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Finally, you should create two methods inside the SettingsManager class to read and save the game settings. Because you don t need a specific instance of the SettingsManager class, you should make it and its methods static. Following is the code for the Read method of the SettingsManager class: public static GameSettings Read(string settingsFilename) { GameSettings gameSettings; Stream stream = File.OpenRead(settingsFilename); XmlSerializer serializer = new XmlSerializer(typeof(GameSettings)); gameSettings = (GameSettings)serializer.Deserialize(stream); return gameSettings; } The Read method receives the name of the settings file to be read. It then uses the File class to open the file, and the XmlSerializer to transform the XML document into an object of the type GameSettings, and deserializes gameSettings into stream. You can save the GameSettings data into an XML file in a similar way that you used to read it. Following is the code for the Save method of the SettingsManager class: public static void Save(string settingsFilename, GameSettings gameSettings) { Stream stream = File.OpenWrite(settingsFilename); XmlSerializer serializer = new XmlSerializer(typeof(GameSettings)); serializer.Serialize(stream, gameSettings); } Last, you ll create a method to transform the KeyboardSettings structure into a dictionary that maps a gamepad button to a key. The InputHelper class that you created needs this dictionary, instead of a KeyboardSettings, to map the gamepad buttons to the keyboard. Creating this dictionary is simple: add an entry to the dictionary for each gamepad button, mapping it to the key that is stored in the KeyboardSettings structure. Following is the code for the GetKeyboardDictionary, used to transform KeyboardSettings into a dictionary: public static Dictionary<Buttons, Keys> GetKeyboardDictionary(KeyboardSettings keyboard) { Dictionary<Buttons, Keys> dictionary = new Dictionary<Buttons, Keys>(); dictionary.Add(Buttons.A, keyboard.A); dictionary.Add(Buttons.B, keyboard.B); dictionary.Add(Buttons.X, keyboard.X); dictionary.Add(Buttons.Y, keyboard.Y); dictionary.Add(Buttons.LeftShoulder, keyboard.LeftShoulder); dictionary.Add(Buttons.RightShoulder, keyboard.RightShoulder);

winforms pdf 417 reader, winforms qr code reader, winforms upc-a reader, winforms data matrix reader, winforms ean 128 reader, winforms ean 13 reader, itextsharp remove text from pdf c#, c# replace text in pdf, winforms code 39 reader, c# remove text from pdf,

<bean class= "org.springframework.web.servlet.handler.SimpleUrlHandlerMapping"> <property name="mappings"> <map> <entry key="/login" value-ref="loginHandler"/> <entry key="/accessDenied" value-ref="accessDeniedHandler"/> <entry key="/admin" value-ref="adminUserListController"/> <entry key="/admin/list" value-ref="adminUserListController"/> <entry key="/admin/view/**" value-ref="adminUserViewController"/> </map> </property> <property name="defaultHandler" ref="defaultHandler"/> </bean> All the paths are relative to the mapping of the dispatcher servlet that is using the handler mapping. In our example, the dispatcher is mapped to the root of its application context, and the web application is deployed to the /timesheet application context. In Listing 6-6, the first entry therefore corresponds to a URL of http://example.com/timesheet/login, and any requests (typically GET and POST requests) will be handed to this controller for processing. A default handler can be specified that will be used to handle URLs that are the responsibility of this dispatcher but don t match any of the explicit mappings. This will usually be the home page of the functionality represented by the dispatcher. The simple handler mapping also allows you to specify wildcards, allowing multiple paths with the same prefix to be passed to the same controller without tedious enumeration of the pathnames. Wildcards are represented by using the AntPathMatcher helper class, and allow the following distinctions to be made: matches any single character. * matches any series of characters or no character. ** matches zero or more directories in a path. Our mapping for admin/view/** therefore matches any path starting with admin/view/ regardless of any additional / delimiters that might appear within it. This process can be overridden by injecting a custom implementation of the PathMatcher interface if AntPathMatcher is insufficient.

dictionary.Add(Buttons.LeftTrigger, keyboard.LeftTrigger); dictionary.Add(Buttons.RightTrigger, keyboard.RightTrigger); dictionary.Add(Buttons.LeftStick, keyboard.LeftStick); dictionary.Add(Buttons.RightStick, keyboard.RightStick); dictionary.Add(Buttons.Back, keyboard.Back); dictionary.Add(Buttons.Start, keyboard.Start); dictionary.Add(Buttons.DPadDown, keyboard.DPadDown); dictionary.Add(Buttons.DPadLeft, keyboard.DPadLeft); dictionary.Add(Buttons.DPadRight, keyboard.DPadRight); dictionary.Add(Buttons.DPadUp, keyboard.DPadUp); dictionary.Add(Buttons.LeftThumbstickDown, keyboard.LeftThumbstickDown); dictionary.Add(Buttons.LeftThumbstickLeft, keyboard.LeftThumbstickLeft); dictionary.Add(Buttons.LeftThumbstickRight, keyboard.LeftThumbstickRight); dictionary.Add(Buttons.LeftThumbstickUp, keyboard.LeftThumbstickUp); dictionary.Add(Buttons.RightThumbstickDown, keyboard.RightThumbstickDown); dictionary.Add(Buttons.RightThumbstickLeft, keyboard.RightThumbstickLeft); dictionary.Add(Buttons.RightThumbstickRight, keyboard.RightThumbstickRight); dictionary.Add(Buttons.RightThumbstickUp, keyboard.RightThumbstickUp); return dictionary; }

The controller is the core of the presentation logic for Spring MVC. An incoming request for example, a GET request resulting from pointing a browser at a mapped URL will be received by the dispatcher servlet. A suitable controller will be identified from the URL handler mapping component, and the life cycle of the controller will then be invoked. At its simplest, the life cycle can consist of passing the incoming request directly to a view for rendering. Listing 6-7 shows an example of this type of minimal controller.

To help you generate random values and random positions over the game terrain used to randomly position the enemies you ll create a RandomHelper class inside the Helpers namespace. The RandomHelper class and all its attributes and methods will be static. To keep this example relatively simple, let s ignore obvious possibilities like NPCs spawning on top of each other, as this would require a more complex solution. Inside the RandomHelper class, declare a public attribute of type Random, named RandomGenerator. The RandomGenerator will be used as the main random generator by all the game classes. Next, to generate a random position over the game terrain constructed over the x and z axes create a method named GeneratePositionXZ. Inside the GeneratePositionXZ method, you need to generate a random value for the x and z axes according to a distance parameter. To generate a random number, use the Random class s Next method. The Next method of the Random class generates a positive random value that is lower than the value passed as its parameter. Because the center of the game terrain is positioned at the scene origin in (0, 0, 0), your GeneratePositionXZ method must generate positive and negative values to cover the entire terrain. You can achieve this by subtracting the random values generated by half their maximum value. Following is the complete code for the RandomHelper class:

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