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phenomena. In this note some preliminary results are shown. Two geographical information systems (GIS) were structured in an integrated way. The first GIS is a vectorlike system while the other is a raster-like one. Moreover, some applications regarding the environmental reconstruction of a part of the investigated area are proposed. Then the identification and the modeling of archaeological site maps by means of point pattern analysis are proposed. Finally, an auto-logistic model to predict archaeological site is presented. This topic is currently under investigation Software engineering is the application of a systematic, disciplined, quantifiable approach to the development, operation, and maintenance of software, and the study of these approaches; that is, the application of engineering to software. The term software engineering first appeared in the 1968 NATO Software Engineering Conference and was meant to provoke thought regarding the current "software crisis" at the time. Since then, it has continued as a profession and field of study dedicated to creating software that is of higher quality, more affordable, maintainable, and quicker to build. Since the field is still relatively young compared to its sister fields of engineering, there is still much debate around what software engineering actually is, and if it conforms to the classical definition of engineering. It has grown organically out of the limitations of viewing software as just programming. Software development, a much used and more generic term, does not necessarily subsume the engineering paradigm
This method uses small line segments to generate a character. The small series of line segments are drawn like a stroke of pen to form a character as shown in the figure above.
We can build our own stroke method character generator by calls to the line drawing algorithm. Here it is necessary to decide which line segments are needed for each character and then drawing these segments using line drawing algorithm. B) Starbust method In this method a fix pattern of line segments are used to generate characters. As shown in the fig. 5.20, there are 24 line segments. Out of these 24 line segments, segments required to display for particular character are highlighted. This method of character generation is called starbust method because of its characteristic appearance
Figure shows the starbust patterns for characters A and M. the patterns for particular characters are stored in the form of 24 bit code, each bit representing one line segment. The bit is set to one to highlight the line segment; otherwise it is set to zero. For example, 24-bit code for Character A is 0011 0000 0011 1100 1110 0001 and for character M is 0000 0011 00001100 11110011. This method of character generation has some disadvantages. They are 1. The 24-bits are required to represent a character. Hence more memory is required 2. Requires code conversion software to display character from its 24-bit code 3. Character quality is poor. It is worst for curve shaped characters. C) Bitmap method The third method for character generation is the bitmap method. It is also called dot matrix because in this method characters are represented by an array of dots in the matrix form. It is a two dimensional array having columns and rows. An 5* 7 array is commonly used to represent characters as shown in the fig 5.21. However 7 * 9 and 9 * 13 arrays are also used. Higher resolution devices such as inkjet printer or laser printer may use character arrays that are over 100 * 100.
character A in 5* 7 dot matrix format Each dot in the matrix is a pixel. The character is placed on the screen by copying pixel values from the character array into some portion of the screens frame buffer. The value of the pixel controls the intensity of the pixel. 3. Discuss the homogeneous coordinates for Translation, rotation and Scaling? Ans Homogeneous Coordinates for Translation The homogeneous coordinates for translation are given as
Therefore, we have
6.3.2 Homogeneous Coordinates for Rotation The homogeneous coordinates for rotation are given as
Therefore, we have
Homogeneous Coordinates for Scaling The homogeneous coordinate for scaling are given as
Note: In this book, the object matrix is written first and it is then multipled by the required transformation matrix. If we wish to write the transformation matrix first and then the object matrix we have to take the transpose of both the matrices and post-multiply the object matrix i.e.,
4. With the help block diagram explain the display system with only frame buffer? Ans: