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In addition to grouping functionality for use by higher layers, the service layer will typically group the functionality of lower layers into individual methods. Whereas the DAO classes will provide methods concerned with a single type of data source such as the database or a mail service (again as illustrated in Figure 5-1), the service layer can access multiple DAO classes in order to carry out operations across these underlying implementations. A typical example is updating the database and sending an e-mail in a single method call. The service layer can group together access to multiple data sources including different types of data such as e-mail and relational databases, but also including different physical repositories of data, such as relational databases hosted on different servers. Because the service layer is the point at which these different resources are grouped, it is also the point at which transactional concerns apply. The easiest way to implement transactional requirements in Spring is by using the support for aspect-oriented programming (AOP). I discuss the various ways this can be applied to enforce transactions within the service layer later in this chapter, and I also show how AOP can be used to solve other problems that occur when creating a service layer.

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for (float j = -halfTerrainWidth; j <= halfTerrainWidth; j += blockScale) { vertices[vertexCount].Position = new Vector3(j, heightMap[vertexCount].R * heightScale, i); vertices[vertexCount].TextureCoordinate = new Vector2(tu, tv); tu += tuDerivative; vertexCount++; } tv += tvDerivative; } // Generate vertice's normal, tangent and binormal GenerateTerrainNormals(vertices, terrainIndices); GenerateTerrainTangentBinormal(vertices, terrainIndices); return vertices; }

The actual implementation of a service in Spring is something of an anticlimax. The service is defined as an interface laying out the methods that will be required by external components.

In your HLSL effect that will render the terrain, you ll want to make sure your terrain is correctly lit. In order to perform lighting calculations, you ll need to know the normal vector in each vertex. The normal vector of each vertex in a triangle is equal to the normal vector of the triangle, which is the vector perpendicular to the triangle. So, to calculate the normal of the vertices in a triangle, you need to calculate the normal of the triangle. You could calculate the triangle normal by taking a cross product between two vectors formed by its vertices, such as (v1-v0) and (v2-v0), because the cross product returns a vector perpendicular to these two vectors. In a vertex grid, most vertices are shared among up to six triangles. Because of this, the normal in each shared vertex is the mean of the normals of the triangles that use the vertex. Thus, you need to sum the normal vectors of each triangle adjacent to the triangle you re working with. Then you must normalize this normal of each vertex, making the normals a unitary length but keeping the direction. Normal vectors are used in lighting calculations, and they must be of unitary length to yield correct lighting. You use the following code for the GenerateTerrainNormals method to generate the normals of the terrain s vertices: private void GenerateTerrainNormals(VertexPositionNormalTangentBinormal[] vertices, int[] indices) { for (int i = 0; i < indices.Length; i += 3) { // Get the vertex position (v1, v2, and v3) Vector3 v1 = vertices[indices[i]].Position; Vector3 v2 = vertices[indices[i + 1]].Position; Vector3 v3 = vertices[indices[i + 2]].Position;

The interface in Listing 5-1 defines a set of services concerned with manipulating the timesheets in the system. Using this API, we can create, read, update, and delete the timesheets and the other entities that they are composed of. This is the layer at which security must be applied if we are to expose the service to external components.

// Calculate vectors v1->v3 and v1->v2 and the normal as a cross product Vector3 vu = v3 - v1; Vector3 vt = v2 - v1; Vector3 normal = Vector3.Cross(vu, vt); normal.Normalize(); // Sum this normal with the current vertex normal of the three vertices vertices[indices[i]].Normal += normal; vertices[indices[i + 1]].Normal += normal; vertices[indices[i + 2]].Normal += normal; } // After calculating all the normals, normalize them for (int i = 0; i < vertices.Length; i++) vertices[i].Normal.Normalize(); }

public interface TimesheetService { List<Timesheet> listTimesheets(UserAccount account); Timesheet findTimesheet(Long id); void createTimesheet(Timesheet timesheet); void updateTimesheet(Timesheet timesheet); void deleteTimesheet(Timesheet timesheet); List<RateType> getRateTypeList(); Period findPeriod(Long id); Period createPeriod( Timesheet timesheet, Calendar startTime, Calendar endTime, String note, BigDecimal rate, String rateId); void deletePeriod(Timesheet timesheet,Period period); } The implementation of the API may use DAO implementations to perform its functions. Listing 5-2 shows the DAO properties for our implementation of the timesheet service. The service uses a database-oriented DAO to access the timesheet data and a simple mail transport protocol (SMTP) oriented service to send e-mails.

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