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Xu J. - Practical WPF Graphics Programming [2007, PDF, ENG] torrent |
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Torrent Description
Книги и журналы » Компьютерная литература » Программирование (книги)
Practical WPF Graphics Programming
Год выпуска: 2007 Автор: Jack Xu Жанр: Программирование для .NET 3.0 Издательство: UniCAD Формат: PDF Качество: eBook (изначально компьютерное) Количество страниц: 689 Описание: Welcome to Practical WPF Graphics Programming. This book will provide all the tools you need to develop professional graphics applications using the Windows Presentation Foundation (WPF) and C# based on the .NET framework. I hope this book would be useful for WPF and C# programmers of all skill levels Chapter 1, Overview of WPF Programming This chapter introduces the basics of WPF and reviews some of the general aspects of WPF programming, including XAML files used to define user interfaces. Chapter 2, WPF Graphics Basics in 2D This chapter reviews some fundamental concepts of the 2D graphics and the 2D drawing model in WPF. It introduces coordinate systems and basic 2D shapes. Chapter 3, 2D Transformations This chapter covers the mathematical basics for 2D graphics programming. 2D vectors, matrices, and transformations in the homogeneous coordinate system, including translation, scaling, reflection, and rotation, are discussed. These 2D matrices and transformations allow WPF applications to perform a wide variety of graphical operations on graphics objects in a simple and consistent manner. Chapter 4, Geometry and 2D Drawing This chapter introduces WPF’s Geometry classes and demonstrates why you need them to create complex 2D graphics objects. It also shows you how to create interactive 2D drawing programs and custom shapes. Chapter 5, Colors and Brushes This chapter covers the color system and brushes that WPF uses to paint graphics objects. It introduces a variety of brushes and their transformations. You’ll learn how to create exotic visual effects using different brushes, including the gradient, tile, and image brushes. Chapter 6, Animation This chapter describes WPF animation facilities, which allow most of the properties and transformations of the graphics objects (such as position, size, translation, rotation, etc.) to be animated. It also describes how to create a custom animation class that can be used in physics-based animation. Chapter 7, Physics and Games in WPF This chapter covers topics related to real-world WPF applications. You’ll learn how to create and simulate physics models by solving ordinary differential equations with the Runge-Kutta method, and how to incorporate physics models into real-world games in WPF. This chapter discusses several physics models and games, including a pendulum, a coupled spring system, a golf ball (projectiles), ball collision, and fractals. Chapter 8, Charts in WPF This chapter contains instructions on creating 2D line charts in WPF. It introduces basic chart elements including the chart canvas, text canvas, axes, title, labels, ticks, and legend. From this chapter, you’ll also learn how to put a 2D chart application into a custom user control and how to reuse this control in your WPF applications. Chapter 9, 3D Transformations This chapter extends the concepts described in Chapter 3 into the third dimension. It explains how to define 3D graphics objects and how to translate, scale, reflect, and rotate these 3D objects. It also describes transformation matrices that represent projection and transformations, which allow you to view 3D graphics objects on a 2D screen. You’ll also learn how WPF defines 3D vectors, matrices, and projections. Chapter 10, WPF Graphics Basics in 3D This chapter explores the basics of 3D models in WPF. It introduces Viewport3D, the 3D geometry and the mesh model, lighting, camera, etc. You’ll also learn how to create basic 3D shapes directly in WPF. Chapter 11, Custom 3D Geometries This chapter explains how to create custom geometries for various 3D shapes. These custom geometry classes can be used as resources in XAML files, and these resources can be used in your markup with a data binding. Chapter 12, Custom 3D Shapes This chapter shows how to implement custom 3D shape classes. Unlike custom 3D geometry classes, which can only be used as shareable resources, these custom 3D shape classes can be used directly in your XAML files in the same way as the 2D shapes, such as the Line, Rectangle, and Ellipse. You can use these custom 3D shape classes to create a powerful 3D model library. Chapter 13, 3D Surfaces This chapter explains how to create various 3D surfaces, from simple surfaces to complex surfaces, using rectangular meshes and different techniques, including parametric, extrusion, and revolution approaches. It also describes how to add lighting and shading effects to these surfaces. Chapter 14, 3D Model Manipulation This chapter covers broad array of topics on manipulating 3D models in WPF. It describes how to create various 3D special effects using different materials, different light sources, and texture maps. It also explains how to place interactive 2D elements on 3D surfaces and how to rotate 3D graphics objects with the mouse using the virtual trackball method.
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