Showing posts with label Tutorial. Show all posts
Showing posts with label Tutorial. Show all posts

Thursday, November 3, 2011

Pattern

A design pattern in architecture and computer science is a formal way of documenting a solution to a design problem in a particular field of expertise. The idea was introduced by the architect Christopher Alexander in the field of architecture and has been adapted for various other disciplines, including computer science. An organized collection of design patterns that relate to a particular field is called a pattern language.
The elements of this language are entities called patterns. Each pattern describes a problem that occurs over and over again in our environment, and then describes the core of the solution to that problem, in such a way that you can use this solution a million times over, without ever doing it the same way twice. — Christopher Alexander
The usefulness of speaking of patterns is to have a common terminology for discussing the situations designers already see over and over.


You can make this pict using an tiled pattern below



A pattern must explain why a particular situation causes problems, and why the proposed solution is considered a good one. Christopher Alexander describes common design problems as arising from "conflicting forces" -- such as the conflict between wanting a room to be sunny and wanting it not to overheat on summer afternoons. A pattern would not tell the designer how many windows to put in the room; instead, it would propose a set of values to guide the designer toward a decision that is best for their particular application. Alexander, for example, suggests that enough windows should be included to direct light all around the room. He considers this a good solution because he believes it increases the enjoyment of the room by its occupants. Other authors might come to different conclusions, if they place higher value on heating costs, or material costs. These values, used by the pattern's author to determine which solution is "best", must also be documented within the pattern.
A pattern must also explain when it is applicable. Since two houses may be very different from one another, a design pattern for houses must be broad enough to apply to both of them, but not so vague that it doesn't help the designer make decisions. The range of situations in which a pattern can be used is called its context. Some examples might be "all houses", "all two-story houses", or "all places where people spend time". The context must be documented within the pattern.
For instance, in Christopher Alexander's work, bus stops and waiting rooms in a surgery center are both part of the context for the pattern "A PLACE TO WAIT".

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Tuesday, October 4, 2011

Javascript Ads

It's the jpeg files before running as a javascript. . .


You can get the javascript here . . .


Yeah, that's so much. . .
N you can see the final result here. . .

But, What is javascript??

JavaScript is a prototype-based scripting language that is dynamic, weakly typed and has first-class functions. It is a multi-paradigm language, supporting object-oriented, imperative, and functional programming styles.
JavaScript was formalized in the ECMAScript language standard and is primarily used in the form of client-side JavaScript, implemented as part of a Web browser in order to provide enhanced user interfaces and dynamic websites. This enables programmatic access to computational objects within a host environment.
JavaScript's use in applications outside Web pages — for example in PDF documents, site-specific browsers, and desktop widgets — is also significant. Newer and faster JavaScript VMs and frameworks built upon them (notably Node.js) have also increased the popularity of JavaScript for server-side web applications.
JavaScript uses syntax influenced by that of C. JavaScript copies many names and naming conventions from Java, but the two languages are otherwise unrelated and have very different semantics. The key design principles within JavaScript are taken from the Self and Scheme programming languages.

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Thursday, September 29, 2011

My ErrorizeD Logo Tutorial


This is a tutorial how to create this logo from Corel Draw.
This logo's made originally by me. Hope you'll enjoy it. . .
First, create a rectangle, select 3 point of this rectangle using shape tool.


Drag one of that 3 point,


Type your logo initial or whatever. . .
n this tutorial, I using "M" with times new roman font..

Set the Size and position as you want
select all item, click "Back minus Front" button. . .


And then, break apart object by clicking break apart button or press Ctrl+K


Color your logo as you want,
Group all content, n remove the outline..


Make a path using pen tool like this one


Select all object n press "intersect" button..
Remove the path. . .


Select the intersected part of your logo n make it white colored. . .

 Use Transparent tool, drag from white point to black point. . .

Add a Logo type, I used my name. . .
Using "Trajan Pro" font, n 50%Gray. . .


I hope you enjoy this tutorial. . .
Have Fun!!

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Stay ErrorizM!!