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With all the scenes created, now you only need to show them according to the user s selections. Through the menu in the opening scene, users can show the help scene, the action scene (with one or two players), or just leave the game. Here, you ll use a technique in which you concentrate all the inputs that refer to the navigation or control of the scene states in one class. In this case, you use the Game1 class, so that you have a central point where you start the scenes and control the Game1 class s state. Add the following code in the Game1 class: private readonly GraphicsDeviceManager graphics; private SpriteBatch spriteBatch; // Textures protected Texture2D helpBackgroundTexture, helpForegroundTexture; protected Texture2D startBackgroundTexture, startElementsTexture; protected Texture2D actionElementsTexture, actionBackgroundTexture; // Game scenes protected HelpScene helpScene; protected StartScene startScene; protected ActionScene actionScene; protected GameScene activeScene; // Audio stuff protected AudioLibrary audio; // Fonts private SpriteFont smallFont, largeFont, scoreFont; // Used to handle input protected KeyboardState oldKeyboardState; protected GamePadState oldGamePadState; In the LoadContent method, add the code to create and load the content for the ActionScene object:

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Actually the layers of Figure 2-1 present something of a mixed metaphor, as I have added two architectural components (the database and mail server) that are not normally thought of as being application layers in their own right.

// Create the action scene actionElementsTexture = Content.Load<Texture2D>("rockrainenhanced"); actionBackgroundTexture = Content.Load<Texture2D>("SpaceBackground"); scoreFont = Content.Load<SpriteFont>("score"); actionScene = new ActionScene(this, actionElementsTexture, actionBackgroundTexture, scoreFont); Components.Add(actionScene); // Start the game in the start scene startScene.Show(); activeScene = startScene; Again, in this class, you ll load all the game assets and initialize all the scenes, putting the StartScene as the scene to be opened initially. The Update method handles all user input for each scene, and changes the active scene if necessary: /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values</param> protected override void Update(GameTime gameTime) { // Handle game inputs HandleScenesInput(); base.Update(gameTime); } HandleScenesInput just calls the handler for the active scene in the game: /// <summary> /// Handle input of all game scenes /// </summary> private void HandleScenesInput() { // Handle start scene input if (activeScene == startScene) { HandleStartSceneInput(); } // Handle help scene input else if (activeScene == helpScene) { if (CheckEnterA()) { ShowScene(startScene); } }

The presentation layer of the application includes all of the components that are primarily concerned with presenting the application to the user. The example application has several presentation aspects to it: the login pages, the user administration pages, and the timesheet management pages. The specific implementation can vary, and Spring is very accommodating of external standards, but for the sake of simplicity I have implemented these by using the Spring MVC and Spring Web Flow libraries for the controllers and JavaServer Pages (JSPs) to render the output (the views). The presentation layer is discussed in depth in 6. The container for the web application that I have used in my examples is Apache Tomcat version 5.5, which is downloadable from the Apache website at http://tomcat.apache.org. You will need to ensure that you have the Tomcat manager application installed (this is included in the default Tomcat installation) to allow the application build to manage web application deployments. You also will need to configure an administrative username and password for the manager application, usually by editing the tomcat-users.xml file in the conf subdirectory of the Tomcat installation directory.

// Handle action scene input else if (activeScene == actionScene) { HandleActionInput(); } } The CheckEnterA method is a simple code to test the Enter key and the A button on an Xbox 360 gamepad: /// <summary> /// Check if the Enter Key or A button was pressed /// </summary> /// <returns>true, if Enter key or A button was pressed</returns> private bool CheckEnterA() { // Get the keyboard and gamePad state GamePadState gamepadState = GamePad.GetState(PlayerIndex.One); KeyboardState keyboardState = Keyboard.GetState(); bool result = (oldKeyboardState.IsKeyDown(Keys.Enter) && (keyboardState.IsKeyUp(Keys.Enter))); result |= (oldGamePadState.Buttons.A == ButtonState.Pressed) && (gamepadState.Buttons.A == ButtonState.Released); oldKeyboardState = keyboardState; oldGamePadState = gamepadState; return result; } The HandleStartSceneInput shows the correct scene following the user selection in the menu. If a two-player game is selected, you just set the TwoPlayers attribute in the actionScene to true: /// <summary> /// Handle buttons and keyboard in start scene /// </summary> private void HandleStartSceneInput() { if (CheckEnterA()) { audio.MenuSelect.Play(); switch (startScene.SelectedMenuIndex) { case 0: actionScene.TwoPlayers = false; ShowScene(actionScene); break;

<servlet> <servlet-name>hessian</servlet-name> <servlet-class> org.springframework.web.servlet.DispatcherServlet </servlet-class> <init-param> <param-name>contextConfigLocation</param-name> <param-value>classpath:hessian-servlet.xml</param-value> </init-param> <load-on-startup>3</load-on-startup> </servlet> ... <servlet-mapping> <servlet-name>hessian</servlet-name> <url-pattern>/hessian/*</url-pattern> </servlet-mapping> Hessian does not use Java serialization to transmit custom objects across the network connection. Normally this would not present a problem, but Hibernate s use of proxy collection objects in conjunction with lazy loading can cause some problems, because the unpopulated lazily loaded collection object can be materialized on the client link without access to the Hibernate session resulting in a LazyInitializationException when its contents are accessed. There are three basic ways this problem can be addressed:

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