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It will configure the SqlAdapter object so that it has valid SQL commands to use when we come to modify the database later. To insert new data, we must begin by creating a new DataRow object. We do this by calling the NewRow method on the DataTable that you want to add data to. In my example, this is the Employees table:
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// Main // Use SecondDerived. // Use MyBaseClass.
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Listing 14-8. Identify Whether Any Outlines Have Been Ccreated SQL> select count(*) from ol$; COUNT(*) ---------0 SQL> select count(*) from ol$hints; COUNT(*) ---------0 SQL> select count(*) from ol$nodes; COUNT(*) ---------0 SQL> The output in Listing 14-8 shows that no outlines have been created in my database. Therefore, we can be reasonably sure that this functionality is not used at the moment. There is no certainty that the feature has not been used in the past and will not be used in the future. The key package for the outline functionality is DBMS_OUTLN, so a good option would be to enable auditing on execution of the DBMS_OUTLN package and monitor it for a reasonable amount of time to assess whether the feature really is not used. There are more possibilities for assessing built-in accounts, but these require more programming effort. The first option is to review all of the source code within the DBA_SOURCE view to assess whether any of the key packages from a particular schema are used. However, this could be flawed because the code may not be stored in the database, and if the feature is administrative, it is not likely to be stored in the database anyway. A second option, which is similar but actually solves part of the problems discussed earlier, is to parse the System Global Area (SGA) for the same packages or views. As you may expect, there is also a flaw with this solution in that the contents of the SGA are very time-dependent, so it should be done often over a period for true assessment.
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internal static ProjectResource GetResource(SafeDataReader dr) { return new ProjectResource(dr); } Again, the data reader is passed through to a constructor, which loads the object s fields with data from the current row in the data reader.
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Thinking back to my memories of my earliest encounter with video games with the Reyes family, I decided the differentiating factor in my games would be the implementation of a social factor right into the game. When playing my games, your iPhone will notice whether you have played five consecutive levels without losing a life, and give you the tools to tell the whole World Wide Web about it! Most iPhone games provide users with a high-score leaderboard, where users can see how they and other players are doing with the game. A very few games provide a forum where iPhone users can share their game experiences with other players, share tips on how to beat specific levels, and just generally have fun talking about the game with others. This is nice, but we could be doing much more. Just for starters, you could reward users for accomplishing specific objectives in your games, and let users share these accomplishments with others. Figure 2-1 shows Trism, a popular iPhone game that features an achievements display. Playing for a certain number of levels straight without losing a life is difficult in some games. It would be great if you could reward players for that. If you implement social networking features into your game, you can not only give your users awards, but perhaps they could put a widget on their MySpace or Facebook profile, telling the world what their latest highest score is and what achievements they have earned. You can accomplish this by setting up a web service, and having your iPhone game connect to and send requests to that web service to record high scores and achievements awarded to players. Then, separately from that, you make a JavaScript or Flash widget that connects to your web service and displays the user s latest highest score and earned achievements.
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// Return true if the player accepts the play. bool ConfirmPlay(int score) { Console::WriteLine("This play is worth {0} points.", score); Console::Write("Is this your final play (Y/N) "); String^ response = Console::ReadLine();
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The question that remains is, how you can calculate the number of vertices to store in each quad As an example, how can you know that 16 should be split in 9 and 8, while 9 should be split in 5 and 5 The first value can, for example, be found by dividing the parent size by 2, taking the lower integer (which is done for free when dividing integers!) and adding 1 to the result. The other value is found by dividing the parent size by 2, taking the lower integer, and subtracting this from the parent size. As an example, 16 divided by 2 is 8. Add 1, and you get 9 as the first value. Then, 16 divided by 2 is 8, and 16 minus 8 gives you 8. Here s a second example: 9 divided by 2 is 4.5, which becomes 4. Add 1, and you get 5 as the first value. Next, 9 divided by 2 is 4.5, which becomes 4; 9 minus 4 gives you 5. Once you know the sizes of the child quads to be created, you can use this code to create them. For each of the four child quads, you first copy the appropriate vertices, needed to create a QTNode object: private void CreateChildNodes(VertexPositionNormalTexture[,] vertexArray, int maxSize) { VertexPositionNormalTexture[,] ulArray = new VertexPositionNormalTexture[width / 2 + 1, height / 2 + 1]; for (int w = 0; w < width / 2 + 1; w++) for (int h = 0; h < height / 2 + 1; h++) ulArray[w, h] = vertexArray[w, h]; nodeUL = new QTNode(ulArray, device, grassTexture, maxSize); VertexPositionNormalTexture[,] urArray = new VertexPositionNormalTexture[width - (width / 2), height / 2 + 1]; for (int w = 0; w < width - (width / 2); w++) for (int h = 0; h < height / 2 + 1; h++) urArray[w, h] = vertexArray[width / 2 + w, h]; nodeUR = new QTNode(urArray, device, grassTexture, maxSize); VertexPositionNormalTexture[,] llArray = new VertexPositionNormalTexture[width / 2 + 1, height - (height / 2)]; for (int w = 0; w < width / 2 + 1; w++) for (int h = 0; h < height - (height / 2); h++) llArray[w, h] = vertexArray[w, height / 2 + h]; nodeLL = new QTNode(llArray, device, grassTexture, maxSize); VertexPositionNormalTexture[,] lrArray = new VertexPositionNormalTexture[width - (width / 2), height - (height / 2)]; for (int w = 0; w < width - (width / 2); w++) for (int h = 0; h < height - (height / 2); h++) lrArray[w, h] = vertexArray[width / 2 + w, height / 2 + h]; nodeLR = new QTNode(lrArray, device, grassTexture, maxSize); }
Microsoft has come a long way since Blend 3 and has added some very cool new features. Here is a list of features that are brand new to Blend 4:
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