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#endregion namespace RockRainEnhanced { /// <summary> /// This GameComponent implements a manager for all meteors in the game /// </summary> public class MeteorsManager : DrawableGameComponent { // List of active meteors protected List<Meteor> meteors; // Constant for initial meteor count private const int STARTMETEORCOUNT = 10; // Time for a new meteor private const int ADDMETEORTIME = 5000; protected Texture2D meteorTexture; protected TimeSpan elapsedTime = TimeSpan.Zero; protected AudioLibrary audio; public MeteorsManager(Game game, ref Texture2D theTexture) : base(game) { meteorTexture = theTexture; meteors = new List<Meteor>(); } /// <summary> /// Allows the GameComponent to perform any initialization it needs to /// before starting to run. This is where it can query for any required /// services and load content. /// </summary> public override void Initialize() { // Get the audio library audio = (AudioLibrary) Game.Services.GetService(typeof(AudioLibrary)); meteors.Clear();

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rom time to time, you will want to transfer data between Java application processes. Sometimes these will be running on the same machine, but typically they will be running on physically distant machines. Remoting is the general term for the technologies that allow you to invoke methods on Java classes residing in other processes and on distant machines. Various remoting mechanisms can collectively be used to transfer data between application servers from server to client, from client to server, and from client to client. In this chapter, you ll learn about some of the mechanisms available in Spring, and you ll look at a simple example of remote access from a Spring-based client application to a service layer running in a Spring-based application server.

Start(); for (int i = 0; i < meteors.Count; i++) { meteors[i].Initialize(); } base.Initialize(); } /// <summary> /// Start the meteor rain /// </summary> public void Start() { // Initialize a counter elapsedTime = TimeSpan.Zero; // Add the meteors for (int i = 0; i < STARTMETEORCOUNT; i++) { AddNewMeteor(); } } /// <summary> /// All meteors in the game /// </summary> public List<Meteor> AllMeteors { get { return meteors; } } /// <summary> /// Check if it is time for a new meteor /// </summary> private void CheckforNewMeteor(GameTime gameTime) { // Add a rock each ADDMETEORTIME elapsedTime += gameTime.ElapsedGameTime; if (elapsedTime > TimeSpan.FromMilliseconds(ADDMETEORTIME)) { elapsedTime -= TimeSpan.FromMilliseconds(ADDMETEORTIME);

Java provides innate support for a good selection of remoting mechanisms, and the Spring framework provides comprehensive support for them. Where possible, Spring provides the minimal amount of intrusion into your application architecture; in ideal circumstances, the configuration merely amounts to the initialization of an additional bean, but some protocols, particularly those that are not specific to the Java platform, require you to provide additional information in configuration files. The need to provide mappings between Java classes and interfaces and the protocol arises from the differences of capabilities of various languages. For example, the multipleinheritance capabilities of C++ do not exactly correspond to the single-inheritance-offunctionality and multiple-inheritance-of-interfaces model supported by Java. In these circumstances, the translation between the two models must be made tediously explicit. When a Java-specific protocol is used, configuration can be simpler, but if custom objects are to be passed over the link, both ends must have access to implementation classes. In several of our examples, we will pass our entity objects over the link, and so it is necessary to have a copy of the core library available to both the client and the server implementations.

AddNewMeteor(); // Play a sound for a new meteor audio.NewMeteor.Play(); }

Figure 9-1 shows the relationships among the main libraries (timesheet-core, timesheet-client, and timesheet-webapp) in our example application, highlighting that the two instances of the core library implementation communicate only via the client and web application components.

/// <summary> /// Add a new meteor in the scene /// </summary> private void AddNewMeteor() { Meteor newMeteor = new Meteor(Game, ref meteorTexture); newMeteor.Initialize(); meteors.Add(newMeteor); // Set the meteor identifier newMeteor.Index = meteors.Count - 1; } /// <summary> /// Allows the GameComponent to update itself /// </summary> /// <param name="gameTime">Provides a snapshot of timing values</param> public override void Update(GameTime gameTime) { CheckforNewMeteor(gameTime); // Update meteors for (int i = 0; i < meteors.Count; i++) { meteors[i].Update(gameTime); } base.Update(gameTime); } /// <summary> /// Check if the ship collided with a meteor /// <returns>true, if has a collision</returns> /// </summary> public bool CheckForCollisions(Rectangle rect) { for (int i = 0; i < meteors.Count; i++) { if (meteors[i].CheckCollision(rect)) { // BOOM!! audio.Explosion.Play();

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