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Figure 1-3. The Layers (top) and Color (bottom) dialogs docked together, along with many other dialogs also docked (see the tabs above Layers and above FG/BG Color ) Initially you can see two dialogs in this dock: the Layers dialog (the top half) and the FG/BG Color dialog (the bottom). But there are many more dialogs docked here, visible only through tabs. The Layers half of the dock also includes tabs for Channels, Paths, and History (Undo), while the Color half includes tabs for the Brush, Patterns, and Gradients dialogs. Select any tab to make that dialog visible. But you re not stuck with this layout: you can group dialogs together any way you like, using docking (Figure 1-4). Press and hold the left mouse button in the drag handle area the title area or tab, highlighted as Drag from in Figure 1-4 and drag to where you want the dialog to be. You can drag to the drag handle or tab area of another dock, and the dialog will be added as a new tab; or you can drag to the docking bar at the bottom of an existing dock to create a new dialog area below what s already there. Take care to drop exactly where you want the dialog to end up: if you drop between two tabs of an existing dock, that s where the dragged dialog s tab will end up.



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#import "GKPongViewController.h" #define INITIAL_BALL_SPEED 4.5 #define INITIAL_BALL_DIRECTION (0.3 * M_PI) @implementation GKPongViewController @synthesize gameLoopTimer; @synthesize gkPeerID, gkSession; - (void)gameLoop { if ( gameState != gameStatePlaying ) { return; } [bottomPaddle processOneFrame]; [topPaddle processOneFrame]; [ball processOneFrame]; } - (void)ballMissedPaddle:(Paddle*)paddle { if ( paddle == topPaddle ) { didWeWinLastRound = YES; gameState = gameStateWaitingToServeBall; [self showAnnouncement:@"Your opponent missed!\n\n Tap to serve the ball."]; } else { didWeWinLastRound = NO; gameState = gameStateWaitingToServeBall; [self showAnnouncement:@"Looks like you missed...\n\n Tap to serve the ball."]; } } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { if ( gameState == gameStatePlaying ) { UITouch *touch = [[event allTouches] anyObject]; paddleGrabOffset = bottomPaddle.center.x - [touch locationInView:touch.view].x; } } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { if ( gameState == gameStatePlaying ) { UITouch *touch = [[event allTouches] anyObject]; float distance = ([touch locationInView:touch.view].x + paddleGrabOffset) bottomPaddle.center.x; [bottomPaddle moveHorizontallyByDistance:distance inViewFrame:self.view.frame]; } } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {





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Previous releases of Content Services also supported Windows SMB file sharing and NFS, but these protocols have been dropped with release 10g. The four remaining protocols are proving to be the ones that most users are standardizing on, and they should be enough. HTTP and WebDAV are undoubtedly the most user-friendly protocols for end users and include better security. The others are only likely to be used for initial uploads of data, or by users of older systems that do not have HTTP or WebDAV clients.

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UITouch *touch = [[event allTouches] anyObject]; if ( gameState == gameStateLaunched && touch.tapCount > 0 ) { [self hideAnnouncement]; gameState = gameStateLookingForOpponent; GKPeerPickerController *picker; picker = [[GKPeerPickerController alloc] init]; picker.delegate = self; [picker show]; } else if ( gameState == gameStateWaitingToServeBall && touch.tapCount > 0 ) { [self hideAnnouncement]; gameState = gameStatePlaying; [self resetBall]; } } - (void)peerPickerControllerDidCancel:(GKPeerPickerController *)picker { picker.delegate = nil; [picker autorelease]; [self showAnnouncement:@"Welcome to GKPong!\n\n Please tap to begin."]; gameState = gameStateLaunched; } - (void)peerPickerController:(GKPeerPickerController *)picker didConnectPeer:(NSString *)peerID toSession:(GKSession *)session { self.gkPeerID = peerID; self.gkSession = session; [picker dismiss]; picker.delegate = nil; [picker autorelease]; } - (void)startGame { topPaddle.center = CGPointMake(self.view.frame.size.width/2, topPaddle.frame.size.height); bottomPaddle.center = CGPointMake(self.view.frame.size.width/2, self.view.frame.size.height - bottomPaddle.frame.size.height); [self resetBall]; [self.view addSubview:topPaddle.view]; [self.view addSubview:bottomPaddle.view]; [self.view addSubview:ball.view]; self.gameLoopTimer = [NSTimer scheduledTimerWithTimeInterval:0.033 target:self selector:@selector(gameLoop) userInfo:nil repeats:YES]; } - (void)viewDidLoad { [super viewDidLoad]; sranddev();

Figure 1-4. Drag handles and docking bars in the Toolbox and a dock window You can also drag a dialog to your desktop, which gives you a new dock window containing only that dialog. Finally, from the Toolbox File Dialogs or the image window Dialogs menu, you can choose Create a New Dock, which offers a few popular combinations like Layers, Channels & Paths (which, confusingly, will also include Undo).

announcementLabel = [[AnnouncementLabel alloc] initWithFrame:self.view.frame]; announcementLabel.center = CGPointMake(announcementLabel.center.x, announcementLabel.center.y - 23.0); topPaddle = [[Paddle alloc] init]; bottomPaddle = [[Paddle alloc] init]; ball = [[Ball alloc] initWithField:self.view.frame topPaddle:topPaddle bottomPaddle:bottomPaddle]; ball.delegate = self; [self showAnnouncement:@"Welcome to GKPong!\n\n Please tap to begin."]; didWeWinLastRound = NO; gameState = gameStateLaunched; } - (void)showAnnouncement:(NSString*)announcementText { announcementLabel.text = announcementText; [self.view addSubview:announcementLabel]; } - (void)hideAnnouncement { [announcementLabel removeFromSuperview]; } - (void)resetBall { [ball reset]; ball.center = CGPointMake(self.view.frame.size.width/2, self.view.frame.size.height/2); ball.direction = INITIAL_BALL_DIRECTION + ((didWeWinLastRound) 0: M_PI); ball.speed = INITIAL_BALL_SPEED; } - (void)dealloc { [topPaddle release]; [bottomPaddle release]; [ball release]; [announcementLabel removeFromSuperview]; [announcementLabel release]; [gameLoopTimer invalidate]; self.gameLoopTimer = nil; [super dealloc]; } @end

By calling peerPickerController:didConnectPeer:toSession, the picker tells its delegate that it has found an opponent, or peer, identified by the string peerID, and that a connection (also known as session) with that peer has been established. From this point on, gkSession object is responsible for all of the communication between the two players/applications. Let s not forget to add the necessary declarations to GKPongViewController.h:

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PDF OCR is a Windows application uses Optical Character Recognition technology to OCR scanned PDF documents to editable text files. Free Download PDF  ...

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11 Mar 2019 ... If you are looking for a free Mac PDF editor so you can add or change text in ... For example, if you want a PDF editor that can use OCR (optical ...












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