above 3 count CalculationDim s_s_s_s (0 To 5) As String 4th count and the result after the above 3 count CalculationVariable definitions for F1 (F2 (a1, a2), F3 (a3, a4)Dim f_f1 (0 To 5) As Double 3rd count 4th count Calculation ResultDim s_s1 (0 To 5) As String 3rd number 4th number expression after calculationDim f_f2 (0 To 5) As Double 1st, number 2, number 3rd, and number 4Dim s_s2 (0 To 5) As String 1st, 2, 3rd, and 4
Sub ff2 (x As Double, y As Double,
Drag and Drop a wall on the canvas, and use the arrow keys to control the movement of the polygon between top, bottom, and left. The wall cannot be moved forward. The following describes the problems to be solved and the specific implementation code, interested friends can learn about the game.
Drag and Drop the canvas to add a wall and use the arrow keys to control the movement of the polygon between top, bottom, and left. When a wall is displayed, the polygon cannot move forward.
Problems
the bitmap on the View zoom and translation transformation, and matrix object is the implementation of the image geometric transformation in Android matrices, support translation, amplification, reduction, error cutting, rotation and other common operations.Update and display of bitmap objects in viewBy overloading the OnDraw method, the canvas implementation is used to draw the bitmap object, and the refresh of the view is implemented through the View.invalidate () method.The important methods
TransformTransform: Set deformation, add browser prefix-o-;-webkit-;-moz-, etc., have the following deformation functionTranslate(TX [, Ty]): The component moves up the TX horizontally, vertically up ty distanceTranslateX(TX): The component moves the TX distance horizontallyTranslatey(TY): The component moves the Ty distance vertically Scale(Sx,sy): The scale is SX on the scale, the vertical scale is sy;sy,
. The location information returned by the touch screen and the pixel location information are converted to 2D coordinates. the following coordinate transformation is used to represent the Conversion Relationship Between touchcoordinate (TX, Ty) and screencoordinate (sx, Sy) that match the touch screen's position on the display device:
SX = A1 * Tx + B1 * ty + C1
Sy = a2 * Tx + B2 * ty + C2
The specific wor
转自:lab104_yifanhttp://blog.csdn.net/accelerator_/article/details/39253983
1. Basic geometric transformation and Transformation Matrix
Basic ry transformations are geometric transformations relative to the coordinate origin and coordinate axes, including translation, scale, rotation, reflection, and miscutting. 1.1 translation Transformation
It refers to the process of moving point P from one coordinate position to another along a straight line path. This is a rigid-body transformation (rigid
Coordinate of image translation, then, calculate the distance between them at the starting point of the set to obtain the two parameter values sx and sy to be translated by the Bitmap object. This also includes the check code that ensures that the image does not cross the View boundary. SavePreviousResult () saves the current Translation Data. Next time, you can continue to translate Bitmap Objects Based on the next translation. ZoomIn () obtains the
Algorithm Description:The algorithm steps of the 4-connected boundary filling algorithm for the stack structure are:Seed pixel into the stack, repeat the following three steps when the stack is not empty:(a) stack top pixel stack;(b) Place the stack pixel into a fill color;(c) Check out the 4-adjacency point of the stack pixel, if one of the pixels is not a boundary color and is not set to polygon color, then the pixel into the stack.Comments: Code written by the comparison, using C, but also mi
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