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Say you re creating a flight game, with planes firing rockets at each other. Of course, you have multiple types of planes and rockets. You can store all possible rotations of a single plane or rocket into a one big texture map, which will reduce the total number of textures needed. You want some smoke behind the engines of the planes, slowly fading away, and a lot of smoke in a trail after the rockets, of course. If you render all these images using a single SpriteBatch, you have a problem: you want all the images to be sorted by texture to get optimal performance. However, you need the planes and rockets to be drawn first, so after that, you can nicely blend over your smoke sprites. This would require your sprites to be sorted by their layerDepth! The solution is in using two objects of the SpriteBatch class: planeBatch and smokeBatch. At the beginning of your Draw method, you call the Begin method of both SpriteBatch classes. Next, for each plane or rocket, you add the plane or rocket image to the planeBatch and the smoke behind the plane or rocket to the smokeBatch. The planeBatch can be sorted by Texture, and the smokeBatch can be sorted using BackToFront. After all images have been added to the batches, you first call the End method of the planeBatch, which will cause all the plane and rocket images to be sorted by texture, and they will be drawn to the screen with nice performance. Next, you End the smokeBatch, which will cause the smoke sprites to be blended nicely over the image. So, you have optimal performance for rendering your planes, and yet the blending is done correctly!
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The top part allows each vertex to store a Position, a Texture coordinate, and an extra Vector4. Next, you link them to your vertex shader input. You indicate the first Vector3 should be linked to the POSITION0 semantic. Because it is the first data item, it can be found at byte 0 (the second argument). The second line indicates that the Vector2 containing the Texture coordinate should be linked to the TEXCOORD0 input of the vertex shader. The Position takes up three floats, so the Texture coordinate can be found at position sizeof(float)*3 = 12, which can be verified in Figure 5-28. The third line links the additional Vector4 to another TEXTURE semantic, because these can be used to pass extra data. Since the TEXTURE0 intrinsic is already used, you link it to the TEXTURE1 intrinsic by specifying 1 as the last argument. This Vector4 is preceded by a Position and Texture coordinate data, occupying three and two floats, so the extra Vector4 can be found at byte number sizeof(float)*(3+2) = 20, which again is shown in Figure 5-28.
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//Set up pretend repository BobsMoviesMVC.Support.FakeFilmRepository PretendRepository = new BobsMoviesMVC.Support.FakeFilmRepository(); //Add a film to pretend repository PretendRepository.Films.Add(new Film { FilmID = 1, Title = "Test film" }); return PretendRepository; } } }
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The .NET Micro Framework SDK will be installed into the Program Files folder in a subdirectory depending on the version number. For compatibility reasons the SDK version 2.5 uses the same subfolder as version 2.0 (v2.0.3036). The SDK installation consists of the following folders: Assemblies: This folder contains all the runtime assemblies of the base class library (BCL). Fonts: The Fonts subdirectory contains two fonts in the .tinyfnt file format, ready to use with the .NET Micro Framework.
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Figure 4-4. Frame rate counter displayed on the upper-left of the Silverlight application
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Drag a Button control out onto the form and, in its Properties window, change its Label to Submit. In order to wire it up to actually submit our form, we need to add some rules: 1. At the bottom of the General tab, click the Rules button. 2. Name the rule something clever, like Submit. 3. Click the Add Action button. 4. Select Submit Using a Data Connection from the drop-down menu. 5. Click the Add button.
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Each one associates a property or method with a list of roles that are to be allowed read and write access to that element. The AddObjectAuthorization() method allows you to specify the roles that can interact with the object itself. You can specify the roles that area allowed to create, get, edit, and delete the object. You do this by calling the AllowCreate(), AllowGet(), AllowEdit(), and AllowDelete() methods on the Csla.Security.AuthorizationRules type. The purpose of this object-level authorization is to allow the UI developer to easily determine whether the current user can get, add, update, or delete this type of object. That way, the UI can enable, disable, or hide controls to provide appropriate visual cues to the end user. Additionally, the data portal uses these rules to ensure that only authorized users are able to perform a requested action. In the Factory Methods region, Shared factory methods create, retrieve, and delete the object. Of course, these are just examples that you must change as appropriate. You must tailor the accepted parameters to match the identifying criteria for your particular business object. The example code uses the CSLA .NET SingleCriteria class. As discussed in 4, if your object requires more complex criteria, you ll need to create your own criteria class. The criteria stereotype is discussed later in this chapter. Finally, the Data Access region includes the DataPortal_XYZ methods. These methods must include the code to load defaults, retrieve object data, and insert, update, and delete object data, as appropriate. In most cases, you do this through ADO.NET, but you could just as easily implement this code to read or write to an XML file, call a web service, or use any other data store you can imagine. You can safely omit the DataPortal_Create() method if your object doesn t require any initialization when you create it. If your object does require default values to be loaded into properties (hard-coded from a config file or from a database table), then you should implement the method to initialize those values. Notice the RunLocal attribute on the DataPortal_Create() method. <RunLocal()> _ Protected Overrides Sub DataPortal_Create() End Sub This attribute is used to force the data portal to run the method locally. You use this attribute for methods that do not need to interact with server-side resources (like the database) when they are executed. Typically, you would use this attribute only on DataPortal_Create() and only if you don t need to load default values from a database table into a new object. The use of the RunLocal attribute is optional, and when you use this attribute, the decorated DataPortal_XYZ method must not access the database, because it may not be running in a physical location where the database is available. The Transactional attributes on the methods that insert, update, or delete data specify that those methods should run within a System.Transactions.TransactionScope transactional context. <Transactional(TransactionalTypes.TransactionScope)> _ Protected Overrides Sub DataPortal_Update() End Sub You may opt instead to use the TransactionTypes.EnterpriseServices setting to run within a COM+ distributed transaction or the TransactionTypes.Manual setting to handle your own transactions using ADO.NET or stored procedures.
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