In general,
Block devices: are devices that store or hold data
Character devices: can be thought of as devices that transmit or transfer data.
For example, diskette drives, hard drives and CD-ROM drives are all Block devices while serial ports, mice and parallel printer ports are all character devices.
/Dev/ttys0 (first communications port, COM1)
First serial port (mice, modems ).
/Dev/psaux (PS/2)
PS/2 mouse connection (mice, keyboards ).
/Dev/lp0 (first pr
/?]Unless you really need a serial console, choose N.Extended Dumb serial driver Options (config_serial_extended) [n/y/?]If you want to use non-standard features of "dumb" (such as HUB6 support), choose Y, which is generally n.Non-standard serial port Support (config_serial_nonstandard) [n/y/?]Non-standard serial port. Generally select N.UNIX98 PTY Support (config_unix98_ptys) [y/n/?]Pty refers to pseudo-terminal, the general user is selected N. However, if you want to use Telnet or xterms as th
QQ Input Method Mobile phone version of the operation set up the function of the following methods:
The Setup interface provides a complete set of management tools, including: Input settings, interface settings, thesaurus Management, input method switching, and help.
The input settings include:
Basic settings: Set Chinese association, phonetic Blur tone, simplified conversion, stroke intelligence tips, English words space complement congruent.
Enter status settings: Sets the mode of i
" and "2 Keys" as a parameter, this method returns the correct upward game action. Let's look at a bad example to deepen our impression:
Bad example, do not do this: class Tetriscanvas extends Canvas {int Leftkey, Rightkey, Downkey, Rotatekey; void Init () {//following must is done Leftkey = getKeyCode (left); Rightkey = getKeyCode (right); Downkey = getKeyCode (down); Rotatekey = getKeyCode (FIRE); }
public void keypressed (int keycode) {if (keycode = = Leftkey) {moveblockleft (); else if (key
same as the two-rocker shooter game on the Xbox 360 and PS3 platforms.
The following image is the control setting for the iphone game mini Gore (Minigore).
Figure: Minigore
Different game settings differ
Although there are only two control systems on the touchscreen, not all of the twin-rocker shooter games run in exactly the same way, and the nuances in the game design can greatly affect the user experience.
Special terminology
There is no standard term to define this type of touch
The cross-key script of the simulator is a simulation of the game handle the top and left buttons, the key to the soft consolidation let us play some competitive games brought great help, and the cross-key function is also a lot of games with features, some Android game users through the simulator in the computer running, want to turn on the use of this function, But do not know how to operate, so the small series for everyone to bring a detailed method of operation, the users need to quickly tr
Implementation results:
Realize:Use Ngui to add a virtual joystick background and its sub-object buttons for buttons attach Boxcollider and Buttionscript. Add the following script for the button:Note: The static properties can be accessed in the code that controls the movement of the object for control.1 usingUnityengine;2 usingSystem.Collections;3 4 Public classJoystickcontrol:monobehaviour {5 6 Public Static floatH=0;7 Public Static
Chapter OSG Overview of three-dimensional rendering enginesThe main features of OSG include the following:1. You can efficiently draw and control 3D models built using modeling software, such as 3DMAX, MAYA, creator and other 3D models, which is the basic function of scene rendering.2. Support a variety of peripherals, such as joystick, joystick, trackball, steering wheel, keyboard and mouse.3. In addition
, using the piezoelectric effect to measure the inner weight ( actually very light ...) the gravity of the orthogonal two-direction of the split force size , You can determine the horizontal direction . DirectInput provides the most advanced interface for a variety of input devices, such as joysticks, helmets, multi-button mice, and force feedback devices, by directly cooperating with the device driver . DirectInput bypasses the Windows messaging system to provide the best performance. Th
Background ~ Someone mentioned this in the QQ group, and I needed another one. So I wrote this article.
-- Main. Lua Require " Main_box " -- It is best to write a backpack lattice as a class -- -------------------------- -- Main_box.lua Box = {} -- Initialize a grid of 6*4 data records For N = 1 , 6 Do For I = 1 , 4 Do Box [N] [m] = {ID = 0 -- Item ID Boxline = 70 , -- I use a square lattice with a side length of 70 XP. Light = False -- Highligh
is used for keyboards and buttons. It is reported to the input subsystem through the following functions:
Input_report_key (struct input_dev * Dev, int code, int value)
Linux/input. h defines available values and code for this type (from 0 to key_max ). Value is interpreted as a false value, that is, any non-0 value means that the key is pressed, and 0 means that the key is released. The code of the input subsystem generates an event only when the value and the previous value are diff
download the test package,wget http://pr.willowgarage.com/data/gmapping/basic_localization_stage.bagCreate your own package1 Start the robot, release laser scanning and conversion data, joystick manipulation enabled (different robot details are different);2 start recording scanning and conversion (note that the scan topic may vary depending on the robot):The file will be written in the current directory with the name ' Mylaserdata_3 Drive the robot o
Categories: Unity, C #, VS2015Date Created: 2016-04-21 I. INTRODUCTIONUnity can handle the input of standard game peripherals such as sticks, gamepad, and steering wheel, using the following method: The virtual keys need to be configured in the input manager to map the input messages of the peripherals to the virtual keys or input axes, which can be used in the script.Unity defaults to a number of virtual keys that have been mapped to the joystick but
used to write scripts at the beginning. It is very troublesome to save all object references. I need to get players, UIS, and all monster objects, then, call the corresponding pause function. As the program grows, adding, modifying, and deleting operations are a huge workload. In addition, many objects reference each other, and the coupling is very high, which is troublesome to use.
The second method is the messages message mechanism provided by unity 3D. However, this method has many drawbacks
the joystick is used to control the movement. The fog center transplanted the game to Android, so you will surely feel it hurts, so how can you control the small screen! In fact, Wuyang doesn't want to do this either. Isn't it good to directly click which character to go? But it involves a problem: finding the path! There are obstacles on the map. After clicking a place, the character must go over in the shortest path. This is the first android game
Unity3d plugin] simple usage of EasyTouchEasyTouchDirectory [-]I,Ii. Procedure1. Steps in the official documentation2. Translate the above steps3. Make Remote Sensing Control for your own characters according to the official prompts.For RPG games on mobile platforms, we often use virtual joystick to control the walk and behavior of character roles. I believe we are no stranger to it. We tried EasyTouch2.5 before, it is found that the latest version of
Emulating navigation keys
The cepc keyboard and simulator keyboard are upgraded to support debugging and testing of mobile devices using the extended keyboard. Two different types of navigation keys need to be mapped to the development workstation by copying the keys of a mobile device. One type uses the upper/lower joystick to copy the navigation keys of a mobile device; another type is used to copy the direction keys of the extended keyboard.
The
How can I use the custom map class above?
Add the header file # include "Map. h" to HelloWorldScene. h"
Define a member variable at the same time
Private: Map * mymap; // MapThen you can use it directly. In the init () function:
Originally I used: (I wrote it at the beginning of article 1-virtual joystick)
// Modify the background image CCSprite * pSprite = CCSprite: create ("background_1.jpg"); pSprite-> setPosition (ccp (visibleSize. width/2 + o
The content source of this page is from Internet, which doesn't represent Alibaba Cloud's opinion;
products and services mentioned on that page don't have any relationship with Alibaba Cloud. If the
content of the page makes you feel confusing, please write us an email, we will handle the problem
within 5 days after receiving your email.
If you find any instances of plagiarism from the community, please send an email to:
info-contact@alibabacloud.com
and provide relevant evidence. A staff member will contact you within 5 working days.