Get flash to fully experience Pearltrees
Le C++ standard ne permet pas de créer une interface graphique. Cela a déjà été discuté, doit probablement l'être encore et le sera encore longtemps. Il faut pour cela utiliser une des très nombreuses bibliothèques spécialisées existantes. Les plus courantes sont : les MFC de Microsoft, pour Windows et destinée à être utilisée avec Visual C++ .
Ce code source a pour but de montrer comment utiliser la bibliothèque C libpq pour se connecter à une base de données PostgreSQL sur un système GNU/Linux . Le seul fichier d'en-tête nécessaire pour compiler notre programme est le fichier libpq-fe.h . Bien sûr, pour avoir ce fichier il faut installer la bibliothèque libpq (et non pq++) .
View.Set ( "offscreenonly,graphics:300;300" ) type BallData : record x, y, vx, vy, vxp, vyp, r, m : real end record /* The amount of delay between frames */ const DELAY := 50
In computer graphics , the midpoint circle algorithm is an algorithm used to determine the points needed for drawing a circle. The algorithm is a variant of Bresenham's line algorithm , and is thus sometimes known as Bresenham's circle algorithm , although not actually invented by Jack E. Bresenham . The algorithm can be generalized to conic sections . [ 1 ] Rasterisation of a circle by the Bresenham algorithm
Any procedure which identifies that portion of a picture which is either inside or outside a region is referred to as a clipping algorithm or clipping . The region against which an object is to be clipped is called clipping window. [ edit ] Examples In 2D graphics for example, if the user of an image editing program is modifying an image and has "zoomed in" the view to display only the top half of the image, there is no need for the program to spend any CPU time doing any of the calculations or memory moves needed to display the bottom half.
by William Shoaff with lots of help Contents PDF version of these notes Audio file of these notes (up to Blinn's algorithm) Clipping refers to the removal of part of a scene. Internal clipping removes parts of a picture outside a given region; external clipping removes parts inside a region.
HGE is an easy to use yet powerful hardware accelerated 2D game engine . It is a full featured middleware for all who want to develop commercial quality 2D games rapidly and easily. It covers all imaginable 2D game genres: you could create everything from a simple puzzle to advanced multilayered platformer or strategy without even thinking of any non game logic code! And you don't have to know anything about "window messages", DirectX programming and all that stuff. Instead you can start developing your own game within 15 minutes ! HGE runs on Microsoft Windows 98, 2000, NT, ME, XP and requires DirectX 8.0 .
About Turska is a compact and simple framework & UI component library. It is especially aimed for games which typically have only modest requirements for UI. The library is meant to be used in connection with some other library as a low-level platform abstraction/backend. Currently the library has built-in support for both Irrlicht (using D3D8/D3D9/OpenGL/OpenGLES), OpenGL (desktop 1.x), OpenGL ES (1.1) and SDL (using OpenGL).
TUIO hardware support In order to support the further development of the TUIO platform, we are looking for hardware donations of various hardware: iOS and Android tablets, Touchscreen hardware, Windows 7 Multitouch Notebooks, Netbooks and Tablets, MS Surface, Samsung SUR40, Magic Trackpad or any other devices to evaluate their existing or potential TUIO support. Please get in touch with martin_at_tuio_dot_org for further information! TUIO Tracker Implementations