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ASP.NET PDF Viewer using C#, VB/NET

<servlet-mapping> <servlet-name>timesheet</servlet-name> <url-pattern>/</url-pattern> </servlet-mapping> The timesheet application would probably be deployed to a context of /timesheet. The servlet mapping indicates that this servlet should correspond to paths in the root of this context. We would therefore invoke our servlet by requesting a path with the form http:// example.com/timesheet/. Any path below this one that does not already have an existing mapping will be translated into a call to the dispatcher servlet. Therefore, this path is also a call into our dispatcher: http://example.com/timesheet/admin. To determine exactly what behavior should be available on these paths, we need to create a mapping between paths and controllers.

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cs file, make the following adjustment to the class constructor: private Vector2 screenSize { get; set; } // Screen size public clsSprite (Texture2D newTexture, Vector2 newPosition, Vector2 newSize, int ScreenWidth, int ScreenHeight) { texture = newTexture; position = newPosition; size = newSize; screenSize = new Vector2(ScreenWidth, ScreenHeight); } Change the sprite-creation code accordingly in the Game1cs file, in the LoadContent method: mySprite1 = new clsSprite(ContentLoad<Texture2D>("xna thumbnail"), new Vector2(0f, 0f), new Vector2(64f, 64f), graphicsPreferredBackBufferWidth, graphicsPreferredBackBufferHeight); Create a new property in the sprite class, velocity: public Vector2 velocity { get; set; } // Sprite velocity.

DispatcherServlet loads HandlerMapping by autowiring (type-based selection of the appropriate bean) from its own context file. The mapping converts all incoming URLs into invocations of the appropriate controller, so there cannot be two different handler mappings.

You might want to configure different settings for your game for each computer on which the game is running, such as the screen resolution, the full screen mode, and the keyboard map. These settings can be stored and read from files, so you don t need to reconfigure your game every time you run it. To do that, you ll create some structures to store the game settings, and a helper class to help you store and read these settings from a file. The game settings will be read and saved from an XML file, for which the structures need to have the [Serializable] attribute. The XML format has the benefit of being human-readable and can be modified in any text editor. Start the construction of the settings manager by creating a new class named SettingsManager in the Helpers namespace. Inside the file created for the SettingsManager class, create a struct named KeyboardSettings to store the keyboard map. Following is the definition of the KeyboardSettings struct:

For most purposes, the SimpleUrlHandlerMapping class shown in Listing 6-6 will be appropriate when building a web application.

[Serializable] public struct KeyboardSettings { public Keys A; public Keys B; public Keys X; public Keys Y; public Keys LeftShoulder; public Keys RightShoulder; public Keys LeftTrigger; public Keys RightTrigger; public Keys LeftStick; public Keys RightStick; public Keys Back; public Keys Start; public public public public public public public public public public public public } In KeyboardSettings, you created an attribute of type Keys for each gamepad button that can be mapped to a keyboard key. Next, create the main game settings structure, named GameSettings. Following is the code for the GameSettings struct: [Serializable] public struct GameSettings { public bool PreferredFullScreen; public int PreferredWindowWidth; public int PreferredWindowHeight; public KeyboardSettings[] KeyboardSettings; } The game settings structure stores the screen resolution, full-screen mode, and an array of keyboard settings, used to map the gamepad buttons to the keyboard. Keys Keys Keys Keys Keys Keys Keys Keys Keys Keys Keys Keys DPadDown; DPadLeft; DPadRight; DPadUp; LeftThumbstickDown; LeftThumbstickLeft; LeftThumbstickRight; LeftThumbstickUp; RightThumbstickDown; RightThumbstickLeft; RightThumbstickRight; RightThumbstickUp;

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