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翻译 WPF控件学习系列之五---CanvasPanel控件

Canvas Panel<br /> <br />Introduction介绍<br />The Canvas is the most basic layout panel in WPF. It's child elements are positioned by explicit coordinates. The coordinates can be specified relative to any side of the panel usind the Canvas.Left, Canvas.Top,

2011-04-16 20:04:00 1888

翻译 WPF控件学习系列之四---WrapPanel控件

Wrap PanelIntroduction介绍The wrap panel is similar to the StackPanel but it does not just stack all child elements to one row, it wraps them to new lines if no space is left. The Orientation can be set to Horizontal or Vertical.The WrapPanel can be used to

2011-04-16 19:34:00 1479

翻译 WPF控件学习系列之三---GridPanel控件

GridGrid元素是以行和列的形式对内容进行精确定位的最常用布局控件,它的展现类似于HTML语言里面的Table控件。一个单元格对象里面可以包含多个子控件。 Define Rows and Columns (定义Grid元素的行和列)Grid元默认包含一个行一个列,用户要对Grid元素添加行或添加列,需要对Grid元素添加RowDefinition 集合或者 ColumnDefinition命令。下面的例子展示了如何添加两行两列。它的大小设置可以是一个抽象的单位,如百分比或自动填充。

2011-04-16 16:43:00 1484

翻译 WPF控件学习系列之二---DockPanel控件

Dock Panel<br />Introduction介绍<br />The dock panel is a layout panel, that provides an easy docking of elements to the left, right, top, bottom or center of the panel. The dock side of an element is defined by the attached property DockPanel.Dock. To dock

2011-04-16 13:46:00 2042

翻译 WPF控件学习系列---StackPanel控件

WPF StackPanel<br /> <br /><br />                                       图1.1<br /> Introduction介绍<br />The StackPanel in WPF is a simple and useful layout panel. It stacks its child elements below or beside each other, dependening on its orientation. This

2011-04-16 11:01:00 2672

原创 心历旅程

一直都想找一个地方安静下来好好学习,但因为工作的原因在外面出差,一直没这个机会。一转眼都出来工作三年啦,觉得第一年学到的东西挺多的,往后两年好像都没什么发展,真该静下来好好想想。

2010-08-24 16:47:00 258

使用C++进行游戏编程

目 录 1. 引言....................................................................................................................... 6 1.1 基于 Series 60 Developer Platform 的游戏编程..............................................................6 1.2 目的和范围......................................................................................................................6 2. Series 60的特殊考虑............................................................................................ 7 2.1 需求.................................................................................................................................7 2.2 限制.................................................................................................................................8 2.3 内存.................................................................................................................................8 3. 游戏结构和游戏循环.............................................................................................. 9 4. 定时器.................................................................................................................. 11 5. 键盘..................................................................................................................... 14 6. 图形..................................................................................................................... 17 6.1 图形结构概述.................................................................................................................17 6.2 绘图基础........................................................................................................................18 6.3 文本和字体....................................................................................................................20 6.4 位图...............................................................................................................................24 6.5 子图...............................................................................................................................29 6.6 动画和视频剪辑.............................................................................................................31 6.7 双缓冲器........................................................................................................................34 6.8 直接绘图........................................................................................................................36 6.9 硬件加速........................................................................................................................39 7. 声音..................................................................................................................... 42 8. 网络和通信.......................................................................................................... 45 8.1 设计通信框架.................................................................................................................45 8.2 游戏数据接收.................................................................................................................47 9. 安装..................................................................................................................... 49 9.1 应用信息文件.................................................................................................................49 9.2 安装文件........................................................................................................................50 版本 1.0 | 2004 年 4 月 28 日 Series 60 Developer Platform 1.0/2.0: 使用 C++进行游戏编程 | 4 10. 小结..................................................................................................................... 53 11. 术语与缩略语....................................................................................................... 54 12. 参考资料.............................................................................................................. 55

2010-08-23

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