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[Other resource2003_p_9

Description: 新一代静止图像压缩编码标准JPEG2000概述* 丁贵广 郭宝龙 西安电子科技大学 机电工程学院 西安 710071 guiguangd@263.net 摘要随着多媒体技术应用的不断增加图像压缩技术不仅要求具有较高的压缩性能而且还要求有新的特征来满足一些特殊的要求为此国际标准化组织ISO指定了新一代静止图像压缩标准JPEG2000本文通过对JPEG2000中核心算法EBCOT的详细分析阐述了JPEG2000压缩标准新的特征以及与现有压缩标准相比显示出来的优越性能 关键词JPEG2000小波变换EBCOT彩色图像编码-new generation of static image compression coding standard JPEG2000 outlined * Ding Guang Guo Baolong Xi'an University of Electronic Science and Electrical and Mechanical Engineering College, Xi'an 710071 guiguangd@263.net Abstract multimedia technology with the increasing use of image compression technology not only requires a high compression performance, but also requires new features to meet the special requirements for this ISO designation of a new generation of still image compression standard JPEG2000 Based on the core JPEG2000 algorithm EBCOT the detailed analysis described JPEG2000 compression standard and the new features with the existing compression standard compared to demonstrate the superiority can Keywords JPEG2000 wavelet transform EBCOT Color Image Coding
Platform: | Size: 257703 | Author: 景仁 | Hits:

[Static controlGraphGrid【xtulbd,050415】

Description: * 名称:绘图网格类(扩展静态文本框类)* 功能:1、画有方格组成的网格,能够设定网格的位置、行列数、方格的高宽,网格的背景色,网格边界色,方格的填充色;2、网格给出文字标题,能够设定标题文字的背景色与颜色。3、能够支持鼠标的绘图操作1)鼠标左键在网格区按下,进入填充方格状态;2)填充状态下,鼠标在网格区移动,则填充所在位置的方格, 一旦移出网格,则取消填充状态;3)鼠标左键抬起,则取消填充状态。-* Name : Mapping Grid category (Extension static text box) * function : a painting composed of a grid mesh, to set the grid location, ranks number-wide grid, the grid background color, mesh border colors, a box filled with the color; 2, grid is the title characters, the title characters can set the background color and color. 3, the mouse can support a graphics operation) in the left mouse button pressed grid area into a state filled box; 2) filling state, the mouse in a grid of Mobile, the location of the filled box, once out of mesh, canceled filled state; 3) holding the left mouse button , canceled filled state.
Platform: | Size: 32461 | Author: 李勃东 | Hits:

[Button controlColorEdit_ColorStatic

Description: 从Static派生,可以任意改变静态文本背景颜色和字体的颜色。-derived from Static can arbitrarily change the static text background color and font colors.
Platform: | Size: 16794 | Author: gwj | Hits:

[Internet-Network用D3D模拟地月系

Description:

 

 

 

  一、建立空窗体

  新建一个工程,添加引用,并导入名称空间。

  加入一个设备对象变量:

private Microsoft.DirectX.Direct3D.Device device = null;

  添加初始化图形函数,并在这里面对设备对象进行实例化:

public void InitializeGraphics()
{
 PresentParameters presentParams = new PresentParameters();
 presentParams.Windowed = true;
 presentParams.SwapEffect = SwapEffect.Flip;
 presentParams.AutoDepthStencilFormat = DepthFormat.D16;
 presentParams.EnableAutoDepthStencil = true;
 device = new Microsoft.DirectX.Direct3D.Device(0, Microsoft.DirectX.Direct3D.DeviceType.Hardware, this,  CreateFlags.HardwareVertexProcessing, presentParams);
}

  当程序执行时,需要绘制场景,代码在这个函数里:

public void Render()

{
 // 清空设备,并准备显示下一帧。
 device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black , 1.0f, 0);
 // 设置照相机的位置
 SetupCamera();
 //开始场景
 device.BeginScene();
 if(meshLoaded)
 {
  mesh.Render(meshLoc);
 }
 device.EndScene();
 //显示设备内容。
 device.Present();
}

  设置照相机的位置:

private void SetupCamera()
{
 device.Transform.Projection = Matrix.PerspectiveFovLH((float)Math.PI / 4, this.Width / this.Height, 1.0f, 1000.00f);
 device.Transform.View = Matrix.LookAtLH(new Vector3(0.0f ,0.0f, 20.0f), new Vector3(0.0f,0.0f, 0.0f), new Vector3(0,1,0));
}

  现在改变主函数,调用我们写的初始化函数,并显示场景:

[STAThread]

static void Main()
{
 using (Form1 EarthForm = new Form1())
 {
  EarthForm.InitializeGraphics();
  EarthForm.Show();

  while(EarthForm.Created)
  {
   EarthForm.Render();
   Application.DoEvents();
  }
  EarthForm.Dispose();
}

  运行程序,会显示一个空的窗体。

  二、加入地球:

  在这一步里需创建一个3D网格对象,来作为要显示的地球,为此,在工程中新加入一个类Earth,此类可以包含所创建的网格对象的信息。

  加入一些相关变量,含义见注释:

public class Earth : BaseEarth
{
 private Material[] mMaterials; //保存材质
 private Texture[] mTextures; //保存纹理
 private Matrix locationOffset; //用来保存网格对象的相对位置
 private Mesh mMesh = null; //三角形网格对象
 private Device meshDevice; //需要显示在哪个设备上。
}

  在构造函数中,把Device设备拷贝到私有成员变量,这样就可以在这个类的其它方法内使用它,另外就是把位置变量进行赋值:

public Earth(ref Device device, Matrix location): base(ref device)
{
 meshDevice = device;
 locationOffset = location;
}

  下面这个函数是装入.X文件。

public bool LoadMesh(string meshfile)
{
 ExtendedMaterial[] mtrl;
 try
 {
  // 装载文件
  mMesh = Mesh.FromFile(meshfile, MeshFlags.Managed, meshDevice, out mtrl);
  // 如果有材质的话,装入它们
  if ((mtrl != null) && (mtrl.Length > 0))
  {
   mMaterials = new Material[mtrl.Length];
   mTextures = new Texture[mtrl.Length];

   // 得到材质和纹理

   for (int i = 0; i < mtrl.Length; i++)
   {
    mMaterials[i] = mtrl[i].Material3D;
    if ((mtrl[i].TextureFilename != null) && (mtrl[i].TextureFilename != string.Empty))

 

    {
     //前面得到的纹理的路径是相对路径,需要保存的是绝对路径,通过应用程序路径可以获得
     mTextures[i] = TextureLoader.FromFile(meshDevice, @"..\..\" + mtrl[i].TextureFilename);
    }
   }
  }
  return true;
 }
 catch
 {
  return false;
 }
}

  在这个方法内,使用Mesh.FromFile()这个方法,从给定的文件名中找到.X文件,并装入相关数据,一旦数据格式设置完成,可以从此文件中找到材质和贴图信息,并把它存放在数组中,并通过文件路径,得到纹理文件文件的路径,最后返回真值,如果整个过程出现错误,返回假值。

  下面这个Render()方法,是把此对象,即地球显示在设备对象上,此方法较简单,通过变形操作来得到网格对象的X,Y,Z坐标,接着设置网格对象的材质和纹理,最后,将每个材质和纹理应用到每个网格。

public void Render(Matrix worldTransform)
{
 /把位置变为世界坐标
 meshDevice.Transform.World = Matrix.Multiply(locationOffset, worldTransform);
 //绘制网格
 for (int i = 0; i < mMaterials.Length; i++)
 {
  meshDevice.Material = mMaterials[i];
  meshDevice.SetTexture(0, mTextures[i]);
  mMesh.DrawSubset(i);
 }
}

  现在回到窗体代码中,添加引用网格对象的相关变量:

private Earth mesh = null;
private Matrix meshLoc;
private bool meshLoaded = false;

  在图形初始化函数中,需要对网格对象进行初始化。加入下面的代码:

meshLoc = Matrix.Identity;
meshLoc.M41 = 2.0f;
mesh = new Earth(ref device, meshLoc);
if (mesh.LoadMesh(@"..\..\earth.x"))
{
 meshLoaded = true;
}

  代码第一句把网格对象的位置定为原点,接着偏移X轴2个单位,接下来从文件中得到此.X文件。如果成功设置,meshLoaded置为真。注意,这里有一个.X文件,在源代码中有此文件。

 


  在设置相机的函数中,加入一盏灯光:

device.Lights[0].Type = LightType.Directional;
device.Lights[0].Diffuse = Color.White;
device.Lights[0].Direction = new Vector3(0, -1, -1);
device.Lights[0].Update();
device.Lights[0].Enabled = true;


  此灯光较简单,仅为一个直射型白光灯。

最后,在Render()方法中,调用网格对象的Render()方法,以显示地球。

 

  三、使地球旋转

  前面用一个网格对象来建立地球,但此类没有平移,旋转及缩放等方法,下面就加入这些方法,因为这些方法具有通用性,因此可以新建一个类,把这些方法写在这些类中,使地球对象成为它的派生类。

  在工程中新添加一个类:BaseEarth;

  加入进行平移、旋转、缩放的变量:

 

private float xloc = 0.0f;
private float yloc = 0.0f;
private float zloc = 0.0f;
private float xrot = 0.0f;
private float yrot = 0.0f;
private float zrot = 0.0f;
private float xscale = 1.0f;
private float yscale = 1.0f;
private float zscale = 1.0f;


  加入相应的属性代码:

 

public float XLoc
{
 get
 {
  return xloc;
 }
 set
 {
  xloc = value;
 }
}
…………

 

  在Render()虚函数中,应用平移、旋转及缩放。
 

public virtual void Render()
{
 objdevice.MultiplyTransform(TransformType.World,Matrix.Translation(xloc, yloc, zloc));
 objdevice.MultiplyTransform(TransformType.World,Matrix.RotationAxis(new Vector3(1.0f, 0.0f, 0.0f), xrot));
 objdevice.MultiplyTransform(TransformType.World,Matrix.RotationAxis(new Vector3(0.0f, 1.0f, 0.0f), yrot));
 objdevice.MultiplyTransform(TransformType.World,Matrix.RotationAxis(new Vector3(0.0f, 0.0f, 1.0f), zrot));
 objdevice.MultiplyTransform(TransformType.World,Matrix.Scaling(xscale, yscale, zscale));
 return;
}

 

  现在回到地球类,需要将其改为新类的派生类,同时更改构造函数,另外,在Render()方法中,应先调用基类的Render()方法:


public override void Render()
{
 base.Render();
 //把位置变为世界坐标
 // meshDevice.Transform.World = Matrix.Multiply(locationOffset, worldTransform);
 //绘制网格
 。。。。。。
}

 


  现在,由于在基类中可以设置对象位置,因此,可以把与locationOffset相关,即与设置位置的变量及语句注释掉。

  四、加入月球

  在这一步加入月球,实际上是再创建一个网格对象新实例,只是把纹理进行更改即可,为了代码模块性更好,把两个对象放在一个新类CModel中,在工程中新添加一个类CModel,并声明对象实例。


public class cModel
{
 private cMeshObject mesh1 = null;
 private cMeshObject mesh2 = null;
 private bool modelloaded;
}


  把窗口代码中的Load()事件,放在CModel中,这次不仅生成了地球,而且生成了月球。

 


public void Load(ref Device device)
{
 mesh1 = new Earth(ref device);
 mesh2 = new Earth(ref device);
 if (mesh1.LoadMesh(@"..\..\earth2.x"))
 {
  modelloaded = true;
 }
 else
 {
  modelloaded = false;
 }
 if (mesh2.LoadMesh(@"..\..\moon.x"))
 {
  mesh2.XLoc += 20.0f;
  modelloaded = true;
 }
 else
 {
  modelloaded = false;
 }
}

 

  下面的Update()方法中,参数dir 用来判断是顺时针旋转还是逆时针旋转,另外,地球和月球绕Y轴增加的角度大小不同,也就决定了二者旋转的速度不同。


public void Update(int dir)
{
 if(dir > 0)
 {
  mesh1.YRot += 0.02f;
  mesh2.YRot += 0.05f;
 }
 else if(dir < 0)
 {
  mesh1.YRot -= 0.02f;
  mesh2.YRot -= 0.05f;
 }
}


  在下面的render()方法中,生成显示月球和地球:

 


public void Render(ref Device device)
{
 device.Transform.World = Matrix.Identity;
 if(modelloaded)
 {
  mesh1.Render();
  mesh2.Render();
 }
}


  把窗口代码中的加入灯光的方法,也放在此类中:


public void LoadLights(ref Device device)
{
 device.Lights[0].Type = LightType.Directional;
 device.Lights[0].Diffuse = Color.White;
 device.Lights[0].Position = new Vector3(0.0f, 0.0f, 25.0f);
 device.Lights[0].Direction = new Vector3(0, 0, -1);
}
public void Light(ref Device device)
{
 device.Lights[0].Update();
 device.Lights[0].Enabled = true;
}


  五、与鼠标交互操作

  为了实现与键盘、鼠标交互,新添加一个类:CMouse,添加引用Microsoft.DirectX.DirectInput,并添加命名空间。加入相关变量:


private Microsoft.DirectX.DirectInput.Device mouse = null;
public System.Threading.AutoResetEvent MouseUpdated;
private float x, y, z = 0.0f;
private byte[] buttons;

 

  在下面的构造函数代码中,首先创建鼠标设备,并初始化回调事件:


public CMouse(System.Windows.Forms.Control control)
{
 mouse = new Microsoft.DirectX.DirectInput.Device(SystemGuid.Mouse);
 mouse.SetCooperativeLevel(control, CooperativeLevelFlags.Background | CooperativeLevelFlags.NonExclusive);
 mouse.Properties.AxisModeAbsolute = false;
 MouseUpdated = new System.Threading.AutoResetEvent(false);
 mouse.SetEventNotification(MouseUpdated);
 mouse.Acquire();
 Update();

 


  下面的Update()方法中获得鼠标的坐标值,并赋给私有成员变量:

public void Update()
{
 MouseState state = mouse.CurrentMouseState;
 x = state.X;
 y = state.Y;
 z = state.Z;
 buttons = state.GetMouseButtons();
}


  还需要有一个函数来检测鼠标左键是否按下:

 


public bool LeftButtonDown
{
 get
 {
  bool a;
  return a = (buttons[0] != 0);
 }
}


  六、大结局

  现在已经做完了准备工作,返回到窗口代码中,需要对这里的代码重新进行一些调整:

  在图形初始化函数中创建一个CModel类及CMouse类:

 

private CModel model = null;
private CMouse mouse = null;
private bool leftbuttondown = false;
private float mousexloc;

 

  添加对鼠标初始化的方法:

 

网管联盟bitsCN@com


public void InitializeInput()
{
 mouse = new CMouse(this);
}


  添加UpdateInputState()方法,当按下鼠标左键时,将leftbuttondown值设置为真,当鼠标抬起时,将mousexloc置0:


private void UpdateInputState()
{
 mouse.Update();
 if (mouse.LeftButtonDown)
 {
  if(leftbuttondown == false)
  {
   mousexloc = 0.0f;
   leftbuttondown = true;
  }
  else
  {
   mousexloc = -mouse.X;
  }
 }
 else
 {
  leftbuttondown = false;
  mousexloc = 0.0f;
 }
}


  在此程序中,只对X值进行了操作,即只能左右转。

  Render()方法更新如下:

public void Render()
{
 UpdateInputState();
 device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.DarkGray, 1.0f, 0);
 SetupCamera();
 device.BeginScene();
 model.Update((int)mousexloc);
 model.Light(ref device);
 model.Render(ref device);
 device.EndScene();
 device.Present();
}

 

  最后更改Main()主函数:


static void Main()
{
 using (Form1 EarthForm = new Form1())
 {
  EarthForm.InitializeGraphics();
  EarthForm.InitializeInput();
  EarthForm.Show();
  while(EarthForm.Created)
  {
   EarthForm.Render();
   Application.DoEvents();
  }
  EarthForm.Dispose();
 }
 


Platform: | Size: 11817 | Author: mantoutou | Hits:

[WEB Code细分时钟刻度算法.txt

Description: import java.awt.*; import javax.swing.*; public class Exercise8_12 extends JFrame { // Main method with three auguments: // args[0]: hour // args[1]: minute // args[2]: second public static void main(String[] args) { // Declare hour, minute, and second values int hour = 0; int minute = 0; int second = 0; // Check usage and get hour, minute, second if (args.length > 3) { System.out.println( "Usage: java DisplayClock hour minute second"); System.exit(0); } else if (args.length == 3) { hour = new Integer(args[0]).intValue(); minute = new Integer(args[1]).intValue(); second = new Integer(args[2]).intValue(); } else if (args.length == 2) { hour = new Integer(args[0]).intValue(); minute = new Integer(args[1]).intValue(); } else if (args.length == 1) { hour = new Integer(args[0]).intValue(); } // Create a frame to hold the clock Exercise8_12 frame = new Exercise8_12(); frame.setTitle("Exercise 8.12: Display Clock"); frame.getContentPane().add(new DrawClock(hour, minute, second)); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setSize(300, 350); frame.setVisible(true); } } class DrawClock extends JPanel { private int hour; private int minute; private int second; protected int xCenter, yCenter; protected int clockRadius; // Construct a clock panel public DrawClock(int hour, int minute, int second) { this.hour = hour; this.minute = minute; this.second = second; } // Draw the clock public void paintComponent(Graphics g) { super.paintComponent(g); // Initialize clock parameters clockRadius = (int)(Math.min(getSize().width, getSize().height)*0.7*0.5); xCenter = (getSize().width)/2; yCenter = (getSize().height)/2; // Draw circle g.setColor(Color.black); g.drawOval(xCenter - clockRadius,yCenter - clockRadius, 2*clockRadius, 2*clockRadius); g.drawString("12",xCenter-5, yCenter-clockRadius); g.drawString("9",xCenter-clockRadius-10,yCenter+3); g.drawString("3",xCenter+clockRadius,yCenter+3); g.drawString("6",xCenter-3,yCenter+clockRadius+10); // Draw second hand int sLength = (int)(clockRadius*0.85); int xSecond = (int)(xCenter + sLength*Math.sin(second*(2*Math.PI/60))); int ySecond = (int)(yCenter - sLength*Math.cos(second*(2*Math.PI/60))); g.setColor(Color.red); g.drawLine(xCenter, yCenter, xSecond, ySecond); // Draw minute hand int mLength = (int)(clockRadius*0.75); int xMinute = (int)(xCenter + mLength*Math.sin(minute*(2*Math.PI/60))); int yMinute = (int)(yCenter - mLength*Math.cos(minute*(2*Math.PI/60))); g.setColor(Color.blue); g.drawLine(xCenter, yCenter, xMinute, yMinute); // Draw hour hand int hLength = (int)(clockRadius*0.6); int xHour = (int)(xCenter + hLength*Math.sin((hour+minute/60.0)*(2*Math.PI/12))); int yHour = (int)(yCenter - hLength*Math.cos((hour+minute/60.0)*(2*Math.PI/12))); g.setColor(Color.green); g.drawLine(xCenter, yCenter, xHour, yHour); // Display current time in string g.setColor(Color.red); String time = "Hour: " + hour + " Minute: " + minute + " Second: " + second; FontMetrics fm = g.getFontMetrics(); g.drawString(time, (getSize().width - fm.stringWidth(time))/2, yCenter+clockRadius+30); // Display more details on the clock for (int i=0; i<60; i++) { double percent; if (i%5 == 0) { percent = 0.9; } else { percent = 0.95; } //细分时钟刻度 int xOuter = (int)(xCenter + clockRadius*Math.sin(i*(2*Math.PI/60))); int yOuter = (int)(yCenter - clockRadius*Math.cos(i*(2*Math.PI/60))); int xInner = (int)(xCenter + percent*clockRadius*Math.sin(i*(2*Math.PI/60))); int yInner = (int)(yCenter - percent*clockRadius*Math.cos(i*(2*Math.PI/60))); g.drawLine(xOuter, yOuter, xInner, yInner); } } }
Platform: | Size: 4270 | Author: hellosoft010@sina.com | Hits:

[GUI Develop21-40

Description: vc灵感编程范例源代码 21 在窗口标题栏上显示文字的两种方法 22 控制窗口最大最小尺寸 23 隐藏或显示桌面图标 24 重新设置桌面 25 闪烁的标题栏 26 旋转字体 27 MyDialog 28 在任务栏上显示图标 29 MySplashWnd 30 PlaySound 31 SoundCardDetect 32 DriveNumber 33 图象旋转 34 将固定大小的位图在窗口平铺 35 打开关闭光驱门 36 使按钮变灰 37 位图按钮 38 改变按钮字体 39 带颜色的静态文本控件 40 MyButton-vc inspiration source code programming examples in 21 Biaodilanshang window display text of the two methods most 22 control window large minimum size of 23 or hidden Show Desktop icon 24 reconfigured desktop 25 flashing title bar font rotation 26 27 MyDialog 28 in the task bar icon displayed on the 29 MySplashWnd 30 PlaySo 32 und 31 SoundCardDetect image rotation DriveNumber 33 3 4 fixed size of the bitmap in the window of a flat bed 35 closed drive to open the door so that the button greyed 36 37 38 buttons to change plans Font button 39 with the color static text control 40 MyButton
Platform: | Size: 1824768 | Author: yiyizi | Hits:

[Windows Develop39 带颜色的静态文本控件

Description: 带颜色的静态文本控件-color with the static text control
Platform: | Size: 27648 | Author: 李余 | Hits:

[Wavelet2003_p_9

Description: 新一代静止图像压缩编码标准JPEG2000概述* 丁贵广 郭宝龙 西安电子科技大学 机电工程学院 西安 710071 guiguangd@263.net 摘要随着多媒体技术应用的不断增加图像压缩技术不仅要求具有较高的压缩性能而且还要求有新的特征来满足一些特殊的要求为此国际标准化组织ISO指定了新一代静止图像压缩标准JPEG2000本文通过对JPEG2000中核心算法EBCOT的详细分析阐述了JPEG2000压缩标准新的特征以及与现有压缩标准相比显示出来的优越性能 关键词JPEG2000小波变换EBCOT彩色图像编码-new generation of static image compression coding standard JPEG2000 outlined* Ding Guang Guo Baolong Xi'an University of Electronic Science and Electrical and Mechanical Engineering College, Xi'an 710071 guiguangd@263.net Abstract multimedia technology with the increasing use of image compression technology not only requires a high compression performance, but also requires new features to meet the special requirements for this ISO designation of a new generation of still image compression standard JPEG2000 Based on the core JPEG2000 algorithm EBCOT the detailed analysis described JPEG2000 compression standard and the new features with the existing compression standard compared to demonstrate the superiority can Keywords JPEG2000 wavelet transform EBCOT Color Image Coding
Platform: | Size: 257024 | Author: 景仁 | Hits:

[Static controlGraphGrid【xtulbd,050415】

Description: * 名称:绘图网格类(扩展静态文本框类)* 功能:1、画有方格组成的网格,能够设定网格的位置、行列数、方格的高宽,网格的背景色,网格边界色,方格的填充色;2、网格给出文字标题,能够设定标题文字的背景色与颜色。3、能够支持鼠标的绘图操作1)鼠标左键在网格区按下,进入填充方格状态;2)填充状态下,鼠标在网格区移动,则填充所在位置的方格, 一旦移出网格,则取消填充状态;3)鼠标左键抬起,则取消填充状态。-* Name : Mapping Grid category (Extension static text box)* function : a painting composed of a grid mesh, to set the grid location, ranks number-wide grid, the grid background color, mesh border colors, a box filled with the color; 2, grid is the title characters, the title characters can set the background color and color. 3, the mouse can support a graphics operation) in the left mouse button pressed grid area into a state filled box; 2) filling state, the mouse in a grid of Mobile, the location of the filled box, once out of mesh, canceled filled state; 3) holding the left mouse button , canceled filled state.
Platform: | Size: 39936 | Author: 李勃东 | Hits:

[GDI-BitmapDsplitself

Description: 单文档界面的静态分割 显示图像,包括256色位图以及真彩色图像的显示。-single document interface shows the static image segmentation, including the 256-color bitmap images and true color display.
Platform: | Size: 41984 | Author: 雅丫 | Hits:

[GUI DevelopCtrlFont

Description: 该源码演示了如下内容: 1、单独地改变某个控件如静态文本的字体。 2、如何改变控件的背景、前景色-demonstration of the source are as follows : a single change to a certain controls as static text fonts. Two, how to change the control's background, foreground color
Platform: | Size: 33792 | Author: 蒋小平 | Hits:

[Button controlbuttoncode

Description: 可设置颜色的静态控件、单选按钮等MFC源程序,-color can be set to the static controls, such as radio buttons MFC source.
Platform: | Size: 2057216 | Author: 李强 | Hits:

[File Formatyanshexuanzhe

Description: ColorChooser可以让你选择所想要的颜色,并更改某个组件的颜色。JAVA提供一个JColorChooser组件,最常使用JColorChooser的方式是使用JColorChooser的静态方法(static method): showDialog()。-ColorChooser lets you choose the desired color, and alter the color of a particular component. JAVA provide a JColorChooser components, JColorChooser the most commonly used method is to use the static side JColorChooser (static method) : showDialog ().
Platform: | Size: 4096 | Author: 袁慧萍 | Hits:

[EditBoxzzxzx

Description: 用于自定义静态文本及编辑框颜色的源码,演示-play; -for their own definition of static text and edit the source code frame color, presentation-play;
Platform: | Size: 38912 | Author: xp | Hits:

[EditBoxaddcolortoctrl2302window

Description: 一个完全的 Win32 程序。示范了如何改变窗口控制的背景颜色和字体颜色,如列表框,静态控制,编辑框以及单选按钮和复选框,程序使用了Window系统中颜色选择对话框。 -a complete Win32 process. Demonstration of how to change the window control the background color and font colors, such as box, static control, edit box and the radio buttons and check boxes, the procedures for the use of Window System color selection dialog box.
Platform: | Size: 11264 | Author: 李李李 | Hits:

[GUI Developbcb-5

Description: 在窗体上画一个静态渐变色效果的背景的自定义函数,本人发布的代码一向追求的是简洁高效和易于使用-Form painted in a static gradient color effects in the background-defined functions, I code has been issued by the pursuit of efficiency is simple and easy to use
Platform: | Size: 1024 | Author: 江君 | Hits:

[SCM176220-29TEST

Description: 单片机下S1D19015的液晶驱动 爱普生近日推出款用于2.5G和3G手机的彩色TFT LCD驱动器IC——S1D19105。该单芯片解决方案同时支持176×RGB×220点(QCIF+)显示和262,144种色彩,并提供独立的RGB视频接口,能够与爱普生的移动图形引擎(Mobile Graphics Engine)方便结合,从而在手机上建立兼容视频的显示系统。该芯片有两个接口系统,一个MPU接口和一个RGB接口。 直接连接于MPU的总线可传输命令和静态图像,同时专用视频RGB接口和VSYNC同步电路则能提供稳定无闪烁的视频显示。 -Under single-chip LCD driver S1D19015 Epson recently launched subsection for 2.5G and 3G mobile phones Color TFT LCD Driver IC- S1D19105. The single-chip solution supports 176 × RGB × 220 points (QCIF+) Display and 262,144 kinds of color and provide independent RGB video interface, with Epson s mobile graphics engine (Mobile Graphics Engine) combines the convenience, which in establishment of mobile phone compatible video display system. The chip has two interface system, a MPU interface and an RGB interface. Directly connected to the MPU bus can transmit orders and static images, at the same time dedicated video RGB interface and VSYNC synchronization circuit can provide a stable flicker-free video display.
Platform: | Size: 2048 | Author: 孙秀明 | Hits:

[Static control2.2.2

Description: 改变静态文本的颜色字体等扩展类,可以任意改变字体的大小,类型以及颜色!-change the color of static text fonts, and other types of expansion, can arbitrarily change the font size, type and color!
Platform: | Size: 3169280 | Author: 肖献强 | Hits:

[SCMLEDsanjishe

Description: 本文给出基于单片机系统的16×15 三色LED 点阵双显示屏设计方案,采用动态显示原 理,配合优化的程序设计,在动态扫描方式下,得到较高刷新速率、画面清晰的三色显示效 果。 本设计实现了由红、黄、绿组成的十二种颜色搭配的静态和动态字符、文字、动画显 示:集成ASCII 码子库显示;四条广告语的十二种颜色循环显示;生动的动画显示。按键 控制上下左右移动及速度大小和灰度等级。 【关键词】 三色LED 显示屏 动态显示 单片机 双-In this paper, based on single-chip microcomputer system of 16 × 15 three-color LED dot-matrix dual-screen design, the use of dynamic display principle, with the optimized programming, in a dynamic scan mode, get a higher refresh rate, frame-accurate three- color display. The design by the red, yellow and green, composed of 12 kinds of colors of the static and dynamic characters, text, animation show: Integrated ASCII different library display four of the 12 kinds of advertisement cycle color display vivid animation show . About moving up and down buttons control the speed and size and gradation. [Key Words] tri-color LED display single-chip dual dynamic display
Platform: | Size: 189440 | Author: www | Hits:

[EditBoxColorEdit

Description: 实现彩色编辑框和彩色静态框,并给出了具体实现步骤。-Color realize static edit box and color box, and gives concrete steps to realize.
Platform: | Size: 38912 | Author: 陈满尘 | Hits:
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