XNA 3.0 Game Programming Recipes: A Problem-Solution Approach (Experts Voice in XNA)

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Buckingham, United Kingdom. Posts to:. United Kingdom. In C , arrays are zero-based, meaning that the first element is always index 0 and the last element has an index of length 1.

Continuing condition: Provides a Boolean statement that decides whether or not the loop can continue. Incrementing statement: Moves the counter field toward a value that makes the continuing condition evaluate to false. Loops are useful anytime many instances of the same object need to be stored. These objects are stored in arrays, lists, or collections. There are a couple of ways to declare and use arrays.

The preceding code blocks show one way. There are also classes that can help maintain collections.

3D Tutorial, Chapter 1.1 / Beginner's Guide to XNA Game Studio 3.0

Two notable classes are Queue and Stack, located in the System. Generic namespace. A queue is known as a firstin, first-out FIFO structure, because the first item to be put in the queue will be the first item taken out. This can be likened to how a line at a coffee shop works: the first customer in line is the first customer served.

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A stack is the opposite of a queue, in that it is a first-in, last-out FILO. The stack structure can be likened to how a stack of lunch trays works in a cafeteria, where the first tray put on the stack is the last tray to be picked up, and the last tray to be put on the stack is the first to be used. Instead of the for loop, we could also use a while or a do-while loop. This approach involves setting up a counter to help us index through the array.

For an array of ten items, the indices of the items will range from 0 to 9, or one less than the total amount.


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One feature of the C language that makes the handling of objects in a collection easier is called the foreach structure. This looping method allows us to pick out certain types within a collection and use them without needing to worry about counters. Here is a simple example: foreach box box in boxes box. However, there are some caveats to using the foreach loop in place of a normal for loop. The biggest problem is that you can t modify or remove objects from the collection.

In order to do this, you should use a for loop as in the prior examples, but loop through the array backward. Having said this, the foreach is great for updating objects or drawing them, because it gives us quick and easy access to the objects we need. There is no simple way to add new elements or remove old ones. The next section describes how to use generics to create modifiable lists of a certain type. Using Generics and Events Generics, or template classes, are a way of defining a type such as a class based on another type.

This relationship is known as the of a relationship, because you can say that you are declaring a variable as a List of Box objects, where List is the generic class and Box is the class you are using. Let s define our own little box collection using generics. First we need to create a class to handle items in a collection. Start up a new console application in Visual Studio and add a class called ListBase. Now we need to add the necessary namespaces and declare the class type.

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We use the letter T to signify the generic type, but you can use any other letter. In fact, it is possible to declare multiple generic types for a class. Now we need to create some functionality in this class. One problem with the built-in generic collection types List, Dictionary, Queue, Stack, and so on is that they do not have events for when an item is added or removed. An event is a way of notifying code outside the class that something has happened.

For example, in a Windows application, the window fires a MouseDown event whenever the user clicks the mouse on the window. This allows us to know about and handle events as they happen. To create an event, we use what is known as a delegate, which is nothing more than a function turned into a type.

Here is the delegate we will be using defined in System.

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It has scope public , a return type void , a name EventHandler , and two parameters sender, e. The main difference is the addition of an extra keyword: delegate. This tells the compiler that this function is to be used as a type. Let s use this delegate in our ListBase class to declare some events. We do this using another new keyword: event. First, we have declared our events with the new keyword.

After this, we declare the deconstructor for the class, which is called when the memory is being freed. It is good practice to always remove listeners from events when you are finished with them to make sure there are no lingering references. Last, but certainly not least, we declare the bodies of our event listeners.

Do you notice anything familiar? The parameters and return type match that of the delegate definition.