全球彩票平台_全球彩票注册平台|官网下载地址

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老掉牙的技术,UWP简单示例

UWP轻便示例(二):火速开端你的3D编制程序,uwp3d

电动绘图AI:程序怎么着画出动漫美青娥,ai美女郎

首先 session 和 cache 具有各自的优势而存在.  他们的上下就不在这里讨论了.

承继前面一篇所写的——远线程调用ASM

全球彩票注册平台 1全球彩票注册平台 2代码

准备

  IDE:Visual Studio 2015

  理解并学习:SharpDx官方GitHub

  推荐Demo:SharpDX_D3D12HelloWorld

  斩新的图样引擎与AI算法,高效流畅地绘出任何一副美丽的图像。

  IDE:VisualStudio 2015
  Language:VB.NET/C#
  Graphics:EDGameEngine

本实例仅存款和储蓄客户id于客户名,对于延续串权限的架构,能够活动修改扩大权限字段

 

Imports Dsdt.CasinoManager.BusinessRule
Imports Wireless.Entities

第一节 世界

  世界坐标系是一个特殊的坐标系,它建立了描述其他坐标系所需要的参考框架。

  世界坐标系

  从一头说,不可能用越来越大的、外界的坐标系来描述世界坐标系

  关于世界坐标系的特出难点都以有关开端地方和条件的:

  • 各类物体的职位和自由化
  • 录制机的岗位和样子
  • 世界中每一点的时局是怎么(如山丘、建筑、湖泊等)
  • 贰个实体从何地来,到哪儿去(NPC的移位方针)

  左、左边手坐标系

  全体的2D坐标系是等价的,但3D坐标系有“手性”之分

  左、左边手坐标系能够相互转换,最简便的法子是只翻转八个轴的符号

  守旧的计算机图形学使用左边手坐标系,而线性代数则偏侧于选取左手坐标系

  SharpDx采纳左臂坐标系,即X轴由右向左,Y轴由下至上,Z轴由里至外

  SharpDx的世界有多大

  首先,这几个世界是有限且离散的

  描述三个维度坐标需求动用SharpDx或System.Numerics命名空间下的Vector3类型

  Vector3表示一个三个维度向量,它的x,y,z分量都以float类型(单精度浮点数),大家知晓float范围是-3.40E 38 ~ 3.40E 38

  而原子的直径是0.1nm等级,若以它看作主旨单位,那么那一个世界大致是一个边长6.80E 25公里的方盒(约71877亿光年)

  这么些世界丰裕大了呢

  最近认为银系直径是10~12万光年,宇宙可视直径是920亿光年

  单精度浮点数可准确到小数点后6位,即眼下世界最小分辨率是10-6倍原子大小

  那么离散的float类型足以描述现实世界了吧?向您介绍Computer图形学第一准则,留给你考虑:

  • Computer图形学第一章法:近似原则假设它看上去是对的它正是对的:)

全球彩票注册平台 3Imports SharpDX ''' <summary> ''' 表示三个三个维度世界 ''' </summary> Public Interface IWorld ''' <summary> ''' 模型顶点转变矩阵的数组 ''' </summary> ''' <returns></returns> Property ModelMatrix As Matrix() ''' <summary> ''' 更新模型顶点转变矩阵 ''' </summary> Sub Update() End Interface VB.NET-IWorld 全球彩票注册平台 4using System; using System.Collections; using System.Collections.Generic; using System.Data; using System.Diagnostics; using SharpDX; /// <summary> /// 表示多个三维世界 /// </summary> public interface IWorld { /// <summary> /// 模型顶点调换矩阵的数组 /// </summary> /// <returns></returns> Matrix[] ModelMatrix { get; set; } /// <summary> /// 更新模型顶点转换矩阵 /// </summary> void Update(); } C#-IWorld

第一节 背景

  背景是图画里衬托主体事物的景象。

图1.1 先画个蓝蓝的天空

  蓝天、白云和海内外,程序最拿手这种颜色单一的涂抹了

 

在上一篇中的类的底子上,承继并使好的守旧获得进步了四个类:远线程运维API,里面采纳的技术正是:

Namespace Common
    Public Class GlobalDataProvider

第二节 物体

  在编程中,具有宏观形状、体积或质量的抽象对象。

  位置Location

  三个三个维度向量,它意味着近些日子实体在世界坐标系中的相对地方

  比例Scale

  一个三维向量,表示近年来物体x,y,z轴缩放比例

  旋转Rotation

  平时物体角位移有欧拉角和四元数三种表示方法

  欧拉角:

  • 欧拉角有多个轻重,偏航角Yaw、俯仰角Pitch、横滚角Roll
  • 给定方位的表明形式不独一
  • 三个角度间求插值非常不便
  • 万向锁是二个底层难题,于今从不轻松的缓慢解决方案

  四元数:

  • 四元数(Quaternion)有三个轻重,它是三个超复数
  • 四元数可见平展插值,但它比欧拉角多占用33.3%的储存空间
  • 四个四元数表示一雨后春笋旋调换换时,将它们相乘(而非直接相加)
  • 四元数“减法”,二个调换Q1到另叁个转换Q2的差△Q等于Q1的逆乘以Q2(而非直接相减)
  • 因此标准四元数保险它为单位大小,不然它将不合规

全球彩票注册平台 5Imports SharpDX ''' <summary> ''' 表示一个可含蓄若干子对象的刚体 ''' </summary> Public Interface IRigidBody ''' <summary> ''' 子物体 ''' </summary> ''' <returns></returns> Property Children As List(Of IRigidBody) ''' <summary> ''' 父物体 ''' </summary> ''' <returns></returns> Property Parent As IRigidBody ''' <summary> ''' 地方 ''' </summary> ''' <returns></returns> Property Location As Vector3 ''' <summary> ''' 缩放 ''' </summary> ''' <returns></returns> Property Scale As Vector3 ''' <summary> ''' 旋转 ''' </summary> ''' <returns></returns> Property Qua As Quaternion ''' <summary> ''' 可知性 ''' </summary> ''' <returns></returns> Property Visible As Boolean Sub Update() End Interface VB.NET-IRigidBody 全球彩票注册平台 6using System; using System.Collections; using System.Collections.Generic; using System.Data; using System.Diagnostics; using SharpDX; /// <summary> /// 表示二个可含蓄若干子对象的刚体 /// </summary> public interface IRigidBody { /// <summary> /// 子物体 /// </summary> /// <returns></returns> List<IRigidBody> Children { get; set; } /// <summary> /// 父物体 /// </summary> /// <returns></returns> IRigidBody Parent { get; set; } /// <summary> /// 地点 /// </summary> /// <returns></returns> Vector3 Location { get; set; } /// <summary> /// 缩放 /// </summary> /// <returns></returns> Vector3 Scale { get; set; } /// <summary> /// 旋转 /// </summary> /// <returns></returns> Quaternion Qua { get; set; } /// <summary> /// 可知性 /// </summary> /// <returns></returns> bool Visible { get; set; } void Update(); } C#-IRigidBody

第二节 轮廓

  轮廓是物体的外周或图形的外框。

图2.2 勾勒人物和服饰轮廓

  以往AI要调控笔触大小和颜色,让图像的侧重视显现出来

本实例选取vs2009编制,vb和c#的代码都是因此测量检验的;一些童鞋说代码极度的 注意下   

1、构造远线程调用代码及参数

        Private Shared Instance As GlobalDataProvider = New GlobalDataProvider()

其三节 矩阵与线性别变化换

  线性变换总是把线性子空间变为线性子空间,但是维数可能降低。矩阵的本质就是描述线性变换。

  模型与世界空中

  物体最最早由物体空间来说述。在那之中山高校面积的新闻包蕴终端地方和表面法向量

  可将坐标从实体空间改换成世界空中中,此进度称作模型转换

  日常,光照总结使用世界空中,其实光照总结只需有限支撑几何体和光芒在同一空间

  摄像机空间

  通过视调换,顶点从世界空中退换成雕塑机空间,此空间也称作眼睛空间

  剪裁与显示屏空间

  裁剪空间又名正式视体空间,它是为透视投影做打算

  一旦用视锥完毕了几何体裁剪,就能够向荧屏空间投影

  ModelMatrix=World*View*Projection

  World=ScaleMatrix*RotationMatrix*TranslateMatrix:

  • 缩放矩阵 ScaleMatrix=Matrix.Scaling(Object.Scale)
  • 旋转矩阵 RotationMatrix=Matrix.RotationQuaternion(Object.Quaternion)
  • 活动矩阵 TranslateMatrix=Matrix.Translation(Object.Location)
  • 默许旋转中央是原点,所以那三者相乘的逐条不可能变

  View=Matrix.LookAtLH(eye,target,up):

  • 肉眼地方 eye=New Vector3(0,0,100),表示近年来录像飞机地点于Z轴100值处
  • 视点地方 target=New Vector3(0,0,0),表示如今录制机看向3D空间的原点
  • 迈入向量 up=Vector.UnitY,当前摄像机的迈入方向
  • LH代表左臂坐标系,Matrix.LookAt揽胜H是用以左手坐标系

  Projection=Matrix.PerspectiveFovLH(fov, aspect, znear, zfar):

  • 视椎体水平角 fov=Math.PI/ 3.0F,即水平可视角范围,常常为60度
  • 视锥体宽高比 aspect=ScreenWidth/ScreenHeight,平常和显示屏宽高比一致
  • 近裁面深度值 znear=1,即方今可视范围,客户可率性设置
  • 远裁面深度值 zfar=10000,即最远可视范围,客户可随机设置
  • 其实那是裁剪转变矩阵,投影到显示器是由API完成的

全球彩票注册平台 7Imports SharpDX ''' <summary> ''' 表示用于视转变的录像机 ''' </summary> Public Interface ICamera ''' <summary> ''' 获取或安装摄像飞机地方置 ''' </summary> ''' <returns></returns> Property Eye As Vector3 ''' <summary> ''' 获取或安装目的视点地方 ''' </summary> ''' <returns></returns> Property Target As Vector3 ''' <summary> ''' 获取或安装摄像机向上方向 ''' </summary> ''' <returns></returns> Property Up As Vector3 ''' <summary> ''' 获取当前视转变矩阵 ''' </summary> ''' <returns></returns> ReadOnly Property View As Matrix End Interface VB.NET-ICamera 全球彩票注册平台 8using System; using System.Collections; using System.Collections.Generic; using System.Data; using System.Diagnostics; using SharpDX; /// <summary> /// 表示用于视转变的水墨画机 /// </summary> public interface ICamera { /// <summary> /// 获取或安装摄像飞机地点置 /// </summary> /// <returns></returns> Vector3 Eye { get; set; } /// <summary> /// 获取或安装目的视点地方 /// </summary> /// <returns></returns> Vector3 Target { get; set; } /// <summary> /// 获取或设置录像机向上方向 /// </summary> /// <returns></returns> Vector3 Up { get; set; } /// <summary> /// 获取当前视转换矩阵 /// </summary> /// <returns></returns> Matrix View { get; } } C#-ICamera

第三节 光影

  光影是物体在光的照射下呈现出明与暗的关系。

图3.1 光影升高画面质地

  AI可不懂什么是光影,在上一步的根底上优化细节就可以

全球彩票注册平台,如何? 你还在用vs二〇〇八vs二零零六? 请自行重载 带有 optional 标致的函数

2、通过线性搜索获得对方进度中的API入口地址

        '保存登陆客户新闻的公文
        Private Shared loginUserStatusFile As String = String.Concat(Application.StartupPath, "/Config/LoginStatus.txt")

第4节 三角网格

  多边形网格用来模拟复杂物体的表面,任意多边形网格都能转成三角网格。

  代表网格

  多边形和三角网格在图形学和建立模型中常见应用,最直接表示方法是用三角形数组

  三角网格须要仓库储存三类信息:

  • 顶点 每一种三角形都有五个顶峰,各顶点都有相当的大可能率和别的三角形分享
  • 边    连接多个终端的边,种种三角形有三条边
  • 面    各样三角形对应贰个面,大家得以用极端大概边列表表示面

  目录三角网格

  在目录三角网格中,大家保卫安全两个列表:顶点表和三角形表

  每一种终端富含二个3D职位,也大概有如纹理映射坐标、表面法向量、光照值等复杂数据

  每一种三角形由顶点列表的多个目录组成

  顶点列出的一一相当重大,它决定面是“正面”照旧“反面”

  其它,表面法向量、纹理映射保存在三角一流

  索引三角形列表中的邻接新闻是含有的,边音讯不会被直接存款和储蓄

  我们可以经过寻找三角形表找寻公共边

  创设五个立方

  三个立方有6个矩形面,每种面有4个极端

  贰个矩形面由七个三角组成

  可知我们共索要二十五个顶峰,十一个三角形

  假如不分开描述各面,8个极端就充裕描述贰个六面体,但仍亟需10个三角形

全球彩票注册平台 9 ''' <summary> ''' 表示一个极端 ''' </summary> Public Structure Vertex Public Position As Vector3 Public Color As Vector4 Public Sub New(position As Vector3, color As Vector4) Me.Position = position Me.Color = color End Sub End Structure VB.NET-Vertex 全球彩票注册平台 10 ''' <summary> ''' 重返三个点名长度宽度高的正六面体的终点数组 ''' </summary> Public Shared Function CreateCube(w As Single, h As Single, d As Single) As Vertex() w = w / 2 h = h / 2 d = d / 2 Dim vertices As Vertex() = New Vertex() { New Vertex(New Vector3(-w, h, d), New Vector4(0, 1, 0, 1)), New Vertex(New Vector3(w, h, d), New Vector4(0, 1, 0, 1)), New Vertex(New Vector3(w, h, -d), New Vector4(0, 1, 0, 1)), New Vertex(New Vector3(-w, h, -d), New Vector4(0, 1, 0, 1)), New Vertex(New Vector3(-w, -h, d), New Vector4(1, 0, 1, 1)), New Vertex(New Vector3(w, -h, d), New Vector4(1, 0, 1, 1)), New Vertex(New Vector3(w, -h, -d), New Vector4(1, 0, 1, 1)), New Vertex(New Vector3(-w, -h, -d), New Vector4(1, 0, 1, 1)), New Vertex(New Vector3(-w, -h, d), New Vector4(1, 0, 0, 1)), New Vertex(New Vector3(-w, h, d), New Vector4(1, 0, 0, 1)), New Vertex(New Vector3(-w, h, -d), New Vector4(1, 0, 0, 1)), New Vertex(New Vector3(-w, -h, -d), New Vector4(1, 0, 0, 1)), New Vertex(New Vector3(w, -h, d), New Vector4(1, 1, 0, 1)), New Vertex(New Vector3(w, h, d), New Vector4(1, 1, 0, 1)), New Vertex(New Vector3(w, h, -d), New Vector4(1, 1, 0, 1)), New Vertex(New Vector3(w, -h, -d), New Vector4(1, 1, 0, 1)), New Vertex(New Vector3(-w, h, d), New Vector4(0, 1, 1, 1)), New Vertex(New Vector3(w, h, d), New Vector4(0, 1, 1, 1)), New Vertex(New Vector3(w, -h, d), New Vector4(0, 1, 1, 1)), New Vertex(New Vector3(-w, -h, d), New Vector4(0, 1, 1, 1)), New Vertex(New Vector3(-w, h, -d), New Vector4(0, 0, 1, 1)), New Vertex(New Vector3(w, h, -d), New Vector4(0, 0, 1, 1)), New Vertex(New Vector3(w, -h, -d), New Vector4(0, 0, 1, 1)), New Vertex(New Vector3(-w, -h, -d), New Vector4(0, 0, 1, 1))} Return vertices End Function VB.NET-CreateCube 全球彩票注册平台 11using SharpDx; /// <summary> /// 表示三个存款和储蓄3D地方与颜色音讯的顶峰 /// </summary> public struct Vertex { public Vector3 Position; public Vector4 Color; public Vertex(Vector3 position, Vector4 color) { this.Position = position; this.Color = color; } } C#-Vertex 全球彩票注册平台 12/// <summary> /// 重返贰个钦定长度宽度高的正六面体的终端数组 /// </summary> public static Vertex[] CreateCube(float w, float h, float d) { w = w / 2; h = h / 2; d = d / 2; Vertex[] vertices = new Vertex[] { new Vertex(new Vector3(-w, h, d), new Vector4(0, 1, 0, 1)), new Vertex(new Vector3(w, h, d), new Vector4(0, 1, 0, 1)), new Vertex(new Vector3(w, h, -d), new Vector4(0, 1, 0, 1)), new Vertex(new Vector3(-w, h, -d), new Vector4(0, 1, 0, 1)), new Vertex(new Vector3(-w, -h, d), new Vector4(1, 0, 1, 1)), new Vertex(new Vector3(w, -h, d), new Vector4(1, 0, 1, 1)), new Vertex(new Vector3(w, -h, -d), new Vector4(1, 0, 1, 1)), new Vertex(new Vector3(-w, -h, -d), new Vector4(1, 0, 1, 1)), new Vertex(new Vector3(-w, -h, d), new Vector4(1, 0, 0, 1)), new Vertex(new Vector3(-w, h, d), new Vector4(1, 0, 0, 1)), new Vertex(new Vector3(-w, h, -d), new Vector4(1, 0, 0, 1)), new Vertex(new Vector3(-w, -h, -d), new Vector4(1, 0, 0, 1)), new Vertex(new Vector3(w, -h, d), new Vector4(1, 1, 0, 1)), new Vertex(new Vector3(w, h, d), new Vector4(1, 1, 0, 1)), new Vertex(new Vector3(w, h, -d), new Vector4(1, 1, 0, 1)), new Vertex(new Vector3(w, -h, -d), new Vector4(1, 1, 0, 1)), new Vertex(new Vector3(-w, h, d), new Vector4(0, 1, 1, 1)), new Vertex(new Vector3(w, h, d), new Vector4(0, 1, 1, 1)), new Vertex(new Vector3(w, -h, d), new Vector4(0, 1, 1, 1)), new Vertex(new Vector3(-w, -h, d), new Vector4(0, 1, 1, 1)), new Vertex(new Vector3(-w, h, -d), new Vector4(0, 0, 1, 1)), new Vertex(new Vector3(w, h, -d), new Vector4(0, 0, 1, 1)), new Vertex(new Vector3(w, -h, -d), new Vector4(0, 0, 1, 1)), new Vertex(new Vector3(-w, -h, -d), new Vector4(0, 0, 1, 1)) }; return vertices; } C#-CreateCube

第四节 润色

  润色是增加物体本身及其周围的色彩。

图4.1 画面润色

  那是关键一步,AI需求将错失的颜料细节补缺回来

 

是因为2是领取自一个原先的代码,何况调用API的函数中用了多个巡回剖断,导致……作用低下的很啊

        Public Shared userList As New List(Of LoginUserStatus)

第五节 方块人物

  可直接用一个骨骼模型描述生物外形,至少MineCraft是这样的。

  骨骼关系

  一个骨骼节点有若干子骨骼,但只可以有二个父骨骼

  易见我们可以用三个树形结构来陈诉骨骼系统

  父子骨骼间存在一种“联合浮动”关系,比如大家移动右臂手臂,左手也会尾随移动

  为体现这种“联合浮动”,在编程中须求将功效于有些骨骼的的调换也同等效劳于它的子骨骼

  人体骨骼方块

  上部(10块):尾部、颈部、左右肩、左右上臂,左右下臂,左左手

  中部(2 块):胸部、腰部

  下部(8 块):左右骻、左右大腿,左右小腿和左左腿

  习感到常,腰部是根节点的较好选择

全球彩票注册平台 13Imports SharpDX ''' <summary> ''' 表示骨骼结点 ''' </summary> Public Class Bone Inherits RigidBodyBase Public Overrides Property Qua As Quaternion Set(value As Quaternion) If IsNewQua Then IsNewQua = False sQua = value sQua.Invert() sQua.Normalize() End If mQua = value End Set Get Return Quaternion.Normalize(sQua * mQua) End Get End Property ''' <summary> ''' 相对坐标 ''' </summary> Public AbsoluteLoc As Vector3 ''' <summary> ''' 绝对坐标 ''' </summary> Public RelativeLoc As Vector3 ''' <summary> ''' 父骨骼 ''' </summary> Public ParentBone As Bone ''' <summary> ''' 骨骼绝对旋转 ''' </summary> Public BoneQua As New Quaternion(0, 0, 0, 1) ''' <summary> ''' 子骨骼 ''' </summary> Public ChildrenBone As New List(Of Bone) ''' <summary> ''' 索引 ''' </summary> Public Index As Integer Private mQua As New Quaternion(0, 0, 0, 1) Private sQua As New Quaternion(0, 0, 0, 1) Private IsNewQua As Boolean = True Public Sub New(loc As Vector3, scale As Vector3) Me.RelativeLoc = loc * 10 Me.Scale = scale End Sub End Class VB.NET-Bone 全球彩票注册平台 14Imports SharpDX ''' <summary> ''' 表示三个用以描述骨骼音讯的对象 ''' </summary> Public Class BoneInf Public Loc As Vector3 Public Scale As Vector3 Public ParentIndex As Integer Public ChildIndexArr() As Integer Public Sub New(l As Vector3, s As Vector3, p As Integer, c As Integer()) Loc = New Vector3(l.Z, l.Y, l.X) Scale = New Vector3(s.Z, s.Y, s.X) ParentIndex = p ChildIndexArr = c End Sub End Class VB.NET-BoneInf 全球彩票注册平台 15Imports SharpDX ''' <summary> ''' 表示几个生人模型 ''' </summary> Public Class Human Inherits RigidBodyBase Public RootBone As Bone Dim BoneInfArr() As BoneInf = { New BoneInf(New Vector3(0, 0, 0), New Vector3(1, 1, 1), 0, New Integer() {1, 12, 16}),'腰部0 New BoneInf(New Vector3(0, 5, 0), New Vector3(2.5, 5, 1), 0, New Integer() {2, 4, 8}),'胸部1 New BoneInf(New Vector3(0, 1, 0), New Vector3(0.7, 1, 1), 1, New Integer() {3}),'颈部2 New BoneInf(New Vector3(0, 1.5, 0), New Vector3(1.3, 1.5, 1), 2, New Integer() {}),'尾部3 New BoneInf(New Vector3(-2, 0, 0), New Vector3(2, 1, 1), 1, New Integer() {5}),'左肩4 New BoneInf(New Vector3(0, -2.5, 0), New Vector3(1, 2.5, 1), 4, New Integer() {6}),'左上臂5 New BoneInf(New Vector3(0, -2.5, 0), New Vector3(1, 2.5, 1), 5, New Integer() {7}),'左小臂6 New BoneInf(New Vector3(0, -1, 0), New Vector3(1, 1, 1), 6, New Integer() {}),'左边手7 New BoneInf(New Vector3(2, 0, 0), New Vector3(2, 1, 1), 1, New Integer() {9}),'右肩8 New BoneInf(New Vector3(0, -2.5, 0), New Vector3(1, 2.5, 1), 8, New Integer() {10}),'右上臂9 New BoneInf(New Vector3(0, -2.5, 0), New Vector3(1, 2.5, 1), 9, New Integer() {11}),'右小臂10 New BoneInf(New Vector3(0, -1, 0), New Vector3(1, 1, 1), 10, New Integer() {}),'左边手11 New BoneInf(New Vector3(-0.8, 0, 0), New Vector3(0.8, 1, 1), 0, New Integer() {13}),'左骻12 New BoneInf(New Vector3(0, -4, 0), New Vector3(1, 4, 1), 12, New Integer() {14}),'左大腿13 New BoneInf(New Vector3(0, -4, 0), New Vector3(1, 4, 1), 13, New Integer() {15}),'左小腿14 New BoneInf(New Vector3(0, -1, 0), New Vector3(1, 1, 1), 14, New Integer() {}),'右边脚15 New BoneInf(New Vector3(0.8, 0, 0), New Vector3(0.8, 1, 1), 0, New Integer() {17}),'右骻16 New BoneInf(New Vector3(0, -4, 0), New Vector3(1, 4, 1), 16, New Integer() {18}),'右大腿17 New BoneInf(New Vector3(0, -4, 0), New Vector3(1, 4, 1), 17, New Integer() {19}),'右小腿18 New BoneInf(New Vector3(0, -1, 0), New Vector3(1, 1, 1), 18, New Integer() {})'左腿19 } Public Sub New() CreateBody() CalcBone(RootBone) End Sub ''' <summary> ''' 更新内定索引的骨骼 ''' </summary> ''' <param name="qua">旋转</param> ''' <param name="index">骨骼索引</param> Public Sub UpdateBone(qua As Quaternion, index As Integer) qua.Normalize() DirectCast(Children(index), Bone).Qua = qua CalcBone(DirectCast(Children(index), Bone).ParentBone) End Sub ''' <summary> ''' 更新全部子骨骼 ''' </summary> ''' <param name="parent"></param> Private Sub CalcBone(parent As Bone) For Each SubBone As Bone In parent.ChildrenBone SubBone.BoneQua = Quaternion.Normalize(Me.Qua * SubBone.Qua) Dim tempLoc = (Matrix.Translation(SubBone.RelativeLoc) * Matrix.RotationQuaternion(SubBone.BoneQua)).TranslationVector SubBone.AbsoluteLoc = parent.AbsoluteLoc tempLoc SubBone.Location = parent.AbsoluteLoc tempLoc / 2 CalcBone(SubBone) Next End Sub ''' <summary> ''' 创制人物身体的具备骨骼 ''' </summary> Private Sub CreateBody() For i = 0 To BoneInfArr.Count - 1 Children.Add(New Bone(BoneInfArr(i).Loc, BoneInfArr(i).Scale)) DirectCast(Children(i), Bone).Index = i Next For i = 0 To BoneInfArr.Count - 1 DirectCast(Children(i), Bone).ParentBone = Children(BoneInfArr(i).ParentIndex) For Each SubIndex In BoneInfArr(i).ChildIndexArr DirectCast(Children(i), Bone).ChildrenBone.Add(Children(SubIndex)) Next Next RootBone = DirectCast(Children(0), Bone) RootBone.Parent = RootBone End Sub End Class VB.NET-Human 全球彩票注册平台 16using System; using System.Collections; using System.Collections.Generic; using System.Data; using System.Diagnostics; using SharpDX; /// <summary> /// 表示骨骼结点 /// </summary> public class Bone : RigidBodyBase { public override Quaternion Qua { get { return Quaternion.Normalize(sQua * mQua); } set { if (IsNewQua) { IsNewQua = false; sQua = value; sQua.Invert(); sQua.Normalize(); } mQua = value; } } /// <summary> /// 相对坐标 /// </summary> public Vector3 AbsoluteLoc; /// <summary> /// 相对坐标 /// </summary> public Vector3 RelativeLoc; /// <summary> /// 父骨骼 /// </summary> public Bone ParentBone; /// <summary> /// 骨骼相对旋转 /// </summary> public Quaternion BoneQua = new Quaternion(0, 0, 0, 1); /// <summary> /// 子骨骼 /// </summary> public List<Bone> ChildrenBone = new List<Bone>(); /// <summary> /// 索引 /// </summary> public int Index; private Quaternion mQua = new Quaternion(0, 0, 0, 1); private Quaternion sQua = new Quaternion(0, 0, 0, 1); private bool IsNewQua = true; public Bone(Vector3 loc, Vector3 scale) { this.RelativeLoc = loc * 10; this.Scale = scale; } } C#-Bone 全球彩票注册平台 17using System; using System.Collections; using System.Collections.Generic; using System.Data; using System.Diagnostics; using SharpDX; /// <summary> /// 表示多个用以描述骨骼音讯的对象 /// </summary> public class BoneInf { public Vector3 Loc; public Vector3 Scale; public int ParentIndex; public int[] ChildIndexArr; public BoneInf(Vector3 l, Vector3 s, int p, int[] c) { Loc = new Vector3(l.Z, l.Y, l.X); Scale = new Vector3(s.Z, s.Y, s.X); ParentIndex = p; ChildIndexArr = c; } } C#-BoneInf 全球彩票注册平台 18using System; using System.Collections; using System.Collections.Generic; using System.Data; using System.Diagnostics; using SharpDX; /// <summary> /// 表示二个生人模型 /// </summary> public class Human : RigidBodyBase { public Bone RootBone; BoneInf[] BoneInfArr = { new BoneInf(new Vector3(0, 0, 0), new Vector3(1, 1, 1), 0, new int[] { 1, 12, 16 }), //腰部0 new BoneInf(new Vector3(0, 5, 0), new Vector3(2.5, 5, 1), 0, new int[] { 2, 4, 8 }), //胸部1 new BoneInf(new Vector3(0, 1, 0), new Vector3(0.7, 1, 1), 1, new int[] { 3 }), //颈部2 new BoneInf(new Vector3(0, 1.5, 0), new Vector3(1.3, 1.5, 1), 2, new int[]), //头部3 new BoneInf(new Vector3(-2, 0, 0), new Vector3(2, 1, 1), 1, new int[] { 5 }), //左肩4 new BoneInf(new Vector3(0, -2.5, 0), new Vector3(1, 2.5, 1), 4, new int[] { 6 }), //左上臂5 new BoneInf(new Vector3(0, -2.5, 0), new Vector3(1, 2.5, 1), 5, new int[] { 7 }), //左小臂6 new BoneInf(new Vector3(0, -1, 0), new Vector3(1, 1, 1), 6, new int[]), //左手7 new BoneInf(new Vector3(2, 0, 0), new Vector3(2, 1, 1), 1, new int[] { 9 }), //右肩8 new BoneInf(new Vector3(0, -2.5, 0), new Vector3(1, 2.5, 1), 8, new int[] { 10 }), //右上臂9 new BoneInf(new Vector3(0, -2.5, 0), new Vector3(1, 2.5, 1), 9, new int[] { 11 }), //右小臂10 new BoneInf(new Vector3(0, -1, 0), new Vector3(1, 1, 1), 10, new int[]), //右手11 new BoneInf(new Vector3(-0.8, 0, 0), new Vector3(0.8, 1, 1), 0, new int[] { 13 }), //左骻12 new BoneInf(new Vector3(0, -4, 0), new Vector3(1, 4, 1), 12, new int[] { 14 }), //左大腿13 new BoneInf(new Vector3(0, -4, 0), new Vector3(1, 4, 1), 13, new int[] { 15 }), //左小腿14 new BoneInf(new Vector3(0, -1, 0), new Vector3(1, 1, 1), 14, new int[]), //左脚15 new BoneInf(new Vector3(0.8, 0, 0), new Vector3(0.8, 1, 1), 0, new int[] { 17 }), //右骻16 new BoneInf(new Vector3(0, -4, 0), new Vector3(1, 4, 1), 16, new int[] { 18 }), //右大腿17 new BoneInf(new Vector3(0, -4, 0), new Vector3(1, 4, 1), 17, new int[] { 19 }), //右小腿18 new BoneInf(new Vector3(0, -1, 0), new Vector3(1, 1, 1), 18, new int[]) //左边腿19 }; public Human() { CreateBody(); CalcBone(RootBone); } /// <summary> /// 更新钦定索引的骨骼 /// </summary> /// <param name="qua">旋转</param> /// <param name="index">骨骼索引</param> public void UpdateBone(Quaternion qua, int index) { qua.Normalize(); ((Bone)Children(index)).Qua = qua; CalcBone(((Bone)Children(index)).ParentBone); } /// <summary> /// 更新全数子骨骼 /// </summary> /// <param name="parent"></param> private void CalcBone(Bone parent) { foreach (Bone SubBone in parent.ChildrenBone) { SubBone.BoneQua = Quaternion.Normalize(this.Qua * SubBone.Qua); dynamic tempLoc = (Matrix.Translation(SubBone.RelativeLoc) * Matrix.RotationQuaternion(SubBone.BoneQua)).TranslationVector; SubBone.AbsoluteLoc = parent.AbsoluteLoc tempLoc; SubBone.Location = parent.AbsoluteLoc tempLoc / 2; CalcBone(SubBone); } } /// <summary> /// 创立人物身体的具有骨骼 /// </summary> private void CreateBody() { for (i = 0; i <= BoneInfArr.Count - 1; i ) { Children.Add(new Bone(BoneInfArr[i].Loc, BoneInfArr[i].Scale)); ((Bone)Children(i)).Index = i; } for (i = 0; i <= BoneInfArr.Count - 1; i ) { ((Bone)Children(i)).ParentBone = Children(BoneInfArr[i].ParentIndex); foreach (object SubIndex_loopVariable in BoneInfArr[i].ChildIndexArr) { SubIndex = SubIndex_loopVariable; ((Bone)Children(i)).ChildrenBone.Add(Children(SubIndex)); } } RootBone = (Bone)Children(0); RootBone.Parent = RootBone; } } C#-Human

第五节 成型

  大功告成!前面所有的步骤都是为这一步铺垫。

图5.1 人物已经有声有色啦

  事实上AI只进行这一步也得以画出全部的图像,但尚未过渡会显得刚毅

童鞋们关系的 密码修改后 要失效的标题 当前卫未想到 个人觉着 大概方向能够》

代码中第一部分正是:

        '全体菜色列表
        Private _lstMenu As List(Of Dsdt.CasinoManager.BusinessRule.Menu)

附录

  那是始于你的3D编制程序的首先步

  要求稳重怎样难题?

  3D编制程序中,情势调换平日是不对的源点,极其要留神坐标系的手性

  在限定欧拉角中,俯仰角Pitch的界定是±90º,偏航角Yaw的限量是±180º

  (额外说诺优能(Nutrilon)(Nutrilon)(Karicare)些,UWP的CompositeTransform3D使用的正是限制欧拉角)

  为啥接纳夏普Dx?

  SharpDx库与UWP兼容,其他如SharpGL不兼容

  要是你是C#开拓者,Unity3D会是更加好的挑三拣四

  Direct3D是底层的3D图形库,通过接触它你能够学习到非常多平底图形编制程序知识

  掌握底层知识会使您在触发并运用Unity3D等引擎时极度弹无虚发

  其它

  开源链接:ExperDot.SharpDx3DEngine

  参谋书籍:《3D数学基础:图形与娱乐开采》[美]Fletcher Dunnlan Parberry著 浙大大学出版社(史银雪、陈洪和王荣静译)

计划IDE:Visual Studio 二零一六 精通并学习:SharpDx官方GitHub 推荐德姆o:SharpDX_D3D12HelloWorld 第一节 世界 世...

第六节 算法

  上文的图片是程序画的,文字是笔者瞎编的。

  AI只会计算画笔轨迹,然后二回遍重绘,感到上是全人类画手的效应

  不再是二值化

  • 因为前几天要绘制全彩图像,将图像划分为只有黑和白的作用已经远非什么含义,二值化不再适用
  • 适用的法子是将KoleosGB颜色空间划分为多少个颜色子空间,然后所有人家管理一幅图像中属于有些子空间的区域

  活动循迹

  • 循迹算法未有大的改造,仍是早前博客里贴出的代码
  • 彩色图像线条不够长,能够不再计算点左近的权值用来制动踏板轨迹

  重绘

  • 次第先选拔思路十分大、颜色淡的画笔绘制一回,然后在那基础上日趋减小思绪并加深色彩
  • 直白根据专门的学问笔触可以三回成型,但会显得突兀和机械,毕竟那些AI不是确实在构思什么画一幅图像

全球彩票注册平台 19Imports System.Numerics ''' <summary> ''' 表示自动循迹并转移绘制连串的AI ''' </summary> Public Class SequenceAI ''' <summary> ''' 线条体系List ''' </summary> ''' <returns></returns> Public Property Sequences As List(Of PointSequence) ''' <summary> ''' 扫描格局 ''' </summary> Public Property ScanMode As ScanMode = ScanMode.Rect Dim xArray() As Integer = {-1, 0, 1, 1, 1, 0, -1, -1} Dim yArray() As Integer = {-1, -1, -1, 0, 1, 1, 1, 0} Dim NewStart As Boolean ''' <summary> ''' 创造并初阶化三个可自动生成绘制类别AI的实例 ''' </summary> Public Sub New(BolArr(,) As Integer) Sequences = New List(Of PointSequence) CalculateSequence(BolArr) For Each SubItem In Sequences SubItem.CalcSize() Next End Sub ''' <summary> ''' 新增添三个队列 ''' </summary> Private Sub CreateNewSequence() Sequences.Add(New PointSequence) End Sub ''' <summary> ''' 在连串List末尾项新增加三个点 ''' </summary> Private Sub AddPoint(point As Vector2) Sequences.Last.Points.Add(point) End Sub ''' <summary> ''' 计算系列 ''' </summary> Private Sub CalculateSequence(BolArr(,) As Integer) If ScanMode = ScanMode.Rect Then ScanRect(BolArr) Else ScanCircle(BolArr) End If End Sub ''' <summary> ''' 圆形扫描 ''' </summary> ''' <param name="BolArr"></param> Private Sub ScanCircle(BolArr(,) As Integer) Dim xCount As Integer = BolArr.GetUpperBound(0) Dim yCount As Integer = BolArr.GetUpperBound(1) Dim CP As New Point(xCount / 2, yCount / 2) Dim LX570 As Integer = 0 For 汉兰达 = 0 To If(xCount > yCount, xCount, yCount) For Theat = 0 To Math.PI * 2 Step 1 / R Dim dx As Integer = CInt(CP.X R * Math.Cos(Theat)) Dim dy As Integer = CInt(CP.Y R * Math.Sin(Theat)) If Not (dx > 0 And dy > 0 And dx < xCount And dy < yCount) Then Continue For If BolArr(dx, dy) = 1 Then BolArr(dx, dy) = 0 Me.CreateNewSequence() Me.AddPoint(New Vector2(dx, dy)) CheckMove(BolArr, dx, dy, 0) NewStart = True End If Next Next End Sub ''' <summary> ''' 矩形扫描 ''' </summary> ''' <param name="BolArr"></param> Private Sub ScanRect(BolArr(,) As Integer) Dim xCount As Integer = BolArr.GetUpperBound(0) Dim yCount As Integer = BolArr.GetUpperBound(1) For i = 0 To xCount - 1 For j = 0 To yCount - 1 Dim dx As Integer = i Dim dy As Integer = j If Not (dx > 0 And dy > 0 And dx < xCount And dy < yCount) Then Continue For If BolArr(dx, dy) = 1 Then BolArr(dx, dy) = 0 Me.CreateNewSequence() Me.AddPoint(New Vector2(dx, dy)) CheckMove(BolArr, dx, dy, 0) NewStart = True End If Next Next End Sub ''' <summary> ''' 递归循迹算法 ''' </summary> Private Sub CheckMove(ByRef bolArr(,) As Integer, ByVal x As Integer, ByVal y As Integer, ByVal StepNum As Integer) If StepNum > 一千 Then Return Dim xBound As Integer = bolArr.GetUpperBound(0) Dim yBound As Integer = bolArr.GetUpperBound(1) Dim dx, dy As Integer Dim AroundValue As Integer = GetAroundValue(bolArr, x, y) '根据点权值轨迹就要时下点断开 'If AroundValue > 2 AndAlso AroundValue < 8 Then 'Return 'End If For i = 0 To 7 dx = x xArray(i) dy = y yArray(i) If Not (dx > 0 And dy > 0 And dx < xBound And dy < yBound) Then Return ElseIf bolArr(dx, dy) = 1 Then bolArr(dx, dy) = 0 If NewStart = True Then Me.CreateNewSequence() Me.AddPoint(New Vector2(dx, dy)) NewStart = False Else Me.AddPoint(New Vector2(dx, dy)) End If CheckMove(bolArr, dx, dy, StepNum 1) NewStart = True End If Next End Sub ''' <summary> ''' 重返点权值 ''' </summary> Private Function GetAroundValue(ByRef BolArr(,) As Integer, ByVal x As Integer, ByVal y As Integer) As Integer Dim dx, dy, ResultValue As Integer Dim xBound As Integer = BolArr.GetUpperBound(0) Dim yBound As Integer = BolArr.GetUpperBound(1) For i = 0 To 7 dx = x xArray(i) dy = y yArray(i) If dx > 0 And dy > 0 And dx < xBound And dy < yBound Then If BolArr(dx, dy) = 1 Then ResultValue = 1 End If End If Next Return ResultValue End Function End Class ''' <summary> ''' 线条扫描情势 ''' </summary> Public Enum ScanMode ''' <summary> ''' 矩形扫描 ''' </summary> Rect ''' <summary> ''' 圆形扫描 ''' </summary> Circle End Enum VB.NET-SequenceAI 全球彩票注册平台 20Imports System.Numerics ''' <summary> ''' 表示由一二种点向量组成的线条 ''' </summary> Public Class PointSequence Public Property Points As New List(Of Vector2) Public Property Sizes As Single() ''' <summary> ''' 计算画笔大小 ''' </summary> Public Sub CalcSize() If Points.Count < 1 Then Exit Sub Static Mid, PenSize As Single ReDim Sizes(Points.Count - 1) For i = 0 To Points.Count - 1 Mid = CSng(Math.Abs(i - Points.Count / 2)) PenSize = 1 - Mid / Points.Count * 2 Sizes(i) = PenSize Next End Sub End Class VB.NET-PointSequence 全球彩票注册平台 21using System; using System.Collections; using System.Collections.Generic; using System.Data; using System.Diagnostics; using System.Numerics; /// <summary> /// 表示自动循迹并转移绘制种类的AI /// </summary> public class SequenceAI { /// <summary> /// 线条类别List /// </summary> /// <returns></returns> public List<PointSequence> Sequences { get; set; } /// <summary> /// 扫描格局 /// </summary> public ScanMode ScanMode { get; set; } int[] xArray = { -1, 0, 1, 1, 1, 0, -1, -1 }; int[] yArray = { -1, -1, -1, 0, 1, 1, 1, 0 }; bool NewStart; /// <summary> /// 创造并起首化二个可自动生成绘制种类AI的实例 /// </summary> public SequenceAI(int[,] BolArr) { Sequences = new List<PointSequence>(); CalculateSequence(BolArr); foreach (object SubItem_loopVariable in Sequences) { SubItem = SubItem_loopVariable; SubItem.CalcSize(); } } /// <summary> /// 新扩展三个系列 /// </summary> private void CreateNewSequence() { Sequences.Add(new PointSequence()); } /// <summary> /// 在种类List末尾项新增加八个点 /// </summary> private void AddPoint(Vector2 point) { Sequences.Last.Points.Add(point); } /// <summary> /// 总结体系 /// </summary> private void CalculateSequence(int[,] BolArr) { if (ScanMode == ScanMode.Rect) { ScanRect(BolArr); } else { ScanCircle(BolArr); } } /// <summary> /// 圆形扫描 /// </summary> /// <param name="BolArr"></param> private void ScanCircle(int[,] BolArr) { int xCount = BolArr.GetUpperBound(0); int yCount = BolArr.GetUpperBound(1); Point CP = new Point(xCount / 2, yCount / 2); int R = 0; for (R = 0; R <= xCount > yCount ? xCount : yCount; R ) { for (Theat = 0; Theat <= Math.PI * 2; Theat = 1 / R) { int dx = Convert.ToInt32(CP.X R * Math.Cos(Theat)); int dy = Convert.ToInt32(CP.Y R * Math.Sin(Theat)); if (!(dx > 0 & dy > 0 & dx < xCount & dy < yCount)) continue; if (BolArr[dx, dy] == 1) { BolArr[dx, dy] = 0; this.CreateNewSequence(); this.AddPoint(new Vector2(dx, dy)); CheckMove(ref BolArr, dx, dy, 0); NewStart = true; } } } } /// <summary> /// 矩形扫描 /// </summary> /// <param name="BolArr"></param> private void ScanRect(int[,] BolArr) { int xCount = BolArr.GetUpperBound(0); int yCount = BolArr.GetUpperBound(1); for (i = 0; i <= xCount - 1; i ) { for (j = 0; j <= yCount - 1; j ) { int dx = i; int dy = j; if (!(dx > 0 & dy > 0 & dx < xCount & dy < yCount)) continue; if (BolArr[dx, dy] == 1) { BolArr[dx, dy] = 0; this.CreateNewSequence(); this.AddPoint(new Vector2(dx, dy)); CheckMove(ref BolArr, dx, dy, 0); NewStart = true; } } } } /// <summary> /// 递归循迹算法 /// </summary> private void CheckMove(ref int[,] bolArr, int x, int y, int StepNum) { if (StepNum > 一千) return; int xBound = bolArr.GetUpperBound(0); int yBound = bolArr.GetUpperBound(1); int dx = 0; int dy = 0; int AroundValue = GetAroundValue(ref bolArr, x, y); //依照点权值轨迹就要此时此刻点断开 //If AroundValue > 2 AndAlso AroundValue < 8 Then //Return //End If for (i = 0; i <= 7; i ) { dx = x xArray[i]; dy = y yArray[i]; if (!(dx > 0 & dy > 0 & dx < xBound & dy < yBound)) { return; } else if (bolArr[dx, dy] == 1) { bolArr[dx, dy] = 0; if (NewStart == true) { this.CreateNewSequence(); this.AddPoint(new Vector2(dx, dy)); NewStart = false; } else { this.AddPoint(new Vector2(dx, dy)); } CheckMove(ref bolArr, dx, dy, StepNum 1); NewStart = true; } } } /// <summary> /// 再次来到点权值 /// </summary> private int GetAroundValue(ref int[,] BolArr, int x, int y) { int dx = 0; int dy = 0; int ResultValue = 0; int xBound = BolArr.GetUpperBound(0); int yBound = BolArr.GetUpperBound(1); for (i = 0; i <= 7; i ) { dx = x xArray[i]; dy = y yArray[i]; if (dx > 0 & dy > 0 & dx < xBound & dy < yBound) { if (BolArr[dx, dy] == 1) { ResultValue = 1; } } } return ResultValue; } } /// <summary> /// 线条扫描格局/// </summary> public enum ScanMode { /// <summary> /// 矩形扫描 /// </summary> Rect, /// <summary> /// 圆形扫描 /// </summary> Circle } C#-SequenceAI 全球彩票注册平台 22using System; using System.Collections; using System.Collections.Generic; using System.Data; using System.Diagnostics; using System.Numerics; /// <summary> /// 表示由一多元点向量组成的线条 /// </summary> public class PointSequence { public List<Vector2> Points { get; set; } public float[] Sizes { get; set; } float static_CalcSize_Mid; /// <summary> /// 计算画笔大小 /// </summary> float static_CalcSize_PenSize; public void CalcSize() { if (Points.Count < 1) return; Sizes = new float[Points.Count]; for (i = 0; i <= Points.Count - 1; i ) { static_CalcSize_Mid = Convert.ToSingle(Math.Abs(i - Points.Count / 2)); static_CalcSize_PenSize = 1 - static_CalcSize_Mid / Points.Count * 2; Sizes[i] = static_CalcSize_PenSize; } } } C#-PointSequence

》1. 各类客户生成1个xml 里面保存随机的多少个字符 恐怕修改密码的光阴戳也行 

1、E8前面偏移地址的臆度:E8后边是对峙地址……

        Private _menus As MenusClass

附录

  相关链接

  Demo视频:AutomaticDrawing_人民 (上文的视频暂不上传(^o^)/)
  Demo开源:EDGameEngine.Visuals.AutoDraw

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序 斩新的图形引擎与AI算法,高效流畅地绘出任何一副美观的图像。 IDE:VisualStudio 二零一五...

》2. 那些文件在客户刚注册 或涂改密码时候生成写入; 写入的还要须要更新当前客商的cookie 不然当前客户也会失灵

2、不相同品种参数的拍卖:除了INTEGE福睿斯以外,都“按指针”传递——调用时利用了字节数组

        Private _threadFlag As Boolean = False

》3. 在本实例的根底上 加1个字段 内容为 第11中学的若干字符 本实例在cookie写入15分钟后才会另行写入新的cookie;能够在重复写入cookie前 比对那多少个若干字符是或不是相称 用 Stream里德r 就能够

3、参数反向压栈:注意一下就足以了

        ''' <summary>
        ''' 
        ''' </summary>
        ''' <param name="vMachineNo"></param>
        ''' <returns></returns>
        ''' <remarks></remarks>
        Public Shared Function IsLogin(ByVal vMachineNo As String) As Boolean
            For Each uStatus As LoginUserStatus In userList
                If (vMachineNo.Equals(uStatus.MachineNo) = True) Then
                    Return True
                End If
            Next
            Return False
        End Function

》4. 以上不知 我们看懂了并未有呢

4、实现了贰个泛接口类,用以把组织转化为字节数组,但未测量检验,若不成事应友善把参数转化为字节数组后传出

        ''' <summary>
        ''' 获取机器号的报到客户音信
        ''' </summary>
        ''' <param name="vMachineNo"></param>
        ''' <returns></returns>
        ''' <remarks></remarks>
        Public Shared Function GetLoginUserStatusByMachineNo(ByVal vMachineNo As String) As LoginUserStatus
            For Each uStatus As LoginUserStatus In userList
                If vMachineNo = uStatus.MachineNo Then
                    Return uStatus
                End If
            Next
            Return Nothing
        End Function

以下类达成了 使用加密cookie取代session验证顾客登入状态 辅助 1钟头/1周 有效期2种方式 (期间有新的伏乞则更新失效时间)

5、有个修改内存页属性的函数,未有接纳,其实是给末端程序用的,增添到那边了,要用也得以,只是在那几个类里直接调用了API

        ''' <summary>
        ''' 当前正在处理的点单对象
        ''' </summary>
        ''' <remarks></remarks>
        Private Shared _orderList As New List(Of OrderRunningNumber)

品类源码下载地址 

 

        '''' <summary>
        '''' 决断当前的入单是或不是应该管理,若在列表中则不管理,不然,将前段时间的点单追加到列表中()
        '''' </summary>
        '''' <remarks></remarks>
        'Public Shared Function IsOrderProcess(ByVal machineNo As String, ByVal runningNo As String) As Boolean
        '    For Each item As OrderRunningNumber In _orderList
        '        If item.MachineNo = machineNo AndAlso item.RunningNo = runningNo AndAlso item.IsSuccess = True Then
        '            Return True
        '        End If
        '    Next
        '    Dim newOrder As New OrderRunningNumber
        '    newOrder.MachineNo = machineNo
        '    newOrder.RunningNo = runningNo
        '    _orderList.Add(newOrder)
        '    Return False
        'End Function

本文由全球彩票平台发布于全球彩票注册平台编程,转载请注明出处:老掉牙的技术,UWP简单示例

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