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Learning UJML

Wednesday, June 06, 2007. Animation 1: Moving stuff around. Animation 1: Moving stuff around. There are two basic kinds of animation techniques that UJML allows. The first, which I will cover in this lesson, is sliding/moving. The other kind is strip animation (like animated gifs). Sliding or moving an image on the screen is very simple in UJML. It relies on the delay tag to pause briefly between painting so that the shown image appears to move smoothly. STick = false;. MImgX = mImgX 10;. MImgX = 0;.

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Learning UJML | ujml.blogspot.com Reviews
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Wednesday, June 06, 2007. Animation 1: Moving stuff around. Animation 1: Moving stuff around. There are two basic kinds of animation techniques that UJML allows. The first, which I will cover in this lesson, is sliding/moving. The other kind is strip animation (like animated gifs). Sliding or moving an image on the screen is very simple in UJML. It relies on the delay tag to pause briefly between painting so that the shown image appears to move smoothly. STick = false;. MImgX = mImgX 10;. MImgX = 0;.
<META>
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1 learning ujml
2 state variables
3 state var name= stick type= boolean /
4 variables
5 var name= mimgx type= int /
6 var name= mimgy type= int /
7 functions
8 function name= step type= void
9 script
10 clear state sdisplay ;
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learning ujml,state variables,state var name= stick type= boolean /,variables,var name= mimgx type= int /,var name= mimgy type= int /,functions,function name= step type= void,script,clear state sdisplay ;,function,states,state var= sdisplay,display,image
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Learning UJML | ujml.blogspot.com Reviews

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Wednesday, June 06, 2007. Animation 1: Moving stuff around. Animation 1: Moving stuff around. There are two basic kinds of animation techniques that UJML allows. The first, which I will cover in this lesson, is sliding/moving. The other kind is strip animation (like animated gifs). Sliding or moving an image on the screen is very simple in UJML. It relies on the delay tag to pause briefly between painting so that the shown image appears to move smoothly. STick = false;. MImgX = mImgX 10;. MImgX = 0;.

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Learning UJML: October 2006

http://ujml.blogspot.com/2006_10_01_archive.html

Friday, October 20, 2006. Lesson 4c: Resources and Display control. Lesson 4c: Resources and Display control. What we've discovered so far is that it is very easy to draw things on the screen and straightforward to update the screen using state transitions. However there lies a very subtle problem that affects the display on actual devices. The most reasonable manner for most applications is to display all the images at once. This means that the program will load all the images before displaying them.

2

Learning UJML: November 2006

http://ujml.blogspot.com/2006_11_01_archive.html

Wednesday, November 08, 2006. Functions are sections of code that can be executed by a script. If you are familiar with programming, then this needs no introduction, but if you are brand new to programming, you may want to familiarize yourself with the concept here. Generally, functions have a name, return value, parameter list, and executable code. In addition, functions have a property called scope. And another property called visibility. You declare functions in a child-leaf of the functions. MIsSet =...

3

Learning UJML: May 2007

http://ujml.blogspot.com/2007_05_01_archive.html

Thursday, May 31, 2007. Mea Culpa: run is not link. I mentioned in Lesson 7. That the run() API is essentially identical to the link() API. That is incorrect. When an application is run(), it pushes the current application down the application stack and disables it. The run() application is then loaded and executed. When an application is link(), it becomes part of the currently running application. Sorry for the bad information. Posted by Lauren Smith at 1:07 AM. Links to this post. Once you start worki...

4

Learning UJML: Lesson 5: Functions

http://ujml.blogspot.com/2006/11/lesson-5-functions.html

Wednesday, November 08, 2006. Functions are sections of code that can be executed by a script. If you are familiar with programming, then this needs no introduction, but if you are brand new to programming, you may want to familiarize yourself with the concept here. Generally, functions have a name, return value, parameter list, and executable code. In addition, functions have a property called scope. And another property called visibility. You declare functions in a child-leaf of the functions. MIsSet =...

5

Learning UJML: Lesson 4a: Displaying images

http://ujml.blogspot.com/2006/08/lesson-4a-displaying-images.html

Monday, August 14, 2006. Lesson 4a: Displaying images. By now you're probably wondering when I'm going to get to the good stuff, you know, like showing pictures and stuff. Well, let's get to it. First, it is important to understand that images are resources. Images are defined by the image. Tag You tell the player which file to load by providing it with a URL. I'll use the graphic located at http:/ photos1.blogger.com/img/158/8299/320/050923 003L1.jpg. As the sample image for this lesson. If you just spe...

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Learning UJML

Wednesday, June 06, 2007. Animation 1: Moving stuff around. Animation 1: Moving stuff around. There are two basic kinds of animation techniques that UJML allows. The first, which I will cover in this lesson, is sliding/moving. The other kind is strip animation (like animated gifs). Sliding or moving an image on the screen is very simple in UJML. It relies on the delay tag to pause briefly between painting so that the shown image appears to move smoothly. STick = false;. MImgX = mImgX 10;. MImgX = 0;.

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