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Hazır Kod Ve Script (İstekler Muhakkak Cevap Bulur) (2. sayfa)

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  • İstek Script/Kod Varsa Yazın En Geç İki Gün İçinde Cevaplayayım
  • biraz da ccs den bahsetsen kardeş
  • quote:

    Orjinalden alıntı: kaplan.h

    biraz da ccs den bahsetsen kardeş


    İsteğinin yaz sana hemen bulim!
  • saol hocam süper olmuş ellerine sağlık...
  • HİÇ İSTEK YOK MU? O zaman ben böyle koymaya devam edeyim, belki işinize yarayan bişi çıkar
  • istek var floating banner
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    Flash dosyanın hazırlanması

    SWiSHmax adlı programımı açıyoruz. Karşımıza çıkan alanda tool dan text seçiyoruz ve alana sürükleyerek mutasyon.net yazıyoruz. Buraya kadar herşey standart.

     Hazır Kod Ve Script (İstekler Muhakkak Cevap Bulur)



    Flash dosyasına resim eklemek isterseniz resmin transparan olmasına dikkat ediyor bunu .gif ile kayıt edip flash dosyamızın içine import ediyoruz. Daha sonra efektlerimizi veriyoruz.. Animasyonu bitirdikten sonra ActionsScript kısmına geliyoruz.

     Hazır Kod Ve Script (İstekler Muhakkak Cevap Bulur)


    on (press) { 
    unloadMovieNum(0);
    }


    bu kodu ekleyerek flashı kapatabiliriz. Flash dosyasını derliyoruz ve bununla işimiz bitiyor...


    HTML ve kod kısımları
    Sayfamızı yaptık şimdi sıra layer ve kodun yerleşimi. Flash objejt kodumusu layer'ın içine gömüyoruz bunun için gerekli flash kodu.

    <div id="Layer1" style="position:absolute; left:53px; top:46px; width:400px; height:272px;  

    z-index:1">

    </div>


    Flash kodumuz ise aynen böyle olacaktır.

    <object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000"  

    codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=7,0,0,0"
    id="floating" width="387" height="225">
    <param name="movie" value="floating.swf">
    <param name="quality" value="high">
    <param name="WMode" value="Transparent">
    <embed name="floating" src="floating.swf"
    quality="high" bgcolor="#FFFFFF"
    swLiveConnect="true"
    width="387" height="225"
    type="application/x-shockwave-flash"
    pluginspage="http://www.macromedia.com/go/getflashplayer"></embed>
    </object>


    Flash kod kısmında dikkat etmeniz gereken yer ise </param name="WMode" value="Transparent">/ olacaktır yoksa askıda kalan flash hoş gözükmez..

    Kodun bitmiş hali ise aynen böyle olacak:

    <div id="Layer1" style="position:absolute; left:53px; top:46px; width:400px; height:272px;  

    z-index:1">
    <object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000"

    codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=7,0,0,0"
    id="floating" width="387" height="225">
    <param name="movie" value="floating.swf">
    <param name="quality" value="high">
    <param name="WMode" value="Transparent">
    <embed name="floating" src="floating.swf"
    quality="high" bgcolor="#FFFFFF"
    swLiveConnect="true"
    width="387" height="225"
    type="application/x-shockwave-flash"
    pluginspage="http://www.macromedia.com/go/getflashplayer"></embed>
    </object>
    </div>



    Not:Bilgiler alıntıdır.




  • DELPHI

    3D Tank Modeli


    unit Model; 

    interface
    uses
    OpenGL,
    Matrix,
    Windows,
    Textures,
    SysUtils;

    const
    MS_MAX_NAME = 32;
    MS_MAX_PATH = 256;

    type
    clsVec = class
    public
    x,y,z : single;
    w : single;
    u,v : single;
    bone : integer;


    procedure transform( m : clsMatrix );


    procedure transform3( m : clsMatrix );
    end;
    type pclsVec = ^clsVec;

    type
    clsTri = class
    public
    v : array [0..2] of integer;
    n : array [0..2] of integer;
    end;
    type pclsTri = ^clsTri;

    type
    clsNormal = class
    public
    x,y,z : single;
    end;
    type pclsNormal = ^clsNormal;

    type
    clsShape = class
    public
    num_vertices : integer;
    vertices : array of clsVec;

    num_triangles : integer;
    triangles : array of clsTri;

    num_normals : integer;
    normals : array of clsNormal;


    constructor create();


    function loadFromFile( filename : string ) : boolean;


    function loadFromMs3dAsciiSegment(var ifile : TextFile) : boolean;


    function saveToFile( filename : string ) : boolean;


    procedure render();
    end;
    type pclsShape = ^clsShape;

    type
    clsMaterial = class
    public

    constructor create();


    function loadFromMs3dAsciiSegment(var ifile : TextFile ) : boolean;


    procedure activate();


    procedure reloadTexture();

    private
    Name : string;
    Ambient : array [0..3] of single;
    Diffuse : array [0..3] of single;
    Specular : array [0..3] of single;
    Emissive : array [0..3] of single;
    Shininess : single;
    Transparency : single;
    DiffuseTexture : string;
    AlphaTexture : string;
    textexture : GLuint;
    end;
    type pclsMaterial = ^clsMaterial;
    type
    clsKeyFrame = class
    public
    Time : single;
    Value : array [0..2] of single;
    end;
    type pclsKeyFrame = ^clsKeyFrame;

    type
    clsBone = class
    public
    Name : string;
    ParentName : string;
    Parent : ^clsBone;
    startPosition : array [0..2] of single;
    startRotation : array [0..2] of single;
    m_relative : clsMatrix;
    m_final : clsMatrix;
    NumPositionKeys : integer;
    PositionKeyFrames : array of clsKeyFrame;
    NumRotationKeys : integer;
    RotationKeyFrames : array of clsKeyFrame;


    constructor create();


    function loadFromMs3dAsciiSegment(var ifile : TextFile ) : boolean;


    procedure render();


    procedure fixup();


    procedure advanceTo( CurrentTime : single );


    procedure initialize();
    end;
    type pclsBone = ^clsBone;

    type
    clsModel = class
    public

    MaxTime : single;
    CurrentTime : single;

    num_shapes : integer;
    shapes : array of clsShape;
    material_indices : array of integer;

    num_materials : integer;
    materials : array of clsMaterial;

    num_bones : integer;
    bones : array of clsBone;


    constructor create();


    function loadFromMs3dAsciiFile( filename : string ) : boolean;


    procedure reloadTextures();


    procedure render();


    procedure renderBones();


    function linkBones() : boolean;


    procedure initializeBones();


    procedure advanceAnimation( deltaTime : single );


    procedure attachSkin();


    end;

    implementation

    procedure glBindTexture(target: GLenum; texture: GLuint); stdcall; external opengl32;

    procedure clsVec.transform(m: clsMatrix);
    var matrix : array [0..15] of single;
    vector : array [0..3] of single;
    begin

    m.getMatrix(matrix);

    vector[0] := x*matrix[0]+y*matrix[4]+z*matrix[8]+matrix[12];
    vector[1] := x*matrix[1]+y*matrix[5]+z*matrix[9]+matrix[13];
    vector[2] := x*matrix[2]+y*matrix[6]+z*matrix[10]+matrix[14];
    vector[3] := x*matrix[3]+y*matrix[7]+z*matrix[11]+matrix[15];

    x := vector[0];
    y := vector[1];
    z := vector[2];
    w := vector[3];

    end;

    procedure clsVec.transform3(m: clsMatrix);
    var matrix : array [0..15] of single;
    vec : array [0..2] of single;
    begin
    m.getMatrix(matrix);

    vec[0] := x*matrix[0]+y*matrix[4]+z*matrix[8];
    vec[1] := x*matrix[1]+y*matrix[5]+z*matrix[9];
    vec[2] := x*matrix[2]+y*matrix[6]+z*matrix[10];

    x := vec[0];
    y := vec[1];
    z := vec[2];

    end;


    constructor clsShape.create;
    begin
    num_vertices := 0;
    vertices := Nil;
    num_triangles := 0;
    triangles := Nil;
    num_normals := 0;
    normals := Nil;
    end;

    procedure clsShape.render;
    var i,j : integer;
    tri : clsTri;
    vec : clsVec;
    N : clsNormal;
    begin

    glBegin(GL_TRIANGLES);
    for i := 0 to num_triangles - 1 do
    begin
    tri := triangles[i];

    for j := 0 to 2 do
    begin
    N := normals[tri.n[j]];
    glNormal3f(N.x, N.y, N.z);

    vec := vertices[tri.v[j]];
    glTexCoord2f (vec.u, vec.v);
    glVertex3f( vec.x, vec.y, vec.z );
    end;
    end;
    glEnd();
    end;

    function clsShape.saveToFile(filename: string): boolean;
    begin

    end;


    function clsShape.loadFromFile(filename: string): boolean;
    begin

    end;

    function clsShape.loadFromMs3dAsciiSegment(var ifile: TextFile): boolean;
    var nFlags, nIndex, j : integer;
    begin

    Readln(ifile,num_vertices);
    if eof(ifile) then
    begin
    result := false;
    exit;
    end;
    SetLength(vertices,num_vertices);
    if (num_vertices > 0)then
    begin

    for j := 0 to num_vertices - 1 do
    begin

    vertices[j] := clsVec.Create;

    Readln(ifile,nFlags,vertices[j].x, vertices[j].y, vertices[j].z,vertices[j].u, vertices[j].v,vertices[j].bone);

    if eof(ifile) then
    begin
    result := false;
    exit;
    end;


    vertices[j].v := 1.0 - vertices[j].v;
    end;
    end;


    Readln(ifile,num_normals);
    if eof(ifile) then
    begin
    result := false;
    exit;
    end;


    SetLength(normals,num_normals);
    if num_normals > 0 then
    begin
    for j := 0 to num_normals - 1 do
    begin


    normals[j] := clsNormal.Create;

    Readln(ifile,normals[j].x, normals[j].y, normals[j].z);
    if eof(ifile) then
    begin
    result := false;
    exit;
    end;

    end;
    end;


    Readln(ifile,num_triangles);

    if eof(ifile) then
    begin
    result := false;
    exit;
    end;

    SetLength (triangles,num_triangles);

    for j := 0 to num_triangles - 1 do
    begin

    triangles[j] := clsTri.Create;

    ReadLn(ifile,nFlags,triangles[j].v[0], triangles[j].v[1], triangles[j].v[2],triangles[j].n[0], triangles[j].n[1], triangles[j].n[2],nIndex);
    if eof(ifile) then
    begin
    result := false;
    exit;
    end;

    assert(triangles[j].v[0] >= 0);
    assert(triangles[j].v[0] < num_vertices);
    assert(triangles[j].v[1] >= 0);
    assert(triangles[j].v[1] < num_vertices);
    assert(triangles[j].v[2] >= 0);
    assert(triangles[j].v[2] < num_vertices);
    end;

    result := true;
    end;


    procedure clsMaterial.activate;
    begin
    glMaterialfv( GL_FRONT, GL_AMBIENT, @Ambient );
    glMaterialfv( GL_FRONT, GL_DIFFUSE, @Diffuse );
    glMaterialfv( GL_FRONT, GL_SPECULAR, @Specular );
    glMaterialfv( GL_FRONT, GL_EMISSION, @Emissive );
    glMaterialf( GL_FRONT, GL_SHININESS, Shininess );

    if ( textexture > 0 ) then
    begin
    glBindTexture( GL_TEXTURE_2D, textexture );
    glEnable( GL_TEXTURE_2D );
    end
    else
    glDisable( GL_TEXTURE_2D );
    end;


    constructor clsMaterial.create;
    begin

    end;

    function clsMaterial.loadFromMs3dAsciiSegment(var ifile: TextFile): boolean;
    var szLine : string;
    begin

    if (eof(ifile)) then
    begin
    result := false;
    exit;
    end;

    Readln(ifile,szLine);
    Name := StringReplace(szLine,'"','',[rfReplaceAll]);


    if (eof(ifile)) then
    begin
    result := false;
    exit;
    end;

    Readln(ifile,Ambient[0], Ambient[1], Ambient[2], Ambient[3]);


    if (eof(ifile)) then
    begin
    result := false;
    exit;
    end;

    Readln(ifile,Diffuse[0], Diffuse[1], Diffuse[2], Diffuse[3]);


    if (eof(ifile)) then
    begin
    result := false;
    exit;
    end;

    Readln(ifile,Specular[0], Specular[1], Specular[2], Specular[3]);


    if (eof(ifile)) then
    begin
    result := false;
    exit;
    end;

    Readln(ifile,Emissive[0], Emissive[1], Emissive[2], Emissive[3]);



    if (eof(ifile)) then
    begin
    result := false;
    exit;
    end;

    Readln(ifile,Shininess);


    if (eof(ifile)) then
    begin
    result := false;
    exit;
    end;

    Readln(ifile,Transparency);


    if (eof(ifile)) then
    begin
    result := false;
    exit;
    end;

    DiffuseTexture := '';
    Readln(ifile,DiffuseTexture);

    DiffuseTexture := StringReplace(DiffuseTexture,'"','',[rfReplaceAll]);


    if (eof(ifile)) then
    begin
    result := false;
    exit;
    end;

    AlphaTexture := '';
    Readln(ifile,AlphaTexture);

    AlphaTexture := StringReplace(AlphaTexture,'"','',[rfReplaceAll]);

    reloadTexture();

    result := true;
    end;


    procedure clsMaterial.reloadTexture;
    begin
    if( length(DiffuseTexture) > 0 ) then
    LoadTexture(DiffuseTexture, textexture,false,GL_LINEAR,GL_LINEAR_MIPMAP_NEAREST,0)
    else
    textexture := 0;
    end;


    constructor clsBone.create;
    begin
    m_relative := clsMatrix.create;
    m_final := clsMatrix.create;
    end;

    procedure clsBone.advanceTo(CurrentTime: single);
    var i : integer;
    deltaTime : single;
    fraction : single;
    Position : array [0..2] of single;
    Rotation : array [0..2] of single;
    m_rel , m_frame : clsMatrix;
    tempm : array [0..15] of single;
    begin


    i := 0;
    while ( (i < NumPositionKeys-1) and (PositionKeyFrames[i].Time < CurrentTime) ) do
    i := i + 1;

    assert(i < NumPositionKeys);


    if( i > 0 ) then
    begin

    deltaTime := PositionKeyFrames[i].Time - PositionKeyFrames[i-1].Time;

    assert( deltaTime > 0 );


    fraction := (CurrentTime - PositionKeyFrames[i-1].Time) / deltaTime;

    assert( fraction > 0 );
    assert( fraction < 1.0 );

    Position[0] := PositionKeyFrames[i-1].Value[0] + fraction * (PositionKeyFrames[i].Value[0] - PositionKeyFrames[i-1].Value[0]);
    Position[1] := PositionKeyFrames[i-1].Value[1] + fraction * (PositionKeyFrames[i].Value[1] - PositionKeyFrames[i-1].Value[1]);
    Position[2] := PositionKeyFrames[i-1].Value[2] + fraction * (PositionKeyFrames[i].Value[2] - PositionKeyFrames[i-1].Value[2]);
    end
    else
    begin
    Position[0] := PositionKeyFrames[i].Value[0];
    Position[1] := PositionKeyFrames[i].Value[1];
    Position[2] := PositionKeyFrames[i].Value[2];
    end;


    i := 0;
    while( (i < NumRotationKeys-1) and (RotationKeyFrames[i].Time < CurrentTime) ) do
    i := i + 1;

    assert(i < NumRotationKeys);

    if( i > 0 ) then
    begin

    deltaTime := RotationKeyFrames[i].Time - RotationKeyFrames[i-1].Time;
    assert( deltaTime > 0 );

    fraction := (CurrentTime - RotationKeyFrames[i-1].Time) / deltaTime;
    assert( fraction > 0 );
    assert( fraction < 1.0 );

    Rotation[0] := RotationKeyFrames[i-1].Value[0] + fraction * (RotationKeyFrames[i].Value[0] - RotationKeyFrames[i-1].Value[0]);
    Rotation[1] := RotationKeyFrames[i-1].Value[1] + fraction * (RotationKeyFrames[i].Value[1] - RotationKeyFrames[i-1].Value[1]);
    Rotation[2] := RotationKeyFrames[i-1].Value[2] + fraction * (RotationKeyFrames[i].Value[2] - RotationKeyFrames[i-1].Value[2]);
    end
    else
    begin
    Rotation[0] := RotationKeyFrames[i].Value[0];
    Rotation[1] := RotationKeyFrames[i].Value[1];
    Rotation[2] := RotationKeyFrames[i].Value[2];
    end;

    m_rel := clsMatrix.create;
    m_frame := clsMatrix.create;


    m_rel.setRotationRadians( startRotation );
    m_rel.setTranslation( startPosition );

    m_frame.setRotationRadians( Rotation );
    m_frame.setTranslation( Position );


    m_rel.postMultiply( m_frame );


    if ( Parent = nil ) then
    begin
    m_rel.getMatrix(tempm);
    m_final.setMatrixValues(tempm);
    end
    else
    begin

    Parent.m_final.getMatrix(tempm);
    m_final.setMatrixValues(tempm);
    m_final.postMultiply( m_rel );
    end;
    end;


    procedure clsBone.fixup;
    begin

    end;

    procedure clsBone.initialize;
    var m_rel : clsMatrix;
    tempm : array [0..15] of single;
    begin
    m_rel := clsMatrix.create;


    m_rel.setRotationRadians( startRotation );
    m_rel.setTranslation( startPosition );


    if ( Parent = nil ) then
    begin
    m_rel.getMatrix(tempm);
    m_final.setMatrixValues(tempm);
    end
    else
    begin
    Parent.m_final.getMatrix(tempm);
    m_final.setMatrixValues(tempm);
    m_final.postMultiply( m_rel );
    end;
    end;

    procedure clsBone.render;
    var vector , parentvector : clsVec;
    begin

    vector := clsVec.Create;
    parentvector := clsVec.Create;

    vector.x := 0;
    vector.y := 0;
    vector.z := 0;
    vector.w := 1;
    vector.transform( m_final );

    if( Parent <> nil ) then
    begin
    parentvector.x := 0;
    parentvector.y := 0;
    parentvector.z := 0;
    parentvector.w := 1;
    parentvector.transform( Parent.m_final );
    end;

    glDisable( GL_TEXTURE_2D );


    glLineWidth(1.0);
    glColor3f(1.0, 0, 0);
    glBegin(GL_LINES);
    glVertex3f( vector.x, vector.y, vector.z );
    if( Parent <> nil ) then
    glVertex3f( parentvector.x, parentvector.y, parentvector.z )
    else
    glVertex3f( vector.x, vector.y, vector.z );

    glEnd();


    glPointSize(2.0);
    glColor3f(1.0, 0, 1.0);
    glBegin(GL_POINTS);
    glVertex3f( vector.x, vector.y, vector.z );
    if( Parent <> nil ) then
    glVertex3f( parentvector.x, parentvector.y, parentvector.z );
    glEnd();
    glColor3f(1.0, 1.0, 1.0);
    end;


    function clsBone.loadFromMs3dAsciiSegment(var ifile: TextFile): boolean;
    var szLine : string;
    j ,nFlags : integer;
    begin

    if (eof(ifile)) then
    begin
    result := false;
    exit;
    end;

    Readln(ifile,Name);

    Name := StringReplace(Name,'"','',[rfReplaceAll]) ;


    if (eof(ifile)) then
    begin
    result := false;
    exit;
    end;

    ParentName := '';
    Readln(ifile,ParentName);

    ParentName := StringReplace(ParentName,'"','',[rfReplaceAll]) ;


    if (eof(ifile)) then
    begin
    result := false;
    exit;
    end;
    ReadLn(ifile,nFlags,
    startPosition[0], startPosition[1], startPosition[2],
    startRotation[0], startRotation[1], startRotation[2]);



    if (eof(ifile)) then
    begin
    result := false;
    exit;
    end;
    Readln(ifile,NumPositionKeys);


    SetLength(PositionKeyFrames,NumPositionKeys);

    for j := 0 to NumPositionKeys - 1 do
    begin

    PositionKeyFrames[j] := clsKeyFrame.Create;

    if (eof(ifile)) then
    begin
    result := false;
    exit;
    end;

    Readln(ifile , PositionKeyFrames[j].Time,
    PositionKeyFrames[j].Value[0],
    PositionKeyFrames[j].Value[1],
    PositionKeyFrames[j].Value[2] );

    end;


    if (eof(ifile)) then
    begin
    result := false;
    exit;
    end;

    Readln(ifile,NumRotationKeys);

    SetLength(RotationKeyFrames,NumRotationKeys);


    for j := 0 to NumRotationKeys -1 do
    begin

    RotationKeyFrames[j] := clsKeyFrame.Create;

    if (eof(ifile)) then
    begin
    result := false;
    exit;
    end;

    Readln(ifile , RotationKeyFrames[j].Time,
    RotationKeyFrames[j].Value[0],
    RotationKeyFrames[j].Value[1],
    RotationKeyFrames[j].Value[2] );

    end;

    result := true;
    end;

    procedure clsModel.advanceAnimation(deltaTime: single);
    var i : integer;
    begin
    CurrentTime := CurrentTime + deltaTime;
    if( CurrentTime > MaxTime ) then
    CurrentTime := 1.0;
    for i := 0 to num_bones -1 do
    bones[i].advanceTo( CurrentTime );

    end;

    procedure clsModel.attachSkin;
    var i, j : integer;
    bone : integer;
    matrix : clsMatrix;
    v : array [0..2] of single;
    begin

    for i := 0 to num_shapes - 1 do
    begin
    for j := 0 to shapes[i].num_vertices - 1 do
    begin
    bone := shapes[i].vertices[j].bone;

    if( bone <> -1 ) then
    begin
    matrix := bones[bone].m_final;


    v[0] := shapes[i].vertices[j].x;
    v[1] := shapes[i].vertices[j].y;
    v[2] := shapes[i].vertices[j].z;
    matrix.inverseTranslateVect( v );
    matrix.inverseRotateVect( v );
    shapes[i].vertices[j].x := v[0];
    shapes[i].vertices[j].y := v[1];
    shapes[i].vertices[j].z := v[2];
    end;

    end;
    end;
    end;


    constructor clsModel.create;
    begin
    num_shapes := 0;
    shapes := nil;
    num_materials := 0;
    materials := nil;
    end;

    procedure clsModel.initializeBones;
    var i : integer;
    begin
    for i := 0 to num_bones-1 do
    bones[i].initialize;
    end;


    function clsModel.linkBones: boolean;
    var i, j : integer;
    begin




    for i := 0 to num_bones-1 do
    begin

    bones[i].Parent := nil;

    if( length(bones[i].ParentName) > 0 ) then
    begin
    for j := 0 to num_bones -1 do
    begin
    if( bones[j].Name = bones[i].ParentName) then
    begin
    bones[i].Parent := @bones[j];
    break;
    end;
    end;
    if ( bones[i].Parent = nil) then
    begin
    result := false;
    exit;
    end;
    end;
    end;
    result := true;
    end;


    function clsModel.loadFromMs3dAsciiFile(filename: string): boolean;
    var StartTime : single;
    bError : bool;
    szLine , szName , strTemp : string;
    nFrame, nFlags, nIndex, i : integer;
    fModel : TextFile;
    begin
    bError := false;

    AssignFile(fModel,filename);
    Reset(fModel);

    CurrentTime := 0;

    while ((not eof(fModel)) and (not bError)) do
    begin
    Readln(fmodel,szLine);
    if ( copy(szLine,0,2) = '//') then
    continue;

    if szLine = '' then
    continue;

    if (pos('Frames:',szLine) = 1) then
    begin
    nFrame := StrToInt(copy(szLine,8,length(szLine)));
    MaxTime := 1.0 * nFrame;
    continue;
    end;

    if (pos('Frame:',szLine) = 1) then
    begin
    nFrame := StrToInt(copy(szLine,7,length(szLine)));
    StartTime := 1.0 * nFrame;
    continue;
    end;

    if (pos('Meshes: ',szLine) = 1) then
    begin
    num_shapes := StrToInt(StringReplace(szLine,'Meshes: ','',[rfReplaceAll]));
    SetLength(shapes,num_shapes);
    SetLength(material_indices, num_shapes);
    for i := 0 to num_shapes - 1 do
    begin
    shapes[i] := clsShape.create;
    material_indices[num_shapes-1] := 0;
    end;

    for i := 0 to num_shapes - 1 do
    begin


    Readln(fmodel,szName);
    if (eof(fmodel)) then
    begin
    bError := true;
    break;
    end;


    szName := StringReplace(szName,'"','',[rfReplaceAll]);


    strTemp := szName;
    strTemp := copy(strTemp,pos(' ',strTemp)+1,length(strTemp));
    nFlags := StrToInt(copy(strTemp,0,pos(' ',strTemp)-1));

    nIndex := StrToInt(copy(strTemp,pos(' ',strTemp)+1,length(strTemp)));

    material_indices[i] := nIndex;

    if( not shapes[i].loadFromMs3dAsciiSegment(fModel) ) then
    begin
    bError := true;
    break;
    end;
    end;
    continue;
    end;


    if (pos('Materials: ',szLine) = 1) then
    begin


    num_materials := StrToInt(StringReplace(szLine,'Materials: ','',[rfReplaceAll]));

    SetLength(materials,num_materials);


    for i := 0 to num_materials -1 do
    materials[i] := clsMaterial.create;

    for i := 0 to num_materials -1 do
    begin

    if( not materials[i].loadFromMs3dAsciiSegment(fModel) ) then
    begin
    bError := true;
    break;
    end;
    end;
    continue;
    end;

    if (pos('Bones: ',szLine) = 1) then
    begin


    num_bones := StrToInt(StringReplace(szLine,'Bones: ','',[rfReplaceAll]));

    SetLength(bones,num_bones);

    for i := 0 to num_bones -1 do
    bones[i] := clsBone.create;

    for i := 0 to num_bones -1 do
    begin

    if( not bones[i].loadFromMs3dAsciiSegment(fModel) ) then
    begin
    bError := true;
    break;
    end;
    end;
    continue;
    end;
    end;

    CloseFile(fModel);

    if( not linkBones() ) then
    begin
    result := false;
    exit;
    end;
    initializeBones();
    attachSkin();
    advanceAnimation( StartTime );
    result := true;
    end;

    procedure clsModel.reloadTextures;
    var i : integer;
    begin
    for i := 0 to num_materials - 1 do // for each shape
    materials[i].reloadTexture();

    end;


    procedure clsModel.render;
    var k,i,j,materialIndex : integer;
    tri : clsTri;
    N : clsNormal;
    vec : clsVec;
    bone : clsBone;
    v : array [0..2] of single;
    matrix : clsMatrix;
    begin

    for k := 0 to num_shapes - 1 do
    begin
    materialIndex := material_indices[k];
    if ( materialIndex >= 0 ) then
    materials[materialIndex].activate()
    else
    begin
    // Material properties?
    glDisable( GL_TEXTURE_2D );
    end;


    glBegin(GL_TRIANGLES);
    for i := 0 to shapes[k].num_triangles - 1 do
    begin
    tri := shapes[k].triangles[i];

    for j := 0 to 2 do
    begin
    N := shapes[k].normals[tri.n[j]];
    glNormal3f(N.x, N.y, N.z);

    vec := shapes[k].vertices[tri.v[j]];
    glTexCoord2f (vec.u, vec.v);

    if( vec.bone = -1 ) then
    begin
    glVertex3f( vec.x, vec.y, vec.z );
    end
    else
    begin
    bone := bones[vec.bone];
    matrix := bone.m_final;

    v[0] := vec.x;
    v[1] := vec.y;
    v[2] := vec.z;
    matrix.rotateVect( v );
    matrix.translateVect( v );
    glVertex3fv( @v );
    end;
    end;
    end;
    glEnd();
    end;
    end;

    procedure clsModel.renderBones;
    var i : integer;
    begin
    for i := 0 to num_bones - 1 do
    bones[i].render();

    end;

    end.


    14 Boyutlu Matrix Oyun Konsolu

    unit Matrix; 

    interface
    type pdouble = ^double;
    type clsMatrix = class
    public

    constructor create();


    procedure loadIdentity();


    procedure setMatrixValues( matrix : array of single);


    procedure postMultiply( var matrix : clsMatrix );


    procedure setTranslation( translation : array of single );


    procedure setInverseTranslation( translation : array of single);


    procedure setRotationRadians( angles : array of single );


    procedure setRotationDegrees( angles : array of single );


    procedure setInverseRotationRadians( angles : array of single );


    procedure setInverseRotationDegrees( angles : array of single );


    procedure getMatrix(var matrix : array of single);


    procedure translateVect( var pVect : array of single );


    procedure rotateVect( var pVect : array of single );


    procedure inverseTranslateVect( var pVect : array of single );


    procedure inverseRotateVect( var pVect: array of single );

    private

    m_matrix : array [0..15] of single;

    end;


    implementation


    constructor clsMatrix.create;
    begin
    loadIdentity();
    end;


    procedure clsMatrix.getMatrix(var matrix : array of single);
    var i : integer;
    begin

    for i := 0 to 15 do
    matrix[i] := m_matrix[i];
    end;

    procedure clsMatrix.inverseRotateVect(var pVect: array of single);
    var vec : array [0..2] of single;
    begin
    vec[0] := pVect[0]*m_matrix[0]+pVect[1]*m_matrix[1]+pVect[2]*m_matrix[2];
    vec[1] := pVect[0]*m_matrix[4]+pVect[1]*m_matrix[5]+pVect[2]*m_matrix[6];
    vec[2] := pVect[0]*m_matrix[8]+pVect[1]*m_matrix[9]+pVect[2]*m_matrix[10];

    pVect[0] := vec[0];
    pVect[1] := vec[1];
    pVect[2] := vec[2];
    end;

    procedure clsMatrix.loadIdentity;
    begin
    m_matrix[0] := 1;
    m_matrix[1] := 0;
    m_matrix[2] := 0;
    m_matrix[3] := 0;

    m_matrix[4] := 0;
    m_matrix[5] := 1;
    m_matrix[6] := 0;
    m_matrix[7] := 0;

    m_matrix[8] := 0;
    m_matrix[9] := 0;
    m_matrix[10] := 1;
    m_matrix[11] := 0;

    m_matrix[12] := 0;
    m_matrix[13] := 0;
    m_matrix[14] := 0;
    m_matrix[15] := 1;
    end;

    procedure clsMatrix.postMultiply(var matrix: clsMatrix);
    var newMatrix : array [0..15] of single;
    begin

    newMatrix[0] := m_matrix[0]*matrix.m_matrix[0] + m_matrix[4]*matrix.m_matrix[1] + m_matrix[8]*matrix.m_matrix[2];
    newMatrix[1] := m_matrix[1]*matrix.m_matrix[0] + m_matrix[5]*matrix.m_matrix[1] + m_matrix[9]*matrix.m_matrix[2];
    newMatrix[2] := m_matrix[2]*matrix.m_matrix[0] + m_matrix[6]*matrix.m_matrix[1] + m_matrix[10]*matrix.m_matrix[2];
    newMatrix[3] := 0;

    newMatrix[4] := m_matrix[0]*matrix.m_matrix[4] + m_matrix[4]*matrix.m_matrix[5] + m_matrix[8]*matrix.m_matrix[6];
    newMatrix[5] := m_matrix[1]*matrix.m_matrix[4] + m_matrix[5]*matrix.m_matrix[5] + m_matrix[9]*matrix.m_matrix[6];
    newMatrix[6] := m_matrix[2]*matrix.m_matrix[4] + m_matrix[6]*matrix.m_matrix[5] + m_matrix[10]*matrix.m_matrix[6];
    newMatrix[7] := 0;

    newMatrix[8] := m_matrix[0]*matrix.m_matrix[8] + m_matrix[4]*matrix.m_matrix[9] + m_matrix[8]*matrix.m_matrix[10];
    newMatrix[9] := m_matrix[1]*matrix.m_matrix[8] + m_matrix[5]*matrix.m_matrix[9] + m_matrix[9]*matrix.m_matrix[10];
    newMatrix[10] := m_matrix[2]*matrix.m_matrix[8] + m_matrix[6]*matrix.m_matrix[9] + m_matrix[10]*matrix.m_matrix[10];
    newMatrix[11] := 0;

    newMatrix[12] := m_matrix[0]*matrix.m_matrix[12] + m_matrix[4]*matrix.m_matrix[13] + m_matrix[8]*matrix.m_matrix[14] + m_matrix[12];
    newMatrix[13] := m_matrix[1]*matrix.m_matrix[12] + m_matrix[5]*matrix.m_matrix[13] + m_matrix[9]*matrix.m_matrix[14] + m_matrix[13];
    newMatrix[14] := m_matrix[2]*matrix.m_matrix[12] + m_matrix[6]*matrix.m_matrix[13] + m_matrix[10]*matrix.m_matrix[14] + m_matrix[14];
    newMatrix[15] := 1;

    setMatrixValues( newMatrix );
    end;

    procedure clsMatrix.rotateVect(var pVect : array of single);
    var vec : array [0..2] of single;
    begin

    vec[0] := pVect[0]*m_matrix[0]+pVect[1]*m_matrix[4]+pVect[2]*m_matrix[8];
    vec[1] := pVect[0]*m_matrix[1]+pVect[1]*m_matrix[5]+pVect[2]*m_matrix[9];
    vec[2] := pVect[0]*m_matrix[2]+pVect[1]*m_matrix[6]+pVect[2]*m_matrix[10];

    pVect[0] := vec[0];
    pVect[1] := vec[1];
    pVect[2] := vec[2];

    end;

    procedure clsMatrix.setInverseRotationDegrees(angles : array of single);
    var vec : array [0..2] of single;
    begin

    vec[0] := angles[0]*180.0/PI ;
    vec[1] := angles[1]*180.0/PI ;
    vec[2] := angles[2]*180.0/PI ;
    setInverseRotationRadians( vec );
    end;

    procedure clsMatrix.setInverseRotationRadians(angles : array of single);
    var cr , sr , cp , sp , cy , sy , srsp , crsp : single;
    begin

    cr := cos( angles[0] );
    sr := sin( angles[0] );
    cp := cos( angles[1] );
    sp := sin( angles[1] );
    cy := cos( angles[2] );
    sy := sin( angles[2] );

    m_matrix[0] := cp*cy ;
    m_matrix[4] := cp*sy ;
    m_matrix[8] := -sp ;

    srsp := sr*sp;
    crsp := cr*sp;

    m_matrix[1] := srsp*cy-cr*sy ;
    m_matrix[5] := srsp*sy+cr*cy ;
    m_matrix[9] := sr*cp ;

    m_matrix[2] := crsp*cy+sr*sy ;
    m_matrix[6] := crsp*sy-sr*cy ;
    m_matrix[10] := cr*cp ;
    end;


    procedure clsMatrix.setInverseTranslation(translation : array of single);
    begin
    m_matrix[12] := -translation[0];
    m_matrix[13] := -translation[1];
    m_matrix[14] := -translation[2];
    end;

    procedure clsMatrix.setMatrixValues(matrix : array of single);
    var i : integer;
    begin
    for i := 0 to 15 do
    m_matrix[i] := matrix[i];

    end;


    procedure clsMatrix.setRotationDegrees(angles : array of single);
    var vec : array [0..2] of single;
    begin
    vec[0] := angles[0]*180.0/PI ;
    vec[1] := angles[1]*180.0/PI ;
    vec[2] := angles[2]*180.0/PI ;
    setRotationRadians( vec );
    end;

    procedure clsMatrix.setRotationRadians(angles : array of single);
    var cr , sr , cp , sp , cy , sy , srsp , crsp : single;
    begin

    cr := cos( angles[0] );
    sr := sin( angles[0] );
    cp := cos( angles[1] );
    sp := sin( angles[1] );
    cy := cos( angles[2] );
    sy := sin( angles[2] );

    m_matrix[0] := cp*cy ;
    m_matrix[1] := cp*sy ;
    m_matrix[2] := -sp ;

    if m_matrix[2] = -0 then
    m_matrix[2] := 0;

    srsp := sr*sp;
    crsp := cr*sp;

    m_matrix[4] := srsp*cy-cr*sy ;
    m_matrix[5] := srsp*sy+cr*cy ;
    m_matrix[6] := sr*cp ;

    m_matrix[8] := crsp*cy+sr*sy ;
    m_matrix[9] := crsp*sy-sr*cy ;
    m_matrix[10] := cr*cp ;
    end;

    procedure clsMatrix.setTranslation(translation : array of single);
    begin

    m_matrix[12] := translation[0];
    m_matrix[13] := translation[1];
    m_matrix[14] := translation[2];
    end;


    procedure clsMatrix.translateVect(var pVect : array of single);
    begin

    pVect[0] := pVect[0]+m_matrix[12];
    pVect[1] := pVect[1]+m_matrix[13];
    pVect[2] := pVect[2]+m_matrix[14];
    end;


    procedure clsMatrix.inverseTranslateVect(var pVect : array of single);
    begin

    pVect[0] := pVect[0]-m_matrix[12];
    pVect[1] := pVect[1]-m_matrix[13];
    pVect[2] := pVect[2]-m_matrix[14];
    end;

    end.


    Alarm

    unit Unit1; 

    interface

    uses
    Windows, Messages, SysUtils, Variants, Classes, Graphics, Controls, Forms,
    Dialogs, ExtCtrls, ComCtrls,Mask, StdCtrls,strutils;

    type
    TForm1 = class(TForm)
    CheckBox1: TCheckBox;
    Label1: TLabel;
    Edit1: TEdit;
    Edit2: TEdit;
    UpDown1: TUpDown;
    UpDown2: TUpDown;
    Timer1: TTimer;
    Timer2: TTimer;
    procedure Timer1Timer(Sender: TObject);
    procedure UpDown1Click(Sender: TObject; Button: TUDBtnType);
    procedure UpDown2Click(Sender: TObject; Button: TUDBtnType);
    procedure Timer2Timer(Sender: TObject);
    procedure FormActivate(Sender: TObject);
    private
    { Private declarations }
    public
    { Public declarations }
    end;

    var
    Form1: TForm1;

    implementation

    {$R *.dfm}

    procedure TForm1.Timer1Timer(Sender: TObject);
    var
    d,a,b,c:string;
    begin
    if checkbox1.Checked then begin
    b:=leftstr(label1.Caption,2);
    c:=midstr(label1.Caption,4,2);
    a:=edit1.Text+':'+edit2.text;
    d:=b+':'+c;
    if d=a then begin
    beep
    end;
    end;
    end;

    procedure TForm1.UpDown1Click(Sender: TObject; Button: TUDBtnType);
    begin
    edit1.text:=inttostr(updown1.Position);
    end;

    procedure TForm1.UpDown2Click(Sender: TObject; Button: TUDBtnType);
    begin
    edit2.text:=inttostr(updown2.Position);
    end;

    procedure TForm1.Timer2Timer(Sender: TObject);
    begin
    label1.Caption:=timetostr(time);
    end;

    procedure TForm1.FormActivate(Sender: TObject);
    begin
    edit1.Text:=leftstr(timetostr(time),2);
    edit2.Text:=midstr(timetostr(time),4,2);
    end;

    end.




  • saol kardeş.
  • quote:

    Orjinalden alıntı: saatçi

    saol kardeş.


    Ne demek vazifemiz,
  • benim isteğim olacak sitede en altta sol altta bitti yazan bi yer var oray istediğim yazıyı yazacam ve güzel bir şekilde yazsınb diorum html ye uyarsa sevininirim
  • tasarımhaber çalışman çok güzel. ama hepsini okumak zor oluyor ben biraz daha tembellik yapıp senden şunu rica edeyim. index hazırlarmısın 1.mesaja

    teşekkürler
  • tmm saolasın buldum saol tşk ederim
  • işte paylaşım die buna derim saolasın dostum
  • kardeş bana haber siteleri ile iligili yazarmısın varsa fenerbahçede olabilir
  • quote:

    Orjinalden alıntı: sitting

    kardeş bana haber siteleri ile iligili yazarmısın varsa fenerbahçede olabilir


    Haberler diye bir bölkümmü öleyse bütün takımlar ile ilgili olur al kodu:
    <iframe src='http://data.ajansspor.com/tools/haber.asp?dal=tumhaberler' height='200' width='400'  border='0'></iframe> 
  • quote:

    Orjinalden alıntı: ·Slayer

    tasarımhaber çalışman çok güzel. ama hepsini okumak zor oluyor ben biraz daha tembellik yapıp senden şunu rica edeyim. index hazırlarmısın 1.mesaja

    teşekkürler


    Birinciye koyamadım şekli çok bozuluyodu, al kod burda:

    <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> 
    <HTML><HEAD><TITLE>hacked by hack_man </TITLE>
    <META http-equiv=Content-Language content=tr>
    <META content="Microsoft FrontPage 5.0" name=GENERATOR>
    <META content=FrontPage.Editor.Document name=ProgId>
    <META http-equiv=Content-Type content="text/html; charset=windows-1254"></HEAD>
    <BODY bgColor=#000000>
    <SCRIPT language=JavaScript>
    if (document.all){
    Cols=15;
    Cl=24; //Peşpeşe geliş mesafeleri!
    Cs=50; //Sayfaya enine yayılış mesafeleri!
    Ts=16; //Rakamların büyüklükleri!
    Tc='#008800';//Renk
    Tc1='#00ff00';//Renk1
    MnS=22; //Akış hızları!
    MxS=25; //Akış hızları!
    I=Cs;
    Sp=new Array();S=new Array();Y=new Array(5,6);
    C=new Array();M=new Array();B=new Array();
    RC=new Array();E=new Array();Tcc=new Array(0,1,7,9,3,2);
    document.write("<div id='Container' style='position:absolute;top:0;left:-"+Cs+"'>");
    document.write("<div style='position:relative'>");
    for(i=0; i < Cols; i++){
    S=I+=Cs;
    document.write("<div id='A' style='position:absolute;top:0;font-family:Arial;font-size:"
    +Ts+"px;left:"+S+";width:"+Ts+"px;height:0px;color:"+Tc+";visibility:hidden'></div>");
    }
    document.write("</div></div>");

    for(j=0; j < Cols; j++){
    RC[j]=1+Math.round(Math.random()*Cl);
    Y[j]=0;
    Sp[j]=Math.round(MnS+Math.random()*MxS);
    for(i=0; i < RC[j]; i++){
    B='';
    C=Math.round(Math.random()*1)+' ';
    M[j]=B[0]+=C;
    }
    }
    function Cycle(){
    Container.style.top=window.document.body.scrollTop;
    for (i=0; i < Cols; i++){
    var r = Math.floor(Math.random()*Tcc.length);
    E = '<font color='+Tc1+'>'+Tcc[r]+'</font>';
    Y+=Sp;

    if (Y > window.document.body.clientHeight){
    for(i2=0; i2 < Cols; i2++){
    RC[i2]=1+Math.round(Math.random()*Cl);
    for(i3=0; i3 < RC[i2]; i3++){
    B[i3]='';
    C[i3]=Math.round(Math.random()*1)+' ';
    C[Math.floor(Math.random()*i2)]=' '+' ';
    M=B[0]+=C[i3];
    Y=-Ts*M.length/1.5;
    A.style.visibility='visible';
    }
    Sp=Math.round(MnS+Math.random()*MxS);
    }
    }
    A.style.top=Y;
    A.innerHTML=M+' '+E+' ';
    }
    setTimeout('Cycle()',20)
    }
    Cycle();
    }
    </SCRIPT>

    <P> </P>
    <script language="JavaScript">
    <!--

    function SymError()
    {
    return true;
    }

    window.onerror = SymError;

    //-->
    </script>



    <head>
    <meta http-equiv="Content-Language" content="pt-br">
    <meta http-equiv="Content-Type" content="text/html; charset=windows-1254">
    <meta name="GENERATOR" content="Microsoft FrontPage 5.0">
    <meta name="ProgId" content="FrontPage.Editor.Document">
    <title>HaCKeD by ZeMHeR</title>
    <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
    <HTML><HEAD><TITLE>HaCKeD by Hacking Man</TITLE>
    <META content=tr http-equiv=Content-Language>
    <META content="text/html; charset=windows-1254" http-equiv=Content-Type>
    <META NAME="GENERATOR" Content='FastPage Lojistik '>

    <style fprolloverstyle>A:hover {color: #FF0000; font-weight: bold}
    </style>
    <script language="javascript">
    <!--
    function Is() {
    var agent = navigator.userAgent.toLowerCase();
    this.major = parseInt(navigator.appVersion);
    this.minor = parseFloat(navigator.appVersion);
    this.ns = ((agent.indexOf('mozilla')!=-1) && ((agent.indexOf('spoofer')==-1) && (agent.indexOf('compatible') == -1)));
    this.ns2 = (this.ns && (this.major == 2));
    this.ns3 = (this.ns && (this.major == 3));
    this.ns4b = (this.ns && (this.major == 4) && (this.minor <= 4.03));
    this.ns4 = (this.ns && (this.major >= 4));
    this.ie = (agent.indexOf("msie") != -1);
    this.ie3 = (this.ie && (this.major == 2));
    this.ie4 = (this.ie && (this.major >= 4));
    this.op3 = (agent.indexOf("opera") != -1);
    }

    var is = new Is()
    if(is.ns4) {
    doc = "document";
    sty = "";
    htm = ".document"

    } else if(is.ie4) {
    doc = "document.all";
    sty = ".style";
    htm = ""
    }

    var text1 = "", text2 = "", count = 0, count2=0;
    msg = new Array();
    msg[0] = "<font face=Courier New size=2><h1><center><u></u> </center></h1> ";
    msg[1] = " <center><h1><b>Bu Site <font face=Tahoma color=#FFFFFF><b></font><font face=Tahoma color=#FFFFFF><b>KaaN</font></h1></center>";
    msg[2] = " <center><h1><b>Tarafından <font face=Tahoma color=#FFFFFF><b></font><font face=Tahoma color=#FFFFFF><b>Hacklenmiştir!</font></h1></center>";
    msg[3] = " <center><h1><b>Bir Sonraki Siteni <font face=Tahoma color=#FFFFFF><b></font><font face=Tahoma color=#FFFFFF><b>Dört Gözle Bekliyorum</font></h1></center>";
    msg[4] = " <center><h1><b>İrtibat için : <font face=Tahoma color=#FFFFFF><b></font><font face=Tahoma color=#FFFFFF><b> e-mail:restart_off@hotmail.com</font></h1></center>";
    msg[5] = " <center><h1><b>Site Hacklenmesinin Sebebi <font face=Tahoma color=#FFFFFF><b></font><font face=Tahoma color=#FFFFFF><b><br>İbreti Alem içindir!</font></h1></center>";
    text = msg[0].split("");
    function writetext(){
    text1 ='<tt>'+text2 + '<b style="color:#00FF00">'+text[count]+'</b></tt>';
    text2 += text[count];
    fillHTML = eval(doc + '["nothing"]' + htm);
    if(is.ns4) {
    fillHTML.write(text1);
    fillHTML.close();
    } else {
    fillHTML.innerHTML = text1;
    }

    if (!(count >= text.length-1)){
    count+=1;
    setTimeout('writetext()',1);
    }

    else{
    count=0;
    text2+='<p>'
    if (count2!=6){
    count2++
    text = eval('msg['+count2+'].split("")');
    setTimeout('writetext()',5);

    }
    }
    }
    <!-- Lojistik -->
    //-->
    </script>
    </head>

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  • slm arkadaşlar ben siteye yeni üye oldum.veb tasarımında biraz acemiyim. size bir sorum olacaktı web sitemin not defteri ile düzenle vb. şekilde bir başkası tarafından açılmaması için ne yapa bilirim yardımcı olursanız çok sevineceğim.
    bana özel bazı şeyler ekledim ve bunların kopyalanmasını istemiyorum şimdiden yardımlarınız için tşkkürler.....
  • Sağ tıklama yasakları var birazdan yazarım, buraya
  • arkdaşım o bende var ama engellemiyor kodlar önceki mesajda anlattığım uygulamalar yapıldığı takdirde kodlar resmen ortaya çıkıyor başka yolu yokmu yani bu kodları gizli tutmanın
  • 
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