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Tutorial version 1.6 (Java 3D API v

Tutorial version 1.6 (Java 3D API v 1.2)
Getting Started with
the Java 3D™ API
Chapter 4
Interaction
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TG
View Platform
View Canvas3D Screen3D
Physical Body Physical Environment S
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S
TG
S
TG
S
TG
S
TG
S
TG
TG
BG
B
Dennis J BouvierModule2: Interaction and Animation Chapter 4. Interaction
The Java 3D Tutorial
© 2000-2001 Sun Microsystems, Inc.
2550 Garcia Avenue, Mountain View, California 94043-1100 U.S.A
All Rights Reserved.
The information contained in this document is subject to change without notice.
SUN MICROSYSTEMS PROVIDES THIS MATERIAL "AS IS" AND MAKES NO WARRANTY OF ANY KIND,
EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. SUN MICROSYSTEMS SHALL NOT BE
LIABLE FOR ERRORS CONTAINED HEREIN OR FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES
(INCLUDING LOST PROFITS IN CONNECTION WITH THE FURNISHING, PERFORMANCE OR USE OF THIS
MATERIAL, WHETHER BASED ON WARRANTY, CONTRACT, OR OTHER LEGAL THEORY).
THIS DOCUMENT COULD INCLUDE TECHNICAL INACCURACIES OR TYPOGRAPHICAL ERRORS. CHANGES ARE
PERIODICALLY MADE TO THE INFORMATION HEREIN; THESE CHANGES WILL BE INCORPORATED IN NEW
EDITIONS OF THE PUBLICATION. SUN MICROSYSTEMS, INC. MAY MAKE IMPROVEMENTS AND/OR CHANGES
IN THE PRODUCT(S) AND/OR PROGRAM(S) DESCRIBED IN THIS PUBLICATION AT ANY TIME.
Some states do not allow the exclusion of implied warranties or the limitations or exclusion of liability for incidental or
consequential damages, so the above limitations and exclusion may not apply to you. This warranty gives you specific legal
rights, and you also may have other rights which vary from state to state.
Permission to use, copy, modify, and distribute this documentation for NON-COMMERCIAL purposes and without fee is hereby
granted provided that this copyright notice appears in all copies.
Java, JavaScript, Java 3D, HotJava, Sun, Sun Microsystems, and the Sun logo are trademarks or registered trademarks of Sun
Microsystems, Inc. All other product names mentioned herein are the trademarks of their respective owners.Module 2: Interaction and Animation Chapter 4. Interaction
The Java 3D Tutorial 4-i
Table of Contents
Chapter 4:
INTERACTION ......................................................................................................................................................4-1
4.1 BEHAVIOR: THE BASE FOR INTERACTION AND ANIMATION............................................................................4-1
4.1.1 Applications of Behavior......................................................................................................................4-2
4.1.2 Overview of Behavior Classes..............................................................................................................4-3
4.2 BEHAVIOR BASICS .........................................................................................................................................4-3
4.2.1 Writing a Behavior Class .....................................................................................................................4-4
4.2.2 Using a Behavior Class........................................................................................................................4-7
4.2.3 Behavior Class API............................................................................................................................4-10
4.3 WAKEUP CONDITIONS: HOW BEHAVIORS ARE TRIGGERED..........................................................................4-12
4.3.1 WakeupCondition...............................................................................................................................4-13
4.3.2 WakeupCriterion ................................................................................................................................4-13
4.3.3 Specific WakeupCriterion Classes .....................................................................................................4-14
4.3.4 WakeupCondition Composition..........................................................................................................4-24
4.4 BEHAVIOR UTILITY CLASSES FOR KEYBOARD NAVIGATION ........................................................................4-25
4.4.1 Simple KeyNavigatorBehavior Example Program.............................................................................4-26
4.4.2 KeyNavigatorBehavior and KeyNavigator Classes ...........................................................................4-28
4.5 UTILITY CLASSES FOR MOUSE INTERACTION...............................................................................................4-29
4.5.1 Using the Mouse Behavior Classes....................................................................................................4-29
4.5.2 Mouse Behavior Foundation..............................................................................................................4-31
4.5.3 Specific Mouse Behavior Classes.......................................................................................................4-32
4.5.4 Mouse Navigation ..............................................................................................................................4-35
4.6 PICKING .......................................................................................................................................................4-36
4.6.1 Using Picking Utility Classes.............................................................................................................4-38
4.6.2 Java 3D API Core Picking Classes....................................................................................................4-40
4.6.3 General Picking Package Classes......................................................................................................4-50
4.6.4 Specific Picking Behavior Classes .....................................................................................................4-53
4.7 CHAPTER SUMMARY....................................................................................................................................4-56
4.8 SELF TEST....................................................................................................................................................4-56Module2: Interaction and Animation Chapter 4. Interaction
The Java 3D Tutorial 4-ii
List of Figures
Figure 4-1 Hierarchy of Subclasses of Behavior ...................................................................................... 4-4
Figure 4-2 Recipe for Writing a Custom Behavior Class ......................................................................... 4-5
Figure 4-3 Recipe for Using a Behavior Class.......................................................................................... 4-8
Figure 4-4 Scene Graph Diagram of the Content Branch Graph Created in SimpleBehaviorApp.java... 4-8
Figure 4-5 An Alternative Scene Graph Placement for the Behavior Object in SimpleBehaviorApp... 4-10
Figure 4-6 API Class Hierarchy for Behavior......................................................................................... 4-11
Figure 4-7 The Java 3D API Class Hierarchy for WakeupCondition and Related Classes.................... 4-13
Figure 4-8 The Basic View Branch Graph Showing the View Platform Transform.............................. 4-26
Figure 4-9Recipe for Using the KeyNavigatorBehavior Utility Class ................................................... 4-27
Figure 4-10 Recipe for Using Mouse Behavior Classes ......................................................................... 4-30
Figure 4-11 Projection of PickRay in the Virtual World....................................................................... 4-36
Figure 4-12 Scene Graph Diagram for a Cube Composed of Discrete Shape3D Plane Objects. ........... 4-37
Figure 4-13 Recipe for Using Mouse Picking Utility Classes ................................................................ 4-39
Figure 4-14 PickShape Hierarchy ........................................................................................................... 4-41
Figure 4-15 Parameters of PickCone pick shapes................................................................................... 4-44
Figure 4-16 Parameters of PickCylinder pick shapes ............................................................................. 4-46
List of Tables
Table 4-1 Applications of Behavior Categorized by Stimulus and Object of Change ............................ 4-2
Table 4-2 The 14 Specific WakeupCriterion Classes ............................................................................. 4-14
Table 4-3 KeyNavigatorBehavior Movements ....................................................................................... 4-28
Table 4-4 Summary of Specific MouseBehavior Classes....................................................................... 4-29
Table 4-5 Selection of PickShape ........................................................................................................... 4-41
List of Code Fragments
Code Fragment 4-1 SimpleBehavior Class in SimpleBehaviorApp.java.................................................. 4-6
Code Fragment 4-2 CreateSceneGraph Method in SimpleBehaviorApp.java.......................................... 4-8
Code Fragment 4-3 Outline of OpenBehavior Class, an Example of Coordinated Behavior Classes.... 4-17
Code Fragment 4-4 Code using OpenBehavior and CloseBehavior, Coordinated Behavior Classes .... 4-17
Code Fragment 4-5 Using the KeyNavigatorBehavior Class (part 1) .................................................... 4-27
Code Fragment 4-6 Using the KeyNavigatorBehavior Class (part 2) .................................................... 4-28
Code Fragment 4-7 Using the MouseRotate Utility Class...................................................................... 4-30
Code Fragment 4-8 Using Mouse Behavior Classes for Interactive Navigation of th
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Hướng dẫn phiên bản 1.6 (Java 3D API v 1.2)Bắt đầu vớiJava 3D ™ APIChương 4Tương tácBGĐỘI ĐẶC NHIỆMXem nền tảngXem Canvas3D Screen3DMôi trường vật lý cơ thể vật chất SĐỘI ĐẶC NHIỆMSĐỘI ĐẶC NHIỆMSĐỘI ĐẶC NHIỆMSĐỘI ĐẶC NHIỆMSĐỘI ĐẶC NHIỆMSĐỘI ĐẶC NHIỆMĐỘI ĐẶC NHIỆMBGBDennis J BouvierModule2: Tương tác và hình ảnh động chương 4. Tương tácJava 3D hướng dẫn© 2000-2001 Sun Microsystems, Inc.2550 Garcia Avenue, Mountain View, California 94043-1100 Hoa KỳAll Rights Reserved.Thông tin trong tài liệu này có thể thay đổi mà không báo trước.SUN MICROSYSTEMS CUNG CẤP VẬT LIỆU NÀY "NHƯ LÀ" VÀ LÀM CHO KHÔNG CÓ BẢO HÀNH CỦA BẤT KỲ HÌNH THỨC NÀO,BÀY TỎ HAY NGỤ Ý, BAO GỒM, NHƯNG KHÔNG CHỈ GIỚI HẠN Ở CÁC BẢO ĐẢMBÁN VÀ CHO MỘT MỤC ĐÍCH CỤ THỂ. SUN MICROSYSTEMS KHÔNG CHỊUCHỊU TRÁCH NHIỆM VỀ LỖI CÓ TRONG TÀI LIỆU NÀY HOẶC CHO NGẪU NHIÊN HOẶC DO HẬU QUẢ(BAO GỒM CẢ CÁC LỢI NHUẬN BỊ MẤT TRONG KẾT NỐI VỚI TRANG TRÍ NỘI THẤT, HIỆU SUẤT HOẶC SỬ DỤNG NÀYVẬT CHẤT, CHO DÙ DỰA TRÊN SỰ BẢO ĐẢM, HỢP ĐỒNG HOẶC KHÁC LÝ THUYẾT PHÁP LÝ).TÀI LIỆU NÀY CÓ THỂ BAO GỒM KỸ THUẬT KHÔNG CHÍNH XÁC HOẶC LỖI CHÍNH TẢ. THAY ĐỔIĐỊNH KỲ ĐƯỢC THỰC HIỆN CHO CÁC THÔNG TIN TRONG TÀI LIỆU NÀY; NHỮNG THAY ĐỔI NÀY SẼ ĐƯỢC TỔ CHỨC NĂM MỚIPHIÊN BẢN CỦA CÁC ẤN PHẨM. SUN MICROSYSTEMS, INC. CÓ THỂ LÀM CHO CẢI TIẾN VÀ/HOẶC THAY ĐỔITRONG CÁC SẢN PHẨM (S) VÀ/HOẶC CHƯƠNG TRÌNH (S) ĐƯỢC MÔ TẢ TRONG ẤN PHẨM NÀY BẤT CỨ LÚC NÀO.Một số tiểu bang không cho phép loại trừ bảo đảm ngụ ý hoặc giới hạn hoặc loại trừ trách nhiệm cho ngẫu nhiên hoặcthiệt hại do hậu quả, do đó, các hạn chế và loại trừ trên có thể không áp dụng cho bạn. Bảo hành này mang đến cho bạn quy phạm pháp luật cụ thểquyền, và bạn cũng có thể có các quyền khác nhau từ tiểu bang.Phép sử dụng, sao chép, sửa đổi, và phân phối các tài liệu này cho các mục đích phi thương mại và không có lệ phí là bằng văn bản nàycấp miễn là thông báo bản quyền này xuất hiện trong tất cả các bản sao.Java, JavaScript, Java 3D, HotJava, Sun, Sun Microsystems, và biểu tượng của Sun là nhãn hiệu hoặc nhãn hiệu đã đăng ký của SunMicrosystems, Inc. Tất cả các tên sản phẩm được đề cập ở đây là thương hiệu của chủ sở hữu tương ứng.Module 2: Tương tác và hình ảnh động chương 4. Tương tácJava 3D hướng dẫn 4-iBảng nội dungChương 4:INTERACTION ......................................................................................................................................................4-14.1 HÀNH VI: CÁC CƠ SỞ CHO SỰ TƯƠNG TÁC VÀ HOẠT HÌNH...4-14.1.1 Applications of Behavior......................................................................................................................4-24.1.2 Overview of Behavior Classes..............................................................................................................4-34.2 BEHAVIOR BASICS .........................................................................................................................................4-34.2.1 Writing a Behavior Class .....................................................................................................................4-44.2.2 Using a Behavior Class........................................................................................................................4-74.2.3 Behavior Class API............................................................................................................................4-104.3 ĐIỀU KIỆN WAKEUP: LÀM THẾ NÀO HÀNH VI ĐƯỢC KÍCH HOẠT...4-124.3.1 WakeupCondition...............................................................................................................................4-134.3.2 WakeupCriterion ................................................................................................................................4-134.3.3 các lớp học cụ thể WakeupCriterion...4-144.3.4 thành phần WakeupCondition...4-244,4 HÀNH VI HỮU ÍCH CÁC LỚP CHO BÀN PHÍM ĐIỀU HƯỚNG...4-254.4.1 chương trình đơn giản KeyNavigatorBehavior ví dụ...4-264.4.2 KeyNavigatorBehavior and KeyNavigator Classes ...........................................................................4-284.5 UTILITY CLASSES FOR MOUSE INTERACTION...............................................................................................4-294.5.1 Using the Mouse Behavior Classes....................................................................................................4-294.5.2 Mouse Behavior Foundation..............................................................................................................4-314.5.3 Specific Mouse Behavior Classes.......................................................................................................4-324.5.4 Mouse Navigation ..............................................................................................................................4-354.6 PICKING .......................................................................................................................................................4-364.6.1 Using Picking Utility Classes.............................................................................................................4-384.6.2 Java 3D API Core Picking Classes....................................................................................................4-404.6.3 General Picking Package Classes......................................................................................................4-504.6.4 Specific Picking Behavior Classes .....................................................................................................4-534.7 CHAPTER SUMMARY....................................................................................................................................4-564.8 SELF TEST....................................................................................................................................................4-56Module2: Interaction and Animation Chapter 4. InteractionThe Java 3D Tutorial 4-iiList of FiguresFigure 4-1 Hierarchy of Subclasses of Behavior ...................................................................................... 4-4Figure 4-2 Recipe for Writing a Custom Behavior Class ......................................................................... 4-5Figure 4-3 Recipe for Using a Behavior Class.......................................................................................... 4-8Figure 4-4 Scene Graph Diagram of the Content Branch Graph Created in SimpleBehaviorApp.java... 4-8Figure 4-5 An Alternative Scene Graph Placement for the Behavior Object in SimpleBehaviorApp... 4-10Figure 4-6 API Class Hierarchy for Behavior......................................................................................... 4-11Figure 4-7 The Java 3D API Class Hierarchy for WakeupCondition and Related Classes.................... 4-13Figure 4-8 The Basic View Branch Graph Showing the View Platform Transform.............................. 4-26Figure 4-9Recipe for Using the KeyNavigatorBehavior Utility Class ................................................... 4-27Figure 4-10 Recipe for Using Mouse Behavior Classes ......................................................................... 4-30Figure 4-11 Projection of PickRay in the Virtual World....................................................................... 4-36Figure 4-12 Scene Graph Diagram for a Cube Composed of Discrete Shape3D Plane Objects. ........... 4-37Figure 4-13 Recipe for Using Mouse Picking Utility Classes ................................................................ 4-39Figure 4-14 PickShape Hierarchy ........................................................................................................... 4-41Figure 4-15 Parameters of PickCone pick shapes................................................................................... 4-44Figure 4-16 Parameters of PickCylinder pick shapes ............................................................................. 4-46List of TablesTable 4-1 Applications of Behavior Categorized by Stimulus and Object of Change ............................ 4-2Table 4-2 The 14 Specific WakeupCriterion Classes ............................................................................. 4-14Table 4-3 KeyNavigatorBehavior Movements ....................................................................................... 4-28Table 4-4 Summary of Specific MouseBehavior Classes....................................................................... 4-29
Table 4-5 Selection of PickShape ........................................................................................................... 4-41
List of Code Fragments
Code Fragment 4-1 SimpleBehavior Class in SimpleBehaviorApp.java.................................................. 4-6
Code Fragment 4-2 CreateSceneGraph Method in SimpleBehaviorApp.java.......................................... 4-8
Code Fragment 4-3 Outline of OpenBehavior Class, an Example of Coordinated Behavior Classes.... 4-17
Code Fragment 4-4 Code using OpenBehavior and CloseBehavior, Coordinated Behavior Classes .... 4-17
Code Fragment 4-5 Using the KeyNavigatorBehavior Class (part 1) .................................................... 4-27
Code Fragment 4-6 Using the KeyNavigatorBehavior Class (part 2) .................................................... 4-28
Code Fragment 4-7 Using the MouseRotate Utility Class...................................................................... 4-30
Code Fragment 4-8 Using Mouse Behavior Classes for Interactive Navigation of th
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Tutorial version 1.6 (Java 3D API v 1.2)
Getting Started with
the Java 3D™ API
Chapter 4
Interaction
BG
TG
View Platform
View Canvas3D Screen3D
Physical Body Physical Environment S
TG
S
TG
S
TG
S
TG
S
TG
S
TG
TG
BG
B
Dennis J BouvierModule2: Interaction and Animation Chapter 4. Interaction
The Java 3D Tutorial
© 2000-2001 Sun Microsystems, Inc.
2550 Garcia Avenue, Mountain View, California 94043-1100 U.S.A
All Rights Reserved.
The information contained in this document is subject to change without notice.
SUN MICROSYSTEMS PROVIDES THIS MATERIAL "AS IS" AND MAKES NO WARRANTY OF ANY KIND,
EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. SUN MICROSYSTEMS SHALL NOT BE
LIABLE FOR ERRORS CONTAINED HEREIN OR FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES
(INCLUDING LOST PROFITS IN CONNECTION WITH THE FURNISHING, PERFORMANCE OR USE OF THIS
MATERIAL, WHETHER BASED ON WARRANTY, CONTRACT, OR OTHER LEGAL THEORY).
THIS DOCUMENT COULD INCLUDE TECHNICAL INACCURACIES OR TYPOGRAPHICAL ERRORS. CHANGES ARE
PERIODICALLY MADE TO THE INFORMATION HEREIN; THESE CHANGES WILL BE INCORPORATED IN NEW
EDITIONS OF THE PUBLICATION. SUN MICROSYSTEMS, INC. MAY MAKE IMPROVEMENTS AND/OR CHANGES
IN THE PRODUCT(S) AND/OR PROGRAM(S) DESCRIBED IN THIS PUBLICATION AT ANY TIME.
Some states do not allow the exclusion of implied warranties or the limitations or exclusion of liability for incidental or
consequential damages, so the above limitations and exclusion may not apply to you. This warranty gives you specific legal
rights, and you also may have other rights which vary from state to state.
Permission to use, copy, modify, and distribute this documentation for NON-COMMERCIAL purposes and without fee is hereby
granted provided that this copyright notice appears in all copies.
Java, JavaScript, Java 3D, HotJava, Sun, Sun Microsystems, and the Sun logo are trademarks or registered trademarks of Sun
Microsystems, Inc. All other product names mentioned herein are the trademarks of their respective owners.Module 2: Interaction and Animation Chapter 4. Interaction
The Java 3D Tutorial 4-i
Table of Contents
Chapter 4:
INTERACTION ......................................................................................................................................................4-1
4.1 BEHAVIOR: THE BASE FOR INTERACTION AND ANIMATION............................................................................4-1
4.1.1 Applications of Behavior......................................................................................................................4-2
4.1.2 Overview of Behavior Classes..............................................................................................................4-3
4.2 BEHAVIOR BASICS .........................................................................................................................................4-3
4.2.1 Writing a Behavior Class .....................................................................................................................4-4
4.2.2 Using a Behavior Class........................................................................................................................4-7
4.2.3 Behavior Class API............................................................................................................................4-10
4.3 WAKEUP CONDITIONS: HOW BEHAVIORS ARE TRIGGERED..........................................................................4-12
4.3.1 WakeupCondition...............................................................................................................................4-13
4.3.2 WakeupCriterion ................................................................................................................................4-13
4.3.3 Specific WakeupCriterion Classes .....................................................................................................4-14
4.3.4 WakeupCondition Composition..........................................................................................................4-24
4.4 BEHAVIOR UTILITY CLASSES FOR KEYBOARD NAVIGATION ........................................................................4-25
4.4.1 Simple KeyNavigatorBehavior Example Program.............................................................................4-26
4.4.2 KeyNavigatorBehavior and KeyNavigator Classes ...........................................................................4-28
4.5 UTILITY CLASSES FOR MOUSE INTERACTION...............................................................................................4-29
4.5.1 Using the Mouse Behavior Classes....................................................................................................4-29
4.5.2 Mouse Behavior Foundation..............................................................................................................4-31
4.5.3 Specific Mouse Behavior Classes.......................................................................................................4-32
4.5.4 Mouse Navigation ..............................................................................................................................4-35
4.6 PICKING .......................................................................................................................................................4-36
4.6.1 Using Picking Utility Classes.............................................................................................................4-38
4.6.2 Java 3D API Core Picking Classes....................................................................................................4-40
4.6.3 General Picking Package Classes......................................................................................................4-50
4.6.4 Specific Picking Behavior Classes .....................................................................................................4-53
4.7 CHAPTER SUMMARY....................................................................................................................................4-56
4.8 SELF TEST....................................................................................................................................................4-56Module2: Interaction and Animation Chapter 4. Interaction
The Java 3D Tutorial 4-ii
List of Figures
Figure 4-1 Hierarchy of Subclasses of Behavior ...................................................................................... 4-4
Figure 4-2 Recipe for Writing a Custom Behavior Class ......................................................................... 4-5
Figure 4-3 Recipe for Using a Behavior Class.......................................................................................... 4-8
Figure 4-4 Scene Graph Diagram of the Content Branch Graph Created in SimpleBehaviorApp.java... 4-8
Figure 4-5 An Alternative Scene Graph Placement for the Behavior Object in SimpleBehaviorApp... 4-10
Figure 4-6 API Class Hierarchy for Behavior......................................................................................... 4-11
Figure 4-7 The Java 3D API Class Hierarchy for WakeupCondition and Related Classes.................... 4-13
Figure 4-8 The Basic View Branch Graph Showing the View Platform Transform.............................. 4-26
Figure 4-9Recipe for Using the KeyNavigatorBehavior Utility Class ................................................... 4-27
Figure 4-10 Recipe for Using Mouse Behavior Classes ......................................................................... 4-30
Figure 4-11 Projection of PickRay in the Virtual World....................................................................... 4-36
Figure 4-12 Scene Graph Diagram for a Cube Composed of Discrete Shape3D Plane Objects. ........... 4-37
Figure 4-13 Recipe for Using Mouse Picking Utility Classes ................................................................ 4-39
Figure 4-14 PickShape Hierarchy ........................................................................................................... 4-41
Figure 4-15 Parameters of PickCone pick shapes................................................................................... 4-44
Figure 4-16 Parameters of PickCylinder pick shapes ............................................................................. 4-46
List of Tables
Table 4-1 Applications of Behavior Categorized by Stimulus and Object of Change ............................ 4-2
Table 4-2 The 14 Specific WakeupCriterion Classes ............................................................................. 4-14
Table 4-3 KeyNavigatorBehavior Movements ....................................................................................... 4-28
Table 4-4 Summary of Specific MouseBehavior Classes....................................................................... 4-29
Table 4-5 Selection of PickShape ........................................................................................................... 4-41
List of Code Fragments
Code Fragment 4-1 SimpleBehavior Class in SimpleBehaviorApp.java.................................................. 4-6
Code Fragment 4-2 CreateSceneGraph Method in SimpleBehaviorApp.java.......................................... 4-8
Code Fragment 4-3 Outline of OpenBehavior Class, an Example of Coordinated Behavior Classes.... 4-17
Code Fragment 4-4 Code using OpenBehavior and CloseBehavior, Coordinated Behavior Classes .... 4-17
Code Fragment 4-5 Using the KeyNavigatorBehavior Class (part 1) .................................................... 4-27
Code Fragment 4-6 Using the KeyNavigatorBehavior Class (part 2) .................................................... 4-28
Code Fragment 4-7 Using the MouseRotate Utility Class...................................................................... 4-30
Code Fragment 4-8 Using Mouse Behavior Classes for Interactive Navigation of th
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