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At the end of each combat turn, you check to see whether the attacking Mingon s armor is gone. If it is, you ve won this battle and can show the COMBAT_WON page:
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Applications commonly retrieve read-only collections of objects. The CSLA .NET framework includes the ReadOnlyListBase class to help create read-only collections. It throws an exception any time there s an attempt to change which items are in the collection by adding or removing objects.
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them, and the piece would turn in any direction. This took a very long time to get right on the simulator, since I couldn t use actual fingers to test it! As soon as you re able, start working on a real device. There s a bit longer turnaround time to load, but you ll save countless hours in the long run. Next up was flipping. I had a hard time trying to keep this motion the same as its real life counterpart. There just wasn t a gesture for it, other than a pinching action, which would be much too similar to rotation. Eventually, I decided to implement flipping via a simple double-tap. Flipping isn t used extensively in tangrams, so I decided it wasn t as vital to match the movement of the real-world game. Working with the iPhone, you learn quickly that compromises like this are a daily occurrence. Coming up with the perfect iPhone UI is a blend of inspiration and bitter reality checks.
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while (! moveComplete) { try { List<Tile^>^ workingTiles = GetWorkingTiles(); array<Tile^, 2>^ workingBoard = GetWorkingBoard(); PrintBoard(gameBoard); Console::WriteLine("{0}'s turn.", players[playerNum]->Name); players[playerNum]->PrintPlayerTiles(); PlayType playType = GetPlayType(); if ( playType == PlayType::Pass) { moveComplete = Pass(workingTiles); if (moveComplete) { // The pass was completed. pass_count++; // If everyone passes and the bag is empty, the game ends. if (pass_count == nPlayer && bag->Count == 0) { gameOver = true; } return gameOver; } else { // The pass was cancelled, restart play. continue; } } int row, col; if (! GetPlayStartPosition(row, col)) continue; if (! GetTilesForPlay(row, col, playType, workingTiles, workingBoard)) continue; // Calculate the score. int scoreForPlay = CalculateScore(row, col, playType, workingBoard); PrintBoard(workingBoard); if (scoreForPlay == -1) { Console::WriteLine("The move is not a legal move."); if (moveNum == 0) { Console::WriteLine("The first play must use the center square."); }
every once in a while, as well. Other than these few data structures, rarely do I see DBAs making full use of structures such as index-organized tables (IOTs), global temporary tables (GTTs), and clusters. How many times have you seen a production problem solved as someone looks at a join condition and then simply adds a B*Tree index on one or more of the columns in that join condition It is an invaluable investment of your time when you try to gather as much information as you can about how the data will be used. How will it be accessed How often By how many users How will it be altered And so forth. Reports, as every DBA knows, are of paramount interest to end users and can be a DBA s worst nightmare. If you have data that is often accessed together, meaning data stored within tables that you can reasonably assume will be joined together within a SQL query many times over, why not consider storing that data together This is where a cluster would be an attractive option. Some of your goals, as a DBA, are to be responsible for best utilizing storage requirements, as well as ensuring that I/O is reduced and that all caches, particularly the buffer cache, are used as efficiently as possible. Because clusters can store data from many tables together on the same block, you can immediately see an ROI by implementing this type of data structure when you discover that instead of needing to manage 75 blocks in the buffer cache to support a commonly accessed set of data using a table join, you are now managing two or three blocks. You should also, by proxy, see your I/O significantly reduced because, by using clusters, you have fewer index blocks and table blocks to retrieve and cache. You don t have to retrieve index data from multiple locations. Instead you simply retrieve index data from, say, the cluster key index (for a B*Tree cluster). You now have a decreased need for indexes on this data. And, if you ve planned well, it may also be possible to obtain your actual rows of data from a single database block. Additionally, if you re using a hash cluster, you have no need for any indexes at all on this particular data, because the data is the index, and the index is the data. For example, let s look at the following code sample (run on Oracle version that creates a B*Tree cluster and a couple of heap tables, and then runs a query that tests the cluster s efficiency in terms of physical I/O (disk reads) and buffer cache block reads, and compares the output with that of the same query run against the heap tables. scott%ORA11GR1> drop table t_tables; Table dropped. scott%ORA11GR1> drop table t_indexes; Table dropped. scott%ORA11GR1> drop table users_tables; Table dropped. scott%ORA11GR1> drop table users_indexes; Table dropped. scott%ORA11GR1> drop cluster user_items_cluster_btree; Cluster dropped.
<UserControl x:Class="EventsAndEventHandlers.MainPage" xmlns="" xmlns:x="" xmlns:d="" xmlns:mc="" mc:Ignorable="d" d:DesignHeight="600" d:DesignWidth="800"> <Grid x:Name="LayoutRoot" Background="White"> <Button
Tracer code is a topic that isn t discussed using that particular term. But change the code from tracer code to logging code, and then it s apparent what tracer code is. I don t like the term logging code because it implies code used for logging problems. Tracer code implies the development of code that traces what it s doing. Tracer code was discussed in 2, and the class Tracer demonstrated. When implementing tracer code, it should be distributed during runtime, but not active during normal operation. As illustrated with log4net, tracer code is activated by using either the info or debug levels. When writing tracer code, the debug level is most appropriate. The tracer code should perform tests and output messages indicating what the code is doing. Then if something goes wrong, a developer can inspect the logs to see what happened.
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