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else { _collisionSide = "Bottom"; _c1.setY = _c1.yPos + overlap_Y; } //Plot the x axis at r1's position var xAxis:VectorModel = new VectorModel ( _c1.xPos - _r1.width * 0.5, _c1.yPos, _c1.xPos + _r1.height * 0.5, _c1.yPos ); VectorMath.bounceOnPlane(_c1, xAxis, 0.1, 0.98); } else { //The collision is happening on the y axis //But on which side v0's vx can tell us if(_v0.vx > 0) { _collisionSide = "Left"; _c1.setX = _c1.xPos - overlap_X; } else { _collisionSide = "Right"; _c1.setX = _c1.xPos + overlap_X; } //Plot the y axis at r1's position var yAxis:VectorModel = new VectorModel ( _c1.xPos, _c1.yPos - _r1.height * 0.5, _c1.xPos, _c1.yPos + _r1.height * 0.5 ); VectorMath.bounceOnPlane(_c1, yAxis, 0.1, 0.98); } }

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Creating handlers is about as simple as creating matching rules, but you do need to be aware of a few more things. You need to implement the ICallHandler method for any custom handler. This interface has a method called Invoke, which must be implemented. The Invoke method takes two parameters: an instance of the IMethodInvocation interface and an instance of the GetNextHandlerDelegate class. The Invoke method also will return an instance of IMethodReturn. Before digging into creating a custom handler, you should understand the purposes of the IMethodInvocation and IMethodReturn interfaces, as well as the GetNextHandlerDelegate class. The GetNextHandlerDelegate class contains a reference to the next handler to be processed in the chain of handlers. The IMethodInvocation instance will contain all the details about the current method that was invoked or the property that was accessed. Figure 13-1 shows the details about the IMethodInvocation interface.

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else { _collisionSide = "No collision"; } } else { _collisionSide = "No collision"; } } //The circle isn't in danger of intersecting //with any of the rectangle's planes, //so it has to be closer to one of the four corners //The checkCornerCollision method does the //work of the collision detection //It takes four arguments: //1. The CircleModel object //2. The x position of the corner //3. The y position of the corner //4. The bounce multiplier which //determines the amount of "bounciness" if(region == "topLeft") { checkCornerCollision ( _c1, _r1.xPos - _r1.width * 0.5, _r1.yPos - _r1.height * 0.5, 0.6 ); } else if(region == "topRight") { checkCornerCollision ( _c1, _r1.xPos + _r1.width * 0.5, _r1.yPos - _r1.height * 0.5, 0.6 ); } else if(region == "bottomLeft") { checkCornerCollision ( _c1, _r1.xPos - _r1.width * 0.5,

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to never let the consumer exit and to put the thread to sleep when the consumer has nothing to do Another solution is to create a situation that when the consumer thread exits, the consumer thread creates a lock where the producer is put on hold while the data member _thread is reset The complete implementation of the logic is in the consumer and the method ProcessTasks, which is illustrated again as follows: public void ProcessTasks() { ITask task = null; while( true) { task = GetTask(); if( task != null) { taskExecute( this); lock( _completedTasks) { _completedTasks.

Figure 13-1. IMethodInvocation interface members The IMethodInvocation interface has the following properties: Arguments: Contains an IParameterCollection of all of the input, output, and by reference parameters. Inputs: Also contains an IParameterCollection, with only input parameters. InvocationContext: Contains an implementation of IDictionary that allows data to be passed between handlers. MethodBase: An instance of the MethodBase for the actual target. Target: The target object for which you are calling the member. The IMethodInvocation interface has two methods that will return an instance of IMethodReturn: CreateExceptionMethodReturn and CreateMethodReturn. The CreateExceptionMethodReturn method is used to return an exception to the caller. The CreateMethodReturn method will return the results of the target to the caller. The CreateMethodReturn method could be used to intercept a call to the target, such as when caching is desired. An example of how a handler can be created is shown in Listing 13-4. Listing 13-4. Creating a Custom Handler [ConfigurationElementType(typeof(CustomCallHandlerData))] public class CreateFileHandler : ICallHandler { private string m_Filename; public CreateFileHandler(NameValueCollection configValues) { m_Filename = configValues["FileName"]; } public IMethodReturn Invoke(IMethodInvocation input,

_r1.yPos + _r1.height * 0.5, 0.6 ); } else if(region == "bottomRight") { checkCornerCollision ( _c1, _r1.xPos + _r1.width * 0.5, _r1.yPos + _r1.height * 0.5, 0.6 ); } The checkCornerCollision method bounces the circle off the square s corners. public function checkCornerCollision ( circle:CircleModel, corner_X:Number, corner_Y:Number, bounceAmount:Number ):void { //Vector between circle and particle (the square's corner) var v0:VectorModel = new VectorModel ( circle.xPos, circle.yPos, corner_X, corner_Y ); if(v0.m < circle.radius) { //Find the amount of overlap var overlap:Number = circle.radius - v0.m; circle.setX = circle.xPos - (overlap * v0.dx); circle.setY = circle.yPos - (overlap * v0.dy); //circle's motion vector var v1:VectorModel = new VectorModel ( circle.xPos, circle.yPos,

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