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be used, but they need a lot of storage space on the device. If possible, use MP3 or WMA files for your sound bank to save some space.

public class HibernateUserAccountDaoTest extends UserAccountDaoTestHelper { @Override protected void setUp() throws Exception { final HibernateConfigHelper helper = new HibernateConfigHelper(); helper.setUp(); setHelper(helper);

You will now proceed with the necessary class modifications, starting with the simple adjustments and moving to the slightly harder ones.

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First, let s modify the HelpScene class, which implements the help screen of the game. It displays only a picture with the description of the controls and rules of the game. However, as in the Windows/Xbox 360 version, there is additional support for widescreen, which puts a background image behind the help image for better display on this type of screen. Obviously, the Zune does not need this feature, so you will simplify the class to display only a single image. Copy the code from 4 (remembering to rename the namespace). Then remove the second parameter of the constructor method, for the background texture that is no longer necessary. Also remove the instantiation of the second ImageComponent, which would draw the texture. Your code should look as follows: /// <summary> /// This is a game component thats represents the Instructions scene /// </summary> public class HelpScene : GameScene {

final HibernateUserAccountDaoImpl dao = new HibernateUserAccountDaoImpl(); dao.setHibernateTemplate(helper.getTemplate()); setDao(dao); } } As Listing 10-14 shows, we initialize the helper and assign it to the parent (to allow the Hibernate cache to be cleared as necessary). HibernateConfigHelper makes HibernateTemplate available rather than JdbcTemplate. The DAO implementation is instantiated, and HibernateTemplate retrieved from the helper is injected into it. The DAO is then provided to the parent test case. The steps are equivalent to Listing 10-9, although some of the implementations are different. The HibernateConfigHelper implementation itself is also similar to, though slightly less verbose than, the JdbcConfigHelper implementation. The Hibernate-based ConfigHelper implementation is shown in Listing 10-15.

public HelpScene(Game game, Texture2D textureBack) : base(game) { Components.Add(new ImageComponent(game, textureBack, ImageComponent.DrawMode.Stretch)); } } Notice that you just removed some code so the class can draw the help screen on the Zune correctly. In essence, it is exactly the same as your Windows/Xbox 360 code! Simple, huh

package com.apress.timesheets.dao.hibernate; import org.hibernate.*; import org.hibernate.cfg.* import org.hibernate.dialect.HSQLDialect; import org.springframework.orm.hibernate3.*; import org.springframework.transaction.support.TransactionSynchronizationManager; import com.apress.timesheets.dao.ConfigHelper; import com.apress.timesheets.entity.*; import com.apress.timesheets.security.AcegiUserDetails; public class HibernateConfigHelper implements ConfigHelper { private HibernateTemplate template; public void setUp() throws Exception { final AnnotationConfiguration configuration = new AnnotationConfiguration(); configuration.setProperty(Environment.DRIVER, "org.hsqldb.jdbcDriver"); configuration.setProperty(Environment.URL, "jdbc:hsqldb:mem:HibernateDaoTest");

Some of your changes are required because of the lack of a keyboard on the Zune. First, the keyboard support component TextMenuComponent should be removed. Add the 4 version of the class to your project (do not forget the namespace change!) and remove any lines of code that refer to the oldKeyboardState attribute (including the declaration of the attribute), since you do not need any keyboard support. In the Update method, which is used to change the menu item, you do not need further testing of whether the user has pressed a key on the keyboard, since you can use only the Zune pad. Your first part should look like this: GamePadState gamepadState = GamePad.GetState(PlayerIndex.One); // Handle the D-Pad bool down = (oldGamePadState.DPad.Down == ButtonState.Pressed) && (gamepadState.DPad.Down == ButtonState.Released); bool up = (oldGamePadState.DPad.Up == ButtonState.Pressed) && (gamepadState.DPad.Up == ButtonState.Released); Did you notice that you removed the keyboard support, but otherwise the handling of the Zune pad is exactly the same This happens because the XNA maps the Zune pad to the same classes as those used for the Windows/Xbox 360 gamepad, facilitating your work. Furthermore, the entire code for the Draw method, properties, and so on is exactly the same! You removed the code lines that do not make sense in the Zune, but ultimately, the class is the same, thanks to .NET and your managed code, which give game developers a complete abstraction of device implementation details. Let s now discuss changes to your code that are due to the size of the Zune screen and the new positioning of the sprites in the new textures.

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