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Figure 2-10. An input event bubbling up nested controls
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The second new item is the data model. There are two parts to this new item. The first has a suffix of .edmx; if you double-click this part, you will see a graphical representation of the data model, showing the objects that have been created and the relationship between them, as illustrated by Figure 30-10.
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The final operation, and probably the simplest, is to delete an object from the database. The framework actually supports two approaches to deleting objects. The first approach is called deferred deletion. In this model, the object is retrieved from the database and is marked for deletion by calling a Delete() method on the business object. Then the Save() method is called to cause the object to update itself to the database (thus actually doing the Delete operation). In this case, the data will be deleted by the DataPortal_DeleteSelf() method. The second approach, called immediate deletion, consists of simply passing criteria data to the server, where the object is deleted immediately within the DataPortal_Delete() method. This second approach provides superior performance because you don t need to load the object s data and return it to the client. Instead, you simply pass the criteria fields to the server, where the object deletes its data. The framework supports both models, providing you with the flexibility to allow either or both in your object models, as you see fit. Deferred deletion follows the same process as the update process I just discussed, so let s explore immediate deletion. In this case, a Criteria object is created to describe the object to be deleted, and the data portal is invoked to do the deletion. Figure 2-21 is a UML diagram that illustrates the process.
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Working with milliseconds or ticks is only convenient for the smallest periods of time. A more flexible approach is to use the System.TimeSpan struct. You can create TimeSpan instances directly, get them from other classes (such as the StopWatch class), or get them as a result of operations on other date and time types (see the section on the DateTime struct for examples).
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You can also use these connections strings from the markup in your page. Here s the declaration of a SqlDataSource control, which we ll be looking at in 11. With this code, though, notice how the connection string attribute is being set. <asp:SqlDataSource Runat=server ID=sdsAuthors ConnectionString= '<%$ ConnectionStrings:localPubs %>' SelectCommand="select * from authors" /> This looks like a data-binding expression, but it is a new, hybrid syntax that can be embedded into your markup, and will be evaluated even when DataBind is not called on the Page. Encrypting this section is very simple in 2.0. The capability to do encryption of any section of your configuration file has been added to the aspnet_regiis command-line tool. This feature of configuration is really nice, because it s completely transparent to the consumer of the encrypted information. Even with the connectionStrings section encrypted, all of the code you ve looked at in this section will continue to work, with no changes. Doing the encryption is simple as well. The name of the web application you ve been working on is Web10. Here s the call to aspnet_regiis that will encrypt the connection strings section of the configuration file: aspnet_regiis -pe connectionStrings -app /Web10 This transforms the connectionStrings element of the web.config for the Web10 application into the following (abbreviated a bit): <connectionStrings> <EncryptedData Type="http://www.w3.org/2001/04/xmlenc#Element" xmlns="http://www.w3.org/2001/04/xmlenc#"> <EncryptionMethod Algorithm="http://www.w3.org/2001/04/..." /> <KeyInfo xmlns="http://www.w3.org/2000/09/xmldsig#"> <EncryptedKey Recipient="" xmlns="http://www.w3.org/2001/04/xmlenc#"> <EncryptionMethod Algorithm="http://www.w3.org/2001/04/..." /> <KeyInfo xmlns="http://www.w3.org/2000/09/xmldsig#"> <KeyName>Rsa Key</KeyName> </KeyInfo> <CipherData> <CipherValue>c/2j0F+gayZtHeusqvsHkiEPeHzLOliKjo3eRkJUmI/Af+3Q </CipherData> </EncryptedKey> </KeyInfo> <CipherData> <CipherValue>k2bGkbrLexSN8cz4iN8PgJF4qxy1OddDMJCU6EUe2+kboIdYf9Nwh </CipherData> </EncryptedData> </connectionStrings> All of the code that uses these connection strings continues to work. To decrypt these values, use the same command with the pd switch instead of pe.
1-5. Customize Game Loop Timing
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During this state, you will create a new network session. Start by adding this variable to your code: NetworkSession networkSession; You can create a new network session and store it in the variable you just defined using the NetworkSession.Create method, as shown here: networkSession = NetworkSession.Create(NetworkSessionType.SystemLink, 4, 16); This line will cause the machine to host a new session to which other players can connect. As you can see, this method expects three arguments. The first argument specifies the type of session that should be created. A session of the NetworkSessionType.Local type should be created if all players are connected to the same machine. For example, four players can have their own controller attached to the same Xbox 360 console. If one or more players are on different machines, which are connected to the same network, you should create a session of the NetworkSessionType.SystemLink type. The NetworkSessionType. PlayerMatch type works the same way as the SystemLink type, but it will allow users to connect to sessions over the Internet, making use of the Live servers. At this moment, however, in order to use these servers, you need to buy Live Gold membership for all participating players. The second argument specifies whether multiple players connected to the same machine can join the network. If not, you should specify there can be only one player for each machine. If you want, for example, to start a local session, you should allow up to more than one player to connect through the same machine. The last argument specifies the maximum number of players that can connect to the session. Since you re dealing with multiplayer games, this number should be at least 2, while it should be equal to or less than the upper limit, which is 31. The NetworkSession.Create method has an overload that accepts two more arguments. The first specifies the number of player slots that should be kept available for friends. This way, only players you ve marked as friends will be able to join the session. The last argument allows
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