birthday.avapose.com

ASP.NET Web PDF Document Viewer/Editor Control Library

<bean id="httpSessionContextIntegrationFilter" class="org.acegisecurity.context.HttpSessionContextIntegrationFilter"/> Despite this filter s position in first place in the chain, it is also the last filter to have access to the request object. This filter places the authentication and authorization information into the session context for future use. Other approaches are possible, but this is the simplest mechanism available to avoid the necessity of making the user log in for every URL. When an incoming request is received after a successful authentication, the authentication information will be reestablished for the thread for access by the other filters.

winforms pdf 417 reader, winforms qr code reader, winforms upc-a reader, winforms data matrix reader, winforms ean 128 reader, winforms ean 13 reader, itextsharp remove text from pdf c#, c# replace text in pdf, winforms code 39 reader, itextsharp remove text from pdf c#,

Although the wave bank is not explicitly used in your program, you need to create this object, because the sound cues in the sound bank depend on the wave files in this bank SoundBank: This is a collection of sound cues You can define cues as references to the wave files stored in the wave bank, along with properties that establish details on how to play these wave files and methods that let you manage their playback The next code sample shows how to extend the previous example by including code to create and initialize the audio components: // Audio objects AudioEngine audioEngine; WaveBank waveBank; SoundBank soundBank; protected override void Initialize() { audioEngine = new AudioEngine(@"Content\MySoundsxgs"); // Assume the default names for the wave and sound banks // To change these names, change properties in XACT waveBank = new WaveBank(audioEngine, @"Content\Wave Bankxwb"); soundBank = new SoundBank(audioEngine, @"Content\Sound Bank.

xsb"); baseInitialize(); } You can play a sound in two ways: with a simple playback or in a playback loop Once you initialize the audio objects, doing a playback is a matter of calling a simple method: PlayCue You can improve on the previous example by playing a sound cue every time the sprites collide Find the collision detection test in the Update method of the Game1 class, and adjust it to play the chord sound sample, as follows: if (mySprite1Collides(mySprite2)) { mySprite1velocity *= -1; GamePadSetVibration(PlayerIndexOne,10f, 10f); soundBankPlayCue("chord"); }.

The section on filters has covered the life cycle of the request in terms of the constraints that are placed on it, but does not explain how the authentication itself is carried out. The component that needs to carry out authentication is the FilterSecurityInterceptor. When an unauthenticated request is received by this filter, it must try to authenticate (log in) the user. If authentication succeeds, the filter must determine the roles to assign to that user. It does so by consulting the authentication manager. The authentication manager receives the credentials (typically the username and password) provided by the user and uses these to determine the authentication status of the principal (to log the user in) and the authorizations granted to the principal (to determine the user s roles).

else GamePad.SetVibration(PlayerIndex.One, 0f, 0f); You can also extend the sample by including the infinite looping sound you defined in the XACT project. However, to do this, you need more control over the sound than simply starting to play it from the sound bank. You need a way to start it, and then stop, pause, and resume it when needed, and some way to know the current state of the sound (playing, paused, stopped, and so on). The Cue object provides the methods and properties you need. Let s extend our example by creating a new Cue object, named MyLoopingSound, in Game1: Cue myLoopingSound; In the Initialize method, read the sound cue and play it by including the following code fragment: myLoopingSound = soundBank.GetCue("notify"); myLoopingSound.Play(); In this code fragment, you use the Play method to start the playback of the notify sound. Because you set the Looping property in the XACT interface of this sound to Infinite (see Figure 2-13), the sound will continuously play when you start your program. Run the program now and hear it for yourself. The Cue object offers a series of methods and properties that give you better control over the playback. The next code sample presents an example of how to pause and resume the cue when the B button on the Xbox 360 gamepad is pressed. If you don t have a gamepad plugged into your computer, you can change this to a keyboard key or a mouse button, using what you learned earlier in this chapter. // Play or stop an infinite looping sound when pressing the B button if (GamePad.GetState(PlayerIndex.One).Buttons.B == ButtonState.Pressed) { if (myLoopingSound.IsPaused) myLoopingSound.Resume(); else myLoopingSound.Pause(); }

   Copyright 2020.