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The Keyframe class is responsible for storing an animation frame for a bone in the skeleton. An animation frame must have a reference for the animated bone, the new configuration (position and orientation) of the referenced bone, and the time in which this new configuration should be applied. Note that you use the keyframes to modify the original bone configuration, changing its current configuration to a new one. You store the bone configuration as a matrix using XNA s Matrix class, and you store the animation time (the time after which this keyframe should be applied) as a TimeSpan. You store the reference for the bone that will be animated as an integer representing the index of the bone in the bones array of the AnimatedModelData class. The Keyframe class code follows: public class Keyframe : IComparable { int boneIndex; TimeSpan time; Matrix transform; // Properties... public TimeSpan Time { get { return time; } set { time = value; } } public int Bone { get { return boneIndex; } set { boneIndex = value; } }

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As a matter of convenience for this and the other examples in this chapter, I have created a base class for the DAO implementations that accept the property values that are common between all three. This class is shown in Listing 8-6.

public Matrix Transform { get { return transform; } set { transform = value; } } public Keyframe(TimeSpan time, int boneIndex, Matrix transform) { this.time = time; this.boneIndex = boneIndex; this.transform = transform; } public int CompareTo(object obj) { Keyframe keyframe = obj as Keyframe; if (obj == null) throw new ArgumentException("Object is not a Keyframe."); return time.CompareTo(keyframe.Time); } } In the Keyframe class, you re implementing the interface IComparable to be able to compare Keyframe objects. You ll use this comparison further to use C# sorting functionality to easily sort the keyframes according to their time frame. In order to implement the IComparer interface, you need to define the CompareTo method. This method accepts an object that needs to be compared to the current object, and returns 1 if this object is larger than the object passed as argument, 1 if this object is smaller than it, or 0 if this object is equal to it. The Keyframe objects are compared based on their time attribute.

abstract public class AbstractMailDaoImpl implements EmailDao { protected String fromAddress; protected String rcptAddress; protected String subject; @Required public void setFromAddress(String fromAddress) { this.fromAddress = fromAddress; } @Required public void setRcptAddress(String rcptAddress) { this.rcptAddress = rcptAddress; } @Required public void setSubject(String subject) { this.subject = subject; } abstract public void sendTimesheetUpdate(Timesheet timesheet); } Listing 8-7 shows a concrete implementation of the DAO derived from this class. Via the parent, we have access to the properties specifying the basic addressing information: the sender and the recipient. We also have access to the subject of the message. From the timesheet entity passed in by the service, we draw the account name of the user who carried out the update operation that the notification relates to.

The AnimationData class is responsible for storing a complete model animation (such as running, jumping, and so on). You store each animation as a Keyframe array, and along with its keyframes, you store other useful data, such as the animation name and duration. The code for the AnimationData class follows: public class AnimationData { string name; TimeSpan duration; Keyframe[] keyframes; public string Name { get { return name; } set { name = value; } }

The logic of the sendTimesheetUpdate() method is then implemented as you would expect: we create a SimpleMailMessage object to represent the e-mail to be sent, populate the address information and the subject, create a string for the text of the e-mail and populate that, and call the MailSender s send method passing in the composed message object. The Spring implementation takes care of the handshaking with the remote mail server. If for any reason this fails (if the server is offline, our Internet connection is down, or the server rejects the message for any other reason), a Spring MailException will be thrown, allowing us to report or recover from the problem.

Note that these three GameComponents will be derived from the GameScene class, seen before. However, you don t need to change them now you ll go back to each of them shortly. The activeScene attribute contains the active scene in the game.

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