if(!form.getStartTime().before(form.getEndTime())) { errors.rejectValue("startTime", "create.period.startTime.swapped"); errors.rejectValue("endTime", "create.period.endTime.swapped"); } } } The mechanism by which the framework is notified of the problems encountered with the submitted data is standard for all these approaches. An Errors interface-implementing object (BindException implements Errors) is passed to the validation logic, and methods are called on the Errors object. The form can be rejected as a whole, or individual named fields can be rejected. For example, the code errors.rejectValue("note", ... ); rejects the note field of the form being validated, whereas errors.reject( ... ); rejects the entire form as being invalid without specifying any particular field. The error is normally expressed as an error code that will be used to obtain a suitable message to the user from a resource bundle. For convenience during development, a default message parameter can also be provided for display if the code cannot be found in the resource bundles. The onSubmit method may use the errors encountered during processing to present a custom validation failure page instead of the form page. Therefore, populating the Errors object does not automatically cause the framework to re-present the default form page. As a convenience, however, the original form page (with the Errors object) can be displayed by calling the showForm method, as shown in Listing 6-13.

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Count; i++) { GeometryContent geometryContent = meshContentGeometry[i]; for (int j = 0; j < geometryContentVerticesPositionsCount; j++).

@Override protected ModelAndView onSubmit( final Object command, final BindException errors) throws Exception { // ... if( errors.hasErrors()) { return showForm(request,response,errors); } else { return new ModelAndView(getSuccessView(),referenceData); } }

vertexList.Add(geometryContent.Vertices.Positions[j]); } } foreach (NodeContent child in node.Children) GetModelVertices(child, vertexList); } In the GetModelVertices method, you travel through all the model nodes, starting at the root node, searching for the MeshContent nodes. The MeshContent nodes have the model s mesh data, from where you can extract the vertices of the mesh from its Geometry property. After processing a node, you need to call the GetModelVertices method for its children, ensuring that all nodes are processed. Note that all the vertices are stored in the vertexList variable of the type List<Vector3>. You should call the GetModelVertices method at the end of the Process method of the AnimatedModelProcessor class, where you processed the model and extracted its skeletal animation data. You will use these vertices to generate the collision volumes for its model, after which you can store them in the model s Tag property. You can do that by adding the collision volumes to the dictionary you stored there, which already has the model s animation data. Following is the code that you can use to generate the collision volumes: // Extract all model's vertices List<Vector3> vertexList = new List<Vector3>(); GetModelVertices(input, vertexList); // Generate the collision volumes BoundingBox modelBoundBox = BoundingBox.CreateFromPoints(vertexList); BoundingSphere modelBoundSphere = BoundingSphere.CreateFromPoints(vertexList); // Store everything in a dictionary Dictionary<string, object> tagDictionary = new Dictionary<string, object>(); tagDictionary.Add("AnimatedModelData", animatedModelData); tagDictionary.Add("ModelBoudingBox", modelBoundBox); tagDictionary.Add("ModelBoudingSphere", modelBoundSphere); // Set the dictionary as the model tag property model.Tag = tagDictionary; return model;

Validation is the case of expected errors being handled, but we also need to take account of the unusual and unanticipated error. As in normal processing, we handle these by using

In a scene with hundreds of identical models, where all of them share the same animation, keyframed animation can be useful. In scenes with many different models with different animations, keyframed animation will take up too much memory. The use of keyframed animated models with XNA is simple, because XNA already has the classes needed to handle static models. Therefore, you can treat a keyframed animation model in XNA as an array of static models using the Model class, where you store one Model object for each frame of the animation.

exceptions, but we do not usually want the user to see the unfriendly stack trace and server error messages that will appear if we allow an exception to bubble all the way to the application server s own error-handling logic. Spring MVC allows us instead to specify the views (normal Spring MVC views) that should be presented to the user when exceptions occur. We can declare a default exception handler view, but we can also map particular families of exceptions to particular views to handle them. Listing 6-14 shows the configuration of a suitable mapping. The dispatcher will automatically invoke the resolver named exceptionResolver when an uncaught exception is thrown from a controller to determine the view to be shown. Our example application uses this feature to allow an appropriate error message to be shown when the user has attempted to access timesheet details that do not belong to him.

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