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Figure 2-12. The XACT tool, after organizing its windows 8. Select both the file names in the wave bank (by Ctrl-clicking them) and drag them to the second panel in the left of the Sound Bank window the panel with Cue Name and Notes columns. The file names in the wave bank turn from red to green, and the file names are added as contents in the sound list and cue list in the Sound Bank window. 9. Let s use a looping sound, so you can learn how to play, pause, and stop sound to use as background music in games. To do this, in the sound list, click the notify sound. In the properties pane that appears beneath the tree list on the right, under Looping, you ll see an Infinite check box. Mark this check box, as shown in Figure 2-13. 10. Save the project as MySounds.xap. You re ready to use the sounds in your program!

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<property name="objectDefinitionSource"> <value> CONVERT_URL_TO_LOWERCASE_BEFORE_COMPARISON PATTERN_TYPE_APACHE_ANT /login=ROLE_ANONYMOUS,ROLE_USER,ROLE_ADMINISTRATOR /accessdenied=ROLE_ANONYMOUS,ROLE_USER,ROLE_ADMINISTRATOR /**=ROLE_USER,ROLE_ADMINISTRATOR /admin**=ROLE_ADMINISTRATOR </value> </property> </bean> The objectDefinitionSource property is specified in a very similar manner to the FilterChainProxy configuration shown in Listing 7-2, but here it defines what roles are required to access which URLs, rather than which filters will be applied. The anonymous role is (and must be) sufficient to access the login and to access denied pages, with other users also permitted access to them. Other URLs require more-specific roles. Listing 7-6 shows the exception-translation filter. Unlike the other filters encountered so far, this handles the request on its way back up the chain of filters.

Note To hear the sound samples from the sound bank or from the wave bank inside XACT by clicking the Play button on the XACT toolbar, the XACT Auditioning Utility must be running. Run it by choosing Start Programs Microsoft XNA Game Studio 3.0 Tools XACT Auditioning Utility.

<bean id="exceptionTranslationFilter" class="org.acegisecurity.ui.ExceptionTranslationFilter"> <property name="authenticationEntryPoint"> <bean class= "org.acegisecurity.ui.webapp.AuthenticationProcessingFilterEntryPoint"> <property name="loginFormUrl" value="/login" /> <property name="forceHttps" value="false" /> </bean> </property> <property name="accessDeniedHandler"> <bean class="org.acegisecurity.ui.AccessDeniedHandlerImpl"> <property name="errorPage" value="/accessDenied" /> </bean> </property> </bean> The filter handles two situations. First, the filter handles the case where the user was not successfully authenticated. If the user s authentication attempt failed, the user will be redirected to the login page (with a secure connection established if the forceHttps flag is set). Second, the filter handles the case where the user was authenticated, but not authorized to access the URL that he requested. In this case, the user will be redirected to an appropriate path (typically, as here, an Access Denied page).

XNA makes using audio content in games as simple as using graphics and dealing with player input. As a first step, you need to include the audio content in the solution, so you can use it in your game. Then you define the audio-related objects, initialize these objects, and finally, use the content in the game code. You include the audio content in the game in the same way you included graphics content earlier in this chapter: by right-clicking the Content folder in the Solution Explorer window and choosing Add Existing Item from the pop-up menu. Remember that in the Add Existing Item dialog box, all types of files are listed by default. You can choose Audio Files in the Files of type drop-down list to make it easier to find the MySounds.xap file you created in the previous section. You don t need to include the .wav files as content in the project, because the final wave bank will contain all sound files included in the audio project when you compile your game. After including the MySounds.xap file in the solution, you need to create the following three objects to manage the file contents:

Note that this filter does not carry out any of the authorization or authentication process itself. The filter is purely concerned with handling the aftermath of failure to achieve either of these. Finally, Listing 7-7 shows the configuration of the session context integration filter that handles the outbound request immediately before it completes its passage through the filters.

AudioEngine: This object is the program reference to the audio services in the computer, and is used mainly to adjust a few general settings and as a parameter to create the wave and sound banks When creating an AudioEngine object in your program, you need to use the name of the global settings file for the XACT content as a parameter This settings file name is generated when the XAP file is compiled, and as a default has the same name as the XAP file, with an xgs extension WaveBank: This is a collection of wave files To create this bank in your code, you need to pass as parameters the AudioEngine object (which must be previously created) and the compiled wave bank file, which is generated when you compile your project with the default name Wave Bankxwb.

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