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This document was created by an unregistered ChmMagic, please go to http://wwwbisentercom to register it Thanks lineage of forms and controls is MarshalByRefObject Next up the chain is theComponent base class The Component class is used for classes that will be used in containment scenarios, either to reside in a parent container themselves or to contain other components The Component base class also enables Visual Studio to present a design surface for the class, onto which other components and controls can be dropped Those objects can be selected and configured through their properties in the Properties window, like you have already seen with Windows Forms and controls The next and probably one of the most important base classes is the Control base class This is the class where most of the common UI behavior and properties exist The Control class provides support for things like keyboard and mouse input, specifying foreground and background colors, and specifying size and location information In fact, the Control class encapsulates a Windows handle and implements events corresponding to all the common Windows messages that a window can receive through the operating system The Control class implements its own message handling loop and exposes the Windows operating system message-based events as NET events to your controls and their containers, so that you don't have to worry about all the low-level operating system goo If you wanted to create your own custom control from scratch, and make that control responsible for drawing its own user interface, the Control class is the base class that you would want to derive from, as shown with the MyCustomControl class in Figure C9 By deriving from Control, you would inherit the interface that forms and controls expect out of other controls, and then you could extend the behavior and rendering of that control as needed After Control in the hierarchy, there are theScrollableControl and ContainerControl classes, whose names are fairly self-explanatory ScrollableControl provides support for controls whose contents are larger than the area that they will be rendered into, providing derived classes with the ability to scroll the contents within a constrained area on the screen without having to write a bunch of custom painting code to accomplish that ContainerControl provides the support for maintaining a collection of child controls and ensures that all of those child controls are called to render themselves whenever the parent control is redrawn Finally, there is the Form class, which will often be the direct base class for any forms you create in your Windows applications The Form class provides a default rendering that includes a title bar, frame, and a dialog-like background surface onto which you can add child controls There is a great deal of flexibility programmed into the Form class to let you customize almost any aspect of its presentation as needed A sibling of the Form class is a class called UserControl This is the class you will want to derive custom controls from if you want them to start with a default drawing surface and have built-in support for child controls A common example of this is if you wanted to design a login control that contained inputs for the username and password, and you wanted those controls to be contained on multiple forms in your application You would probably want those controls to have the same layout and appearance wherever they were presented, but you wouldn't want to have to repeat code in multiple forms to declare and use those controls This is the kind of scenario where a composite control derived from the UserControl class makes a lot of sense You can encapsulate the layout and event handling from a set of controls within your custom composite control, and then add your composite control to one or many forms as needed You would have one set of code to maintain, and you would get rich designer support for creating the control and adding it to other forms See the section "Creating a Custom User Control" later in this appendix for an example of implementing a custom user control Forms have a specific lifecycle with which you should become familiar Just like all classes in NET, forms and controls have a constructor, which is where you will do the majority of your initialization of members and child controls Forms and controls follow the NET pattern of implementing the IDisposable interface, which provides a pattern-based way for clients to tell a class when they are done using the class, thus allowing it to clean up any unmanaged resources it contains In forms and controls, there is a base class implementation of the Dispose method that you can override to provide any custom cleanup code for unmanaged resources that your form may encapsulate If you override the Dispose method, that code will be called by the Framework when the form is closing You should always remember to call your base class' implementation of Dispose to give it a chance to clean up any resources it is encapsulating The Windows Form designer code file (<form_name>Designercs) in Visual Studio 2005 contains an override of the Dispose method, and if you need to ensure that your own member variables are disposed, you will have to add code to that method in the designer code file to do so The rest of the lifecycle of a form is dictated by events fired by the base Form class, as well as events fired by controls contained by the form One of the most important events you will often need to handle is the Load event of the form itself This event is fired when the form is in the final stages of creation and is about to be rendered on the screen This makes the form's Load event a good place to do final initialization of any controls on the form, especially if the parameters used for that initialization cannot be determined until runtime If you want to do your initialization of some variable or control in your form as late as possible, but before the form is shown on the screen, putting that code in an event handler for the FormLoad event is the way to go.



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Figure 1114 The Position class operator< used for the transposition table in the tic-tac-toe algorithm





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while The overhead of maintaining the table suggests that positions near the bottom of the recursion ought not be saved because there are so many, and the point of alpha-beta pruning and transposition tables is to reduce search times by avoiding recursive calls early in the game; saving a recursive call very deep in the search does not greatly reduce the number of positions examined because that recursive call would examine only a few positions anyway We show how this technique applies to the game of Tic-Tac-Toe when we implement the transposition table The changes needed in the TicTacToe class interface are shown in Figure 1 115 The additions are the new data member at line 6 and the new declaration for chooseMove at lines 1 through 18 6 We now pass alpha and beta (as in alpha-beta pruning) and also the

This group, called my:signatures2 in our example (Figure 1134), is where InfoPath will put the signature data generated when the form is signed

This document was created by an unregistered ChmMagic, please go to http://wwwbisentercom to register it Thanks

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typedef map<~osition,int,less<Position~ > MapType; class TicTacToe private : MapType transpositions; public: enum Side { HUMAN, COMPUTER, EMPTY ) ; enum PositionVal { HUMAN-WIN, DRAW, UNCLEAR, COMPUTER-WIN TicTacToe( ) : board( 3 , 3 ) { clearBoard( ) ; ) :'/ Constructor

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