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各级图片浏览器带可以变成黑白图片功能

各级图片浏览器带可以变成黑白图片功能
各级图片浏览器带可以变成黑白图片功能

初级图片浏览器(带可以变成黑白图片功能),传说中的A*算法之简单实现,纯css(3)实现漂亮的照片墙效果,从s2p文件提取画S曲线的数据。

从驼峰命名的串中提取单词子串形成数组,单精度浮点数,双精度浮点数,当月的天数和一个月中第几天,导入2007EXCEL多字段时偷懒处理

public void update(Rect container) {

// update with collision

if (this.isAlive()) {

if (this.x <= container.left || this.x >= container.right - this.widht) {

this.xv *= -1;

}

// Bottom is 480 and top is 0 !!!

if (this.y <= container.top || this.y >= container.bottom - this.height) {

this.yv *= -1;

}

}

update();

}

//python模拟鼠标拖动操作

//python爬取百度云盘资源

public void draw(Canvas canvas) {

// paint.setARGB(255, 128, 255, 50);

paint.setColor(this.color);

canvas.drawRect(this.x, this.y, this.x + this.widht, this.y + this.height, paint);

// canvas.drawCircle(x, y, widht, paint);

}

}

//projecteuler73#题go与c++解题比较

//python中缀编程工具库pipe使用方法

[代码] ElaineAnimated.java

package net.obviam.walking.model;

import android.graphics.Bitmap;

import android.graphics.Canvas;

import android.graphics.Paint;

import android.graphics.Rect;

public class ElaineAnimated {

private static final String TAG = ElaineAnimated.class.getSimpleName(); private Bitmap bitmap; // the animation sequence

private Rect sourceRect; // the rectangle to be drawn from the animation bitmap

private int frameNr; // number of frames in animation

private int currentFrame; // the current frame

private long frameTicker; // the time of the last frame update

private int framePeriod; // milliseconds between each frame (1000/fps)

private int spriteWidth; // the width of the sprite to calculate the cut out rectangle

private int spriteHeight; // the height of the sprite

private int x; // the X coordinate of the object (top left of the image)

private int y; // the Y coordinate of the object (top left of the image)

public ElaineAnimated(Bitmap bitmap, int x, int y, int width, int height, int fps, int frameCount) {

this.bitmap = bitmap;

this.x = x;

this.y = y;

currentFrame = 0;

frameNr = frameCount;

spriteWidth = bitmap.getWidth() / frameCount;

spriteHeight = bitmap.getHeight();

sourceRect = new Rect(0, 0, spriteWidth, spriteHeight);

framePeriod = 1000 / fps;

frameTicker = 0l;

}

public Bitmap getBitmap() {

return bitmap;

}

public void setBitmap(Bitmap bitmap) {

this.bitmap = bitmap;

}

public Rect getSourceRect() {

return sourceRect;

}

public void setSourceRect(Rect sourceRect) {

this.sourceRect = sourceRect;

}

public int getFrameNr() {

return frameNr;

}

public void setFrameNr(int frameNr) {

this.frameNr = frameNr;

}

public int getCurrentFrame() {

return currentFrame;

}

public void setCurrentFrame(int currentFrame) { this.currentFrame = currentFrame;

}

public int getFramePeriod() {

return framePeriod;

}

public void setFramePeriod(int framePeriod) { this.framePeriod = framePeriod;

}

public int getSpriteWidth() {

return spriteWidth;

}

public void setSpriteWidth(int spriteWidth) { this.spriteWidth = spriteWidth;

}

public int getSpriteHeight() {

return spriteHeight;

}

public void setSpriteHeight(int spriteHeight) { this.spriteHeight = spriteHeight;

}

public int getX() {

return x;

}

public void setX(int x) {

this.x = x;

}

public int getY() {

return y;

}

public void setY(int y) {

this.y = y;

}

// the update method for Elaine

public void update(long gameTime) {

if (gameTime > frameTicker + framePeriod) {

frameTicker = gameTime;

// increment the frame

currentFrame++;

if (currentFrame >= frameNr) {

currentFrame = 0;

}

}

// define the rectangle to cut out sprite

this.sourceRect.left = currentFrame * spriteWidth;

this.sourceRect.right = this.sourceRect.left + spriteWidth;

}

// the draw method which draws the corresponding frame

public void draw(Canvas canvas) {

// where to draw the sprite

Rect destRect = new Rect(getX(), getY(), getX() + spriteWidth, getY() + spriteHeight);

canvas.drawBitmap(bitmap, sourceRect, destRect, null);

canvas.drawBitmap(bitmap, 20, 150, null);

Paint paint = new Paint();

paint.setARGB(50, 0, 255, 0);

canvas.drawRect(20 + (currentFrame * destRect.width()), 150, 20 + (currentFrame * destRect.width()) + destRect.width(), 150 + destRect.height(), paint);

}

}

[文件] CLog-0.5.zip ~ 5KB 下载(140)

文件不存在或者代码语言不存在

[代码] [Java]代码

// desired fps

private final static int MAX_FPS = 50;

// maximum number of frames to be skipped

private final static int MAX_FRAME_SKIPS = 5;

// the frame period

private final static int FRAME_PERIOD = 1000 / MAX_FPS;

@Override

public void run() {

Canvas canvas;

Log.d(TAG, "Starting game loop");

long beginTime; // the time when the cycle begun

long timeDiff; // the time it took for the cycle to execute

int sleepTime; // ms to sleep (<0 if we're behind)

int framesSkipped; // number of frames being skipped

sleepTime = 0;

while (running) {

canvas = null;

// try locking the canvas for exclusive pixel editing

// in the surface

try {

canvas = this.surfaceHolder.lockCanvas();

synchronized (surfaceHolder) {

beginTime = System.currentTimeMillis();

framesSkipped = 0; // resetting the frames skipped

// update game state

this.gamePanel.update();

// render state to the screen

// draws the canvas on the panel

this.gamePanel.render(canvas);

// calculate how long did the cycle take

timeDiff = System.currentTimeMillis() - beginTime;

// calculate sleep time

sleepTime = (int)(FRAME_PERIOD - timeDiff);

if (sleepTime > 0) {

// if sleepTime > 0 we're OK

try {

// send the thread to sleep for a short period

// very useful for battery saving Thread.sleep(sleepTime);

} catch (InterruptedException e) {}

}

while (sleepTime <0&& framesSkipped <

MAX_FRAME_SKIPS) {

// we need to catch up

// update without rendering

this.gamePanel.update();

// add frame period to check if in next frame

sleepTime += FRAME_PERIOD;

framesSkipped++;

}

}

} finally {

// in case of an exception the surface is not left in // an inconsistent state

if (canvas != null) {

surfaceHolder.unlockCanvasAndPost(canvas);

}

} // end finally

}

}

[代码] DroidzActivity.java

package net.obviam.droidz;

import android.app.Activity;

import android.os.Bundle;

import android.util.Log;

import android.view.Window;

import android.view.WindowManager;

public class DroidzActivity extends Activity {

/** Called when the activity is first created. */

private static final String TAG = DroidzActivity.class.getSimpleName();

@Override

public void onCreate(Bundle savedInstanceState) {

super.onCreate(savedInstanceState);

// requesting to turn the title OFF

requestWindowFeature(Window.FEATURE_NO_TITLE);

// making it full screen

getWindow().setFlags(https://www.sodocs.net/doc/5015967355.html,youtParams.FLAG_FULLSCREEN, https://www.sodocs.net/doc/5015967355.html,youtParams.FLAG_FULLSCREEN);

// set our MainGamePanel as the View

setContentView(new MainGamePanel(this));

Log.d(TAG, "View added");

}

@Override

protected void onDestroy() {

Log.d(TAG, "Destroying...");

super.onDestroy();

}

@Override

protected void onStop() {

Log.d(TAG, "Stopping...");

super.onStop();

}

}

.[代码] MainThread.java

package net.obviam.droidz;

import android.util.Log;

import android.view.SurfaceHolder;

public class MainThread extends Thread {

private static final String TAG = MainThread.class.getSimpleName();

private SurfaceHolder surfaceHolder;

private MainGamePanel gamePanel;

private boolean running;

public void setRunning(boolean running) {

this.running = running;

}

public MainThread(SurfaceHolder surfaceHolder, MainGamePanel gamePanel) { super();

this.surfaceHolder = surfaceHolder;

this.gamePanel = gamePanel;

}

@Override

public void run() {

long tickCount = 0L;

Log.d(TAG, "Starting game loop");

while (running) {

tickCount++;

// update game state

// render state to the screen

}

Log.d(TAG, "Game loop executed " + tickCount + " times");

}

}

.[代码] MainGamePanel.java

package net.obviam.droidz;

import android.content.Context;

import android.graphics.Canvas;

import android.view.MotionEvent;

import android.view.SurfaceHolder;

import android.view.SurfaceView;

public class MainGamePanel extends SurfaceView implements

SurfaceHolder.Callback {

private MainThread thread;

public MainGamePanel(Context context) {

super(context);

getHolder().addCallback(this);

// create the game loop thread

thread = new MainThread();

setFocusable(true);

}

@Override

public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {

}

@Override

public void surfaceCreated(SurfaceHolder holder) {

thread.setRunning(true);

thread.start();

}

@Override

public void surfaceDestroyed(SurfaceHolder holder) {

boolean retry = true;

while (retry) {

try {

thread.join();

retry = false;

} catch (InterruptedException e) {

// try again shutting down the thread

}

}

}

@Override

public boolean onTouchEvent(MotionEvent event) {

return super.onTouchEvent(event);

}

@Override

protected void onDraw(Canvas canvas) {

}

}

[代码] MainThread.java

package net.obviam.droidz;

import java.text.DecimalFormat;

import android.graphics.Canvas;

import android.util.Log;

import android.view.SurfaceHolder;

/**

* @author impaler

*

* The Main thread which contains the game loop. The thread must have access to * the surface view and holder to trigger events every game tick.

*/

public class MainThread extends Thread {

private static final String TAG = MainThread.class.getSimpleName();

// desired fps

private final static int MAX_FPS = 50;

// maximum number of frames to be skipped

private final static int MAX_FRAME_SKIPS = 5;

// the frame period

private final static int FRAME_PERIOD = 1000 / MAX_FPS;

// Stuff for stats */

private DecimalFormat df = new DecimalFormat("0.##"); // 2 dp

// we'll be reading the stats every second

private final static int STAT_INTERVAL = 1000; //ms

// the average will be calculated by storing

// the last n FPSs

private final static int FPS_HISTORY_NR = 10;

// last time the status was stored

private long lastStatusStore = 0;

// the status time counter

private long statusIntervalTimer = 0l;

// number of frames skipped since the game started

private long totalFramesSkipped = 0l;

// number of frames skipped in a store cycle (1 sec)

private long framesSkippedPerStatCycle = 0l;

// number of rendered frames in an interval

private int frameCountPerStatCycle = 0;

private long totalFrameCount = 0l;

// the last FPS values

private double fpsStore[];

// the number of times the stat has been read

private long statsCount = 0;

// the average FPS since the game started

private double averageFps = 0.0;

// Surface holder that can access the physical surface

private SurfaceHolder surfaceHolder;

// The actual view that handles inputs

// and draws to the surface

private MainGamePanel gamePanel;

// flag to hold game state

private boolean running;

public void setRunning(boolean running) {

this.running = running;

}

public MainThread(SurfaceHolder surfaceHolder, MainGamePanel gamePanel) { super();

this.surfaceHolder = surfaceHolder;

this.gamePanel = gamePanel;

}

@Override

public void run() {

Canvas canvas;

Log.d(TAG, "Starting game loop");

// initialise timing elements for stat gathering

initTimingElements();

long beginTime; // the time when the cycle begun

long timeDiff; // the time it took for the cycle to execute int sleepTime; // ms to sleep (<0 if we're behind)

int framesSkipped; // number of frames being skipped

sleepTime = 0;

while (running) {

canvas = null;

// try locking the canvas for exclusive pixel editing // in the surface

try {

canvas = this.surfaceHolder.lockCanvas();

synchronized (surfaceHolder) {

beginTime = System.currentTimeMillis(); framesSkipped = 0; // resetting the frames skipped

// update game state

this.gamePanel.update();

// render state to the screen

// draws the canvas on the panel

this.gamePanel.render(canvas);

// calculate how long did the cycle take timeDiff = System.currentTimeMillis() - beginTime;

// calculate sleep time

sleepTime = (int)(FRAME_PERIOD - timeDiff);

if (sleepTime > 0) {

// if sleepTime > 0 we're OK

try {

// send the thread to

sleep for a short period

// very useful for battery saving

Thread.sleep(sleepTime);

} catch (InterruptedException e) {}

}

while (sleepTime <0&& framesSkipped < MAX_FRAME_SKIPS) {

// we need to catch up

this.gamePanel.update(); // update without rendering

sleepTime += FRAME_PERIOD; // add frame period to check if in next frame

framesSkipped++;

}

if (framesSkipped > 0) {

Log.d(TAG, "Skipped:" + framesSkipped);

}

// for statistics

framesSkippedPerStatCycle += framesSkipped;

// calling the routine to store the gathered statistics

storeStats();

}

} finally {

// in case of an exception the surface is not left in

// an inconsistent state

if (canvas != null) {

surfaceHolder.unlockCanvasAndPost(canvas);

}

} // end finally

}

}

/**

* The statistics - it is called every cycle, it checks if time since last

* store is greater than the statistics gathering period (1 sec) and if so * it calculates the FPS for the last period and stores it.

*

* It tracks the number of frames per period. The number of frames since * the start of the period are summed up and the calculation takes part * only if the next period and the frame count is reset to 0.

*/

private void storeStats() {

frameCountPerStatCycle++;

totalFrameCount++;

// check the actual time

statusIntervalTimer += (System.currentTimeMillis() - statusIntervalTimer);

if (statusIntervalTimer >= lastStatusStore + STAT_INTERVAL) { // calculate the actual frames pers status check interval double actualFps = (double)(frameCountPerStatCycle / (STAT_INTERVAL / 1000));

//stores the latest fps in the array

fpsStore[(int) statsCount % FPS_HISTORY_NR] = actualFps;

// increase the number of times statistics was calculated statsCount++;

double totalFps = 0.0;

// sum up the stored fps values

for (int i = 0; i < FPS_HISTORY_NR; i++) {

totalFps += fpsStore[i];

}

// obtain the average

if (statsCount < FPS_HISTORY_NR) {

// in case of the first 10 triggers

averageFps = totalFps / statsCount;

} else {

averageFps = totalFps / FPS_HISTORY_NR;

}

// saving the number of total frames skipped

totalFramesSkipped += framesSkippedPerStatCycle;

// resetting the counters after a status record (1 sec) framesSkippedPerStatCycle = 0;

statusIntervalTimer = 0;

frameCountPerStatCycle = 0;

statusIntervalTimer = System.currentTimeMillis();

lastStatusStore = statusIntervalTimer;

// Log.d(TAG, "Average FPS:" + df.format(averageFps));

gamePanel.setAvgFps("FPS: " + df.format(averageFps)); }

}

private void initTimingElements() {

// initialise timing elements

fpsStore = new double[FPS_HISTORY_NR];

for (int i = 0; i < FPS_HISTORY_NR; i++) {

fpsStore[i] = 0.0;

}

Log.d(TAG + ".initTimingElements()", "Timing elements for stats initialised");

}

}

[代码] GlRenderer.java

https://www.sodocs.net/doc/5015967355.html, 小型臭氧发生器侳侱侲

package net.obviam.opengl;

import javax.microedition.khronos.egl.EGLConfig;

import javax.microedition.khronos.opengles.GL10;

import android.opengl.GLU;

import android.opengl.GLSurfaceView.Renderer;

public class GlRenderer implements Renderer {

private Triangle triangle; // the triangle to be drawn

/** Constructor to set the handed over context */

public GlRenderer() {

this.triangle = new Triangle();

}

@Override

public void onDrawFrame(GL10 gl) {

// clear Screen and Depth Buffer

gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

// Reset the Modelview Matrix

gl.glLoadIdentity();

// Drawing

gl.glTranslatef(0.0f, 0.0f, -5.0f); // move 5 units INTO the screen

// is the same as moving the camera 5 units away

// gl.glScalef(0.5f, 0.5f, 0.5f); // scale the triangle to 50%

// otherwise it will be too large

triangle.draw(gl); // Draw the triangle

}

@Override

public void onSurfaceChanged(GL10 gl, int width, int height) {

if(height == 0)

{ //Prevent A Divide By Zero By height = 1; //Making Height Equal One

}

gl.glViewport(0, 0, width, height); //Reset The Current Viewport

gl.glMatrixMode(GL10.GL_PROJECTION); //Select The Projection Matrix

gl.glLoadIdentity(); //Reset The Projection Matrix

//Calculate The Aspect Ratio Of The Window

GLU.gluPerspective(gl, 45.0f, (float)width / (float)height, 0.1f, 100.0f);

gl.glMatrixMode(GL10.GL_MODELVIEW); //Select The Modelview Matrix

gl.glLoadIdentity(); //Reset The Modelview Matrix

}

@Override

public void onSurfaceCreated(GL10 gl, EGLConfig config) {

}

}

.[代码] Triangle.java

package net.obviam.opengl;

import java.nio.ByteBuffer;

import java.nio.ByteOrder;

import java.nio.FloatBuffer;

import javax.microedition.khronos.opengles.GL10;

public class Triangle {

private FloatBuffer vertexBuffer; // buffer holding the vertices

private float vertices[] = {

-0.5f, -0.5f, 0.0f, // V1 - first vertex (x,y,z)

0.5f, -0.5f, 0.0f, // V2 - second vertex 0.0f, 0.5f, 0.0f // V3 - third vertex

};

public Triangle() {

// a float has 4 bytes so we allocate for each coordinate 4 bytes ByteBuffer vertexByteBuffer =

ByteBuffer.allocateDirect(vertices.length * 4);

vertexByteBuffer.order(ByteOrder.nativeOrder());

// allocates the memory from the byte buffer

vertexBuffer = vertexByteBuffer.asFloatBuffer();

// fill the vertexBuffer with the vertices

vertexBuffer.put(vertices);

// set the cursor position to the beginning of the buffer

vertexBuffer.position(0);

}

/** The draw method for the triangle with the GL context */

public void draw(GL10 gl) {

gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);

// set the colour for the background

// gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f);

// to show the color (paint the screen) we need to clear the color buffer

// gl.glClear(GL10.GL_COLOR_BUFFER_BIT);

// set the colour for the triangle

gl.glColor4f(0.0f, 1.0f, 0.0f, 0.5f);

// Point to our vertex buffer

gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);

// Draw the vertices as triangle strip

gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3);

//Disable the client state before leaving

gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);

}

}

.[代码] Run.java

package net.obviam.opengl;

import android.app.Activity;

import android.opengl.GLSurfaceView;

import android.os.Bundle;

import android.view.Window;

import android.view.WindowManager;

public class Run extends Activity {

/** The OpenGL view */

private GLSurfaceView glSurfaceView;

/** Called when the activity is first created. */

@Override

public void onCreate(Bundle savedInstanceState) {

super.onCreate(savedInstanceState);

// requesting to turn the title OFF

requestWindowFeature(Window.FEATURE_NO_TITLE);

// making it full screen

getWindow().setFlags(https://www.sodocs.net/doc/5015967355.html,youtParams.FLAG_FULLSCREEN,

https://www.sodocs.net/doc/5015967355.html,youtParams.FLAG_FULLSCREEN);

// Initiate the Open GL view and

// create an instance with this activity

glSurfaceView = new GLSurfaceView(this);

// set our renderer to be the main renderer with

// the current activity context

glSurfaceView.setRenderer(new GlRenderer());

setContentView(glSurfaceView);

}

/**

* Remember to resume the glSurface

*/

@Override

protected void onResume() {

super.onResume();

glSurfaceView.onResume();

}

/**

* Also pause the glSurface

*/https://www.sodocs.net/doc/5015967355.html,

@Override

protected void onPause() {

super.onPause();

glSurfaceView.onPause();

}

}

[代码] Run.java

package net.obviam.opengl;

import android.app.Activity;

import android.opengl.GLSurfaceView;

import android.os.Bundle;

import android.view.Window;

import android.view.WindowManager;

public class Run extends Activity {

/** The OpenGL view */

private GLSurfaceView glSurfaceView;

/** Called when the activity is first created. */

@Override

public void onCreate(Bundle savedInstanceState) {

super.onCreate(savedInstanceState);

// requesting to turn the title OFF

requestWindowFeature(Window.FEATURE_NO_TITLE);

// making it full screen

getWindow().setFlags(https://www.sodocs.net/doc/5015967355.html,youtParams.FLAG_FULLSCREEN,

https://www.sodocs.net/doc/5015967355.html,youtParams.FLAG_FULLSCREEN);

// Initiate the Open GL view and

// create an instance with this activity

glSurfaceView = new GLSurfaceView(this);

// set our renderer to be the main renderer with

// the current activity context

glSurfaceView.setRenderer(new GlRenderer());

setContentView(glSurfaceView);

}

/** Remember to resume the glSurface */

@Override

protected void onResume() {

super.onResume();

glSurfaceView.onResume();

}

/** Also pause the glSurface */

@Override

protected void onPause() {

super.onPause();

glSurfaceView.onPause();

}

}

.[代码] GlRenderer.java

import javax.microedition.khronos.egl.EGLConfig;

import javax.microedition.khronos.opengles.GL10;

import android.opengl.GLSurfaceView.Renderer;

public class GlRenderer implements Renderer {

@Override

public void onDrawFrame(GL10 gl) {

}

@Override

public void onSurfaceChanged(GL10 gl, int width, int height) { }

@Override

public void onSurfaceCreated(GL10 gl, EGLConfig config) {

}

}

[代码] GlRenderer.java

package net.obviam.opengl;

import javax.microedition.khronos.egl.EGLConfig;

import javax.microedition.khronos.opengles.GL10;

import android.content.Context;

import android.opengl.GLU;

import android.opengl.GLSurfaceView.Renderer;

public class GlRenderer implements Renderer {

private Square square; // the square

private Context context;

/** Constructor to set the handed over context */

public GlRenderer(Context context) {

this.context = context;

黑白摄影中彩色滤镜的用途

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