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All of the test methods are inherited from the helper test case implementation shown in Listing 10-2. The only difference between the actual unit test implementation and its parent is the configuration carried out during the test harness s invocation of the setUp() method prior to the calls to each of the various test methods. First, we create a new helper object. This in turn is managing the mock object that we will be supplying to the DAO class. This helper object is split out from the unit test so that the parent class can be provided with an abstract interface that provides a clear() method. This interface is shown in Listing 10-10 and illustrates that the parent class knows nothing of the concrete helper s implementation details other than that any cached data can be cleared.

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Figure 1-3. The XNA Content Pipeline One interesting thing about the Content Pipeline is that it is based on content you effectively include in your C# project. That means that when the project is built, the content is transformed into a recognizable format and moved to a known directory, so the program will always know where to find the content and how to read it. XNA 3.0 also offers content discovery and playing features that allow your game to load and play sounds without using the Content Pipeline. These features were created for Zune support, as you will see in 7. When including content in your XNA program, you use one of the content importers provided as part of the framework. These importers normalize the content data, putting it in a format that can be easily processed later. The importers support the following file formats: 3D file formats: X (used by DirectX), FBX (transport file format, originally created by Autodesk and supported by most commercial and many freeware tools) Material file formats: FX (effect files, which can be used to describe 3D model rendering details or add effects to the 3D scene) 2D file formats: BMP, DDS, JPG, PNG, and TGA (the most commonly used image file formats) Font description: SPRITEFONT (XML files used by XNA, which describe how to generate a texture map from a specific font type size; the game then uses the images on the texture map to write text on the screen) XML files: XML format files copied to the game deployment directory, which can be used to store game settings, for example Audio file formats: XAP (audio project generated by the XACT tool), WAV, WMA, and MP3

public interface ConfigHelper { public void clear(); } The concrete helper implementation sets up an embedded in-memory database using HSQL from scratch, including the creation of the necessary tables. This is carried out when its setUp() method is called. The helper is provided to the parent test suite implementation to allow it to flush the cache (in fact, the JDBC implementation does not provide any caching, so this is an empty method implementation). The creation, setup, and provision of this helper to the parent is shown in Listing 10-11.

CHAPTER 6 ROCK RAIN LIVE!

Summary

final JdbcConfigHelper helper = new JdbcConfigHelper(); helper.setUp(); setHelper(helper); The helper creates and makes available an instance of the JdbcTemplate object required by our DAO. We therefore create the DAO instance and assign the template obtained from the helper to the appropriate property of the DAO implementation. Finally, we make the DAO implementation itself available to the parent class. These three operations are shown in Listing 10-12.

This chapter covered the basic principles of how to plan and create an online multiplayer game. Correct definitions for the protocol and sending messages are essential for keeping the game state synchronized between the various players. XNA offers powerful classes so that this work becomes simple, and you don t need to worry about the details of sending and receiving data through the network. How about adding a new feature to send messages between the players How about adding support for three or four players If you try, you ll see that it s not that hard to make Rock Rain a massive multiplayer online game.

final JdbcUserAccountDaoImpl dao = new JdbcUserAccountDaoImpl(); dao.setJdbcTemplate(helper.getTemplate()); setDao(dao); Note that the final call to the parent class s setDao() method to assign the DAO implementation takes a reference to the UserAccountDao interface, not the JdbcUserAccountDaoImpl

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