scene

Difference between a Scene and a View in iOS

陌路散爱 提交于 2019-12-03 03:23:17
I'm new to iOS I'm having trouble understanding the difference between scene and a view. Unfortunately Apple's documentation isn't helping me. I read that a scene is what you see on the screen. But isn't that what a view is? Are these two interchangeable terms? If not what are the differences, both functionality and best practice? How does a ViewController come into play for both of these? Any explanations or links are much appreciated. Kunal Balani In simple terms: View A UIView is a rectangular area that is displayed on the screen. ViewController A collection of Views displayed on the screen

3D Scene Renderer for Python

假如想象 提交于 2019-12-02 15:34:32
I'm looking for an easy to use 3D scene renderer for Python. All I'm looking for is to be able to: Load a 3D scene model Render it using an orthographic camera Export the image so I can perform analysis So far the software I've found is either too low-level (like basic OpenGL bindings) or too complex (like Ogre). Any advice? Really depends exactly what you want to accomplish. How complex is your scene? What sort of render quality are you after? Do you need real-time animation, or are rendered stills good enough? First-rate, full game engines (have been used for commercial games) Panda3d http:/

Continues to play audio in different scenes

一世执手 提交于 2019-12-02 12:00:46
In my Unity Project, there are different menus, and each menu is a different scene. Each scene has button for controlling the music. public void musicToggle(GameObject Off){ if (PlayerPrefs.GetInt ("Music") == 1) { musicPlayer.Stop (); Debug.Log ("Stop 2"); PlayerPrefs.SetInt ("Music", 0); Off.SetActive(true); } else { musicPlayer.Play (); Debug.Log ("Play 2"); PlayerPrefs.SetInt ("Music", 1); Off.SetActive (false); } } This is my musicToogle function. In every scene the music restarts, and in every scene when I want to turn on/off the music, I click a button which deploys this code. However,

Cocoa: scene vs. view

安稳与你 提交于 2019-12-02 09:56:34
Noob question here. I think I get the basics of the three basic Model-View-Controller elements. Sort of. But what is a scene? I know iPad can have more than one scene per screen, and iPhone/iPod can have just one. But how does a scene relate to a view? If I'm getting it horribly wrong, please be kind :) A "scene" is a UI abstraction Apple introduced into XCode to allow for storyboard mechanics in Interface Builder. Prior to this, in Interface Builder, you created (and still can) Views which were attached to ViewControllers. With Scenes, Segues and Storyboards, you have a way to define the UI

Can I redraw only part of a scene in OpenGL?

大城市里の小女人 提交于 2019-12-02 07:45:30
I have a scene composed of many objects. Most of the objects are static, but some objects move. When a move happens it seems like I have to redraw the whole scene. It is possible for me to express some kind of compositing of the scene and redraw only some of the components of the scene? Render the static parts to a FBO, blit that as needed to the framebuffer, and render dynamic objects on top. 来源: https://stackoverflow.com/questions/21763661/can-i-redraw-only-part-of-a-scene-in-opengl

Javafx: Change scene in setOnAction

痞子三分冷 提交于 2019-12-02 06:36:08
问题 I'm building a JavaFX application with multiple Scenes. I have a problem with scope of variable when changing scenes within setOnAction event. This is my code: Stage myStage; public Scene logInScene(){ ... all the buttons / textFields createAccountButton.setOnAction(new EventHandler<ActionEvent>(){ public void handle(ActionEvent t){ **this.getStage().allScene(createAccountPane1);** } } } public Stage getStage(){ return this.myStage; } public void allScene(Pane p){ this.myStage.setScene(p); }

Disable stage button X

随声附和 提交于 2019-12-02 06:30:46
I'm going fast to the point because I haven't a very fluent english, sorry. I'm learning javafx and I want when I click the X's windows after close it appear a warning. I know to do this in a button created by me in the middle of the windows, but I don't know how to control when the user press the X to close the programm. Thanks You should not focus on the X, but instead on the common close request like this: primaryStage.setOnCloseRequest(new EventHandler<WindowEvent>() { @Override public void handle(WindowEvent event) { // consume event event.consume(); // show close dialog Alert alert = new

Javafx: Change scene in setOnAction

和自甴很熟 提交于 2019-12-02 03:18:40
I'm building a JavaFX application with multiple Scenes. I have a problem with scope of variable when changing scenes within setOnAction event. This is my code: Stage myStage; public Scene logInScene(){ ... all the buttons / textFields createAccountButton.setOnAction(new EventHandler<ActionEvent>(){ public void handle(ActionEvent t){ **this.getStage().allScene(createAccountPane1);** } } } public Stage getStage(){ return this.myStage; } public void allScene(Pane p){ this.myStage.setScene(p); } I'm getting an error within the setOnAction function. "Cannot Find Symbol" getStage(). I know this must

Unity3D: Displaying different scenes on multiple monitors

孤者浪人 提交于 2019-12-01 20:30:50
Unity3D has native multimonitor support in recent versions. The API documentation suggests that this is tied to connecting each display to a camera view. Is it possible to, instead, map a display to a scene ? So that a user with two monitors could have two different scenes each displayed on one of the monitors ? If it is possible, how would one go about doing this ? Programmer Display different scenes on multiple monitors? No , you can't. Display different cameras from the-same scene on multiple monitors? Yes! with the Display class. The fact is that you cannot run two different scenes at the

Setting onClickListeners for buttons in scenes programmatically

拟墨画扇 提交于 2019-12-01 19:25:43
I have 2 layouts which contain the same buttons layout_1.xml <RelativeLayout android:layout_width="wrap_content" android:layout_height="wrap_content"> <Button android:id="@+id/button_1" android:text="button2" android:background="@android:color/black" android:layout_width="wrap_content" android:layout_height="wrap_content" /> </RelativeLayout> and layout_2.xml <RelativeLayout android:layout_width="wrap_content" android:layout_height="wrap_content"> <Button android:id="@+id/button_1" android:text="button2" android:background="@android:color/white" android:layout_width="wrap_content" android