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The easiest and fastest way is to add the styling directly to the control. You can do this by using the HTML style attribute or the specific properties of the control. When you re applying the styles directly to the control, the code looks like this:
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Back up the transaction log within a specified interval, say every 15 minutes. Copy the log backup from the primary server to the standby server. Restore the copied log backup while leaving the database in either norecovery or read-only, standby mode.
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Table 11.3 Member
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Windows objects: COM and WMI
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CHAPTER 7: Pointers and Parameters
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Typecasting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Cast with Care . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Casting with Pointers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Unions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Why Use Unions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Function Recursion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . A Recursive Approach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Binary Trees. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Searching Binary Trees . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Recursion and Binary Trees . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Function Pointers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Initializers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . An Initializion Example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . The Remaining Operators . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 283 284 285 287 288 290 291 294 297 298 301 302 304 305
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CHAPTER 9: Designing Your Own Data Structures
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Also of note is our use of the FindNode method created earlier in the chapter as part of section 15.4.2. As you may recall, we included a parameter to this method that indicated whether to expand the selected node. We set this second parameter to false here to ensure that the contents of the tree view control are not altered. Our final change is to support the display of our album and photograph property dialogs from the TreeView control. 15.5.3 UPDATING THE PROPERTIES MENU In chapter 14 we created a Properties menu. We handled the Click event for this menu in a menuProperties_Click method, and created the DisplayAlbumProperties and DisplayPhotoProperties methods to display the two types of dialogs required. Here we would like to change the behavior of this menu to the following: When the TreeView has the focus, display the appropriate properties dialog if an album node or a photograph node is selected. When the ListView has the focus, display the appropriate properties dialog for the selected item. When the PictureBox has the focus, display the photograph properties dialog associated with the displayed image. To make this change, we will modify our Display methods to accept either a ListViewItem or a TreeNode object. The following table details the changes required.
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CHAPTER 3: Essentials
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// no cast required
Bindings are a really powerful technology, and in retrospect you can probably see that s it s possible to implement nearly everything shown in s 4 and 5 using Cocoa Bindings, creating an app with almost no custom code whatsoever! This doesn t in any way diminish the usefulness of the techniques shown in previous chapters, however. The fact is that sometimes you will want to access values in the GUI manually, in methods called by target-action. A general rule of thumb is that if you re in a situation (a simple app, or a subcomponent of a larger app) where you don t have any apparent model objects to work with, you may be best served by doing things the old way, but, in general, Cocoa Bindings are the preferred method for developing Mac apps from here on out. In the next few chapters, we ll show you how to do even more with bindings using Core Data. Core Data s functionality is orthogonal to Cocoa Binding s; whereas Cocoa Bindings lets you eliminate some boring controller code, Core Data takes care of a lot of the plumbing that you d otherwise have to write for your model classes, giving you a storage back-end, built-in Undo/Redo support, and much more. Together, Cocoa Bindings and Core Data can get you building so much software, so effectively, you ll be making other people s heads spin!
natively understood at the time. Though useful, this could lead to double-encoding and made transcoding even more difficult. Silverlight 3 added support for pushing raw video and audio out of custom Media Stream Source implementations, as covered in section 20.6. As a result, you can write a managed codec for any type of media or even do something crazy like I did and use it to generate audio and video in real time for an emulator. Another option for generating video or at least images in real-time is the new bitmap API covered in section 21.2. Speaking of codecs, one of the new codecs added was H.264 for video. H.264 has emerged as one of the most popular codecs for TV and video for devices. It was a logical choice for an additional native Silverlight format because now content producers can use even more of their content without reencoding. To appeal to the same audience, Silverlight 3 and 4 also continued to improve DRM capabilities, including the addition of offline DRM. A new and exciting feature for Silverlight 4 is built-in support for video and audio capture devices or, specifically, webcams and microphones. Though not yet quite at the level that would allow you to create a real-time video chat application, the support does open up a number of new possibilities for application development. Webcam and microphone support are both covered in section 20.7. Under the covers, Silverlight now has support for all formats of portable network graphics (PNG), something that was only partially supported in previous versions. Silverlight 4 also has support for pixel shaders and a set of built-in performance-tuned effects such as drop-shadow and blur, covered in section 18.4. With all of these advancements plus a number of performance optimizations and even additions such as the Silverlight Media Framework, Silverlight continues its leadership in the media space, offering everything you need to build rich media-centric applications. Sometimes, what you want is more than just a media experience; you want an application that can be truly interactive. Silverlight has your back there, too.
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