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Cocos2d-x jitters the entire game scene CCShake

CCShake. h [cpp] # ifndef _ SHAKE_H _ # define _ SHAKE_H _ # include "CCActionInterval. h "class CCShake: public cocos2d: CCActionInterval {// Code by Francois Guibert // Contact: www.frozax.com- http://twitter.com/frozax -Www.facebook.com/frozax public: CCShake (); // Create the action with a time and a strength (same in x and y) static CCShake * create (float d, float strength ); // Create the action with a time and strengths (different in x and y) static CCShake * createWithStrength (float d,

Data mining-cluster analysis summary

. Through the scatter plot and correlation coefficient between various variables, we can find that there is a strong positive correlation between the call length on weekdays and the total call length. Select the modelable variables and reduce the dimension Cloumns_fix1 = ['working day Call durations ', 'working day Call durations', 'weekend call length', and 'International call length ', 'Average Call durations '] # data dimension reduction pca_2 = PCA (n_components = 2) data_pca_2 = PD. datafra

Implement your own factory class in MFC

CMyObjectFactory: XMyClassFactory: CreateInstanceLic (LPUNKNOWN pUnkOuter, LPUNKNOWN/* pUnkReserved */, REFIID riid,BSTR bstrKey, LPVOID * ppvObject){METHOD_PROLOGUE_EX (CMyObjectFactory, MyClassFactory)ASSERT_VALID (pThis ); If (ppvObject = NULL)Return E_POINTER;* PpvObject = NULL; If (bstrKey! = NULL )! PThis-> VerifyLicenseKey (bstrKey) |(BstrKey = NULL )! PThis-> IsLicenseValid ()))Return CLASS_E_NOTLICENSED; // Outer objects must ask for IUnknown onlyASSERT (pUnkOuter = NULL | riid = IID_I

Using JTrackBar to simulate an apple-style scroll bar _ drop-down menu

Use JTrackBar to simulate an apple-style scroll bar The Code is as follows: Function JObj (){}JObj. $ c = function (tag) {return document. createElement (tag )};JObj. $ = function (id) {return document. getElementById (id )};JObj. isRate = function (pRateString ){If (! IsNaN (pRateString) return false;If (pRateString. substr (pRateString. length-1, 1 )! = "% ")Return false;If (isNaN (pRateString. substring (0, pRateString. length-1 )))Return false;Return true;}Function JPos (){}JPos. getAbsPos

Cocos2d-x Study Notes (6) CCAction Analysis

Cocos2d-x Study Notes (6) CCAction Analysis Preface I don't know if you are in the same mood as me. I finally waited for the CCAction to come out. If CCSprite is the body, then CCAction must be the soul. Its combination makes the entire game dynamic. Of course, it is not the only way to be dynamic. Source code analysis Class CC_DLL CCAction: public CCObject {public: CCAction (void); virtual ~ CCAction (void); const char * description (); // virtual CCObject * copyWithZone (CCZone * pZone); // w

Cocos2d-x Study Notes (6) ccaction Analysis

Original article, reproduced please indicate the source: http://blog.csdn.net/sfh366958228/article/details/38821319 Preface I don't know if you are in the same mood as me. I finally waited for the ccaction to come out. If ccsprite is the body, then ccaction must be the soul. Its combination makes the entire game dynamic. Of course, it is not the only way to be dynamic. Source code analysis Class cc_dll ccaction: Public ccobject {public: ccaction (void); Virtual ~ Ccaction (void); const char * de

Cocos2d-x Study Notes (7) Analysis of ccaction Principle

* paction, ccnode * pTARGET, bool paused) {ccassert (paction! = NULL, ""); // ensure that the action and node are not empty ccassert (pTARGET! = NULL, ""); thashelement * pelement = NULL; // create a hash list element and leave it empty. ccobject * TMP = pTARGET; hash_find_int (m_ptargets, TMP, pelement ); // find the corresponding hash table item through TMP a

JS animation effect code 3

Slowly, this time we have achieved expansion in any direction! CopyCode The Code is as follows: Function $ (PID ){Return document. getelementbyid (PID );} Function JPOs (){ } JPOs. getabspos = function (pTARGET ){VaR _ x = 0;VaR _ y = 0;While (pTARGET. offsetparent ){_ X + = pTARGET. offsetleft;_ Y + = pTARGET

Learn how to create an MFC framework

cycle is used to find the entry for processing this message.For (pmessagemap = getmessagemap (); pmessagemap-> pfngetbasemap! = NULL;Pmessagemap = (* pmessagemap-> pfngetbasemap )()){Lpentry = afxfindmessageentry (pmessagemap-> lpentries, nmsg, ncode, NID );If (lpentry! = NULL){// Locate the message processing entry and distribute the message.Return _ afxdispatch1_msg (this, NID, ncode,Lpentry-> PFN, pextra, lpentry-> nsig, phandlerinfo );}}Return false; // if not found, no processing is perfor

Cocos2dx 2.x timer analysis (3), cocos2dx2. x

called every 'interval' seconds. if paused is YES, then it won't be called until it is resumed. if 'interval' is 0, it will be called every frame, but if so, it's recommended to use 'scheduleupdatefortarget: 'instead. If the selector is already scheduled, then only the interval parameter will be updated without re-scheduling it again. repeat let the action be repeated repeat + 1 times, use kCCRepeatForever to let the action run continuously delay is the amount of time the action will wait befor

Projection point coordinates

Http://www.jb51.net/article/44271.htmVerticalPointFromCircletoLine.cpp:Defines the entry point for the console application.//#include "stdafx.h"#include typedef struct{float X;float Y;}point;void Getprojectivepoint (Point A, Double K, point R, point* ptarget){if (k = = 0)//vertical slope not present{Ptarget->x = r.x;Ptarget->y = A.Y;}Else{

CrossApp alpha V0.1.4 updated: performance improved significantly

raise it, the button switches to the selected status, and then press and lift again, the button switches back to the normal status. At the same time, we can use the getSelected) method to promptly obtain which of the two States the current button belongs. 3. CASchedule is modified by the original CCSchedule) A. Simplified usage: you only need to call the corresponding static method to start, stop, and other operations. B. Memory Management modification: the timer is started before, and the refe

Automatically generate code based on Cocosbuilder files

one to explain how to implement the automatic generation of code, the first part will outline how to bind the code, the second part of the analysis of how to automatically generate code, part III gives code implementation Control and code binding in a scene editor 1. Menu callback function, as shown in the following figure, you can specify a selector and target, and when set in the editor, the corresponding target object's function with a specific signature is bound to the string specified by s

The use of VC + + tree view Control in multiple documents

Since coming to our forum, we have known a lot of friends and programming experts, from learning a lot of knowledge. I think there are a lot of people in the forum asking questions about tree control. Therefore, the tree control of some of the problems written out for everyone to reference, but also as a recent period of time to learn the summary. This article focuses on how to add a controlbar to multiple documents and how to add a tree control method to the ControlBar. This is also a software

Memory ing to quickly read and write files

(pchar (@ num) ^, pchar (@ result) ^, sizeof (Cardinal ));End;Begin// Source fileSourcehandle: = fileopen (sourcefilename, fmopenread );Fsize: = getfilesize (sourcehandle, @ highsize );Totalsize: = highsize * 1024*1024*1024*4 + fsize;Smaphandle: = createfilemapping (sourcehandle, nil, page_readonly,Highsize, fsize, nil );Closehandle (sourcehandle );// Target fileTargethandle: = filecreate (targetfilename );Tmaphandle: = createfilemapping (targethandle, nil, page_readwrite,Highsize, fsize, nil )

Scenecontrol + AE + scroll wheel Scaling

Scenecontrol + AE + scroll wheel Scaling To set the scroll wheel scaling for scenecontrol, you must define the delegation. Because scenecontrol does not have a wheel event, the from wheel event must be delegated. Public form1 (){Initializecomponent ();This. mousewheel + = new mouseeventhandler (this. sc1_wheel); // enter "This. mousewheel + =" in this place and press the tab key twice in a row.} Private void sc1_wheel (Object sender, system. Windows. Forms. mouseeventargs E){Try{Psc1.mousep

Principle of cocos2d-x action

First, ccaction is the base class of all actions, such as the inheritance relationship: Let's take a look at the definition of ccaction: class CC_DLL CCAction : public CCObject {public: CCAction(void); virtual ~CCAction(void); const char* description(); virtual CCObject* copyWithZone(CCZone *pZone); //! return true if the action has finished virtual bool isDone(void); virtual void startWithTarget(CCNode *pTarget); virtual

Cocos2d-x to achieve node arc motion (with source code), cocos2d-xnode

Cocos2d-x to achieve node arc motion (with source code), cocos2d-xnode Record what you write! Header file: /* ARC tracking class */class CCArcBy: public cocos2d: CCActionInterval {public: // initialize the arc tracking class // duration: duration of the sequence class // ptCenter: the center of the arc // deltaAngle: the variation of the radians. Positive and Negative values are used to indicate bool initWithDuration (float duration, const cocos2d: CCPoint ptCenter, float deltaAngle) in a cou

Cocos2d-x to achieve node arc motion (with source code)

Tags: blog Io OS ar SP file on 2014 Art Record what you write! Header file: /*圆弧动作类*/class CCArcBy : public cocos2d::CCActionInterval{public://初始化圆弧动作类//duration: 动作类的持续时间//ptCenter: 圆弧的中心点//deltaAngle: 弧度的变化量,用正负来表示逆时针或顺时针方向bool initWithDuration(float duration, const cocos2d::CCPoint ptCenter, float deltaAngle);virtual CCObject* copyWithZone(cocos2d::CCZone* pZone);virtual void startWithTarget(cocos2d::CCNode *pTarget);virtual CCActionInte

Cocos2d-x Study Notes (15) (Action)

The action provided by the Cocos2d-x, which can be used as long as it is a CCNode object. 1. Common Operations: 1) runAction (cocos2d: CCAction * action) execute an action action2) CCDirector: sharedDirector ()-getActionManager ()-pauseTarget (cocos2d :: CCObject * pTarget) pause The action provided by the Cocos2d-x, which can be used as long as it is a CCNode object. 1. Common Operations: 1) runAction (cocos2d: CCAction * action) // execute an action

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