02 2016 档案
cocos2d-x之物理按键初试
摘要:bool HelloWorld::init() { if ( !Layer::init() ) { return false; } auto listener=EventListenerKeyboard::create(); listener->onKeyReleased = [](EventKey
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cocos2d-x之加速度传感器初试
摘要:bool HelloWorld::init() { if ( !Layer::init() ) { return false; } Device::setAccelerometerEnabled(true); Director::getInstance()->getEventDispatcher()
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cocos2d-x之多点触碰初试
摘要:bool HelloWorld::init() { if ( !Layer::init() ) { return false; } Size visibleSize = Director::getInstance()->getVisibleSize(); auto listener=EventLis
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cocos2d-x之事件传递
摘要:bool HelloWorld::init() { if ( !Layer::init() ) { return false; } Size size=Director::getInstance()->getVisibleSize(); auto label=LabelTTF::create("Cl
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cocos2d-x之单点触碰初试
摘要:bool HelloWorld::init() { if ( !Layer::init() ) { return false; } Size size=Director::getInstance()->getVisibleSize(); auto label=LabelTTF::create("Cl
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cocos2d-x之value
摘要:bool HelloWorld::init() { if ( !Layer::init() ) { return false; } Size visibleSize = Director::getInstance()->getVisibleSize(); Vec2 origin = Director
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cocos2d-x之Vector与map
摘要:bool HelloWorld::init() { if ( !Layer::init() ) { return false; } Size visibleSize = Director::getInstance()->getVisibleSize(); Vec2 origin = Director
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cocos2d-x之初试内存管理机制
摘要:bool HelloWorld::init() { if ( !Layer::init() ) { return false; } Size visibleSize = Director::getInstance()->getVisibleSize(); Vec2 origin = Director
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cocos2d-x之场景转换特效
摘要:bool HelloWorld::init() { if ( !Layer::init() ) { return false; } Size visibleSize = Director::getInstance()->getVisibleSize(); Vec2 origin = Director
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cocos2d-x之Action特效
摘要:bool HelloWorld::init() { if ( !Layer::init() ) { return false; } Size visibleSize = Director::getInstance()->getVisibleSize(); Vec2 origin = Director
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cocos2d-x之action初试
摘要:bool HelloWorld::init() { if ( !Layer::init() ) { return false; } Size visibleSize = Director::getInstance()->getVisibleSize(); Vec2 origin = Director
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cocos2d-x图层以及显示对象的基本使用
摘要:LogoNode: #ifndef LogoNode_hpp #define LogoNode_hpp #include <stdio.h> #include "cocos2d.h" USING_NS_CC; class LogoNode:public Node { protected: Sprit
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cocos2d-x基础元素之显示对象
摘要:bool HelloWorld::init() { if ( !Layer::init() ) { return false; } Size visibleSize = Director::getInstance()->getVisibleSize(); Vec2 origin = Director
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坐标系之小球向量坐标碰撞
摘要:bool HelloWorld::init() { if ( !Layer::init() ) { return false; } Size visibleSize = Director::getInstance()->getVisibleSize(); Vec2 origin = Director
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坐标系-三角函数
摘要:bool HelloWorld::init() { if ( !Layer::init() ) { return false; } Size visibleSize = Director::getInstance()->getVisibleSize(); Vec2 origin = Director
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初试cocos2d-x坐标系
摘要:bool HelloWorld::init() { ////////////////////////////// if ( !Layer::init() ) { return false; } Size visibleSize = Director::getInstance()->getVisibl
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c++基础回顾
摘要:#include <iostream> #include <vector> #include <string> int main(int argc, const char * argv[]) { // insert code here... std::cout << "Hello, World!\n
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Core Data数据操作
摘要:1.建立学生实体,插入100条数据 2.按条件查询学生数据 3.统计学生信息 4.修改学生信息 5.删除学生数据 import UIKit import CoreData class ViewController: UIViewController { override func viewDidLo
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Core Data初试
摘要:CoreDataStack.swift import CoreData class CoreDataStack: NSObject { let context: NSManagedObjectContext let coordinator: NSPersistentStoreCoordinator
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SQLite数据操作
摘要:1.向学生表中插入100条数据 2.按条件查询学生数据 3.修改学生数据 4.删除学生数据 import UIKit class ViewController: UIViewController { lazy var documentsPath:String={ let paths=NSSearch
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SQLite初试
摘要:1.创建一个名为test的数据库 2.添加一张学生表,表里面每一条记录包括学好,姓名,分数3个字段 工程-Build Phases-Link Binary With Libraries------libsqlite3.tbd 建立桥接文件 #import <sqlite3.h> import UIK
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编码与解码
摘要:创建一个学生类,首先归档保存学生信息,然后再解档读取数据 import UIKit class Student:NSObject, NSCoding{ var sno:String! var name:String! var score:Int! init(sno:String,name:Strin
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属性列表
摘要:1.建立一个名字的数组,然后保存到沙盒的Documents目录 2.建立一个学生的字典,然后保存到沙盒的Documents目录 import UIKit class ViewController: UIViewController { lazy var documentsPath:String={
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用户首选项
摘要:import UIKit class ViewController: UIViewController { let refreshInterval:NSTimeInterval = 10 let refreshKey = "LastRefreshTime" override func viewDid
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目录文件管理
摘要:import UIKit class ViewController: UIViewController { lazy var documentsPath:String={ let paths=NSSearchPathForDirectoriesInDomains(.DocumentDirectory
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沙盒机制和应用程序目录
摘要:import UIKit class ViewController: UIViewController { override func viewDidLoad() { super.viewDidLoad() //1.Home目录,即沙盒目录 var path=NSHomeDirectory() pr
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关于mac环境下删除cocos2d-x环境变量配置的方法
摘要:yangchaodeMacBook-Air:downloads yangchao$ vim ~/.bash_profile
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mac下 home-brew安装及php,nginx环境安装及配置
摘要:Homebrew官网 http://brew.sh/index_zh-cn.html Homebrew是神马 linux系统有个让人蛋疼的通病,软件包依赖,好在当前主流的两大发行版本都自带了解决方案,Red hat有yum,Ubuntu有apt-get 神马,你用mac os,不好意Mac os木有
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mac环境下手动卸载mysql
摘要:1.sudo rm /usr/local/mysql 2.sudo rm -rf /usr/local/mysql* 3.sudo rm -rf /Library/StartupItems/MySQLCOM 4.sudo rm -rf /Library/Perferences/My* 5.vim /
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