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1.
Java网络浏览器组件的设计与实现   总被引:1,自引:0,他引:1  
陈奕敏  张继超  袁奕 《计算机应用》2005,25(8):1896-1898
Java标准组件JEditorPane支持HTML3.2标准,但不支持被广泛采用的HTML4.0标准,无法表达网页中嵌入的多媒体信息。为此提出了一个基于本地浏览器的JavaAWT浏览器组件设计方案,采用Socket在本地浏览器和Java虚拟机之间进行通信,利用Java的AWT本地接口将浏览器组件嵌入JavaAWT/Swing应用程序,实现了在Java应用程序中提供网络浏览器的功能。  相似文献   

2.
钟鼎一 《微型电脑应用》2006,22(8):35-37,47
DirectX是目前基于Windows平台的多媒体程序开发的主要接口,但由于其所提供的接口的抽象性,使开发人员在使用时不得不对程序的大部分细节亲力亲为,加大了开发的复杂性。本文主要介绍了在DirectX环境下如何设计绝大部分游戏中都要用到的控件如列表框、滚动条、按钮等,并对它们的实现进行了封装,省掉了在游戏开发中很多相同而繁琐的工作。  相似文献   

3.
Java指令集结构的研究   总被引:1,自引:0,他引:1  
1 引言 Java是一种编程语言,用其编写的程序具有安全、模块化和可移植等特点。当前Java在Internet有广泛应用,在网站主页的HTML代码中嵌入Java类文件,可以增强界面的动画效果,这种类文件称为小程序(Applet),它是Java源程序的可执行代码。当浏览器访问包含小程序的主页时,相应的类文件从服务器传送到在客户机上运行的Java虚拟机(JVM)上,由JVM生成相应的类对象,并执行相应的方法。Netscape浏览器中就包含这种JVM。  相似文献   

4.
Xavier Leroy 《Software》2002,32(4):319-340
This article presents a novel approach to the problem of bytecode verification for Java Card applets. By relying on prior off‐card bytecode transformations, we simplify the bytecode verifier and reduce its memory requirements to the point where it can be embedded on a smart card, thus increasing significantly the security of post‐issuance downloading of applets on Java Cards. This article describes the on‐card verification algorithm and the off‐card code transformations, and evaluates experimentally their impact on applet code size. Copyright © 2002 John Wiley & Sons, Ltd.  相似文献   

5.
张浩  孙学初 《自动化信息》2011,(11):51-52,71
针对无人机一站多机的应用需求,本文提出了一种基于多线程技术的新型无人机地面站视景引擎架构。该引擎架构充分利用计算机硬件多核化的优势,提出了三个独立线程模块的新型视景引擎架构,分别设计了其中的视景逻辑线程、渲染线程、资源加载线程等线程模块,形成了一个能适应一站多机视景性能要求的无人机地面站的多线程视景引擎。目前该设计已成功地应用于基于DirectX底层技术的某型无人机地面站,实践证明了该引擎的高性能。  相似文献   

6.
研究了Direct X 11高级渲染技术并成功应用于3D游戏引擎中.Direct X 11高级渲染技术包括Multi Tex、Cube Map、Normal Map、Shadow Map等.引擎运用了Multi Tex技术绘制3D地形;使用了Cube Map技术进行环境贴图渲染;使用了Normal Map技术进行特殊纹理处理;使用了Shadow Map技术实现了成熟逼真的阴影效果.文中还详细给出了引擎的解释器框架和多分支渲染核心框架设计,并对引擎完成了相关技术用例测试,结果表明了其逼真的图形效果.  相似文献   

7.
We discuss the use of World Wide Web-based Java simulations in teaching physics to K–12 and undergraduate students. Our work focuses on the physics of membranes and illustrating how such systems are studied. We propose that Java should be used not only to produce small versions of research simulations but also to provide models illustrating simpler concepts underlying the main subject matter. In particular, applets should be tailored to the context in which they appear and should be as intuitive to use as possible. The applets we are developing are described in the context of current client performance. We also highlight the development of collaborative systems as an area of particular interest. © 1997 John Wiley & Sons, Ltd.  相似文献   

8.
窦彦玲 《软件》2012,(1):72-74
随着手机的普及,手机游戏也日益流行,但存在游戏功能较为单一,游戏形式相对单调等问题,基于JavaME的多功能手机游戏以《红楼梦》为题材,实现了《红楼梦》游戏化的突破;将迷宫游戏、拼图游戏及图片欣赏等多个功能合为一体,打破了传统游戏单一功能的限制;提高了游戏的趣味性和挑战性,并且能够适应大部分手机环境,提高了游戏的适应性和使用范围。  相似文献   

9.
网络游戏客户端通常采用单台显示器作为显示设备,无法给玩家提供大尺寸、高分辨率、广视角的沉浸式游戏画面。基于对现有网络游戏架构的分析,提出一种面向网络游戏的沉浸式显示框架。该框架不修改网络游戏服务器逻辑,只对游戏客户端源程序进行修改。改造后的沉浸式客户端采用集群系统驱动,集群包括一个Master节点及多个Slave节点。Master节点执行普通客户端除绘制外的所有功能。所有Slave节点与Master节点保持游戏世界状态同步,并行绘制多通道画面,并通过多投影沉浸式显示系统展示游戏画面。应用该框架对一款第一人称射击(FPS)网络游戏客户端进行改造,实验结果表明沉浸式客户端能实时展示沉浸式游戏画面,且相对集群节点数具有良好的可伸缩性。  相似文献   

10.
Mobile code presents a number of threats to machines that execute it. We introduce an approach for protecting machines and the resources they hold from mobile code and describe a system based on our approach for protecting host machines from Java 1.1 applets. In our approach, each Java applet downloaded to the protected domain is rerouted to a dedicated machine (or set of machines), the playground, at which it is executed. Prior to execution, the applet is transformed to use the downloading user's Web browser as a graphics terminal for its input and output, and so the user has the illusion that the applet is running on his own machine. In reality, however, mobile code runs only in the sanitized environment of the playground, where user files cannot be mounted and from which only limited network connections are accepted by machines in the protected domain. Our playground thus provides a second level of defense against mobile code that circumvents language-based defenses. This paper presents the design and implementation of a playground for Java 1.1 applets and discusses extensions of it for other forms of mobile code, including Java 1.2  相似文献   

11.
游戏开发引擎中地图编辑器的设计对于能否快捷、高效地实现高质量游戏地图至关重要.程序在.NET环境下设计,应用DirectX技术实现了游戏的地图编辑器.本文主要介绍了DirectX技术,详细论述了游戏地图编辑器主界面的设计及动画等技术的实现,并且对遮挡及半透效果的实现方法进行改进,设计了组合对象的复制、粘贴、移动技术.  相似文献   

12.
Kindlund  E. 《Software, IEEE》1997,14(5):22-25
The World Wide Web has emerged as a new application-delivery platform. In response, developers are offering users sophisticated Web-based Java applets that range from cybershopping carts to complex tools for genome mapping. These applets give you application functionality without taking up space on your hard drive. But trailing behind the applet bounty are new usability questions. A major one is how to make applet navigation seamless in the Web browser domain. Java applets are programs you write in Java and integrate into your Web page. Although applets can provide functionality similar to traditional applications, the applet code need not be installed on the users' hard drive. Instead, the applets execute Java-compatible Web browsers. Unlike standard Web pages, which users simply visit and browse, applet-enhanced pages let the user manipulate applet components and dynamically interact with information. The author discusses tools, techniques and concepts to optimize user interfaces  相似文献   

13.
根据最新Java卡规范,对Java卡的关键技术进行了深入研究和分析,提供了Java卡系统在AT90SC智能卡上的一种具体实施。详细描述了Java卡实施所采用的系统构架和工作流程,深入分析Java卡虚拟机和API等关键技术,并讨论了为提高Java卡虚拟机执行效率所采取的策略。测试结果表明,该Java卡系统能够正确高效地解释及执行Java卡应用程序。  相似文献   

14.
This article describes SwingStates, a Java toolkit designed to facilitate the development of graphical user interfaces and bring advanced interaction techniques to the Java platform. SwingStates is based on the use of finite‐state machines specified directly in Java to describe the behavior of interactive systems. State machines can be used to redefine the behavior of existing Swing widgets or, in combination with a new canvas widget that features a rich graphical model, to create brand new widgets. SwingStates also supports arbitrary input devices to implement novel interaction techniques based, for example, on bi‐manual or pressure‐sensitive input. We have used SwingStates in several Master's‐level classes over the past two years and have developed a benchmark approach to evaluate the toolkit in this context. The results demonstrate that SwingStates can be used by non‐expert developers with little training to successfully implement advanced interaction techniques. Copyright © 2007 John Wiley & Sons, Ltd.  相似文献   

15.
随着电脑游戏的不断发展,游戏的类型越来越多.除了那些发生在无限空间中的游戏或棋牌类游戏以外,大部分游戏需要确定运动物体和环境之间什么时候发生碰撞.本文论述了游戏实体间的碰撞探测、游戏实体与地板、天花板、墙壁等环境碰撞的碰撞探测的编程算法,并给出了用Java语言编写的主要代码.  相似文献   

16.
Abstract Serious games open up many new opportunities for complex skills learning in higher education. The inherent complexity of such games, though, requires large efforts for their development. This paper presents a framework for serious game design, which aims to reduce the design complexity at conceptual, technical and practical levels. The approach focuses on a relevant subset of serious games labelled as scenario‐based games. At the conceptual level, it identifies the basic elements that make up the static game configuration; it also describes the game dynamics, i.e. the state changes of the various game components in the course of time. At the technical level, it presents a basic system architecture, which comprises various building tools. Various building tools will be explained and illustrated with technical implementations that are part of the Emergo toolkit for scenario‐based game development. At the practical level, a set of design principles are presented for controlling and reducing game design complexity. The principles cover the topics of game structure, feedback and game representation, respectively. Practical application of the framework and the associated toolkit is briefly reported and evaluated.  相似文献   

17.
In today’s consumer electronics market, Java has become one of the most important programming languages for the rapid development of mobile applications – spanning from home appliances/controllers, mobile and communication devices, to network-centric applets. However, the demand for high-performance low-power Java-based consumer mobile applications puts forward new challenges to the system design and implementation. This paper analyzes the energy consumption, execution efficiency, and speed issues of Java applications in a typical consumer mobile device environment. By adopting a hardware-assisted approach, we introduce a Java accelerator with a companion Java virtual machine. The accelerator is designed in an asynchronous style, and can be integrated with most existing processors and operating systems. The core architecture, design philosophy, and implementation considerations are presented in detail in this paper.  相似文献   

18.
医学影像的传输和处理系统是远程医疗中的重要组成部分,文章给出了一个利用JavaApplet实现远程医学影像传输和处理的完整解决方案。系统由数据读取和图象处理两部分组成,JavaApplet读取数据是利用JDBC三层模式来实现的,图象处理功能的实现主要使用JavaAWT和Java2DAPI。系统在远程医疗中有一定的实用价值,而且具有平台独立、简单易用等特点。  相似文献   

19.
Many contemporary computer games, notably action and role‐playing games, represent an interesting class of navigation‐intensive dynamic real‐time simulations inhabited by autonomous intelligent virtual agents (IVAs). Although higher level reasoning of IVAs in these domains seems suited for action planning, planning is not widely adopted in existing games and similar applications. Moreover, statistically rigorous study measuring performance of planners in decision making in a game‐like domain is missing. Here, five classical planners were connected to the virtual environment of Unreal Development Kit along with a planner for delete‐free domains (only positive preconditions and positive effects). Performance of IVAs employing those planners and IVAs with reactive architecture was measured on a class of game‐inspired test environments of various sizes and under different levels of external interference. The analysis has shown that planning agents outperform reactive agents if (i) the size of the problem is small or if (b) the environment changes are either hostile to the agent or infrequent. In delete‐free domains, specialized approaches are inferior to classical planners because the lower expressivity of delete‐free domains results in lower plan quality. These results can help to determine when planning is advantageous in games and for IVAs control in other dynamic real‐time environments.  相似文献   

20.
The importance of affect in delivering engaging experiences in entertainment and educational games is well recognized. Yet, current techniques for building affect-aware games are limited, with the maintenance and use of affect in essence being handcrafted for each game. The Koko architecture describes a service-oriented middleware that reduces the burden of incorporating affect recognition into games, thereby enabling developers to concentrate on the functional and creative aspects of their applications. The Koko architecture makes three key contributions: (1) improving developer productivity by creating a reusable and extensible environment; (2) yielding an enhanced user experience by enabling independently developed games and other applications to collaborate and provide a more coherent user experience than currently possible; (3) enabling affective communication in multiplayer and social games. Further, Koko is intended to be used as an extension of existing game architectures. We recognize that complex games require additional third party libraries, such as game engines. To enable the required flexibility we define the interfaces of the Koko architecture in a formal manner, thereby enabling the implementation of those interfaces to readily adapt to the unique requirements of game’s other architectural components and requirements.  相似文献   

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