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resource.loader=class class.resource.loader.class=org.apache.velocity.runtime. resource.loader.ClasspathResourceLoader </value> </property> </bean> The purpose of this bean is essentially to provide a more IOC-oriented implementation of existing Velocity classes, but it also allows us to override some default properties. We have used this to specify that the markup files to be used should be loaded from the classpath instead of from an explicitly specified path. The resulting e-mail is shown in Figure 8-2.

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The text/html content type is applied to the message by the MimeMessageHelper s setText method; setting the second Boolean parameter to true specifies that an HTML message is being created. If the flag is set to false or the single parameter version of the send method is used, the content type is set to text/plain. The specific formatting mechanism used to create the content does not need to be Velocity. Other templating tools such as FreeMarker can be used, or the content can be created from code for particularly simple cases. If the content is not to be modified at all, it can be read directly from an HTML file.

MediaPlayer.Play(audio.StartMusic);#if XBOX360 enhancedPosition = new Vector2((rainPosition.X + rainRect.Width - enhancedRect.Width / 2), rainPosition.Y); #else enhancedPosition = new Vector2((rainPosition.X + rainRect.Width enhancedRect.Width/2) - 80, rainPosition.Y); #endif showEnhanced = true; } } else { elapsedTime += gameTime.ElapsedGameTime;

The previous section shows how e-mail can be formatted as HTML, but what about including external content in the e-mail If we want to add graphics to the e-mail, how should we go about doing this One option is to use references to externally hosted material, and this will work in some cases, but it has some disadvantages. The first minor objection is that you will need to host the content for as long as the content of the e-mail will remain valid. The users should not find that their e-mail becomes unreadable just because your website is unavailable (if they are temporarily offline, for example). The more major objection is that many e-mail clients

if (elapsedTime > TimeSpan.FromSeconds(1)) { elapsedTime -= TimeSpan.FromSeconds(1); showEnhanced = !showEnhanced; } } base.Update(gameTime); } The Draw method draws the sprites in your actual position and draws the enhanced sprite if the Rock and Rain sprites are in their final position (controlled by the showEnhanced attribute): /// <summary> /// Allows the GameComponent to draw itself /// </summary> /// <param name="gameTime">Provides a snapshot of timing values</param> public override void Draw(GameTime gameTime) { base.Draw(gameTime); spriteBatch.Draw(elements, rockPosition, rockRect, Color.White); spriteBatch.Draw(elements, rainPosition, rainRect, Color.White); if (showEnhanced) { spriteBatch.Draw(elements, enhancedPosition, enhancedRect, Color.White); } } You need to do some more work here. The Show method must put these sprites in their initial position and start the audio effects. The Hide method must stop the background music; otherwise, this music will play in another scene, won t it The code for these methods follows: /// <summary> /// Show the start scene /// </summary> public override void Show() { audio.NewMeteor.Play(); rockPosition.X = -1*rockRect.Width; rockPosition.Y = 40; rainPosition.X = Game.Window.ClientBounds.Width; rainPosition.Y = 180; // Put the menu centered in screen menu.Position = new Vector2((Game.Window.ClientBounds.Width menu.Width)/2, 330);

// These elements will be visible when the "Rock Rain" title // is done menu.Visible = false; menu.Enabled = false; showEnhanced = false; base.Show(); } /// <summary> /// Hide the start scene /// </summary> public override void Hide() { MediaPlayer.Stop(); base.Hide(); } In the constructor, you must initialize everything, including the Menu component with the game options: /// <summary> /// Default Constructor /// </summary> /// <param name="game">Main game object</param> /// <param name="smallFont">Font for the menu items</param> /// <param name="largeFont">Font for the menu selected item</param> /// <param name="background">Texture for background image</param> /// <param name="elements">Texture with the foreground elements</param> public StartScene(Game game, SpriteFont smallFont, SpriteFont largeFont, Texture2D background,Texture2D elements) : base(game) { this.elements = elements; Components.Add(new ImageComponent(game, background, ImageComponent.DrawMode.Center)); // Create the menu string[] items = {"One Player", "Two Players", "Help", "Quit"}; menu = new TextMenuComponent(game, smallFont, largeFont); menu.SetMenuItems(items); Components.Add(menu); // Get the current sprite batch spriteBatch = (SpriteBatch) Game.Services.GetService( typeof (SpriteBatch)); // Get the audio library audio = (AudioLibrary) Game.Services.GetService(typeof(AudioLibrary));}

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