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private function turretChangeHandler(event:Event):void { for(var i:int = 0; i < _gameModel.turretModels.length; i++) { if(event.target == _gameModel.turretModels[i]) { var turret:TurretAIModel = _gameModel.turretModels[i]; if(turret.fireBullet && turret.visible) { //Create the bullet model and push //it into the GameModel's bulletModels array var bulletModel:CircleModel = new CircleModel(2); _gameModel.bulletModels.push(bulletModel); //Position the bullet model at the end of the turret //and give it an initial velocity bulletModel.setX = turret.xPos - turret.width * Math.cos(turret.angle); bulletModel.setY = turret.yPos - turret.width * Math.sin(turret.angle); bulletModel.vx = Math.cos(turret.angle) * -5; bulletModel.vy = Math.sin(turret.angle) * -5; bulletModel.friction = 1; //Add the bullet view and push it //into the GameModel's bulletViews array var bulletView:CircleBlockView = new CircleBlockView(bulletModel); _gameModel.screen.addChild(bulletView); _gameModel.bulletViews.push(bulletView); //Play the sound _sound.enemyTurret(); //Reset the turret so that it can fire again turret.fireBullet = false; } } } } The last thing the GameController does is to set the turret s fireBullet property to false. This allows the turret to fire again. You can find all the classes for the enemy turret MVC system in the com.friendsofed. gameElements.turret package. It s composed of these three classes: TurretAIModel, TurretAIView, and TurretAIController.

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return m_Type; } } } //BetaDemo implementation of IDemo interface public class BetaDemo : IDemo { private string m_Type; public BetaDemo() { m_Type = "Beta"; } //should return Beta public string DemoType { get { return m_Type; } } } //DeltaDemo implementation of IDemo interface public class DeltaDemo : IDemo { private string m_Type; public DeltaDemo() { m_Type = "Delta"; } //should return Delta public string DemoType { get { return m_Type; } } } public class MyDemoFactory {

Figure 7-23 illustrates how all these classes work together to help the enemy turrets fire bullets. The enemy turrets are self-contained MVC systems. The game itself is also a self-contained MVC system. These two systems communicate by using events and public properties. There is some dependency, but it s well defined by the mechanics of the MVC structure.

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protected void doGet(HttpServletRequest request, HttpServletResponse response) throws ServletException, IOException { int sentVersion = getSentVersion(request); int waitCount = 0; while(waitCount < 100) { if(sentVersion < _version) { PrintWriter out = response.getWriter(); Iterator iter = _users.iterator(); while(iter.hasNext()) { String user = (String)iter.next(); out.println("User (" + user + ")"); } response.addCookie(new Cookie("VersionId", new Integer(_version).toString())); return; } try { Thread.currentThread().sleep(1000); } catch (InterruptedException e) { } waitCount ++; } EBVN response.setStatus(408, "No change"); } The doGet method implementation is similar to the doGet method implementation illustrated earlier, in the Calling the ServerCommunicator Intelligently section. The difference is that HTTP cookies are used to track the version number that the client has. The method getSentVersion extracts the version number from the client-sent cookies. If the version number does not exist, a value of 0 is returned. Then the server goes through the looping process of checking for a version number difference. If a version number difference is present, the output is generated, and the cookie VersionId is sent with the version number of generated content.

Figure 7-23. The enemy turret MVC system figures out whether it should fire bullets. The GameController does the job of adding the bullets to the game.

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Question: Hi,there, I'm asked to make as asp.net project with simple functions. It can allow users to upload barcode images(bmp, jpg, png, gif or tiff file), after that,​ ...

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public static IDemo CreateInstance(string instanceType) { IDemo myDemo; switch(instanceType) { case "beta" : myDemo = new BetaDemo(); break; case "delta" : myDemo = new DeltaDemo(); break; default : //alpha type myDemo = new AlphaDemo(); break; } return myDemo; } } public class MyDemo { [STAThread] public static void Main(string[] args) { IDemo currentDemo; currentDemo = MyDemoFactory.CreateInstance("alpha"); //should return Alpha Console.WriteLine(currentDemo.DemoType); currentDemo = MyDemoFactory.CreateInstance("delta"); //should return Delta Console.WriteLine(currentDemo.DemoType); Console.Read(); } } This example will output Alpha and then Delta in a console window, as shown in Figure 3-1.

As you know, only a controller should change a model s properties. If you look again at Figure 723, you ll notice that the turret actually has two controllers: its own TurretAIController and the GameController. It s quite acceptable for a model to have more than one controller. What s slightly unusual is that the controller is listening for a model s CHANGE events. In an MVC system, shouldn t it just be the view that listens for model events Yes, but the difference here is that the GameController is listening for events in a model from an MVC system that it created itself. The enemy turret s model, view, and controller are all objects that the GameController instantiates when it initializes the game. The turrets exist within the GameController alone as subobjects. It s not listening for events in the GameModel. Using events like this to allow sub-MVC systems to communicate with a parent controller is very efficient and helps reduce dependencies between them.

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Free BarCode API for . NET - CodePlex Archive
Project Description This is a package of C#, VB. NET Example Project for Spire. BarCode for . NET . Spire. BarCode for . NET is a professional and reliable barcode  ...

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