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//If the object's bottom-left corner is overlapping the cell //on its lower left side... if(platformMap[gameObject.bottom][gameObject.left] == platform) { overlapX = gameObject.xPos % maxTileSize; //Measure the y overlap from the far left side of the tile //and compensate for the object's height overlapY = maxTileSize - ((gameObject.yPos + gameObject.height) % maxTileSize); if(overlapY >= overlapX) { //Extra check to see whether the object is moving down //and that its top-left corner isn t also touching a platform if(gameObject.vy > 0 && platformMap[gameObject.top][gameObject.left] != platform) { //Collision on bottom gameObject.setY = (gameObject.mapRow * maxTileSize) + (maxTileSize - gameObject.height); gameObject.vy = 0; gameObject.jumping = false; } } else { //Collision on left gameObject.setX = gameObject.mapColumn * maxTileSize; gameObject.vx = 0; } } //If the object's bottom-right corner is overlapping the cell //on its lower right side... if(platformMap[gameObject.bottom][gameObject.right] == platform) { //Measure the x and y overlap from the far right and bottom //side of the tile and compensate for the object's //height and width overlapX = maxTileSize - ((gameObject.xPos + gameObject.width) % maxTileSize); o

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if(overlapY >= overlapX) { //Extra check to see whether the object is moving up //and that its top-right corner isn't also touching a platform if(gameObject.vy > 0 && platformMap[gameObject.top][gameObject.right] != platform) { //Collision on bottom gameObject.setY = (gameObject.mapRow * maxTileSize) + (maxTileSize - gameObject.height); gameObject.vy = 0; gameObject.jumping = false; } } else { //Collision on right gameObject.setX = (gameObject.mapColumn * maxTileSize) + ((maxTileSize - gameObject.width) - 1); gameObject.vx = 0; } } //If the object's top-right corner is overlapping the cell //on its upper right side... if(platformMap[gameObject.top][gameObject.right] == platform) { //Measure the x overlap from the far right side of the //tile and compensate for the object's width overlapX = maxTileSize - ((gameObject.xPos + gameObject.width) % maxTileSize); overlapY = gameObject.yPos % maxTileSize; if(overlapY >= overlapX) { //Extra check to see whether the object is moving down //and that its bottom-right corner isn't also touching a platform if(gameObject.vy < 0 && platformMap[gameObject.bottom][gameObject.right] != platform)

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Nov 5, 2014 · Here Mudassar Ahmed Khan has explained how to dynamically generate and display QR Code image using ASP.Net in C# and VB.Net.

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Nov 7, 2018 · How to Generate QR Code using QRCoder in C# Windows Forms Application QRCoder is a ...Duration: 4:41 Posted: Nov 7, 2018

The configuration source implementations will cache the configuration data in memory for subsequent calls to the configuration sections. This creates a problem if the configuration file changes while an application is executing. To solve this, Enterprise Library has a file watcher feature that monitors the configuration files for changes. If a change does occur, it can refresh the configuration section objects to reflect the recent changes to keep the in-memory cached data as up-to-date as possible.

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complete function is assigned Note that when the content is prefetched by the predictive cache, the complete method is not called This is because data that is fetched by the predictive cache is considered in a raw state and not a processed state Only when the client makes a request for prefetched content will complete be called As with Asynchronous, multiple CacheProxy instances can be created; however, there is only a single instance of CacheController The function clearit is used to clear the results so that when testing the HTML code it is possible to reset the Dynamic HTML fields insertplace, status, and statustext To retrieve the code that is inserted into the Dynamic HTML fields, the buttons Get Content 1 and Get Content 2 are clicked The method that is called is CacheControllergetURL, which requires two.

{ gameObject.setY = (gameObject.mapRow * maxTileSize); gameObject.vy = 0; } } else { //Collision on right gameObject.setX = (gameObject.mapColumn * maxTileSize) + ((maxTileSize - gameObject.width) - 1); gameObject.vx = 0; } } } The narrow-phase collision detection between the cat and platforms is handled using SAT. It s a standard rectangle-versus-rectangle (AABB) collision test. It just so happens that in this platform collision system, the platforms are the same size as the maximum tile size. We can use this to our advantage to take a sneaky shortcut in the SAT calculations to avoid needing to calculate any vectors. All four sides of the platform are checked for a collision using the cat s four corner points. The top-left corner is the easiest to calculate. Let s look at how that works. First, check whether the cat s top-left corner is inside a platform tile. if(platformMap[gameObject.top][gameObject.left] == platform) { If this is true, calculate the amount of overlap. All we need to do is find the remainder of the object s position divided by the maximum tile size. Finding the remainder means using the modulus operator (%). overlapX = gameObject.xPos % maxTileSize; overlapY = gameObject.yPos % maxTileSize; This will tell us the distance of the point to the cell s top-left corner. It works no matter which cell in the grid we need to check. We don t need to know the column or row number, because all the cells are the same size. Figure 8-17 illustrates how the overlap value is found.

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