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50 FAST PHOTOSHOP" CS TECHNIQUES- P10

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Click the egmt layer thumbnail (not the Layer Mask icon) in the Layers palette t o make the egret viewable. You can lighten the effect b y. Set Opacity in the Options bar to 15%;. If you just want a good clean graphic image, then the Cutout filter has to be one of the best. Choose Filter * Artistic *...

50 FAST PHOTOSHOP" CS TECHNIQUES- P11

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There was heavy cloud cover and the trees in the forest blocked most of the sunlight, so there was little light to .shoot the turtle. Type D6ne in the As box and click OK Before loading Dfbe, increase the image size to 100% and then 200% using the Navigator to study the amount of digital noise and JPEG artifacts that...

50 FAST PHOTOSHOP" CS TECHNIQUES- P12

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I ABOUT THE IMAGE 1. travel markets, and they have a list of customers that includes many of the finest photographers in the world.. To get prints made at Calypso, you can either upload image files to their ITP site or you can write the image files to a CD-ROM and send them via mail or a courier service. I...

50 FAST PHOTOSHOP" CS TECHNIQUES- P13

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You can now copy the HTML code from the As you move you1 mouse over the image, the. Or, you can select Pile * Save. tion on the image, and below that you will find all the Optimized As to get the Save Optimized As dialog box shown in Figure 49.10. T s e the filename you want in the...

Object oriented Game Development -P1

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Perfect the art of game development – read this book today!. No member of the game development team should work in isolation.. ‘I love this book’. All other copyrights or trademarks appearing in the game are the property of their respective owners.. Object-oriented Game Development. 8985 OOGD_A01.QXD pm Page i. www.pearsoned.co.uk 8985 OOGD_A01.QXD pm Page ii. 8985 OOGD_A01.QXD pm Page...

Object oriented Game Development -P2

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‘Speed, control then robustness’ might be a typical programmer’s assessment of the top three priorities for the title. In fact, it is considerably more important for games to be rock-solid than other types of software, for two reasons.. It is undesirable to risk getting a name for unreliable software. The goal of the constraint is not to achieve a particular...

Object oriented Game Development -P3

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the rather annoying habit of ‘standard’ libraries to be anything but.) When it comes to multicomponent packages, there are two schools of thought:. In the case of the first philosophy, we often need to supply multiple files to get a single reusable component, because we cannot rely on standard definitions. We should also note that it is quite difficult to...

Object oriented Game Development -P4

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tionality from one class to be utilised by another without violating encapsula- tion, or how to construct mechanisms to perform complex functions, and a flick through the GoF book is all you need to gain the required insight. But this is only half the battle – we still need to implement the pattern, and writing useful pattern code still takes...

Object oriented Game Development -P5

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MyClass.hpp. #include "package\package_Type.hpp". GameInputHandler.hpp. #include "controller\ctrl_InputHandler.hpp". #include "GameInputHandler.hpp". #include "Player.hpp". #include "Cursor.hpp". We have a game in which a player has a weapon that can shoot various types of bullets (see Figure 4.6 for some lines and bubbles). Weapon.hpp class Bullet;. Figure 4.6 Class diagram for weapon and bullet management system.. #include "Weapon.hpp". #include "Bullet.hpp". Bullet.hpp. BulletStandard.hpp (BulletArmourPiercing is similar)....

Object oriented Game Development -P6

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Now what that means in practice is that I cannot use one part of the game engine – the NPC AI – without taking another – the environmental system.. Now, what’s the betting that the environment system comes with strings too?. And the reverse is true, of course: the game engine may fail because you have allocated a resource that...

Object oriented Game Development -P7

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File: MATHS_TranscendentalFunctions.hpp. File: MATHS_Vector.hpp namespace MATHS. Vector( const Vector<T>. Vector<T>. operator=( const Vector<T>. const Vector<T>. friend T operator*(const Vector<T>&v1, const Vector<T>. friend Vector<T>. operator+( const Vector<T>. v1, const Vector<T>. operator-(const Vector<T>. operator*(T s,const Vector<T>. operator*(const Vector<T>&. This turns an n × m matrix into an m × n matrix (see Figure 5.10).. File: MATHS_Matrix.hpp namespace MATHS. Matrix( const Matrix<T>. Transpose...

Object oriented Game Development -P8

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We can think of the lifecycle of a resource as the simple state machine shown in Figure 5.31.. if the latter, it gets decompressed and is now in the Raw state. they cannot be dis- posed of until they are unlocked.) The resource is then Active and considered usable. This state management is handled within the DMGD component (see Figure...

Object oriented Game Development -P9

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And yet we’ve touched only briefly on the techni- calities of the topics we’ve discussed. Mode Figure 5.50. Game implementations of abstract or overridable behaviours in the. Starting from scratch (with nothing but some middleware, perhaps), a single platform’s implementation will – on average – take about one and a half to two years to get on to the shop...

Object oriented Game Development -P10

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In other words, we’d like the sort of structure illustrated in component terms here and in classes in Figure 6.7:. File: PLATFORM_Renderer.hpp. Though in principle we could have placed that generic behaviour within the PLATFORM component, that would probably result in contamination of the PLATFORM name space with generic renderer specifics, which it really has no business in knowing. It’s...

Object oriented Game Development -P11

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T * mem_Pool<T>::Allocate(). void mem_Pool<T>::Free( T * pItem. void mem_Pool<T>::FreeAll(). This motivates the use of the placement form of operator new : this calls a con- structor on an existing memory block:. The temptation to use STL’s std::list class is overwhelming, but a cursory investigation of any of the common implementations will yield the slightly disturbing realisation that a fair...

Object oriented Game Development -P12

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bullet hole to the object and adjust the book. In real life, we’d probably cap the number of. oldest hole when adding a new one if we’re full. What about the shattering cup? Well, we need some way to track the state of the object, so we’ll add a simple hit counter. If it’s zero, no damage. if it’s one,...

Object oriented Game Development -P13

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An escalating series of special-case bodges in the scripting system.. clause, much to the chagrin of the scriptwriters.. There is also a question mark over how flexible a WIMP-based scripting environment really can be, and it is going to be difficult to write a generic GUI to wrap a scripting system. It depends on the complexity of the toolset to...

Object oriented Game Development -P14

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Nevertheless, this by no means diminishes the work of the pencil-and- paper 2D artist. Much of the structural work is yet to occur, and products will be severely hampered, perhaps even fatally so, by having a full art team brought on line on day zero. When the team gets to the ‘First usable engine and art tool’ part of the...

Object oriented Game Development -P15

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HasDirection( const MATHS::Vector3 &. void SetDirection( const MATHS::Vector3 &. Sets the amount of randomness in the direction.. MATHS::Vector3 GetVelocityVector( float fSpeed ) const;. MATHS::Vector3 m_vDirection;. Emitter( const MATHS::Vector3 &. const MATHS::Vector3 &. void SetPosition( const MATHS::Vector3 &. MATHS::Vector3 m_vPosition;. 8986 OOGD_C11.QXD pm Page 407. EmitterDirectional( const MATHS::Vector3 &. vPos, const MATHS::Vector3 &. MATHS::Vector3 GetParticleVelocity() const;. Notice that there is no...

Photoshop CS2 All-in-One Desk Reference For Dummies- P1

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THIS WORK IS SOLD WITH THE UNDERSTANDING THAT THE PUBLISHER IS NOT ENGAGED IN RENDERING LEGAL, ACCOUNTING, OR OTHER PROFESSIONAL SERVICES. Chapter 3: Distorting with the Liquify Command ...535. Chapter 2: Repairing with the Focus and Toning Tools ...593. Bonus Chapters ...On the Web Bonus Chapter 1: Prepping Web Graphics ...BC-1 Bonus Chapter 2: Slicing and Showing Web Images...BC-31 Bonus...