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The new dynamic functionality in .NET 4.0 allows us to work with types not known at compile time in an intuitive and easy to read way. Many of you may be wondering what can the dynamic changes do for you. The dynamic changes allow us to do the following: Write more readable code with fewer casting operations. Create new languages to utilize the .NET Framework, such as IronPython and IronRuby. Additionally, .NET s dynamic architecture allows these languages to automatically benefit from future framework advances.Utilize other dynamic languages and their libraries. Utilize other dynamic languages and their libraries from C# and VB.NET. Introduce customization/scripting and debugging/querying functionality within our applications. Work with COM objects more easily. Microsoft Office COM is going to be around for some time whether you like it or not. Many other cool uses we haven t thought of yet.
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The System.Windows.Ink namespace provides three classes: DrawingAttributes (specifies drawing attributes that are used to draw a Stroke), Stroke (a collection of points that correspond to stylus down, move, and up movements) and StrokeCollection (a collection of Stroke objects). A Stroke represents the position/geometry through the StylusPoints property and appearance through the DrawingAttributes property. The StylusPoints property is a collection of StylePoint objects. The System.Windows.Input namespace supports the Silverlight client input system including ink strokes. The StylusPoint structure represents a single point on an ink stroke by providing X and Y coordinates and pressure. To see InkPresenter in action, let us create a basic InkPad application, as shown in Figure 3-32, to capture handwriting.
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new public string Field1 = "Field1 -- In the derived class"; Hides the field in the base class public void PrintField1() { Console.WriteLine("{0}", Field1); // Access the derived class. Console.WriteLine("{0}", base.Field1); // Access the base class. } } Base access class Program { static void Main() { OtherClass oc = new OtherClass(); oc.PrintField1(); } } This code produces the following output: Field1 -- In the derived class Field1 -- In the base class
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An instance of the Application object. This type is a holdover from classic ASP sticking , around for backwards compatibility. There s nothing this object can do that the cache can t do better. This property points back to the instance of HttpApplication that s processing the request. The ASP.NET cache object. Another instance that s familiar within Page processing, but is also available outside of handler processing. An instance of the handler that rendered the previous page. This is used in crosspage postbacks to expose information about the page that rendered the HTML that caused the postback. This is exposed at the page level as the PreviousPage property. Used by the personalization infrastructure. It s an instance of the current user s profile object. The old familiar request object. Use this to examine the details of the request that has come into the server. Another holdover from classic ASP While . Response.Write should not be used anymore, there are actually many useful things that can be done with the type, such as setting the content type of the response, serializing binary data to the client, or creating cookies. A few useful methods are available on this type that weren t available in classic ASP . For example, there s a Transfer method exposed by this type that moves execution to a different page as Response.Redirect did in classic ASP Unlike redirection, however, . Transfer moves execution to another page without causing another round-trip to the client. Stores user specific session information. This object is actually not available through much of the pipeline, as part of the work done during pipeline processing is the restoration of session state. We ll take a look at the earliest point you can do some preprocessing on the values that may be stored in here. code read datamatrix code
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As conditions on activities such as IfElseBranch While ConditionedActivityGroup Replicator (We covered each of these at a high level in 3 we ll cover them in more detail here.) As a full ruleset on the Policy activity. We touched only briefly on the Policy activity in 3. We ll cover it in more detail (including an explanation of just what the heck a ruleset is) in just a bit. Our actual implementation in this chapter is going to replicate much of the functionality of the Policy activity but allow us to define and store our rules outside of the workflow itself. The difference between these two situations is related to the complexity of the rule being applied and the manner in which it is applied.
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The Problem
You simply walk over your Ray in steps of the same size, until you encounter a point below the terrain. This will not give you an exact result, but at least you will detect that the Ray has collided with the first hill. Because neither point 1 nor point 2 in Figure 5-21 is really close to the terrain, you will want to use the binary search on the Ray between points 1 and 2 to accurately find the exact collision point. The LinearSearch method accepts the whole Ray between A and B, divides it into equal steps, and returns the part of the Ray that corresponds to the step during which the collision occurred: private Ray LinearSearch(Ray ray) { ray.Direction /= 300.0f; Vector3 nextPoint = ray.Position + ray.Direction; float heightAtNextPoint = terrain.GetExactHeightAt(nextPoint.X, -nextPoint.Z); while (heightAtNextPoint < nextPoint.Y) { ray.Position = nextPoint; nextPoint = ray.Position + ray.Direction; heightAtNextPoint = terrain.GetExactHeightAt(nextPoint.X, -nextPoint.Z); } return ray; } In this example, the Ray is divided into no less than 300 steps. Increasing this value will increase the probability of detecting peaks but will require more processing power. For each point, you calculate the next point and check whether that next point is above or below the terrain. As long as it is above the terrain, continue. If the next point is below the terrain, return the current Ray containing the point before the collision and the step in which the collision occurred. This Ray can immediately be used to start the BinarySearch method: Ray shorterRay = LinearSearch(pointerRay); pointerPos = BinarySearch(shorterRay);
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