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public Raindrop(Canvas gameCanvas) { // Store the reference to the canvas _gameCanvas = gameCanvas; // Generate a random speed _speed = GameHelper.RandomNext(2.0, 5.0); // Load the sprite image from the application resources if not already loaded if (_raindropBitmap == null) { StreamResourceInfo sr = Application.GetResourceStream( new Uri("ProceduralAnimation;component/Images/Raindrop.png", UriKind.Relative)); _raindropBitmap = new BitmapImage(); _raindropBitmap.SetSource(sr.Stream); } // Create and add the sprite at a random position _sprite = new Sprite(); _gameCanvas.Children.Add(_sprite); _sprite.Source = _raindropBitmap; _sprite.Width = _raindropBitmap.PixelWidth; _sprite.Height = _raindropBitmap.PixelHeight; _sprite.Left = GameHelper.RandomNext(0, _gameCanvas.ActualWidth); _sprite.Top = GameHelper.RandomNext(0, _gameCanvas.ActualHeight); _sprite.ScaleX = GameHelper.RandomNext(0.5, 1.0); _sprite.ScaleY = _sprite.ScaleX; } All the code here should be familiar and expected by now. Note that just as we did with our Model objects in XNA, we store a static reference to the sprite s BitmapImage object so that the same object can be shared by all instances of the sprite. The only other code required within the Raindrop class is a simple method named Update. This will be called each time the Rendering event fires and updates the position of the sprite within the page. Its code is shown in Listing 13 17. Listing 13 17. Updating the position of the raindrop sprite public void Update() { // Add the speed to the sprite position _sprite.Top += _speed; // If we leave the bottom of the canvas, reset back to the top if (_sprite.Top > _gameCanvas.ActualHeight) _sprite.Top = -_raindropBitmap.PixelHeight; } All that is left to get the sprites moving is to add each Raindrop into a List within the code behind MainPage and call each object s Update method within the Rendering event. This nice simple example gets the raindrops moving down the screen and demonstrates that the Sprite control forms a solid foundation on which we can begin to build games.

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ALSO IN SQL:2003

CHAPTER 2 s GET A LIFE (IN 3D)

There is one other detail that needs to be discussed before we move on, however. By default, images and controls in Silverlight are not accelerated by the graphics hardware; the phone s CPU has to perform all the rendering. For user interfaces and page content that is static there are few problems, but the sprites are likely to be moving all around the screen, so hardware acceleration is an important consideration.

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MySQL contains a subset of the SQL:2003 syntax for database triggers. More of the syntax will be added in the future, but currently, the following key items of the SQL:2003 database trigger specification are not included in MySQL s trigger syntax: When a trigger is declared using the UPDATE event, SQL:2003 allows you to specify a list of specific columns, restricting the firing of the trigger to updates happening to the defined columns, not just the entire row. Trigger definitions can contain a WHERE clause as a part of FOR EACH ROW. This clause lets you perform conditional checks on data in the record and limit running the trigger statements to specific rows of data. The SQL:2003 standard indicates that the BEGIN statement can be followed by an optional ATOMIC keyword, to make the block execute as one unit. The SQL:2003 standard specifies the use of a REFERENCING keyword that can follow the table name. This part of the statement allows you to assign a name to the current record as well as to the incoming record. Rather than needing to use OLD and NEW in your body statements, you can assign the old and new records names like existing_customer and updated_customer, which make the trigger statements more readable. An update to the trigger functionality is coming with MySQL 5.1, which promises to have a more fullfeatured implementation of the SQL:2003 syntax.

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lookAt() is a convenient way to set the viewer s position (i.e., the camera position) in the virtual world. The method requires the viewer s intended position, the point that she is looking at, and a vector specifying the upward direction. In this application, the viewer s position is USERPOSN (the (-2, 5, 10) coordinate); she is looking toward the origin (0, 0, 0), and up is along the positive y-axis. This is illustrated by Figure 2-9.

Note You will find out how to determine whether graphics are being hardware-accelerated or not in the Silverlight Performance section later in this chapter.

When you name a trigger, it must conform to database rules for naming objects. The rules for legal names can be found at http://dev.mysql.com/doc/mysql/en/legal-names.html. Also, the trigger name must be unique for the table.

Fortunately, Silverlight makes it very easy to switch hardware acceleration on for controls To enable acceleration of our procedurally animated objects, we need to tell Silverlight to cache the object graphics When we do this, it takes an internal snapshot of the control s visuals and uses it for future rendering, which can then be performed by the graphics hardware instead of in software Caching is enabled by simply creating a BitmapCache object and setting it into any control s CacheMode property We can enable this in the Sprite class via a simple boolean property named UseBitmapCache The property is shown in Listing 13 18 Listing 13 18 The implementation of the UseBitmapCache property public bool UseBitmapCache { get { return thisCacheMode != null; } set { // If set to true and no cache already in place.. if (value == true && thisCacheMode == null) { // ...

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