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 (2012-10-23 16:11:48) 转载▼ 标签: 黑白摄影 彩色滤镜 杂谈 黑白摄影中彩色滤镜的用途: 1. 浅黄 (2E) 这种滤色片藉由强调黄色、橙色及红色的处理,使得作品显得更为温馨柔和与优雅。特别适用于妇女与小孩的人像摄影、自然光下对肤色色调改善、春天的风景照与大自然的摄影等。滤色片指数为1.5。 2. 中黄(8) 利用这个滤色片可使绿色景物创造出更微妙的层次,亦可更细腻的描绘天空。我们尤其推荐将它应用在风景照及花草作物的摄影中。在日光下做人像摄影时,搭配此滤色片可将皮肤上的瑕疵及潮红淡化,使肤色较柔和,同时是浅色变质更讨好。滤色片指数为3。 3. 深黄 翻拍沙滩及雪景等作品时,配用这个滤色片可以得到很显著的改善。它也可以加强花草作物的反差,使景物看起来更清晰。人工光源下做人像摄影时,使用这个滤色片能减轻皮肤上的瑕疵及雀斑。也能使眼球的颜色加深;使唇色变淡。滤色片指数为3。 4. 黄橙(16) 这片鲜橙色的滤色片可加深蓝、紫、绿以及黄绿等色调。对于偏好景物鲜明且轮廓清晰的风景照及建筑摄影来说,这个滤色片是绝对不可或缺的。蓝天在白云高反差的衬托下,更为凸显。这个滤色片亦广泛的被采用于日光下的人体摄影。滤色片指数为4。 5. 红橙(22) 这个滤色片能使天空变暗,创造出风暴的戏剧化云彩效果,并利用高反差强化阴影暗部。在工商摄影时,也常用它来提升黄、橙及红色的亮度,以使色阶分明。滤色片指数为4。 6. 黄绿(11) 此种滤色片能将各种不同色差的绿色景物区分出来,所以最适于用来拍摄风景照。尤其是拍摄春天的景色时,它藉由突显浅绿色调,来描绘嫩叶的景致。此外,由于它对红色色调具处理效果,因此也常被用在自然光下的人像摄影或团体照。滤色片指数为2。 7. 绿色(13)
潍坊科技学院 JavaScript课程设计 报告书 设计题目基于javascript的电子商务网站开发 专业班级11软件一 学生姓名江京翔 学号201101080002 指导教师陈凤萍 日期2012.12.24~2012.1.11 成绩
课程设计任务书 院系:软件学院专业:软件技术班级:11软1 学号:201101080002 一、课程设计时间 2012年12月24日至2013年1月11日,共计3周。 二、课程设计内容 使用html+javascript+css 完成以下任务: 1、能够熟练使用css结合html实现网页布局。 2、熟练使用文档对象模型和事件驱动,能够很好的实现web表单的交互式操作。 3、熟练使用javascrip中的对象,实现网页的动态效果。 三、课程设计要求 1. 课程设计质量: ?贯彻事件驱动的程序设计思想,熟练使用javascript中的对象,实现网页特效。 ?网页设计布局合理,色彩搭配合理,网页操作方便。 ?设计过程中充分考虑浏览器兼容等问题,并做适当处理。 ?代码应适当缩进,并给出必要的注释,以增强程序的可读性。 2. 课程设计说明书: 课程结束后,上交课程设计报告书和相关的网页。课程设计报告书的格式和内容参见提供的模板。 四、指导教师和学生签字 指导教师:学生签名:江京翔 五、教师评语:
基于javascript的电子商务网站开发 摘要 JavaScript是开发WEB应用程序不可或缺的一种语言,无论是为web页面增加交互性还是创建整个应用程序,如果没有Javascript,今天的web就不是现在这个样子了。JavaScript是具有正式规范的基于标准语言;然而,正如任何一个web开发人员所告诉你的那样,几乎每个web浏览器对这个规范的解释都不同。 本网站充分的结合了HTML与CSS的结合充分显示了网站的动态效果,是客户与网站能够充分的结合,进行信息的交换信息不断的进行更新。 基于新闻管理网站,国外新闻页面更具有代表性,是网站最标准型之一,通过Javascript 脚本的交互式该页面更好与其他的页面相互结合。 同时通常页面的下载是按照代码的排列顺序,而表格布局代码的排列代表从上向下,从左到右,无法改变。而通过CSS控制,您可以任意改变代码的排列顺序,比如将重要的右边内容先加载出来。 关键字:节假日、日历、Javascript脚本
网页设计与制作报告书 课程名称:网页设计与制作 报告题目:几米的空间 专业班级:旅管1002班 学号:100104110221 姓名:杨玉颖 指导教师:胡一波
目录 一、................................. 开发背景 二、................................. 网页设计技巧 三、................................. 网站结构 四、................................. 应用工具方案 五、................................. 频道栏目划分 六、................................. 测试 七、................................. 周期与成本估算 八、................................. 结论
摘要: 在Internet飞速发展的今天,互联网成为人们快速获取、发布和传递信息的重要渠道,它在人们政治、经济、生活等各个方面发挥着重要的作用。因此网站建设在Internet应用上的地位显而易见,它已成为政府、企事业单位信息化建设中的重要组成部分,从而倍受人们的重视。 关键字:网页制作;制作方法;设计要素;网页测试
一、网页制作开发背景 Dreamweaver以其功能强大、容易上手、界面亲切而著称。它采用所见即所得的方式编辑网页,利用它可以轻松的组织、编辑网页并将其发布到指定的站点上,而且在发布之后还能对更新情况进行监控以更新站点的内容。现在流行的网页制作软件有很多,如Macromedia 公司的Dreamweaver、微软公司的Dreamweaver、还有Adobe Pagemill 3.0--制作多框架,表单和Image map 图像的网页工具、Netscape等等。其中Dreamweaver更以其功能强大、容易上手、界面亲切而著称。它采用所见即所得的方式编辑网页,利用它可以轻松的组织、编辑网页并将其发布到指定的站点上,而且在发布之后还能对更新情况进行监控以更新站点的内容。工具准备好了,可根据你的个人喜好来选择一些素材,如图片、喜欢的文章等。 二、网页制作设计技巧 首先,我们来看一下创建一个只包含一个网页的站点。选择“文件”菜单的“新建”选项,单击“站点”命令,这时新建站点对话框就弹出来了,在“指定新站点位置”文本框中输入新站点的位置,单击“只有一个网页的站点”图标,单击“确定”按钮。这就建立好站点了,我们现在来看一下新的站点里有什么,单击“视图”工具条的“文件夹”按钮。在文件夹列表里有一个网页文件,名字叫做“index.htm”。我们知道,每