This article analyzes graphical methods for designing conical-helix surface in engineering drawings, presents design system of a surface model and its developments. The creation methods of automated design system of a...
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This article analyzes graphical methods for designing conical-helix surface in engineering drawings, presents design system of a surface model and its developments. The creation methods of automated design system of a conical helix surface are discovered with graphics programming. Graphical system can design 3D logarithmic spiral with using information of program. Then calculated node coordinates and designed mesh of a conical-helix surface. Graphical system can draw development of surface. Example of a conical-helix surface model and its developments are presented. Creation problems of automated design system are discussed and conclusions are made.
From the Publisher: The world's most complete guide to Windows graphics programming! Win32 GDI and DirectDraw: Accurate, under the hood, and in depth Beyond the API: Internals, restrictions, performance, and real-...
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ISBN:
(纸本)9780130869852
From the Publisher: The world's most complete guide to Windows graphics programming! Win32 GDI and DirectDraw: Accurate, under the hood, and in depth Beyond the API: Internals, restrictions, performance, and real-life problems Complete: Pixel, lines, curves, filled area, bitmap, image processing, fonts, text, metafile, printing, and more Up to date: Windows 2000 and Windows 98 graphics enhancements CD-ROM: Exclusive and professional quality generic C++ classes, reusable functions, demonstration programs, kernel mode drivers, GDI exploration tools, and more! Hewlett-Packard Professional Books To deliver high-performance Windows applications, you need an in-depth understanding of the Win32 GDI and DirectDrawbut until now, it's been virtually impossible to discover what's going on "behind" Microsoft's API calls. This book rips away the veil, giving experienced Windows programmers all the information and techniques they need to maximize performance, efficiency, and reliability! You'll discover how to make the most of Microsoft's Windows graphics APIsincluding the important new graphics capabilities built into Windows 2000. Coverage includes: Uncovering the Windows system architecture and graphics system internal data structure Building graphics API "spies" that show what's going on "under the hood" Detecting GDI resource leaks and other powerful troubleshooting techniques Expert techniques for working with the Win32 GDI and DirectDraw APIs Device context, coordinate space and transformation, pixels, lines, curves, and area fills Bitmaps,image processing, fonts, text, enhanced metafiles, printing, and more Windows graphics programming delivers extensive code, practical techniques, and unprecedented insightplus an exclusive CD-ROM containing original system-level tools, kernel mode drivers, sample code, and generic C++ classes for Windows graphics programming without MFC. If you want to build Windows graphics applications that deliver breakthrough performance and reliabil
From the Publisher: Currently, there are no directly competitive titles to Lin's title, and considering the explosive growth of not only 3D graphics but the Linux operating system, this new Wordware title is posit...
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ISBN:
(纸本)9781556227233
From the Publisher: Currently, there are no directly competitive titles to Lin's title, and considering the explosive growth of not only 3D graphics but the Linux operating system, this new Wordware title is positioned to become a bestseller.
At McMaster University, we have developed a framework for teaching computer science, including curricula and tools (iPad apps: Image 2 Bits and ElmJr; an open-source library graphicsVG; and a web-based development env...
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At McMaster University, we have developed a framework for teaching computer science, including curricula and tools (iPad apps: Image 2 Bits and ElmJr; an open-source library graphicsVG; and a web-based development environment). ElmJr is a projectional editor for Elm, with knowledge of our graphics library. Using ElmJr, children transform programs through contextual menus. As a result, they never see syntax or type errors. Children as young as 10 years old, who have just started learning about syntax in English, can be productive programmers. We will explain how ElmJr is designed to make programming simple for beginners, and how strong typing in Elm and our graphics library is key to making the list of program transformations manageable. We will explain the design and findings of a study of children in 14 classes (grade 4 and 5) in the Hamilton-Wentworth District School Board, who received 12 hours of instruction over eight weeks in ElmJr with the aim of improving their mathematics knowledge. In parallel, another eight grade 6 to 8 classes received at least two hours of instruction in Elm using our web-IDE, culminating in a Wordathon. The Wordathon is designed to reconcile the power of social computing with the need to protect children's privacy. The intermediate classes were challenged to create animations in Elm of assigned words identified by teachers as K-4 core reading vocabulary. Joining the intermediate students in this activity, two high school classes were taught how to create interactive applications in Elm and were challenged to create a reading game using the word animations created by the intermediate children. In all, four games incorporating 408 animations were created, and some of the intermediate students presented the games to primary grades in their schools. Unlike typical network effects, we get a multiplier effect: more word animations make game development more attractive, and more games make animations more attractive. Having a critical mass th
Our computer graphics (CC) programming class uses am. development as a means to help students understand CG concepts. Many students mistakenly thought this CG class was a games programming class. We present a simple f...
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ISBN:
(纸本)9781595933614
Our computer graphics (CC) programming class uses am. development as a means to help students understand CG concepts. Many students mistakenly thought this CG class was a games programming class. We present a simple framework for discussing games programming classes. Based oil the framework, the paper describes our efforts in integrating competencies associated with games programming into our CG programming class. Our results show that the resulting class maintains the integrity of the original CG class while allowing students to develop projects with more interesting games features.
Heterogeneous hardware is central to modern advances in performance and efficiency. Mainstream programming models for heterogeneous architectures, however, sacrifice safety and expressiveness in favor of low-level con...
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Heterogeneous hardware is central to modern advances in performance and efficiency. Mainstream programming models for heterogeneous architectures, however, sacrifice safety and expressiveness in favor of low-level control over performance details. The interfaces between hardware units consist of verbose, unsafe APIs;hardware-specific languages make it difficult to move code between units;and brittle preprocessor macros complicate the task of specializing general code for efficient accelerated execution. We propose a unified low-level programming model for heterogeneous systems that offers control over performance, safe communication constructs, cross-device code portability, and hygienic metaprogramming for specialization. The language extends constructs from multi-stage programming to separate code for different hardware units, to communicate between them, and to express compile-time code optimization. We introduce static staging, a different take on multi-stage programming that lets the compiler generate all code and communication constructs ahead of time. To demonstrate our approach, we use static staging to implement BraidGL, a real-time graphics programming language for CPU-GPU systems. Current real-time graphics software in OpenGL uses stringly-typed APIs for communication and unsafe preprocessing to generate specialized GPU code variants. In BraidGL, programmers instead write hybrid CPU-GPU software in a unified language. The compiler statically generates target-specific code and guarantees safe communication between the CPU and the graphics pipeline stages. Example scenes demonstrate the language's productivity advantages: BraidGL eliminates the safety and expressiveness pitfalls of OpenGL and makes common specialization techniques easy to apply. The case study demonstrates how static staging can express core placement and specialization in general heterogeneous programming.
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