c# printing barcode Designing KVC-Compliant Classes in Objective-C

Development ECC200 in Objective-C Designing KVC-Compliant Classes

IEventRaiser eventer; using (mocks.Record()) { viewStub.Load += null; eventer = LastCall.GetEventRaiser(); }
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Listing 8.28 Consuming inherited LINQ to SQL objects
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Very often your game objects will implement logic of their own. It makes sense to create a separate class for each type of game object. This could be your player character, various enemy types, bullets, missiles, platforms, and about everything else that can be individually placed in a game s scene and needs to run logic of its own. The question then is, where to subclass from A lot of developers choose the seemingly obvious route of subclassing CCSprite. I don t think that s a good idea. The relationship of subclassing is a is a relationship. Think closely, is your player character a CCSprite Are all of your enemy characters CCSprites At first the answer seems logical: of course they are sprites! That s what they use to display themselves. But wait a second. Could they be something else other than CCSprite For all I know, game characters can also be characters in the literal sense. In Rogue-like games, your player character is an @. So would that character be a CCLabel then I think the confusion comes from CCSprite being the most widely used class to display anything onscreen. But the true relationship of your game characters to CCNode classes is a has a relationship. Your player class has a CCSprite it uses to display itself. In a Rogue-like game, the player character class has a CCLabel to display itself. And if you want to get fancy, as in OpenGL and lots of particle effects, your player class has a system of particle effects to represent it visually on screen. The distinction becomes even clearer when you think of why you d normally subclass the CCSprite class: in general, to add new features to the CCSprite class for example, to have a CCSprite class that uses a CCRenderTexture to modify how it is displayed based on what is beneath it on the screen.
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We still get an error, but notice where the error message is reported. Because it happened in the body of the function, the error message is reported in the function itself, not where the function was called as it was in the previous function. It s much more useful for the user of the function to know where the call that failed was rather than knowing where in the function it failed. Now let s look at the other two examples with the unconstrained function, first with strings and then with numbers.
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from contact in db.GetTable<Contact>() where contact.City == "Paris" select contact;
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CHAPTER 14 VIEWS AND VIEWPORTS
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tire 0's handling is 20 28 tire 1's handling is 21 29 tire 2's handling is 22 30 tire 3's handling is 23 31 AllWeatherRadial: 34.0 / 20.0 AllWeatherRadial: 34.0 / 20.0 AllWeatherRadial: 34.0 / 20.0 AllWeatherRadial: 34.0 / 20.0 I am a slant-6. VROOOM!
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CHAPTER 4: Your First Game
Command assignments for MenuItems Command property
CHAPTER 8 WORKING WITH VARIABLES
creating manually 93 orphaned 94 removing 94 using for passing data 93 ReportMagic 509, 546 report-management stage 24 ReportName 166 167 ReportParameter objects 409,
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