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R() { a = gcnew array<int> { 1, 2, 3, 4, 5 }; } }; void F(int* ptr) { if (ptr) Console::WriteLine(*ptr); // possible crash } int* GcHole(R^ r) // gc hole { pin_ptr<int> pinp = &r->a[0]; int *ptr; ptr = pinp; // pointer assigned to pinning pointer // ... return ptr; // pointer into gc heap returned (!) } int main() { R^ r = gcnew R; F(GcHole(r)); }
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A type is a block of code that encapsulates data and methods. The simplest of all types is a class, which could be defined as follows: class SimpleClass { } In C#, you define types using keywords, identifiers, and curly brackets. The identifier class is a keyword that defines a class with the identifier SimpleClass. The curly brackets define a code block where everything between the curly brackets belongs to the SimpleClass type. Attributes can be associated with the class keyword; however, in the preceding example there are no additional attributes. Other types you can use are struct, interface, and generics. (Generics are discussed later in this chapter, in the Writing Generic Code section.) Let s take a moment to look at structs. The following example shows how to define a struct type: struct SimpleStructure { } The difference between a struct and a class is that the former is a value type and the latter is a reference type. The difference between a reference and a value type is an example of an
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In this chapter, you ve seen two types of function members that have get and set accessors: properties and indexers. By default, both a member s accessors have the same access level as the member itself. That is, if a property has an access level of public, then both its accessors have that same access level. The same is true of indexers. The accessors of a member can, under certain conditions, have different access levels. For example, in the following code, property Name has an access level of public, but the set accessor has an access level of protected. class MyClass { private string _Name = "John Doe"; public string Name { get { return _Name; } protected set { _Name = value; } } } There are several restrictions on the access modifiers of accessors. The most important ones are the following: An accessor can have an access modifier only if the member (property or indexer) has both a get accessor and a set accessor. Although both accessors must be present, only one of them can have an access modifier. The access modifier of the accessor must be strictly more restrictive than the access level of the member. Figure 6-20 shows the hierarchy of access levels. The access level of an accessor must be strictly lower in the chart than the access level of the member. For example, if a property has an access level of public, you can give any of the four lower access levels on the chart to one of the accessors. But if the property has an access level of protected, the only access modifier you can use on one of the accessors is private.
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When you combine two rotations around two different axes, Gimbal lock will occur. This happens because the first rotation will also rotate the second axis, as explained in recipe 4-2. In this recipe, you want to rotate your camera around your x-, y-, and z-axes. This would imply, however, that the second axis is rotated by the first rotation and that the third axis is rotated by the combination of the first two axes. So, it s hard to imagine what is going to be the final result. A property of rotations is that there always exists a single rotation that has the same result as the combination of multiple rotations. So, the trick you need here is to define only a single axis of rotation around which your camera will be rotated. This can be any axis: it does not have to be one of the x-, y-, or z-axes. This axis and the amount of rotation will be stored in a variable, which is called a quaternion. A quaternion is perfect to store a rotation, because a quaternion can store an axis and a number that can hold the amount of degrees to rotate around that axis. The next question is, how can you calculate this axis You don t. It will be created for you automatically during the process. You just need to specify a starting axis, and this axis will be updated every time the user moves the mouse, as you will see in the next example. Say you start with the Up axis of your camera as the rotation axis and with 0 degrees of rotation, so you re looking Forward. Next, on some user input, you want the camera to rotate around its Right vector. This Right vector first gets rotated with the current camera rotation, but because this is over 0 angles, the Right vector remains same. This Right vector becomes the current rotation axis. The camera is rotated over this axis, and the camera is looking Up a bit. The next user input wants the camera to be rotated along its Forward axis. This axis first is rotated along the current rotation of the camera, which now no longer is zero but now contains a rotation around the Right axis. Both rotations are combined, and the resulting single axis of rotation and the amount of rotation is stored in the camera quaternion. This rotation now becomes the current rotation of the camera. For each new input of the user, the same procedure happens: the Forward/Right/Up/ Down/. . . vector gets rotated by the current rotation axis of the camera, and the combination of this new rotation and the current camera rotation is stored as the new camera rotation into the camera quaternion, after which the camera is rotated over this new rotation.
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In the simple inheritance example you saw in the previous section, the method of the type is the method that s called. That kind of inheritance is limiting because it requires that the type s user know about the type. When writing components, which 3 will discuss in more detail, having to know the type in order to call the appropriate method defeats the purpose of having and creating components. More conveniently, inheritance can make use of virtual functions. A virtual function is designed to redirect the method call to a derived class, even when the method being called belongs to a base class. Going back to the simple inheritance example, the code results in the method Subclassed.SimpleMethod being called, regardless if the method call is called from the type Subclassed or BaseClass. Virtual functions implement an object-oriented technique called polymorphism. Polymorphism is defined as follows: The idea behind polymorphism is that a group of heterogeneous objects (for example, apples, oranges, bananas) can be made to look homogenous (for example, a bunch of fruit), but can then be distinguished based on their own specific type at run time. 5 An example of polymorphic types is as follows: class Animal { public virtual void WhatAmI() { DebugMgr.output( 10, "I don't know what you are"); } } class Human : Animal { public override void WhatAmI() { DebugMgr.output( 10, "I am a human"); } } class Dog : Animal { public override void WhatAmI() { DebugMgr.output( 10, "I am a dog"); } }
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Figure 7-2. This is the back of a flashcard in Flash of Genius. If the user taps either the X or the check, the front of the next flashcard is revealed.
Visual Studio has divided the project up into a number of directories (see Figure 13-2):
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