Moved Samples/ModelSample/ModelSample to Samples/ModelSample

This commit is contained in:
Konstantin Koch 2015-11-04 23:42:17 +01:00
parent 91f727c362
commit d7f9fe2270
15 changed files with 972 additions and 845 deletions

View File

@ -1,58 +1,211 @@
 
Microsoft Visual Studio Solution File, Format Version 12.00 Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012 # Visual Studio 2013
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MinimumVisualStudioVersion = 10.0.40219.1
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EndProjectSection
EndProject EndProject
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EndProject EndProject
Global Global
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Debug|iOS = Debug|iOS
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Debug|PS Vita = Debug|PS Vita
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Debug|Windows Metro = Debug|Windows Metro
Debug|Windows Phone = Debug|Windows Phone
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using ANX.Framework; using ANX.Framework;
using ANX.Framework.Graphics; using ANX.Framework.Graphics;
using ANX.Framework.Input; using ANX.Framework.Input;
// This file is part of the ANX.Framework created by the // This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license. // "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license // For details see: http://anxframework.codeplex.com/license
namespace ModelSample namespace ModelSample
{ {
public class Game1 : Game public class Game1 : Game
{ {
GraphicsDeviceManager graphics; GraphicsDeviceManager graphics;
SpriteBatch spriteBatch; SpriteBatch spriteBatch;
Model cubeModel; Model cubeModel;
Matrix cubeWorld; Matrix cubeWorld;
Model anxLogo; Model anxLogo;
Matrix anxLogoWorld; Matrix anxLogoWorld;
Effect effect; Effect effect;
Texture2D texture; Texture2D texture;
bool overrideWithSimpleEffect = true; bool overrideWithSimpleEffect = true;
Matrix view; Matrix view;
Matrix projection; Matrix projection;
Matrix worldViewProj; Matrix worldViewProj;
Matrix worldInverseTranspose; Matrix worldInverseTranspose;
public Game1() public Game1()
{ {
graphics = new GraphicsDeviceManager(this); graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "SampleContent"; Content.RootDirectory = "SampleContent";
} }
protected override void Initialize() protected override void Initialize()
{ {
float aspect = GraphicsDevice.Viewport.AspectRatio; float aspect = GraphicsDevice.Viewport.AspectRatio;
view = Matrix.CreateLookAt(Vector3.Backward * 10, Matrix.Identity.Translation, Vector3.Up); view = Matrix.CreateLookAt(Vector3.Backward * 10, Matrix.Identity.Translation, Vector3.Up);
projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, aspect, 1f, 100f); projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, aspect, 1f, 100f);
base.Initialize(); base.Initialize();
} }
protected override void LoadContent() protected override void LoadContent()
{ {
spriteBatch = new SpriteBatch(GraphicsDevice); spriteBatch = new SpriteBatch(GraphicsDevice);
effect = Content.Load<Effect>("Effects/SimpleEffect"); effect = Content.Load<Effect>("Effects/SimpleEffect");
cubeModel = Content.Load<Model>("Models/SphereAndCube"); cubeModel = Content.Load<Model>("Models/SphereAndCube");
cubeWorld = Matrix.Identity; cubeWorld = Matrix.Identity;
anxLogo = Content.Load<Model>("Models/ANX_vertex_color"); anxLogo = Content.Load<Model>("Models/ANX_vertex_color");
anxLogoWorld = Matrix.CreateWorld(new Vector3(10, 10, 10), Vector3.Forward, Vector3.Up); anxLogoWorld = Matrix.CreateWorld(new Vector3(10, 10, 10), Vector3.Forward, Vector3.Up);
texture = Content.Load<Texture2D>("Textures/Test_100x100"); texture = Content.Load<Texture2D>("Textures/Test_100x100");
// Ovrride the basic effect in the model for testing // Ovrride the basic effect in the model for testing
foreach (var mesh in cubeModel.Meshes) foreach (var mesh in cubeModel.Meshes)
{ {
foreach (var part in mesh.MeshParts) foreach (var part in mesh.MeshParts)
{ {
if (overrideWithSimpleEffect) if (overrideWithSimpleEffect)
{ {
part.Effect = effect; part.Effect = effect;
} }
else else
{ {
((BasicEffect)part.Effect).TextureEnabled = true; ((BasicEffect)part.Effect).TextureEnabled = true;
((BasicEffect)part.Effect).EnableDefaultLighting(); ((BasicEffect)part.Effect).EnableDefaultLighting();
} }
} }
} }
} }
protected override void Update(GameTime gameTime) protected override void Update(GameTime gameTime)
{ {
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
{ {
this.Exit(); this.Exit();
} }
const float speed = 0.25f; const float speed = 0.25f;
float rotation = (float)gameTime.TotalGameTime.TotalSeconds * speed; float rotation = (float)gameTime.TotalGameTime.TotalSeconds * speed;
cubeWorld = Matrix.CreateRotationX(rotation) * Matrix.CreateRotationY(rotation) * Matrix.CreateRotationZ(rotation); cubeWorld = Matrix.CreateRotationX(rotation) * Matrix.CreateRotationY(rotation) * Matrix.CreateRotationZ(rotation);
worldViewProj = cubeWorld * view * projection; worldViewProj = cubeWorld * view * projection;
worldInverseTranspose = Matrix.Transpose(Matrix.Invert(cubeWorld)); worldInverseTranspose = Matrix.Transpose(Matrix.Invert(cubeWorld));
base.Update(gameTime); base.Update(gameTime);
} }
protected override void Draw(GameTime gameTime) protected override void Draw(GameTime gameTime)
{ {
GraphicsDevice.Clear(Color.CornflowerBlue); GraphicsDevice.Clear(Color.CornflowerBlue);
if (overrideWithSimpleEffect) if (overrideWithSimpleEffect)
{ {
this.effect.Parameters["World"].SetValue(this.cubeWorld); this.effect.Parameters["World"].SetValue(this.cubeWorld);
this.effect.Parameters["View"].SetValue(this.view); this.effect.Parameters["View"].SetValue(this.view);
this.effect.Parameters["Projection"].SetValue(this.projection); this.effect.Parameters["Projection"].SetValue(this.projection);
this.effect.Parameters["WorldViewProj"].SetValue(this.worldViewProj); this.effect.Parameters["WorldViewProj"].SetValue(this.worldViewProj);
this.effect.Parameters["WorldInverseTranspose"].SetValue(this.worldInverseTranspose); this.effect.Parameters["WorldInverseTranspose"].SetValue(this.worldInverseTranspose);
this.effect.Parameters["Texture"].SetValue(this.texture); this.effect.Parameters["Texture"].SetValue(this.texture);
} }
cubeModel.Draw(cubeWorld, view, projection); cubeModel.Draw(cubeWorld, view, projection);
base.Draw(gameTime); base.Draw(gameTime);
} }
} }
} }

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<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
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<Properties> <Properties>
<DisplayName>ModelSample</DisplayName> <DisplayName>ModelSample</DisplayName>
<PublisherDisplayName>ANX Developer Team</PublisherDisplayName> <PublisherDisplayName>ANX Developer Team</PublisherDisplayName>
<Logo>Assets\StoreLogo.png</Logo> <Logo>Assets\StoreLogo.png</Logo>
</Properties> </Properties>
<Prerequisites> <Prerequisites>
<OSMinVersion>6.2.0</OSMinVersion> <OSMinVersion>6.2.0</OSMinVersion>
<OSMaxVersionTested>6.2.0</OSMaxVersionTested> <OSMaxVersionTested>6.2.0</OSMaxVersionTested>
</Prerequisites> </Prerequisites>
<Resources> <Resources>
<Resource Language="x-generate" /> <Resource Language="x-generate" />
</Resources> </Resources>
<Applications> <Applications>
<Application Id="App" Executable="$targetnametoken$.exe" EntryPoint="WindowsGame1.Program"> <Application Id="App" Executable="$targetnametoken$.exe" EntryPoint="WindowsGame1.Program">
<VisualElements DisplayName="ModelSample" Logo="Assets\Logo.png" SmallLogo="Assets\SmallLogo.png" Description="ModelSample" ForegroundText="light" BackgroundColor="#464646"> <VisualElements DisplayName="ModelSample" Logo="Assets\Logo.png" SmallLogo="Assets\SmallLogo.png" Description="ModelSample" ForegroundText="light" BackgroundColor="#464646">
<DefaultTile ShowName="allLogos" ShortName="ModelSample" /> <DefaultTile ShowName="allLogos" ShortName="ModelSample" />
<SplashScreen Image="Assets\SplashScreen.png" /> <SplashScreen Image="Assets\SplashScreen.png" />
</VisualElements> </VisualElements>
</Application> </Application>
</Applications> </Applications>
<Capabilities> <Capabilities>
<Capability Name="internetClient" /> <Capability Name="internetClient" />
</Capabilities> </Capabilities>
</Package> </Package>

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</ItemGroup> </ItemGroup>
<Import Project="$(MSBuildExtensionsPath)\Sce\Sce.Psm.CSharp.targets" /> <Import Project="$(MSBuildExtensionsPath)\Sce\Sce.Psm.CSharp.targets" />
<!-- <!--
To modify your build process, add your task inside one of the targets below and uncomment it. To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets. Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild"> <Target Name="BeforeBuild">
</Target> </Target>
<Target Name="AfterBuild"> <Target Name="AfterBuild">
</Target> </Target>
--> -->
</Project> </Project>

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@ -1,133 +1,133 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
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<PropertyGroup> <PropertyGroup>
<ProjectGuid>{ED081799-AB02-4793-96F8-F9EA7F3192E3}</ProjectGuid> <ProjectGuid>{ED081799-AB02-4793-96F8-F9EA7F3192E3}</ProjectGuid>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration> <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">x86</Platform> <Platform Condition=" '$(Platform)' == '' ">x86</Platform>
<OutputType>AppContainerExe</OutputType> <OutputType>AppContainerExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder> <AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>ModelSample</RootNamespace> <RootNamespace>ModelSample</RootNamespace>
<AssemblyName>ModelSample</AssemblyName> <AssemblyName>ModelSample</AssemblyName>
<DefaultLanguage>en-US</DefaultLanguage> <DefaultLanguage>en-US</DefaultLanguage>
<FileAlignment>512</FileAlignment> <FileAlignment>512</FileAlignment>
<PackageCertificateKeyFile>Test_TemporaryKey.pfx</PackageCertificateKeyFile> <PackageCertificateKeyFile>Test_TemporaryKey.pfx</PackageCertificateKeyFile>
<MinimumVisualStudioVersion>12</MinimumVisualStudioVersion> <MinimumVisualStudioVersion>12</MinimumVisualStudioVersion>
<TargetPlatformVersion>8.1</TargetPlatformVersion> <TargetPlatformVersion>8.1</TargetPlatformVersion>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' "> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
<DebugSymbols>true</DebugSymbols> <DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType> <DebugType>full</DebugType>
<Optimize>false</Optimize> <Optimize>false</Optimize>
<OutputPath>bin\x86\Debug\ModernUI</OutputPath> <OutputPath>bin\x86\Debug\ModernUI</OutputPath>
<DefineConstants>WINDOWS;TRACE;DEBUG;WINDOWSMETRO;</DefineConstants> <DefineConstants>WINDOWS;TRACE;DEBUG;WINDOWSMETRO;</DefineConstants>
<ErrorReport>prompt</ErrorReport> <ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel> <WarningLevel>4</WarningLevel>
<UseVSHostingProcess>false</UseVSHostingProcess> <UseVSHostingProcess>false</UseVSHostingProcess>
<PlatformTarget>x86</PlatformTarget> <PlatformTarget>x86</PlatformTarget>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' "> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">
<DebugType>pdbonly</DebugType> <DebugType>pdbonly</DebugType>
<Optimize>true</Optimize> <Optimize>true</Optimize>
<OutputPath>bin\x86\Release\ModernUI</OutputPath> <OutputPath>bin\x86\Release\ModernUI</OutputPath>
<DefineConstants>WINDOWS;TRACE;WINDOWSMETRO;</DefineConstants> <DefineConstants>WINDOWS;TRACE;WINDOWSMETRO;</DefineConstants>
<ErrorReport>prompt</ErrorReport> <ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel> <WarningLevel>4</WarningLevel>
<UseVSHostingProcess>false</UseVSHostingProcess> <UseVSHostingProcess>false</UseVSHostingProcess>
<PlatformTarget>x86</PlatformTarget> <PlatformTarget>x86</PlatformTarget>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'DebugWin8|x86'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'DebugWin8|x86'">
<OutputPath>bin\x86\DebugWin8\ModernUI</OutputPath> <OutputPath>bin\x86\DebugWin8\ModernUI</OutputPath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'ReleaseWin8|x86'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'ReleaseWin8|x86'">
<OutputPath>bin\x86\ReleaseWin8\ModernUI</OutputPath> <OutputPath>bin\x86\ReleaseWin8\ModernUI</OutputPath>
<DefineConstants>WINDOWS;TRACE;WINDOWSMETRO;</DefineConstants> <DefineConstants>WINDOWS;TRACE;WINDOWSMETRO;</DefineConstants>
<Optimize>true</Optimize> <Optimize>true</Optimize>
<DebugType>pdbonly</DebugType> <DebugType>pdbonly</DebugType>
<PlatformTarget>x86</PlatformTarget> <PlatformTarget>x86</PlatformTarget>
<CodeAnalysisLogFile>bin\x86\Release\ModelSample.exe.CodeAnalysisLog.xml</CodeAnalysisLogFile> <CodeAnalysisLogFile>bin\x86\Release\ModelSample.exe.CodeAnalysisLog.xml</CodeAnalysisLogFile>
<CodeAnalysisUseTypeNameInSuppression>true</CodeAnalysisUseTypeNameInSuppression> <CodeAnalysisUseTypeNameInSuppression>true</CodeAnalysisUseTypeNameInSuppression>
<CodeAnalysisModuleSuppressionsFile>GlobalSuppressions.cs</CodeAnalysisModuleSuppressionsFile> <CodeAnalysisModuleSuppressionsFile>GlobalSuppressions.cs</CodeAnalysisModuleSuppressionsFile>
<UseVSHostingProcess>false</UseVSHostingProcess> <UseVSHostingProcess>false</UseVSHostingProcess>
<ErrorReport>prompt</ErrorReport> <ErrorReport>prompt</ErrorReport>
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet> <CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRuleSetDirectories>;C:\Program Files (x86)\Microsoft Visual Studio 10.0\Team Tools\Static Analysis Tools\\Rule Sets</CodeAnalysisRuleSetDirectories> <CodeAnalysisRuleSetDirectories>;C:\Program Files (x86)\Microsoft Visual Studio 10.0\Team Tools\Static Analysis Tools\\Rule Sets</CodeAnalysisRuleSetDirectories>
<CodeAnalysisRuleDirectories>;C:\Program Files (x86)\Microsoft Visual Studio 10.0\Team Tools\Static Analysis Tools\FxCop\\Rules</CodeAnalysisRuleDirectories> <CodeAnalysisRuleDirectories>;C:\Program Files (x86)\Microsoft Visual Studio 10.0\Team Tools\Static Analysis Tools\FxCop\\Rules</CodeAnalysisRuleDirectories>
<CodeAnalysisIgnoreBuiltInRules>true</CodeAnalysisIgnoreBuiltInRules> <CodeAnalysisIgnoreBuiltInRules>true</CodeAnalysisIgnoreBuiltInRules>
</PropertyGroup> </PropertyGroup>
<ItemGroup> <ItemGroup>
<Reference Include="mscorlib" /> <Reference Include="mscorlib" />
<Reference Include="System" /> <Reference Include="System" />
<Reference Include="System.Xml" /> <Reference Include="System.Xml" />
<Reference Include="System.Core" /> <Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" /> <Reference Include="System.Xml.Linq" />
<Reference Include="System.Net" /> <Reference Include="System.Net" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Compile Include="Properties\AssemblyInfo.cs" /> <Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Program.cs" /> <Compile Include="Program.cs" />
<Compile Include="Game1.cs" /> <Compile Include="Game1.cs" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Content Include="anx.ico" /> <Content Include="anx.ico" />
<Content Include="GameThumbnail.png"> <Content Include="GameThumbnail.png">
<XnaPlatformSpecific>true</XnaPlatformSpecific> <XnaPlatformSpecific>true</XnaPlatformSpecific>
</Content> </Content>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ProjectReference Include="..\..\SampleContent\SampleContent.contentproj"> <ProjectReference Include="..\..\SampleContent\SampleContent.contentproj">
<Project>{FA6E229D-4504-47B1-8A23-2D3FCC13F778}</Project> <Project>{FA6E229D-4504-47B1-8A23-2D3FCC13F778}</Project>
<Name>SampleContent</Name> <Name>SampleContent</Name>
<XnaReferenceType>Content</XnaReferenceType> <XnaReferenceType>Content</XnaReferenceType>
</ProjectReference> </ProjectReference>
<ProjectReference Include="../../../ANX.Framework/ANX.Framework_WindowsMetro.csproj"> <ProjectReference Include="../../../ANX.Framework/ANX.Framework_WindowsMetro.csproj">
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<Name>ANX.Framework</Name> <Name>ANX.Framework</Name>
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<!-- <!--
To modify your build process, add your task inside one of the targets below and uncomment it. To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets. Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild"> <Target Name="BeforeBuild">
</Target> </Target>
<Target Name="AfterBuild"> <Target Name="AfterBuild">
</Target> </Target>
--> -->
<ItemGroup> <ItemGroup>
<None Include="Test_TemporaryKey.pfx" /> <None Include="Test_TemporaryKey.pfx" />
<AppxManifest Include="Manifest.appxmanifest"> <AppxManifest Include="Manifest.appxmanifest">
<SubType>Designer</SubType> <SubType>Designer</SubType>
</AppxManifest> </AppxManifest>
<Content Include="Assets\Logo.png" /> <Content Include="Assets\Logo.png" />
<Content Include="Assets\SmallLogo.png" /> <Content Include="Assets\SmallLogo.png" />
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</PropertyGroup> </PropertyGroup>
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" /> <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<ItemGroup> <ItemGroup>
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</ProjectReference> </ProjectReference>
</ItemGroup> </ItemGroup>
</Project> </Project>

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@ -1,24 +1,24 @@
using System; using System;
using ANX.Framework.NonXNA; using ANX.Framework.NonXNA;
namespace ModelSample namespace ModelSample
{ {
static class Program static class Program
{ {
/// <summary> /// <summary>
/// The main entry point for the application. /// The main entry point for the application.
/// </summary> /// </summary>
static void Main(string[] args) static void Main(string[] args)
{ {
AddInSystemFactory.Instance.SetPreferredSystem(AddInType.RenderSystem, "DirectX10"); AddInSystemFactory.Instance.SetPreferredSystem(AddInType.RenderSystem, "DirectX10");
//AddInSystemFactory.Instance.SetPreferredSystem(AddInType.RenderSystem, "DirectX11"); //AddInSystemFactory.Instance.SetPreferredSystem(AddInType.RenderSystem, "DirectX11");
//AddInSystemFactory.Instance.SetPreferredSystem(AddInType.RenderSystem, "OpenGL3"); //AddInSystemFactory.Instance.SetPreferredSystem(AddInType.RenderSystem, "OpenGL3");
using (Game1 game = new Game1()) using (Game1 game = new Game1())
{ {
game.Run(); game.Run();
} }
} }
} }
} }

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@ -1,34 +1,34 @@
using System.Reflection; using System.Reflection;
using System.Runtime.CompilerServices; using System.Runtime.CompilerServices;
using System.Runtime.InteropServices; using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following // General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information // set of attributes. Change these attribute values to modify the information
// associated with an assembly. // associated with an assembly.
[assembly: AssemblyTitle("ANX.Framework Sample: Model")] [assembly: AssemblyTitle("ANX.Framework Sample: Model")]
[assembly: AssemblyProduct("ModelSample")] [assembly: AssemblyProduct("ModelSample")]
[assembly: AssemblyDescription("")] [assembly: AssemblyDescription("")]
[assembly: AssemblyCompany("ANX.Framework Team")] [assembly: AssemblyCompany("ANX.Framework Team")]
[assembly: AssemblyCopyright("Copyright © ANX.Framework Team 2012")] [assembly: AssemblyCopyright("Copyright © ANX.Framework Team 2012")]
[assembly: AssemblyTrademark("")] [assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")] [assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible // Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from // to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type. Only Windows // COM, set the ComVisible attribute to true on that type. Only Windows
// assemblies support COM. // assemblies support COM.
[assembly: ComVisible(false)] [assembly: ComVisible(false)]
// On Windows, the following GUID is for the ID of the typelib if this // On Windows, the following GUID is for the ID of the typelib if this
// project is exposed to COM. On other platforms, it unique identifies the // project is exposed to COM. On other platforms, it unique identifies the
// title storage container when deploying this assembly to the device. // title storage container when deploying this assembly to the device.
[assembly: Guid("f6885860-904b-4576-b042-6ee1c0ab9a7b")] [assembly: Guid("f6885860-904b-4576-b042-6ee1c0ab9a7b")]
// Version information for an assembly consists of the following four values: // Version information for an assembly consists of the following four values:
// //
// Major Version // Major Version
// Minor Version // Minor Version
// Build Number // Build Number
// Revision // Revision
// //
[assembly: AssemblyVersion("1.0.1.0")] [assembly: AssemblyVersion("1.0.1.0")]

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