gamification theory

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Free from the bondage of innovation--by TriZ theory, analyzing the source and method of innovation

In life and work, we often lock a focus on words "innovation" Often hear people talking about the importance of innovation, how to innovate. In order to innovate we are also in the design process to brainstorm, thinking about how to get more dazzling, cooler and more unexpected design, so as to achieve innovative purposes. At the same time, we also feel that such innovation depends more on personal inspiration, inspiration is the idea of a flood of ideas, out of the way, the inspiration is gone

Re-hitting optimization theory: "Space" let hot words glow new life

What can a space do in website optimization? It is often defined as a "separator" concept, used in headings, keyword tags, and description tags to make it easier for search engines to match split keywords. But what else can "space" do? Here binary is to say: "Space" can do hot keyword optimization, do you believe it? It is not difficult to discard the long tail theory and simplify the keyword, and make other popular word optimization. Below, we will m

The theory of MySQL partitioning technology

First, the basic theory In the MySQL large data processing, horizontal table technology is very common, but the table technology has brought a large number of PHP processing costs, in order to solve the drawbacks of Mysql5.1 later in a plug-in way to add a new technology-zoning technology. Partitioning technology is a horizontal table at the logical level, a table for applications, and Mysql5.1 has 4 types of partitions 1. RANGE: Allocate multiple

Combining theory with practice the road of SEO is ripe

, this is the SEO cheats. Finally, the author, tell you. If you think you like SEO, you can do SEO, then as always, toward this road, go on, no matter what twists and turns, remember, grasp their own mentality, not for any outside things affect you, happy efforts to do. Theory combined with practice, slowly you have not only SEO cheats, but also will play in the incisively and vividly, complement each other. This article by the Professional Shanghai

The basic concept of the graph theory of discrete mathematics

Recently in the chapter on the graph theory of discrete mathematics, here is my classification and summary of some important concepts of the graph. Describe the concept of relationships Association--used to describe the relationship between a point and an edge, which simply means that the edge is made up of those points and is associated with those points. The correlation matrix is a matrix that records the number of points in the Edge Association.

ZFC axiom System of Set theory

This is the most common axiom system of set theory in mathematics, which is equivalent to the axiom system proposed by Kunen in 1980. (ZF1) Extension axiom: A set is entirely determined by its elements. If two sets contain the same elements, they are equal. (ZF2) An empty set has the axiom that there is a set of S, which has no elements. (ZF3) unordered-to-axiom: that is, any given two sets X, Y, there is a third set Z, which makes w∈z when and only i

[Flash basic theory Lesson 16] Matrix Revolution [double cycle]

Back to "flash Basic Theory Class-Catalog" In this lesson we will introduce two methods to achieve this effect, focusing on the double loop statement Also introduce solutions that are not available in the Textfield._alpha method Single loop: for (i=0; i  trace("i="+i); } The results of the operation are as follows: i=0 i=1 i=2 i=3 i=4 Double loop: is to add a for loop in the For loop for (i) {    for(j) {} } Let's look at a double loop exam

[Flash Basic theory Lesson 12] Countdown system [GetTime]

Back to "flash Basic Theory Class-Catalog" In this example, only the calculation method of countdown is introduced As for native storage, we'll talk about it in the next class. Train of thought: 1. Create a text for the output time; 2. Instantiate a date class with the given parameter as the countdown time; 3. To find out the millisecond number of the difference by the new system time with the countdown time minus the changing; 4. Finally learn

[Flash Basic theory Class 09] stars and Changing lines [onenterframe]

Back to "flash Basic Theory Class-Catalog" Example 1: Train of thought: 1. Use setinterval timer, constantly call the function of copying stars; 2. After each star is created, it continuously reduces its own _alpha until 0. Step 1: Draw a star, Save as a movie clip, and connect-> Export the-> marker "star". Step 2: Add as code: var n:Number = 0; //初始化,复制影片的记数器n setInterval(CreateStar, 200); //每200毫秒,调用一次函数CreateStar() function CreateStar() {  

[Flash Basic theory Lesson 06] Make Move role [key class]

Back to "flash Basic Theory Class-Catalog" Train of thought: 1. Use keyboard to control MC movement, such as: Key.isdown (key.right); 2. And agreed to the scope of the MC move: Top, bottom, left, right. Step 1: Make a role, save as a movie clip, and the instance is named "MC". Step 2: As code layer: var speed = 12; //移动速度:每次移动的距离 var top = mc._height/2; var bottom = Stage.height-mc._height/2; var left = mc._width/2; var right = Stage.width-mc

[Flash basic theory Lesson 02] Mouse follow [updateafterevent]

Back to "flash Basic Theory Class-Catalog" Idea: 1. Hide the original mouse pointer; 2. Location of the mouse position =MC Step 1: Draw a mouse pointer, save as a movie clip, with an instance named "Mymouse"; The pointer can also be animated, and the center point of the pointer is at the bottom right of the center point of the movie clip; After doing well, put it on the stage. Step 2: Join as code layer: Mouse.hide(); //隐藏默认指针 _root.onMouseMo

Flash basic Theory Class 19th Chapter Practical Skill Ⅱ

Back to "flash Basic Theory Class-Catalog" Animation based on timer and time All the examples of this book so far have been implemented by placing the motion code in the Onenterframe method and assigning it to a Enterframe event handler function. I've always thought this was the easiest way, because the concept of frames is ingrained in Flash, and it's for us; I guess most of us get used to it. However, for those friends who are transferred from a

Flash basic Theory Class 17th chapter back culling and 3D lighting Ⅱ

Back to "flash Basic Theory Class-Catalog" 3D Lighting This example almost makes our rendering perfect, but it seems to be missing something. Some monotonous. Ok,ok, we see the title already know, the following let us add 3D lighting effect bar. As with the back, the details of the 3D lighting are also quite complex and require mathematical calculations. I really don't have much room to discuss every beautiful detail, but through the fast web searc

Flash Basic Theory Class 16th Chapter 3D line and fill Ⅰ

Back to "flash Basic Theory Class-Catalog" In the 15th chapter, we introduce the third dimension, but just place the object in the 3D space and set the size and position. The object is actually still 2D. It's like the old 3D game where we can go around an object or character and these objects will turn around and face us. These objects or characters are not really going to turn around-just look like this because they are all 2D objects and that's the

The 11th chapter of Flash Basic Theory class collision Physics Ⅱ

Back to "flash Basic Theory Class-Catalog" Writing code First, let two small balls move at a certain angle and finally collide with each other. The starting setting is the same as before, with two balls: Ball0 and Ball1. Make them bigger this time, as shown in Figure 11-9, so they have a bigger chance of colliding. Fig. 11-9 Two dimensional momentum conservation, set stage Package {Import Flash.display.Sprite;Import flash.events.Event;public class

Flash Basic Theory Course tenth chapter coordinate rotation and angle bounce Ⅰ

Back to "flash Basic Theory Class-Catalog" This chapter introduces a special technique, known as the coordinate rotation. As its name implies, it is the object that rotates its coordinates around a point, and the rotation of the coordinates is essential in making some very interesting effects. Among them is the question that has been discussed in the Flash world for many years: "How do you bounce on an incline?" "And I'll give you one answer." Anoth

The eighth chapter of Flash theory course Ⅲ of slow motion and elastic movement

Back to "flash Basic Theory Class-Catalog" Spring Chain Here we will concatenate a few elastic balls together. In introducing the Ease section, we briefly discuss the concept of mouse following, meaning that one object follows the mouse, another object follows the object, and so on. There were no examples at that time because the effect now looks inferior. However, when we use this concept in the elastic motion, the effect is very different. The de

Flash basic Theory course seventh Chapter Interactive Animation: Moving Object Ⅰ

Back to "flash Basic Theory Class-Catalog" Our original goal was to create smooth interactive animations, most of which were interactive through the mouse. In chapter two, mouse events were introduced, but no specific applications were involved. This chapter will take the first step in interactive animation. We will learn how to handle drag and drop, throw and throw. But first, start with the basic mouse press and release. Press and release the mov

WCF from theory to Practice (8): Event broadcast

The three types of message exchange modes in WCF are discussed above, One-way,request/reply,duplex. The first two relatively simple, needless to say, duplex relatively complex, the above just to achieve a simple callback, in the real application, there are many noteworthy, this article on the combination of a practical example to discuss the specific application of duplex and very worthy of our attention. The starting point of this article By reading this article, you can understand the follow

Flash basic Theory course fifth Chapter speed and Acceleration Ⅱ

Back to "flash Basic Theory Class-Catalog" Acceleration Acceleration is generally considered to speed up and speed is slowed down. Yes, in this book, there is a more scientific definition of acceleration. Velocity (vector) and acceleration have many similarities, they are vectors (or vectors). Velocity (vector) and Acceleration (vector) are defined by the amount of value (size) and direction. However, the velocity vector changes the position of the

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