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package com.apress.coupling; public class TightlyCoupled { private Transport transport = new SmtpImpl(); public void sendMessage() { transport.send(); } } This code is a little contrived in its simplicity, but it reflects a real-world scenario in which tight coupling can cause some problems. The transport mechanism to be used by this class is obviously SMTP. The implementation has been hard-coded into the class and cannot be changed except by recompilation. This leads to two major concerns: testing and reusability. A unit test written for this class cannot readily separate the behavior of the TightlyCoupled class from the behavior of SmtpImpl class. If we encounter a bug, narrowing down its location will be more difficult. Depending on the contents of SmtpImpl, we may have to set up a mail server dedicated to the test and write code to determine whether the e-mail was transmitted successfully. Our unit test has become an integration test. Because the TightlyCoupled implementation has the SmtpImpl implementation hardcoded, the SmtpImpl transport cannot readily be replaced it if it becomes necessary to use a different transport (for example, SOAP) for whatever content is to be transmitted. This necessarily reduces the reusability of the class in other situations.

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Note If you are interested in creating casual games, and read Portuguese, you ll find some tutorials,

news, and samples at the Sharp Games community site (http://www.sharpgames.net), coordinated by Jos Leal de Farias, and dozens of presentations and simple XNA examples at Alexandre Lob o s site (http://www.AlexandreLobao.com). Note that while the sites are in Portuguese, the code samples comments are mostly in English.

Loosely coupled code allows the major dependencies to be supplied from external code. Again, I ll give a simple example of a class that has a loose coupling with its dependency (see Listing 3-2).

At Bruno Evangelista s site (http://www.brunoevangelista.com/), you ll find more elaborate 3D code, sophisticated shader examples, an improved version of the 3D shooter game we created in this book, and much more. Another excellent way to learn more about shaders is by following the thread at the XNA Creators Club site (http://forums.xna.com/thread/24109.aspx), where many people have posted links to basic to advanced shaders tutorials.

package com.apress.coupling; public class LooselyCoupled { private Transport transport; public LooselyCoupled(final Transport transport) { this.transport = transport; } public void sendMessage() { transport.send(); } } Again this code is somewhat contrived, but it does illustrate clearly the breaking of the dependency on the specific transport implementation. By allowing the implementation to be passed via the constructor, we allow alternative implementations to be passed in. By breaking the tight coupling, we have also removed the hindrances to the development of external tests and reusability. For our testing, a mock object can be supplied to the constructor, allowing us to test that the appropriate method call is made without needing any of the underlying infrastructure associated with the real transport implementations. For reusability, we can swap out the SMTP implementation for a SOAP, RMI, or any other suitable transport. The only notable disadvantage to the loose coupling approach, as illustrated in Listing 3-2, is a slight increase in the verbosity of the resulting class implementation, mostly deriving from the demands of the JavaBean specification when adding properties to classes.

In fact, for good examples of any XNA techniques, the XNA Creators Club (http://creators. XNA.com) should always be your starting point. This site has samples for almost anything you ll need for your 2D and 3D games. Explore the samples, and don t forget to download and study all the starter kits, which are complete games that will give you very good starting points for more sophisticated games. Additionally, CodePlex (http://www.codeplex.com) is another good source for XNA projects, including some open source game engines and components. Just order your view by latest release date and rating, which will present you with the most up-to-date and interesting projects.

Not all implementation details need to be exposed to the outside world, even when creating an application to run within the Spring framework. Only dependencies that you might want to substitute in order to test the component in isolation are likely to be candidates for access in this way. Listing 3-3 shows a class with two candidate dependencies.

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