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#endregion namespace RockRainEnhanced.Core { /// <summary> /// This is a GameComponent that implements an animated sprite /// </summary> public class Sprite : DrawableGameComponent { private int activeFrame; private readonly Texture2D texture; private List<Rectangle> frames; protected protected protected protected protected Vector2 position; TimeSpan elapsedTime = TimeSpan.Zero; Rectangle currentFrame; long frameDelay; SpriteBatch sbBatch;

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@Required public void setImage(final Resource image) { this.image = image; } } Broadly speaking, this code is similar to the example given in Listing 8-10. The differences are in the attachment of the images. First, we add an attachment to the message. This can be done at any point within the prepare method. We then add the message text. Finally, we add an inline image. The ordering of the last two steps is mandatory: the body text that contains URIs referencing inline content must be added to the message before the inline images themselves are added. In Listing 8-14, I have specified the attachment and image properties as accepting a Resource object in preference to file paths. This allows the greatest flexibility in the type of resource definition that can be provided, and so in Listing 8-15 I have specified the properties as paths relative to the classpath.

/// <summary> /// Default constructor /// </summary> /// <param name="game">The game object</param> /// <param name="theTexture">Texture that contains the sprite frames</param> public Sprite(Game game, ref Texture2D theTexture) : base(game) { texture = theTexture; activeFrame = 0; }

/// <summary> /// List with the frames of the animation /// </summary> public List<Rectangle> Frames { get { return frames; } set { frames = value; } } /// <summary> /// Allows the GameComponent to perform any initialization it needs to /// before starting to run. This is where it can query for any required /// services and load content. /// </summary> public override void Initialize() { // Get the current sprite batch sbBatch = (SpriteBatch) Game.Services.GetService(typeof (SpriteBatch)); base.Initialize(); } /// <summary> /// Allows the GameComponent to update itself /// </summary> /// <param name="gameTime">Provides a snapshot of timing values</param> public override void Update(GameTime gameTime) { elapsedTime += gameTime.ElapsedGameTime; // It's time for a next frame if (elapsedTime > TimeSpan.FromMilliseconds(frameDelay)) { elapsedTime -= TimeSpan.FromMilliseconds(frameDelay); activeFrame++; if (activeFrame == frames.Count) { activeFrame = 0; } // Get the current frame currentFrame = frames[activeFrame]; }

<bean id="velocityImageEmailDao" class="com.apress.timesheets.mail.VelocityImageMailDaoImpl" parent="abstractEmailDao"> <property name="velocityEngine" ref="velocityEngine"/> <property name="velocityMacroPath" value="velocity/timesheet/attachments.vm"/> <property name="attachment" value="classpath:strawberry.jpg"/> <property name="image" value="classpath:strawberry.jpg"/> </bean>

base.Update(gameTime); } /// <summary> /// Draw the sprite. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values</param> public override void Draw(GameTime gameTime) { sbBatch.Draw(texture, position, currentFrame, Color.White); base.Draw(gameTime); } } } The Update method changes the current frame each n milliseconds to create the animation illusion, and the Draw method draws the current frame in the current position on the screen. Now you ll use this class to create an animated sprite of the meteors. Create a class called Meteor and use the code in Listing 4-3. Listing 4-3. The Meteor GameComponent using using using using using System; System.Collections.Generic; Microsoft.Xna.Framework; Microsoft.Xna.Framework.Graphics; RockRainEnhanced.Core;

Note If you have a large number of files, you may want to use an alternative mechanism to add the files to

namespace RockRainEnhanced { /// <summary> /// This class is the animated sprite for a meteor /// </summary> public class Meteor : Sprite { // Vertical velocity protected int Yspeed; // Horizontal velocity protected int Xspeed; protected Random random; // Unique ID for this meteor private int index;

your outgoing message. A flat directory structure containing the template files and images could be checked at runtime, allowing the images to be attached programmatically with CIDs based on their (necessarily unique) filenames. If generated files (for example, PDFs created by using the view technologies described in 6) are to be attached, the path to the file and a suitable unique identifier can be passed in with the model information.

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