Scalable Vector Graphics in SAS 9.2
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Author Graphics Guide (PDF)
Annual Reviews Graphics Guide 1. Keep figures editable If you are creating your figures from scratch: Annual Reviews has a team of Illustration Editors who work with your figures • Send the original, editable/vector format using Adobe Illustrator to ensure accuracy and consistency, provide graphical wherever possible (for graphs, diagrams, etc.). enhancements, and apply our house style. During this process, we may change Avoid creating line- or text-heavy diagrams in font, type size, colors, layout, figure size, and information hierarchy, and we may raster programs such as Photoshop. redraw certain elements. • Keep text/lines on separate layers from any Therefore, while we prefer that figures be as close to final as possible when you photo, or send one version of the image with send them, please make sure the files are not flattened* or uneditable. labels and one without. Suggested: place the photo in Illustrator or PowerPoint, then add NOTE: many other journals require print-ready, flattened files; our requirement text/lines; send us the original .AI or .PPT file. for editable files is quite different, due to the figure enhancement and editing we provide. • Make sure all photos you start with are high resolution (300 dpi at desired final size). Examples of desired figure attributes: Knob K If you are using previously published figures: Mauer’s Editable, vector clefts lines, shapes, MCs and arrows • The low-resolution figures found in online Parasite journals are usually not adequate for our plasma PPM membrane press-quality publication. Contact the author or PVM Text is live and publisher for high-resolution, editable files. -
Using Typography and Iconography to Express Emotion
Using typography and iconography to express emotion (or meaning) in motion graphics as a learning tool for ESL (English as a second language) in a multi-device platform. A thesis submitted to the School of Visual Communication Design, College of Communication and Information of Kent State University in partial fulfillment of the requirements for the degree of Master of Fine Arts by Anthony J. Ezzo May, 2016 Thesis written by Anthony J. Ezzo B.F.A. University of Akron, 1998 M.F.A., Kent State University, 2016 Approved by Gretchen Caldwell Rinnert, M.G.D., Advisor Jaime Kennedy, M.F.A., Director, School of Visual Communication Design Amy Reynolds, Ph.D., Dean, College of Communication and Information TABLE OF CONTENTS TABLE OF CONTENTS .................................................................................... iii LIST OF FIGURES ............................................................................................ v LIST OF TABLES .............................................................................................. v ACKNOWLEDGEMENTS ................................................................................ vi CHAPTER 1. THE PROBLEM .......................................................................................... 1 Thesis ..................................................................................................... 6 2. BACKGROUND AND CONTEXT ............................................................. 7 Understanding The Ell Process .............................................................. -
3D Graphics Fundamentals
11BegGameDev.qxd 9/20/04 5:20 PM Page 211 chapter 11 3D Graphics Fundamentals his chapter covers the basics of 3D graphics. You will learn the basic concepts so that you are at least aware of the key points in 3D programming. However, this Tchapter will not go into great detail on 3D mathematics or graphics theory, which are far too advanced for this book. What you will learn instead is the practical implemen- tation of 3D in order to write simple 3D games. You will get just exactly what you need to 211 11BegGameDev.qxd 9/20/04 5:20 PM Page 212 212 Chapter 11 ■ 3D Graphics Fundamentals write a simple 3D game without getting bogged down in theory. If you have questions about how matrix math works and about how 3D rendering is done, you might want to use this chapter as a starting point and then go on and read a book such as Beginning Direct3D Game Programming,by Wolfgang Engel (Course PTR). The goal of this chapter is to provide you with a set of reusable functions that can be used to develop 3D games. Here is what you will learn in this chapter: ■ How to create and use vertices. ■ How to manipulate polygons. ■ How to create a textured polygon. ■ How to create a cube and rotate it. Introduction to 3D Programming It’s a foregone conclusion today that everyone has a 3D accelerated video card. Even the low-end budget video cards are equipped with a 3D graphics processing unit (GPU) that would be impressive were it not for all the competition in this market pushing out more and more polygons and new features every year. -
14. Using Your Own Images
Cricut Design Space User Manual 14. Using your own images D. Preparing artwork from CorelDRAW Cricut Design Space™ lets you upload most .jpg, .gif, .png, .bmp, .svg, and .dxf images and convert them into cuttable shapes. The tool doesn’t allow you to make modifications to the design itself, which is why working with CorelDRAW to prepare your files is effective. With CorelDRAW, you can use the full range of tools to create and modify your designs, and then upload them to Cricut Design Space. The two different types of images are Basic and Vector. CorelDRAW is primarily a vector program, which means it saves vector files like .svg and .dxf, but it can also save .jpg, .png, and .bmp files. Artwork created in CorelDRAW can be used to: (1) Print the image on your home printer and cut it out using your Cricut® machine with the Print then Cut feature. (2) Cut or draw the outline of the image. Page | 1 Cricut Design Space User Manual (3) Create cuttable shapes and images. Multilayer images will be separated into layers on the Canvas. Tip: Multilayer images can be flattened into a single layer in Cricut Design Space. Use the Flatten tool to turn any multilayer image into a single layer that can be used with Print then Cut. Page | 2 Cricut Design Space User Manual Preparing artwork The following steps use CorelDRAW X8. Although the screenshots will be different in older versions, the process is the same. Vector files .dxf and .svg Step 1 Create or modify an image using any of the CorelDRAW tools. -
XMP SPECIFICATION PART 3 STORAGE in FILES Copyright © 2016 Adobe Systems Incorporated
XMP SPECIFICATION PART 3 STORAGE IN FILES Copyright © 2016 Adobe Systems Incorporated. All rights reserved. Adobe XMP Specification Part 3: Storage in Files NOTICE: All information contained herein is the property of Adobe Systems Incorporated. No part of this publication (whether in hardcopy or electronic form) may be reproduced or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior written consent of Adobe Systems Incorporated. Adobe, the Adobe logo, Acrobat, Acrobat Distiller, Flash, FrameMaker, InDesign, Illustrator, Photoshop, PostScript, and the XMP logo are either registered trademarks or trademarks of Adobe Systems Incorporated in the United States and/or other countries. MS-DOS, Windows, and Windows NT are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries. Apple, Macintosh, Mac OS and QuickTime are trademarks of Apple Computer, Inc., registered in the United States and other countries. UNIX is a trademark in the United States and other countries, licensed exclusively through X/Open Company, Ltd. All other trademarks are the property of their respective owners. This publication and the information herein is furnished AS IS, is subject to change without notice, and should not be construed as a commitment by Adobe Systems Incorporated. Adobe Systems Incorporated assumes no responsibility or liability for any errors or inaccuracies, makes no warranty of any kind (express, implied, or statutory) with respect to this publication, and expressly disclaims any and all warranties of merchantability, fitness for particular purposes, and noninfringement of third party rights. Contents 1 Embedding XMP metadata in application files . -
Encapsulated Postscript File Format Specification
® Encapsulated PostScript File Format Specification ®® Adobe Developer Support Version 3.0 1 May 1992 Adobe Systems Incorporated Adobe Developer Technologies 345 Park Avenue San Jose, CA 95110 http://partners.adobe.com/ PN LPS5002 Copyright 1985–1988, 1990, 1992 by Adobe Systems Incorporated. All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior written consent of the publisher. Any software referred to herein is furnished under license and may only be used or copied in accordance with the terms of such license. PostScript is a registered trademark of Adobe Systems Incorporated. All instances of the name PostScript in the text are references to the PostScript language as defined by Adobe Systems Incorpo- rated unless otherwise stated. The name PostScript also is used as a product trademark for Adobe Sys- tems’ implementation of the PostScript language interpreter. Any references to a “PostScript printer,” a “PostScript file,” or a “PostScript driver” refer to printers, files, and driver programs (respectively) which are written in or support the PostScript language. The sentences in this book that use “PostScript language” as an adjective phrase are so constructed to rein- force that the name refers to the standard language definition as set forth by Adobe Systems Incorpo- rated. PostScript, the PostScript logo, Display PostScript, Adobe, the Adobe logo, Adobe Illustrator, Tran- Script, Carta, and Sonata are trademarks of Adobe Systems Incorporated registered in the U.S.A. and other countries. Adobe Garamond and Lithos are trademarks of Adobe Systems Incorporated. -
Raster Images in R Graphics by Paul Murrell
48 CONTRIBUTED RESEARCH ARTICLES Raster Images in R Graphics by Paul Murrell Abstract The R graphics engine has new sup- 39837_s_at 1267_at 402_s_at 32562_at 37600_at 1007_s_at 36643_at 1039_s_at 40215_at 39781_at port for rendering raster images via the func- 266_s_at 307_at 38408_at 37539_at 1911_s_at 1463_at 2057_g_at 39556_at 41744_at 34789_at 34850_at rasterImage() grid.raster() 38631_at tions and . This 37280_at 36536_at 37006_at 41397_at 41346_at 40692_at 35714_at 1992_at 33244_at 40167_s_at 32872_at 34699_at 33440_at leads to better scaling of raster images, faster 36275_at 33809_at 40953_at 1308_g_at 1928_s_at 1307_at 40504_at 41742_s_at 41743_i_at 1674_at 40784_at 40785_g_at rendering to screen, and smaller graphics files. 37978_at 37099_at 1973_s_at 38413_at 2036_s_at 1126_s_at 31472_s_at 37184_at 35256_at 40493_at 41779_at 33412_at Several examples of possible applications of 37193_at 37479_at 39210_at 919_at 1140_at 41478_at 35831_at 176_at 37724_at 38385_at 41401_at 41071_at these new features are described. 39135_at 34961_at 37251_s_at 41470_at 1947_g_at 37810_at 36777_at 38004_at 177_at 36897_at 34106_at 31615_i_at 35665_at 33358_at 39315_at 41191_at 931_at 1914_at 36873_at 37809_at 39635_at 38223_at 33936_at 37558_at 41348_at 31605_at 205_g_at 32475_at 34247_at 36149_at 1500_at 34098_f_at 33528_at 35663_at 40393_at 33193_at 39716_at 33405_at 1929_at 36092_at 32215_i_at 41448_at 40763_at 873_at Prior to version 2.11.0, the core R graphics engine 37225_at 38056_at 37413_at 39424_at 32116_at 2039_s_at 40480_s_at 35816_at 1134_at -
Microsoft Powerpoint
Development of Multimedia WebApp on Tizen Platform 1. HTML Multimedia 2. Multimedia Playing with HTML5 Tags (1) HTML5 Video (2) HTML5 Audio (3) HTML Pulg-ins (4) HTML YouTube (5) Accessing Media Streams and Playing (6) Multimedia Contents Mgmt (7) Capturing Images 3. Multimedia Processing Web Device API Multimedia WepApp on Tizen - 1 - 1. HTML Multimedia • What is Multimedia ? − Multimedia comes in many different formats. It can be almost anything you can hear or see. − Examples : Pictures, music, sound, videos, records, films, animations, and more. − Web pages often contain multimedia elements of different types and formats. • Multimedia Formats − Multimedia elements (like sounds or videos) are stored in media files. − The most common way to discover the type of a file, is to look at the file extension. ⇔ When a browser sees the file extension .htm or .html, it will treat the file as an HTML file. ⇔ The .xml extension indicates an XML file, and the .css extension indicates a style sheet file. ⇔ Pictures are recognized by extensions like .gif, .png and .jpg. − Multimedia files also have their own formats and different extensions like: .swf, .wav, .mp3, .mp4, .mpg, .wmv, and .avi. Multimedia WepApp on Tizen - 2 - 2. Multimedia Playing with HTML5 Tags (1) HTML5 Video • Some of the popular video container formats include the following: Audio Video Interleave (.avi) Flash Video (.flv) MPEG 4 (.mp4) Matroska (.mkv) Ogg (.ogv) • Browser Support Multimedia WepApp on Tizen - 3 - • Common Video Format Format File Description .mpg MPEG. Developed by the Moving Pictures Expert Group. The first popular video format on the MPEG .mpeg web. -
Flood Insurance Rate Map (FIRM) Graphics Guidance
Guidance for Flood Risk Analysis and Mapping Flood Insurance Rate Map (FIRM) Graphics November 2019 Requirements for the Federal Emergency Management Agency (FEMA) Risk Mapping, Assessment, and Planning (Risk MAP) Program are specified separately by statute, regulation, or FEMA policy (primarily the Standards for Flood Risk Analysis and Mapping). This document provides guidance to support the requirements and recommends approaches for effective and efficient implementation. The guidance, context, and other information in this document is not required unless it is codified separately in the aforementioned statute, regulation, or policy. Alternate approaches that comply with all requirements are acceptable. For more information, please visit the FEMA Guidelines and Standards for Flood Risk Analysis and Mapping webpage (www.fema.gov/guidelines-and-standards-flood-risk-analysis-and- mapping). Copies of the Standards for Flood Risk Analysis and Mapping policy, related guidance, technical references, and other information about the guidelines and standards development process are all available here. You can also search directly by document title at www.fema.gov/library. FIRM Graphics November 2019 Guidance Document 6 Page i Document History Affected Section or Date Description Subsection This guidance has been revised to align various November descriptions and specifications to standard operating Sections 4.3 and 5.2 2019 procedures, including labeling of structures and application of floodway and special floodway notes. FIRM Graphics November -
Introduction to Scalable Vector Graphics
Introduction to Scalable Vector Graphics Presented by developerWorks, your source for great tutorials ibm.com/developerWorks Table of Contents If you're viewing this document online, you can click any of the topics below to link directly to that section. 1. Introduction.............................................................. 2 2. What is SVG?........................................................... 4 3. Basic shapes............................................................ 10 4. Definitions and groups................................................. 16 5. Painting .................................................................. 21 6. Coordinates and transformations.................................... 32 7. Paths ..................................................................... 38 8. Text ....................................................................... 46 9. Animation and interactivity............................................ 51 10. Summary............................................................... 55 Introduction to Scalable Vector Graphics Page 1 of 56 ibm.com/developerWorks Presented by developerWorks, your source for great tutorials Section 1. Introduction Should I take this tutorial? This tutorial assists developers who want to understand the concepts behind Scalable Vector Graphics (SVG) in order to build them, either as static documents, or as dynamically generated content. XML experience is not required, but a familiarity with at least one tagging language (such as HTML) will be useful. For basic XML -
Understanding Image Formats and When to Use Them
Understanding Image Formats And When to Use Them Are you familiar with the extensions after your images? There are so many image formats that it’s so easy to get confused! File extensions like .jpeg, .bmp, .gif, and more can be seen after an image’s file name. Most of us disregard it, thinking there is no significance regarding these image formats. These are all different and not cross‐ compatible. These image formats have their own pros and cons. They were created for specific, yet different purposes. What’s the difference, and when is each format appropriate to use? Every graphic you see online is an image file. Most everything you see printed on paper, plastic or a t‐shirt came from an image file. These files come in a variety of formats, and each is optimized for a specific use. Using the right type for the right job means your design will come out picture perfect and just how you intended. The wrong format could mean a bad print or a poor web image, a giant download or a missing graphic in an email Most image files fit into one of two general categories—raster files and vector files—and each category has its own specific uses. This breakdown isn’t perfect. For example, certain formats can actually contain elements of both types. But this is a good place to start when thinking about which format to use for your projects. Raster Images Raster images are made up of a set grid of dots called pixels where each pixel is assigned a color. -
Visualisation of Resource Flows Technical Report
Visualisation of Resource Flows Technical Report Jesper Karjalainen (jeska043) Erik Johansson (erijo926) Anders Kettisen (andke020) Tobias Nilsson (tobni908) Alexander Eriksson (aleer034) Contents 1. Introduction 1 1.1. Problem description . .1 1.2. Tools . .1 2. Background/Theory 1 2.1. Sphere models . .1 2.2. Vector Graphics . .2 2.3. Cubic Beziers . .2 2.4. Cartesian Mapping of Earth . .3 2.5. Lines in 3D . .3 2.6. Rendering Polygons . .4 2.6.1 Splitting polygons . .4 2.6.2 Tessellate polygons . .4 2.6.3 Filling Polygon by the Stencil Method . .5 2.7. Picking . .5 3. Method 5 3.1. File Loading . .5 3.2. Formatting new files . .6 3.3. Data Management . .6 3.4. Creating the sphere . .6 3.4.1 Defining the first vertices . .6 3.4.2 Making the sphere smooth . .7 3.5. Texturing a Sphere . .8 3.6. Generating Country Borders . .8 3.7. Drawing 3D lines . 10 3.8. Assigning widths to flow lines . 12 3.8.1 Linear scaling . 12 3.8.2 Logarithmic scaling . 12 3.9. Drawing Flow Lines . 12 3.10.Picking . 13 3.10.1 Picking on Simple Geometry . 13 3.10.2 Picking on Closed Polygon . 14 3.11.Rendering Polygons . 14 3.11.1 Concave Polygon Splitting into Convex Parts . 14 3.11.2 Filling by the Stencil Buffer Method . 16 3.12.Shader Animations . 16 3.12.1 2D-3D Transition Animation . 16 3.12.2 Flowline Directions . 17 3.13.User interface . 17 3.13.1 Connecting JavaScript and C++ . 17 3.13.2 Filling the drop-down lists with data .