hour later you'll cry! Not to mention its slow speed, even when you start to think about your life during the commissioning process.Since then you have no courage to open it, it is just a piece of the file system in your machine occupies a place in the file.Ui"How boring it is to design Android apps!" "If you compare IOS apps over the same period, then Android apps will be so dull and colorless." Compare the smooth animations, interactions, and details of IOS, and you'll feel that Android apps
Recently, I often have to write some new shader for 2D games to do special effects. Shader effects can be better for UI and 2D elements than particle effects.First look at the effect:There are many articles about Shaderlab, but few of them are implemented in the UI, and often just add a layer of color, and do not show the effect of "light".The following is the full text of the shader, followed by some details:1Shader"Ui/unlit/flowlight"2 {3 Properties4 {5[Perrendererdata] _maintex ("Sprite T
internal formats given in table 1, one of the sized internal formats given in table 2, or one of the C ompressed internal formats given in Table 3, below. Width
Specifies the width of the texture image. All implementations support texture images is at least, texels wide. Height
Specifies the height of the texture image, or the number of layers in a texture array, in the case of the Gl_texture_1d_ar RAY Andgl_proxy_texture_1d_array targets. All implementations support 2D texture images that is a
When Rawimage is enabled, create a dynamic camera, rendertexture, and set parameters immediately. When not enabled, the camera and Rendertexture are destroyed automatically. Of course, more special effects, can also be a pool of objects to the camera and rendertexture cache up.Then use the time is this, only need a step, the special effects prefab dragged in canattached
Demo
Ui-default-no-alpha.shader
Shader "Ui/default no-alpha" {Properties {[perrendererdata] _maintex ("Sprite Texture", 2D) =
. Another disadvantage of IMR is that its render commands are required to read and write frame buffer,depth buffer and stencil buffer at any time, which leads to a large amount of memory bandwidth consumption, which is the most consumed and time-consuming operation for accessing the external memory on the mobile platform.Therefore, in the field of desktop GPU, TBR save bandwidth and low performance is not in line with the requirements of PC, IMR Unifi
entity and the relation between them, these three represent the attribute, the entity, the relation respectively in the diagram, as for the general ER diagram. the use of PowerDesigner is advocated when modeling er diagrams (powerful, diverse), because PowerDesigner can directly export the ER diagram as T-SQL code . Can't powerdesigner be able to do Visio? In fact, Visio itself is not too much of a problem, and the operation is simple, but relatively few functions and other development progra
now the Android 5.0 API internal processing mechanism is more confused. If my Android app compiles with Android version 5.0, the compiled app can be run on Android 5.0 and later. if configured in development (build.version.sdk_int>= Build.version_codes. LOLLIPOP) still works, if running on other older devices (Android version older), the device is not given to Build.version_codes. LOLLIPOP definition, if y
types, attributes, and relationships to describe the conceptual model of the real world. The General ER drawing method uses the circle, the square, the diamond to describe the entity and the relation between them, these three represent the attribute, the entity, the relation respectively in the diagram, as for the general ER diagram. The use of PowerDesigner is advocated when modeling er diagrams (powerful, diverse), because PowerDesigner can directly export the ER diagram as T-SQL code. Can't
symbol to display the interface that the component provides/requires
In the second method, a complete circular interface symbol at the end represents the interface provided by the component-"Lollipop" is the stenographer of the interface classifier to implement the relational symbols. The interface (also called socket) symbol with only half a circle at the end represents the interface required by the component (in either case, the interface name is
rectangle in the interface symbol in the UML 2 Specification. The second method is illustrated in figure 4.
Figure 4: An Alternative method (compared to figure 3): Use the interface symbol to display the interface that the component provides/requires
In the second method, a complete circular interface symbol at the end represents the interface provided by the component-"Lollipop" is the stenographer of the interface classifier to implement the rela
interface provided by the component-"Lollipop" is the stenographer of the interface classifier to implement the relational symbols. The interface (also called socket) symbol with only half a circle at the end represents the interface required by the component (in either case, the interface name is placed near the interface symbol itself ). Even though figure 4 looks quite different from figure 3, both charts provide the same information-for example,
StarUML in the class diagram add interface, the default is to display a circle (that is, we often say lollipop), how to let the interface display
The default interface diagram is as follows
UML Class Diagram Interface lollipop notation
In UML class diagrams, there are 2 ways to represent interfaces
1, divided into two layers, the first interface name, the top of the
2, the same as the class diagram,
will be very meticulous. But it also has some drawbacks, first of all the geometry has a certain requirements (must be closed), but also for the efficiency of the loss is very large (high filling rate).In order to construct the shadow body, we need to draw from the position of the light by projecting each vertex of the shadow object, these projected rays form a closed volume, any point in this volume that we can think of as being covered by shadows. Conversely, the point outside the volume is i
Highlight
A relatively simple way is to prepare a few pieces of the highlighted picture, as the progress of the Guide to change and switch! Advantages can be done more beautifully, the disadvantage is that the amount of resources will be relatively large! Another way is to erase part of the area based on the overall darkening of the picture, fortunately cocos2d provides the Ccclippingnode interface ( 2.1+ version)!
Ccclippingnode class is more complicated, but we can only understand two thing
, Chinese and Russian exchanges need to be commissioned to achieve the translation, and then we look at a few examples.
First, when you are not sure how to use the specific method
For example, you are a kindergarten teacher, you want to reward children food, have the following several rewards:
private static void Givelolipop ()
{
//gives Lollipop
Console.WriteLine ("Lollipop
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