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A visit to the App Store will show you several note-taking and organizing apps designed for the iPod touch. Prices range from free to about US $20.00. A good free notes app is called Evernote. Evernote is great because you can track just about anything with it: text notes, pictures you snap, voice notes, copies of Safari web pages, documents almost anything you can imagine. Also, when you enter a note in Evernote on your iPod touch, you can automatically synchronize it with your Mac, PC, iPad, BlackBerry, or other mobile device. The same goes for notes you enter on your Mac, PC, or other devices they all sync to your iPod touch. All text is searchable, and you can even geo-locate (have your iPod touch tie your GPS location to where you originally created each note) using Evernote.
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mipfilter = POINT; }; struct PPVertexToPixel { float4 Position : POSITION; float2 TexCoord : TEXCOORD0; }; struct PPPixelToFrame { float4 Color : COLOR0; }; PPVertexToPixel PassThroughVertexShader(float4 inPos: POSITION0, float2 inTexCoord: TEXCOORD0) { PPVertexToPixel Output = (PPVertexToPixel)0; Output.Position = inPos; Output.TexCoord = inTexCoord; return Output; } //------- PP Technique: Invert -------PPPixelToFrame InvertPS(PPVertexToPixel PSIn) : COLOR0 { PPPixelToFrame Output = (PPPixelToFrame)0; float4 colorFromTexture = tex2D(textureSampler, PSIn.TexCoord); Output.Color = 1-colorFromTexture; return Output; } technique Invert { pass Pass0 { VertexShader = compile vs_1_1 PassThroughVertexShader(); PixelShader = compile ps_1_1 InvertPS(); } } This code could have been a little bit shorter, but I want to keep the structure of all HLSL code presented in this book the same. At the bottom is the technique definition, indicating the name of the technique as well as the vertex shader and pixel shader it uses. Above that are the vertex shader and pixel shader, and at the top of the code are the variables that you can set from within your XNA application. For this simple example, you can set only the 2D image you ve hijacked from your back buffer before it was sent to the screen.
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CREATE PROCEDURE deleteResource ( @id int ) AS DELETE Assignments WHERE ResourceId=@id DELETE Resources WHERE Id=@id RETURN This procedure works the same as deleteProject.
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Because you will be extending a content processor and you ll be passing an object of a custom class, make sure you go through the (many, but short) initialization steps listed in the Checklist for Extending a Content Processor Using an Object of a Custom Class section of recipe 4-15. In step 1, I called my new content pipeline project TagPipeline. In step 4, I called my processor ExtendedModelProcessor. namespace TagPipeline { [ContentProcessor] public class ExtendedModelProcessor : ModelProcessor { public override ModelContent Process(NodeContent input, ContentProcessorContext context) { return base.Process(input, context); } } } With all the initialization done, you re ready to define the new class that should be capable of storing everything you want to pass from your content pipeline to your XNA project. In this example, you ll send an array of all Vector3s used by the Model together with the global BoundingBox of the Model. At the top of your content pipeline namespace, define a class that can hold both objects: public class TagObject { private Vector3[] positions; private BoundingBox boundingBox; public TagObject(Vector3[] positions, BoundingBox boundingBox) { this.positions = positions; this.boundingBox = boundingBox; }
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public class COMCommand : ICommand { private ViewModel _vm; public COMCommand(ViewModel vm) { _vm = vm; } public bool CanExecute(object parameter) { return true; } public event EventHandler CanExecuteChanged; public void Execute(object parameter) { if (parameter.ToString()=="Word") //it is Word export button clicked { _vm.WordExport(); } else //it is Excel export button clicked { _vm.ExcelExport(); } } } Here, the constructor of this class takes one parameter of type ViewModel and assigns this to the private _vm instance of the ViewModel class. Then the Execute method simply checks the string value of the supplied parameter and, based on that value, it invokes either the WordExport or ExcelExport method. For the View s UI Button controls that we implement next (in View.xaml), we need to provide the public property of type ICommand so their Command property can bind to this property. The following is the code for the public COMCommand property. public ICommand COMCommand { get {return new COMCommand(this);} }
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Figure 34-12. Adding and configuring the data source The Configure Data Source dialog box will appear. Select the NorthwindEntities item from the Named Connection list, and ensure that the DefaultContainer name is set to NorthwindEntities as well, as shown by Figure 34-13.
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This chapter does not include a full Visual Studio, MOSS, workflow as it is focused on building or WSS v3 activities. The scenario focuses on removing macros from Office 2007 documents. A sequential workflow that uses the custom activity built in 5. A state machine workflow to ensure that task assignments are current and accurate. Custom forms used to modify workflow processing. This scenario is duplicated using InfoPath forms and ASP.NET forms. Visual Studio, MOSS, or WSS v3 Visual Studio, MOSS, or WSS v3 Forms Services, MOSS, WSS v3, InfoPath and ASP.NET forms, Visual Studio
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<EmulatorComponents> <MyComp id="MyComp"> <ArrayProp> <SomeType1>data to parse</SomeType1> <SomeType2> <Prop>123</Prop> </SomeType2> </ArrayProp> </MyComp> </EmulatorComponents> The built-in FlashManager emulator component owns a FlashSectors array property that holds FlashSector items. The FlashSector class is in Microsoft.SPOT.Emulator.dll. Listing 12-20 shows how you can populate this array using the Types section, and Listing 12-21 uses direct specification of the type. Listing 12-20. Populating the FlashSectors Array Property Using the Types Section < xml version="1.0" encoding="utf-8" > <Emulator> <Types> <MemoryManager>Microsoft.SPOT.Emulator.Memory.MemoryManager</MemoryManager> <FlashManager>Microsoft.SPOT.Emulator.Memory.FlashManager</FlashManager> <FlashSector>Microsoft.SPOT.Emulator.Memory.FlashSector</FlashSector> </Types> <EmulatorComponents> <MemoryManager> <FlashManager type="FlashManager"> <FlashSectors> <FlashSector> <Length format="HexNumber">10000</Length> <Usage>Bootstrap</Usage> <Partition>Start</Partition> <Block>StartEnd</Block> </FlashSector> <FlashSector> <Length format="HexNumber">10000</Length> <Usage>Config</Usage> <Partition>None</Partition> <Block>StartEnd</Block> </FlashSector> <FlashSector> <Length format="HexNumber">10000</Length> <Usage>Code</Usage> <Partition>None</Partition> <Block>StartEnd</Block> </FlashSector>
In this example, the code-behind class will have an instance variable named myLink, which is an instance of the HtmlAnchor class. You can use this instance variable to get or set properties on the hyperlink tag. Web controls: These classes duplicate the functionality of basic HTML tags but have methods and properties that have been standardized across the entire set of web controls, making it easier for developers to use them. Usually web controls are prefixed by asp:, such as <asp:HyperLink>. With custom web controls, however, you can choose the prefix as well. Many of them are analogous to HTML server controls (e.g., the hyperlink) but have methods and properties that are designed to be used
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