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public class VelocityMailDaoImpl extends AbstractMailDaoImpl { private JavaMailSender mailSender; private String velocityMacroPath; private VelocityEngine velocityEngine; public void sendTimesheetUpdate(final Timesheet timesheet) { final MimeMessagePreparator preparator = new MimeMessagePreparator() { public void prepare(MimeMessage mimeMessage) throws Exception { final MimeMessageHelper message = new MimeMessageHelper(mimeMessage); message.setTo(rcptAddress); message.setSubject(subject); message.setFrom(fromAddress); final Map<String, Object> model = new HashMap<String, Object>(); model.put("timesheet", timesheet); final String text = VelocityEngineUtils .mergeTemplateIntoString(velocityEngine, velocityMacroPath, model); message.setText(text, true); } }; this.mailSender.send(preparator); } @Required public void setMailSender(JavaMailSender mailSender) { this.mailSender = mailSender; } @Required public void setVelocityEngine(VelocityEngine velocityEngine) { this.velocityEngine = velocityEngine; }

== -1) = menuItems.Count - 1;

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@Required public void setVelocityMacroPath(final String velocityMacroPath) { this.velocityMacroPath = velocityMacroPath; } } Again we draw the addressing and subject information from the properties of the parent class, and we require a MailSender implementation (though here it must be a JavaMailSender, while the previous implementation accepted any MailSender implementation). These parts are similar, but the creation of the message is somewhat more complicated. First, we create an anonymous instance of a MimeMessagePreparator to format the message. This is a symptom of the complexity of the standard JavaMail library that Spring uses to perform MIME operations. When a message is sent, the preparator s prepare method is passed a MimeMessage and the preparator must populate it. Nonetheless, within this method there are some similarities with Listing 8-7. To create the body of the message, we populate a map object with the entities that will be needed by the Velocity macro in order to render the e-mail. For this example, this is the timesheet only, and the key value inserted into the map is the first part of the name used in Listing 8-9 to identify the substitution value (where the other parts of the name were the names of the bean properties to obtain). Listing 8-11 shows the configuration of this enhanced DAO implementation for sending formatted e-mails.

oldKeyboardState = keyboardState; oldGamePadState = gamepadState; base.Update(gameTime); }

Finally, in the class constructor, you must initialize all these things: /// <summary> /// Default constructor /// </summary> /// <param name="game">Main game object</param> /// <param name="normalFont">Font for regular items</param> /// <param name="selectedFont">Font for selected item</param> public TextMenuComponent(Game game, SpriteFont normalFont, SpriteFont selectedFont) : base(game) { regularFont = normalFont; this.selectedFont = selectedFont; menuItems = new List<string>(); // Get the current sprite batch spriteBatch = (SpriteBatch) Game.Services.GetService(typeof (SpriteBatch)); // // Get the audio library // audio = (AudioLibrary) Game.Services.GetService(typeof(AudioLibrary)); // Used for input handling oldKeyboardState = Keyboard.GetState(); oldGamePadState = GamePad.GetState(PlayerIndex.One); }

HTML-Formatted Mail <bean id="velocityEmailDao" class="com.apress.timesheets.mail.VelocityMailDaoImpl" parent="abstractEmailDao"> <property name="velocityEngine" ref="velocityEngine"/> <property name="velocityMacroPath" value="velocity/timesheet/update.vm"/> </bean> The notable differences are the requirements for a velocityEngine bean (used to invoke the appropriate Velocity formatting) and the path to the Velocity macro file of Listing 8-9. Listing 8-12 shows the configuration details required for the Velocity engine bean required by Listing 8-11.

As you did with the HelpScene, add a new class called StartScene, derived from GameScene. In this scene, you have an initial animation with two sprites (the Rock and Rain words), a menu, background music, and another sprite with the word enhanced flashing on the screen. Start adding the following attributes to the StartScene class: // Misc protected TextMenuComponent menu; protected readonly Texture2D elements; // Audio protected AudioLibrary audio;// SpriteBatch protected SpriteBatch spriteBatch = null; // GUI stuff protected Rectangle rockRect = new Rectangle(0, 0, 536, 131); protected Vector2 rockPosition; protected Rectangle rainRect = new Rectangle(120, 165, 517, 130); protected Vector2 rainPosition; protected Rectangle enhancedRect = new Rectangle(8, 304, 375, 144); protected Vector2 enhancedPosition;

<bean id="velocityEngine" class="org.springframework.ui.velocity.VelocityEngineFactoryBean"> <property name="velocityProperties"> <value>

protected bool showEnhanced; protected TimeSpan elapsedTime = TimeSpan.Zero; The attributes rockRect, rainRect, and enhancedRect refer to the rectangle that contains the images for the Rock, Rain, and enhanced in the texture. The attributes rockPosition, rainPosition, and enhancedPosition contain the position of these items on the screen. Draw these images in your chosen positions, but change the position of the Rock and Rain sprites to obtain a nice initial animation. When the Rock and Rain words are in the correct place, you ll flash the enhanced word on the screen and show the initial menu. All this is done in the Update method, as follows. Note the calculations for the Xbox 360 version, to handle the 16:9 screen width. /// <summary> /// Allows the GameComponent to update itself /// </summary> /// <param name="gameTime">Provides a snapshot of timing values</param> public override void Update(GameTime gameTime) { if (!menu.Visible) { if (rainPosition.X >= (Game.Window.ClientBounds.Width - 595)/2) { rainPosition.X -= 15; } if (rockPosition.X { rockPosition.X } else { menu.Visible = menu.Enabled = <= (Game.Window.ClientBounds.Width - 715)/2) += 15;

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