cme ccp

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Reproduced At instruction detailed

Format:a/Command return: The value returned by the last at commandThis command repeats the previous command executed1.21 AT+CPOFCommand explanation: Shutdown; This special command stops the GSM software stack and the hardware layerCommand Format:at+cpofCommand return: OKTest Result: At+cpof OkNote: at+cpofExecute at+cfun=1A t+cpof=1The module can be re-worked by a hardware reset module.1.22 At+cmeeCommand explanation: Error reporting of the module;Command formats:at+cmee=0Command return: OKAt+c

At command set (

command causes the module to read the EF-CCID file on the SIM card.9. At + GCAP capability table. (Supported functions)10. A/repeat the previous command. Only the/command cannot be repeated. This command repeats the previous command.11. Shut down at + cpof. This special command stops the GSM software stack and hardware layer.The command at + cfun = 0 has the same function as + cpof.12. At + cfun: Set the telephone capacity. This command selects the function level of the mobile site.13. At + CPA

CUCM integrated with Cisco2811 router SIP

Tags: CME cucm Cisco UnifiedThere is a logical association between the commands and must be configured in a sequential order.1. Configure voice encoding and SIP address formatVoice class URI 2 sipHost IPv4:address of CUCMVoice Class codec 1Codec Preference 1 G729R8Codec Preference 2 G711ulawCodec Preference 3 G711alawCodec Preference 4 g722-642. Configure VoIP Service Specific parametersVoice service VoIPIP Address Trusted ListIPv4 The address of the

About Navicat display Navicat 2003-can ' t connect to MYSQL server on ' localhost ' (10061) Problem resolution

Label:There's a headache today, and that's the open navicat display.Navicat 2003-can ' t connect to MYSQL server on ' localhost ' (10061)On the internet to see a variety of great God's solution, feel the code is very messy can not understand, finally step by step to solve theFirst right-click Computer-Admin-service and application open service there is no MySQL service. That's the problem.I recommend that you download a mysql5.6 version (the mysql5.7 results I downloaded initially show that the

A collection of issues that must be addressed when porting Win32 games to the Android platform

the testcpp example that accompanies the engine.It is worth noting that there are a few examples of the Chinese character display, because we are most concerned in this article, the first is to display the normal Chinese characters under WIN32, and then on the Android platform can also display the Chinese characters normally,So, these examples need to be studied carefully.Example 1:bmfontunicode class.The complete code is as follows: Ccdictionary *strings = Ccdictionary::createwithcontent

Cocos2d-x beginner's Guide (2): difference between CCMoveBy and CCMoveTo

[Cpp]Player. position = ccp (-200, winSize. height/2 );Id move = [CCMoveBy actionWithDuration: 2 position: ccp (winSize. width * 3, 0)];[Player runAction: move]; www.2cto.comThat is to say, the final Moving position is: ccp (-200 + winSize. width * 3, 0 + winSize. height/2) CCMoveBy is a vector, which is equivalent to adding the size of your vertex from the curr

[Cocos2d-x game engine development notes (15)] tiled map editor (3)

call yourself in the goon function, so that the enemy keeps moving towards the hero.2. so that the hero can attack the current game click is to make the hero move to the specified location, so in order to make the hero have an attack, you can add a status, if the status is true, control the hero movement, if the status is false, control the bullets. Add in header file bool mode; Add a menu on the screen Ccmenuitem * oon, * ooff; oon = ccmenuitemimage: Create ("projectile-button-on.png", "projec

Scene, ctor, layer and Sprite

, including ccsprite, cclabels, and other cclayer subclasses. Cclayer can also be changed manually or using actions. The following is an example of using a gradient layer: 1 CCLayerGradient* layer1 = CCLayerGradient::create(ccc4(255, 0, 0, 255), ccc4(255, 0, 255, 255)); 2 layer1->setContentSize(CCSizeMake(80, 80)); 3 layer1->setPosition(ccp(50,50)); 4 addChild(layer1); 5 6 CCLayerGradient* layer2 = CCLayerGradient::create(ccc4(0, 0, 0

Cocos2d action callback function

// On "init" you need to initialize your instancebool helloworld: Init () {// 1. super init first if (! Cclayer: Init () {return false;} ccsize visiblesize = ccdirector: shareddirector ()-> getvisiblesize (); ccpoint origin = ccdirector: shareddire () -> getvisibleorigin (); ccsize winsize = ccdirector: shareddirector ()-> getwinsize (); Auto * png1 = ccsprite: Create ("1.png "); png1-> setposition (CCP (0,120); addchild (png1); ccfinitetimeaction * A

Cocos2d-x 3.1.1 Learning Log 15 -- difference between getcontentsize and getcontentsizeinpixels

) is set and contentscalefactor is 2.0, the image is displayed as the original pixel size. However, setposition is used to set the location, which is the logical location. Because the previous position was set based on the screen size of 800*480, when contentscalefactor is 2.0, it is equivalent to 1600*960 pixels for the reference screen, therefore, the location of the genie is incorrect. Logic points are recommended. Next we will parse the coordinates and paste the source code directly: Ccp

Cocos2d-x 2.0 starting with helloworld

false;}/////////////////////////////// 2. Add a menu item with "X" image, which is clicked to quit the program// You may modify it.// Add a "close" icon to exit the progress. It's an autorelease objectCcmenuitemimage * pcloseitem = ccmenuitemimage: Create ("Closenormal.png ","Closeselected.png ",This,Menu_selector (helloworld: menuclosecallback ));Pcloseitem-> setposition (CCP (ccdirector: shareddire()-> getwinsize (). Width-20, 20 ));// Create menu,

How to Create a tile-based game Cocos2d-x 2.0.4

= spawnpoint-> valueforkey ("X")-> intvalue ();Int y = spawnpoint-> valueforkey ("Y")-> intvalue ();This-> setplayer (ccsprite: Create ("player.png "));_ Player-> setposition (CCP (x, y ));This-> addchild (_ player );This-> setviewpointcenter (_ player-> getposition ()); Add a methodSetviewpointcenterThe Code is as follows: 1 2 3 4 5 6 7 8 9 10 11 12 13 14

Learn cocos2d-scenario Creation

and initialize a LabelCCLabelTTF *label = [CCLabelTTF labelWithString:@"Hello World" fontName:@"Marker Felt" fontSize:64];// ask director for the window sizeCGSize size = [[CCDirector sharedDirector] winSize];// position the label on the center of the screenlabel.position = ccp( size.width /2 , size.height/2 );// add the label as a child to this Layer[self addChild: label];//// Leaderboards and Achievements//// Default font size will be 28 points.[C

Cocos2d-x Study Notes 03-exploring the interface elements of helloworld

The helloworld project interface is initialized in the helloworld: Init () function. Part 1: Create the close button in the lower right corner. // Create a "close" menu item with close icon, it's an auto release object.Ccmenuitemimage * pcloseitem = ccmenuitemimage: Create ("Closenormal.png", // icon displayed normally"Closeselected.png", // The icon displayed when you clickThis,Menu_selector (helloworld: menuclosecallback); // The End message function triggered after a clickCc_break_if (! Pclos

The cocos2d-x-2.0 has added several new UI controls. Here I will introduce the commonly used methods of using these UI controls (cccontrolslider, cccontrolswitch, cccontrolcolourpicker)

Monkey original, reprinted. Reprinted Please note: Reprinted from cocos2d Development Network --cocos2dev.com, thank you! Original address: http://www.cocos2dev.com /? P = 252 The cocos2d-x-2.0 has added several new UI controls. Here I will introduce how to use these commonly used UI controls (cccontrolslider, cccontrolswitch, cccontrolcolourpicker, listview. 1. cccontrolslider // Slidercccontrolslider * slider = cccontrolslider: sliderwithfiles ("slidertrack2.png", "sliderprogress2.png", "Cal

CCLABLETTF read display XML file content display Chinese

CCDictionary *strings = CCDictionary::createWithContentsOfFile("tips2.xml"); const char * hello = (( ccstring *) strings -> valueforkey "TP1" m_ sstring c_str cclabelttf * labelhello = Span class= "PLN" > cclabelttf :: create ( hello "Fonts/microsoft Yahei.ttf" 40 ); labelHello->setPosition(ccp(100, 100)); labelHello->setAnchorPoint(ccp

Introduction to cocos2d Game Engine

actionWithDuration: 2 position: ccp (s. width-40, s. height-40)];Id actionby = [movebyactionwithduration: 2 position: CCP (80, 80)];Id actioncallfunc = [callfunc actionwithtarget: Self selector: @ selector (doatask)];Id actionsequence = [sequence actions: actionto, actionby, actioncallfunc, nil]; -(Void) doatask{ // Somecode} There are two types of callfunc: callfuncn and callfuncnd callfuncn. node is trea

Fast Network Programming Using MFC

process the MFC message. When a network event occursWhen the DoCallBack function is generated, the network event types are: FD_READ, FD_WRITE, FD_ACCEPT,FD_CONNECT calls the OnReceive, OnSend, OnAccept, and OnConnect functions respectively.Because MFC defines these event handler functions as virtual functions, a new C ++ class should be generated,To overload these functions, the procedure is as follows: Inherit the CAsyncSocket class in Public mode and generate the new class MySock; Add the vir

Cocos2d-x source code analysis of CCTableView source code (with discussion)

CCTableView: _ updateContentSize () {CCSize size = CCSizeZero; unsigned int cellsCount = m_pDataSource-> numberOfCellsInTableView (this ); // obtain the maximum length and width if (cellsCount> 0) {float maxPosition = m_vCellsPositions [cellsCount]; switch (this-> getDirection () {case kccscrollviewdirehorizontal: size = CCSizeMake (maxPosition, m_tViewSize.height); break; default: size = CCSizeMake (m_tViewSize.width, ma XPosition); break ;}/// call setContenSize of CCScrollView after obtainin

(NO.00003) iOS games simple robot projection game forming notes (6)

(NO.00003) iOS games simple robot projection game forming notes (6) Why do I need to put the code for arm movement in a single method? In fact, this is the version after multiple reconstruction. The original mobile code is placed in the touchMoved method. Later, we found that in addition to the mobile method of the touch arm, we also needed to implement the second method of moving the arm on the touch screen.So we extract it and put it in a method, and we will make a declaration in the Arm class

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