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## Sent whenever a timesheet is updated <html> <body> <h3>Timesheet updated</h3> <p>User ${timesheet.consultant.accountName} has updated one of their timesheets.</p> </body> </html> Velocity uses a syntax similar to the expression language used by JSPs and the standard tag library (JSTL) for representing content for replacement. The Velocity markup engine is provided with the macro from Listing 8-9 and a suitably named timesheet object. The part of Listing 8-9 marked in bold will be equivalent to calling the getConsultant() method on the timesheet object, and the getAccountName() method on the resulting UserAccount object. The resulting variable (the timesheet owner s account name) will be substituted into the HTML when the message is sent.

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The opening screen of a game always gives a taste of the game itself. Normally it s something striking, which must show some of the game features and give the user a navigation menu between the game itself, options, help, and so on. For Rock Rain, you ll create a scene with the game name in large letters coming from the screen borders and an option menu right beneath (1980s arcade style), with a background with some meteor theme. You ll use the textures in Figure 4-5 to do this. Then you ll have four actors in the opening screen. One is named Rock, which comes into the scene from the left and goes to the center. The second one is named Rain, and comes from the right also to the center of the screen. The third is named enhanced, which keeps blinking right below the word Rain. The fourth actor shows after the preceding three, and is a menu with the game options. Because it s a little more sophisticated than just a sprite animation, you ll first create a GameComponent to handle menus.

Adding the specific set implementation to the API here would provide very little advantage in return for the extra complexity added to our MailingList class implementation. Of course, there are possible counterarguments even for this scenario, but in the end the choice of when to make a dependency injectable resides with the developer. My advice is to choose whatever approach will make your unit tests easiest to write, and then refactor your code as it proves appropriate. Although this won t give you the correct answer every time, it will at least be easy to change your architecture without needing to substantially rework your unit tests, which will in turn reduce the frustration involved in changing APIs and will keep your code clean and the bug count low.

Your game is now composed of several scenes, and various sound effects will be used by these scenes. It s good practice to create a class to load and maintain a bank of audio content to facilitate the access to your music and sound effects in scenes. Create this class, and then add a new class to call audiolibrary and declare new objects with sound effects and game music to this class: private private private private private private private private private SoundEffect explosion; SoundEffect newMeteor; SoundEffect menuBack; SoundEffect menuSelect; SoundEffect menuScroll; SoundEffect powerGet; SoundEffect powerShow; Song backMusic; Song startMusic;

The framework is not an absolute requirement of dependency injection. Taking our loosely coupled example from Listing 3-2, it is obvious that the injection of the dependencies can be carried out from conventional code. Indeed, as Listing 3-4 shows, this is the sort of code you will have written frequently. Dependency injection is not some strange abstract new technique; it is one of the normal tools of the developer.

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