Download 101 Easy-to-Do Magic Tricks by Bill Tarr PDF

By Bill Tarr

Abundantly illustrated, easy-to-follow advisor indicates starting and veteran prestidigitators find out how to effectively practice over a hundred tips, together with The Inexhaustible Hat, The reduce and Restored Turban, The chinese language earrings, The emerging playing cards, metal via metal, arms That See and dozens of alternative impressive feats — every one graded in keeping with difficulty.

A step by step consultant to acting one hundred and one magic tips utilizing simply to be had items as props.

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5. Enter an activity name (ProjectActivity in this example). 6. 1 API 21 as Target SDK. Figure 2-2 shows the completed New Android Application dialog box for this example. 7. Click Finish. info CHAPTER 2: Gaming Tricks for Phones or Tablets 21 Figure 2-2. New Android Application dialog box for this chapter’s example Now that you have your project skeleton, let’s look at how this application is architected. You’ll start with a basic layout (architecture) of the components of the app including the Java main activity, a native interface (also written in Java), and the C implementation.

Pure software renderer The drawback of this technique is that it is the slowest and can consume the most memory and CPU power of the three. Mixed or Hybrid Renderer In a mixed renderer, the drawing of the sprites is performed in software, but the actual rendering is performed in hardware (typically by using OpenGL ES). Figure 2-17 shows the component interactions of this technique. The benefits? It is faster than the previous one (by orders of magnitude). The caveats? It requires a GPU to implement an OpenGL ES renderer.

The action argument tells the gesture what kind of MotionEvent has fired. ACTION_MOVE (first finger) ACTION_POINTER_1_DOWN (second) ACTION_POINTER_1_UP (second) ACTION_POINTER_2_DOWN (third) ACTION_POINTER_2_UP (third) ACTION_POINTER_3_DOWN (fourth) ACTION_POINTER_3_UP (fourth) Tip Android supports up to four simultaneous pointers/fingers on screen. MultiTouchScreen MultiTouchScreen is in charge of storing a list of gestures, checking their bounds, and interacting with the main activity (see Listing 2-9).

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