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XNaProject:XnahellophoneFile:Game1.cs(Excerpt)
Public game1 ()
{
Graphics = new graphicsdevicemanager (this );
Content. rootdirectory = "content ";
// Frame rate is 30 FPS by default for Windows Phone.
Targetelapsedtime = timespan. fromticks (333333 );
}
The first statement initializes the graphic field. In the second statement, content is the game attribute, which belongs to the contentmanager type and rootdirectory is the attribute of this class.
" (here, if you need a microphone, you can set it here: "Master recording Device" is set to "microphone", the "secondary audio device" Set your main sound card output, such as my "speakers"),。
8All the initial settings have been completed here. Here's how to record a video.END
screen Recording Steps
1To view the Bandicam toolbar button, you will find a button for the "Mouth" icon.Click the button.
2A recording box will pop up.Click the bottom triangle of the form to open the menu
; Namespace Rotationsample { /// /// This is the main type for your game /// Public Class Game1: Microsoft. xNa. Framework. Game {graphicsdevicemanager graphics; spritebatch; spritefont rotationfont; Public Game1 () {graphics = New Graphicsdevicemanager ( This ); Content. rootdirectory = " Content " ; // Frame rate is 30 FPS by default for Windows Phone. Targetelapsedtime = timespan. fromticks ( 333333 ); // Add suppor
Spritebatch; // The graphics devices of the game draw 2D objects. Spritefont spritefont1; // Font Viewport; // Form Vector2 textsize; // Font size 2D Vector Vector2 textposition; // Font position Public Game1 (){Graphics = New Graphicsdevicemanager ( This );Content. rootdirectory = " Content " ; // Frame rate is 30 FPS by default for Windows Phone. Targetelapsedtime = Timespan. fromticks ( 333333 ); // Extend batter
type for your game/// Public class Game1: Microsoft. Xna. Framework. Game{GraphicsDeviceManager graphics;SpriteBatch spriteBatch;
// Displayed textPrivate string text = "Hello Window Phone 7! ";// Text fontPrivate SpriteFont font;// Text positionPrivate Vector2 textPosition;Public Game1 (){Graphics = new GraphicsDeviceManager (this );Content. RootDirectory = "Content ";
// Frame rate is 30 fps by default for Windows Phone.TargetElapsedTime = TimeSpa
Graphicsdevicemanager ( This ); Content. rootdirectory = " Content " ; // Frame rate is 30 FPS by default for Windows Phone. Targetelapsedtime = timespan. fromticks ( 333333 );} /// /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// Related content. Calling base. initialize will enumerate through any componen
VSync is the abbreviation of the vertical period (Vertical synchronization). The main idea is to set your FPS and display refresh rate up to the same time. The aim is to avoid a phenomenon called "tearing". I will describe these details again below.Each CRT display has its own refresh rate. The unit is Hz. The value is the number of times the monitor updates the screen per second. Different displays support different refresh rates at different resolut
. addrocketorshipflareandsmoke (player. shippos + new vector3 (-0.3f,-2.65f, + 0.35f), 1.35f, 5 * player. movementspeedpersecond); implements tmanager. addrocketorshipflareandsmoke (player. shippos + new vector3 (0.3f,-2.65f, + 0.35f), 1.35f, 5 * player. movementspeedpersecond );
All zooming and rotating operations only give the spacecraft the correct size and orientation. Rotating around the Z axis allows the ship to fly to the front, while rotating around the X axis and Y axis allows the shi
/*---
Name: FX
Description: contains the basic animation logic to be extended by all other FX classes.
License: Mit-style license.
Requires: [chain, events, options]
Provides: FX
...*/
(Function (){
/*** @ FX: this class is generally not used independently. It is used to provide basic function classes for the FX series. All other FX series classes inherit this class.**/VaR FX = This. FX = new class ({
Implements: [chain, events, options],
// # Region-constructor-
/*** @ Events:* @ Event start-(f
0.42017522 0.41936156 0.39760831 0.38769987 0.3667541
0.33998333 0.33803962 0.32367439 0.3168962]
Roc_curve () function
Analyze the Roc_curve () code to see how these three values are calculated, in fact, is the general AUC calculation process.
The first is the _binary_clf_curve () function:
FPS, TPS, thresholds = _binary_clf_curve (
y_true, Y_score, Pos_label=pos_label, Sample_weight=sample_weight)
-intensive and are the root cause of poor Web page performance.
Improve Web page performance, that is 要降低重排和重绘的频率和成本,尽量少触发重新渲染 .
Most browsers pass 队列化修改 and 批量显示 optimize the re-typesetting process. However, some operations force a refresh and require that all planned changes be applied immediately.
This information complements the DOM operational best practicesRefresh Rate
Each frame of a Web page animation is a re-rendered, less than 24帧 the animation per second, and the human eye can feel th
the time. I will give it one by one.
First, I will explain two terminologies throughout the full text:
Frames per second (FPS)
FPS is the abbreviation of frames per second. In this context, it indicates the number of times display_game () is called per second.
Game speed
The game speed is the speed at which the game status is updated per second. In other words, the number of times update_game () is called
operate the gamepad: using system APIs or using DirectInput. (There may be other methods, but my knowledge scope is limited, and other methods are unknown)
Using System APIS is the simplest way, because the system has helped us encapsulate all the details, we only need to regularly obtain the status of the game controller device in the Program (Round Robin ).
The following APIs are used to operate game controllers (rods )::
Function Name
, three), the cell height of 100.The test environment is:
IPad Mini 1st generation with IOS 9.3.1
Xcode 7.3 with Swift 2.2
OS X 10.11.4
In the Demo to achieve the optimization of the fillet, this topic is not over, the previous section just proves that the interface scrolling process of a large number of off-screen rendering is indeed the frame rate killer. Then put the map to occupy a special place, the next table to present the data, the data is my visual calculation, the
Review passive development
In C # programming and development of game controllers-API (1) This article introduces the development of "passive mode. In this way, our program acts as only one message receiver. The system regularly tells us the current status of a game controller. After receiving the gamepad, our program can process it as needed. However, if you are a careful person, you will find that there will be a problem if you directly press the me
The gamepad f310 game controller of Logitech needs to be transplanted to the Android system, so it took two days to detail the main development logic process.
1. First test on PC and Linux:
Install the Logitech driver on the PC.
For general Linux platform installation:
Use the gamepad in Ubuntu:1. Install the handle DRIVER:# Modprobe joydev2. Install the handle testing software:# Sudo apt-Get install joysti
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