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Simple .NET/ASP.NET PDF document editor web control SDK

<bean id="defaultHandler" class= "org.springframework.web.servlet.mvc.ParameterizableViewController"> <property name="viewName" value="home"/> </bean> The controller in Listing 6-7 identifies the view to be used as home and passes the request on to a view resolver component for rendering (discussed later in this chapter). For the purpose of rendering a single page in response to a web request, this is obviously quite complicated, but the framework s advantages become apparent when we start to demand more of our controllers. The SimpleFormController can be overridden to do the following: Provide reference data to the view for rendering. Validate incoming request parameters. Assign (and type-convert) incoming request parameters to attributes of a command object representing the form to be rendered. (This is known as binding the request parameters to the command object.) Bind incoming form submissions to the command object. Validate the command object upon form submission. Forward to the original view if validation of the command object fails. Populate the request with error objects representing the points of failure in validation. Provide localized messages associated with the validation errors. All of this is available from standard Spring objects that receive all of their dependencies by injection and are therefore quite simple to unit-test.

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public static class RandomHelper { public static Random RandomGenerator = new Random(); public static Vector3 GeneratePositionXZ(int distance) { float posX = (RandomGenerator.Next(distance * 201) - distance * 100) * 0.01f; float posZ = (RandomGenerator.Next(distance * 201) - distance * 100) * 0.01f; return new Vector3(posX, 0, posZ); } }

The timesheet application s user administration page includes a simple form controller that lists the users known to the application. The configuration of this controller is shown in Listing 6-8.

For each unit type in the game player, player weapon, enemy (NPC) you ll create a class in the GameLogic namespace. A game unit needs to store its attributes (for example: speed, hit points, damage, and so on) and its logic (states and actions). Besides the logic of the game units, you ll construct the main game logic, which defines the game controls and how the units are updated and drawn, outside the GameLogic namespace in the GameScreen class. You ll create the GameScreen class at the end of this chapter. Before you start constructing the game logic classes, let s review some of the game play features described earlier in the chapter: The player will start the game equipped with a machine gun, ammunition, and the doable actions of running (forward and backward), jumping, and attacking (aiming and shooting). Each monster will be randomly walking around the map until it sees the player or is attacked by the player. When this happens, the monster will chase the player, and after approaching him, the monster will attack. Whenever the monster loses all its hit points, it will die. And if the player loses all hit points, the game will be over. From the game play description, you can see that both the player and the enemies share some common attributes and actions, such as having hit points, moving over a terrain, being able to cause and receive damage, being drawn as animated models, and so on. Because of these common characteristics, you can create a generic base class for them, capable of storing the common attributes and methods they share. Then you create the player and enemy classes by extending this base class.

 

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