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<DoubleAnimationUsingKeyFrames Storyboard.TargetName="ballImageUp" Storyboard.TargetProperty="(Canvas.Top)"> <LinearDoubleKeyFrame Value="300" KeyTime="0:0:0"/> <LinearDoubleKeyFrame Value="25" KeyTime="0:0:1"/> <LinearDoubleKeyFrame Value="300" KeyTime="0:0:2"/> </DoubleAnimationUsingKeyFrames> <DoubleAnimationUsingKeyFrames Storyboard.TargetName="ballImageDown" Storyboard.TargetProperty="(Canvas.Top)"> <LinearDoubleKeyFrame Value="300" KeyTime="0:0:0"/> <LinearDoubleKeyFrame Value="25" KeyTime="0:0:1"/> <LinearDoubleKeyFrame Value="300" KeyTime="0:0:2"/> </DoubleAnimationUsingKeyFrames> <ObjectAnimationUsingKeyFrames Storyboard.TargetName="ballImageUp" Storyboard.TargetProperty="Visibility"> <DiscreteObjectKeyFrame KeyTime="0:0:0"> <DiscreteObjectKeyFrame.Value> <Visibility>Visible</Visibility> </DiscreteObjectKeyFrame.Value> </DiscreteObjectKeyFrame> <DiscreteObjectKeyFrame KeyTime="0:0:1"> <DiscreteObjectKeyFrame.Value> <Visibility>Collapsed</Visibility> </DiscreteObjectKeyFrame.Value> </DiscreteObjectKeyFrame> <DiscreteObjectKeyFrame KeyTime="0:0:2"> <DiscreteObjectKeyFrame.Value> <Visibility>Visible</Visibility> </DiscreteObjectKeyFrame.Value> </DiscreteObjectKeyFrame> </ObjectAnimationUsingKeyFrames> The animation for the other image is similar, but the Visibility values are opposite to those used in this XAML. The property element syntax for this keyframe s Value is used to animate different property types. The final interpolation method is the most complex. Spline interpolation provides a mechanism to alter the rate at which the property value changes at different points during the time a keyframe is active. This means that Silverlight makes it easy to create some sophisticated animations, such as an object that starts out moving slowly and increases its speed over the length of the animation. Let s look at one example of modeling an object that changes its velocity over the course of its total movement. Imagine a single car in motion between two stoplights, as shown in Figure 9-11.



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Important Concepts Collections are used to deal with a group of data items. Generally speaking, you can perform the following operations on a collection: Iterate through the collection. Add objects (data items) to the collection and delete objects from the collection. Search if an object is in the collection. Retrieve an object from the collection without deleting it. List and Set are the interfaces that extend the Collection interface, while the SortedList interface extends the List interface. The SortedMap interface extends the Map interface. The ArrayList, LinkedList, and Vector classes implement the List interface. The HashSet and LinkedHashSet classes implement the Set interface, while the TreeSet class implements the SortedSet interface. The HashMap, HashTable, and TreeMap classes implement the Map interface, while TreeMap implements the SortedMap interface.





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Figure 9-11. Illustration of a car s acceleration and deceleration segments The car begins at a full stop and then the first light turns greens. The car s speed increases for a while, but as it approaches the second stoplight, the car must slow down before finally coming to a full stop again. The car s speed can be modeled using the Bezier curve shown in Figure 9-12.

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Following are the important defining points about Collections: Maps have unique keys that facilitate search for their content. Sets and maps do not allow duplicate entries. Lists maintain an order, and duplicate elements may exist. Maps do not extend the Collection interface. Following are the important points from the perspective of storage: In hashing, search is particularly fast (due to unique keys), but indexed access is slow. Furthermore, hashtables support insertion, deletion, and growing the storage. TreeSet also supports insertion, deletion, and growing the storage. Indexed access is slow but search is fast. LinkedList also supports insertion, deletion, and growing the storage. Indexed access is slow. Search is slow, but insertion and deletion are fast as opposed to ArrayList, which provides fast access but slow insertion and deletion. Exam Tips Collections is a class, while Collection is an interface that declares methods common to most collections. The Map interface does not extend the Collection interface. That means Map implementations do not implement the Collection interface. The data items in a Map are in key-value pairs. A Map cannot have duplicate keys, but it can have duplicate values. Sets and maps do not allow duplicate entries.

6.2 Distinguish between correct and incorrect overrides of corresponding hashCode and equals methods, and explain the difference between == and the equals method.

Figure 9-12. Bezier curve describing the acceleration and deceleration of the car A Bezier curve is what the spline interpolation process uses to describe the varying rate of change. Keep in mind this curve describes the values of the property over time. Bezier curves were briefly mentioned in 7, but let s take a closer look at how they work so it s clear how spline interpolation can be used. The type of Bezier curve used by spline interpolation is a cubic Bezier with two control points, so the cubic Bezier curve is defined by four points, including the endpoints. If P1 and P4 are the endpoints, and P2 and P3 are the control points, the Bezier curve is a line that connects P1 to P4 but is pulled toward P2 and P3 in order to create the curve. The control points are not necessarily touched by the curve. If you set P2 and P3 to points along the line from P1 to P4, such as setting them to (0.25,0.25) and (0.75,0.75), the Bezier curve is a straight line and the animation is effectively using linear interpolation. The Bezier curve to model the car in Figure 9-12 used the control points (0.9,0.25) (0.1,0.75). The code in this chapter includes a plot of the Bezier curve along with our famous rectangle

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