Archive for the ‘C#’ Category.
April 12, 2009, 11:17
<?xml version="1.0" encoding="utf-8" ?>
<CodeSnippets xmlns="http://schemas.microsoft.com/VisualStudio/2005/CodeSnippet">
<CodeSnippet Format="1.0.0">
<Header>
<Title>ViewModel pattern snippet</Title>
<Shortcut>viewmodel</Shortcut>
<Description>Creates a view and viewmodel interface and a concreate view model </Description>
<Author>Alex Boyne-Aitken</Author>
<SnippetTypes>
<SnippetType>Expansion</SnippetType>
</SnippetTypes>
</Header>
<Snippet>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Base name</ToolTip>
<Default>Class</Default>
</Literal>
</Declarations>
<Code Language="csharp"><![CDATA[
public interface I$name$View
{
I$name$ViewModel Model { get; set; }
}
public interface I$name$ViewModel
{
I$name$View View { get; }
}
class $name$ViewModel : I$name$ViewModel
{
private readonly I$name$View view;
public $name$ViewModel(I$name$View view)
{
this.view = view;
view.Model = this;
}
public I$name$View View
{
get { return view; }
}
}
$end$]]>
</Code>
</Snippet>
</CodeSnippet>
</CodeSnippets>
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November 16, 2008, 14:07
I am currently working on a small project to help me organise my Guild Wars skill builds but I came across a problem, I had nothing to help me decode the templates and I found I had a gap in my knowledge when dealing with converting binary and base 64.
I found some source code long ago from GWFreaks however it was so old, messy and written in VB.NET that I really struggled to understand it. The last resort was a PHP based version of the template parser and a small snippet I found on a Code Guru forum. With this information I begun playing around and eventually began to build a greater understanding of what was involved.
Using the wiki guide on the Skill Template Format and the Equipment Template Format I finally built a set of objects to help encode and decode the templates.
You will find the details and the project files on the Template Parser project page