also suggest looking at this //BUILD/ talk from last year, where Nikola Metulev talks about Building Windows, Win Phone, & Xbox One Apps w/ HTML/JS/CSS & C++.

    In the meantime, we encourage you to get ready for Windows 10 by:

  • Microsoft UK Faculty Connection

    DreamSpark Survey for UK students and educators 2014/2015



    We need to know your thoughts about DreamSpark  help us, help the next generation of students

    We are inviting students and educators to complete a short survey to help us better understand how the DreamSpark programme is supporting you.

    We would like to understand what range of applications and tools have been of use to you, how often you use them and how effective they have been in supporting your skills development or teaching and learning.

    Most importantly, we would like to understand how effective access to DreamSpark has been in supporting your academic achievements.

    You also have a chance to let us know about any particularly positive or negative experiences you have had so we can ensure that in the future we are delivering an even better service.

    We are only looking for a few minutes of your time and all responses remain anonymous.

    Educator version: http://dreamspark.eduresearch.org.uk

    Student version: http://dreamspark-student.eduresearch.org.uk

  • Microsoft UK Faculty Connection

    Adding a Try to Buy feature increases your chance of sale by 82%


    In recent post I talked about the benefit of adding Try to Buy 

    With the Windows store we have found over 82% of apps which are offered as a trial convert to a purchase.


    The try/buy option is a great USP for  Windows and Windows Phone stores each make it very simple to implement such an experience.

    global_167779742Try/Buy was also a recent question I had from the London Unity User Group Porting sessions we held.


    Unity3d includes a simple API in its platform to check for a trial license from the store platform.

    Here is a nice little step by step guide of how to get started with Unity3d and build a try to buy option within your game

    Step 1 Decide on your trial method!

    Is it going to be:

    • 1 Level
    • 1 day with unlimited access to features?
    • 7 days with unlimited access to features?
    • Unlimited with limited features?
    • Somewhere in between?

    Step 2 – Lets build it

    Unity3d has included a simple API for probing the license information for the game from the Store platform. I wasn’t able to find any documentation for the API on the Unity docs site,

       1: using System;
       2: using UnityEngine;
       4: namespace UnityEngine.Windows
       5: {
       6:     public sealed class LicenseInformation
       7:     {
       8:         public LicenseInformation();
      10:         public static bool isOnAppTrial { get; }
      12:         [WrapperlessIcall]
      13:         public static string PurchaseApp();
      14:     }
      15: }

    Within your game you will want to query this function and call the API to see if I need to setup the purchase mode or the player can just proceed with normal and use the trail gameplay.

    In a Unity3d game, there is a GameController object that will persist across scenes.

    We recommend you setup this listener here.

    In the file we need to store the status of trial mode in a public static field, so that other scripts that query it to limit features in the game.

       1: public static bool IsTrial = true;
       2:     void Awake()
       3:     {
       4:         GameObject.DontDestroyOnLoad(this); // cause this object to persist
       6: #if UNITY_WINRT
       7:         IsTrial = UnityEngine.Windows.LicenseInformation.isOnAppTrial;
       8: #endif
       9:     }

    What we now need to do is add a buy button to the GUI.

    What we want to happen is when the player presses the BUY button, it will call PurchaseApp() to launch the Store purchasing process.

       1: void OnGUI()
       2:     {
       3:         if (IsTrial)
       4:         {
       5:             if (GUI.Button(new Rect(50, 30, 100, 25), "Buy me!"))
       6:             {
       8:                 var receipt = UnityEngine.Windows.LicenseInformation.PurchaseApp();
       9:                 IsTrial = false;
      10: #endif
      11:             }
      12:         }
      13:     }

    Dont worry if your debugging at this PurchaseApp doesn't return anything at all. You will get an empty string – This is simply because your debugging your app against a app that HAS NOT BEEN PUBLISHED YET.

    So the key thing here is that this API appears to just be a fire-and-forget, so put in some logic to recheck the trial mode state when FixedUpdate runs, but only after 1 second has passed. So, while the app is in trial mode, we will check for a change every 1 second.

       1: void FixedUpdate()
       2:     {
       3:         if (IsTrial && (Time.realtimeSinceStartup - _lastTrialCheck) >= 1f)
       4:         {
       5:             _lastTrialCheck = Time.realtimeSinceStartup;
       7:             // we'll detect if the trial state has changed
       8:             if (UnityEngine.Windows.LicenseInformation.isOnAppTrial != IsTrial)
       9:             {
      10: #if UNITY_WINRT
      11:                 IsTrial = UnityEngine.Windows.LicenseInformation.isOnAppTrial;
      12: #endif
      13:             }
      14:         }
      15:     }

    As a reference here’s the full source for a sample GameController class.

       1: using UnityEngine;
       2: using System.Collections;
       4: public class GameController : MonoBehaviour {
       6:     public static bool IsTrial = true;
       8:     private float _lastTrialCheck = 0f;
      10:     void Awake()
      11:     {
      12:         GameObject.DontDestroyOnLoad(this); // cause this object to persist
      14: #if UNITY_WINRT
      15:         IsTrial = UnityEngine.Windows.LicenseInformation.isOnAppTrial;
      16: #endif
      17:     }
      19:     void FixedUpdate()
      20:     {
      21:         if (IsTrial && (Time.realtimeSinceStartup - _lastTrialCheck) >= 1f)
      22:         {
      23:             _lastTrialCheck = Time.realtimeSinceStartup;
      25:             // we'll detect if the trial state has changed
      26:             if (UnityEngine.Windows.LicenseInformation.isOnAppTrial != IsTrial)
      27:             {
      28: #if UNITY_WINRT
      29:                 IsTrial = UnityEngine.Windows.LicenseInformation.isOnAppTrial;
      30: #endif
      31:             }
      32:         }
      33:     }
      35:     void OnGUI()
      36:     {
      37:         if (IsTrial)
      38:         {
      39:             if (GUI.Button(new Rect(50, 30, 100, 25), "Buy me!"))
      40:             {
      42:                 var receipt = UnityEngine.Windows.LicenseInformation.PurchaseApp();
      43:                 IsTrial = false;
      44: #endif
      45:             }
      46:         }
      47:     }
      48: } 
  • Microsoft UK Faculty Connection

    The Microsoft Band SDK Preview is out!


    last night we released the Preview of the developer SDK for  Microsoft Band SDK


    Here are a set of Useful links

    Designers: Download the Experience design guidelines.

    Developers: Download the Documentation (with code snippets for both Android and Windows), the SDK and the sample code for Windows.

  • Microsoft UK Faculty Connection

    Microsoft Data Culture series for Developers, Data Architects, Data Scientists, Database Administrators events in Edinburgh, Leeds, Birmingham, Reading and London



    The Microsoft Data Culture series of events are delivered in partnership with Hortonworks and KPMG UK to provide a full day, end to end immersion experience to showcase the Microsoft Data Platform, Business Intelligence and Analytics capabilities.

    It focuses on giving you the insight to drive a Data Culture within your organisation which has been proved to deliver significant competitive advantage.


    This exclusive event will give you an opportunity to:

    • Learn about the benefits of driving a Data Culture within your organisation
    • Learn about the data dividend and how to get access to the £58Bn available over the next 4 years
    • Understand the latest innovations across the Microsoft Data Platform, Business Intelligence and Analytics capabilities
    • Immerse yourself in one of 7 tracks with hands-on instructor led session
    • Interact with experts from Microsoft and our partners
    • Discover innovations in our Solution Showcase
    • Network with your peers

    Big data. Small data. All data. You have access to an ever-expanding volume of data inside the walls of your business and out across the web. The potential in data is endless – from predicting election results to preventing the spread of epidemics. But how can you use it to your advantage to help move your business forward?

    Data is growing exponentially and it’s now possible to mine and unlock insights from data in new and unexpected ways. Empower your business to take advantage of this data by harnessing the rich capabilities of Microsoft SQL Server and the familiarity of Microsoft Office to help organize, analyze, and make sense of your data—no matter the size.

    The Microsoft Data Culture series of events shows you how to drive real-time business, from apps to insights, through a deeper look into the comprehensive Data Platform, Business Intelligence and Analytics capabilities from Microsoft, Hortonworks and KPMG.

    For Data Specialists (Big Data Architects, Analysts, Developers, Data Scientists, Database Administrators)

    Attending this one-day event will allow you to get a running start on understanding the extensive innovations we’re delivering around data that will empower your business with the tools you need to quickly uncover business insights and make smarter business decisions. Make the most of the day and attend a track tailored to your role;

    For Developers

    • Join the Data Insight Immersion and experience BI capabilities from a development perspective (or)
    • Join the IoT track to understand how to leverage sensor based data and gain insight (or)
    • Join the Azure Data Services track to learn about the latest data services in the cloud.

    For Data Analysts and Power Users

    • Join the Business Intelligence Immersion and experience BI capabilities from an end-user perspective.

    For Data Scientists

    • Join the Data Science Immersion and experience predictive and machine learning capabilities.

    For Big Data Architects

    • Join the Big Data Bootcamp and experience in-depth Big Data capabilities.

    For Data Platform Architects

    • Join the Data Platform Modernisation Immersion to learn how to combine in-memory, cloud, and storage advances to lower your Data platform TCO and dramatically increase performance.

    Agenda for the day

    • 9:15 – 10:00 – Registration
    • 10:00-10:30 - Welcome, Partner Solution Expo
    • 10:30-11:30 – Keynote - Data Platform, Business intelligence and Analytics Overview
    • 11:30-12:30 – Introduction to Breakout Tracks
      • Data Insights Immersion Track – Developers ( PowerBI, HDInsights)
      • IoT Track – Developers (ISS, EventHub, ServiceBus, PowerBI ) – Coming December
      • Azure Data Services Track (DocumentDB, AzureSearch, PowerBI) – Coming December
      • Business Intelligence Immersion Track– Data Analysts and Power Users (Excel, PowerBI)
      • Data Science Immersion Track- Data Scientists (AzureML,Power BI)
      • Big Data Bootcamp Track – Data Architects (Hadoop, APS, HDInsight, PowerBI)
      • Data Platform Modernisation Track – Data Platform Architects (SQL 2014, in-memory, Database-as-a-service)
    • 12.30 - 13.15 - Lunch and Partner Solutions Expo
    • 13:15 - 15:00 - Breakout Tracks – Hands-on instructor led Immersion Experiences
    • 15:00 - 15:15 - Break
    • 15:15 - 16:30 - Breakout Tracks – Hands-on instructor led Immersion Experiences
    • 16:30 - 17:00 - Panel, next actions & Close
    Register for Event
    Date: 24th February 2015  Time: 9:15 – 17:00
    Location: Leeds REGISTER NOW
    Date: 24th March 2015 Time: 9:15 – 17:00
    Location: Edinburgh REGISTER NOW
    Date: 8th April 2015 Time: 9:15 – 17:00
    Date: 12th May 2015 Time: 9:15 – 17:00
    Location: Reading REGISTER NOW
    Date: 19th May 2015 Time: 9:15 – 17:00
    Location: London REGISTER NOW
  • Microsoft UK Faculty Connection

    Microsoft Azure, Linux and enhanced data services HDInsight, Hadoop, DocumentDB and Mobile Engagement



    Today Microsoft announced new and enhanced Microsoft data services: a preview of Azure HDInsight running on Linux, the general availability of Storm on HDInsight, the general availability of Azure Machine Learning, and the availability of Informatica technology on Azure.

    Azure HDInsight Now Available on Linux

    Microsoft  announced Azure HDInsight built on Linux, in addition to Windows, making it the first Microsoft managed service that uses Linux. This means if your running Hadoop on Linux on-premises, you can now leverage common Linux tools, documentation, and templates to extend your deployment to Azure Cloud. More information can be found on http://azure.com/hdinsight

    Storm for Azure HDInsight Now Generally Available Making Real-Time Analytics Simple

    Microsoft is making Apache Storm for HDInsight generally available, giving you  a simple way to deploy real-time capabilities on Hadoop in a few clicks. Storm is an open-source stream analytics platform that can process millions of “events” in real time. As a part of general availability, Microsoft is also making Storm available for both .NET and Java and the ability to develop, deploy, and debug real-time Storm applications directly in Visual Studio. More information can be found on http://go.microsoft.com/fwlink/?LinkID=525875&clcid=0x409.

    Azure HDInsight Built on Hadoop 2.6

    In conjunction with Hortonworks availability of HDP 2.2, Microsoft  HDInsight built on Hadoop 2.6, Hive and Pig 0.14, HBase 0.98.4 and more. Teaming up with Hortonworks and the open source community, this version of HDInsight includes work done on Stinger.next to speed up Hadoop queries with the goal of achieving sub-second response times. The first phase of Stinger.next is now in HDInsight running Hive 0.14.  Pig can now process data in ORC files, and can leverage Tez as an execution engine. More information can be found on http://azure.com/hdinsight.

    Azure HDInsight now runs on more VM sizes to support Big Data

    HDInsight can now utilize A2 to A7 sizes built for general purposes, D-Series nodes that feature solid-state drives (SSDs) and 60-percent faster processors, and A8 and A9 sizes that have InfiniBand support for fast networking. HBase for HDInsight customers can benefit from the higher memory from the D-Series to increase performance. Storm for HDInsight customers can also benefit from higher memory for loading larger reference data and faster CPU’s for higher throughput. Pricing details can be found http://azure.microsoft.com/en-us/pricing/details/hdinsight/.

    Azure HDInsight now supports Cluster Scaling

    HDInsight is also delivering the general availability of a highly requested feature, “Cluster Scaling” in Azure HDInsight.  With this feature, you will be able to easily change the number of nodes of a running HDInsight cluster without having to delete and recreate a new cluster.  This feature is available in the Azure Management Portal today.

    Azure Document DB Hadoop Connector

    The availability of the Hadoop Connector for DocumentDB allows users to perform complex analytics jobs on their data within the Apache Hadoop framework. DocumentDB databases can now function as data sources and sinks for Pig, Apache Hive, and MapReduce jobs. By passing queries to DocumentDB to take advantage of its rich querying capabilities, data can be reduced and filtered before Hadoop processing, helping increase the efficiency of data aggregations and manipulations. The Hadoop Connector is also compatible with Azure HDInsight. This enables a broad range of analytics scenarios over unstructured data in many industries, including gaming, energy, and healthcare. The Hadoop Connector is available now as open source software on GitHub and Maven.

    Public Preview of Azure Mobile Engagement

    With the Mobile Engagement public preview, organizations can now have access to real-time actionable analytics to increase app usage, open APIs to help ensure data can be leveraged from existing CRM, CMS and other business related systems, create targeted campaigns through intelligent customer segments and in-app messaging capabilities all while ensuring that their data and privacy remains protected. Organizations can easily and continually enhance and optimize the user experience – driving higher retention rates and increased app usage. More information can be found at the  Mobile Engagement webpage.

  • Microsoft UK Faculty Connection

    Debugging your Unity3d Windows Phone Game with UnityPlayer.log



    One of the most common questions we get from Unity developers is..

    How can I debug my game?

    I have done some previous post on debugging techniques see http://blogs.msdn.com/b/uk_faculty_connection/archive/2014/09/01/debugging-crashes-of-your-apps-and-games-on-windows-phone-8.aspx

    However when debugging a game built with Unity, you may need to access the UnityPlayer.log file to see what’s happening on an actual device.

    Here are some step by step instructions to how to get the log file off of Windows Phone physical devices for inspection.

    What will you need

    A PC running Windows 8.1 64bit Professional edition with the Windows Phone 8/8.1 SDK installed

    A Windows Phone device

    Your game as a .xap or .appx side loaded on the game from either Visual Studio or the Windows Phone Application Deployment tool.

    How to access the UnityPlayer.log file on Windows Phone

    Note: this method does not work on games installed from the Windows Phone store the game has to be side loaded onto your developer enabled phone.

    Step 1. Find the GUID for your app or Game

    For Windows Phone 8.1, this value is located in the Package.appxmanifest in Visual Studio. You will have to open the file using the text or XML editor. From there, you will need to find the PhoneProductID element of the PhoneIdentity tag.

    For Windows Phone 8.0, this value is the Product ID, located in the WMAppManifest.xml file.

    Under the packaging Tab

    The Product ID: is listed as Number and letters in { }

    Step2. Taking a snapshot of IsolatedStorage

    Using the IsolatedStorageExplorerTool to capture a snapshot of the game’s Temp directory on the phone and copy it to a directory on your PC.

    Open a Windows command prompt and enter the following command –

    Windows Phone 8.1

    C:\Program Files (x86)\Microsoft SDKs\Windows Phone\v8.1\Tools\IsolatedStorageExplorerTool>


    ISEtool ts de appxfolder:Temp <your app’s GUID> "<PC target directory here>"

    Windows Phone 8.0

    C:\Program Files (x86)\Microsoft SDKs\Windows Phone\v8.0\Tools\IsolatedStorageExplorerTool>


    ISEtool ts de appxfolder:Temp <your app’s GUID> "<PC target directory here>"

    If the operation completed successfully, the tool will print “Done.” In the output window.

    Now you can navigate to your output folder UnityPlayer.log file should be located in the newly created IsolatedStore directory.




  • Microsoft UK Faculty Connection

    GDC Microsoft Sessions March 2nd–5th 2015



    So there lots of exciting things happening at this years GDC! Microsoft will off course be having a booth and with lots of opportunity to meet the teams face 2 face or try some our coding challenges.

    We also have lots of exciting announcement and have a great selection of sessions available to those attending and what's really cool is these will be made available online via Channel9 after GDC.

    So what are the Microsoft Sessions?

    The Future of Gaming Across the Microsoft Ecosystem
    Phil Spencer, head of Xbox, will discuss the future of gaming and the many ways game developers can create innovative game content and experiences for the entire Microsoft ecosystem, including Xbox One and Windows 10 devices.

    Developing Games for Windows 10
    The Windows 10 universal app platform is designed to enable game developers to create high performance games that can target the broadest range of devices with a single code base. Whether you’re planning the next AAA blockbuster, or building a mobile mini-game in your basement, Windows provides flexibility and power that you need. This session will introduce Microsoft’s latest game development tools, platform, services and ecosystem. Come see demonstrations, best practices and learn proven usage patterns that leverage DirectX and the WinRT APIs to target the Xbox and Windows ecosystem of devices.

    Better Power, Better Performance: Your Game on DirectX12
    Direct3D 12 enables new performance improvements for your game on Windows 10. Learn how to architect your game engine to best reduce CPU overhead, increase GPU efficiency, and improve frame-rate stability using the new Direct3D 12 API. Understand the fundamentals for building a fast-performing, efficient game engine on Direct3D 12 and where to find the best resources for diving deeper.

    Gaming Consumer Experience on Windows 10
    Gaming is a key area of focus for Windows 10 – especially PC gaming. Create Windows 10 gaming experiences that maximize exposure in the Windows Store and provide mechanisms for users to discover, download, play, and re-engage with your game. Understand how Windows 10 helps drive engagement using live tiles and notifications. Learn about the gaming experiences and Xbox Live social engagements made possible through the Game bar and the Xbox app on the PC.

    New Opportunities for Independent Developers
    ID@Xbox is Microsoft’s self-publishing program for independent developers on Xbox. This talk will give developers an overview of how the ID program will work in the future, as well as provide guidance on the opportunities for independent developers across the Microsoft ecosystem.

    Developing with Xbox Live for Windows 10
    What if you had access to the largest set of game service functionality via Xbox Live? What if you had an SDK for enabling and accessing the Xbox Live gamer network, gamer score, achievements, leaderboards, and multiplayer services from any Windows 10 device easily? What would your games look like? Through demonstrations and samples, we’ll examine the breadth of functionality and ease with which you can build and release a game that utilizes Xbox Live features.

    Xbox Live Multiplayer: Introducing services for cross-platform matchmaking and gameplay
    Windows 10 brings Xbox Live multiplayer functionality to all your connected devices. Use Xbox Live services and developer-facing APIs to match-make gamers across any Windows 10 device and create unique gameplay experiences.

    Fable Legends: Cross-device Gameplay with Xbox Live
    Not only does Windows 10 bring the power of Xbox Live to PCs, it allows for experiences to cross all of your connected devices. This talk explores the design, implementation, and other considerations of Fable Legends in building a seamless cross-device gameplay experience between Xbox One and Windows 10 devices.

    Best Practices for Leveraging Cloud-Based User Stats and Achievements in Xbox Live
    Integrate your next-generation Windows 10 game with Xbox Live for cloud-powered experiences like Hero Stats, Achievements, and Leaderboards that can be updated independently from your game code. Surface the most engaging player stats from your game directly on Windows 10 and build powerful companion experiences through the Real-Time Activity service. Get tips on common configuration pitfalls, Xbox Live policy considerations, and how to avoid common failures during Certification.

    Distributing Games Across Microsoft’s Phone, PC, and Xbox Marketplace
    Windows 10 is coming soon to a phone, PC, and Xbox near you — and with it, a streamlined approach to distributing and merchandising your game on Microsoft’s growing marketplace. Explore upcoming features that make publishing easier so you can reach more customers while increasing ROI.

    Advanced DirectX12 Graphics and Performance
    DirectX12 enables next generation games to deliver better performance with greater flexibility and control. This technical session goes deep into the DirectX12 APIs you can use to reduce CPU rendering overhead, manage GPU resource usage more efficiently, and express the most cutting-edge 3D graphics possible across the spectrum of Windows 10 devices. Whether you are building a game for the phone, PC, or Xbox – you don’t want to miss this talk.

    Sustained gaming performance in multi-core mobile devices
    Modern mobile devices and smartphones are reaching the computing capabilities reserved until recently for desktop PCs. Windows 10 phones and tablets with 8 CPUs and very powerful GPUs are expected soon. Despite significant progress in reducing power consumption these devices are able to draw more power under sustained load than can be safely dissipated with current passive cooling technologies. Windows 10 and the hardware it runs on are designed to safely handle such situations, mostly by reducing the system performance – which could affect game-play negatively. Learn to counter this effect by designing games that achieve sustained thermal-to-quality tradeoffs in these systems.

    Designing games for a Windows Core World
    How can your game take advantage of the broad reach of multiple form factors shipping with Windows 10, and provide the best experiences to your target audiences? Can a one-size-fits-all design approach succeed or should you tailor the experience to each device? We will discuss and demonstrate the design implications of Windows Core game development scenarios from casual to AAA games, as well as some common pitfalls with an appropriate checklist to mitigate concerns around legibility, input schemes and content density. This talk also examines user engagement expectations and how to map usability goals to user trends for each device.

    PC Games for Windows 10
    Windows 10 brings new features for developers targeting the phone, tablet and desktop PC gamers. In addition to DirectX 12 and improved access to modern features, there are better tools for developing, debugging, and profiling games. Learn how your new Windows PC games can take advantage of Windows 10 capabilities and get tips on making your current Windows games work great on Windows 10.

    So what things should you start to learn?

    The key thing for windows is the use of Universal apps which give you the opportunity of getting your games across the entire Microsoft ecosystem from Microsoft’s Phone, PC, and Xbox and the sessions above will be ideal starting point on your universal journey. It's pretty clear that the way to go with Windows 10 from a developer's perspective is Universal Apps. You get a great development experience, good API coverage, tooling that makes cross-compilation easy, and now you can go from Raspberry Pi 2, to Phones, Tablets, Xbox One, the cloud and beyond.

  • Microsoft UK Faculty Connection

    Windows 10 is coming to the Raspberry Pi 2


    The Raspberry Pi Foundation announced the launch of the Raspberry Pi 2 and that it will support Windows 10 and that you will also be able to get Windows 10 for FREE.


    So if your interested in Windows 10 on Raspberry Pi sign up to the Windows Developer Program for IoT.

    Microsoft announced the Windows Developer Program for IoT and put Windows on the Intel Galileo board. Today Windows gets even better for IoT and Maker scenarios by supporting makers on a multitude of other devices.

    It's pretty clear that the way to go with Windows 10 from a developer's perspective is Universal Apps allowing you to run an app on a 88inch surface hub, windows phone or even IoT device.

  • Microsoft UK Faculty Connection

    Imagine Make It Happen! – Imagine Cup UK Finals 31st March 2015




    We live in a time where we can imagine the impossible and make it probable.  Hello and welcome to the 2015 Imagine Make It Happen Event! This unique event brings together influential Tech Speakers, Students and Start-ups redefining the rules to make their dreams a reality.

    Morning Sessions:9:30 AM-1 2:30 PM

    Registration at 9:00 AM

    Being a Start-up takes just the right amount of ‘crazy’ and some strong core skills. Our morning sessions with a key note from Dave Coplin Chief Envisioning Officer for Microsoft UK, are designed to help you get lean, keep investors keen and get your Start-up seen, as well as nuts and bolts workshops on how to scale, how to be productive and more.

    Afternoon Sessions: 1:00 PM- 18:00 PM

    Registration at 12:30 PM

    Calling Students and futurists of all ages, to  come and be inspired at the Imagine Cup 2015 UK finals. The largest Student Technology competition in the world. Yes it is a competition but more importantly it is a celebration of student innovation, the power to not just look into the future but to change it for the better.

    The half day event is an educational and inspirational afternoon that showcases the field of Computer Science through a celebration of student innovation! It will consist of exciting demonstrations that will showcase 12 of the most innovative student start up’s in Tech for Apps & Games & talks from Cambridge professor’s and Tech Industry experts. We hope to inspire students to consider fantastic opportunities available to them in becoming the next generation of Computer Scientists.

    At the Microsoft UK HQ we are heads down currently creating the agenda for the day that as well as talks, will consist of breakout sessions where students can learn to code, test out the start-ups Apps & Games, meet the Xbox team and learn about the Microsoft developer tools.

    Do you have questions about Imagine Make It Happen? Contact t-carobi@microsoft.com or Ben Kosky : t-benko@microsoft.com or Lisa Crawford a-licra@microsoft.com

    Register your place now at http://www.eventbrite.co.uk/e/imagine-make-it-happen-tickets-15650107894

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