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  3241  次浏览      27
 

½ñÌìÓеã¿ÕÓàʱ¼ä£¬ÔÚ¿´Windows Phone 7µÄ¿ª·¢¡£¿´µ½Silverlight for phoneºÍXNA 4.0µÄ¿ª·¢ÎÄÕÂÒѾ­ÓÐÁ˲»ÉÙ£¬¶øÇÒÖÊÁ¿ºÜ¸ß¡£ÎÒ¾ÍÀ´ËµËµXNA 4.0µÄ3D¿ª·¢Õâ¸öÁìÓò°É£¬ÕýºÃ¸úĿǰµÄ¹¤×÷ÓÐЩ¹ØÏµ£¬¶øÇÒXNA 4.0µÄ3DÀà¿âÉè¼ÆµÄ·Ç³£ºÃ£¬±ÈiPhoneºÍAndroidµÄOpenGLESÀà¿â¸ß³öÒ»¸öµµ´Î¡£ÒÔºóѧϰ3D¿ª·¢£¬ÓÃXNAÀà¿âÒ²ÊǸö²»´íµÄÑ¡Ôñ£¬¶øÇÒWindows PhoneÄ£ÄâÆ÷¶Ô3DµÄÖ§³ÖÒ²·Ç³£ºÃ¡£Î¨Ò»µÄÒź¶ÊÇ£¬Windows Phone²»Ö§³ÖC++µÄ3D¿ª·¢¡£

Èç¹û×ö¹ýZuneÉÏXNA 3.1¿ª·¢µÄÅóÓÑ¿ÉÄÜ»á¼ÇµÃ£¬ÔÚXNA 3.1ÖÐÊDz»Ö§³Ö3D¿ª·¢µÄ£¬XNA 4.0ÖмÓÈëµÄ3DÖ§³ÖÀ࣬Ö÷Òª°üº¬ÔÚMicrosoft.Xna.Framework.GraphicsÃüÃû¿Õ¼äÖС£Èç¹ûXNA 4.0ÖеÄ3D¸ÅÄîÓëOpenGLESÊ®·ÖÏàËÆ£¬ÎÒÃÇ¿ÉÒÔÕÒµ½ºÜ¶àÏà¶ÔÓ¦µÄº¯Êý¡¢·½·¨µÈ£¬Ä³ÖÖÒâÒåÉÏ£¬XNA 4.0µÄ3DÖ§³ÖÊǶÔOpenGLES 2.0µÄ·â×°¡£

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http://msdn.microsoft.com/en-us/library/bb203926.aspx

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XNA 4.0µÄ³ÌÐòÊÇÅÉÉú×ÔMicrosoft.Xna.Framework.GameµÄÀ࣬¿ª·¢ÕßÐèÒªÖØÔØGameµÄËĸö·½·¨£ºInitialize£¨³õʼ»¯£©¡¢LoadContent£¨¼ÓÔØÄÚÈÝ£©¡¢UnloadContent£¨Ð¶ÔØÄÚÈÝ£©¡¢Update£¨¸üУ©ºÍDraw£¨»æÖÆ£©µÈ·½·¨¡£

Ê×ÏÈ£¬ÎÒÃÇÔÚGame1ÀàÖмÓÈëËùÐèÒªµÄһЩ˽ÓбäÁ¿£º

Matrix worldMatrix;

Matrix viewMatrix;

Matrix projectionMatrix;

VertexPositionNormalTexture[] cubeVertices;

VertexDeclaration vertexDeclaration;

VertexBuffer vertexBuffer;

BasicEffect basicEffect;

Martrix µÄÖÐÎÄÃû½Ð¡°¾ØÕó¡±£¬»¹Óиö·­Òë½Ð¡°ºÚ¿ÍµÛ¹ú¡±¡­¡­³¶Ô¶ÁË£¬Ê²Ã´ÊǾØÕó£¿ÎÒÃǾͲ»½âÊÍÁË£¬Ö»ÒªÖªµÀ¾ØÕóÊÇÒ»ÇÐ3DÏßÐԱ仯µÄ»ù´¡¾Í¿ÉÒÔÁË¡£ÎÒÃDz»ÖªµÀ¾ØÕóÊÇʲô£¬È´Éí´¦ÆäÖС£ÔÚGame1ÀàÖÐÓÃÁËÈý¸ö¾ØÕó£ºworldMatrixÓÃÀ´ÃèÊöÊÀ½ç×ø±êϵ£»viewMatrixÓÃÀ´ÃèÊöÉãÓ°»ú×ø±êϵ£»projectionMatrixÓÃÀ´ÃèÊöÍ¶Ó°×ø±êϵ¡£ÕâЩ¶¼ÊÇ3DͼÐÎѧµÄ¸ÅÄ²»½âÊÍÁË¡£

ÁíÍâÁ½¸öÖØÒªµÄ±äÁ¿ÊÇvertexBufferºÍbasicEffect¡£vertexBuffer°üº¬ÁËһϵÁеÄÏòÁ¿£¬ÕâЩÏòÁ¿¹¹³ÉÁËÎÒÃÇÒªÏÔʾµÄÕý·½ÌåµÄ¸÷¸ö¶¥µã£»basicEffectÓÃÀ´ÃèÊöÒ»¸ö»ù´¡µÄäÖȾЧ¹û£¬ÆäÖÐÃèÊöÁË×ø±êϵ¡¢ÑÕÉ«ºÍµÆ¹âµÈ»ù±¾µÄÒªËØ£¬ÕâÐ©ÒªËØÊÇ3DͼÐÎÏÔʾµÄ»ù´¡¡£

½ÓÏÂÀ´´´½¨Ò»¸ö½ÐInitMatricesµÄ·½·¨£¬¶Ô¸÷¸ö×ø±êϵ½øÐгõʼ»¯£¬¼ÇµÃ£¬Õâ¸öInitMatricesµÄº¯ÊýÊÇÎÒÃÇ×Ô¼º´´½¨µÄ£¬´úÂëÈçÏ£º

private void InitMatrices()

{

// Initialize the world, view, and projection matrices. 

float tilt = MathHelper.ToRadians(0); // 0 degree angle

// Use the world matrix to tilt the cube along x and y axes.

worldMatrix = Matrix.CreateRotationX(tilt) * Matrix.CreateRotationY(tilt);

viewMatrix = Matrix.CreateLookAt(new Vector3(5, 5, 5), Vector3.Zero, Vector3.Up);

projectionMatrix = Matrix.CreatePerspectiveFieldOfView(

MathHelper.ToRadians(45), // 45 degree angle

(float)GraphicsDevice.Viewport.Width /

(float)GraphicsDevice.Viewport.Height,

1.0f, 100.0f);

}

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private void InitEffect()

{

// Initialize BasicEffect with transformation and light values

basicEffect = new BasicEffect(graphics.GraphicsDevice);

basicEffect.World = worldMatrix;

basicEffect.View = viewMatrix;

basicEffect.Projection = projectionMatrix;

// primitive color

basicEffect.AmbientLightColor = new Vector3(0.1f, 0.1f, 0.1f);

basicEffect.DiffuseColor = new Vector3(1.0f, 1.0f, 1.0f);

basicEffect.SpecularColor = new Vector3(0.25f, 0.25f, 0.25f);

basicEffect.SpecularPower = 5.0f;

basicEffect.Alpha = 1.0f;

basicEffect.LightingEnabled = true;

if (basicEffect.LightingEnabled)

{

basicEffect.DirectionalLight0.Enabled = true; // enable each light individually

if (basicEffect.DirectionalLight0.Enabled)

{

// x direction

basicEffect.DirectionalLight0.DiffuseColor = new Vector3(1, 0, 0); // range is 0 to 1

basicEffect.DirectionalLight0.Direction = Vector3.Normalize(new Vector3(-1, 0, 0));

// points from the light to the origin of the scene

basicEffect.DirectionalLight0.SpecularColor = Vector3.One;

}

basicEffect.DirectionalLight1.Enabled = true;

if (basicEffect.DirectionalLight1.Enabled)

{

// y direction

basicEffect.DirectionalLight1.DiffuseColor = new Vector3(0, 0.75f, 0);

basicEffect.DirectionalLight1.Direction = Vector3.Normalize(new Vector3(0, -1, 0));

basicEffect.DirectionalLight1.SpecularColor = Vector3.One;

}

basicEffect.DirectionalLight2.Enabled = true;

if (basicEffect.DirectionalLight2.Enabled)

{

// z direction

basicEffect.DirectionalLight2.DiffuseColor = new Vector3(0, 0, 0.5f);

basicEffect.DirectionalLight2.Direction = Vector3.Normalize(new Vector3(0, 0, -1));

basicEffect.DirectionalLight2.SpecularColor = Vector3.One;

}

}

}

È»ºóÒª¶ÔvertexDeclaration¡¢cubeVerticesºÍvertexBuffer±äÁ¿½øÐгõʼ»¯£¬ÎÒÃǽ«Õⲿ·Ö´úÂë·ÅÔÚInitVertexBufferº¯ÊýÖУº

private void InitVertexBuffer()

{

// Create a vertex declaration for the type VertexPositionNormalTexture

vertexDeclaration = new VertexDeclaration(new VertexElement[]

{

new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0),

new VertexElement(12, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0),

new VertexElement(24, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0)

}

);

// Create the per vertex data

cubeVertices = new VertexPositionNormalTexture[36];

Vector3 topLeftFront = new Vector3(-1.0f, 1.0f, 1.0f);

Vector3 bottomLeftFront = new Vector3(-1.0f, -1.0f, 1.0f);

Vector3 topRightFront = new Vector3(1.0f, 1.0f, 1.0f);

Vector3 bottomRightFront = new Vector3(1.0f, -1.0f, 1.0f);

Vector3 topLeftBack = new Vector3(-1.0f, 1.0f, -1.0f);

Vector3 topRightBack = new Vector3(1.0f, 1.0f, -1.0f);

Vector3 bottomLeftBack = new Vector3(-1.0f, -1.0f, -1.0f);

Vector3 bottomRightBack = new Vector3(1.0f, -1.0f, -1.0f);

Vector2 textureTopLeft = new Vector2(0.0f, 0.0f);

Vector2 textureTopRight = new Vector2(1.0f, 0.0f);

Vector2 textureBottomLeft = new Vector2(0.0f, 1.0f);

Vector2 textureBottomRight = new Vector2(1.0f, 1.0f);

Vector3 frontNormal = new Vector3(0.0f, 0.0f, 1.0f);

Vector3 backNormal = new Vector3(0.0f, 0.0f, -1.0f);

Vector3 topNormal = new Vector3(0.0f, 1.0f, 0.0f);

Vector3 bottomNormal = new Vector3(0.0f, -1.0f, 0.0f);

Vector3 leftNormal = new Vector3(-1.0f, 0.0f, 0.0f);

Vector3 rightNormal = new Vector3(1.0f, 0.0f, 0.0f);

// Front face.

cubeVertices[0] =

new VertexPositionNormalTexture(

topLeftFront, frontNormal, textureTopLeft);

cubeVertices[1] =

new VertexPositionNormalTexture(

bottomLeftFront, frontNormal, textureBottomLeft);

cubeVertices[2] =

new VertexPositionNormalTexture(

topRightFront, frontNormal, textureTopRight);

cubeVertices[3] =

new VertexPositionNormalTexture(

bottomLeftFront, frontNormal, textureBottomLeft);

cubeVertices[4] =

new VertexPositionNormalTexture(

bottomRightFront, frontNormal, textureBottomRight);

cubeVertices[5] =

new VertexPositionNormalTexture(

topRightFront, frontNormal, textureTopRight);

// Back face.

cubeVertices[6] =

new VertexPositionNormalTexture(

topLeftBack, backNormal, textureTopRight);

cubeVertices[7] =

new VertexPositionNormalTexture(

topRightBack, backNormal, textureTopLeft);

cubeVertices[8] =

new VertexPositionNormalTexture(

bottomLeftBack, backNormal, textureBottomRight);

cubeVertices[9] =

new VertexPositionNormalTexture(

bottomLeftBack, backNormal, textureBottomRight);

cubeVertices[10] =

new VertexPositionNormalTexture(

topRightBack, backNormal, textureTopLeft);

cubeVertices[11] =

new VertexPositionNormalTexture(

bottomRightBack, backNormal, textureBottomLeft);

// Top face.

cubeVertices[12] =

new VertexPositionNormalTexture(

topLeftFront, topNormal, textureBottomLeft);

cubeVertices[13] =

new VertexPositionNormalTexture(

topRightBack, topNormal, textureTopRight);

cubeVertices[14] =

new VertexPositionNormalTexture(

topLeftBack, topNormal, textureTopLeft);

cubeVertices[15] =

new VertexPositionNormalTexture(

topLeftFront, topNormal, textureBottomLeft);

cubeVertices[16] =

new VertexPositionNormalTexture(

topRightFront, topNormal, textureBottomRight);

cubeVertices[17] =

new VertexPositionNormalTexture(

topRightBack, topNormal, textureTopRight);

// Bottom face. 

cubeVertices[18] =

new VertexPositionNormalTexture(

bottomLeftFront, bottomNormal, textureTopLeft);

cubeVertices[19] =

new VertexPositionNormalTexture(

bottomLeftBack, bottomNormal, textureBottomLeft);

cubeVertices[20] =

new VertexPositionNormalTexture(

bottomRightBack, bottomNormal, textureBottomRight);

cubeVertices[21] =

new VertexPositionNormalTexture(

bottomLeftFront, bottomNormal, textureTopLeft);

cubeVertices[22] =

new VertexPositionNormalTexture(

bottomRightBack, bottomNormal, textureBottomRight);

cubeVertices[23] =

new VertexPositionNormalTexture(

bottomRightFront, bottomNormal, textureTopRight);

// Left face.

cubeVertices[24] =

new VertexPositionNormalTexture(

topLeftFront, leftNormal, textureTopRight);

cubeVertices[25] =

new VertexPositionNormalTexture(

bottomLeftBack, leftNormal, textureBottomLeft);

cubeVertices[26] =

new VertexPositionNormalTexture(

bottomLeftFront, leftNormal, textureBottomRight);

cubeVertices[27] =

new VertexPositionNormalTexture(

topLeftBack, leftNormal, textureTopLeft);

cubeVertices[28] =

new VertexPositionNormalTexture(

bottomLeftBack, leftNormal, textureBottomLeft);

cubeVertices[29] =

new VertexPositionNormalTexture(

topLeftFront, leftNormal, textureTopRight);

// Right face. 

cubeVertices[30] =

new VertexPositionNormalTexture(

topRightFront, rightNormal, textureTopLeft);

cubeVertices[31] =

new VertexPositionNormalTexture(

bottomRightFront, rightNormal, textureBottomLeft);

cubeVertices[32] =

new VertexPositionNormalTexture(

bottomRightBack, rightNormal, textureBottomRight);

cubeVertices[33] =

new VertexPositionNormalTexture(

topRightBack, rightNormal, textureTopRight);

cubeVertices[34] =

new VertexPositionNormalTexture(

topRightFront, rightNormal, textureTopLeft);

cubeVertices[35] =

new VertexPositionNormalTexture(

bottomRightBack, rightNormal, textureBottomRight);

vertexBuffer = new VertexBuffer(

graphics.GraphicsDevice,

typeof(VertexPositionNormalTexture),

cubeVertices.Length,

BufferUsage.None

);

vertexBuffer.SetData(cubeVertices);

}

ÇëÔ­ÁÂÎÒ°Ñ36¸ö¶¥µãµÄ´úÂë¶¼Ìù³öÀ´ÁË£¬Èç¹û²»Ìù³öÀ´£¬¿Ï¶¨»áÓÐÈ˲»²¹È«£¬È»ºó¾Í¿´²»µ½ÍêÕûµÄÕý·½ÌåÁË¡£

ÕâÀï¾ÍҪ˵µ½µÚÒ»¸ö´íÎóµãÁË£ºÎÄÕÂÖÐûÓÐÁгöËùÓÐ36¸ö¶¥µãµÄ¶¨Ò壬²»¹ýʾÀý´úÂëUseBasicEffectÖÐÁгöÁË£»ÁíÒ»¸öÎÊÌâÊÇVertexBufferµÄ¹¹Ô캯Êý·¢ÉúÁ˱仯£¬Ô­ÎĺÍʾÀý´úÂëÖеÄVertexBuffer¹¹Ô캯ÊýÊÇÕâÑùµÄ£º

vertexBuffer = new VertexBuffer(

graphics.GraphicsDevice,

VertexPositionNormalTexture.SizeInBytes * cubeVertices.Length,

BufferUsage.None

);

¶øÕýÈ·µÄд·¨Ó¦¸ÃÊÇ£º

vertexBuffer = new VertexBuffer(

graphics.GraphicsDevice,

typeof(VertexPositionNormalTexture),

cubeVertices.Length,

BufferUsage.None

);

VertexBufferÔö¼ÓÁËÒ»¸öTypeÀàÐ͵IJÎÊý£¨µÚ¶þ¸ö£©£¬ÎÒÃDZØÐë´«ÈëÒ»¸öIVertexType½Ó¿ÚµÄÅÉÉúÀàÐÍ£¬¹¹Ô캯Êý»áÓÃÀàÐͺͶ¥µãÁбíµÄ³¤¶È¼ÆËãVertexBufferµÄsize£¬ÕâÏÔÈ»±ÈÉϱߵÄʵÏÖºÃÁËÐí¶à¡£

·Ö±ðʵÏÖÁËÕâÈý¸ö³õʼ»¯º¯Êýºó£¬ÎÒÃÇÒªÔÚÕæÕýµÄ³õʼ»¯º¯ÊýInitializeÀïµ÷ÓÃÕâÈý¸öº¯Êý£¬×¢ÒâInitializeº¯Êý²»ÊÇ×Ô¼ºÌí¼ÓµÄ£¬ÔÚGame1ÀàÖб¾À´¾ÍÓУº

protected override void Initialize()

{

InitMatrices();

InitEffect();

InitVertexBuffer();

base.Initialize();

}

ºÃÁË£¬ÎÒÃÇÔÚDrawº¯ÊýÀïÔö¼Ó»æÖÆ·½·¨£º

protected override void Draw(GameTime gameTime)

{

GraphicsDevice.Clear(Color.CornflowerBlue);

// TODO: Add your drawing code here

RasterizerState rasterizerState1 = new RasterizerState();

rasterizerState1.CullMode = CullMode.None;

graphics.GraphicsDevice.RasterizerState = rasterizerState1;

GraphicsDevice.SetVertexBuffer(vertexBuffer);

foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes)

{

pass.Apply();

graphics.GraphicsDevice.DrawPrimitives(

PrimitiveType.TriangleList,

0,

36

);

}

base.Draw(gameTime);

}

ÕâÀï°üº¬Á˵ڶþ¸ö´íÎóµã£¬Ô­ÎÄûÓÐÏÂÃæÕâ¾ä£¨ÉÏÎĸßÁÁ±ê³ö£©£º

GraphicsDevice.SetVertexBuffer(vertexBuffer);

Èç¹ûûÓÐSetVertexBufferµÄµ÷Ó㬳ÌÐòÔÚÔËÐÐʱ»áÓöµ½ÏÂÃæµÄÒì³££º

An unhandled exception of type 'System.InvalidOperationException' occurred in Microsoft.Xna.Framework.Graphics.dll

Additional information: A valid vertex buffer (and a valid index buffer if you are using indexed primitives)
 must be set on the device before any draw operations may be performed.

Ô­Îĵĵ÷Ó÷½Ê½ºÍUseBasicEffectµÄʵÏÖ·½Ê½ÍêÈ«²»Í¬£¬ËùÒÔ´ó¼ÒҪעÒâһϡ£±Ï¾¹ÊÇBeta°æ£¬ºÜ¶àÎĵµ»¹Ã»ÓÐ×îºóÍê³É¡£

ºÃÁË£¬µ½ÕâÀÆäʵÎÒÃDZàÒëÔËÐиóÌÐòµÄ»°£¬¾Í¿ÉÒÔ¿´µ½»æÖƳöµÄÁ¢·½ÌåÀ´ÁË¡£µ«ÊÇ£¬ÎÒ»¹ÏëÔټӵ㡪¡ªÈÃÁ¢·½ÌåÐýתÆðÀ´¡£

ÔÚUpdateº¯ÊýÖÐÔö¼ÓÏÂÃæÁ½¾ä£¨¸ßÁÁÏÔʾ£©£º

protected override void Update(GameTime gameTime)

{

// Allows the game to exit

if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)

this.Exit();

// TODO: Add your update logic here

Matrix matrix = Matrix.CreateRotationX(0.1f);

basicEffect.World = basicEffect.World * matrix;

base.Update(gameTime);

}

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ºÃÁË£¬³ÌÐò×îºóµÄÑù×Ó¾ÍÊÇÕâÑùµÄ¡£ÔÚµÚһƪÎÄÕÂÀÎÒÁôÁ˺ܶàÎÊÌ⣬±ÈÈç3DµÄ»ù±¾¸ÅÄî¡¢×ø±êϵ¡¢µÆ¹â¡¢²ÄÖÊ¡¢Ðýת£¬Ï£ÍûÔÚºó±ßÄܹ»±È½Ï´ÓÈݵؽâÊÍÕâЩ֪ʶ¡£ÎÒÏÖÔÚΨһµÄÏ£ÍûÊÇ£¬²»ÒªµÈµ½Áù¸öÔºó²ÅÓÐʱ¼äÔÙдµÚ¶þƪ¡­¡­

   
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