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There is no point sending // packets to ourselves, because we already know what they will // contain! if (!networkHelperNetworkGameSessionIsHost) { networkHelperSendClientData(); }.

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public void testList() { final List<Long> ids = new ArrayList<Long>(); for(int i = 0; i < 10; i++) { final UserAccount account = new UserAccount("testuser6:"+i); dao.create(account); helper.clear(); assertNotNull(account.getId()); ids.add(account.getId()); } final List<UserAccount> accounts = dao.list(); assertNotNull(accounts); int index = 0; for( final UserAccount retrieved : accounts ) { final Long expected = ids.get(index++); assertNotNull(retrieved); assertEquals(expected, retrieved.getId()); } } public void testUpdate() { final UserAccount account = new UserAccount("testuser7"); dao.create(account); helper.clear(); assertNotNull(account.getId()); final UserAccount update = new UserAccount(); update.setId(account.getId()); update.setAccountName("Updated"); dao.update(update); helper.clear(); final UserAccount retrieved =; assertNotNull(retrieved); assertEquals(account.getId(),retrieved.getId()); assertEquals(update.getAccountName(), retrieved.getAccountName()); } public void testDeleteByAccount() { final UserAccount account = new UserAccount("testuser8"); dao.create(account);


helper.clear(); assertNotNull(account.getId()); dao.delete(account); helper.clear(); final List<UserAccount> retrieved = dao.list(); assertNotNull(retrieved); assertEquals(0,retrieved.size()); } public void testDeleteById() { final UserAccount account = new UserAccount("testuser9"); dao.create(account); helper.clear(); assertNotNull(account.getId()); dao.delete(account.getId()); helper.clear(); final List<UserAccount> retrieved = dao.list(); assertNotNull(retrieved); assertEquals(0,retrieved.size()); } public UserAccountDao getDao() { return dao; } public void setDao(UserAccountDao dao) { this.dao = dao; } public ConfigHelper getHelper() { return helper; } public void setHelper(ConfigHelper helper) { this.helper = helper; } }

else { // If we are the server, transmit the game state networkHelper.SendServerData(); } // Pump the data networkHelper.NetworkGameSession.Update(); // Read any incoming network packets foreach (LocalNetworkGamer gamer in networkHelper.NetworkGameSession.LocalGamers) { // Keep reading as long as incoming packets are available while (gamer.IsDataAvailable) { NetworkGamer sender; if (gamer.IsHost) { sender = networkHelper.ReadClientData(gamer); if (!sender.IsLocal) { actionScene.HandleClientData(); } } else { sender = networkHelper.ReadServerData(gamer); if (!sender.IsLocal) { actionScene.HandleServerData(); } } } } } So, for each game loop, you re always reading and sending the necessary data packages. You also need to expose the Player objects to associate the network Gamer class for each player who joins the game session. Add the following code: public Player Player1 { get { return player1; } }


We will now follow how the UserAccountDAO and ConfigHelper properties interact with a specific test method implementation, testReadById() highlighted in bold in Listing 10-2. When we call the readById() method of a UserAccountDao implementation, we assume that previous calls to the create() method have successfully established an entity in the database and assigned a suitable primary key value to it. Calling the readById() method should then retrieve the corresponding entity for the primary key that we provide. Our test is implemented to check this behavior. First we instantiate a UserAccount bean, as shown in Listing 10-3.

public Player Player2 { get { return player2; } } Now let s add new messages to the other game states.

public void testReadById() { final UserAccount account = new UserAccount("testuser4"); Having established the bean, we then call the DAO s create() method in order to persist the bean to the database and assign a primary key value to the bean s id property. This is shown in Listing 10-4.

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