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System.Windows.Documents; System.Windows.Ink; System.Windows.Input; System.Windows.Media; System.Windows.Media.Animation; System.Windows.Shapes;
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Figure 5-3. UML architecture of translation tool using the Mediator pattern Notice the incremental improvement in Figure 5-3 in terms of a more organized and logical architecture. The referencing of all types by all types is gone and replaced with the referencing of types when necessary. The Mediator pattern is implemented by the types Form, BasicForm, TranslationTextBox, and TextBox. The types Form and BasicForm are the Mediator and ConcreteMediator, respectively. The TranslationTextBox doesn t use or know about the ConcreteMediator because that would violate the Mediator pattern and the separation of interface from implementation. The types TextBox and TranslationTextBox are colleagues and concrete colleagues, respectively. The Mediator pattern is a collection container that has references to all of its children as colleagues. If one concrete colleague needs to reference another concrete colleague, it asks the
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n 1, I discussed the concepts behind the use of business objects and distributed objects. In 2, I explored the design of the business framework. In this chapter, we re going to start creating the CSLA .NET framework. The focus in this chapter is on the functionality required to support editable and read-only objects and collections. Specifically, the goal is to create the following classes, along with all supporting classes and functionality: Csla.BusinessBase<T> Csla.BusinessListBase<T,C> Csla.ReadOnlyBase<T> Csla.ReadOnlyListBase<T,C>
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A class can be seen and accessed by other classes in the system. This section covers the accessibility of classes. Although I will use classes in the explanations and examples since that is what we ve covered so far in the text, the accessibility rules also apply to the other types I will cover later. The term visible is sometimes used for the term accessible. They can be used interchangeably. There are two levels of class accessibility: public and internal. A class marked public can be accessed by code from any assembly in the system. To make a class visible to other assemblies, use the public access modifier, as shown here: Keyword public class MyBaseClass { ... A class marked internal can only be seen by classes within its own assembly. This is the default accessibility level, so unless you explicitly specify the modifier public in the class declaration, code outside the assembly cannot access the class. You can explicitly declare a class as internal by using the internal access modifier. Keyword internal class MyBaseClass { ... Figure 7-13 illustrates the accessibility of internal and public classes from outside the assembly. Class MyClass is not visible to the classes in the assembly on the left, because it is marked internal. Class OtherClass, however, is visible to the classes on the left, because it is marked public.
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You can see the resulting code here: namespace InterfaceProject { public class Vehicle : IModeOfTransporation { #region IModeOfTransporation Members public void ShowModeOfTransporation() { throw new NotImplementedException(); } #endregion } }
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A Multithreaded Singleton Implementation The singleton implementation is multithreaded and manages the updates as necessary, and the full implementation is as follows: public class Singleton< singletonupdate, type> where singletonupdate: ISingletonBuilder< type>, new() where type : class { private static Singleton< singletonupdate, type> _instance; private ISingletonBuilder< type> _builder; private type _data; private ReaderWriterLock _lock; Thread _thread; private Singleton() { _builder = new singletonupdate(); _lock = new ReaderWriterLock(); _thread = new Thread( new ThreadStart( SingletonThread)); _thread.Start(); } private void SingletonThread() { while( _builder.KeepPolling) { try { _lock.AcquireReaderLock( -1); if( _data != null && !_builder.IsValid( _data)) { _lock.UpgradeToWriterLock( -1); _data = null; } } finally { _lock.ReleaseLock(); } Thread.Sleep( _builder.SleepTime); } } public static type Instance( object obj) { if( _instance == null) { lock( typeof( Singleton< singletonupdate,type>)) { if( _instance == null) { _instance = new Singleton< singletonupdate, type>(); } } } type retval = null; try {
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private VertexPositionNormalTexture[] GenerateTrackVertices(List<Vector3> basePoints) { float halfTrackWidth = 0.2f; float textureLength = 0.5f; float distance = 0; List<VertexPositionNormalTexture> verticesList = new List<VertexPositionNormalTexture>(); for (int i = 1; i < basePoints.Count-1; i++) { Vector3 carDir = basePoints[i + 1] - basePoints[i]; Vector3 sideDir = Vector3.Cross(new Vector3(0, 1, 0), carDir); sideDir.Normalize(); Vector3 outerPoint = basePoints[i] + sideDir * halfTrackWidth; Vector3 innerPoint = basePoints[i] - sideDir * halfTrackWidth; VertexPositionNormalTexture vertex; vertex = new VertexPositionNormalTexture(innerPoint, new Vector3(0, 1, 0), new Vector2(0, distance / textureLength)); verticesList.Add(vertex); vertex = new VertexPositionNormalTexture(outerPoint, new Vector3(0, 1, 0), new Vector2(1, distance / textureLength)); verticesList.Add(vertex); distance += carDir.Length(); } VertexPositionNormalTexture extraVert = verticesList[0]; extraVert.TextureCoordinate.Y = distance / textureLength; verticesList.Add(extraVert); extraVert = verticesList[1]; extraVert.TextureCoordinate.Y = distance / textureLength; verticesList.Add(extraVert); return verticesList.ToArray(); } After the for loop, the verticesList contains two vertices for each center point of your track. However, when you render triangles from this list of vertices, there will still be a small gap between the last center point and the first center point. To bridge this gap, you need to copy the side points of the first two center points to the end of your list. However, since the Y texture coordinate of the first two vertices equals 0, you need to adjust this to the current texture coordinate value. Otherwise, the last two triangles would have to span their Y texture coordinate
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Example of Operator Overloading
Write is a member of the Console class. It sends a text string to the program s console window. In its simplest form, Write sends a literal string of text to the window. The string must be enclosed in quotation marks. The following line of code shows an example of using the Write member: Console.Write("This is trivial text."); Output string This code produces the following output in the console window:
As you can see from the typedef in the template definition, a managed type named GCHandle is used internally. The constructor of gcroot creates a new GCHandle by calling the static function GCHandle::Alloc. Since GCHandle is a managed type, it cannot be used as a data member of the native struct gcroot. If I weren t implementing gcroot now, I could now use a gcroot data member. To refer to a GCHandle in native memory, a native handle can be obtained. This native handle is of type System::IntPtr, which is binary compatible with a void*. In contrast to a tracking handle or a GCHandle, such a native void* can be used as a data member of gcroot, which is a native type. The following code shows what the constructor of gcroot does to get a native handle to the object (this is not precisely the code in msclr/gcroot.h, but it does the same thing and is more understandable): template <class T> struct gcroot { private: void* _handle; public: gcroot(T t) { GCHandle gc_handle = GCHandle::Alloc(t); System::IntPtr native_handle = GCHandle::ToIntPtr(gc_handle); this->_handle = native_handle.ToPointer(); } ... remaining members elided for clarity here ... }; Creating a GCHandle allocates memory in an internal data structure, which I will discuss later. To deallocate this memory, the destructor obtains the GCHandle object and calls Free: ~gcroot() { GCHandle gch = GCHandle::FromIntPtr(IntPtr(this->_handle)); gch.Free(); this->_handle = 0; } In order to access the managed object that the native handle refers to, you can simply use a gcroot variable as if it were a tracking handle. To support this, gcroot provides an assignment operator, an implementation of operator->, and a conversion operator to the tracking handle: template <class T> struct gcroot { ... remaining members elided for clarity here ... gcroot& operator=(T t) { GCHandle gch = GCHandle::FromIntPtr(IntPtr(this->_handle)); gch.Target = t; return *this; } operator T () const { GCHandle gch = GCHandle::FromIntPtr(IntPtr(this->_handle)); return static_cast<T>(gch.Target );
An if statement can contain a single else clause that will be performed if the condition in the statement and all of the conditions in any else if clauses evaluate to false. The else clause must come at the end of the if statement, like this: if (x == 100) { Console.WriteLine("First Code Block Selected"); } else { Console.WriteLine("Second Code Block Selected"); } The else clause code block will not be performed if any of the conditions in the if statement have evaluated to true.
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