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转载 Java设计模式-抽象工厂模式(Abstract Factory )

工厂方法模式有一个问题就是,类的创建依赖工厂类,也就是说,如果想要拓展程序,必须对工厂类进行修改,这违背了闭包原则,所以,从设计角度考虑,有一定的问题,如何解决?就用到抽象工厂模式,创建多个工厂类,这样一旦需要增加新的功能,直接增加新的工厂类就可以了,不需要修改之前的代码。为工厂类做一个统一的父类接口,可用于扩展因为抽象工厂不太好理解,先看看图,然后就和代码,就比较容易理解。例子:public i...

2018-02-15 10:31:44 166

转载 Java设计模式-工厂方法模式(Factory Method)

工厂方法模式(Factory Method)工厂模式适合:凡是出现了大量的产品需要创建,并且具有共同的接口时,可以通过工厂方法模式进行创建。在以下的三种模式中,第一种如果传入的字符串有误,不能正确创建对象,第三种相对于第二种,不需要实例化工厂类,所以,大多数情况下,我们会选用第三种——静态工厂方法模式。 1:普通工厂模式就是建立一个工厂类,对实现了同一接口的一些类进行实例的创建例,按下图写一个普通...

2018-02-10 09:31:59 160

使用org.hibernate.Query查询堆栈溢出,但是使用org.hibernate.Criteria查询却正常

使用org.hibernate.Query查询堆栈溢出,但是使用org.hibernate.Criteria查询却正常 查询如下: public List queryStudentByClass(String classNum) { Criteria criteria = getSession().createCriteria(Student.class); return crit...

2007-09-08 23:08:09 187

editminus 开源编辑器,自动识别编码

editminus 开源编辑器,自动识别编码 支持语法高亮 支持自定义工具 超强大的编码自动识别

2013-01-27

EditPlus 文本编辑工具

EditPlus 文本编辑工具 含破解 可以高亮语法,java,c,sql,HTML等 可以自定义语法 可以执行批处理并捕获输出

2013-01-27

nt6 hdd installer 安装系统

通过硬盘安装任意操作系统 目前测试可以安装win7 和win8

2013-01-27

RULE 尺子 屏幕测量

测量屏幕上的 两点之间的距离 多点之间的距离 角度

2013-01-27

Aqua Data Studio 12.0.14破解

覆盖安装目录 永久评估14天 版本为12.0.14

2013-01-27

New.Riders.Developing.Games.In.Java.eBook-LiB.chm

Copyright <br> Preface <br> About the Author <br> About the Contributing Authors <br> About the Technical Reviewers <br> Acknowledgments <br> <br> Introduction <br> Why Java? <br> What You Need <br> What Is in This Book <br> What's Not in This Book <br> About the Code in This Book <br> Using Ant <br> Summary <br> <br> Part I. Java Game Fundamentals <br> Chapter 1. Java Threads <br> What Is a Thread? <br> Creating and Running Threads in Java <br> Synchronization <br> Using wait() and notify() <br> The Java Event Model <br> When to Use Threads <br> When Not to Use Threads <br> Sum It Up: Thread Pools <br> Summary <br> <br> Chapter 2. 2D Graphics and Animation <br> Full-Screen Graphics <br> Images <br> Getting Rid of Flicker and Tearing <br> Simple Effects <br> Summary <br> <br> Chapter 3. Interactivity and User Interfaces <br> The AWT Event Model <br> Keyboard Input <br> Mouse Input <br> Mouselook-Style Mouse Movement <br> Creating an Input Manager <br> Using the Input Manager <br> Designing Intuitive User Interfaces <br> Using Swing Components <br> Creating a Simple Menu <br> Letting the Player Configure the Keyboard <br> Summary <br> <br> Chapter 4. Sound Effects and Music <br> Sound Basics <br> The Java Sound API <br> Playing a Sound <br> Creating a Real-Time Sound Filter Architecture <br> Creating a Real-Time Echo Filter <br> Emulating 3D Sound <br> Creating a Sound Manager <br> Playing Music <br> Summary <br> <br> Chapter 5. Creating a 2D Platform Game <br> Creating a Tile-Based Map <br> Collision Detection <br> Finishing Things Up and Making It Fast <br> Creating an Executable .jar File <br> Ideas to Expand the Game <br> Summary <br> <br> Chapter 6. Multi-Player Games <br> The Revolution in Java's I/O Libraries <br> ChatterBox, A Basic Multi-Player Application <br> Multi-Player Game Server Framework <br> A Sample Game: RPS (Rock, Paper, Scissors) <br> Complete the Look: Building on the Framework <br> Server Administration <br> Advanced Topics <br> Summary <br> <br> <br> Part II. 3D Graphics and Advanced Techniques <br> Chapter 7. 3D Graphics <br> Types of 3D Rendering <br> Don't Forget Your Math <br> 3D Basics <br> 3D Math <br> Polygons <br> 3D Transforms <br> A Simple 3D Pipeline <br> Camera Movement <br> Solid Objects and Back-Face Removal <br> Scan-Converting Polygons <br> 3D Clipping <br> Final Rendering Pipeline <br> Summary <br> <br> Chapter 8. Texture Mapping and Lighting <br> Perspective-Correct Texture Mapping Basics <br> A Simple Texture-Mapper <br> Optimizing Texture Mapping <br> Simple Lighting <br> Implementing Texture Lighting <br> Advanced Lighting Using a Shade Map <br> Additional Concepts <br> Summary <br> <br> Chapter 9. 3D Objects <br> Hidden Surface Removal <br> 3D Animation <br> Polygon Groups <br> Loading Polygon Groups from an OBJ File <br> Game Objects <br> Managing Game Objects <br> Putting It All Together <br> Future Enhancements <br> Summary <br> <br> Chapter 10. 3D Scene Management Using BSP Trees <br> BSP Tree Intro <br> Binary Tree Basics <br> The One-Dimensional BSP Tree <br> The Two-Dimensional BSP Tree <br> Implementing a 2D BSP Tree <br> Drawing Polygons Front to Back <br> First BSP Example <br> Drawing Objects in the Scene <br> Loading Maps from a File <br> Putting It All Together <br> Enhancements <br> Summary <br> <br> Chapter 11. Collision Detection <br> Collision Basics <br> Object-to-Object Collisions <br> Object-to-World Collisions <br> Basic Collision-Detection Demo <br> Collision Handling with Sliding <br> Collision Detection with Sliding Demo <br> Enhancements <br> Summary <br> <br> Chapter 12. Path Finding <br> Path-Finding Basics <br> Some Initial Path-Finding Attempts <br> Basics of the A* Algorithm <br> Applying the A* Algorithm <br> Using the A* Algorithm with a BSP Tree <br> Generic Path Finding <br> Making a PathBot <br> Enhancing the A* Search <br> Summary <br> <br> Chapter 13. Artificial Intelligence <br> AI Basics <br> Take Away Those Godlike Powers! <br> State Machines and Reacting <br> Probability Machines <br> Making Decisions <br> Patterns <br> Object Spawning <br> Putting It All Together <br> Evolution <br> Other Game AI Ideas <br> Summary <br> <br> Chapter 14. Game Scripting <br> Scripting Cookbook: What You Need <br> Implementing Touch and Release Notifications <br> Game Object Listeners <br> Scripting <br> Delayed Events <br> Putting It All Together <br> Enhancements <br> Summary <br> <br> Chapter 15. Persistence—Saving the Game <br> Game-Saving Basics <br> Using Java's Serialization API for Game State Persistence <br> Creating Game Screen Snapshots <br> Saving Games to the Right Destination <br> Summary <br> <br> <br> Part III. Tuning and Finishing Your Game <br> Chapter 16. Optimization Techniques <br> Optimization Rules <br> Profiling <br> HotSpot <br> Optimization Tricks <br> Memory Usage and the Garbage Collector <br> Perceived Performance <br> Summary <br> <br> Chapter 17. Creating Game Art and Sounds <br> Choosing a Look and Feel <br> Getting Royalty-Free Game Media <br> Working with Artists and Sound Effect Engineers <br> Tools <br> Creating Sounds <br> Creating Textures and Sprites <br> Creating Splash Screens and HUD Graphics <br> Creating UI Graphics <br> Creating Your Own Fonts <br> Summary <br> <br> Chapter 18. Game Design and the Last 10% <br> The Last 10% <br> Elements of Game Design <br> Creating a Map Editor <br> Debugging <br> Protecting Code <br> Game Deployment <br> Game Deployment with Java Web Start <br> Game Deployment with Native Compilation <br> Updates and Patches <br> Bandwidth Issues <br> Getting Feedback and Beta Testing <br> Making Money <br> Putting It All Together <br> Summary <br> <br> Chapter 19. The Future <br> How Java Evolves <br> The Future: Java 1.5 "Tiger" <br> What the Java Platform Needs <br> New Devices and the Java Games Profile (JSR 134) <br> Summary

2008-07-03

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