Cocos2d-x 3.1.1 Lua演示样例 ActionEaseTest(动作)
local kTagAction1 = 1
local kTagAction2 = 2
local kTagSlider = 1
-- 获取屏幕大小
local s = cc.Director:getInstance():getWinSize()
-- 获取与Directorg关联的调度器
local scheduler = cc.Director:getInstance():getScheduler() -- 创建简单的移动,持续3秒
local function createSimpleMoveBy()
return cc.MoveBy:create(3, cc.p(s.width - 130, 0))
end -- 创建简单的延迟,0.25秒
local function createSimpleDelayTime()
return cc.DelayTime:create(0.25)
end -- 设置两个精灵的位置
local function positionForTwo()
grossini:setPosition(cc.p(60, s.height * 1 / 5))
tamara:setPosition(cc.p(60, s.height * 4 / 5))
kathia:setVisible(false)
end -- 获取基础层
local function getBaseLayer()
local layer = cc.Layer:create() -- 三个丑陋的精灵
grossini = cc.Sprite:create(s_pPathGrossini)
tamara = cc.Sprite:create(s_pPathSister1)
kathia = cc.Sprite:create(s_pPathSister2) -- 加入三个精灵到层其中
layer:addChild(grossini, 3)
layer:addChild(kathia, 2)
layer:addChild(tamara, 1) -- 设置三个精灵的位置
grossini:setPosition(cc.p(60, s.height * 1 / 5))
kathia:setPosition(cc.p(60, s.height * 2.5 / 5))
tamara:setPosition(cc.p(60, s.height * 4 / 5)) -- 初始化层
Helper.initWithLayer(layer) return layer
end -----------------------------------
-- SpriteEase
-----------------------------------
local SpriteEase_entry = nil -- 測试停止动作
local function testStopAction(dt)
-- 取消调度脚本
scheduler:unscheduleScriptEntry(SpriteEase_entry)
tamara:stopActionByTag(1)
kathia:stopActionByTag(1)
grossini:stopActionByTag(1)
end -- 进入或退出
local function SpriteEase_onEnterOrExit(tag)
-- 假设是进入
if tag == "enter" then
-- 运行脚本方法
SpriteEase_entry = scheduler:scheduleScriptFunc(testStopAction, 6.25, false)
elseif tag == "exit" then
-- 注销循环
scheduler:unscheduleScriptEntry(SpriteEase_entry)
end
end
--
local function SpriteEase() local layer = getBaseLayer() local move = createSimpleMoveBy()
local move_back = move:reverse() -- 原地返回 -- 动作由慢变快
local move_ease_in = cc.EaseIn:create(createSimpleMoveBy(), 2.5)
-- 原路返回
local move_ease_in_back = move_ease_in:reverse() -- 动作有块变慢
local move_ease_out = cc.EaseOut:create(createSimpleMoveBy(), 2.5)
-- 原路返回
local move_ease_out_back = move_ease_out:reverse() -- 延时
local delay = createSimpleDelayTime()
-- 动作序列1
local seq1 = cc.Sequence:create(move, delay, move_back, createSimpleDelayTime())
-- 动作序列2
local seq2 = cc.Sequence:create(move_ease_in,createSimpleDelayTime(),move_ease_in_back,createSimpleDelayTime())
-- 动作序列3
local seq3 = cc.Sequence:create(move_ease_out,createSimpleDelayTime(),move_ease_out_back,createSimpleDelayTime()) -- 运行一个无线循环的动作
local a2 = grossini:runAction(cc.RepeatForever:create(seq1))
a2:setTag(1)--改变这个用来更easy分辨节点的标记。
local a1 = tamara:runAction(cc.RepeatForever:create(seq2))
a1:setTag(1)
local a = kathia:runAction(cc.RepeatForever:create(seq3))
a:setTag(1) -- 注冊监听脚本
layer:registerScriptHandler(SpriteEase_onEnterOrExit) Helper.titleLabel:setString("EaseIn - EaseOut - Stop")
return layer
end -----------------------------------
-- SpriteEaseInOut 精灵由慢至快再由快至慢
-----------------------------------
local function SpriteEaseInOut()
-- 获取基础层
local layer = getBaseLayer()
-- 创建移动动作
local move = createSimpleMoveBy() -- 创建由慢变快再由快变慢的动作,第一个參数表示动作,第二个參数表示频率
local move_ease_inout1 = cc.EaseInOut:create(createSimpleMoveBy(), 0.65)
-- 返回运行与本Action对象相反操作的新Action对象
local move_ease_inout_back1 = move_ease_inout1:reverse() -- 创建频率为1.35的easeInOut动作
local move_ease_inout2 = cc.EaseInOut:create(createSimpleMoveBy(), 1.35)
-- 返回运行与本Action对象相反操作的新Action对象
local move_ease_inout_back2 = move_ease_inout2:reverse() -- 创建频率为1.0的easeInOut动作
local move_ease_inout3 = cc.EaseInOut:create(createSimpleMoveBy(), 1.0)
-- 返回运行与本Action对象相反操作的新Action对象
local move_ease_inout_back3 = move_ease_inout3:reverse() -- 延时动作
local delay = createSimpleDelayTime()
local seq1 = cc.Sequence:create(move_ease_inout1,delay,move_ease_inout_back1,createSimpleDelayTime())
local seq2 = cc.Sequence:create(move_ease_inout2,createSimpleDelayTime(),move_ease_inout_back2,createSimpleDelayTime())
local seq3 = cc.Sequence:create(move_ease_inout3, createSimpleDelayTime(), move_ease_inout_back3, createSimpleDelayTime() ) tamara:runAction(cc.RepeatForever:create(seq1))
kathia:runAction(cc.RepeatForever:create(seq2))
grossini:runAction(cc.RepeatForever:create(seq3)) Helper.titleLabel:setString("EaseInOut and rates")
return layer
end -----------------------------------
-- SpriteEaseExponential 精灵由慢至极快。由极快到慢
-----------------------------------
local function SpriteEaseExponential()
-- 得到基础层
local layer = getBaseLayer()
-- 创建移动动作
local move = createSimpleMoveBy()
-- 反操作
local move_back = move:reverse() -- 创建由慢到极快的动作
local move_ease_in = cc.EaseExponentialIn:create(createSimpleMoveBy())
local move_ease_in_back = move_ease_in:reverse() -- 创建有极快到慢的动作
local move_ease_out = cc.EaseExponentialOut:create(createSimpleMoveBy())
local move_ease_out_back = move_ease_out:reverse() -- 创建延时动作
local delay = createSimpleDelayTime()
local seq1 = cc.Sequence:create(move, delay, move_back, createSimpleDelayTime())
local seq2 = cc.Sequence:create(move_ease_in, createSimpleDelayTime(), move_ease_in_back, createSimpleDelayTime())
local seq3 = cc.Sequence:create(move_ease_out, createSimpleDelayTime(), move_ease_out_back, createSimpleDelayTime()) -- 三个丑八怪运行动作
grossini:runAction(cc.RepeatForever:create(seq1))
tamara:runAction(cc.RepeatForever:create(seq2))
kathia:runAction(cc.RepeatForever:create(seq3))
-- 设置层标题
Helper.titleLabel:setString("ExpIn - ExpOut actions")
return layer
end -----------------------------------
-- SpriteEaseExponentialInOut 精灵由慢至极快再由极快至慢
-----------------------------------
local function SpriteEaseExponentialInOut()
-- 得到基础层
local layer = getBaseLayer()
-- 创建简单移动动作
local move = createSimpleMoveBy()
-- 反向操作
local move_back = move:reverse() -- 创建由慢至极快再由极快至慢的动作
local move_ease = cc.EaseExponentialInOut:create(createSimpleMoveBy())
local move_ease_back = move_ease:reverse() local delay = createSimpleDelayTime()
local seq1 = cc.Sequence:create(move, delay, move_back, createSimpleDelayTime())
local seq2 = cc.Sequence:create(move_ease, createSimpleDelayTime(), move_ease_back, createSimpleDelayTime() ) -- 设置两个丑八怪的位置
positionForTwo() grossini:runAction(cc.RepeatForever:create(seq1))
tamara:runAction(cc.RepeatForever:create(seq2)) -- 设置层标题
Helper.titleLabel:setString("EaseExponentialInOut action")
return layer
end -----------------------------------
-- SpriteEaseSine 由快至慢、由慢至快
-----------------------------------
local function SpriteEaseSine()
-- 得到基础层
local layer = getBaseLayer() -- 创建简单移动动作
local move = createSimpleMoveBy()
-- 反向操作
local move_back = move:reverse() -- 创建由快至慢的动作
local move_ease_in = cc.EaseSineIn:create(createSimpleMoveBy())
local move_ease_in_back = move_ease_in:reverse() -- 创建有慢至快的动作
local move_ease_out = cc.EaseSineOut:create(createSimpleMoveBy())
local move_ease_out_back = move_ease_out:reverse() local delay = createSimpleDelayTime()
local seq1 = cc.Sequence:create(move, delay, move_back, createSimpleDelayTime() )
local seq2 = cc.Sequence:create(move_ease_in, createSimpleDelayTime(), move_ease_in_back, createSimpleDelayTime())
local seq3 = cc.Sequence:create(move_ease_out, createSimpleDelayTime(), move_ease_out_back,createSimpleDelayTime()) -- 运动了喂
grossini:runAction(cc.RepeatForever:create(seq1))
tamara:runAction(cc.RepeatForever:create(seq2))
kathia:runAction(cc.RepeatForever:create(seq3)) -- 设置标题
Helper.titleLabel:setString("EaseSineIn - EaseSineOut")
return layer
end -----------------------------------
-- SpriteEaseSineInOut 精灵由慢至快再由快至慢
-----------------------------------
local function SpriteEaseSineInOut()
-- 得到基础层
local layer = getBaseLayer()
-- 创建简单移动动作
local move = createSimpleMoveBy()
local move_back = move:reverse() -- 由慢至快再由快至慢
local move_ease = cc.EaseSineInOut:create(createSimpleMoveBy())
local move_ease_back = move_ease:reverse() local delay = createSimpleDelayTime()
local seq1 = cc.Sequence:create(move, delay, move_back, createSimpleDelayTime())
local seq2 = cc.Sequence:create(move_ease, createSimpleDelayTime(), move_ease_back, createSimpleDelayTime()) -- 设置两个丑八怪的位置
positionForTwo() -- 丑八怪运动啦
grossini:runAction(cc.RepeatForever:create(seq1))
tamara:runAction(cc.RepeatForever:create(seq2)) Helper.titleLabel:setString("EaseSineInOut action")
return layer
end -----------------------------------
-- SpriteEaseElastic
-----------------------------------
local function SpriteEaseElastic()
-- 得到基础层
local layer = getBaseLayer()
-- 创建简单移动动作
local move = createSimpleMoveBy()
local move_back = move:reverse() -- 让目标动作赋予弹性 ,且以目标动作起点位子赋予弹性
local move_ease_in = cc.EaseElasticIn:create(createSimpleMoveBy())
local move_ease_in_back = move_ease_in:reverse() -- 让目标动作赋予弹性 ,且以目标动作终点位子赋予弹性
local move_ease_out = cc.EaseElasticOut:create(createSimpleMoveBy())
local move_ease_out_back = move_ease_out:reverse() -- 延迟动作
local delay = createSimpleDelayTime()
-- 创建动作序列
local seq1 = cc.Sequence:create(move, delay, move_back, createSimpleDelayTime() )
local seq2 = cc.Sequence:create(move_ease_in, createSimpleDelayTime(), move_ease_in_back, createSimpleDelayTime())
local seq3 = cc.Sequence:create(move_ease_out, createSimpleDelayTime(), move_ease_out_back, createSimpleDelayTime()) -- 三个丑八怪又运行动作了
grossini:runAction(cc.RepeatForever:create(seq1))
tamara:runAction(cc.RepeatForever:create(seq2))
kathia:runAction(cc.RepeatForever:create(seq3)) -- 设置标题
Helper.titleLabel:setString("Elastic In - Out actions")
return layer
end -----------------------------------
-- SpriteEaseElasticInOut 让目标动作赋予弹性 ,且以目标动作起点和终点位子赋予弹性
-----------------------------------
local function SpriteEaseElasticInOut()
-- 创建基础层
local layer = getBaseLayer()
-- 创建简单移动的动作
local move = createSimpleMoveBy() -- 让目标动作赋予弹性 ,且以目标动作起点和终点位子赋予弹性,频率0.3
local move_ease_inout1 = cc.EaseElasticInOut:create(createSimpleMoveBy(), 0.3)
local move_ease_inout_back1 = move_ease_inout1:reverse() -- 让目标动作赋予弹性 ,且以目标动作起点和终点位子赋予弹性,频率0.45
local move_ease_inout2 = cc.EaseElasticInOut:create(createSimpleMoveBy(), 0.45)
local move_ease_inout_back2 = move_ease_inout2:reverse() -- 让目标动作赋予弹性 ,且以目标动作起点和终点位子赋予弹性。频率0.6
local move_ease_inout3 = cc.EaseElasticInOut:create(createSimpleMoveBy(), 0.6)
local move_ease_inout_back3 = move_ease_inout3:reverse() local delay = createSimpleDelayTime()
local seq1 = cc.Sequence:create(move_ease_inout1, delay, move_ease_inout_back1, createSimpleDelayTime())
local seq2 = cc.Sequence:create(move_ease_inout2, createSimpleDelayTime(), move_ease_inout_back2, createSimpleDelayTime())
local seq3 = cc.Sequence:create(move_ease_inout3, createSimpleDelayTime(), move_ease_inout_back3, createSimpleDelayTime()) tamara:runAction(cc.RepeatForever:create(seq1))
kathia:runAction(cc.RepeatForever:create(seq2))
grossini:runAction(cc.RepeatForever:create(seq3)) Helper.titleLabel:setString("EaseElasticInOut action")
return layer
end -----------------------------------
-- SpriteEaseBounce
-----------------------------------
local function SpriteEaseBounce()
-- 得到基础层
local layer = getBaseLayer()
-- 创建简单移动动作
local move = createSimpleMoveBy()
local move_back = move:reverse() -- 让目标动作缓慢開始
local move_ease_in = cc.EaseBounceIn:create(createSimpleMoveBy())
local move_ease_in_back = move_ease_in:reverse() -- 让目标动作赋予反弹力,且以目标动作结束位子開始反弹
local move_ease_out = cc.EaseBounceOut:create(createSimpleMoveBy())
local move_ease_out_back = move_ease_out:reverse() local delay = createSimpleDelayTime()
local seq1 = cc.Sequence:create(move, delay, move_back, createSimpleDelayTime() )
local seq2 = cc.Sequence:create(move_ease_in, createSimpleDelayTime(), move_ease_in_back, createSimpleDelayTime())
local seq3 = cc.Sequence:create(move_ease_out, createSimpleDelayTime(), move_ease_out_back, createSimpleDelayTime()) -- 烦不烦?
grossini:runAction(cc.RepeatForever:create(seq1))
tamara:runAction(cc.RepeatForever:create(seq2))
kathia:runAction(cc.RepeatForever:create(seq3)) Helper.titleLabel:setString("Bounce In - Out actions")
return layer
end -----------------------------------
-- SpriteEaseBounceInOut 让目标动作赋予反弹力,且以目标动作起始与结束位子開始反弹
-----------------------------------
local function SpriteEaseBounceInOut()
-- 得到基础层
local layer = getBaseLayer()
-- 创建简单移动动作
local move = createSimpleMoveBy()
local move_back = move:reverse() -- 让目标动作赋予反弹力,且以目标动作起始与结束位子開始反弹
local move_ease = cc.EaseBounceInOut:create(createSimpleMoveBy())
local move_ease_back = move_ease:reverse() local delay = createSimpleDelayTime()
local seq1 = cc.Sequence:create(move, delay, move_back, createSimpleDelayTime())
local seq2 = cc.Sequence:create(move_ease, createSimpleDelayTime(), move_ease_back, createSimpleDelayTime()) positionForTwo() -- 为什么仅仅用两个丑八怪?
grossini:runAction(cc.RepeatForever:create(seq1))
tamara:runAction(cc.RepeatForever:create(seq2)) Helper.titleLabel:setString("EaseBounceInOut action")
return layer
end -----------------------------------
-- SpriteEaseBack
-----------------------------------
local function SpriteEaseBack()
local layer = getBaseLayer() local move = createSimpleMoveBy()
local move_back = move:reverse() -- 让目标动作赋予回力 , 且以目标动作起点位置作为回力点
local move_ease_in = cc.EaseBackIn:create(createSimpleMoveBy())
local move_ease_in_back = move_ease_in:reverse() -- 让目标动作赋予回力 , 且以目标动作终点位置作为回力点
local move_ease_out = cc.EaseBackOut:create(createSimpleMoveBy())
local move_ease_out_back = move_ease_out:reverse() local delay = createSimpleDelayTime()
local seq1 = cc.Sequence:create(move, delay, move_back, createSimpleDelayTime())
local seq2 = cc.Sequence:create(move_ease_in, createSimpleDelayTime(), move_ease_in_back, createSimpleDelayTime())
local seq3 = cc.Sequence:create(move_ease_out, createSimpleDelayTime(), move_ease_out_back, createSimpleDelayTime()) grossini:runAction(cc.RepeatForever:create(seq1))
tamara:runAction(cc.RepeatForever:create(seq2))
kathia:runAction(cc.RepeatForever:create(seq3)) Helper.titleLabel:setString("Back In - Out actions")
return layer
end -----------------------------------
-- SpriteEaseBackInOut 让目标动作赋予回力 。 且以目标动作起点和终点位置作为回力点
-----------------------------------
local function SpriteEaseBackInOut()
local layer = getBaseLayer() local move = createSimpleMoveBy()
local move_back = move:reverse() -- 让目标动作赋予回力 , 且以目标动作起点和终点位置作为回力点
local move_ease = cc.EaseBackInOut:create(createSimpleMoveBy())
local move_ease_back = move_ease:reverse() local delay = createSimpleDelayTime()
local seq1 = cc.Sequence:create(move, delay, move_back, createSimpleDelayTime())
local seq2 = cc.Sequence:create(move_ease,createSimpleDelayTime(), move_ease_back, createSimpleDelayTime()) positionForTwo() grossini:runAction(cc.RepeatForever:create(seq1))
tamara:runAction(cc.RepeatForever:create(seq2)) Helper.titleLabel:setString("EaseBackInOut action")
return layer
end -----------------------------------
-- SpeedTest 速度測试
-----------------------------------
local SpeedTest_entry = nil
local SpeedTest_action1 = nil
local SpeedTest_action2 = nil
local SpeedTest_action3 = nil local function altertime(dt)
-- 设置速度
SpeedTest_action1:setSpeed(math.random() * 2)
SpeedTest_action2:setSpeed(math.random() * 2)
SpeedTest_action3:setSpeed(math.random() * 2)
end local function SpeedTest_onEnterOrExit(tag)
if tag == "enter" then
SpeedTest_entry = scheduler:scheduleScriptFunc(altertime, 1.0, false)
elseif tag == "exit" then
scheduler:unscheduleScriptEntry(SpeedTest_entry)
end
end -- 速度測试
local function SpeedTest()
local layer = getBaseLayer()
--參数1:跳到目标动作位子的所需时间
--參数2:目标位置
--參数3:跳的高度
--參数4跳到目标位置的次数
local jump1 = cc.JumpBy:create(4, cc.p(- s.width + 80, 0), 100, 4)
local jump2 = jump1:reverse() -- 反向动作
-- 旋转动作,參数1:旋转的时间 參数2:旋转的角度 0 - 360
local rot1 = cc.RotateBy:create(4, 360 * 2)
local rot2 = rot1:reverse() -- 蹦蹦跳跳的动作序列
local seq3_1 = cc.Sequence:create(jump2, jump1)
-- 旋转的动作序列
local seq3_2 = cc.Sequence:create(rot1, rot2) -- 让多个动作同一时候运行
local spawn = cc.Spawn:create(seq3_1, seq3_2)
-- 速度动作1
SpeedTest_action1 = cc.Speed:create(cc.RepeatForever:create(spawn), 1.0) -- 克隆一个spawn
local spawn2 = spawn:clone()
-- 速度动作2
SpeedTest_action2 = cc.Speed:create(cc.RepeatForever:create(spawn2), 1.0) local spawn3 = spawn:clone()
-- 速度动作3
SpeedTest_action3 = cc.Speed:create(cc.RepeatForever:create(spawn3), 1.0) -- 最后一个了
grossini:runAction(SpeedTest_action2)
tamara:runAction(SpeedTest_action3)
kathia:runAction(SpeedTest_action1) layer:registerScriptHandler(SpeedTest_onEnterOrExit) Helper.titleLabel:setString("Speed action")
return layer
end function EaseActionsTest()
-- 创建场景
local scene = cc.Scene:create()
cclog("EaseActionsTest") -- 创建方法表
Helper.createFunctionTable = {
SpriteEase,
SpriteEaseInOut,
SpriteEaseExponential,
SpriteEaseExponentialInOut,
SpriteEaseSine,
SpriteEaseSineInOut,
SpriteEaseElastic,
SpriteEaseElasticInOut,
SpriteEaseBounce,
SpriteEaseBounceInOut,
SpriteEaseBack,
SpriteEaseBackInOut,
SpeedTest
}
-- 加入子节点
scene:addChild(SpriteEase())
-- 加入返回菜单
scene:addChild(CreateBackMenuItem()) return scene
end
Cocos2d-x 3.1.1 Lua演示样例 ActionEaseTest(动作)的更多相关文章
- Cocos2d-x 3.1.1 Lua演示样例 ActionManagerTest(动作管理)
Cocos2d-x 3.1.1 Lua演示样例 ActionManagerTest(动作管理) 本篇博客介绍Cocos2d-x的动作管理样例,这个样例展示了Cocos2d-x的几个动作: MoveTo ...
- Cocos2d-x 3.2 Lua演示样例 ClickAndMoveTest(点击移动測试)
Cocos2d-x 3.2 Lua演示样例 ClickAndMoveTest(点击移动測试) 本篇博客介绍Cocos2d-x 3.2Lua演示样例中点击移动的样例,在这个样例你能够得到怎样创建单点触 ...
- Cocos2d-x 3.2 Lua演示样例 XMLHttpRequestTest(Http网络请求)
Cocos2d-x 3.2 Lua演示样例 XMLHttpRequestTest(Http网络请求) 本篇博客介绍Cocos2d-x 3.2Lua演示样例中的XMLHttpRequestTes ...
- Cocos2d-x 3.2 Lua演示样例 AssetsManagerTest(资源管理器)
Cocos2d-x 3.2 Lua演示样例 AssetsManagerTest(资源管理器) 本篇博客介绍Cocos2d-x 为我们提供的一个类--AssetsManager在Lua中的使用样例,效果 ...
- Cocos2d-x 3.1.1 Lua演示样例 ActionsProgressTest(进度条)
Cocos2d-x 3.1.1 Lua演示样例 ActionsProgressTest(进度条) 本篇博客介绍Cocos2d-x中的进度条动画,进度条涉及以下几个重要的类和方法,笔者来给大家具体解说一 ...
- Cocos2d-x 3.2 Lua演示样例CurrentLanguageTest(当前语言环境)
Cocos2d-x 3.2 Lua演示样例CurrentLanguageTest(当前语言环境) 转载请注明:IT_xiao小巫 本篇博客介绍Cocos2d-x 3.2给我们提供的一个样例.获取当前程 ...
- Cocos2d-x 3.2 Lua演示样例FontTest(字体測试)
Cocos2d-x 3.2 Lua演示样例FontTest(字体測试) 本篇博客介绍Cocos2d-x 3.2中Lua測试项目中的FontTest样例,主要使用了字体文件来创建我们想要的字体样式: 第 ...
- Cocos2d-x-Lua演示样例项目HelloLua
Cocos2d-x-Lua演示样例项目HelloLua 本篇博客介绍Cocos2d-x中Lua的实例项目,就是使用Cocos2d-x创建的初始项目执行所呈现的农场,这里笔者取名为HelloLua.本篇 ...
- Cocos2d-x 3.2Lua演示样例UserDefaultTest(用户默认配置)
Cocos2d-x 3.2演示样例UserDefaultTest(用户默认配置) 本篇博客介绍Cocos2d-x 3.2演示样例中的UserDefaulstTest,我们在开发中可能须要用到一些默认配 ...
随机推荐
- Python-memcached的基本使用 - Flynewton成长点滴 - 开源中国社区
Python-memcached的基本使用 - Flynewton成长点滴 - 开源中国社区 Python-memcached的基本使用 发表于3年前(2010-12-04 00:02) 阅读(9 ...
- UML图总结
UML叙述 UML文档仅仅是设计与开发人员采用UML语言进行系统分析与设计的结果,并没有给出如何进行开发和采用何种开发流程,同样也不指导如何进行面向对象设计. UML文档描述了面向对象分析与设计的结果 ...
- ThreadPool(线程池) in .Net
本文来自:http://rickie.cnblogs.com/archive/2004/11/23/67275.html 在多线程的程序中,经常会出现两种情况.一种情况下,应用程序中的线程把大部分的时 ...
- 怎样查询SCI和EI检索号
为了年终考核,花了一个早上才搞清楚,里面有非常多小问题.以下具体说明具体过程: SCI检索号 1.进入图书馆主页: 2.选择"电子数据库": 3.选择外文数据库中的"We ...
- Photoshop 批量处理图片
不论什么你想反复进行的操作都能够通过创建 Photoshop 批处理程序来完毕.比如.你想批量改变图片的大小,就能够通过下面操作来实现. 1.打开随意一张图片,在动作面板中,点击新建button 2. ...
- 初入 Spring.net
IOC:Inversion Of Control 控制翻转:就是创建对象的权利由开发人员自己控制,转换到了由容器来控制 我用的是winform里的一个按键来触发的 首先要引入两个Spring.net的 ...
- android——ObjectAnimator动画(一)
直接贴上集中用法 package com.example.test; import com.example.test.views.CircleView; import android.animatio ...
- java学习之Date的使用
Date使用,主要要注意将日期格式化,否则返回的是系统默认的格式.请自己查阅API文档. import java.util.*; import java.text.*; public class Te ...
- Android Studio Errors
1.The import org.apache.http.client; tip: cannot be resolved; resolve: add this line in build.gradle ...
- Sqlserver系列(二) 模糊查询 like
通配符 % 匹配零个或多个字符 _ 匹配单个字符 [] 指定范围 ([a-f]) 或集合 ([abcdef]) 中的任何单个字符. [^] 不属于指定范围 ([a-f]) 或集合 ([abcdef] ...