How do I draw a switch statement in a graphical design? - modeling

Does anyone know how to draw a switch statement in a graphical design?
For example:
If statement is a diamond shape
Loops are a square with a circle inside....?
Also is there a technical name for this kind of graphical representation? I have searched the internet and Java graphical designs do not seem to come up at all.

Here's how a switch statement is represented.
A simple Switch Flowchart search on the internet can give you this result.

Related

What could be the UML symbol of a Smart Watch?

I am developing a prototype and so making UML Diagrams, for my USE CASE, I need to show the data being sent and received from a smart watch, I was wondering if there is a standard symbol for it or I should just draw one myself?
I have been using the attached.
UML gives you the freedom to attach any shape to a stereotype. You can show it pure or as adornment in a corner of the rectangular element representation.
There is no standard other than rectangles (most UML elements), ovals (Use Cases), stickmen (Actors), rounded rects (Activities, Actions) and circles (mostly for state elements). (If there are more, they are quite uncommon and slipped my mind.)
For your watch you can take whatever you want. This one looks okay (although to me it looks more like a satellite).
Definitely not, UML is not that much specific, "portable computing device" is as specific as you'll get. So pick something here

How do I create a real-time rendering window from scratch?

I've been studying 3D graphics on my own for a while now and I want to get a greater understanding of just how everything works. What I would like to do is to create a simple game without using DirectX or OpenGL. I understand most of the math I believe, but the problem I am running up against is I do not know how to get control of the pixels being displayed in a window.
How do I specify what color I want each pixel in my window to be?
I understand I will probably run into issues with buffers and image shearing and probably terrible efficiency problems, but I want to create my own program so that I could see from the very lowest level, of the high level language, how the rendering process works. I really have no idea where to start though. I've figured out how to output BMPs, but I would like to have a running program spitting out 20+ frames per second. How do I accomplish this?
You could pick a environment that allows you to fill an array with values for pixels and display it as a bitmap. This way you come closest to poking RGB values in video memory. WPF, Silverlight, HTML5/Javascript can do this. If you do not make it full screen these technologies should suffice for now.
In WPF and Silverlight, use the WriteableBitmap.
In HTML5, use the canvas
Then it is up to you to implement the logic to draw lines, circles, bezier curves, 3D projections.
This is a lot of fun and you will learn a lot.
I'm reading between the lines that you're more interested in having full control over the rendering process from a low level, rather than having a specific interest in how to achieve that on one specific platform.
If that's the case then you will probably get a good bang for your buck looking at a library like SDL which provides you with a frame buffer that you can render to directly but abstracts away a lot of the platform specifics issues. It has been around for quite a while and there are some good tutorials to give you an idea of whether it's the kind of thing you're looking for - see this tutorial and the subsequent one in the same series, which should be enough to get you up and running.
You say you want to create some kind of a rendering engine, meaning desinging you own Pipeline and matrice classes. Which you are to use to transform 3D coordinates to 2D points.
When you have got the 2D points you've been looking for. You can use say for instance on windows, you can select a brush and draw you triangle values while coloring them at the same time.
I do not know why you would need Bitmaps, but if you want to practice say Texturing you can also do that yourself although off course on a weak computer this might take your frames per second significantly.
If you aim is to understand how rendering works on the lowest level. This is with no doubt a good practice.
Jt Schwinschwiga

Graph paper replacement software : preferred Linux

I need to do something in openGL which forces me to take a pencil and a paper to do graphwork. I would like to know if there is free program to do that. It have Axes (X-Y-Z) and I can plot let say a cube and get coordinates.
Sorry but complex program for modelling like blender are not option here. I need something to replace simple coordinate geometry I could do on paper. No fancy color, material or anything of that sort.
Thanks
Geogebra is a perfect solution!

Recommended 3D Programming Aspects for Light/Laser Show Simulator?

Hey guys, I would like to develop a light/laser show editor and simulator, and for this of course I am going to learn some graphics programming. I am thinking about using C# and XNA.
I was just wondering what aspects of graphics programming I should research or focus on given the project I am working on. I am new to graphics programming so I don't know much about it, but for example I imagine something that I might look into would (possibly?) be volumetric lighting.
For example, what would be a practical way to go about rendering a 'laser' of varied width/color? I read somewhere to just draw a cylinder and apply a shader to it, I would like to confirm that this is the way.
Given that this seems like a big project, I was thinking about starting off by creating light sources and giving them properties so that I can easily manipulate them. I have (mis)read that only a certain amount of lights can be rendered at any given time, I believe eight. Does this only apply to ambient lights? Given this possible limitation, and the fact that most of the lights I will use will be directional, such as head-lights or lasers, what would be a different way to render these? Is that what volumetric lighting would be?
I'd just like to get some things clear before I dive into it. Since I'm new to this I probably didn't make the best use of words, so if something doesn't make sense please let me know. Thanks and sorry for my ignorance.
The answer to this depends on the level of sophistication that you need in your display simulation. Computer graphics is ultimately a simulation of the transport of light; that simulation can be as sophisticated as calculating the fraction of laser light deflected by particles in the atmosphere to the viewer's eyepoint, or as simple as drawing a line. Try out the cylinder effect and see if it works for your project. If you need something more sophisticated, look into shader programming (using Nvidia Cg, for example), and volumetric shading as you mentioned; also post-processing glow effects may be useful. For OpenGL, I believe there is a limit of 8? light sources in a scene, but you could conceivably work around this limit by doing your own shading logic.
Well if it's just for light show simulations I'd imagine your going to need a lot of custom lighting effects - so regardless if you decide to use XNA or straight DirectX your best bet would be to start by learning shader languages and how to program various lighting effects using them. Once you can reproduce the type of laser lighting you want, then you can experiment with the polygons you want to use to represent the lasers. (I've used the cylinder method in some of my work for personal purposes, but I'm not sure how well straight cylinders will fit your purpose).
Although its faster, I think its best not to use vanilla hardware lighting because of its limitations. Pixel shaders can help with you task. Also you may want to chose OpenGL because of portability and its clarity in rendering methods. I worked on Direct3D for several years before switching to OpenGL. OpenGL functions and states are easier to learn and rendering methods (like multi-pass rendering) is a lot clear. If you like to code on C# (which I dont recommend for these tasks), you can use CsGL library to access OpenGL functions.

Drawing component diagrams in TinyUML

I am working on extending a small application that uses the 'dot' tool to draw UML class and state diagrams, to implement component diagrams (I am running into a lot of problems accommodating the UML 2.x notation for the same).
I intend to display the interfaces that a particular component requires and provides through the use of lollipop notations. Now while trying to do so, I am not able to display the edges between two nodes as a straight line. Even if I am able to display one edge as a straight edge, I am unable to maintain that state for all the edges.
Just wanted to know is there any particular way apart from the usual attributes like weight, len (for neato), k, etc.? (or indeed any other tools that u may suggest ?) Appreciate your help.
Best,
Arun
Sorry I never used TinyUML, but as you asked for any other tool suggestion let me tell you that I'm very comfortable using StarUML (Open Source).

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