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Graphics
Graphics

... program there may be many. The 'Graphics g' is a parameter being passed to paint to tell you which window to use. The g.drawLine(...) means draw a line on the window called g. PHY-102 SAP ...
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... The fillRect() method draws a solid, filled rectangle Both drawRect() and fillRect() methods require four arguments—the first two arguments represent the xand y- coordinates of the upper-left corner of the rectangle, while the last two arguments represent the width and height of the rectangle Both d ...
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... Suppose you have many complicated objects, such as models of parts of a person with thousands of polygons each When and how to clip for maximum efficiency? How to clip text? Curves? ...
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... members of the Tech Model Railroad Club at MIT in 1961 created SpaceWar. The game ran on the University's PDP-1 computer system and consisted of two players, on opposing teams, controlling space ships. The ships were armed with missiles and contained a limited supply of fuel. Players had to shoot ea ...
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... information is carried in real or synthetic images and preserving that spatial information in the generation of our computer graphics images, might prove crucial to improving the sense of depth in computer graphics. A synthetic, computer generated environment is made of computer generated objects. T ...
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2.5D



2.5D (""two-and-a-half-dimensional""), ¾ perspective, and pseudo-3D are terms, mainly in the video game industry, used to describe either 2D graphical projections and similar techniques used to cause a series of images (or scenes) to simulate the appearance of being three-dimensional (3D) when in fact they are not, or gameplay in an otherwise three-dimensional video game that is restricted to a two-dimensional plane or has a virtual camera with a fixed angle. By contrast, games using 3D computer graphics without such restrictions are said to use true 3D.Common in video games, these projections have also been useful in geographic visualization (GVIS) to help understand visual-cognitive spatial representations or 3D visualization.The terms ¾ perspective and ¾ view trace their origins to portraiture and facial recognition, where they are used to describe a view of a person's face which is partway between a frontal view and a side view.
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