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public interface GrantedAuthority extends Serializable { String getAuthority(); } Despite this disparity, the fact that these objects are represented as interfaces in Acegi means that we can readily create suitable wrapper or delegating classes to correlate the Acegi security objects with our proprietary implementations. Listing 7-14 shows a part of the implementation I have used to illustrate this convenient aspect of Acegi. An additional entity type has been created that delegates the retrieval of GrantedAuthority objects and the username property to the UserAccount entities. A transient AcegiGrantedAuthority class has also been created to wrap the UserRole entities.

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As you might have guessed, your first game is created as an XNA Windows Game project, which you ve explored in the previous chapters. So, start by opening Visual Studio and creating a new Windows Game project called RockRain. The Solution Explorer window will look like Figure 3-2.

private UserAccount userAccount; public GrantedAuthority[] getAuthorities() { final Set<UserRole> roles = userAccount.getRoles(); return AcegiGrantedAuthority.getAuthorities(roles); } public String getUsername() { return userAccount.getAccountName(); } Of course, in a project that contains Acegi from the outset, you would typically create your user and role entities to implement these Acegi interfaces from the beginning, but you are not obliged to do this, so Acegi can readily be retrofitted to legacy designs.

Figure 3-2. The Solution Explorer window after creating the Rock Rain project As explained in 1, the Content folder is a special item in XNA projects. In this folder, you ll place all the game s assets, such as images, sounds, and so on everything that should be loaded through the Content Pipeline. You can download all the files used in this project from the book s details page at the Apress web site (http://www.apress.com).

You will not always need to provide your own DAO implementation to carry out authentication. There are additional providers that allow you to connect to standard authentication

Start by putting a background in your game. For a space game, nothing is better than an image of a galaxy! Add the file SpaceBackground.dds to the Content folder. You should load this texture so that it fits the whole screen of the game. First, define the texture in your code. Add this attribute to your Game1 class: // Background texture private Texture2D backgroundTexture; As you saw in the previous chapter, you ll load this texture and initialize the spriteBatch object in the LoadContent method: // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Load all textures backgroundTexture = content.Load<Texture2D>(" SpaceBackground"); } You need to load the texture using the spriteBatch object. Declare it in the Game1 class: private SpriteBatch spriteBatch = null; Now you can draw the background. Add the following code in the Draw method of the Game1 class:

and authorization resources, and there are additional filter implementations to collect the necessary credentials. Your Acegi-enabled application therefore has drop-in replacements for the following mechanisms: Central Authentication Services (CAS) Java Authentication and Authorization Services (JAAS) Lightweight Directory Access Protocol (LDAP) Remote Client Protocol (RCP) SiteMinder X.509 You are unlikely to encounter a security mechanism that is not covered by one of these methods and for which the UserDetailsService is insufficient.

// Draw background texture in a separate pass. spriteBatch.Begin(); spriteBatch.Draw(backgroundTexture,new Rectangle(0, 0, graphics.GraphicsDevice.DisplayMode.Width, graphics.GraphicsDevice.DisplayMode.Height), Color.LightGray); spriteBatch.End(); Run the game by pressing F5. If everything is correct, the result will look like Figure 3-3.

The player is represented in the game as a small spaceship that can be controlled using an Xbox 360 gamepad or a PC keyboard. The image of this spaceship is in the RockRain.png file. Add it to the project inside the Content folder. This texture contains the image of the player s spaceship and also the meteors that the player must avoid (see Figure 3-4).

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