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//2. Check the top-right corner if(platformMap[tileModel.top][tileModel.right] == platform) { //Perform a narrow-phase collision check } //3. Check the bottom-left corner if(platformMap[tileModel.bottom][tileModel.left] == platform) { //Perform a narrow-phase collision check } //4. Check the bottom-right corner if(platformMap[tileModel.bottom][tileModel.right] == platform) { //Perform a narrow-phase collision check } } If your game objects are moving in only one direction at a time and not employing any physics, your collision methods could be as simple as just four if statements. As you will see, it becomes a little more complex in a practical application, but in essence, this is really all there is to it. Remember that broad-phase collision can tell you only which objects are likely to be colliding. Its job is to weed out objects that will never collide, and tell you which objects you should probably check for a collision. It can t tell you if those objects actually are colliding or how you should handle those collisions. For that, you need to use any of these narrow-phase collision techniques: Particle versus line Circle versus line SAT Circle versus circle Bitmap collision These are the same delightful little techniques we ve spent much of this book discussing. The technique you use depends on the kinds of objects that are colliding. They re all completely compatible with a tile-based game engine. Conveniently enough, the platforms in these examples are squares. That means that once we know that a collision is likely, we can use the SAT AABB collision technique discussed in 4 to resolve it.

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Sep 20, 2006 · Let's start by defining the code skeleton of our Ean13 class: ... This one is called from the constructor to ensure the code is valid. Here it is ...

else { message = "Event would not be logged"; } MessageBox.Show(message); } An alternate way of determining if a category will be logged is based on the specific filter type. This is done by using the ShouldLog method of the CategoryFilter class. This method is not part of the interface or base class, but it is implemented on both the CategoryFilter and PriorityFilter classes. In the code shown in Listing 9-23, the filter is retrieved by using the GetFilter method of the Logger class. Listing 9-23. Querying a Filter Based on System.Type private void queryFilter_Click(object sender, EventArgs e) { string message; ICollection<string> categoryList = new List<string>(0); categoryList.Add("Trace"); CategoryFilter filter = Logger.GetFilter<CategoryFilter>(); if (filter.ShouldLog(categoryList)) { message = "Event would be logged"; } else { message = "Event would not be logged"; } MessageBox.Show(message); }

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The prefetching implementation can then preload a single piece or multiple pieces of HTTP content based on the URL currently being retrieved How much content is preloaded depends entirely on the prefetch function implementation Let s step back for a moment and think about prefetch The HTML page defines a prefetch function, which contains the logic of what to get and when The exact logic contained within EBVN the prefetch implementation reflects the possible operators associated with the data to prefetch In the context of a mapping application, that means the prefetch logic must incorporate the resources that can be loaded using the zooming and panning functionality Where the prefetch logic becomes complicated is if there are two areas on the HTML page where content can be preloaded Then, as in the example, it is important to figure out what the URL is requesting and to preload the required resources.

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How to draw an EAN-13 barcode in Visual C# - Stack Overflow
EAN13; // Set the codetext builder.CodeText = "test-123"; // Get the barcode image Image img = builder.BarCodeImage;. Now you can do whatever you want with ...

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Now that you understand the concept, let s look at how the spatial grid is used in the example file. We will be using many different collision methods in this chapter. To keep things organized, you ll find all of them in the TileCollisionController class in the com.friendsofed.utils package. The method in that class that checks for platform collisions is called platformCollision. To use platformCollision, first create a new instance of the TileCollisionController class. private var _collisionController:TileCollisionController = new TileCollisionController(); Then call its platformCollision method each frame. private function enterFrameHandler(event:Event):void { // _collisionController.platformCollision (_catModel, _platformMap, MAX_TILE_SIZE, PLATFORM); // } The platformCollision method takes four arguments: A TileModel object The array that stores the platform map The maximum tile size The ID number for the platform tiles (in this example, 00 or the value of PLATFORM) The platformCollision method checks all four corners of the TileModel object to find out whether any of them are in a cell containing a platform tile. If this is true, it does a SAT-based collision check and moves the object out of the collision. And, because this is a platform game, the object s jumping property also must be set to false when it hits the bottom side of a platform. (Why If you jump too high and bump your head on the ceiling, you usually stop jumping!) The following is the full platformCollision method. Apart from a shortcut to simplify the SAT collision using the modulus operator (which I ll explain after the listing), it should be quite selfexplanatory. It s a version of the code we discussed in detail in 4.

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C# EAN-13 Generator Library - Generate EAN-13 Barcode in .NET
EAN-13 Generator Library for .NET in C# Class. Linear EAN13 Barcode is widely used in daily products. This barcode type can only encode 12 numeric data and a check digit, but it could store much information like manufacturer code, product information and area code.

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c# - Calculate GS1 / SSCC / UPC check digit - Code Review Stack ...
It looks good! I only have some minor suggestions. You might want to not have the LINQ expression all on one line. Right now I have to scroll to ...
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