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well as extra debugging info that allows the Visual Studio debugger to find source code from compiled object code. Debug builds are useful only to the developer for the purpose of debugging. Additionally, benchmarking or profiling your code in Debug is a pointless metric, as the extra processing present makes the results useless. Release builds are optimized builds with no extra checks or variable initializations, and are what you send to your users. Release builds often run at least an order of magnitude faster than Debug builds, and often many times faster even than that. If you are interested in how fast your application or any of the Ogre Sample applications run, do a Release build and benchmark or profile there. 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What we can do, though, is put as much of the complexity as possible into the game framework, allowing us to minimize the problem in our games. The main task that the framework sets out to accomplish is the serialization of everything inside the GameObjects collection. A significant proportion of the game functionality is likely to be contained within these objects, so an easy and usable mechanism for persisting them will solve a large proportion of the problems that a game faces when it is tombstoned. Allowing the game to become serializable in this way requires a number of changes to the game framework classes; most of them are fairly small, but some involve a little more complexity. Let s address each of the changes so that we can understand how the game framework helps to support this process. 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When you start up the first Sample, you will see a configuration dialog box as shown in Figure 2-10. To save us having to add event handlers for the four application lifecycle events, the GameHost does this for us. It provides four virtual functions that can be overridden in the game itself to respond to the events when necessary. This is a minor enhancement, but does simplify the event processing. Listing 10 6 shows the overrides required to produce the same debug output functionality present in the earlier TombstoneEvents project. Listing 10 6. Controlling which properties are included by the serialization process protected override void GameLaunching() { System.Diagnostics.Debug.WriteLine("Game base.GameLaunching(); } protected override void GameClosing() { System.Diagnostics.Debug.WriteLine("Game base.GameClosing(); } protected override void GameDeactivated() { System.Diagnostics.Debug.WriteLine("Game base.GameDeactivated(); } protected override void GameActivated() { System.Diagnostics.Debug.WriteLine("Game base.GameActivated(); } launching"); Figure 7-4 shows the mapping window for the Loan class. As you can see, the Account table columns Term and Principal are mapped to the Term and Principal properties in the Loan entity. I have also created a new condition that says When AccountType = 1. It is important to note that because we are using the AccountType as a conditional variable in the model, we do not need to have an explicit column mapping in the designer, as seen in Figure 7-4. Setting the AccountType condition tells EF and the mapping configuration that when the discriminator value is 1, the type is Loan. Additionally, in the Account and Mortgage mapping detail windows (not shown), I have mapped the appropriate columns to properties and have created conditions where AccountType 0 is an Account type and AccountType 2 is a Mortgage type. Now that you have mapped the entities and set the discriminator value, you can recompile. After you have recompiled successfully, the MSL mapping file is generated in your bin directory. Listing 7-2 provides the MSL mapping file from this example. The file has MappingFragments for each of the entities in the model, and each of the fragments has a Condition node that maps the AccountType column to a value. closing"); Figure 2-10. Ogre standard configuration dialog Select the render system you prefer, and adjust settings further to your liking. 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