This tutorial explains how to create a simple particle system in Flash using ActionScript 3. Key steps include:
1. Creating a symbol to represent individual particles and exporting it for ActionScript.
2. Defining a Particle class with properties like position, velocity, and a constructor to initialize new particles.
3. Installing an ENTER_FRAME listener to call an update method each frame, incrementing the particle's position.
4. Adding random velocity, looping through an array of particles to update them, and removing old particles to maintain a constant number. With just a few lines of code, complex particle effects can be achieved.
This chapter discusses object-oriented programming concepts in Java including immutable objects, scope of variables, the this keyword, class abstraction, composition relationships, and designing classes. It provides examples of how to model real-world entities like loans, BMI calculations, stacks, and dates using object-oriented design principles such as encapsulation, abstraction and separation of concerns. The key benefits of object-oriented programming highlighted are reusability, flexibility and modularity in building software.
A presentation on Design Patterns. This was created for the workshop at NED University of Engineering and Technology Karachi, Pakistan CIS Department held on April 7, 2012.
Had a wonderful experience
The document discusses object-oriented programming concepts in Java including defining classes and objects, using abstraction and encapsulation to simplify problems, and utilizing inheritance, polymorphism, abstract classes, and interfaces. It provides examples of modeling classes with UML diagrams, implementing accessors and mutators, using inheritance and polymorphism through method overloading and overriding, and defining abstract classes and interfaces to simulate multiple inheritance. The document is intended to teach learners object-oriented programming fundamentals in Java.
This document provides an overview of key object-oriented programming concepts including classes and objects, inheritance, encapsulation, polymorphism, interfaces, abstract classes, and design patterns. It discusses class construction and object instantiation. Inheritance is described as both exposing implementation details and potentially breaking encapsulation. Composition is presented as an alternative to inheritance. The document also covers method overriding, overloading, and duck typing as forms of polymorphism. Finally, it briefly introduces common design principles like SOLID and patterns like delegation.
This document provides an overview of several built-in classes in Java, including Arrays, Math, wrapper classes, and BigInteger. It discusses the key methods and functionality of each class. The Arrays class contains static methods for common array operations like sorting and searching. The Math class contains commonly used mathematical functions that operate on primitive types. Wrapper classes "wrap" the primitive types in object classes. BigInteger provides operations for very large integers.
This document discusses different data structures used in Flash and Flex, including arrays, vectors, byte arrays, and collections like ArrayCollection. It explains that arrays provide fast random access but slow insertion/deletion. Collections like ArrayCollection add sorting and filtering capabilities. Linked lists are also described as an alternative data structure that allows very fast insertion/deletion through references between nodes.
Solr and Machine Vision - Scott Cote, Lucidworks & Trevor Grant, IBMLucidworks
This document discusses using machine vision techniques like Haar cascade filters and eigenfaces for real-time facial recognition and detection. It proposes using OpenCV to detect faces in video frames, clustering the detected faces to remove "ghost" faces, representing each face as a vector of eigenface coefficients, and searching Solr to identify faces or add new identities. It also discusses challenges like inconsistent face detection and proposes solutions like adaptive clustering parameters and windowing video frames to add context.
The document discusses stacks and their implementation. It defines a stack as a LIFO data structure where elements can only be inserted or removed from the top. The basic stack operations are PUSH, which inserts an element onto the top of the stack, and POP, which removes the top element. Stacks can be used to check if parentheses in an arithmetic expression are correctly nested by scanning the expression and using a stack to match opening and closing parentheses.
This chapter discusses object-oriented programming concepts in Java including immutable objects, scope of variables, the this keyword, class abstraction, composition relationships, and designing classes. It provides examples of how to model real-world entities like loans, BMI calculations, stacks, and dates using object-oriented design principles such as encapsulation, abstraction and separation of concerns. The key benefits of object-oriented programming highlighted are reusability, flexibility and modularity in building software.
A presentation on Design Patterns. This was created for the workshop at NED University of Engineering and Technology Karachi, Pakistan CIS Department held on April 7, 2012.
Had a wonderful experience
The document discusses object-oriented programming concepts in Java including defining classes and objects, using abstraction and encapsulation to simplify problems, and utilizing inheritance, polymorphism, abstract classes, and interfaces. It provides examples of modeling classes with UML diagrams, implementing accessors and mutators, using inheritance and polymorphism through method overloading and overriding, and defining abstract classes and interfaces to simulate multiple inheritance. The document is intended to teach learners object-oriented programming fundamentals in Java.
This document provides an overview of key object-oriented programming concepts including classes and objects, inheritance, encapsulation, polymorphism, interfaces, abstract classes, and design patterns. It discusses class construction and object instantiation. Inheritance is described as both exposing implementation details and potentially breaking encapsulation. Composition is presented as an alternative to inheritance. The document also covers method overriding, overloading, and duck typing as forms of polymorphism. Finally, it briefly introduces common design principles like SOLID and patterns like delegation.
This document provides an overview of several built-in classes in Java, including Arrays, Math, wrapper classes, and BigInteger. It discusses the key methods and functionality of each class. The Arrays class contains static methods for common array operations like sorting and searching. The Math class contains commonly used mathematical functions that operate on primitive types. Wrapper classes "wrap" the primitive types in object classes. BigInteger provides operations for very large integers.
This document discusses different data structures used in Flash and Flex, including arrays, vectors, byte arrays, and collections like ArrayCollection. It explains that arrays provide fast random access but slow insertion/deletion. Collections like ArrayCollection add sorting and filtering capabilities. Linked lists are also described as an alternative data structure that allows very fast insertion/deletion through references between nodes.
Solr and Machine Vision - Scott Cote, Lucidworks & Trevor Grant, IBMLucidworks
This document discusses using machine vision techniques like Haar cascade filters and eigenfaces for real-time facial recognition and detection. It proposes using OpenCV to detect faces in video frames, clustering the detected faces to remove "ghost" faces, representing each face as a vector of eigenface coefficients, and searching Solr to identify faces or add new identities. It also discusses challenges like inconsistent face detection and proposes solutions like adaptive clustering parameters and windowing video frames to add context.
The document discusses stacks and their implementation. It defines a stack as a LIFO data structure where elements can only be inserted or removed from the top. The basic stack operations are PUSH, which inserts an element onto the top of the stack, and POP, which removes the top element. Stacks can be used to check if parentheses in an arithmetic expression are correctly nested by scanning the expression and using a stack to match opening and closing parentheses.
This document provides guidance on conducting job hazard analyses to identify workplace hazards before they result in injury or illness. It explains that a job hazard analysis involves breaking jobs down into steps and carefully examining each step to understand potential hazards, consequences, and contributing factors. The document offers tips for starting an analysis, identifying hazards, selecting controls, and reviewing the analysis periodically or after an incident. It also provides context on OSHA standards and resources for assistance.
The document provides an introduction to the Worker Protection Standard (WPS) through a training workshop that aims to educate employees with limited English abilities on identifying WPS requirements, effective training teams, pesticide label elements, and differentiating between OR-OSHA and WPS rules. The training workshop covers topics like training requirements, central posting of pesticide information, decontamination sites, emergency assistance, restricted entry intervals, and protections for both workers and handlers. The goal is for participants to be able to identify key aspects of the WPS at the end of the training.
This document is the preface, disclaimer, and copyright information for "The Alternative Finnish Dictionary". It states that the dictionary is compiled from voluntary user contributions, contributors are anonymous, and entries may not be accurate or neutral. It also specifies that the dictionary cannot be used commercially without permission and is a non-profit project maintained by the editor.
The document discusses the history and development of artificial intelligence over several decades. Early research focused on symbolic approaches using rules and logic but progress was slow. More recently, machine learning techniques such as deep learning have seen increasing success by learning from large amounts of data without being explicitly programmed. These new approaches are being applied to many areas and fueling a new wave of innovation and development in AI.
This document provides a tutorial for creating organic 3D ribbon effects in Flash CS3 or later using ActionScript 3.0. It explains how to generate stunning, colorful ribbon patterns that react to user interaction. The tutorial walks through setting up variables and classes to define ribbon particles and their properties. Methods are described for moving the particles to create flowing ribbons, calculating virtual points around each particle, and drawing ribbon segments between points. Adjusting various parameters allows generating different ribbon effects that could be used for visualizations or animations. The full source code is provided to experiment with and modify to create custom ribbon animations.
Keras with Tensorflow backend can be used for neural networks and deep learning in both R and Python. The document discusses using Keras to build neural networks from scratch on MNIST data, using pre-trained models like VGG16 for computer vision tasks, and fine-tuning pre-trained models on limited data. Examples are provided for image classification, feature extraction, and calculating image similarities.
The document provides an overview of key JavaScript concepts including objects, functions, prototypes, inheritance, closures, namespaces and classes. It discusses JavaScript as a prototype-based language and how concepts like inheritance are simulated rather than being true classes. Code examples are provided to demonstrate various JavaScript programming techniques.
This document provides an overview of object-oriented programming concepts including objects, classes, inheritance, polymorphism, abstraction, encapsulation, and interfaces. It defines objects as instances that have state and behavior. Classes are blueprints used to create object instances. Inheritance allows classes to inherit properties from parent classes. Polymorphism enables one task to be performed in different ways. Abstraction hides internal details and shows functionality. Encapsulation binds code and data into a single unit. Interfaces define contracts between classes and achieve abstraction and multiple inheritance in Java. Packages organize related classes and interfaces.
The document provides an overview of key concepts in object-oriented programming (OOP) including classes, objects, messages, methods, encapsulation, hierarchy, inheritance, overriding, and polymorphism. It explains that OOP groups data and related operations together into classes, and that classes define types of objects that can receive messages and run corresponding methods.
RightScale User Conference NYC 2011 -
Darryl Eaton - Director Product Development, RightScale
ServerTemplates are the innovative "secret sauce" of the RightScale Cloud Management Platform. They enable you to easily architect, launch, manage, and monitor multi-server deployments. More than half of the 40,000-plus RightScale ServerTemplates™ were created from scratch by our customers. By using ServerTemplates, you can slice up your existing configurations into your own custom blueprints for cloud servers. In this session, we'll share best practices for developing, testing, and maintaining your own custom ServerTemplates.
LISP: How I Learned To Stop Worrying And Love ParanthesesDominic Graefen
The document discusses functional programming and compares it to object-oriented programming. It provides a brief history of functional programming languages like Lisp from the 1950s and newer languages that have become popular more recently like Clojure, F# and Scala. It explains some key aspects of functional programming like higher-order functions, recursion, pure functions and using functions as values. It also discusses why functional programming has become more popular again recently, in part due to multi-core processors and a need for concurrency.
This document provides 3 methods for starting to program in Java:
1. Using the shell to run Java code by compiling .java files with javac and running .class files with java.
2. Using the Eclipse IDE which provides an abstraction for programming without needing to install the JDK.
3. Creating a first program in Java by installing an editor, creating a class file, compiling with javac, and running with java.
Lens is an abstraction from functional programming which helps to deal with a problem of updating complex immutable nested objects. This talk contains different usage of Lenses like QuickLens, Sauron, Scalaz.Lens.
IT 511 Final Project Guidelines and Grading Guide Ov.docxpriestmanmable
IT 511: Final Project Guidelines and Grading Guide
Overview
Your final project for this course is the creation of a Virtual World Java application that results in a virtual world, complete with an object that will act as a human
clone. A virtual world with a human clone would not be complete without additional objects for interaction, so you will be responsible for creating a “ShoutBox”
and another object that will keep your human clone from getting lonely, and a virtual world application that will test your objects. Your final deliverables will
include your working code (which your instructor will run in order to review your virtual world) as well as an annotated version of your written code that explains
your reasoning for choices, how the code meets the given specifications for your project, how you ensured the accuracy and workability of your code, and
methods used for testing and debugging.
The project is divided into four milestones, which will be submitted at various points throughout the course to scaffold learning and ensure quality final
submissions. These milestones will be submitted in Modules Two, Five, Seven, and Eight. The final submission will be submitted in Module Nine.
In this assignment you will demonstrate your mastery of the following course outcomes:
Write simple, accurate object-oriented programs using primitive data types, variables, data structures, and object-oriented principles
Implement classes that meet the given specifications of object instance variables and behaviors
Create operative algorithms using sequential logic structures, decision control structures, and loops
Create and use methods that accept parameters and return results
Test and debug object-oriented programs for accuracy in program functionality
Document object-oriented code with comments that articulate the purpose and behavior of code for various audiences
Prompt
In creating your virtual world, you will need to create a MyClone class that will represent a virtual clone, another class that will represent a ShoutBox, and
another class of your choice. The class of your choice can be anything you want to exist in your virtual world (a cat, a bird, a computer, etc.). This project is a
prototype and there will not be any graphics, so you will create an application that unit tests the functionality of your three classes (your MyClone class, your
ShoutBox class, and the class of your choice).
Specifications for MyClone
Feel free to add additional instance variables and behaviors, but your clone object must have instance variables firstName, lastName, and an introduction()
method. The firstName and lastName instance variables will hold your first and last names. You will demonstrate your understanding of encapsulation by
protecting your instance variables by making them private and by creating getters and setter methods for all instance variables. You should have at least one
constru ...
1. Using finalizers in .NET is generally not recommended due to various issues and downsides they introduce.
2. Finalizers are not guaranteed to run deterministically and can cause objects to remain in memory longer than needed, hurting performance.
3. They run on a separate thread, so new object creation may outpace finalizer execution, risking out of memory errors over time. Any exceptions in a finalizer will crash the application.
Scala is a general purpose programming language that blends object-oriented and functional programming. It is designed to interoperate with Java code, as Scala compiles to Java bytecode. Scala incorporates features from functional programming like immutable variables and higher-order functions, as well as object-oriented features like classes and inheritance. Key differences from other languages include its support for features like pattern matching, traits, and type inference.
A book for learning puppet by real example and by building code. Second chapters takes you through all basics of Puppet and enough ruby to work with Puppet.
Read carefully and follow exactly Java You are to write a Breakou.pdfrupeshmehta151
Read carefully and follow exactly Java:
You are to write a Breakout game, using Java applets for animation. The requirements for this
program are designed so that you will also use an ArrayList, Generics, an abstract class,
polymorphism, and file I/O. Please read the following instructions very carefully, as they attempt
to explain how the various parts of the animation work; then you can update the applet, using
your knowledge of ArrayLists, Generics, abstract classes, and polymorphism.
Existing classes: There are a number of existing classes that are already written and ready for
use. They are contained in the file Breakout.java (they are not defined as public so they don’t
have to be in a file that matches their name). Please look them over carefully to see what
functionality is available. The classes (implemented inside Breakout.java) are:
Ball: this is defined as a subclass of Rectangle (even though that is geometrically invalid!). The
reason for this is so Ball can inherit data for its x coordinate, y coordinate, width, and height. It
also adds some data of its own (see the code) and methods (among others) to:
bounceLeftRight() (which changes the angle at which it moves after bouncing off a left or right
side),
bounceTopBottom() (which changes the angle at which it moves after bouncing off a top or
bottom)
move() (change its coordinates),
freeze()/unfreeze() itself,
It also inherits important methods from the Rectangle class
translate – changes its x and y coordinates respectively by the 2 numbers that are passed in
intersects(Rectangle other) – returns true if it intersects another Rectangle
intersection(Rectangle other) – returns the Rectangle that is the intersection
Paddle: this is also defined as a subclass of Rectangle so it inherits the same data/methods that
are described above for the Ball class. The fact that Ball and Rectangle are both Rectangles
means that code can ask a Ball if it intersects a Paddle, so it can easily tell when to make things
happen.
Wall: this is not in its own file, but rather in the Breakout.java file. Wall is also a subclass of
Rectangle to it is easy to determine if the ball has collided a wall.
The Breakout class (which is an Applet): if you look at the code for the Breakout class, you will
notice it has a number of things:
It is a subclass of Applet, so it inherits data and methods as well as the ability to function as an
Applet. For example, if you want to know the height of the applet you can ask it through the
this.getHeight(); method.
It implements the KeyListener interface, which gives it the ability to “listen” for keystrokes
from the keyboard. If you were to look up the KeyListener interface in the documentation, you
would find that anything that implements it must have the KeyPressed, KeyReleased, and
KeyTyped methods. These are all there; KeyPressed and KeyReleased set/unset Boolean flags
which remember that the left or right arrow keys are or are not being pressed.
It has a method called in.
The document provides definitions and explanations of various object-oriented programming concepts in Delphi such as classes, objects, visibility of class members, inheritance, abstract classes, interfaces, constructors, virtual functions, polymorphism, late binding, encapsulation, properties, exceptions handling, and runtime type information (RTTI). It discusses these concepts through questions and answers. Key points covered include the relationship between classes and objects, differences between visibility levels of class members, how inheritance allows the creation of subclasses, rules around abstract classes and methods, limitations of interfaces, how to define and overload constructors and functions, use of virtual functions and polymorphism, and how RTTI is used.
This document provides guidance on conducting job hazard analyses to identify workplace hazards before they result in injury or illness. It explains that a job hazard analysis involves breaking jobs down into steps and carefully examining each step to understand potential hazards, consequences, and contributing factors. The document offers tips for starting an analysis, identifying hazards, selecting controls, and reviewing the analysis periodically or after an incident. It also provides context on OSHA standards and resources for assistance.
The document provides an introduction to the Worker Protection Standard (WPS) through a training workshop that aims to educate employees with limited English abilities on identifying WPS requirements, effective training teams, pesticide label elements, and differentiating between OR-OSHA and WPS rules. The training workshop covers topics like training requirements, central posting of pesticide information, decontamination sites, emergency assistance, restricted entry intervals, and protections for both workers and handlers. The goal is for participants to be able to identify key aspects of the WPS at the end of the training.
This document is the preface, disclaimer, and copyright information for "The Alternative Finnish Dictionary". It states that the dictionary is compiled from voluntary user contributions, contributors are anonymous, and entries may not be accurate or neutral. It also specifies that the dictionary cannot be used commercially without permission and is a non-profit project maintained by the editor.
The document discusses the history and development of artificial intelligence over several decades. Early research focused on symbolic approaches using rules and logic but progress was slow. More recently, machine learning techniques such as deep learning have seen increasing success by learning from large amounts of data without being explicitly programmed. These new approaches are being applied to many areas and fueling a new wave of innovation and development in AI.
This document provides a tutorial for creating organic 3D ribbon effects in Flash CS3 or later using ActionScript 3.0. It explains how to generate stunning, colorful ribbon patterns that react to user interaction. The tutorial walks through setting up variables and classes to define ribbon particles and their properties. Methods are described for moving the particles to create flowing ribbons, calculating virtual points around each particle, and drawing ribbon segments between points. Adjusting various parameters allows generating different ribbon effects that could be used for visualizations or animations. The full source code is provided to experiment with and modify to create custom ribbon animations.
Keras with Tensorflow backend can be used for neural networks and deep learning in both R and Python. The document discusses using Keras to build neural networks from scratch on MNIST data, using pre-trained models like VGG16 for computer vision tasks, and fine-tuning pre-trained models on limited data. Examples are provided for image classification, feature extraction, and calculating image similarities.
The document provides an overview of key JavaScript concepts including objects, functions, prototypes, inheritance, closures, namespaces and classes. It discusses JavaScript as a prototype-based language and how concepts like inheritance are simulated rather than being true classes. Code examples are provided to demonstrate various JavaScript programming techniques.
This document provides an overview of object-oriented programming concepts including objects, classes, inheritance, polymorphism, abstraction, encapsulation, and interfaces. It defines objects as instances that have state and behavior. Classes are blueprints used to create object instances. Inheritance allows classes to inherit properties from parent classes. Polymorphism enables one task to be performed in different ways. Abstraction hides internal details and shows functionality. Encapsulation binds code and data into a single unit. Interfaces define contracts between classes and achieve abstraction and multiple inheritance in Java. Packages organize related classes and interfaces.
The document provides an overview of key concepts in object-oriented programming (OOP) including classes, objects, messages, methods, encapsulation, hierarchy, inheritance, overriding, and polymorphism. It explains that OOP groups data and related operations together into classes, and that classes define types of objects that can receive messages and run corresponding methods.
RightScale User Conference NYC 2011 -
Darryl Eaton - Director Product Development, RightScale
ServerTemplates are the innovative "secret sauce" of the RightScale Cloud Management Platform. They enable you to easily architect, launch, manage, and monitor multi-server deployments. More than half of the 40,000-plus RightScale ServerTemplates™ were created from scratch by our customers. By using ServerTemplates, you can slice up your existing configurations into your own custom blueprints for cloud servers. In this session, we'll share best practices for developing, testing, and maintaining your own custom ServerTemplates.
LISP: How I Learned To Stop Worrying And Love ParanthesesDominic Graefen
The document discusses functional programming and compares it to object-oriented programming. It provides a brief history of functional programming languages like Lisp from the 1950s and newer languages that have become popular more recently like Clojure, F# and Scala. It explains some key aspects of functional programming like higher-order functions, recursion, pure functions and using functions as values. It also discusses why functional programming has become more popular again recently, in part due to multi-core processors and a need for concurrency.
This document provides 3 methods for starting to program in Java:
1. Using the shell to run Java code by compiling .java files with javac and running .class files with java.
2. Using the Eclipse IDE which provides an abstraction for programming without needing to install the JDK.
3. Creating a first program in Java by installing an editor, creating a class file, compiling with javac, and running with java.
Lens is an abstraction from functional programming which helps to deal with a problem of updating complex immutable nested objects. This talk contains different usage of Lenses like QuickLens, Sauron, Scalaz.Lens.
IT 511 Final Project Guidelines and Grading Guide Ov.docxpriestmanmable
IT 511: Final Project Guidelines and Grading Guide
Overview
Your final project for this course is the creation of a Virtual World Java application that results in a virtual world, complete with an object that will act as a human
clone. A virtual world with a human clone would not be complete without additional objects for interaction, so you will be responsible for creating a “ShoutBox”
and another object that will keep your human clone from getting lonely, and a virtual world application that will test your objects. Your final deliverables will
include your working code (which your instructor will run in order to review your virtual world) as well as an annotated version of your written code that explains
your reasoning for choices, how the code meets the given specifications for your project, how you ensured the accuracy and workability of your code, and
methods used for testing and debugging.
The project is divided into four milestones, which will be submitted at various points throughout the course to scaffold learning and ensure quality final
submissions. These milestones will be submitted in Modules Two, Five, Seven, and Eight. The final submission will be submitted in Module Nine.
In this assignment you will demonstrate your mastery of the following course outcomes:
Write simple, accurate object-oriented programs using primitive data types, variables, data structures, and object-oriented principles
Implement classes that meet the given specifications of object instance variables and behaviors
Create operative algorithms using sequential logic structures, decision control structures, and loops
Create and use methods that accept parameters and return results
Test and debug object-oriented programs for accuracy in program functionality
Document object-oriented code with comments that articulate the purpose and behavior of code for various audiences
Prompt
In creating your virtual world, you will need to create a MyClone class that will represent a virtual clone, another class that will represent a ShoutBox, and
another class of your choice. The class of your choice can be anything you want to exist in your virtual world (a cat, a bird, a computer, etc.). This project is a
prototype and there will not be any graphics, so you will create an application that unit tests the functionality of your three classes (your MyClone class, your
ShoutBox class, and the class of your choice).
Specifications for MyClone
Feel free to add additional instance variables and behaviors, but your clone object must have instance variables firstName, lastName, and an introduction()
method. The firstName and lastName instance variables will hold your first and last names. You will demonstrate your understanding of encapsulation by
protecting your instance variables by making them private and by creating getters and setter methods for all instance variables. You should have at least one
constru ...
1. Using finalizers in .NET is generally not recommended due to various issues and downsides they introduce.
2. Finalizers are not guaranteed to run deterministically and can cause objects to remain in memory longer than needed, hurting performance.
3. They run on a separate thread, so new object creation may outpace finalizer execution, risking out of memory errors over time. Any exceptions in a finalizer will crash the application.
Scala is a general purpose programming language that blends object-oriented and functional programming. It is designed to interoperate with Java code, as Scala compiles to Java bytecode. Scala incorporates features from functional programming like immutable variables and higher-order functions, as well as object-oriented features like classes and inheritance. Key differences from other languages include its support for features like pattern matching, traits, and type inference.
A book for learning puppet by real example and by building code. Second chapters takes you through all basics of Puppet and enough ruby to work with Puppet.
Read carefully and follow exactly Java You are to write a Breakou.pdfrupeshmehta151
Read carefully and follow exactly Java:
You are to write a Breakout game, using Java applets for animation. The requirements for this
program are designed so that you will also use an ArrayList, Generics, an abstract class,
polymorphism, and file I/O. Please read the following instructions very carefully, as they attempt
to explain how the various parts of the animation work; then you can update the applet, using
your knowledge of ArrayLists, Generics, abstract classes, and polymorphism.
Existing classes: There are a number of existing classes that are already written and ready for
use. They are contained in the file Breakout.java (they are not defined as public so they don’t
have to be in a file that matches their name). Please look them over carefully to see what
functionality is available. The classes (implemented inside Breakout.java) are:
Ball: this is defined as a subclass of Rectangle (even though that is geometrically invalid!). The
reason for this is so Ball can inherit data for its x coordinate, y coordinate, width, and height. It
also adds some data of its own (see the code) and methods (among others) to:
bounceLeftRight() (which changes the angle at which it moves after bouncing off a left or right
side),
bounceTopBottom() (which changes the angle at which it moves after bouncing off a top or
bottom)
move() (change its coordinates),
freeze()/unfreeze() itself,
It also inherits important methods from the Rectangle class
translate – changes its x and y coordinates respectively by the 2 numbers that are passed in
intersects(Rectangle other) – returns true if it intersects another Rectangle
intersection(Rectangle other) – returns the Rectangle that is the intersection
Paddle: this is also defined as a subclass of Rectangle so it inherits the same data/methods that
are described above for the Ball class. The fact that Ball and Rectangle are both Rectangles
means that code can ask a Ball if it intersects a Paddle, so it can easily tell when to make things
happen.
Wall: this is not in its own file, but rather in the Breakout.java file. Wall is also a subclass of
Rectangle to it is easy to determine if the ball has collided a wall.
The Breakout class (which is an Applet): if you look at the code for the Breakout class, you will
notice it has a number of things:
It is a subclass of Applet, so it inherits data and methods as well as the ability to function as an
Applet. For example, if you want to know the height of the applet you can ask it through the
this.getHeight(); method.
It implements the KeyListener interface, which gives it the ability to “listen” for keystrokes
from the keyboard. If you were to look up the KeyListener interface in the documentation, you
would find that anything that implements it must have the KeyPressed, KeyReleased, and
KeyTyped methods. These are all there; KeyPressed and KeyReleased set/unset Boolean flags
which remember that the left or right arrow keys are or are not being pressed.
It has a method called in.
The document provides definitions and explanations of various object-oriented programming concepts in Delphi such as classes, objects, visibility of class members, inheritance, abstract classes, interfaces, constructors, virtual functions, polymorphism, late binding, encapsulation, properties, exceptions handling, and runtime type information (RTTI). It discusses these concepts through questions and answers. Key points covered include the relationship between classes and objects, differences between visibility levels of class members, how inheritance allows the creation of subclasses, rules around abstract classes and methods, limitations of interfaces, how to define and overload constructors and functions, use of virtual functions and polymorphism, and how RTTI is used.
An introduction to C++. These slides were used to guide a presentation on C++. The target audience was programmers learning C++ for the first time. As such the content covered basics of modern C++ and some other things that I feel was helpful to know about when starting with C++.
Javascript is actually called ECMAScript. The document provides an overview of JavaScript including how it interacts with the DOM in the browser, using JavaScript in web pages, syntax, control structures like loops and conditionals, objects as hashes, functions as first-class objects, loose typing, closures, prototypes, JSON, cross-domain AJAX, libraries like jQuery, and resources for learning more. The global scope in JavaScript is discussed and the importance of using var is emphasized to avoid polluting the global namespace.
Object-oriented programming uses objects and classes to organize code and data. The key principles are encapsulation, inheritance, abstraction, and polymorphism. Encapsulation hides unnecessary details within classes and provides a clear interface. Inheritance allows classes to inherit and extend functionality from parent classes. Abstraction deals with objects based on important characteristics while ignoring details. Polymorphism allows working with different objects in the same way by defining abstract behavior implementations.
This document provides an introduction and overview of ECMAScript 6 (ES6), the latest version of JavaScript. It discusses setting up the development environment with Node.js and npm. Key ES6 features covered include arrow functions, block scoping, template literals, destructuring, classes, modules, and promises. The document consists of 9 lectures with demonstrations of these new JavaScript features. It aims to help readers learn the major updates and capabilities introduced in ES6.
Apostila de como fazer e usar certas técnicas de criptografia utilizando dos preceitos e teorias mais conhecidos no mercado. Vários capítulos descrevem e demonstrar como fazer toda a parte criptográfica desde os simples métodos até os mais complicados. Não cobre tudo, mas ajudo muito.
O documento fornece um guia rápido sobre o que é o Dropbox e como usá-lo. O Dropbox permite armazenar e acessar arquivos de qualquer dispositivo de forma sincronizada através da nuvem. Os usuários podem adicionar arquivos arrastando-os para a pasta do Dropbox e compartilhar arquivos e pastas com outros através de links.
Este documento discute a instalação e distribuição de energia para residências, abordando a potência total instalada e a divisão da carga por circuitos para itens como iluminação, chuveiros, tomadas e motores.
This document describes 3Dxp, an API created by the Interactive Audio Special Interest Group to extend Microsoft's DirectSound 3.0 API and enable 3D audio hardware acceleration. 3Dxp provides a standardized way for software developers to pass 3D audio positioning parameters to third-party hardware and software solutions in a way that is compatible with DirectSound3D. The document outlines how 3Dxp works, the parameters it supports, guidelines for game/application developers, and a reference code implementation to detect and interface with 3Dxp compliant audio drivers.
O documento fornece uma receita de Pastel de Belém, um doce tradicional português, com instruções detalhadas para a massa e recheio. A massa é feita com farinha, manteiga e gema e o recheio é um creme de leite, gemas e açúcar com baunilha e casca de limão. Os pasteis são assados até ficarem secos.
This document contains recipes for several Middle Eastern dishes including:
1) Shish Tawook, a chicken dish marinated in a tomato, chili, garlic and yogurt sauce then grilled.
2) Kofta Yaidez, ground lamb meatballs baked with chicken, mushrooms, cheese and white sauce.
3) Arabian Rice, a rice pilaf with mutton, onion, cinnamon, and pine nuts.
4) Several dessert recipes including Aish Al Saraya, a rosewater bread pudding, and Namorra, a coconut milk pudding baked with eggs and semolina.
5) Sheik El Mehshi, stuffed eggplant baked with a
La pandemia de COVID-19 ha tenido un impacto significativo en la economía mundial. Muchos países experimentaron fuertes caídas en el PIB y aumentos en el desempleo debido a los cierres generalizados y las restricciones a los viajes. Aunque las vacunas han permitido la reapertura de muchas economías, los efectos a largo plazo de la pandemia en sectores como el turismo y los viajes aún no están claros.
This document provides an introduction to stored procedures in MySQL. It begins with a definition of stored procedures as subprograms stored in a database that can contain SQL statements. The document then discusses why stored procedures are useful, including that they are fast, portable, reusable components that centralize logic in the database. It also covers how to set up MySQL for stored procedures and demonstrates starting the mysql client.
The document discusses personal pronouns, demonstrative pronouns, interrogative pronouns, relative pronouns, reciprocal pronouns, reflexive pronouns, indefinite pronouns, and noun cases in Finnish. Personal pronouns refer to people and decline based on person and number. There are also different types of plural forms in Finnish including nominative plural, partitive plural, and inflected plural which is formed with an infix.
Este documento contém formulários e informações sobre o processo de admissão em programas de pós-graduação de uma universidade. Inclui solicitação de inscrição, lista de documentos necessários, normas de inscrição e pagamento. Também inclui formulários para solicitação de bolsa de estudos e autorização de débito em cartão de crédito.
This document provides instructions for connecting to a MySQL database from a Java application using JSP (JavaServer Pages) under Windows and Tomcat web server. It includes steps for installing Java, Tomcat, and the MySQL connector JAR file. It also covers setting up environmental variables and starting/stopping the Tomcat server. The code examples show how to test the MySQL driver, establish a database connection, and execute queries to retrieve data from the database.
This document is a collection of Indian recipes compiled by Somesh Rao. It contains over 100 recipes for breads, snacks, vegetables, lentils, rice, fish, chicken, lamb and desserts. The recipes were collected from various sources over the internet and aim to provide graduate students with access to authentic Indian cooking. The document includes introductions from Somesh Rao and Sanjiv Singh discussing the compilation of the recipes and acknowledging other contributors. It also includes a guide to common Indian ingredients.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms for those who already suffer from conditions like depression and anxiety.
Este documento presenta un mini curso de 7 capítulos sobre el Método Francés de Piano. El curso enseña ejercicios básicos de posición, movimiento y fluidez digital para familiarizarse con el instrumento. Cada capítulo cubre un tema como la postura correcta, relajación, digitación y ejercicios para desarrollar la técnica de los dedos. El objetivo es proporcionar una introducción práctica al método a través de ejercicios sencillos.
AI 101: An Introduction to the Basics and Impact of Artificial IntelligenceIndexBug
Imagine a world where machines not only perform tasks but also learn, adapt, and make decisions. This is the promise of Artificial Intelligence (AI), a technology that's not just enhancing our lives but revolutionizing entire industries.
UiPath Test Automation using UiPath Test Suite series, part 5DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 5. In this session, we will cover CI/CD with devops.
Topics covered:
CI/CD with in UiPath
End-to-end overview of CI/CD pipeline with Azure devops
Speaker:
Lyndsey Byblow, Test Suite Sales Engineer @ UiPath, Inc.
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Driving Business Innovation: Latest Generative AI Advancements & Success StorySafe Software
Are you ready to revolutionize how you handle data? Join us for a webinar where we’ll bring you up to speed with the latest advancements in Generative AI technology and discover how leveraging FME with tools from giants like Google Gemini, Amazon, and Microsoft OpenAI can supercharge your workflow efficiency.
During the hour, we’ll take you through:
Guest Speaker Segment with Hannah Barrington: Dive into the world of dynamic real estate marketing with Hannah, the Marketing Manager at Workspace Group. Hear firsthand how their team generates engaging descriptions for thousands of office units by integrating diverse data sources—from PDF floorplans to web pages—using FME transformers, like OpenAIVisionConnector and AnthropicVisionConnector. This use case will show you how GenAI can streamline content creation for marketing across the board.
Ollama Use Case: Learn how Scenario Specialist Dmitri Bagh has utilized Ollama within FME to input data, create custom models, and enhance security protocols. This segment will include demos to illustrate the full capabilities of FME in AI-driven processes.
Custom AI Models: Discover how to leverage FME to build personalized AI models using your data. Whether it’s populating a model with local data for added security or integrating public AI tools, find out how FME facilitates a versatile and secure approach to AI.
We’ll wrap up with a live Q&A session where you can engage with our experts on your specific use cases, and learn more about optimizing your data workflows with AI.
This webinar is ideal for professionals seeking to harness the power of AI within their data management systems while ensuring high levels of customization and security. Whether you're a novice or an expert, gain actionable insights and strategies to elevate your data processes. Join us to see how FME and AI can revolutionize how you work with data!
Why You Should Replace Windows 11 with Nitrux Linux 3.5.0 for enhanced perfor...SOFTTECHHUB
The choice of an operating system plays a pivotal role in shaping our computing experience. For decades, Microsoft's Windows has dominated the market, offering a familiar and widely adopted platform for personal and professional use. However, as technological advancements continue to push the boundaries of innovation, alternative operating systems have emerged, challenging the status quo and offering users a fresh perspective on computing.
One such alternative that has garnered significant attention and acclaim is Nitrux Linux 3.5.0, a sleek, powerful, and user-friendly Linux distribution that promises to redefine the way we interact with our devices. With its focus on performance, security, and customization, Nitrux Linux presents a compelling case for those seeking to break free from the constraints of proprietary software and embrace the freedom and flexibility of open-source computing.
TrustArc Webinar - 2024 Global Privacy SurveyTrustArc
How does your privacy program stack up against your peers? What challenges are privacy teams tackling and prioritizing in 2024?
In the fifth annual Global Privacy Benchmarks Survey, we asked over 1,800 global privacy professionals and business executives to share their perspectives on the current state of privacy inside and outside of their organizations. This year’s report focused on emerging areas of importance for privacy and compliance professionals, including considerations and implications of Artificial Intelligence (AI) technologies, building brand trust, and different approaches for achieving higher privacy competence scores.
See how organizational priorities and strategic approaches to data security and privacy are evolving around the globe.
This webinar will review:
- The top 10 privacy insights from the fifth annual Global Privacy Benchmarks Survey
- The top challenges for privacy leaders, practitioners, and organizations in 2024
- Key themes to consider in developing and maintaining your privacy program
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
20240609 QFM020 Irresponsible AI Reading List May 2024
ART146_tut_4
1. 90 Technique
Creative skills Simulating physics
Flash CS3
Cool
particle
effects in
Flash
Creating a particle
system in Flash may
sound difficult, but as
Seb Lee-Delisle shows
you, it’s not rocket science
You may think that simulating physics in code is
complicated and hugely demanding in terms of computer
resources. Sure, if you want to model real-life physics for
engineering projects or NASA missions, then you have to be pretty
damn accurate. But to just produce some cool effects, there are
techniques for approximating physical phenomena such as gravity
and drag that are so simple that the code will run at lightning speed.
You can produce a wide range of different effects with
only minor adjustments. I’ve used Flash particle systems to produce
electrical sparks, swarms of bats, fireworks, dripping goo, fire and
sweat! With a little imagination you can have a lot of fun. This
tutorial is a great way of getting into programming simple physics
and movement. More importantly, it shows that you can produce
some beautiful particle effects with straightforward ActionScript.
Designer On the disc Time needed
Seb Lee-Delisle is Folders containing 2 hours
technical director at the code for the Skills
Brighton-based steps in this tutorial ActionScript
Plug-in Media. He are in Disc Contents animation
specialises in Resourcesparticles. Basic physics
programming Flash simulation
games, physics and Introduction to
3D and speaks at object-oriented
Flash conferences programming
worldwide. He’s also
a member of the
Papervision3D
development team.
For more information
see www.plugin
media.net and www.
sebleedelisle.com.
Computer Arts March 2008
ART146.tut_4 90 25/1/08 14:33:08
2. 91
01 Launch Flash CS3 and create 02 Select the Oval tool and draw
an ActionScript 3.0 document. The a small circle. It should only be about 10
default size of 550x400 pixels should be pixels wide and be filled in white with no
fine. Now go into the Properties window outline. This will be the graphic for your
and change the background colour to particle. Select the circle then choose
black and the frame rate to 25fps. Modify>ConvertToSymbol.
04 You’re done with this file for
the moment so save it as Particles.fla,
03 Name the symbol ‘Spark’ and but keep it open. Now you’re going to
make sure it’s registered in the centre. make a class file for your particle object,
Select ‘Export for ActionScript’. If you so select New>File and choose
can’t see this box, click the Advanced ActionScript File in the dialog.
button to get all the options. Click OK. If
you’re warned that Flash will generate
the class definition, just click OK.
Finally, delete the instance of your spark
from the stage, since you’ll be making
sparks in code from now on.
06 The class has its own
variables (or properties). Clip refers to
the MovieClip (a type of DisplayObject)
that is the graphic for the particle. You
can also see a function called Particle;
as it has the same name as our class, it
05 You can see the code above will be called when each particle is
for your basic particle object. If you’re created. This type of function is known
unfamiliar with object-oriented as the constructor, and to make your
programming, all you need to know for particle it needs to know which library
now is that this class will hold all the symbol to use as a graphic and where to
properties and methods for each put it. So it has four parameters:
particle. When you see this in action, all symbolclass is the reference to your
should become clear. symbol in the library, target is where the
particles go (in this case the stage), and
xpos and ypos are the x and y positions.
Save the Particle class as Particle.as. It
must have exactly the same name as
the class definition and be in the same
folder as the FLA file.
Computer Arts March 2008
ART146.tut_4 91 25/1/08 14:33:15
3. 92
07 Go back to Particles.fla. Click 08 The particle just sits there 09 Now make a function in your
on the first frame in the timeline and not doing anything, so you need to tell it class called update, which you’ll put
open the ActionScript Editor, then type where to go and how fast. To do this add underneath the constructor. This will be
the above line of code. This creates a two more properties to the Particle called once per frame every time you
particle object from the symbol in the class: xVel and yVel. Now, every frame, want to update the position of your
library called Spark and attaches it to the particle will move along the x-axis particle. You can see that it’s very simple
the stage (this) at x=275 and y=200 (the by the amount stored in xVel and along – it merely adds the x velocity (xVel) to
middle of the stage). Preview your SWF the y-axis by yVel. Also give these the x position (clip.x) and the y velocity
file with Control>TestMovie. properties a default value of 0. (yVel) to the y position (clip.y) of the clip.
10 Return to Particles.fla and add the code above so the particle moves 2 11 To randomise the particles’ velocities use Math.
pixels to the right and 2 pixels down every frame. Update its position by calling its random()*10-5; This multiplies the result from Math.random()
update method. You need to do this every frame, so set up an event listener using – a value between 0 and 1 – by 10, then subtracts 5 to get a
addEventListener(Event.ENTER_FRAME, frameLoop); This will call the frameLoop figure between -5 and +5. Wrap it in a function called
function every frame, which calls the update method on your particle. Test the movie. randRange. You can now set xVel and yVel to randRange(-5, 5).
12 Define a new array called 13 All good so far, but you can 14 Back in your FLA, you can see
particles, as shown in the above code. see that after you’ve made 100 particles, that the frameLoop has changed, so
Where there are fewer than 100 they stop. In fact, they don’t stop, they that while you have more than 100
particles in a frame, a new one is made just keep animating off the screen. To particles, you’ll take away the first
and added to the end of the array using get rid of them go back to your Particle. particle from the array (using the pop
the push method. Use a loop to iterate as file and add a method called destroy, method). Now when you test the movie,
through and update every particle. which removes the clip from the stage. you get a constant stream of particles.
Computer Arts March 2008 www.computerarts.co.uk
ART146.tut_4 92 25/1/08 14:33:20
4. Technique 93
Creative skills Simulating physics
15 Have a look at your Particle 16 Back in your FLA, try the new 17 Now set your particle’s gravity
class now – properties for drag, gravity, property ‘drag’. Set it to 0.98. Every to 0.4, which means that this value will
size and fade have been added. These frame, each particle’s x and y velocities be added to the y velocity of the particle
properties have then been applied in will be multiplied by 0.98, making it slow every frame. This gives the effect of a
the update function. Type in these extra down a little. Notice that the maximum downward force acting on the particles.
lines of code, then you’ll go back to the x and y velocities have also increased. The drag and initial velocities of your
FLA and implement each one in turn to Test the movie again. The effect is subtle particle have also been adjusted to
see the effect. but the movement is now more natural. create a fountain effect.
19 Now set your particle’s fade 20 Now to make smoke. First get
property, which is subtracted from each rid of the flashy graphics and return to
particle clip’s alpha setting every frame. the white circle. Then change the
This makes the particles become more particle settings. Your y velocity is set to
18 Two lines of code have been added to your FLA – the and more transparent. Also adjust the 0 and your particles only have a little left
first randomises the size of the particle and the second sets its initial speed, gravity and size, and give and right movement. And look at the
shrink property. The particle’s x and y scale is multiplied by the the shrink property a value greater than gravity setting – it’s a negative number,
shrink value every frame. The value is less than 1, so the particle 1. This makes the particles grow rather so gravity is now working upwards. You
shrinks. The graphic has also changed to concentric circles. than shrink. have the beginnings of a smoke effect.
21 Now add a Blur filter to your 22 To make your smoke even
stage to soften the smoke. You can see more realistic give it some movement.
how to do that in line 5. Now look at line An easy way to do this is to add timeline
23. Instead of giving your particle a fixed animation to the particle symbol. I’ve 23 Here’s the final smoke. Check the final settings in the
starting position, you’re sending it to made the smoke circle slowly, turn into FLA for your particle; notice that I’ve made the particle clip
your x and y cursor position, so the a crescent and keep spinning using a transparent to start with. I’ve also fiddled with the other
smoke follows your mouse movements. shape tween and then a motion tween settings to make them a little better for the animation. But your
(60 frames should be enough, but add a animation will be different, so you’ll need to experiment. I’ve
stop command to make sure). shown you the basics, now it’s up to you to play and discover.
www.computerarts.co.uk Computer Arts March 2008
ART146.tut_4 93 25/1/08 14:33:26