My first Windows Store app (for Window 8.1) is now available in Windows Store. It’s called Your Chemical Name and shows names (and text) using chemical elements symbols in the Breaking Bad style.


The application allows to:

  • customize the appearance of text, colors, background
  • customize the position of the text on the background
  • save image to a file
  • post image on a facebook album
  • share image with other apps




You save the images to disk or share them on facebook or with apps supporting the Windows Share Charm.


Here are a few screenshots:



More about the application here.

Download Your Chemical Name from Windows Store.

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In WPF, Silverlight and Windows Phone it is possible to render a visual object into a bitmap using the RenderTargetBitmap. This functionality, that I find pretty basic, was not available for Windows Store applications. Fortunately, Windows 8.1 provides that functionality for Windows Store applications too, through the same RenderTargetBitmap class.

There are some limitations though:

  • it should be used in the code behind (not declared in XAML) because you have to call RenderAsync
  • collapsed visual objects are not rendered (only visible ones)
  • in rare circumstances the content can be lost due to the interaction with lower level systems; in this case a specific exception is triggered
  • the rendered target bitmap does not automatically scale when the current DPI settings change
  • the maximum rendered size of a XAML visual tree is restricted by the maximum dimensions of a DirectX texture

Here is a demo Windows Store application that has several controls and a button that when pressed a screenshot of the area shown in red (it’s a grid) is taken. The bitmap is saved on disk, but also displayed as the source for the image control shown in the preview area.


The handler for the Click button even looks like this:

SaveScreenshotAsync is an async method that takes the reference to the FrameworkElement to be rendered to a bitmap (in this case the constrolsGrid) and returns a Task<RenderedTargetBitmap> that can be awaited on. As soon as we have the bitmap we set it as the source for the image control (imagePreview).


SaveScreenshotAsync is an async method that takes the FrameworkElement to be rendered to a bitmap and returns a Task<RenderedTargetBitmap> that can be awaited on. This method first prompts the user to select a destination file for the rendered bitmap. When the file is available it calls SaveToFileAsync to rendered the bitmap and write it to the file.

SaveToFileAsync is an async method that takes the FrameworkElement to be rendered to a bitmap and the StorageFile when the bitmap is to be saved and returns a Task<RenderedTargetBitmap> that can be awaited on. The file is opened asynchronous for read-write access and the returned IRandomAccessStream is passed further together with the framework element and the bitmap encoder id (that specifies how the bitmap should be encoded, i.e. BMP, JPEG, PNG, GIF, etc.) to CaptureToStreamAsync.

CaptureToStreamAsync creates a new RenderTargetBitmap object and calls RenderAsync to render the visual tree of the framework element to a bitmap. After the bitmap is rendered it retries the image as a buffer of byes in the BGRA8 format. It then asynchronously creates a BitmapEncoder for the IRandomAccessStream stream that it received as an argument, it calls SetPixelData to set the pixels data (notice the BitmapPixelFormat.Bgra8 parameter that matches the pixels format returned by GetPixelsAsync) and later asynchronously flushes all the image data, basically writing it to the file. It then returns that RenderTargetBitmap object that it created, which is used eventually as the source for the image control.

Here is how the saved JPEG image (also seen in the preview screenshot above) looks likes:

You can check the source code of the attached WinRT Screenshot demo (1887). It requires Visual Studio 2013 and Windows 8.1.

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If you tried the Win8 Developer Preview and built WinRT components (native or managed) you noticed the .winmd files. The name stands for Windows Meta Data and the format of these files is the same used by the .NET framework for the CLI, i.e. ECMA-335. That means you can actually read these files with a tool such as ILDASM or Reflector, or of course, through .NET Reflection.

If you look in C:\Windows\System32\WinMetadata folder you’ll find the WinMD files for the Windows Runtime. You can browse the content of these files with one of the aforementioned disassemblers.

Here are two dummy WinRT components, one developed in C++/CX and one in C#.

Native WinRT component in C++/CX Managed WinRT component in C#

In the case of the native component, the output includes a DLL and a WINMD file (and of course a PDB file). In the case of the managed component, the output is either a DLL only or a WINMD only (plus the associated PDB file), depending on the Output type as defined in the project properties. If the type is Class Library the output is a DLL; this is enough if your component is supposed to be consumed from a managed language. However, if the component should be consumed from C++/CX or Javascript, then the project type must be set to WinMD File. In this case the DLL is replaced by a WinMD file, that contains, at least in the current version, both the matadata (as implied by the name) and the implementation.

Native WinRT component in C++/CX Managed WinRT component in C#

It should be possible to use reflection with winmd files. However, the reflection capabilities of .NET 4.5 in this developer preview seem to be very limited. The only available Load method in the Assembly class is

Trying to load the winmd file fails with a FailLoadException with the message “Could not load file or assembly ‘Winmdreflection, ContentType=WindowsRuntime’ or one of its dependencies. Operation is not supported. (Exception from HRESULT: 0x80131515)”.

It is possible though to read information for the types described in an winmd file in native code using the IMetaDataImport/IMetaDataImport2 COM interfaces. You can find an example here. But this has the drawback that you have to instantiate an object first and then query for its type information.

To use a Windows Runtime component in a Metro application (managed or native) you have to add a reference to it. That is pretty straight forward. In the following example I’m adding a reference in a C++ Metro application to the two WinRT components, one native and one managed, shown earlier. To do this, you can go to the project’s property page and open the Common Properties > Frameworks and References page, or use the References command from the project’s context menu which opens that page directly. You can add a reference to a project from the same solution, to a Windows component or you can browse for the winmd file.

Having done that you can instantiate the WinRT components.

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Partial classes are finally available to C++. Sort of. It’s not part of the new C++11 standard, it’s part of the C++/CX language developed by Microsoft for targeting WinRT on Windows 8.

Partial classes mean that you can define a class spanned across several files. Why is this great? Because it allows developers and automatic code generator tools (such as designers) to edit parts of the same class without interfering one with another. WinRT allows C++ developers to write UI in XAML. This could not have been possible without the support for partial classes.

Partial classes:

  • are available only for ref classes; native classes are not supported
  • are introduced with the partial keyword in all definitions but one

Here is an example:

What happens when you add a new page to a C++ Metro style application? The wizard generates three files: a XAML file and a header and cpp file as the code behind. Let’s say the page is called MainPage. In this case the three files are MainPage.xaml (code below is a dummy example), MainPage.xaml.h and MainPage.xaml.cpp.

You can notice that the objects firstPanel and firstButton are not defined in the header for MainPage and second, MainPage.xaml.h includes MainPage.g.h. So what is this? This is a designer generated file, which together with MainPage.g.cpp completes the definition of the MainPage ref class. These files are not generated until you start a build. After you do that you can find them in the output folder (Debug or Release for instance). This is how they look:

The following image illustrates the grouping of these files:

MainPage.xaml is a XAML files, which can be edited both by the designer or manually by the developer (basically with the designer is still the developer that models the UI). The other files are C++/CX files. MainPage.xaml.h and MainPage.xaml.cpp are the files the developer writes, while MainPage.g.h and MainPage.g.cpp are edited by the designer. Do not modify the code in these files, because you could either mess up the designer, or all your changes would get lost when the file is regenerated.

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Windows Runtime, or shortly WinRT, is a new runtime (siting on top of the Windows kernel) that allows developers to write Metro style applications for Windows 8, using a variety of languages including C/C++, C#, VB.NET or JavaScript/HTML5. Microsoft has started rolling out information about Windows 8 and the new runtime at BUILD.


WinRT is a native layer (written in C++ and being COM-based) that is intended as a replacement, or alternative, to Win32, and enables development of “immersive” applications, using the Metro style. Its API is object oriented and can be consumed both from native or managed languages, as well as JavaScript. At the same time the old Win32 applications will continue to run just as before and you can still (and most certainly will) develop Win32 applications.

Microsoft has created a new language called C++ Component Extension, or simply C++/CX. While the syntax is very similar to C++/CLI, the language is not managed, it’s still native. WinRT components built in C++/CX do not compile to managed code, but to 100% native code. A good news for C++ developers is that they can use XAML now to build the UI for immersive applications. However, this is not available for classical, Win32 applications.

You can get a glimpse of the new system and the tools by downloading and installing the Windows Developer Preview with tools, that includes the following:

  • 64-bit Windows Developer Preview
  • Windows SDK for Metro style apps
  • Microsoft Visual Studio 11 Express for Windows Developer Preview
  • Microsoft Expression Blend 5 Developer Preview
  • 28 Metro style apps including the BUILD Conference app

Notice this is a pre-beta release and you might encounter various problems.

Before you start here are several additional articles that you might want to read:

There are also several new forums available on MSDN forums for developing Metro style applications, which you can use for addressing technical questions. Hopefully thee will be answers from Microsoft people working in this area.

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