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Note The principal is an identity used for security purposes. Security terminology avoids terms such as

Note The Stop method for the Cue object lets you stop the sound immediately or as authored, which means that the audio engine will wait for the end of the current sound phase or the next transition to stop the sound gracefully. But remember that if you stop a sound, you can t play it again, unless you call the GetCue method once again.

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account or username because the principal may identify a particular system, a user, a process, or any other logical entity to which authorization and authentication may be applied. For most purposes in this chapter, however, you can think of the principal as being synonymous with user account.

Summary

The ProviderManager class whose configuration is shown in Listing 7-8 allows multiple Provider classes to be used to acquire the authentication information. In our example application, this is used to acquire authentication by using a DAO to retrieve user privileges from a database, or if this fails, to assign an anonymous authentication privilege to the user.

In this chapter, you learned the basic 2D graphics vocabulary, and how to create a simple XNA program that enables you to load, display, and move images.

<bean id="authenticationManager" class="org.acegisecurity.providers.ProviderManager"> <property name="providers"> <list> <ref local="daoAuthentication" /> <ref local="anonymousAuthentication" /> </list> </property> </bean> Listing 7-9 shows the configuration of this anonymous authentication provider. The provider will log in as the anonymous user (with username anonymous and the role ROLE_ANONYMOUS as configured in Listing 7-4) any request that has passed through the anonymous processing filter with a key matching the value configured here.

A you ve learned, XNA has a well-defined Content Pipeline, which is responsible for loading your assets (images, models, sounds, and so on) from disk into an object that you can use in your XNA code. This Content Pipeline is separated into different layers, which should be divided into two steps: Read in the original asset file from disk, process its data, and store the processed data in a binary file on disk. This first step is performed only during compile time. Load the processed data from the binary file on disk, directly into objects you use in your game. This second step is done each time a user starts your program. The benefit of this division is twofold. First, it makes sure the processing calculations, which can be very heavy, don t need to be redone each time the user loads the program. Second, the binary file is readable by the PC, Xbox 360, and Zune. Regular asset files are not cross-platform, while binary files are, so the benefit of this second step is that you can use one set of regular files across multiple platforms. Figure 12-4 shows a simplified diagram of the Content Pipeline classes that are used to import, process, serialize (write to binary), and deserialize (read from binary) model files. During the first step, the models are imported by their corresponding content importer, where each content importer converts the input model s data to an XNA Document Object Model (DOM) format. The output of the model importers is a root NodeContent object, which describes a graphics type that has its own coordinate system and can have children. Two classes extend the NodeContent class: MeshContent and BoneContent. So, the root NodeContent object output from a model importer might have some NodeContent, MeshContent, and BoneContent children.

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