building data driven applications with sqlite

Development Tales of iPhone App Masters pot

Development Tales of iPhone App Masters pot

... building a data- driven application with SQLite • Ray Kiddy, illustrating the full application development life cycle with Core Data • Steve Finkelstein, marrying an offline e-mail client to Core Data ... Bruzenak 139 Building Data- Driven Applications with Active Record and SQLite 141 Ray Kiddy 181 ■Core Data and Hard-Core Design ... 137 Dylan Bruzenak 139 ■Chapter 5: Building Data- Driven Applications with Active Record and SQLite .141 A Short Road Off a High Cliff (How I Got Here)...

Ngày tải lên: 17/03/2014, 23:20

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game and graphics programming for ios and android with opengl es 2.0

game and graphics programming for ios and android with opengl es 2.0

... Vertex Data ftoc.indd xi 5 10 11 12 14 17 19 23 23 26 27 29 29 30 31 31 32 35 35 36 36 37 12/30/11 8:28:31 AM CONTENTS Building the Vertex Data Array VBO Building the Element Array VBO Building ... between your application data and the GPU data Now you have to tell the GPU which program you want to use for drawing; otherwise, the GPU won’t know what to with the data that is sent to it To ... Software ➪ Available Software Sites ➪ Sequoyah Metadata Repository Then select the entry from the Work With combo box, and once the repository data is loaded, select and install the Sequoyah Android...

Ngày tải lên: 22/03/2014, 13:36

316 1K 2
Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 docx

Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 docx

... Storing the Vertex Data 31 32 35 35 36 36 37 www.it-ebooks.info ftoc.indd xi 12/30/11 8:28:31 AM CONTENTS Building the Vertex Data Array VBO Building the Element Array VBO Building the VAO Rendering ... between your application data and the GPU data Now you have to tell the GPU which program you want to use for drawing; otherwise, the GPU won’t know what to with the data that is sent to it To ... Software ➪ Available Software Sites ➪ Sequoyah Metadata Repository Then select the entry from the Work With combo box, and once the repository data is loaded, select and install the Sequoyah Android...

Ngày tải lên: 29/03/2014, 22:20

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Mobile 3D Graphics with OpenGL ES and M3G

Mobile 3D Graphics with OpenGL ES and M3G

... of the data store in basic machine units, and data pointing to the source data in client memory If data is non-null, then the source data is copied to the buffer object’s data store If data is ... of the data store BufferData deletes any existing data store, and sets the values of the buffer object’s state variables as shown in table 2.7 Clients must align data elements consistent with the ... or all of the data contained in a buffer object’s data store, the client may use the command void BufferSubData( enum target, intptr offset, sizeiptr size, const void *data ); with target set...

Ngày tải lên: 03/11/2012, 11:23

333 520 2
morgan kaufmann mobile 3d graphics with opengl es and m3g - morgan kaufmann

morgan kaufmann mobile 3d graphics with opengl es and m3g - morgan kaufmann

... and with this book in your hand, you, the reader, will be able to create vibrant applications with three-dimensional xiii xiv PREFACE graphics on mobile devices Hopefully, your mobile graphics applications ... the applications to implement Small applications are much more important on mobile devices than on the desktop Applications are often delivered over relatively slow over-the-air connections, with ... improve with more colors and higher resolutions, memory is installed by the gigabyte for storing increasing amounts of data, and ever more processing power is available to run a plethora of applications...

Ngày tải lên: 28/04/2014, 15:49

446 352 0
3D Graphics with OpenGL ES and M3G- P1 pps

3D Graphics with OpenGL ES and M3G- P1 pps

... 136 137 139 140 141 142 145 146 146 Vertex Data Triangle Data 147 148 Transformation Pipeline 148 6.5.1 6.5.2 6.5.3 6.6 Optimizing State Changes Model Data 6.4.1 6.4.2 6.5 Pixel Pipeline Vertex ... Mobile 3D Graphics with OpenGL ES and M3G This page intentionally left blank Mobile 3D Graphics with OpenGL ES and M3G Kari Pulli Tomi Aarnio Ville Miettinen ... and Permission” and then “Obtaining Permissions.” Library of Congress Cataloging-in-Publication Data Application submitted ISBN: 978-0-12-373727-4 For information on all Morgan Kaufmann publications,...

Ngày tải lên: 03/07/2014, 11:20

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3D Graphics with OpenGL ES and M3G- P2 pps

3D Graphics with OpenGL ES and M3G- P2 pps

... and with this book in your hand, you, the reader, will be able to create vibrant applications with three-dimensional xiii xiv PREFACE graphics on mobile devices Hopefully, your mobile graphics applications ... Cityman, Nokia 3410 (the first GSM phone with a 3D graphics engine), Nokia 6630 (the first phone to support both OpenGL ES and M3G), and Nokia N93 (the first phone with hardware acceleration for both ... all mobile devices Compared to the contributions made through my research, the authors provide within these pages more than a small stepping stone In my opinion, this book is an escalator, which...

Ngày tải lên: 03/07/2014, 11:20

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3D Graphics with OpenGL ES and M3G- P3 pps

3D Graphics with OpenGL ES and M3G- P3 pps

... allow installation of native applications, written in C or C++ The security concerns of native applications are addressed through mandatory certification of developers and applications BREW provides ... two hundred pixels per side, with 16 or 18 bits of color depth, yielding 65K or 262K unique colors High-end devices pack screens from QVGA (320 × 240 pixels) upward with good contrast, rapid refresh ... possible using only a single image As with most aspects of mobile phones, there is a lot of variation in display properties Application developers will have to live with a variety of display technologies,...

Ngày tải lên: 03/07/2014, 11:20

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3D Graphics with OpenGL ES and M3G- P4 doc

3D Graphics with OpenGL ES and M3G- P4 doc

... the applications to implement Small applications are much more important on mobile devices than on the desktop Applications are often delivered over relatively slow over-the-air connections, with ... STANDARDS 15 Performance is crucial on devices with limited computation resources To allow all of the processing power to be extracted, the APIs were designed with performance in mind In practice, this ... of the traditional fixed-function graphics pipeline with programmable vertex and fragment shaders, and is therefore not backward-compatible with the 1.x series The 1.x and 2.x generations of OpenGL...

Ngày tải lên: 03/07/2014, 11:20

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3D Graphics with OpenGL ES and M3G- P5 pptx

3D Graphics with OpenGL ES and M3G- P5 pptx

... defined with respect to some other coordinate system, except for the global world coordinate system For example, the coordinate system of a room might have its origin at the southwest corner, with ... center of mass, and its axes aligned with the chair’s axes of symmetry When the chair is moved in the room, its coordinate system moves and may reorient with respect to the parent coordinate ... those points vertices We may also expand the definition of a vertex to include any other data that are associated with that surface point, such as a color Besides points, we also need vectors to represent...

Ngày tải lên: 03/07/2014, 11:20

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3D Graphics with OpenGL ES and M3G- P6 pot

3D Graphics with OpenGL ES and M3G- P6 pot

... coordinate systems of the base, upper arm, and the lower arm are indicated with the bold arrows that make a right angle We start with a translation that places the crane: translate( x, y ) # move the ... preferred over Euler angles for rotations in computer graphics A quaternion is a 4D imaginary number with three imaginary components and one real component q = xi + yj + zk + w, (2.20) but we usually ... R The first row of RT is the same as the first column of R, and since it is a unit vector, dotted with itself it produces Further, since it is perpendicular to the rest of the columns, the first...

Ngày tải lên: 03/07/2014, 11:20

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3D Graphics with OpenGL ES and M3G- P7 ppsx

3D Graphics with OpenGL ES and M3G- P7 ppsx

... likelihood of z-fighting grows with the far/near ratio, with coarser display and depth buffer resolution, with increasing field of view and distance from the camera, and with increasing distance from ... defined a canonical frustum, with an opening angle of 90◦ both vertically and horizontally, and with the window centered on the z axis More precisely, it contains points with −n > z > −f, |z| > |x|, ... 2.10 21 22 23 24 25 26 27 28 29 210 21 F i g u r e 2.10: Nonlinear transformation of z with near = and far = 10 With camera at z = and looking down to negative z, values in [−1, −10] (horizontal...

Ngày tải lên: 03/07/2014, 11:20

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3D Graphics with OpenGL ES and M3G- P8 doc

3D Graphics with OpenGL ES and M3G- P8 doc

... buffer without any scaling or blending operations Another advantage is that obtaining raster images can be easy One can draw the images with an image-editing program, or one can take photos with ... primitives of a 3D engine We begin with the geometric primitives such as points, lines, and triangles, and then continue to raster primitives using texture map data 3.1.1 GEOMETRIC PRIMITIVES The ... vertices per triangle This, however, works only in the limit with a large enough closed mesh For smaller and irregular meshes, possibly with boundaries, there are usually 0.5–1.0 vertices 2 1 GL_LINES...

Ngày tải lên: 03/07/2014, 11:20

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3D Graphics with OpenGL ES and M3G- P9 pptx

3D Graphics with OpenGL ES and M3G- P9 pptx

... permeates the whole scene without any directional preference Assuming we have ambient light Ia with red, green, blue, and alpha components, and a surface material ka with the same components, ... lie outside of the viewing frustum and skipping them completely may be done sometimes with an easy check within the application Some engines may also perform an automatic conservative viewport ... (see Figure 3.10) Some systems may be able to just evaluate the parts of the primitives within the viewport without doing real clipping Clipping lines and points is simpler Clipping a line may shorten...

Ngày tải lên: 03/07/2014, 11:20

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3D Graphics with OpenGL ES and M3G- P10 docx

3D Graphics with OpenGL ES and M3G- P10 docx

... and RGB formats give (Cs , Af ), and A format yields (Cf , As ) With the MODULATE function, the source data modulates the fragment data through multiplication RGBA and LA formats produce (Cf Cs ... have several texturing units, each with its own texture data format, function, matrix, and so on By default, the input fragment color is successively combined with each texture according to the ... texels, which is quite a lot for software engines without dedicated texture units, so the mobile 3D APIs allow approximating full trilinear filtering with a bilinear filtering at the closest mipmap...

Ngày tải lên: 03/07/2014, 11:20

10 448 0
3D Graphics with OpenGL ES and M3G- P11 potx

3D Graphics with OpenGL ES and M3G- P11 potx

... At its simplest, one can initialize the stencil buffer with zeros, paint an arbitrary pattern with ones, and then with NOTEQUAL draw only within the stencil pattern However, if the stencil pattern ... either KEEP the current value, set it to ZERO, REPLACE it with the reference value, increment (INCR) or decrement (DECR) with saturation or without saturation (INCR_WRAP, DECR_WRAP), or bitwise INVERT ... suggest With large values of d both the exponential (EXP) and the squared exponential (EXP2) fog behave fairly similarly; both functions approach zero quite rapidly However, at near distances, or with...

Ngày tải lên: 03/07/2014, 11:20

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3D Graphics with OpenGL ES and M3G- P12 pps

3D Graphics with OpenGL ES and M3G- P12 pps

... in real applications, too For example, in a shooter game, after you spray a wall with bullets, you may want to paint bullet marks on top of the wall You would try to align the patches with the ... stage of the OpenGL graphics pipeline They are mutually exclusive with blending With logic ops, the source and destination pixel data are considered bit patterns, rather than color values, and ... color, while DST_COLOR and ONE_MINUS_DST_COLOR can only be used with the source color Finally, SRC_ALPHA_SATURATE can be used with the source color, producing a blending factor (f, f, f, 1) where...

Ngày tải lên: 03/07/2014, 11:20

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3D Graphics with OpenGL ES and M3G- P13 pot

3D Graphics with OpenGL ES and M3G- P13 pot

... to these data points to produce the intermediate values The data itself can be anything from 105 ANIMATION value 106 time F i g u r e 4.1: Keyframe values (points) and interpolated data (curve) ... breathes life into 3D graphics While still images can be nice as such, most applications involve objects moving and interacting with each other and the user, or scenes in some other way changing over ... animation, but the memory saved by the keyframe representation Data need only be stored at the keyframe locations, and since much of the animation data required can be produced from fairly sparse keyframes,...

Ngày tải lên: 03/07/2014, 11:20

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3D Graphics with OpenGL ES and M3G- P14 pptx

3D Graphics with OpenGL ES and M3G- P14 pptx

... location of the data Vertex data that is dynamically uploaded from the application prohibits most such optimizations, and it also requires additional memory bandwidth to transfer the data between ... world are constantly coming up with new and improved data structures The easy way out, taken by M3G and most other scene graphs, is to not incorporate any spatial data structures beyond a transformation ... also be used to make hands touch scene objects, align feet with the ground, and so forth Often a combination of these techniques is used with keyframe animation driving the normal motion, rigid...

Ngày tải lên: 03/07/2014, 11:20

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3D Graphics with OpenGL ES and M3G- P15 pptx

3D Graphics with OpenGL ES and M3G- P15 pptx

... are done with the transformations, we associate each mesh with the lights that potentially affect it; this is again determined using the scope masks If there are more lights associated with an ... Buffer Objects (FBOs) This trend of moving more and more data into graphics memory—the “server side” in OpenGL parlance—is still ongoing with, e.g., Direct3D 10 adding State Objects [Bly06] M3G ... level, done as shown in Figure 5.9 Note that this is all happening in native code, without having to fetch any data from the Java side We will now describe each step in more detail 5.3.1 SETTING...

Ngày tải lên: 03/07/2014, 11:20

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