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The final stage of the BuildUp method of ObjectBuilder is PostInitialization. The only strategy that exists in this phase is the BuilderAwareStrategy, which will notify an object of when the BuildUp method is completed. This is useful if an object needs to execute some code immediately after being created, such as a TCP listener. The BuilderAwareStrategy checks an object as it is moving through the BuildUp method. If that object implements the IBuilderAware event, it will execute the IBuilderAware.OnBuiltUp method after the Initialization stage, and then call the IBuilderAware.OnTearingDown method at the beginning of the object s teardown process. The BuilderAwareStrategy uses substrategies in the Composite UI Application Block. These substrategies are used for hooking commands and event brokers, notifying objects when an object is fully built, and assisting the application to properly initialize the root object known as a work item when it is created.

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The server framework manages the state completely, and the entity tag is calculated by using the hash code of the state of the objects. The hash code should never be taken based on the HTML content that is sent because that would conflict with the Permutations pattern. A predictive cache that preloads data is based on the ability of associating a URL or its response with one or more URLs. If the predictive cache cannot logically associate URLs, a predictive cache cannot be created. Very often the logic used in the predictive cache is directly related to the operations that can be carried out on the data presented to the user. In the case of mapping, this means zooming and panning.

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Now that the game has been initialized, we can use all the same tile-based game techniques that we ve covered in this chapter. The game engine is completely agnostic to what level is currently loaded. It doesn t care. Because the game rules are general, they apply to all levels. One new thing we need to do is to check for a collision with a DOOR tile, as shown in Figure 8-30.

Note You can find more information about the Composite UI Application Block s event brokers,

Figure 8-30. A door collision triggers the level switch. That will switch the level. The door collision uses a very basic spatial grid collision check. if(_currentPlatformMap[_catModel.mapRow][_catModel.mapColumn] == DOOR) { It checks whether the cat s center point is on a DOOR tile. If it is, it adds 1 to the value of _currentLevel, loads the new maps, and builds them. //Check for a collision with the door if(_currentPlatformMap[_catModel.mapRow][_catModel.mapColumn] == DOOR) { //Add "1" to the current level _currentLevel++; //Optionally, loop the game levels by setting _currentLevel //back to "0" when the last level of the game is reached if(_currentLevel >= _platformMaps.length) { _currentLevel = 0; }

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The Permutations pattern is used by the server to separate the resource (URL) from the representation (for example, HTML or XML). Separating the resource from the representation makes it possible for an end user to focus on the resource and not have to worry about the content associated with the URL. For example, if a client s bank account is at the URL http://mydomain. com/accounts/user, the same URL can be used regardless of device (phone, PC, and so on).

The Composite UI Application Block uses different strategies than those used for the core Enterprise Library application blocks. The only strategy that both the core Enterprise Library application blocks and the Composite UI Application Block share is the SingletonStrategy. The strategies that the CAB uses are as follows: TypeMappingStrategy SingletonStrategy ConstructorReflectionStrategy PropertyReflectionStrategy MethodReflectionStrategy CreationStrategy PropertySetterStrategy MethodExecutionStrategy BuilderAwareStrategy

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