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I have explained how tight coupling causes problems when we want to move our application logic from one environment to another, but there is a special case of this issue that makes IOC s advantages dramatically apparent. This is the problem of unit testing. Writing unit tests is an art in itself. The well-written test concentrates on a single component of the system and tests all of its behavior as thoroughly as possible. However, when a class is tightly coupled to other parts of the application, testing that class in isolation becomes impossible. By encouraging loose coupling, it becomes easier to eliminate irrelevant classes from the test, often by providing mock objects in place of heavyweight implementations. I discuss unit and integration testing in more detail in 10.

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Figure 11-4. Indexing grid vertices to create triangles Each quad in the terrain has two triangles: a gray triangle and a white triangle. In the first quad of the grid, the gray triangle is constructed from vertices 0, 1, and 7, while the white triangle uses vertices 0, 7, and 6. Note that the order of the triangle s vertices is important. It should be clockwise relative to the viewer/camera, because the XNA rendering pipeline assumes that counterclockwise rendered

A variety of successful software development techniques have become known collectively as agile programming. Initially having a very loose definition, agile development became codified in the Agile Manifesto (www.agilemanifesto.org) presented by a number of software development luminaries. There are now several formal methodologies such as Scrum and Extreme Programming (XP) that follow agile approaches. The precise value of the full collection of techniques used is debatable, and some shops that pay lip service to agile methodologies don t follow through on all of the agile edicts. Nonetheless, the agile approach is becoming ever more popular, and even in isolation the individual techniques of agile programming are certainly proving their worth. The need to issue frequent deliverables and the encouragement of refactoring present challenges to traditional environments, where tight coupling between components makes for difficulty in achieving the rapid rate of change that Spring can accommodate easily. Spring is not in and of itself an agile framework (there s no such thing) but it does lend support to some of the agile development techniques in various ways. The ease of testing a cleanly decoupled Spring application accommodates the TestDriven Development (TDD) approach. Spring espouses the Don t Repeat Yourself (DRY) principle. This encourages developers to create logic once and only once. Wherever possible, boilerplate code has been abstracted away into standard helper and library classes, and

triangles are facing backward, and culls them (removes them from the 2D screen output) by default. Notice that there is a mathematical pattern between the indices used to create the triangles. The indices of the first and second triangles of every quadrant follow the same order, as shown in this equation:

there are utility classes available to encourage developers to adopt the same approach for their own implementations. Code constructed in accordance with the DRY principle makes refactoring easier, as changes to application logic are localized.

In the equation, the VertexCountX variable is equal to the number of vertices per row in the vertex grid. Using this equation, you can loop through all the quads of the vertex grid, generating the indices of its triangles. You ll generate the mesh s indices as an array of integers that have three values for each triangle, indicating the vertices used for constructing that triangle. Following is the code for the GenerateTerrainIndices method. Notice that it corresponds to the preceding equation. private int[] GenerateTerrainIndices() { int numIndices = numTriangles * 3; int[] indices = new int[numIndices]; int indicesCount = 0; for (int i = 0; i < (vertexCountZ - 1); i++) { for (int j = 0; j < (vertexCountX - 1); j++) { int index = j + i * vertexCountZ; // First triangle indices[indicesCount++] indices[indicesCount++] indices[indicesCount++] // Second triangle indices[indicesCount++] indices[indicesCount++] indices[indicesCount++] } } return indices; }

= index; = index + 1; = index + vertexCountX + 1; = index + vertexCountX + 1; = index + vertexCountX; = index;

Aspect-Oriented Programming (AOP)

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