Errata

Learning XNA 4.0

Errata for Learning XNA 4.0

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The errata list is a list of errors and their corrections that were found after the product was released.

The following errata were submitted by our customers and have not yet been approved or disproved by the author or editor. They solely represent the opinion of the customer.

Color Key: Serious technical mistake Minor technical mistake Language or formatting error Typo Question Note Update

Version Location Description Submitted by Date submitted
Printed Page back_cover
Book description, 3rd sentence

The books description on the back cover says
"Although XNA includes several key concepts that can be difficult for beginning WEB DEVELOPERS to grasp...."

This book is about XNA, so no web developers here

Anonymous  Sep 01, 2011 
PDF Page 8
5th paragraph

The link to install the Game Studio tool at: http://creators.xna.com/en-US/downloads is broken.

I have found the following link works:
http://create.msdn.com/en-us/home/getting_started

Anonymous  Dec 14, 2010 
PDF Page 23
5th paragraph

There is a set of brackets that reads: (click Debug→Build Solution) and it should read: (click Build→Build Solution).

Anonymous  Jan 01, 2011 
PDF Page 30
Program line in the Draw method


Line in code: GraphicsDevice.Clear(Color.CornflowerBlue);

Should probably be: GraphicsDevice.Clear(Color.Black);

Anonymous  Dec 15, 2010 
Printed Page 35
Chapter 3: Layer Depth

Aaron states that calling ?spriteBatch.Begin(SpriteSortMode.FrontToBack...);? will set your program to render sprites with smaller depth values on top of those with larger depth values. This is backwards. It renders those with larger depth values on top of those with smaller depth values. In order to get Aaron?s provided source code to work, programmers must call ?spriteBatch.Begin(SpriteSortMode.BackToFront...);?

Anonymous  Dec 04, 2012 
Printed Page 49
Code at the end of the page

In the code example, the line 'Point skullSheetSize = new Point(6, 8);' should be 'Point skullSheetSize = new Point(5, 7);', because the related Sprite Sheet has 6 columns and 8 lines, but the 'Point CurrentFrame' always starts with the value (0, 0), so when the Sheet Size is being declared as 6, 8, it's actually being count as 7, 9, resulting in a quick and unexpected blink in each frame out of bounds.

Aleff Correa  Feb 20, 2011 
180
Middle of page, after 2nd paragraph.

The instructions indicate that it is necessary to include the line:

GraphicsDevice.SetVertexBuffer(vertexBuffer);

...when in fact the triangle is drawn using a call to GraphicsDevice.DrawUserPrimitives, making the call to SetVertexBuffer superfluous. In fact, the vertex buffer is never used at all. It can be removed without affecting the drawing code whatsoever.

Michael Vargas  Mar 06, 2011 
193
3rd Paragraph and Figure 9-14

TriangleFan primitive was removed from XNA in version 4.0- now there are LineList and LineStrip instead.

See breaking changes in XNA 4.0: http://blogs.msdn.com/b/shawnhar/archive/2010/03/16/breaking-changes-in-xna-game-studio-4-0.aspx
http://msdn.microsoft.com/en-us/library/bb196414(v=XNAGameStudio.40).aspx

Anonymous  Feb 06, 2011 
Printed Page 193
4th Paragraph

TriangleFan primitive was removed from XNA in version 4.0- now there are LineList and LineStrip instead. See breaking changes in XNA 4.0: http://blogs.msdn.com/b/shawnhar/archive/2010/03/16/breaking-changes-in-xna-game-studio-4-0.aspx http://msdn.microsoft.com/en-us/library/bb196414(v=XNAGameStudio.40).aspx

Codey09  Dec 02, 2011