generate barcode in c# windows application The @ operator always indicates that you re referring to an attribute. in Font

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The @ operator always indicates that you re referring to an attribute.
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Building XML documents from existing variables
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You can easily build XML documents from existing variables. Surround each variable with a pair of curly braces, { }, and insert it in each element s text node. Let s suppose our game uses these four variables. var var var var gameName:String = "Cosmic Fluff Bubbles"; player:String = "Player Name"; location:String = "Bangalore"; score:uint = 50;
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We can use them to build our XML document by surrounding them in curly braces and inserting them into each element s text nodes:
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var gameData:XML = <gameData> <gameName>{gameName}</gameName> <player>{player}</player> <location>{location}</location> <score>{score}</score> </gameData> ; This traces just as you would expect: <gameData> <gameName>Cosmic Fluff Bubbles</gameName> <player>Player Name</player> <location>Bangalore</location> <score>50</score> </gameData> You can use any variable names you like; they don t need to match the element names. You can create attributes from variables in the same way. In the following example, the timesPlayed variable is used as an attribute in the <score> element. var timesPlayed:uint = 3; var gameData:XML = <gameData> <gameName>{gameName}</gameName> <player>{player}</player> <location>{location}</location> <score timesPlayed = {timesPlayed}>{score}</score> </gameData> ;
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XML AND EXTERNAL DATA
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This will trace with the timesPlayed attribute having the value 3: <gameData> <gameName>Cosmic Fluff Bubbles</gameName> <player>Player Name</player> <location>Bangalore</location> <score timesPlayed="3">50</score> </gameData>
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Removing nodes from XML documents
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You can remove any element, attribute or text node with the delete keyword. To remove the <location> element in our example XML document, use this line of code: delete gameData.location; Our document now looks like this: <gameData> <gameName>Cosmic Fluff Bubbles</gameName> <player>Player Name</player> <score bubblesPopped="13">50</score> </gameData> You can use delete to remove attributes as well. Just remember to target an attribute name with the @ operator. Here s how to delete the bubblesPopped attribute: delete gameData.score.@bubblesPopped; And now the XML looks like this: <gameData> <gameName>Cosmic Fluff Bubbles</gameName> <player>Player Name</player> <score>50</score> </gameData> delete can also be used to remove text nodes. Let s use it to remove Cosmic Fluff Bubbles from the <gameName> element. delete gameData.gameName.text()[0]; You also need to supply the index number of the text node, which will always be 0. Our new XML document looks like this: <gameData> <gameName/> <player>Player Name</player> <score>50</score> </gameData> The <gameName> element is now completely empty.
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You ll find working examples of all this code in the ChangingXML folder. This has been a long but important introduction to XML. These general techniques cover most of the ways that you can manipulate XML data.
The XML standard is maintained by the World Wide Web Consortium (W3C). For much more detail on XML, visit the official W3C site at http:// www.w3.org/TR/REC-xml/ . AS3.0 s XML object also contains many more properties and methods than those covered here, some of which you might find useful. Be sure to check the XML entry in Adobe s ActionScript 3.0 Language and Components Reference for all the details.
There are countless ways in which you can use XML data in your games. Next, we ll look at one of the most useful: to load game levels.
Loading game levels from XML data
The ideal use for XML in games is to use it to load game map levels and values that you need to initialize the game. You can load all the game s data from an external XML file, which you can keep separate from your AS3.0 source files and the SWF. The easiest way to do this is to embed an XML file into your AS3.0 code in the same way that you embed any other type of file using the Embed metatag. To embed an XML file, use this syntax: [Embed(source = "anyXmlFile.xml", mimeType = "application/octet-stream")] private var XmlData:Class; The XML file is now accessible in the XmlData class. Next, create an object from the XmlData class: var level:Object = new XmlData(); There are two things you need to keep in mind when creating this new object: Its name should preferably match the first element of the XML document. In this case, the first element of the XML document would be <level>. The object that you create from the XmlData class must be typed as Object. You can t type it as XmlData. This is because the XmlData class was created directly in the class, and the compiler won t yet have access to it when it tries to compile the code.
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