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First, all non-nullable properties and relationship properties have to be set; otherwise, you will receive an error when you execute SaveChanges There are a few ways to handle properties such as ModifiedDate that could easily be generated for you, which you will look at in the next chapter Nonetheless, the data store is still going to require some value in non-nullable fields regardless of how it is created Second, when working with identity fields (for example the DepartmentID field), EF first generates a temporary key for the field prior to SaveChanges and then replaces this key with the value generated from the insert Finally, along the same lines, primary-key constraints (any constraints, really) still apply, so if a key is not a database identity, you must use a unique value for that field Listing 6-18 Insert a New Department by Using EF //C# Example Department dept = new Department(); dept.

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else { // Show the highscores now No score added so nothing to highlight ResetHighscoreTableDisplay(null); } } If the text entry dialog was displayed, it calls into the InputCallback function after text entry is complete, as shown in Listing 9 19 Assuming that a name was entered, the callback function adds the name to the high score table and retains the HighScoreEntry object that is returned before saving the updated scores Once this is done, the ResetHighscoreTableDisplay function is called to show the high scores, passing the newly added entry as its parameter Listing 9 19 Responding to the completion of the text entry dialog void InputCallback(IAsyncResult result) { string sipContent = GuideEndShowKeyboardInput(result); HighScoreEntry newEntry = null; // Did we get some input from the user if (sipContent != null) { // Add the name to the highscore newEntry = HighScoresGetTable("Normal")AddEntry(sipContent, _score); // Save the scores HighScores.

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Listing 8-7. Hiding the Plane Before Rendering and Making It Visible Again After Rendering void preRenderTargetUpdate(const RenderTargetEvent& evt) { // Hide plane mPlaneEnt->setVisible(false); } void postRenderTargetUpdate(const RenderTargetEvent& evt) { // Show plane mPlaneEnt->setVisible(true); } Each time the texture is rendered, we want to use the plane to define the mirror surface for the reflection, but we do not actually want to render the plane itself. Therefore, we have to turn it off prior to rendering into the texture, and then turn it back on once the texture has been rendered. This is why we called addListener() method >rttTex->addListener() in Listing 8-5; the RenderToTextureApplication class implemented the RenderTargetListener callback interface, and addListener() registered the class with the texture target to be notified of these events. One last thing worth mentioning is that each frame, the reflection camera is updated to have the same position and orientation as the main camera. // Make sure reflection camera is updated too mReflectCam->setOrientation(mCamera->getOrientation()); mReflectCam->setPosition(mCamera->getPosition()); The user can move the main camera around, and we want the reflection camera to render from the same perspective as the main camera; otherwise, the reflection would not look right.

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SaveScores(); // Store the name for later use SettingsManagerSetValue("PlayerName", sipContent); } // Show the highscores now and highlight the new entry if we have one ResetHighscoreTableDisplay(newEntry); } Notice that the name that was entered is stored into SettingsManager for later use This is a nice little feature that allows players names to be remembered between gaming sessions, saving them having to type it in again the next time they play This is also an example of using SettingsManager for system settings that aren t directly altered by the player via a settings screen Finally, there is the ResetHighscoreTableDisplay function that was called twice in the previous listings It sets up the GameObjects collection to show all the scores for the high score table It uses a function named CreateTextObjectsForTable inside the HighScores class to assist with this.

GroupName = "MyGroup1"; deptName = "MyName"; deptModifiedDate = DateTimeNow; awAddToDepartment(dept); int changes = awSaveChanges(); --SQL Generated from EF exec sp_executesql N'insert [HumanResources][Department] ([Name], [GroupName], [ModifiedDate]) values (@0, @1, @2).

This function simply adds a series of text objects containing the score details, but it accepts among its parameters a start and end color (used for the first and last score items, with the items in between fading in color between the two); a highlight entry (when the player has just added a new score, pass its HighScoreEntry object here to highlight the entry within the table); and a highlight color There is no requirement to use this function, and the high score classes can be used purely as a data manipulation structure if desired, but it can be a time saver if its functionality is sufficient for your game Listing 9 20 Responding to the completion of the text entry dialog private void ResetHighscoreTableDisplay(HighScoreEntry highlightEntry) { // Clear any existing game objects GameObjectsClear(); // Add the title.

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