In this article, by Thom Robbins, author of Kentico CMS 5 Website Development, we will learn about managing the site structure.
Site organization is essential for any site. Site structure is the organization and navigation of a website for users and content managers. Websites are designed in a visual hierarchy. This visual hierarchy is the cues of content based on importance to help visitors process information, very similar to what is used in cartography. In a way, a site is just a map of information you need to help site visitor view and process the information they are presented based on importance.
Human visual perception is what we use in our everyday life to take cues and create a mental model or map to process information more efficiently. This is why visual hierarchy is so important in Web design, especially as people tend to have short attention spans. Some visual cues in life and web design that you may be familiar with.
- Learn how to configure a workflow
- Develop a workflow process
In this article, by Thom Robbins, author of Kentico CMS 5 Website Development, we shall cover:
- Understand the principles of site security
- Develop security roles to manage our site
- Develop secure web pages and areas for specific security roles
In this article, by Andrew Zhu, author of Microsoft Windows Workflow Foundation 4.0 we will cover:
- Hosting a workflow service in IIS7
- Hosting workflow in ASP.NET
- Hosting workflow in WPF
- Hosting workflow in a Windows Form
This article by Kurt Jaegers, author of XNA 4.0 Game Development by Example: Beginner's Guide, enhances a board-based puzzle game called Flood Control in XNA 4.0 using animation. In this article, we will cover:
- Animating the rotation of pieces when manipulated by the player
- Gradually fading out pieces of completed scoring chains
- Animating the falling of pieces into place on the board
All of these enhancements will give the player a better game experience, as well as give us the opportunity to learn more about how the SpriteBatch class can be used for animation.Read Using Animated Pieces in a Board-based Game with XNA 4.0 in full
Having built a puzzle game called Flood Control in XNA 4.0 and enhanced it with animation, in this article by Kurt Jaegers, author of XNA 4.0 Game Development by Example: Beginner's Guide, we will take it further by:
- Adding a SpriteFont to the game and displaying the current level and score in their appropriate positions on the screen
- Implementing the flooding of the dome and adding increasing difficulty levels
All of these enhancements will give the player a better game experience, as well as give us the opportunity to learn more about how the SpriteBatch class can be used for animation and text display.Read Using SpriteFonts in a Board-based Game with XNA 4.0 in full
- Testing a WF program with unit test framework
- Debugging a WF program
WF4 is a process engine, as well as a visual program language, shipped along with Microsoft .NET Framework 4.0. Traditionally, when we design a long-running application, we break a large application into lots of small code blocks to address the business logic and use a database to store the intermediate data. With the growing complexity of logic, managing code blocks and authoring logic workflows becomes difficult. Now, with WF4, we can design and create distributed, long-running programs easily.
This article by Andrew Zhu, author of Microsoft Windows Workflow Foundation 4 cookbook, provides recipes that will help us understand basic information about WF4 programming like:
- Creating the first WF program: HelloWorkflow
- Creating a WF program with C# code
- Initializing a WF program with InArguments
- Creating a WF program with OutArgument
- Creating a WF Program with InOutArgument
- Using variable in WF program
- Running a WF program asynchronously
- Customizing a MyReadLine activity with bookmark
- Converting WF program instance to XAML
- Loading up a WF program from a XAML file
This article by Kurt Jaegers, author of XNA 4.0 Game Development by Example: Beginner's Guide, introduces a board-based puzzle game called Flood Control. We introduce the XNA Content Pipeline, and build a recursive function to determine the state of the game board while playing.
This article focuses on the following concepts:
- Using the Content Pipeline to load textures from disk
- Creating classes to divide code into logical units
- Recursively evaluating the status of the game board to check for scoring chains
- Drawing textures using the SpriteBatch.Draw() method
- Managing simple game states
Before we discuss about fine-tuning the performance of the database for Dynamics NAV, it is important to discuss some key features of the Dynamics NAV application that comprise the core architecture of the application, and the majority of performance issues could be attributed to improper use or misuse of these features.
In this article, by Sharan Oberoi & Amit Sachdev, authors of Microsoft Dynamics NAV Administration, we will cover:
- Using indexes/keys in Dynamics NAV
- Investigating the performance of the database
- Updating statistics