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1.
提出一种基于HTML5 Canvas技术实现园区电子地图的方法,该方法通过运用Canvas绘制图片方法绘制预处理过的图片矩阵,实现园区电子地图的缩放、平移、定位功能,该方法克服了对第三方电子地图的依赖性,实现简单,操作便捷,实用性强.目前,该方法已经在某园区可再生能源监测系统中使用,运行效果良好.  相似文献   

2.
《微型机与应用》2017,(11):12-14
HTML5标准的制定与发布带动了HTML5游戏的发展。基于HTML5的五子棋游戏是一款休闲益智的网页游戏,主要利用了HTML5新增的Canvas标签实现游戏的开发。首先在Photo Shop中进行素材编辑和UI设计,然后利用HTML5和CSS3实现游戏页面的布局及样式,利用Canvas及其自带的API进行棋盘和棋子的绘制,并通过Java Script脚本实现游戏的主要逻辑,最后利用XAMMP在本地服务器上发布。HTML5独特的跨平台能力,使得该游戏能够在多种平台设备上运行,达到完美的兼容效果。  相似文献   

3.
HTML5是Web最新标准。其中的Canvas是新的HTML元素,它通过JavaScript绘制图形,可用于画图、组合图像,做简单的动画。Canvas的出现对Flash带来了前所未有的冲击,本文正是对HTML5和Flash的应用前景进行分析研究。  相似文献   

4.
HTML5技术的发展,也带动了游戏行业的飞速发展。基于HTML5技术的连连看游戏是一款休闲益智类的小游戏,主要利用了HTML5新增的Canvas标签来布局页面,使用CSS3.0修饰页面,利用JavaScript脚本实现游戏的主要逻辑。HTML5游戏开发周期短,可移植性强,已成为近年来游戏行业最热门的关键词之一。  相似文献   

5.
针对实现人脸检测与跟踪功能的系统软件在使用过程中产生的不易发布、扩展和维护等问题,提出一种基于HTML5实现人脸检测与跟踪的方法。通过将HTML5 Canvas技术和一种计算机视觉算法库相结合,利用基于Viola-Jones算法原理的人脸特征分类器和Java Script等多种程序语言,在网页上实现基于HTML5的人脸检测与跟踪的功能。实验结果表明,该方法不仅能有效地减少资源的开销,支持人脸检测与跟踪算法在Web端的实现,而且还满足了人脸检测和跟踪过程中的实时性要求,保证了人脸检测的检测率,具有更优的检测效果。  相似文献   

6.
互联网的发展使得Web应用需求日益增大,HTML5标准的发布让用户体验到更为丰富的Web的应用。分析了HTML5技术的新特性,着重对HTML5在数据存储,视频音频播放以及Canvas画布等核心技术进行了分析,并研究了这些技术在Web开发中的应用,最后总结探讨了HTML5未来的发展。  相似文献   

7.
HTML5通过Canvas增强RIA表现力,使得在浏览器端能够自由地渲染界面,丰富应用系统的外在。同时HTML5又非纯粹的RIA技术,通过WebSocket I/O通信模型融入实时通信(RTC)能力,这又能进一步挖掘应用系统的内涵。通过分析数据共享中心的数据监控和跟踪的功能要求,结合HTML5内外兼修的强大能力,全面分析了新的对数据流程监控和跟踪的解决方案的实现细节。  相似文献   

8.
李雨来 《程序员》2009,(8):120-120
虽然距离HTML 5正式发布还有很长的时间,但这并不妨碍我们接触和使用HTML 5的一些新特性,以追求Web开发的简单和高效。2009年5月,Google在Google I/O大会上给人们"带来"了HTML 5。Canvas、视频、地理位置、数据库和应用缓存、Web  相似文献   

9.
文章先用HTML5相关的教学内容设计了摇骰子和比纸牌大小游戏,然后在这两个小游戏的基础上用两种方法实现了21点游戏。这些教学案例涉及到HTML5、JavaScript、CSS和Canvas相关知识点的综合应用及游戏开发的基本步骤,有助于提高学生对课程的兴趣、加深对相关知识点的掌握、提高学生的动手能力及游戏开发能力。  相似文献   

10.
Flash已被大量用于互联网的应用中,而作为一个封闭的开发平台逐渐显现出其安全和性能的问题。另一方面,HTML5技术为创建互联网应用提供了另一种选择,但目前缺乏资深的开发者和易用的集成开发环境。因此把Flash应用转换成HTML5变成了一个热门话题。研究使用HTML5技术运行Flash的架构,称为H5-F lash运行时,并利用HTML5 Canvas重新实现了基于Gordon运行时的渲染引擎,测试并分析了影响其性能的因素。结果显示H5-Flash运行时足以代替原来的F lash插件的基本功能,其性能主要取决于渲染引擎的实现,未来的工作重点将放在优化渲染引擎的性能上。  相似文献   

11.
Abstract This paper describes an approach to the design of interactive multimedia materials being developed in a European Community project. The developmental process is seen as a dialogue between technologists and teachers. This dialogue is often problematic because of the differences in training, experience and culture between them. Conditions needed for fruitful dialogue are described and the generic model for learning design used in the project is explained.  相似文献   

12.
European Community policy and the market   总被引:1,自引:0,他引:1  
Abstract This paper starts with some reflections on the policy considerations and priorities which are shaping European Commission (EC) research programmes. Then it attempts to position the current projects which seek to capitalise on information and communications technologies for learning in relation to these priorities and the apparent realities of the marketplace. It concludes that while there are grounds to be optimistic about the contribution EC programmes can make to the efficiency and standard of education and training, they are still too technology driven.  相似文献   

13.
融合集成方法已经广泛应用在模式识别领域,然而一些基分类器实时性能稳定性较差,导致多分类器融合性能差,针对上述问题本文提出了一种新的基于多分类器的子融合集成分类器系统。该方法考虑在度量层融合层次之上通过对各类基多分类器进行动态选择,票数最多的类别作为融合系统中对特征向量识别的类别,构成一种新的自适应子融合集成分类器方法。实验表明,该方法比传统的分类器以及分类融合方法识别准确率明显更高,具有更好的鲁棒性。  相似文献   

14.
Development of software intensive systems (systems) in practice involves a series of self-contained phases for the lifecycle of a system. Semantic and temporal gaps, which occur among phases and among developer disciplines within and across phases, hinder the ongoing development of a system because of the interdependencies among phases and among disciplines. Such gaps are magnified among systems that are developed at different times by different development teams, which may limit reuse of artifacts of systems development and interoperability among the systems. This article discusses such gaps and a systems development process for avoiding them.  相似文献   

15.
This paper presents control charts models and the necessary simulation software for the location of economic values of the control parameters. The simulation program is written in FORTRAN, requires only 10K of main storage, and can run on most mini and micro computers. Two models are presented - one describes the process when it is operating at full capacity and the other when the process is operating under capacity. The models allow the product quality to deteriorate to a further level before an existing out-of-control state is detected, and they can also be used in situations where no prior knowledge exists of the out-of-control causes and the resulting proportion defectives.  相似文献   

16.
Going through a few examples of robot artists who are recognized worldwide, we try to analyze the deepest meaning of what is called “robot art” and the related art field definition. We also try to highlight its well-marked borders, such as kinetic sculptures, kinetic art, cyber art, and cyberpunk. A brief excursion into the importance of the context, the message, and its semiotics is also provided, case by case, together with a few hints on the history of this discipline in the light of an artistic perspective. Therefore, the aim of this article is to try to summarize the main characteristics that might classify robot art as a unique and innovative discipline, and to track down some of the principles by which a robotic artifact can or cannot be considered an art piece in terms of social, cultural, and strictly artistic interest. This work was presented in part at the 13th International Symposium on Artificial Life and Robotics, Oita, Japan, January 31–February 2, 2008  相似文献   

17.
Although there are many arguments that logic is an appropriate tool for artificial intelligence, there has been a perceived problem with the monotonicity of classical logic. This paper elaborates on the idea that reasoning should be viewed as theory formation where logic tells us the consequences of our assumptions. The two activities of predicting what is expected to be true and explaining observations are considered in a simple theory formation framework. Properties of each activity are discussed, along with a number of proposals as to what should be predicted or accepted as reasonable explanations. An architecture is proposed to combine explanation and prediction into one coherent framework. Algorithms used to implement the system as well as examples from a running implementation are given.  相似文献   

18.
This paper provides the author's personal views and perspectives on software process improvement. Starting with his first work on technology assessment in IBM over 20 years ago, Watts Humphrey describes the process improvement work he has been directly involved in. This includes the development of the early process assessment methods, the original design of the CMM, and the introduction of the Personal Software Process (PSP)SM and Team Software Process (TSP){SM}. In addition to describing the original motivation for this work, the author also reviews many of the problems he and his associates encountered and why they solved them the way they did. He also comments on the outstanding issues and likely directions for future work. Finally, this work has built on the experiences and contributions of many people. Mr. Humphrey only describes work that he was personally involved in and he names many of the key contributors. However, so many people have been involved in this work that a full list of the important participants would be impractical.  相似文献   

19.
基于复小波噪声方差显著修正的SAR图像去噪   总被引:4,自引:1,他引:3  
提出了一种基于复小波域统计建模与噪声方差估计显著性修正相结合的合成孔径雷达(Synthetic Aperture Radar,SAR)图像斑点噪声滤波方法。该方法首先通过对数变换将乘性噪声模型转化为加性噪声模型,然后对变换后的图像进行双树复小波变换(Dualtree Complex Wavelet Transform,DCWT),并对复数小波系数的统计分布进行建模。在此先验分布的基础上,通过运用贝叶斯估计方法从含噪系数中恢复原始系数,达到滤除噪声的目的。实验结果表明该方法在去除噪声的同时保留了图像的细节信息,取得了很好的降噪效果。  相似文献   

20.
Abstract  This paper considers some results of a study designed to investigate the kinds of mathematical activity undertaken by children (aged between 8 and 11) as they learned to program in LOGO. A model of learning modes is proposed, which attempts to describe the ways in which children used and acquired understanding of the programming/mathematical concepts involved. The remainder of the paper is concerned with discussing the validity and limitations of the model, and its implications for further research and curriculum development.  相似文献   

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