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CHAPTER 16 TESTING AND DEBUGGING
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The point is that the framework will simplify object persistence so that all developers need to do is implement these four methods in order to retrieve or update data. This places no restrictions on the object s ability to work with data and provides a standardized persistence and mapping mechanism for all objects.
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13. Put your cursor right after the line that reads InitializeComponent(); and press the Enter
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class Invoker< Receiver> { private List<ICommand< Receiver>> _commands = new List<ICommand<Receiver>>(); public void Add( ICommand<Receiver> command) { _commands.Add(command); } public void Run( Receiver receiver) { foreach(ICommand<Receiver> command in _commands) { command.Execute(receiver); } } } The Invoker class has two methods: Add and Run. The Add method adds additional ICommand implementations to a list. The Run method iterates the ICommand implementations and executes each one of them. The Run method has a single parameter, which is the Receiver type that will be passed to each ICommand implementation. The Invoker class in this example doesn t implement any serialization routines, because I want to hold off discussing serialization in detail until 8, which is where the Invoker class will be extended to include serialization. Putting it all together, the client source code would be as follows. Invoker< CommandReceiver> macro = new Invoker< CommandReceiver>(); macro.Add( new Operation( "First")); macro.Add( new Operation("Second")); macro.Run( new CommandReceiver()); The variable macro references an Invoker instance. Using the Add method, operations are added, and then the commands are executed using the Run statement. The client is responsible for providing the initial state of the command object and providing a receiver. Once the state has been assigned, then it shouldn t be modified or adapted. If a modified command chain is required, then clone the original and modify the cloned elements. Any other type of interaction isn t allowed and would break the intent of the Command pattern. The Command pattern can be implemented using delegates, but only for transient lists that don t need serialization, initialization, or destruction. The problem with using delegates is that only the Run method can be implemented. For most Command pattern implementations, you need the Initialize and Destroy methods. When using delegates, a typecast is necessary to perform serialization, initialization, or destruction. And if a typecast is necessary, there is no advantage to delegates, and an interface can be used. The Command pattern has the following distinguishing attributes: The ICommand implementations have an assigned state that isn t manipulated by external classes. Once assigned, the state of the ICommand implementation is essentially read-only and typically not altered. An external type that is called an Invoker manages the ICommand implementations as a single collection. It s possible to create a proxy that converts an ICommand interface to reference another Invoker that executes another list of ICommand implementations.
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int8 uint8 int32 uint32 int64 float32 float64 <Method> <Field> <Type> <Signature> <String>
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Remember, the location of the PathListBox doesn t matter. The items in the ListBox will be rendered along the Path that we select in the next step.
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The lower half of the user interface is similar but uses no data binding. An instance of WebDeveloper wd is created at the class level of this page and then connected when the page loads via the Loaded event handler. void TwoWayDataBindingDemo_Loaded(object sender, RoutedEventArgs e) { wd.FirstName = "Ashish"; wd.LastName = "Ghoda"; wd.Email = "aghoda@TechnologyOpinion.com"; wd.Website = "www.TechnologyOpinion.com"; LayoutRoot.DataContext = wd; //Binding in code-behind Binding dataBinding = new Binding("Website"); dataBinding.Source = wd; dataBinding.Mode = BindingMode.TwoWay; websiteTextBox.SetBinding(TextBox.TextProperty, dataBinding); //lower half controls dsFirstNameTextBox.Text = wd.FirstName; dsLastNameTextBox.Text = wd.LastName; dsEmailTextBox.Text = wd.Email; dsWebsiteTextBox.Text = wd.Website; } Note that here we demonstrated how to create the data binding completely code-behind. If you look at the XAML again, you ll notice that the websiteTextBox doesn t use the Binding markup extension. Instead, the property name is set in the Binding constructor, the data source is linked, and then the data is bound by setting the TextProperty dependency property to the Binding instance. This is almost everything we need to completely enable TwoWay data binding.
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Let s look at each of the seven elements in further detail.
The first task that must be completed when integrating a Web site and workflow is to add the necessary references. Open the previously created EPRWeb Web site. Right-click the project name within the Solution Explorer and choose Add Reference. When the Add Reference dialog box appears, find System.Workflow.Activities, System.Workflow.ComponentModel, and System.Workflow.Runtime under the .NET tab. Select each of these and click OK. This adds a reference to the necessary workflow base classes. Next, you need to add the EPRService and EPRWorkflow projects to the Web site. Choose File Add Existing Project. Navigate to the EPRService project file and choose it. Then repeat this process for the EPRWorkflow project. Now you need to reference these projects from the Web site project. Again, right-click the EPRWeb project within the Solution Explorer and choose Add Reference. Under the Projects tab, you should see EPRService and EPRWorkflow. Choose both of these as shown in Figure 10-15, then click OK.
Luckily, you know the end of the track should be connected to its beginning, so you know base point 8 is the same as base point 0. The same way, point 9 equals point 1, and point 10 equals point 2. The means you can solve the problem by adding base points 0, 1, and 2 to the end of your list. This should be done at the beginning of the GenerateTrackPoints method, which will create a list containing all the extra points of your whole track: private List<Vector3> GenerateTrackPoints(List<Vector3> basePoints) { basePoints.Add(basePoints[0]); basePoints.Add(basePoints[1]); basePoints.Add(basePoints[2]); List<Vector3> allPoints = new List<Vector3>(); for (int i = 1; i < basePoints.Count-2; i++) { List<Vector3> part = InterpolateCR(basePoints[i - 1], basePoints[i], basePoints[i + 1], basePoints[i + 2]); allPoints.AddRange(part); } allPoints.Add(allPoints[0]); return allPoints; } After you ve copied the first three base points to the end of the base point list, you create a new, empty list that will contain all the center points of your track, corresponding to b in Figure 5-36. The for loop will jump from section to section, create the extra points for such a section using the InterpolateCR method, and add all the points together in the allPoints list. For each section, the for loop calls the InterpolateCR method and passes basePoints i-1, i,i+1, and i+2, with i starting at 1. This means that the first section created will be section [1,2], as shown at the left of Figure 5-37. The InterpolateCR method will return basePoint 1, together with 19 extra points between basePoints 1 and 2. These 20 points are added to the allPoints list. The last section that will be added is section [8,9], which is the same as section [0,1].
Figure 6-9. The anatomy of a class derivation When you create a derived class, it inherits the features from the base class; this is often referred to as inheritance. Here is a demonstration: VolvoCar myVolvo = new VolvoCar("Adam Freeman", "Black", 30, "High Performance"); int fuelRequired = myVolvo.CalculateFuelForTrip(1000); Console.WriteLine("Fuel Required: {0} gallons", fuelRequired); The key part of these statements is marked in bold. I created a VolvoCar object and then called the CalculateFuelForTrip method, even though this method is defined in the base class, Car.
What remains is the technique definition: technique Mirror { pass Pass0 { VertexShader = compile vs_1_1 MirrorVS(); PixelShader = compile ps_2_0 MirrorPS(); } }
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