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[Other resourcePengPeng1

Description: 这是是我前几天仿写的小游戏《看谁守得住》的源代码,有详细的注释,代码短,但涉及到windows实时网络游戏的诸多基本元素,包括多线程、套接字、双缓冲、边界检查、3D视角等,程序可扩展性好,对程序中小球个数NBALL重新赋值(比如改成6)可以方便的扩展成网络桌球,对大球个数修改可以方便的扩展成网络足球(需要修改碰撞判断条件),也可以很方便的移植为调试OpenGL、D3D程序的平台(替换显示类C3DConvertor),是一个值得参考的入门级实时3D游戏编程框架 游戏支持单机和双人局域网两种游戏模式,双击右键,建立主机或者连接到主机 滚轮改变视角 窗口可拖动-this is a few days before my parodies of small game, "Let us see who will endure" the source code, a detailed notes, short code, But relates to real-time network game windows of many of the basic elements, including multi-threaded, socket, double buffering, border checks, 3D perspective, process scalability, and Small ball right procedures NBALL number re-assignment (for example into 6) to facilitate the expansion into the network pool, Number of big balls can be amended to facilitate the expansion of the network into football (need to amend the judgment collision conditions), can be very convenient for debugging OpenGL transplantation, Motion procedures platform (Replacement C3DConvertor show category), is a reference to the entry-level 3-D game programming framework to support
Platform: | Size: 27188 | Author: anfysky | Hits:

[Other Riddle gamesPengPeng1

Description: 这是是我前几天仿写的小游戏《看谁守得住》的源代码,有详细的注释,代码短,但涉及到windows实时网络游戏的诸多基本元素,包括多线程、套接字、双缓冲、边界检查、3D视角等,程序可扩展性好,对程序中小球个数NBALL重新赋值(比如改成6)可以方便的扩展成网络桌球,对大球个数修改可以方便的扩展成网络足球(需要修改碰撞判断条件),也可以很方便的移植为调试OpenGL、D3D程序的平台(替换显示类C3DConvertor),是一个值得参考的入门级实时3D游戏编程框架 游戏支持单机和双人局域网两种游戏模式,双击右键,建立主机或者连接到主机 滚轮改变视角 窗口可拖动-this is a few days before my parodies of small game, "Let us see who will endure" the source code, a detailed notes, short code, But relates to real-time network game windows of many of the basic elements, including multi-threaded, socket, double buffering, border checks, 3D perspective, process scalability, and Small ball right procedures NBALL number re-assignment (for example into 6) to facilitate the expansion into the network pool, Number of big balls can be amended to facilitate the expansion of the network into football (need to amend the judgment collision conditions), can be very convenient for debugging OpenGL transplantation, Motion procedures platform (Replacement C3DConvertor show category), is a reference to the entry-level 3-D game programming framework to support
Platform: | Size: 26624 | Author: anfysky | Hits:

[Multimedia programnetworkrecorder

Description: 录音部分是参照vckbase的录音api代码,结合了一小段socket(TCP)就可以用来单方说话录音了,程序分两部分一部分是(录音机+网络发送代码),一部分是(接收数据+播放波形音乐代码),由于程序只是为了自己用,很多地方没有注意错误的识别,结构也比较乱,本程序当初最头疼的就是控制损耗内存,结果用了双缓存来存储波形数据来交替的存储/清除. -Recording part of the recording vckbase reference api code, combined with a short socket (TCP) on the recording can be used unilaterally to speak, and part of the procedure is in two parts (recorders+ Code is sent over the network), part (receiving data+ Play Waveform music code), as a result of the procedure only for their own use, many did not pay attention to the wrong place to identify, structure of which is comparatively arbitrary, this procedure had the most headaches is to control the loss of memory, the results of using a double-buffering to store the waveform data to alternate storage/removals.
Platform: | Size: 758784 | Author: xuepeng | Hits:

[Multimedia Develop20055244529572

Description: 录音部分是参照vckbase的录音api代码,结合了一小段socket(TCP)就可以用来单方说话录音了,程序分两部分一部分是(录音机+网络发送代码),一部分是(接收数据+播放波形音乐代码),由于程序只是为了自己用,很多地方没有注意错误的识别,结构也比较乱,本程序当初最头疼的就是控制损耗内存,结果用了双缓存来存储波形数据来交替的存储/清除. -Recording part of the recording vckbase reference api code, combined with a short socket (TCP) on the recording can be used unilaterally to speak, and part of the procedure is in two parts (recorders+ Code is sent over the network), part (receiving data+ Play Waveform music code), as a result of the procedure only for their own use, a lot of places do not pay attention to the wrong identification, structure of which is comparatively arbitrary, this procedure had the most headaches is to control the loss of memory, the results of using a double-buffering to store the waveform data to alternate storage/removals.
Platform: | Size: 759808 | Author: 刘佳 | Hits:

[JSP/Javaawtcssdsadd

Description: 做了一大堆J2EE WEB应用之后,闲来无事决定研究一下桌面应用程序开发。 想了一下干脆做个Java版的星际,研究的对象就是星际的JS山寨版-JS星际。 看了几下,当机立断决定山寨之。。。。 后来经过无数个夜晚的煎熬终于完成了一部分,特来和大家分享一下。 暂时支持采矿,攻击,寻路,局域网对战. 虽然只能算一个Demo,但是用到了很多Java基础技术和算法: Java2D,双缓冲,A星寻路,粒子系统,动画效果,处理图片,Swing ui ,UDP,TCP/Socket. 另外这个程序也可以看出jre1.5和jre1.6之前的性能差别。-Done after a lot of J2EE WEB application,闲来无事decided to look into the development of desktop applications. 想了一下simply to be a Java version of the Star, the object of study is the interplanetary version of the JS cottage-JS Star. Read a few, decided to make a prompt decision on the cottage. . . . After countless nights of suffering has finally completed part and special to share with you. Temporary support for mining, attacks, routing, LAN war. Although the operator can only be a Demo, but use a lot of Java technology and algorithms based on: Java2D, double buffering, A Star Search Road, particle systems, animation, image processing, Swing ui, UDP, TCP/Socket. In addition this procedure can be seen jre1.5 and the performance difference before jre1.6.
Platform: | Size: 1500160 | Author: lll | Hits:

[Othertcp-ip-sockets-in-cSharp

Description: c#下tcp/ip sockets的详细原理及应用。 主要内容有: socket的原理介绍 收发消息 阻塞、线程等。-TCP/IPSocketsinC# Practical Guide for Programmers Contents: 4 Beyond the Basics 4.1 Nonblocking I/O 4.2 Multiplexing 4.3 Threads 4.4 Asynchronous I/O 4.5 Multiple Recipients 4.6 Closing Connections 4.7 Wrapping Up 4.8 Exercises 5 Under the Hood 5.1 Buffering and TCP 5.2 Buffer Deadlock 5.3 Performance Implications 5.4 TCP Socket Life Cycle 5.5 Demultiplexing Demystified 5.6 Exercises
Platform: | Size: 1604608 | Author: grace | Hits:

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