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Remember what we said in the beginning of this chapter: decide which option is best for your game. Additionally, the SendData method has overloads that receive an extra NetworkGamer parameter, which allows your game to send messages to a specific player. If this parameter is not reported, the message is delivered to all signed-in players. In the SendMessage method, you are packing only one string, but you could pack a number of variables, depending on your game logic. For example, if you want to send the left thumbstick and both triggers state to all other players, you can write your packet as shown in the next code fragment:

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Figure 3-6. Using the Skip() method Note the difference between the ReadToNextSibling() method and the Skip() method. The former advances the reader to the next sibling element, whereas the latter advances the reader to the next possible element (not necessarily a sibling node) after bypassing the child nodes.

Now, when you click the + icon on the Application Bar, the text box is ready to accept user input.

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Step #1 - MediaDevices.getUserMedia(). MediaDevices.getUserMedia is a browser API that allows web apps to access user's camera and microphone.

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GamePadState GamePad1 = GamePad.GetState(PlayerIndex.One); packetWriter.Write(GamePad1.Triggers.Left); packetWriter.Write(GamePad1.Triggers.Right); packetWriter.Write(GamePad1.ThumbSticks.Left); The method to receive messages is just as simple: you ll loop through the local gamers collection and check if there is any available message. If so, you need to call the ReceiveData method of the LocalNetworkGamer object until you consume all available data. ReceiveData returns arrays of bytes or a packetReader (the counterpart of packetWriter, used to write the packet), and also a NetworkGamer object with data from the remote player, which you can use to test if you want to process the message or not, depending on the game logic. The next code excerpt presents a simple implementation of a routine that consumes messages from other players: PacketReader packetReader = new PacketReader(); public void ReceiveMessage() { NetworkGamer remotePlayer; // The sender of the message foreach (LocalNetworkGamer localPlayer in session.LocalGamers) { // While there is data available for us, keep reading while (localPlayer.IsDataAvailable) { localPlayer.ReceiveData(packetReader, out remotePlayer); // Ignore input from local players if (!remotePlayer.IsLocal) message = "Received message: " + packetReader.ReadString(); } } } The send and receive routines of your game must write and read the same data structures, in the same order. And if you want to read the left thumbstick and both triggers data, you need to write your code for reading packets as follows: remoteThumbstick = packetReader.ReadVector2(); remoteLeftTrigger = packetReader.ReadSingle(); remoteRightTrigger = packetReader.ReadSingle();

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Pure Javascript OCR for more than 100 Languages tesseract.projectnaptha.com · Image processing. Tesseract.js. GITHUB REPOSITORY. naptha/tesseract.js ...

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The XmlTextReader class also provides four methods for moving between attributes. These methods, which are useful only for element nodes, are as follows: The MoveToAttribute() method accepts the index or name of the attribute to navigate to and moves the reader to the attribute. The MoveToFirstAttribute() method takes the reader to the first attribute of the current element. The MoveToNextAttribute() method moves the reader to the next attribute of the current element. The MoveToElement() method moves the reader back to the element node whose attributes were just read. Figure 3-7 shows how all these methods work.

Continuing the walkthrough, let s now add an event handler to the Save button of the Application Bar. You ll write code so that the user clicks the Save button, and the application will hide the text box and change the text of the textblock to thank the user for entering a name. 1. Locate MainPage.xaml in the Solution Explorer, and right-click and select View Code. Add the following line of code to the MainPage() constructor code. Don t forget to use the Tab+Tab trick to let Visual Studio automatically generate skeleton code for you (described in the previous section):

Note You must use the same order for the data types when writing and reading the packets, since all data will be converted to bytes in a byte stream. If you read the information in a different order, you may not get any application errors, but you could end up with invalid data, which may be a hard problem to debug.

Figure 3-7. Moving between attributes As you can see in Figure 3-7, if you call MoveToAttribute() by passing firstname as the parameter, the reader moves to the firstname attribute. When you are on the lastname attribute, calling MoveToFirst() will take the reader to the id attribute. Calling MoveToNextAttribute() when the reader is on the id attribute will advance the reader to the firstname attribute. Finally, calling MoveToElement() from any attribute will take the reader back to the <employee> element.

btnSave.Click += new EventHandler(btnSave_Click); 2. Add the following code to the btnSave_Click function:

In our previous example, we used the Value property and the ReadElementString() method to read content from an element. In this section, you are going to see a few more ways to read the content.

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12 Feb 2019 ... There is a very promising JavaScript library implementing OCR called tesseract. js , which not only works in Node but also in a browser — no  ...

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