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<bean id="timesheetInterceptor" class="com.apress.timesheets.customaop.TimesheetInterceptor"/> The original TimesheetService implementation bean will be renamed to timesheetServiceRaw and referenced from the line shown in bold in Listing 5-30. This provides the proxy with the underlying method implementations that advice objects will have access to. The other properties of the proxy factory specify the service interface that the proxy object must implement, and the name of the interceptor bean that will be invoked. It is possible to configure the proxy factory to use the CGLIB code-generation library in place of standard JDK proxy objects if the bean to be proxied does not implement any suitable interfaces. Using the DefaultPointcutAdvisor and a Pointcut The ProxyFactoryBean is a good solution, but allows us only a very crude level of interception at the class level where the annotations and declarative XML approaches provided much finer control. The advice invocation also leaves something to be desired as we effectively need to implement the complete life cycle logic when we may be interested in only one particular phase. Admittedly, this is not a particularly difficult, but it can reduce the clarity of the implementation slightly. We can instead create Advice and Pointcut objects independently, and then tie them together by using a DefaultPointcutAdvisor object. Listing 5-31 shows the implementation of a before advice, and Listing 5-32 the implementation of an after returning advice. Rather than repeat the implementation logic of the advice used in the earlier examples, I have delegated the advice operation details to a TimesheetSecurityAdvice object retained as a field within the class. This is for the purposes of this example only. Normally, you would either implement the advice logic explicitly, or inject the delegate as a bean property.

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// Correct the texture path if (basicMaterial.Texture != null) { string textureFileName = Path.GetFileName( basicMaterial.Texture.Filename); effectMaterial.Textures.Add("diffuseTexture1", new ExternalReference<TextureContent>( TEXTURES PATH + textureFileName)); } return base.ConvertMaterial(effectMaterial, context); } else return base.ConvertMaterial(material, context); } When the BasicMaterialContent is converted to an EffectMaterialContent with the correct texture path, the model texture used in the default material is passed again to the newly created effect.

Because the animated model is an XNA model that now contains your custom effect, it is simple to draw the model. First, you need to configure the animated model s effects as explained in 9, and then you just go through all its meshes, calling their respective Draw methods. Following is the code for the Draw method of the AnimatedModel class: public override void Draw(GameTime gameTime) { SetEffectMaterial(); for (int i = 0; i < model.Meshes.Count; i++) { model.Meshes[i].Draw(); } }

@Transactional public class AccountServiceImpl extends ServiceImpl implements AccountService { public Account createAccount() { return dao.save(new Account()); } } Instead of duplicating the begin/commit/rollback logic in all of our service layer implementation classes, we use a Spring AOP annotation to declare that a transaction must begin when we enter any of the implementation class s methods and that it should be committed when they complete. We also accept the default behavior that causes unchecked exceptions emitted by the method to roll back the transaction. The syntax of all this is remarkably compact. Because Spring provides all of the AOP libraries necessary to carry out the transactional behavior identified by our annotation, no further configuration is required.

Summary

Note I think this is a big enough deal that it s worth reiterating: a tiny annotation removes the need for any

In this chapter, you learned how to extend XNA s Content Pipeline by adding support for skeletal animation models, and how to create a class capable of handling the animated models at runtime. You also reviewed some concepts and mathematical equations behind the skeletal animation models. In the next chapter, you will see how to put together all the concepts we ve covered since 8 to create a real 3D game, a simple third-person shooter.

AOP can be applied anywhere that you have a set of requirements that apply without regard to the object model across otherwise unrelated parts of your application. Indeed, functionality that addresses these concerns is essentially the definition of an aspect. The commonest uses of AOP are therefore in managing transactions, guaranteeing security, and providing auditing and logging information. These are all supported by existing Spring AOP libraries, to such an extent that typical Spring developers will never need to create their own AOP libraries. Even so, 5 covers the creation of simple AOP tools along with the alternative XML-based syntax and use of the AspectJ framework.

n this chapter, you ll build a complete 3D game using most of the concepts covered in the previous chapters. You ll create a third-person shooter game. First, you ll create a basic engine for the game containing all the required objects, such as cameras, lights, terrains, and animated models. Then you ll create all the game play and logic for the game.

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