By Matthias Noback
ABOUT THE BOOK
I've written A yr With Symfony for you, a developer who will paintings with Symfony2 for greater than a month (and most likely greater than a year). you've got began interpreting your approach in the course of the legit documentation ("The Book"), the cookbook, a few blogs, or an internet educational. you recognize now how one can create a Symfony2 software, with routing, controllers, entities or files, Twig templates and perhaps a few unit checks. yet after those simple steps, a few matters will increase about...
- The reusability of your code - How when you constitution your code to make it reusable in a destiny undertaking? or perhaps within the comparable undertaking, yet with a unique view or in a console command?
- the standard of the inner API you've got knowingly or unknowingly created - What are you able to do to make sure that your staff participants will comprehend your code, and may use it within the approach it was once intended for use? how will you make your code versatile adequate for use in events similar to the only you wrote it for?
- the extent of safeguard of your program - Symfony2 and Doctrine appear to instantly make you invulnerable for recognized assaults in your internet program, like XSS, CSRF and SQL injection assaults. yet are you able to thoroughly depend upon the framework? And what steps if you take to mend many of the ultimate issues?
- the interior workings of Symfony2 - if you take one step farther from developing simply controllers and perspectives, you'll soon want to know extra concerning the HttpKernel that is the guts of a Symfony2 software. How does it comprehend what controller will be used, and which template? and the way are you able to override any determination that's made whereas dealing with a request?
To get a greater inspiration concerning the e-book, look at the desk of contents below), or obtain a pattern of the e-book above.
A published variation of this e-book is accessible through Lulu.com.
ABOUT THE AUTHOR
Matthias Noback @matthiasnoback
My identify is Matthias Noback. i'm a Hypertext Preprocessor, Symfony2, item orientated programming, test-driven improvement enthousiast, residing in Zeist with my female friend and son, who's jealous of me because i could examine a display all day.
In prior years I've labored as software program developer with a distinct consciousness to inner caliber coverage. Now I'm a contract developer, advisor and writer.
I on a regular basis submit approximately a few of the extra complex Symfony2-related issues on my weblog php-and-symfony.matthiasnoback.nl.
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Additional resources for A Year With Symfony
To reselect the Empty, you’ll need to click its name in the Hierarchy panel. This can be a tedious workflow. But thankfully, there’s a solution. That is, there’s a way to show an Empty game object in the viewport without also making it visible to the gamer at runtime. 32 CHAPTER 1: Designing and Preparing Figure 1-29. Empty objects are visible in the Scene viewport when selected, but not when deselected. A = selected (gizmo visible); B = deselected (gizmo hidden) To show any Empty GameObject in the viewport (even when deselected), select the Empty, and from the Object Inspector, click the Icon button in the top-left corner (it can be difficult to recognize it as a clickable button).
39 40 CHAPTER 2: Getting Started Step 3: FBX Meshes and Scale Factor Next, it’s time to import meshes, which are found in the book companion files at AssetsToImport/Meshes. Before doing so, however, there’s an “issue” to discuss relating to FBX files in general. 01 to every imported FBX file. To see that, import a single FBX file and check out the Scale Factor in the Object Inspector, as shown in Figure 2-3. The result is that every imported FBX, by default, will appear in your scene 100 times smaller than its original size.
CHAPTER 2: Getting Started Figure 2-10. Advanced Texture settings offers greater customization and control over textures Specifying advanced settings. For our atlas to act as intended, we’ll need to specify some advanced settings. The settings required are shown in Figure 2-11. Go ahead and copy over those settings on your system. But I also want to explain in brief why they’ve been chosen. First, Alpha is Transparency is enabled. Transparency is important for sprites. Since we’re using a transparent PNG file, texture transparency should be based on the PNG file transparency.