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دسته بندی: برنامه نويسي ویرایش: نویسندگان: Keith Weiskamp, Loren Heiny, Namir Shammas سری: ISBN (شابک) : 0471618411 ناشر: Wiley سال نشر: 1989 تعداد صفحات: 388 زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 5 مگابایت
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کلمات کلیدی مربوط به کتاب گرافیک قدرتمند با استفاده از توربو پاسکال: توربو پاسکال، پاسکال، گرافیک، CAD
در صورت تبدیل فایل کتاب Power Graphics Using Turbo Pascal به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب گرافیک قدرتمند با استفاده از توربو پاسکال نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Contents Preface Chapter 1 The BGI Quick Tour Getting Started Initializing the BGI Writing the Basic BGI Program Error Checking Working with Coordinates Drawing Commands Getting Down to Pixels Drawing Figures Filling Figures Text and Fonts Fractal Landscapes Chapter 2 The BGI Drawing Functions Working with Pixels Plotting a Single Pixel General Drawing Commands Drawing Lines Drawing Lines with Absolute Coordinates Drawing Lines with Relative Coordinates Setting a Line Style Predefined Line Patterns Determining the Current Line Style User-Defined Line Styles Drawing Rectangles Working with Polygons Arcs, Circles, and Ellipses Drawing Arcs Arc Endpoints Circles and Ellipses Fundamentals of Animation Filling Regions Setting the Fill Pattern User-Defined Fill Patterns Getting the Fill Pattern Experimenting with User-Defined Fill Patterns Using the Arrow Keys Working with Flood-Fills Chapter 3 The BGI Fonts and Text Text in Graphics Mode The Bit-Mapped Font The Four Stroke Fonts The BGI Text Functions Writing Text to the Screen Writing Text to a Pixel Location An Example of Text Display How Turbo Pascal Accesses Fonts Selecting and Loading a Font Errors in Loading a Font Working with Text Justification Determining the Current Text Settings Determining the Character Dimensions A Note about Vertical Character Dimensions Determining the Character Dimensions Magnifying Characters Fitting Text Inside a Box A Note on Clipping Text Displaying Characters and Numbers Extended Text Manipulation Routines Graphics Version of write Working with Text Input Entering Numeric Values Chapter 4 Presentation Graphics The Basic Graph Types Getting Started Pie Charts Drawing a Slice Labeling Pie Slices Making Each Slice Different Creating a Legend Emphasizing a Slice Creating Bar Graphs Three-Dimensional Bar Graphs Coin Graphs Animated Graphs Chapter 5 Graphics Techniques In Two Dimensions Screen Coordinates Working with Aspect Ratios Screen and World Coordinates Mapping between Coordinate Systems Transformations Translation Scaling a Two-Dimensional Polygon Rotating a Two-Dimensional Polygon The Shear Transform A Matrix Demo Object Oriented Programming Working with OOP An Object-Oriented Utility The Internal Object List Adding an Object Selecting an Object Chapter 6 Animation A Closer Look at lnbetweening Animating a Line Working with lnbetweening Working with Getlmage and Putlmage Animating Objects On a Backdrop Animating Multiple Objects Limitations of Getlmage and Putlmage Animating Using the Palette Using Multiple Screen Pages Chapter 7 Creating Mouse Tools Starting with the Mouse Mouse Overview Accessing the Mouse Driver The Mouse Functions Mouse Initialization More Mouse Routines The Mouse Cursor The Default Mouse Cursor Mouse Position Mouse Buttons Mouse in a Box More Mouse Control Adding Keyboard Input Emulating a Mouse The Emulated Mouse Cursor Emulated Mouse Position Emulated Mouse Buttons Putting Your Mouse to the Test Chapter 8 Working with Icons Why Icons? Representing Icons Saving Icons Reading an Icon File The Interactive Editor Creating the Screen Creating an Enlarged Icon Displaying the Original Icon Interacting with the User Toggling an Icon Pixel Exiting the Icon Editor Sample Icons Chapter 9 Pop-up Windows in Graphics The Basic Approach Working with a Stack Initializing the Windows Package The Pop-up Routine A Closer Look at GPopup Saving the Screen Creating the Pop-up Window Removing a Pop-up Window Removing All Windows Using the Windows Package Test Program Chapter 10 Interactive Drawing Tools Interactive Drawing An Interactive Graphics Package Drawing Conventions A Close Look at the Draw.Pas Tools Drawing with a Pencil Erasing Spray Painting Effect Drawing Lines Drawing Polygons Drawing Squares Drawing Circles Drawing Ellipses Drawing Arcs Chapter 11 A Paint Program Overview of the Paint Program The Unit Files Setting Up the Environment The Paint Routines The Clear Screen Command Quitting the Program The Undo Operation The Pull-down Menus Changing the Fill Style The Text Routine User Interaction Using the Paint Program Enhancing the Paint Program Ideas to Experiment With Chapter 12 A CAD Program Painting versus Drafting Setting up the Screen The Object List Drawing Objects Drawing Polygons and Circles Working with Lines Text as a Graphics Object Displaying the Graphics Objects Deleting a Graphics Object The Duplicate Function The Rotate Command Changing the Drawing Order Selecting and Moving an Object Extending the CAD Program Chapter 13 Three-Dimensional Graphics Adding the Third Dimension Using a Camera Model Objects in Three Dimensions Transforming from World to Eye Coordinates Clipping in Three Dimensions Perspective Projection Object Files Displaying a Three-Dimensional Object Setting the Viewing Parameters Using the Three-Dimensional Program Sample Objects Extending the Program Index