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Many terms used in game programming jargon describe specific uses of graphics in a game. The following are some of the most common ones: Sprite: A sprite is a 2D image that can be manipulated independently from the rest of a game scene. This term is used often to describe the image displayed or the class used by the game to display the image (which includes properties such as velocity, position, width, height, and so on). Because the computer always draws the 2D image as a rectangle, a sprite usually encompasses transparent areas so it provides the illusion of a nonrectangular drawing. The term animated sprite refers to a sprite whose images change at predetermined time intervals, to generate the illusion of movement (such as a walking man or a spinning wheel). Textures: A texture refers to a 2D image loaded in a 3D model, which can be seen from any point of view, depending on the position of the model and the position of the camera used to render the scene. You can use textures to help create the illusion of a highly detailed model, when a detailed image is mapped over a simple 3D model.

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Hibernate requires a minimum set of configuration information in order to operate: The database connection The database dialect The mapping information The database connection is provided so that Hibernate can talk to the database. The database dialect (all major databases types are covered) allows Hibernate to tailor its generated SQL to take maximum advantage of specific database features. The mapping information is used to allow Hibernate to convert objects into representations within the database and vice versa. Hibernate represents all of this configuration information in a Configuration class implementation. Which implementation is used depends on how Hibernate s mappings are obtained. These are usually supplied by using XML files or by using Java 5 annotations. In the latter case, the AnnotationConfiguration class is used to represent them. Using the configuration object, a SessionFactory is constructed. This is in turn used to create a Session object. The annotation configuration object is expensive to construct. It needs to read mapping data and build a corresponding model in memory. The SessionFactory is relatively inexpensive to construct, but is a singleton class used to produce Session objects. You should

Billboard: In the 3D world, a billboard is a texture that is mapped to a special plane that is always perpendicular to the camera axis. Using 3D-like images in billboarding is an effective technique for creating game components such as a tree, a road sign, or a torch in the wall without the need to create highly detailed models. This allows more detailed scenes with the same rendering processing power.

have only one SessionFactory in a single Hibernate application. The Session objects are extremely inexpensive to produce. You should create at least one for each thread of execution (Session objects are not thread-safe) that will be making Hibernate calls. Configuration of the Hibernate DAO therefore requires rather more boilerplate configuration than the plain JDBC implementation, but is of similar complexity to the configuration information required to set up a stand-alone Hibernate application. Listing 4-15 shows the bean s configuration.

Tip The Billboards sample provided at the XNA Creators Club web site (http://creators.xna.com/

<bean id="sessionFactory" class="org.springframework.orm.hibernate3.annotation.AnnotationSessionFactoryBean" p:dataSource-ref="dataSource"> <property name="annotatedClasses"> <list> <value>com.apress.timesheets.entity.UserRole</value> <value>com.apress.timesheets.entity.UserAccount</value> <value>com.apress.timesheets.entity.Period</value> <value>com.apress.timesheets.entity.RateType</value> <value>com.apress.timesheets.entity.Rate</value> <value>com.apress.timesheets.entity.Timesheet</value> </list> </property> <property name="hibernateProperties"> <props> <prop key="hibernate.dialect"> org.hibernate.dialect.HSQLDialect </prop> <prop key="hibernate.show_sql">true</prop> </props> </property> </bean> Because I am using annotations, the factory bean is an AnnotationSessionFactoryBean. If I were using XML configuration files, it would be the simpler SessionFactoryBean but would require the paths to a set of XML mapping configuration files instead of the classes specified here. The dialect has been specified as HSQLDialect, indicating that the HSQL database is being used. I have also enabled a debugging option that causes the SQL used to communicate with this underlying database to be echoed to the standard output. This session factory bean is then injected into our implementation class to populate its session factory property. The session factory is the SessionFactory instance used by the HibernateDaoHelper to acquire Hibernate Session objects, which are in turn used to manipulate the persistent object model.

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