Today, the original plan to fully understand the load/unload plugins, but the process of analyzing the function found that load/unload plugins did not imagine the simple, and its implementation code has a lot of key points of knowledge worthy of in-depth study. So, this part is summed up two times. This is mainly for tomorrow's in-depth study to do some bedding, ready to divide two parts: World Wind Plugin basic knowledge, display plug-in demo to help everyone firm confidence.
World Wind Plugin Basic knowledge
WorldWind charm is not only because it is open source three-dimensional software, but also because it is an open source three-dimensional framework. Many friends want to develop based on WorldWind, I was also directed to this purpose to learn worldwind, because it is three-dimensional and is open source (ie: free). But here's why: WorldWind has a good design framework that gives you a refreshing look, and its biggest advantage is its frame thinking, which supports unlimited extensions. (about its architecture I will series at the end of the summary, because this is a big highlight of WW, it is worth our learning!) )
Pull away, WorldWind support dynamic loading plug-ins, you need to do is to write a plug-in, or even just a simple *.cs plug-in file, it is easy to perform your functions in three-dimensional environment.
WW in the main application of plug-in thinking, its implementation can be divided into two kinds: Add-on and plugin.
What do you mean, add-on? Google translates as "additional". We can look at WorldWind: The core of the frame is like a pair of people's skeleton; All its functions are like "attaching" to the flesh of a human bone shelf; the data accessed by each function is like blood in the veins of a human body. Without blood, what would people be like? Without meat, what would people be like?? Without bones, what would people be like??? Oh, imagine, the understanding of what is add-on it! Back to WW Reality, add-on is the Earth, moon and so on (Figure 1 below), is the flags of the world, Landmark, etc. (Figure 2).
Figure 2