c# create barcode @property @property @property @property in Objective-C

Generator QR-Code in Objective-C @property @property @property @property

APPENDIX
Denso QR Bar Code Maker In Objective-C
Using Barcode generator for iPhone Control to generate, create Denso QR Bar Code image in iPhone applications.
www.OnBarcode.com
Drawing Code 39 In Objective-C
Using Barcode encoder for iPhone Control to generate, create ANSI/AIM Code 39 image in iPhone applications.
www.OnBarcode.com
@property @property @property @property
UCC - 12 Creator In Objective-C
Using Barcode printer for iPhone Control to generate, create GTIN - 128 image in iPhone applications.
www.OnBarcode.com
Barcode Creation In Objective-C
Using Barcode generation for iPhone Control to generate, create Barcode image in iPhone applications.
www.OnBarcode.com
(nonatomic,retain) (nonatomic,retain) (nonatomic,retain) (nonatomic,retain)
Encoding QR Code 2d Barcode In Objective-C
Using Barcode encoder for iPhone Control to generate, create QR-Code image in iPhone applications.
www.OnBarcode.com
Print GS1 - 13 In Objective-C
Using Barcode printer for iPhone Control to generate, create EAN 13 image in iPhone applications.
www.OnBarcode.com
UIImage UIImage UIImage UIImage
UPC Code Creator In Objective-C
Using Barcode generation for iPhone Control to generate, create UPC A image in iPhone applications.
www.OnBarcode.com
EAN8 Generator In Objective-C
Using Barcode printer for iPhone Control to generate, create EAN-8 image in iPhone applications.
www.OnBarcode.com
*playerPaddleLeft; *playerPaddleLeftUp; *playerPaddleRight; *playerPaddleRightUp;
Read QR Code In None
Using Barcode scanner for Software Control to read, scan read, scan image in Software applications.
www.OnBarcode.com
Printing QR Code ISO/IEC18004 In Java
Using Barcode printer for BIRT Control to generate, create Denso QR Bar Code image in BIRT reports applications.
www.OnBarcode.com
@property NSUInteger @property NSUInteger
Draw 2D Barcode In Visual Basic .NET
Using Barcode printer for .NET framework Control to generate, create Matrix Barcode image in .NET framework applications.
www.OnBarcode.com
Paint Data Matrix In .NET Framework
Using Barcode printer for .NET framework Control to generate, create ECC200 image in VS .NET applications.
www.OnBarcode.com
playerScore; compScore;
EAN13 Recognizer In Visual Studio .NET
Using Barcode recognizer for .NET Control to read, scan read, scan image in .NET applications.
www.OnBarcode.com
1D Barcode Drawer In Visual Studio .NET
Using Barcode creation for ASP.NET Control to generate, create Linear 1D Barcode image in ASP.NET applications.
www.OnBarcode.com
// // The object's method calls // serveAction is initiated by a user action (pressing the button) // -(IBAction) serveAction; // // LED Control Routines // - (void)turnOnRedLED; - (void)turnOffRedLED; - (void)turnOnGreenLED; - (void)turnOffGreenLED; @end
EAN13 Scanner In None
Using Barcode scanner for Software Control to read, scan read, scan image in Software applications.
www.OnBarcode.com
EAN 128 Drawer In None
Using Barcode creation for Font Control to generate, create GS1-128 image in Font applications.
www.OnBarcode.com
pongViewController.m
PDF-417 2d Barcode Maker In Java
Using Barcode drawer for Android Control to generate, create PDF-417 2d barcode image in Android applications.
www.OnBarcode.com
ANSI/AIM Code 39 Maker In None
Using Barcode creation for Software Control to generate, create USS Code 39 image in Software applications.
www.OnBarcode.com
// // // // PongViewController.m
Print GS1 DataBar Stacked In .NET
Using Barcode printer for .NET framework Control to generate, create GS1 DataBar-14 image in VS .NET applications.
www.OnBarcode.com
Make Code 128 Code Set C In Java
Using Barcode creator for Eclipse BIRT Control to generate, create Code 128B image in Eclipse BIRT applications.
www.OnBarcode.com
#import "pongViewController.h" // // State Variables // compPlay method // actions to take // where we are in // #define NOT_STARTED #define IN_PLAY #define POINT_OVER #define GAME_OVER used by to determine depending on the game. 0 1 2 3
// // Points to win the game // I use 5 here to make the game // go by quickly // #define GAME_WON 5 // // // // Speed of the ball in both the x and y directions.
APPENDIX
#define BALL_DELTA_X #define BALL_DELTA_Y
5 10
// // Starting position of the ball. // Roughly the center of the table // #define BALL_STARTING_X 160.0 #define BALL_STARTING_Y 220.0 // // defines the performance // of the computer player. // higher number equals better // computer player // #define COMP_REACTION_TIME 15 // // COMP_SETUP_TIME is a variable // that also determines computer // performance. In general, it adjusts // how soon the computer reacts by // adding y-position info to the // check of where the ball is. // #define COMP_SETUP_TIME 40 // // WALL_MARGIN adds a delta distance // from the edges of the wall to check // when to "bounce" the ball. If it were // not added, then the ball might look like // it went "into" the wall before bouncing. // #define WALL_MARGIN 5 @implementation pongViewController // // Use @synthesis to create all the // necessary getters and setters // @synthesize ball; @synthesize playerPaddle; @synthesize compPaddle; @synthesize @synthesize @synthesize @synthesize @synthesize @synthesize ballSpeed; status; playerPaddleLeft; playerPaddleLeftUp; playerPaddleRight; playerPaddleRightUp;
@synthesize playerScore; @synthesize playerScoreView; @synthesize compScore;
APPENDIX
@synthesize compScoreView; @synthesize winOrLoseView; @synthesize paddleSoundFileURLRef; @synthesize paddleSoundObject; // // // BOOL BOOL
INSTANCE VARIABLES redLEDOn greenLEDOn = NO; = NO;
// // setServePosition // Place the ball at approximately the center of the table // for the serve. // -- the ball's center position and speed are both structs // containing an X and Y value. This way, what we call // speed is really just the delta position added to the // ball at each call of the timer expiration. // -(void) setServePosition { ball.center = CGPointMake(BALL_STARTING_X, BALL_STARTING_Y); ballSpeed = CGPointMake(BALL_DELTA_X, -BALL_DELTA_Y); } // // compPlay - adjust the computer's paddle position to meet the ball // This is basically the only AI in the program and it's just moving // the comp's paddle towards the ball at a certain speed. Really, // if the player is very, very lucky and has gotten a good angle on his // return *and* the computer's paddle is at the extreme other side of the // table, then it might just NOT make it to the ball in time and the // player will score a point. // -(void) compPlay { if(ball.center.y <= self.view.center.y + COMP_SETUP_TIME) { // is ball on computer's side of court if(ball.center.x < compPaddle.center.x) { // does computer need to move racquet CGPoint compLocation = CGPointMake(compPaddle.center.x - COMP_REACTION_TIME, compPaddle.center.y); compPaddle.center = compLocation; } if(ball.center.x > compPaddle.center.x) { CGPoint compLocation = CGPointMake(compPaddle.center.x + COMP_REACTION_TIME, compPaddle.center.y); compPaddle.center = compLocation; } } } // // // gameLoop - the heart of the game
APPENDIX
// This is called at every expiration of the NSTimer interval that we set at // startup time // Typically, in this type of design, the first thing to do is check all the // boundary conditions: // has the ball hit an edge of something (the room), has a point been scored, // is the game over, // has the ball connected with the player's or computer's paddle. // Note that all the code in the entire function is contingent on the game status being IN_PLAY. This // should be obvious that we only want the automatic part of the system to update if we're in the // middle of play. In any other state (NOT STARTED, GAME WON, POINT OVER) the player should determine // things (SERVE or not). // // Note also that this method also sets the game's status: // (1) If the ball is past the player's end, the computer has scored and we set POINT_OVER // (2) Similarly, if the ball is past the computer's end, the player scored and POINT_OVER as well. // (3) If the point total of a player is equal to the constant GAME_WON, we set status = GAME_OVER // (4) NOT_STARTED is set at startup in the viewDidLoad method. // -(void)gameLoop { if(status == IN_PLAY) { ball.center = CGPointMake(ball.center.x + ballSpeed.x, ball.center.y + ballSpeed.y); // move the ball // // If we turned on an LED in the last loop, then turn it off now // if (redLEDOn) { [self turnOffRedLED]; redLEDOn = NO; } if (greenLEDOn) { [self turnOffGreenLED]; greenLEDOn = NO; } // Has the ball hit the edge of the room if (ball.center.x > (self.view.bounds.size.width - WALL_MARGIN) || ball.center.x < (0 + WALL_MARGIN)) { ballSpeed.x = - ballSpeed.x; } if (ball.center.y > self.view.bounds.size.height || ball.center.y < 0) { ballSpeed.y = - ballSpeed.y; } // player scored against computer if (ball.center.y < 0) { // set status to hold status = POINT_OVER; playerScore++;
Copyright © OnBarcode.com . All rights reserved.