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When I set out to create the architecture and framework discussed in this book, I started with the following set of high-level guidelines: The task of creating object-oriented applications in a distributed .NET environment should be simplified. The interface developer (Windows, web service, or workflow) should never see or be aware of SQL, ADO.NET, or other raw data concepts but should instead rely on a purely object-oriented model of the problem domain. Business object developers should be able to use natural coding techniques to create their classes that is, they should employ everyday coding using fields, properties, and methods. Little or no extra knowledge should be required. The business classes should provide total encapsulation of business logic, including validation, manipulation, calculation, and authorization. Everything pertaining to an entity in the problem domain should be found within a single class. It should be possible to achieve clean separation between the business logic code and the data access code. It should be relatively easy to create code generators, or templates for existing code generation tools, to assist in the creation of business classes. An n-layer logical architecture that can be easily reconfigured to run on one to four physical tiers should be provided. Complex features in .NET should be used, but they should be largely hidden and automated (WCF, serialization, security, deployment, etc.). The concepts present in the framework from its inception should carry forward, including validation, authorization, n-level undo, and object-state tracking (IsNew, IsDirty, IsDeleted). In this chapter, I focus on the design of a framework that allows business developers to make use of object-oriented design and programming with these guidelines in mind. After walking through the design of the framework, s 6 through 16 dive in and implement the framework itself, focusing first on the parts that support UI development and then on the providing of scalable data access and object-relational mapping for the objects. Before I get into the design of the framework, however, let s discuss some of the specific goals I am attempting to achieve.
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Event-driven programming is common in applications that use graphical user interfaces, including Windows and web applications. User actions such as clicking a button cause events to be raised within the program, and code can be written to respond to those events. Events can also be raised by other programs or by the operating system. Within C++/CLI there are a number of abstractions that help implement event-driven programming. C++/CLI events are defined as members of a managed type. Events in C++/CLI must be defined as members of a managed type. The idea of defining an event in a class is to associate a method that is to be called (or multiple methods that are to be called) when those events are raised. On a practical level, events are fired by calling a specific method, although those who are interested in handling the event often do not see the code that raises the event. At that point any event handlers that have been attached to that event are called to respond to the event. If you re going to write event-driven GUI applications, events are a mainstay, since every time a mouse moves or the user hits the keyboard, an event occurs even if your application does not handle it. If you use Microsoft Foundation Classes (MFC), you know about the message map. Events in C++/CLI are a language feature that builds into the language the idea of a mapping between events and functions that handle those events. The context-sensitive keyword event is used to declare an event in a managed type. Like properties, there is a simple form and a more complex form of the declaration. You saw the simple form in 2. As a reminder, the simple form of the declaration looks like this: event EventHandler^ anEvent; Like the more complex form of the property declaration, the more complex form of the event declaration lets you define your own methods for adding and removing event handlers, and raising events (see Listing 7-15). The arguments to add and remove must match the event s declared type. Listing 7-15. Customizing Methods for an Event Handler event EventHandler^ Start { void add(EventHandler^ handler) { /* code to add an event handler to the invocation list */ } void remove(EventHandler^ handler) { /* code to remove an event handler from the invocation list */ } void raise(Object^ sender, EventArgs^ args) { /* code to fire the event */ } } Let s look at Listing 7-16. In this code, we create a managed class called Events that declares two events, Start and Exit. The type EventHandler, defined in the .NET Framework System namespace, is used. There are many types derived from EventHandler that could also be used. In fact, any delegate type could be used. Both events may be fired by calling a method on the class, RaiseStartEvent or RaiseExitEvent, which in turn invoke the event by simply using the name of the event as if it were a function call with the appropriate arguments. The appropriate arguments are determined by the delegate type that is used as the type of the event, in this case System::EventHandler, which takes an Object and the System::EventArgs parameter.
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The third part of the book is about how the data access layer manifests in the .NET Framework.
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Agggrahh! As you can see even a simple process can get very complex quickly. Of course you can develop such an application very successfully (and many have) using current technologies, but Windows Workflow has many inbuilt features to handle some of this complexity.
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Moving on, for each point you now want to define a new point on each side of the track, as shown in c in Figure 5-36, so you can connect them to define your triangles. To do this, you first need to calculate the side direction in each point. The side direction is the direction that is perpendicular to the direction into which the cars should be driving and perpendicular to the normal direction of your track. For now, let s say the (0,1,0) Up vector is the normal direction at each point in your track. As always, if you know two directions, you can make their cross product to obtain the direction perpendicular to both directions. In this case, the two directions are the (0,1,0) Up direction and the driving direction, which is the direction from the current point to the next. You can find this direction by subtracting the current point from the next: 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; Once you ve found the side direction, you multiply this with a track width of your choice and add/subtract it from the current point. At this moment, you ve calculated the side points of c in Figure 5-36.
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With all Models stored inside your octree, you can render them using a simple call. By passing in the view frustum, the octree can make sure it doesn t render any Models that aren t in the range of the camera: BoundingFrustum cameraFrustrum = new BoundingFrustum(fpsCam.ViewMatrix * fpsCam.ProjectionMatrix); ocTreeRoot.Draw(fpsCam.ViewMatrix, fpsCam.ProjectionMatrix, cameraFrustrum); If you want to update the World matrix of a Model, simply use the UpdateModelWorldMatrix method defined earlier: ocTreeRoot.UpdateModelWorldMatrix(modelToChange, newWorldMatrix);
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The C# Language Specification suggests that certain casing conventions be used in creating identifiers. The suggested guidelines for casing are described and summarized in Table 2-2. For most identifiers, the Pascal casing style should be used. In this style, each of the words combined to make an identifier is capitalized for example, FirstName and LastName. Table 2-2. Recommended Identifier Naming Styles
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