在这个快照中,右上角的大帧显示了添加到stringbuilder类中的计时包装器方法的分解。
In this shot the large frame in the upper right shows the disassembly of the timing wrapper method added to the StringBuilder class.
计时问题的一个简单解决方法是让游戏固定运行在25帧每秒。
An easy solution to the timing issue is to just let the game run on a steady 25 frames per second. The code then looks like this.
最后发方将会不计时,并且由丢失的或损坏的一帧开始,重发所有未接收的帧。
The sender eventually will time out and retransmit all unacknowledged frames, beginning with the lost or damaged one.
例如,动画可以使用计时器来更新动画的下一帧并控制移动动画对象和改变动画对象外观的速率。
For example, animation timer can be used to update the next fr a me animation and control mobile animated objects and change the appearance of the object animation rate.
我不确定明确的关键帧和线性计时功能是正确的方法。
I'm not sure the explicit keyframes and the linear timing function are the right approach.
我不确定明确的关键帧和线性计时功能是正确的方法。
I'm not sure the explicit keyframes and the linear timing function are the right approach.
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