其實,我個人學習Android最主要的目的是學習在此平台下的3D效果的開發。所以,我們開始進入主題吧。 OpenGL ES (OpenGL for Embedded Systems) 是 OpenGL 三維圖形 API 的子集,針對手機、PDA和遊戲主機等嵌入式裝置而設計。該API由Khronos集團定義推廣,Khronos是一個圖形軟硬體行業協會,該協會主要關注圖形和多媒體方面的開放標準。 在Android中搭建一個3D開發的基本架構:一、匯入opengl
引用一段網上的話:For both, you pass OpenGL some buffers containing vertex data.glDrawArrays is basically "draw this contiguous range of vertices, using the data I gave you earlier". Good:You don't need to build an index bufferBad:If you
第一階段:Java物件導向編程1.Java基礎資料型別 (Elementary Data Type)與運算式,分支迴圈。2.String和StringBuffer的使用、Regex。3.物件導向的抽象,封裝,繼承,多態,類與對象,對象初始化和回收;建構函式、this關鍵字、方法和方法的參數傳遞過程、static關鍵字、內部類,Java的垃極回收機制,Javadoc介紹。4.對象執行個體化過程、方法的覆蓋、final關鍵字、抽象類別、介面、繼承的優點和缺點剖析;對象的多態性:子類和父類之間的轉換、
In order to reuse the Fragment UI components, you should build each as a completely self-contained, modular component that defines its own layout and behavior. Once you have defined these reusable Fragments, you can associate them with an Activity
Depending on the layout that your application is currently showing, the UI flow may be different. For example, if your application is in the dual-pane mode, clicking on an item on the left pane will simply display the content on the right pane; if
以下是本人日常工作中收集的比較不錯的Android開源項目,歡迎博友提供未收錄的網址。 roottools: RootTools gives Rooted developers easy access to common rooted tools... mmsbg: mms bg for auto send msg and auto dial acra: