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You want to light your 3D scene from multiple lights simultaneously. One approach would be to render your 3D world for each light and to blend in the influence of each light. This would, however, require your scene to be completely re-rendered for each light you wanted to add. This approach is not scalable, because your frame rate would be divided by the number of lights in your scene.
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Figure 7-14. Blend added KeyFrames to the Timeline. If you click the Play icon at the top of the Timeline panel, you will see how the Storyboard will affect the Ellipse. Now we need to set the Repeat Behavior for this Storyboard to Forever in XAML. Let s do that now.
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If you prefer, you could put the controls on the form manually, directly from the toolbox. Then you could use connect-the-dots binding to drag each object property from the Data Sources window onto the controls to set up the data binding. Or if you really like manual work, you could manually set the data properties on each control through the Properties window. Regardless of which approach you take, the results are the same: the controls are data bound to the ProjectBindingSource control, which in turn will be bound to a Project object.
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So we can run into problems with the optimizer because there are bugs, and because there are restrictions on what it can do. But quite often we come across a problem that isn t a bug or restriction; it s just the optimizer picking the wrong execution plan because the information it has won t allow it to see the right plan. This may be because the query is inherently difficult, or it may simply be that the available statistics are misleading. In this section, you will look at the first of those problems, starting with a simple (catch) question: how many people in the world have more than the average number of legs A common response I get to this question is a suspicious frown as people try to work out where the catch is, followed (usually) by the answer not very many. The correct answer is almost all of them. Most people are born with two legs; a few unfortunate people will have lost a leg or even both, or been
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case NSStreamEventEndEncountered: // opponent disconnected, end the game [self endGame]; break; } } #pragma mark Game control methods -(BOOL)tappedCell:(NSInteger)cellNumber { if(myTurn) { // send message to indicate choice of cell if([self send:(const uint8_t)cellNumber]) { myTurn = NO; return YES; } } return NO; } -(void)endGame { [self stopStreams]; [self clearCells]; // hide game view [overlay setHidden: YES]; myTurn = NO; // show servicesTable view [servicesTable setHidden: NO]; } -(void)clearCells { // clear each cell NSInteger cell; for(cell=1;cell<=9;cell++) [(Cell *)[overlay viewWithTag:cell] clearCell]; } #pragma mark Button press methods -(void)endGameButton {
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The paid-for editions of Visual Studio include a static code analyzer, which checks the statements in your code against a set of predefined rules and reports any statement that contravenes any of the rules.
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In classic C++, a method can be declared const, which enforces that the method does not affect the value of any data in the object, for example: class N { void f() const { /* code which does not modify the object data */} }; This is an important element of const correctness, a design idiom in which operations that work on constant objects are consistently marked const, ensuring that programming errors in which a modification is attempted on a const object can be detected at compile time. Const correctness is an important part of developing robust C++ code, in which errors are detected at compile time, not at runtime. Proper const parameter types and return values go a long way to prevent common programming errors, even without true const correctness in the classic C++ sense. Even so, many C++ programmers do not use const correctness, either because the codebase they are working on did not implement it from the ground up, or because the amount of extra time to design it correctly was too great a price to pay in the results-oriented corporate world. In that sense, full const correctness is like flossing one s teeth. For those who do it, it s unthinkable not to do it. For those who don t, it s just too much hassle, even though they may know deep down that they should do it. In general, const correctness works well only if all parts of a library implement it consistently. Anyone who s ever tried to retrofit an existing library with const correctness knows this, since anytime you add const in one location, it often requires const to be added in several other locations. Like it or not, the CLI is not designed from the ground up to enable full const correctness in the classic C++ sense. Other CLI languages do not support full C++-style const correctness. Since the .NET Framework isn t implemented with C++ const correctness in mind, attempting to support full C++ const correctness in C++/CLI would be an exercise in futility and force programmers to use const_cast to cast away const when using .NET Framework functionality. Hence, C++/CLI does not support const methods on managed types. At one point early in the development of the C++/CLI language, this support was included, but the results were ugly and nearly unusable, so the effort was dropped. While this knocks out one of the pillars of const correctness, C++/CLI does support const parameter types and return values, and, although they are not alone enough to enforce const correctness, they at least enable many common const correctness errors to be detected at compile time.
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I ve had people tell me that this is an overly paranoid attitude, but I ve been burned this way too many times. Any time an interface is exposed (Windows, web, XML, and so on) so that clients outside your control can use it, you should assume that the interface will be misused. Often, this misuse is unintentional for example, someone may write a buggy macro to automate data entry. That s no different than if they made a typo while entering the data by hand, but user-entered data is always validated before being accepted by an application. The same must be true for automated data entry as well, or your application will fail.
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You can fine-tune your keyboard by selecting various languages and changing settings like Auto-Correction and Auto-Capitalization. You can even have your iPod touch speak the Auto-Correction suggestions to you as you type. See 2: Typing Tips, Copy/Paste, and Search for keyboard options and how to use the various features.
Note You can find the simple device and probing client sample projects in this chapter s directory in the
Creating an Add New and Delete Functionality
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IsFocused IsMouseOver IsPressed
Specifically, the recipes in this chapter cover the following: Understanding what vertices are and how to define them. You ll also learn how to render points, lines, or triangles from your vertices and how to cover your triangles with a texture (recipes 5-1 and 5-2). Making the best use of the available memory. You ll remove redundant vertices using indices and store your vertices and indices in the memory of your graphics card by storing them in a VertexBuffer and in an IndexBuffer (recipes 5-3, 5-4, and 5-5). Figuring out why your triangle won t show up! This might be caused because your graphics card thinks your camera is looking at the back of the triangle (recipe 5-6). Storing the correct normal in each of your vertices to allow for correct lighting. You ll also learn how you can calculate all normals at one time (recipe 5-7). Putting everything you ve learned about vertices into practice by creating a textured 3D terrain. You need to be able to calculate the exact height at any point of your terrain, as well as find the point on your terrain that the user s pointer is over (recipes 5-8, 5-9, and 5-10). Creating a TypeWriter and a TypeReader capable of serializing/deserializing complex objects (recipe 5-11). Learning how you can import files of your own format into your XNA project by coding a custom content importer. Alternatively, you can load objects from XML files straight into your XNA project (recipes 5-12 and 5-13). Learning how you can define vertices of your own format, and allowing you to store any data you want in your vertices so you can access this in your vertex shader (recipe 5-14). The vertex format is the glue between your XNA project, your vertices, and your vertex shader on your graphics card. Adding an enormous amount of detail to your objects by bump mapping them (recipes 5-15 and 5-16). Putting everything you ve learned about vertices until now together to create an immersive ocean. Your vertex shader calculates the rolling waves, while the pixel shader adds the required realism (recipe 5-17). Given a list of points, learning how you can calculate any number of points on the curve that passes nicely through your predefined points. You ll use this technique to create a racetrack (recipes 5-18 and 5-19).
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