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Figure 11-4 Testing the gamepad When the ANALOG button is on, the gamepad s two analog sticks affect the crosshairs inside the axes squares; the D-Pad draws an arrow inside the right-hand circle; and button presses light up the radio boxes When the ANALOG button is off, stick movement is ignored, and the D-Pad affects the crosshair in the left-hand square When the analog sticks are active, the crosshairs can be moved anywhere in their boxes The position of each crosshair is specified using two axes: the x- and y- axes of the left stick are labeled as X and Y, while the corresponding axes for the right stick are called Z and Rz For the D-Pad, it s only possible to draw an arrow in eight compass positions around the edge of the circle.

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MySQL, through InnoDB s transaction processing system, provides you the ability to specify certain types of locks on a resource during a user session. Because it is much easier to see how these concepts interrelate when you work through some examples, that s what you ll do in this section. These examples will give you an idea of the differences between the lock types and how concurrently executing transactions can be affected by a variety of commands. We ll use the following table during this exercise: mysql> CREATE TABLE numbers (my_number INT NOT NULL PRIMARY KEY) ENGINE=InnoDB; We recommend that you follow along as we walk through these examples. Go ahead and open a connection and execute this CREATE TABLE statement in your test database.

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Listing 3 17. The constructor for the BallObject class internal BallObject(MultipleObjectsGame game, Texture2D texture) : base(game, Vector2.Zero, texture) { // Store a strongly-typed reference to the game _game = game; // Set a random position PositionX = GameHelper.RandomNext(0, _game.Window.ClientBounds.Width); PositionY = GameHelper.RandomNext(0, _game.Window.ClientBounds.Height); // Set the origin Origin = new Vector2(texture.Width, texture.Height) / 2; // Set a random color SpriteColor = new Color(GameHelper.RandomNext(0, 256), GameHelper.RandomNext(0, 256), GameHelper.RandomNext(0, 256)); // Set a horizontal movement speed for the box _xadd = GameHelper.RandomNext(-5.0f, 5.0f); } As with the box, the rest of the class code is contained within the Update method. To make the ball move, we first add the velocity in each axis to the corresponding position, detecting collisions with the left, right, and bottom edges of the screen as described at the start of this section. The beginning of the Update method, which handles these changes, is shown in Listing 3 18. Listing 3 18. Part of the ball s Update method: moving the ball and bouncing from the screen edges public override void Update(GameTime gameTime) { // Allow the base class to do any work it needs base.Update(gameTime); // Update the position of the ball PositionX += _xadd; PositionY += _yadd; // If we reach the side of the window, reverse the x velocity so that the ball // bounces back if (PositionX < OriginX) { // Reset back to the left edge PositionX = OriginX; // Reverse the x velocity _xadd = -_xadd; // Add to the wobble _wobble += Math.Abs(_xadd); } if (PositionX > _game.Window.ClientBounds.Width - OriginX) { // Reset back to the right edge

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The test window calls the D-Pad a point of view hat (POV hat), terminology that I ll employ from now on This gamepad also has a vibration, or rumbler, feature, which is testable via a separate Vibration Test window Rumbling can be switched on for the left or right sides of the pad, or both sides at once After you ve finished calibration and testing, you can be confident that the gamepad is recognized by the OS, and you ll also have a good idea about your gamepad s input capabilities My no-name gamepad has two analog sticks, a POV hat, 12 buttons, and rumbler capability Another important check is to find out whether DirectX can see your device, since JInput uses DirectX under Windows An easy way of doing this is with the dxdiag utility, Windows DirectX diagnostic tool, which can be started via Windows Run menu item.

Note In order for these examples to work, you must be running a version of MySQL with InnoDB compiled

PositionX = _gameWindowClientBoundsWidth - OriginX; // Reverse the x velocity _xadd = -_xadd; // Add to the wobble _wobble += MathAbs(_xadd); } // If we reach the bottom of the window, reverse the y velocity so that the ball // bounces upwards if (PositionY >= _gameWindowClientBoundsBottom - OriginY) { // Reset back to the bottom of the window PositionY = _gameWindowClientBoundsBottom - OriginY; // Reverse the y-velocity _yadd = -_yadd; // +03f; // Add to the wobble _wobble += MathAbs(_yadd); } else { // Increase the y velocity to simulate gravity _yadd += 03f; } The ball s position is checked against the screen edges by taking the origin values into account because the origin is set to be at the center of the ball.

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