INTRODUCTION TO C++ PROGRAMMING YEAR 1
| Institution | UNIVERSITY |
| Course | BACHELOR OF SCIENCE... |
| Year | 1st Year |
| Semester | Unknown |
| Posted By | stephen oyake rabilo |
| File Type | |
| Pages | 33 Pages |
| File Size | 207.62 KB |
| Views | 5173 |
| Downloads | 0 |
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Description
First Class In C++
Adapted from : http://www.cplusplus.com/doc/tutorial/tut1-1.html
Structure of a C++ program
Probably the best way to start learning a programming language is with a program. So here is our
first program:
// my first program in C++
#include <iostream.h>
int main ()
{
cout << "Hello World!";
return 0;
}
Hello World!
The left side shows the source code for our first program, which we can name, for example,
hiworld.cpp. The right side shows the result of the program once compiled and executed. The way to
edit and compile a program depends on the compiler you are using. Depending on whether it has a
Development Interface or not and on its version. Consult section compilers and the manual or help
included with your compiler if you have doubts on how to compile a C++ console program.
The previous program is the first program that most programming apprentices write, and its result is
the printing on screen of the "Hello World!" sentence. It is one of the simpler programs that can be
written in C++, but it already includes the basic components that every C++ program has. We are
going to take a look at them one by one:
Below is the document preview.
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Lesson 2 Computer Animation - Character Animation
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• Character Animation
• Posture representation
• Hierarchical structure of the body
Character animation is a specialized area of the animation process, which involves bringing animated characters to life. The role of a Character Animator
is analogous to that of a film or stage actor, and character animators are often
said to be "actors with a pencil" (or a mouse). Character animators breathe
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Lesson 3 Computer Animation - Skeletal Animation
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Skeletal animation is a technique in computer animation in which a character
is represented in two parts: a surface representation used to draw the character
(called skin or mesh) and a hierarchical set of interconnected bones (called
the skeleton or rig) used to animate (pose and keyframe) the mesh. While
this technique is often used to animate humans or more generally for organic
modeling, it only serves to make the animation process more intuitive and the
same technique can be used to control the deformation of any object — a door,
a spoon, a building, or a galaxy.
This technique is used in virtually all animation systems where simplified
user interfaces allows animators to control often complex algorithms and a huge
amount of geometry; most notably through inverse kinematics and other "goaloriented" techniques. In principle, however, the intention of the technique is never to imitate real anatomy or physical processes, but only to control the deformation of the mesh data.
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Lesson 4 Computer Animation - Joints
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A joint is a point at which parts of an artificial structure are joined. when
developing animated characters one needs to define the type of joints that will
be used to combine multiple segments of the character e.g hand to shoulder.
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character or oblect the siolidity principle must be adhered to and the sence of
overlapping and irregular movements of the character must be avoided,
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