The Elders Scroll Skyrim Background

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Selasa, 19 Maret 2013


Cloud computing is a technology that uses the internet and central remote servers to maintain data and applications. Cloud computing allows consumers and businesses to use applications without installation and access their personal files at any computer with internet access. This technology allows for much more efficient computing by centralizing storage, memory, processing and bandwidth.
A simple example of cloud computing is Yahoo email, Gmail, or Hotmail etc. You dont need a software or a server to use them. All a consumer would need is just an internet connection and you can start sending emails. The server and email management software is all on the cloud ( internet) and is totally managed by the cloud service provider Yahoo , Google etc. The consumer gets to use the software alone and enjoy the benefits. The analogy is , ‘If you need milk , would you buy a cow ?’ All the users or consumers need is to get the benefits of using the software or hardware of the computer like sending emails etc. Just to get this benefit (milk) why should a consumer buy a (cow) software /hardware ?
Cloud computing is broken down into three segments: “application” “storage” and “connectivity.” Each segment serves a different purpose and offers different products for businesses and individuals around the world. In June 2011, a study conducted by VersionOne found that 91% of senior IT professionals actually don’t know what cloud computing is and two-thirds of senior finance professionals are clear by the concept,[1] highlighting the young nature of the technology. In Sept 2011, an Aberdeen Group study found that disciplined companies achieved on average an 68% increase in their IT expense because cloud computing and only a 10% reduction in data center power costs.[2]


Soft Computing became a formal Computer Science area of study in early 1990s.[1] Earlier computational approaches could model and precisely analyze only relatively simple systems. More complex systems arising in biologymedicine, the humanitiesmanagement sciences, and similar fields often remained intractable to conventional mathematical and analytical methods. That said, it should be pointed out that simplicity and complexity of systems are relative, and many conventional mathematical models have been both challenging and very productive. Soft computing deals with imprecision, uncertainty, partial truth, and approximation to achieve practicability, robustness and low solution cost. Components of soft computing include:
Generally speaking, soft computing techniques resemble biological processes more closely than traditional techniques, which are largely based on formal logical systems, such as sentential logic and predicate logic, or rely heavily on computer-aided numerical analysis (as in finite element analysis). Soft computing techniques are intended to complement each other.
Unlike hard computing schemes, which strive for exactness and full truth, soft computing techniques exploit the given tolerance of imprecision, partial truth, and uncertainty for a particular problem. Another common contrast comes from the observation that inductive reasoning plays a larger role in soft computing than in hard computing.


References
http://www.wikinvest.com/concept/Cloud_Computing
http://en.wikipedia.org/wiki/Soft_computing

Kamis, 15 November 2012

PESPATCHID 2013 1.0 AIO + UPDATE 1.0.1 – Asian Leagues Mode

PESPATCHID 2013 1.0 AIO + UPDATE 1.0.1 – Asian Leagues Mode


General Features:
* Standalone Patch
* Include DLC 2.0
* Remove Blur
* Correct Kits EPL, Liga Zon Sagres, and All National Team
* Europe Leagues Mode: EPL, Ligue 1, Serie A, Eredivisie, La Liga BBVA, Liga Zon Sagres, Bundesliga, Npower Championship, J-League, Other Europe teams, and Other Asia teams.
* Asia Leagues Mode: J-League 2012, A-League 2012, K-League 2012, TPL 2012, ISL 2012, MSL 2012, IPL 2012, CSL 2012, EPL, Other Asia teams, Other Europe teams, and add AFF Cup National Team.
* GDB: Scoreboards, Faces, Kits, and Balls.
* Gameplay tool 1.0.4
* Etc.
How To Use:
* Uninstall previous version (clik UninstalPPID.exe) or Remove ‘ PesPatchID’ folder inside PES 2013 install directory
* Install the patch
* Start the game via Launcher (PesPatchID 2013.exe) in your desktop
Attention!
* Not recommended to play football life in Latin America Mode.
* It is recommended to use English.
* Restart a new career ML or BAL.
* If you want to add your edited file or downloaded, please submit the file to the root PesPatchID-addon.
PesPatchID 2013 update 1.0.1 New Features:
* Add EPL, Tv Publica & ESPN English Scoreboard
* Fix PesPatchID Scoreboard
* Fix Persija IPL Kit
* Fix Tony Sucipto & Noh Alam Shah faces.
* Fix Launcher
* Fix All AFF team bugs (include kits, emblem, nationality, etc.)

DOWNLOAD PesPatchID 2013 1.0 AIO :
http://ul.to/ub3a2lvb
http://ul.to/90eysxma
http://ul.to/otwowfmz
http://ul.to/36v1mc98
http://ul.to/d43dcng8
http://rapidgator.net/file/54416770/…part1.rar.html
http://rapidgator.net/file/54416774/…part2.rar.html
http://rapidgator.net/file/54416779/…part3.rar.html
http://rapidgator.net/file/54416823/…part4.rar.html
http://rapidgator.net/file/54416283/…part5.rar.html
http://www2.zippyshare.com/v/91392912/file.html
http://www2.zippyshare.com/v/90679622/file.html
http://www2.zippyshare.com/v/37097461/file.html
http://www2.zippyshare.com/v/85452514/file.html
http://www2.zippyshare.com/v/17355132/file.html
PesPatchID 2013 1.0 AIO – Mediafire Part 1
PesPatchID 2013 1.0 AIO – Mediafire Part 2
PesPatchID 2013 1.0 AIO – Mediafire Part 3
PesPatchID 2013 1.0 AIO – Mediafire Part 4
PesPatchID 2013 1.0 AIO – Mediafire Part 5
PesPatchID 2013 1.0 AIO – Mediafire Part 6
PesPatchID 2013 1.0 AIO – Mediafire Part 7
PesPatchID 2013 1.0 AIO – Mediafire Part 8
PesPatchID 2013 1.0 AIO – Mediafire Part 9
DOWNLOAD PesPatchID 2013 UPDATE 1.0.1 :
http://uploaded.net/file/6wmkc4co
http://rapidgator.net/file/54418097/…1.0.1.rar.html
http://www2.zippyshare.com/v/54037671/file.html
http://adf.ly/EMXz9
Credits :
* Special Thanks to: Allah SWT.
* Thanks to: PESEdit, Jenkey1002, Ashspeeder, MRR, Kyra, Razoredit & G1SL.
* Kits: Ayiep, mb_force, Briguel, Cateano8, HenriqueTW, HLSilva, mario88, Santy Argentina, Tasci, Tottimas, TheSpecialOne, Cuky, Ikaru111, RAM’Z 50, Ardhy Child, Nabil24, moody, IXOXOX, Onetkun, Karokgnet1412, Metay, Giobanii, Josemigol, alen_petrin, Asiat, Astracell, Damix, Deo reloaded, Diablos, jvinu2000, Kolia V., Liquidsnake, KVZ_MILLWALL_UC, Mare 93, Millencolin, mstar, Muller Bento, Prame33, R14, Sadik, Stanek, Txak, Venom, VinVanDam13, Virtuared.
* Faces: Onny, Yurkeno, Cevat_12, ReZtart, MichalGrau, s3man, iqbalcahyadi, Rachmad Abriant, kakakamal09, Valencio44.
* Tools: Jenkey1002, juce, Robbie, Goldorakiller, Barcafan, W!ld@, Ercan Ayan, Ayiep, Omar Ahmed, MxSoNiC, qiuye102, Razib_46, Moody.
* Support: Anjas_26, Leepass, Adi Rosseneri, Arif entah.
* Scoreboards: KO, Taxk, Genko, Lupkas1234, KO, CAMPNOU, kmargo, hamid2OOO, 1002MB, DynamoForever, Palee74, Ron69, Denizimo, Darkander, vmrios, raito_kun.
* Adboard: Hicksville, r4m130.


Minggu, 11 November 2012

Cara menginstal Adobe Photoshop CS3

Ikuti proses instalasi adobe photoshop CS3:
1. Buka folder Setup dan menjalankan program Setup.exe. Ini terlihat seperti sebuah kotak yang menyatakan "Ps" di atasnya. Setup ini akan memuat batch file, tinggal di komputer dan bersabarlah.






2. Buka Adobe Photoshop CS3 yang anda mau lakukan instal. Buka folder yang anda diinginkan dan klik Next.


3. Lalu Klik Finish.


4. Tunggu loading pada beberapa menit.


5. Terima Perjanjian Lisensi Pengguna Akhir (EULA), mengambil dicatat bahwa Anda melanggar setiap kata itu. Klik Agree.


6. Jangan mengubah apa pun di sini kecuali anda tahu apa yang Anda lakukan, klik Next.


7. Klik Install, akan memakan waktu cukup lama.


8. Tunggu loading pada beberapa menit.


9. Install selesai kemudian klik finish.


Setelah itu, mau buka programnya setelah di install cuma ada serial number yang belum di masukkan. Klik download gratis keygen di sini.
Ikuti proses masukkan Serial Number Adobe Photoshop CS3:
Sebelum buka keygen, sebaiknya Avira harus mematikan dengan klik AntiVir Guard enable di bawah pojok kanan.





1. Buka keygen Adobe Photoshop CS3, nanti bisa masuk serial numbernya. Klik Generate Serial Number lalu copy.




2. Paste ke kolom serial number di jendela setup, klik Next.


3. Anda harus memilih "Other activation options." Jika tidak, Photoshop akan gagal untuk mengaktifkan dan itu hanya seperti pengadilan.


4. Pilih over the phone. 


5. Jangan memanggil nomor tersebut. Nomor seri yang Anda gunakan tidak ada dalam database Adobe. Cari nomor yang tertera kedua dan copynya. 


5. Klik Generate Activation Key, lalu paste nya dan secara manual kode 25 digit yang dihasilkan ke kolom Authorization Code di jendela setup agar hampir kode berhasil.


6. Aktivisi selesai! Klik Finish.


7. Jika Anda melihat sesuatu seperti ini di layar anda.

  
Bisa melakukan dreamweaver, flash, fireworks yang contoh keygen seperti itu.

Komputer Grafis


MODUL 1

Pada pertemuan 1, praktikum web membahas tentang Dasar-Dasar HTML. HTML merupakan bahasa yang digunakan untuk membuat suatu halaman web. HTML terdiri dari 2 bagian, header dan body. Strukturnya diapit oleh tag awal dan tag akhir .
Langkah2 buat programnya:
  1. kita buat dulu script program dengan menggunakan notepad, texpad, atau bluefish sebagai editor.
  2. truz file disimpan dgn ekstensi : *.html, contoh budi.html
  3. buka web browser Microsoft Internet Explorer, Netscape dan sebagainya.
  4. pada alamat, ketikan situs yang telah dibuat.

OBJEK TIGA DIMENSI (3D)
Tujuan Praktikum ini :
  1. Kita dapat memahami prosedur cara oembuatan objek 3 Dimensi Borland C++ Builder.
  2. Kita juga mampu membuat program untuk membuat bentuk - bentuk objek 3D dengan Borland C++ Builder.
Dasar Teori

Di praktikum kali ini kita membahas tentang cara membuat program objek 3D yaitu bangun kubus. Yang terlihat pada gambar di bawah ini :

Dengan Script :

#include
#pragma hdrstop
#include "Unit1.h"
//---------------------------------------------------------------------------
#pragma package(smart_init)
#pragma resource "*.dfm"
TForm1 *Form1;
struct Elemen {float x,y;};
Elemen Objek[17];
//---------------------------------------------------------------------------
__fastcall TForm1::TForm1(TComponent* Owner)
: TForm(Owner)
{
}
//---------------------------------------------------------------------------

void __fastcall TForm1::FormActivate(TObject *Sender)
{

Objek[1].x = 100; Objek[1].y = 50;
Objek[2].x = 50; Objek[2].y = 50;
Objek[3].x = 50; Objek[3].y = 100;
Objek[4].x = 100; Objek[4].y = 100;

Objek[5].x = 125; Objek[5].y = 125;
Objek[6].x = 75; Objek[6].y = 125;
Objek[7].x = 75; Objek[7].y = 175;
Objek[8].x = 125; Objek[8].y = 175;

Objek[9].x = 100; Objek[9].y = 100;
Objek[10].x = 125; Objek[10].y = 175;

Objek[11].x = 50; Objek[11].y = 100;
Objek[12].x = 75; Objek[12].y = 175;

Objek[13].x = 50; Objek[13].y = 50;
Objek[14].x = 75; Objek[14].y = 125;

Objek[15].x = 100; Objek[15].y = 50;
Objek[16].x = 125; Objek[16].y = 125;
FormShow(Sender);

}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormShow(TObject *Sender)
{
int i;
Image1->Canvas->Rectangle(0,0,Image1->Width,Image1->Height);
Image1->Canvas->MoveTo(Objek[4].x,Objek[4].y);
for (i=1;i<=4;i++){ Image1->Canvas->LineTo(Objek[i].x,Objek[i].y);};
Image1->Canvas->MoveTo(Objek[8].x,Objek[8].y);
for (i=5;i<=8;i++){ Image1->Canvas->LineTo(Objek[i].x,Objek[i].y);};
Image1->Canvas->MoveTo(Objek[10].x,Objek[10].y);
for (i=9;i<=10;i++){ Image1->Canvas->LineTo(Objek[i].x,Objek[i].y);};
Image1->Canvas->MoveTo(Objek[12].x,Objek[12].y);
for (i=11;i<=12;i++){ Image1->Canvas->LineTo(Objek[i].x,Objek[i].y);};
Image1->Canvas->MoveTo(Objek[14].x,Objek[14].y);
for (i=13;i<=14;i++){ Image1->Canvas->LineTo(Objek[i].x,Objek[i].y);};
Image1->Canvas->MoveTo(Objek[16].x,Objek[16].y);
for (i=15;i<=16;i++){ Image1->Canvas->LineTo(Objek[i].x,Objek[i].y);}; }

//---------------------------------------------------------------------------

TRANSFORMASI OBYEK DUA DIMENSI

Tujuan praktikum :
  1. Kita mempelajari tentang berbagai cara untuk memanipulasi dan memodifikasi objek 2D.
  2. kita juga mampu memodifikasi objek 2D ini dan dapat mengimplementasikan ke dalam program
Dasar Teori

Grafika komputer merupakan bidang yang menarik dan dimintai oleh banyak orang. Salah satu nya adalah pemodelan objek.Dalam pemodlan objek 2D, berbagai objek dimodifikasi dengan melakukan berbagai operasi fungsi atau operasi transformasi geometri.


Cara membuat project Transformasi 2D :

  1. Terdapat pilihan tombol atas, kirim kanan, dan bawah.
  2. Terdapat sebuah Image untuk menampilkan objek 2 Dimensi yang akan bergeser sesuai dengan nama tombol yang ditekan. (Ada 4 tombol geser).
  3. Jika tombol kiri diklik maka objek akan bergeser ke kiri.
  4. Jika tombol kanan diklik maka objek akan bergeser ke kanan.
  5. Jika tombol Atas diklik maka objek akan bergeser ke atas.
  6. Jika tombol bawah diklik maka objek akan bergeser ke bawah.
  7. Terdapat 2 tombol putar yaitu berputar di cartesius dan berputar ditengah titik objek.
  8. Buka C++ Builder dan buat tampilan seperti gambar seperti ini .

Dengan Script :

#include
#pragma hdrstop

#include "Unit1.h"
#include
//---------------------------------------------------------------------------
#pragma package(smart_init)
#pragma resource "*.dfm"
TForm1 *Form1;
struct Elemen { float x,y ;};
Elemen Objek[6];

//---------------------------------------------------------------------------
__fastcall TForm1::TForm1(TComponent* Owner)
: TForm(Owner)
{
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormShow(TObject *Sender)
{ int i;
Image1->Canvas->Rectangle(0,0,Image1->Width,Image1->Height);
Image1->Canvas->MoveTo(Objek[5].x,Objek[5].y);
for (i=1;i<=5;i++){ Image1->Canvas->LineTo(Objek[i].x,Objek[i].y);};
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormActivate(TObject *Sender)
{ Objek[1].x = 100; Objek[1].y = 50;
Objek[2].x = 50; Objek[2].y = 100;
Objek[3].x = 100; Objek[3].y = 100;
Objek[4].x = 100; Objek[4].y = 150;
Objek[5].x = 150; Objek[5].y = 100;
FormShow(Sender);
}

void __fastcall TForm1::Button1Click(TObject *Sender)
{
int i;
for (i=1;i<=5;i++){ Objek[i].y-=5;};
FormShow(Sender);
}
//---------------------------------------------------------------------------

void __fastcall TForm1::Button2Click(TObject *Sender)
{
int i;
for (i=1;i<=5;i++){ Objek[i].x+=5;};
FormShow(Sender);
}
//---------------------------------------------------------------------------

void __fastcall TForm1::Button6Click(TObject *Sender)
{
Elemen TempObjek[6];
int i,n,m; float Sdt;
for (i=1;i<=5;i++)
{
n = Objek[3].x;
m = Objek[3].y;
Objek[i].x=Objek[i].x-n;
Objek[i].y=Objek[i].y-m;
Sdt=10*M_PI/180;
TempObjek[i].x=(Objek[i].x*cos(Sdt)-Objek[i].y*sin(Sdt));
TempObjek[i].y=(Objek[i].x*sin(Sdt)+Objek[i].y*cos(Sdt));
Objek[i]=TempObjek[i];
Objek[i].x=Objek[i].x+n;
Objek[i].y=Objek[i].y+m;
}
FormShow(Sender);
}
//---------------------------------------------------------------------------

void __fastcall TForm1::Button4Click(TObject *Sender)
{
int i;
for (i=1;i<=5;i++){ Objek[i].y+=5;};
FormShow(Sender);
}
//---------------------------------------------------------------------------
void __fastcall TForm1::Button5Click(TObject *Sender)
{
Elemen TempObjek[6];
int i; float Sdt;
for (i=1;i<=5;i++)
{ Objek[i].x=Objek[i].x-Image1->Width / 2;
Objek[i].y=Objek[i].y-Image1->Height / 2;
Sdt=10*M_PI/180;
TempObjek[i].x=(Objek[i].x*cos(Sdt)-Objek[i].y*sin(Sdt));
TempObjek[i].y=(Objek[i].x*sin(Sdt)+Objek[i].y*cos(Sdt));
Objek[i]=TempObjek[i];
Objek[i].x=Objek[i].x+Image1->Width / 2;
Objek[i].y=Objek[i].y+Image1->Height / 2;
} FormShow(Sender);
}
//---------------------------------------------------------------------------
void __fastcall TForm1::Button3Click(TObject *Sender)
{
int i;
for (i=1;i<=5;i++){ Objek[i].x-=5;};
FormShow(Sender);
}
//-----------------------------------


LINGKARAN DAN ELLIPSE

Tujuan PraktikumMemahami algoritma pembentukan lingkaran dan ellipse.
Mengaplikasikan algoritma tersebut ke dalam program

Dasar teori
Lingkaran


Untuk membentuk suatu lingkaran, ada beberapa algoritma yang bisa digunakan :
Algoritma Lingkaran 8 titik simetris
Proses pembentukan lingkaran dengan algoritma ini dapat dilakukan dengan menentukan suatu titik awal. Bila titik awal pada lingkaran (x,y) maka terdapat tiga posisi lain, sehingga dapat diperoleh delapan titik. Dengan demikian sebenarnya hanya diperlukan untuk menghitung segmen 45 derajat.


Void titikSimetris(int x, int y, int value)
{ SetPixel(x,y,value);
SetPixel(-x,y,value);
SetPixel(x,-y,value);
SetPixel(-x,-y,value);
SetPixel(y,x,value);
SetPixel(-y,x,value);
SetPixel(y,-x,value);
SetPixel(-y,-x,value);
}
Algoritma Lingkaran titik tengah (Mid Point )
Algoritma mid point juga disebut algoritma lingkaran Bresenham. Bressenham mengembangkan generator lingkaran yang cukup efisien. Algoritma yang digunakan membentuk semua titik berdsarkan titik pusat dengan penambahan semua jalur disekeliling lingkaran. Algoritma ini diturunkan dari algoritma mid point untuk pem,bentukan garis.
Program
Untuk proses pengkodean pembentukan lingkaran mid point diperlukan fungsi utama yaitu dan beberapa fungsi lain untuk inisialisasi dan tampilan. Adapun script dari fungsi – fungsi tersebut adalah :
//---------------------------------------------------------------------------
#include
#include
#include
#pragma hdrstop
#include "AlgoCircle.h"
//---------------------------------------------------------------------------
#pragma package(smart_init)
#pragma resource "*.dfm"
TForm1 *Form1;
int tergambar, XC,YC,QX,QY;
//---------------------------------------------------------------------------
__fastcall TForm1::TForm1(TComponent* Owner)
: TForm(Owner)
{
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormActivate(TObject *Sender)
{
Image1->Canvas->Rectangle(0,0,Image1->Width,Image1->Height);
}
//---------------------------------------------------------------------------
void __fastcall TForm1::Image1MouseDown(TObject *Sender, TMouseButton Button, TShiftState Shift, int X, int Y)
{
tergambar=true;
XC=X;
YC=Y;
}
//---------------------------------------------------------------------------
void __fastcall TForm1::CirclePlotPoint(int XC, int YC, int X,int Y)
{
Image1->Canvas->Pixels[XC+X][YC+Y]=clBlack;
Image1->Canvas->Pixels[XC-X][YC+Y]=clBlue;
Image1->Canvas->Pixels[XC+X][YC-Y]=clGreen;
Image1->Canvas->Pixels[XC-X][YC-Y]=clYellow;
Image1->Canvas->Pixels[XC+Y][YC+X]=clRed;
Image1->Canvas->Pixels[XC-Y][YC+X]=clPurple;
Image1->Canvas->Pixels[XC+Y][YC-X]=clRed;
Image1->Canvas->Pixels[XC-Y][YC-X]=clYellow;
}
//---------------------------------------------------------------------------
void __fastcall TForm1::Image1MouseUp(TObject *Sender, TMouseButton Button, TShiftState Shift, int X, int Y)
{
int R;
BtBaruClick(Sender);
tergambar=false;
QX=X;
QY=Y;
R=int(sqrt(pow(XC-QX,2)+pow(YC-QY,2)));
if (RadioGroup1->ItemIndex==0)
{ CircleMidPoint(XC,YC,R);
};
}
//---------------------------------------------------------------------------
void __fastcall TForm1::CircleMidPoint(int XC, int YC,int R)
{
int x,y,p,k=0;
R=10;
x=0; y=R; p=1-R;
judul((float)x,(float)y,k,p);
do
{
k++;
if (p<0) x="x+1;" x="x+1;" y="y-1;" p="p+2*x+1;" p="p+2*(x-y)+1;" k="k+2;" yt="15;" xt="200," i="0;i<20;i++)">Canvas->TextOut(xt-50,k*yt,tampilK);
Image1->Canvas->TextOut(xt+100,k*yt,"(");
Image1->Canvas->TextOut(xt+120,k*yt,tampilX);
Image1->Canvas->TextOut(xt+150,k*yt,",");
Image1->Canvas->TextOut(xt+160,k*yt,tampilY);
Image1->Canvas->TextOut(xt+190,k*yt,")");
Image1->Canvas->TextOut(xt,k*yt,tampilPk);
}
//--------------------------------------------------------------------------
void __fastcall TForm1::judul(float x,float y,int k,int p)
{
int xt=200, yt=15, kt=2;
Image1->Canvas->TextOut(xt-50,(kt-1)*yt,"k");
Image1->Canvas->TextOut(xt,(kt-1)*yt,"pk");
Image1->Canvas->TextOut(xt+100,(kt-1)*yt,"(x k+1, y k+1)");
}
void __fastcall TForm1::BtBaruClick(TObject *Sender)
{
tergambar=false;
Image1->Canvas->Rectangle(0,0,Image1->Width,Image1->Height);
}
//---------------------------------------------------------------------------
void __fastcall TForm1::BtCloseClick(TObject *Sender)
{
Close();
}
//---------------------------
-------------------

hasil Output :-----------------------------

TITIK DAN GARIS
Dasar Teori
  1. PERSAMAAN GARIS
Persamaan garis menurut koordinta Cartesian adalah y=mx + b dimana m adalah slope / kemiringan garis yang di bentuk dari dua titik, yaitu (x1,y1)n dan (X2,Y2). Untuk penambahan x sepanjang garis yaitu dx akan mendapatkan penambahan y sebesar : dy =m.dx
  1. ATRIBUT
Atribut dasar untuk garis lurus adalah type (tipe), width (tebal) dan color (warna). Dalam beberapa paket apliksi grafik, garis ditampilkan dengan menngunakan pilihan pen atau brush. Berikut ini dibicarakan bagaimana fungsi garis dapat mengkomodasi bermacam – macem spesifikasi atribut.
  1. TIPE GARIS
Garis mempunyai beberapa linetype (tipe garis) diantaranya solid line ( garis tebal ), dashed line (garis putus), dan dotted line ( garis titik – titik).

Program di bawah ini menggambarkan penggunaan perintah linetype
#include
#pragma hdrstop
#include
#include
#include "Unit1.h"
//---------------------------------------------------------------------------
#pragma package(smart_init)
#pragma resource "*.dfm"
TForm1 *Form1;
int X1,X2,Y1,Y2;
int tergambar;
//---------------------------------------------------------------------------
__fastcall TForm1::TForm1(TComponent* Owner)
: TForm(Owner)
{
}
//-------------------------------------------
--------------------------------
void __fastcall TForm1::FormActivate(TObject *Sender)
{
Image1->Canvas->Rectangle(0,0,Image1->Width,Image1->Height);
}
//---------------------------------------------------------------------------
void __fastcall TForm1::DDA(int xa,int ya,int xb,int yb)
{ int dx,dy,step,k;
float Xincrement,Yincrement,x,y;
xa=10;ya=10;xb=17;yb=16;
dx = xb-xa;
dy = yb-ya;
x=(float)xa;
y=(float)ya;
if (abs(dx)>abs(dy))
{ step = (abs(dx));}
else
{ step = (abs(dy)); };
Xincrement=(float)dx/step;
Yincrement=(float)dy/step;
Image1->Canvas->Pixels[int (x)][int (y)]=clBlack;
judul(x,y);
for (k=0;k<=step;k++)
{
x+=Xincrement;
y+=Yincrement;
Image1->Canvas->Pixels[int(x)][int(y)]=clBlack;
tampil(x,y,k);
}
}
void __fastcall TForm1::Image1MouseDown(TObject *Sender,
TMouseButton Button, TShiftState Shift, int X, int Y)
{
tergambar=true; X1=X; Y1=Y;
}
//---------------------------------------------------------------------------

void __fastcall TForm1::Image1MouseUp(TObject *Sender, TMouseButton Button,
TShiftState Shift, int X, int Y)
{
{
Button1Click(Sender);
tergambar=false;
X2=X; Y2=Y;
if (RadioGroup1->ItemIndex==0)
{DDA(X1,Y1,X2,Y2);
}
};
}
//---------------------------------------------------------------------------

void __fastcall TForm1::Button1Click(TObject *
Sender)
{
tergambar=false;
Image1->Canvas->Rectangle(0,0,Image1->Width,Image1->Height);
}
void __fastcall TForm1::judul(float x,float y)
{
char tampilX[20],tampilY[20];
int xt=200, yt=15, kt=2;
//Menampilkan bilangan asli tanpa pembulatan
_gcvt(x,4,tampilX);
_gcvt(y,4,tampilY);
Image1->Canvas->TextOut(xt-50, (kt-1)*yt,"k");
Image1->Canvas->TextOut(xt, (kt-1)*yt,"x");
Image1->Canvas->TextOut(xt+50, (kt-1)*yt,"y");
Image1->Canvas->TextOut(xt, kt*yt,tampilX);
Image1->Canvas->TextOut(xt+50, kt*yt,tampilY);
Image1->Canvas->TextOut(xt+100, (kt-1)*yt,"(x bulat, y bulat)");
//Menampilkan bilangan yang digunakan untuk pe
mbulatan
_gcvt(x,2,tampilX);
_gcvt(y,2,tampilY);
Image1->Canvas->TextOut(xt+100, kt*yt,"(");
Image1->Canvas->TextOut(xt+120, kt*yt,tampilX);
Image1->Canvas->TextOut(xt+150, kt*yt,",");
Image1->Canvas->TextOut(xt+160, kt*yt,tampilY);
Image1->Canvas->TextOut(xt+190, kt*yt,")");
}
//---------------------------------------------------------------------------
void __fastcall TForm1::tampil(float x,float y,int k)
{
char tampilX[20],tampilY[20],tampilK[20];
int xt=200, yt=15;
k +=3;
//Menampilkan bilangan asli tanpa pembulatan
_gcvt(x,4,tampilX);
_gcvt(y,4,tampilY);
Image1->Canvas->TextOut(xt, k*yt,tampilX);
Image1->Canvas->TextOut(xt+50, k*yt,tampilY);
//Menampilkan bilangan yang digunakan untuk pembulatan
_gcvt(x,2,tampilX);
_gcvt(y,2,tampilY);
_gcvt(k-3,10,tampilK);
//Menampilkan koordinat X dan Y
Image1->Canvas->TextOut(xt-50, k*yt,tampilK);
Image1->Canvas->TextOut(xt+100, k*yt,"(");
Image1->Canvas->TextOut(xt+120, k*yt,tampilX);
Image1->Canvas->TextOut(xt+150, k*yt,",");
Image1->Canvas->TextOut(xt+160, k*yt,tampilY);
Image1->Canvas->TextOut(xt+190, k*yt,")");

}
void __fastcall TForm1::Button2Click(TObject *Sender)
{
Close();
}
//---------------------------------------------------------------------------
dengan hasil output :





MODUL 1 Membuat Projct dengan TImage

MODUL 1
Membuat Projct dengan TImage
Program aplikasi berikut ini akan menunjukkan bagaimana cara membuat aplikasi pemogramana grafis dengan fasilitas TImage. Dengan langkah - langkah pembuatan aplikasi berikut ini :
1. Pembuatan antarmuka


. Image
>Klik additional >image dan drag pada grid ( form 1 daerah berbintik2) .
. Label ( Menampilkan Text )
> klick additional>Static Text ( cari syimbol huruf A ), kemudian drag ke daerah grid , diluar kanvas atau image yang telah kita buat di langkah pertama.
> Buat static sebnyak 2 kali pd layar , yaitu Static text 1 dan static text 2.
> ganti nama static text 1 dan static 2 dengan posisi X dan posisi Y , cara mengganti nama tersebut adalah dengan mengganti Caption pd object inspector.
> ketik pada Caption > Static text 1 dgn Posisi X
> Ketik pada Caption > Static text 2 dgn Posisi Y
. Button ( membuat kontrol tombol tekan )
> klick Standart> Button dan drag ke form, lakukan sebanyak 3 kali atau sebanyak tombol yang anda butuhkan dalam aplikasi yg anda buat.
> Pada form akan tampak Button1, Button 2 dan Button3, lalu ganti nama button – button tersebut melalui Caption pada Object Inspector dengan nama : Warna,baru, dan keluar.
. Dialogs
> Standart>Mainmenu (Membuat Mainmenu sehingga dapat memudahkan user dlm menggunakan aplikasi, main menu yang akan dibuat terdiri atas File>Open, File>Save)
> Dialogs>OpenPictureDialogs (Membuka file yang pernah disimpan dalam aplikasi “Buku Gambar”)
>Dialogs>SavePictureDialogs (Menyimpan file yang telah dibuat dalam aplikasi “Buku
Gambar”)
>Dialogs>ColorDialogs ( User dapat memilih warna pena yang akan digunakan untuk menggambar).
2. Pembuatan Program#include
#pragma hdrstop
#include “Unit1.h”
#pragma package(smart_init)
#pragma resource “*.dfm”

TForm1 *Form1;

Int Tergambar;
__fastcall TForm1::Tform1(TComponet* Owner):TForm(Owner)
{
}

Button warna











Void __fastcall TForm1::Button1Click(TObject *Sender)
{
If (ColorDialog->Execute())
Image1->Canvas->Pen->Color=ColorDialog->Color;
}
Void __fastcall TForm1::FormActive(TObject *Sender)
{
Tergambar=false;
Image->Canvas->Rectangle(0,0,
Image1->Width,Image->Heigth);
}
Void __fastcall Tform1::ImageMouseDown(Tobject *Sender,
TMouseButton Button, TShiftState Shift, int X, int Y)
{
Tergambar=True;
Image1->Canvas->MoveTo(X,Y);
}

Button Baru











Void __fastcall TForm1::BaruClick(TObject *Sender)
{
Tergambar=false;
Image1->Canvas->Rectangle(0,0,
Image->Width,Image1->Height);
}
Void __fastcall TForm1::Image1MouseMove(TObject *Sender,
TShiftState Shift, int X, int Y)
{
EditX->Text=IntStr(X);
EditY->Text=IntStr(Y);
If (Tergambar)
{
Image1->Canvas->LineTo(X,Y);
}
}
Void __fastcall Tform1::ImageMouseUp(Tobject *Sender,
TMouseButton Button, TShiftState Shift, int X, int Y)
{
Tergambar=false;
}
Button keluar


Void __fastcall TForm1::KeluarClick(TObject *Sender)
{
Close();
}
Button Open









void __fastcall TForm1::Open1Click(TObject *Sender)
{
If (OpenPictureDialog1->Execute())
{
Image->Picture->LoadFromFile(OpenPictureDialog1->FileName);
}}

Button Save

Void __fastcall TForm1::Save1Click(TObject *Sender)
{
If (SavePictureDialog1->Execute())
{
Image1->Picture->SaveToFile(SavePictureDialog1->FileName);
}

MEMBUAT PROJECT TPaintBox

MEMBUAT PROJECT TPaintBoxProgram di bawah ini merupakan contoh program aplikasi dengan memanfaatkan fasilitas TPaintBox.
Dengan langkah – langkah pembutan program adalah sbb:

1.Pembuatan Antarmuka


Langkah – Langkahnya :
Tempatkan komponen Panel, TpainBox dan beberapa button ke dalam form rancangan. Atur propertinya seperti terlihat pada Antarmuka.
Tuliskan script dibawah ini :
#include
#pragma hdrstop

#include "Unit1.h"
//---------------------------------------------------------------------------
#pragma package(smart_init)
#pragma resource "*.dfm"
TForm1 *Form1;
//---------------------------------------------------------------------------
__fastcall TForm1::TForm1(TComponent* Owner): TForm(Owner)
{
}

Script Garis










Void__fastcall Tform1::GarisClick(Tobject *Sender)
{
PaintBox1->Canvas->Pen->Color=c1White;
PaintBox1->Canvas->Pen->Width=3;
PaintBox1->Canvas->MoveTo(50,50);
PaintBox1->Canvas->LineTo(50,200);
}

Script Arc :








Void__fastcall Tform1::ArcClick(Tobject *Sender)
{
PaintBox1->Canvas->Arc(100,100,50,50,150,150,100,100);
}

Script Chord








Void__fastcall Tform1::ChordClick(Tobject *Sender)
{
PaintBox1->Canvas->Chord->Arc(100,100,50,50,150,150,100,100);
}

script Kotak










Void__fastcall TForm1::KotakClick(TObject *Sender)
{
PaintBox1->Canvas->Rectangle(300,200,250,100);
}

Script Keluar

Void__fastcall TForm1::KeluarClick(TObject *Sender)
{
Close();
}

CATATAN :
1.MoveTo berfungsi untuk mengubah posisi gambar dar X ke Y, MoveTo di ikuti LineTo.
Cara pemanggilan : void__fastcall MoveTo(int X, int Y);

2.LineTo berfungsi untuk menggambar garis pada canvas dengan pen dimana garis dimulai dari titik X menuju Y.
Cara pemanggilan : void__fastcall LineTo (int X, int Y);

3.Arc berfungsi untuk menggambar bentuk kurva elips yang di batasi oleh garis.
4.Chord berfungsi untuk membuat gambar tertutup berupa interseksi antar garis dan elips.
5.Rectangle berfungsi untuk membentuk segi empat.