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  • hat.rar 不使用画图工具,使用一些C#中的类型进行曲线图绘制
  • aaa.zip 利用ASP绘制动态直方图 方法与具体实例: 由于在WEB页面上绘制动态直方图依据的是从数据库中取出的动态变化的数据,所以我们在绘制图形之前先要用ASP检索并取出数据库中的数据。然后再编写脚本,进行黑穗病匠绘制。 绘制动态直方图的具体方法如下: (1)建立相应的数据表,在控制面板的ODBC中设置DSN数据源; (2)绘制一个500X300的单色面矩形图,并将其保存为gif格式。该图用来绘制坐标及刻度线; (3)编写脚本,完成数据检索,坐标轴,刻度线及柱 ...
  • MathDrawer.zip 绘制函数图形,可自定义函数,支持放大、缩小、平移,采用Windows内置函数绘图,可对该代码进行修改,用于类似图形绘制中。
  • zedgraph_source

    using System.Drawing.Drawing2D; using System.Security.Permissions; using System.Collections; namespace ZedGraph { /// /// An abstract base class that represents a text object on the graph. A li

  • .NET Reflector 7.0.0.420 Crack ...   默认情况下,Reflector会打开一组公共程序集(mscorlib、System、System.Data、System.Drawing等等)。每个打开的程序集都列在Reflector的主窗口中。单击程序集旁边的 ... 查看调用或被调用图,只需要在树视图中选择一个成员,访问Tools菜单,选择Call Graph或Callee Graph选项即可。Call Graph会列出所选项所调用的成员,而Callee Graph列出调用所选项的成员。   通过使用插件,Reflector的功能可以得到进一步扩展。 ...
  • Delphi 好用的绘图控件 ... 好用的绘图控件 DESCRIPTION TSimpleGraph is a visual component, which provides a simple user interface for drawing graphs. The control and its graph objects are fully customizable in the way that let you create ...
  • dotguide.pdf ... -tuned layout algorithms for placing nodes and edge splines, edge labels, “record” shapes with “ports” for drawing data structures; cluster layouts; and an underlying file language for stream-oriented graph tools.
  • d3.js 快速入门 ... Do 8 Origins and Context 9 Alternatives 10 Easy Charts 10 Graph Visualizations 12 Geomapping 12 Almost from Scratch 13 Three-Dimensional ... 50 Simple Shapes 50 Styling SVG Elements 53 Layering and Drawing Order 54 Transparency 55 A Note on Compatibility 57 4 ...
  • simpledraw SimpleGraph is a visual component, which provides a simple user interface for drawing graphs. The control and its graph objects are fully customizable in the way that let you create almost any kind of ...
  • Advanced.Game.Design.with.HTML5.and.JavaScript.1430258004 ... JavaScript Tricks Chapter 2. The Canvas Drawing API Chapter 3. Working with Game Assets Chapter 4. Making Sprites and a Scene Graph Chapter 5. Making Things Move Chapter 6. Interactivity Chapter 7. Collision Detection Chapter ...