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Home Documents Game Manuals An Introduction To Copland
An Introduction To Copland

An Introduction To Copland

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FilenameAn_Introduction_to_Copland_1.pdf
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Subsection An Introduction To Copland
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An Introduction to Copland The Mac™ OS Foundation for the Next Generation of Personal Computers TM Copland is the development name for the next major release of the Mac™ OS from Apple® Computer, Inc. This document introduces Copland’s new architecture, its capabilities, and the benefits it will deliver to individuals and organizations. Product Primer Contents Welcome ..........................................................................................................................3 Introducing Copland: Foundation for the Future ........................................................4 Copland: The Next Step Toward Apple’s Vision for the Mac OS ......................................................4 Creating Copland: Apple’s Four-Point Plan for the Mac OS ..............................................................4 The Copland Advantage ......................................................................................................................5 Summary ................................................................................................................................................5 Setting New Standards for Ease of Use: The Copland User Interface ......................6 Automating Routine Tasks: From “Show Me” to “Do It for Me” ....................................................................6 Managing Information Overload......................................................................................................................7 Personalizing the Work Environment ..............................................................................................................7 Summary ..........................................................................................................................................................8 Improving on Superior Performance: Copland’s System Foundation ......................9 Copland OS Foundation ......................................................................................................................9 Exploiting the Power of RISC for Higher Performance ............................................................10 Memory Protection for Better System Reliability ......................................................................10 A More Efficient—and Cost-Effective—Memory Model ............................................................10 Easier System Extension ............................................................................................................10 More Options Through Hardware Abstraction ........................................................................11 Improvements in Networking .......................................................................…

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Home Documents Read Me & Reference Anatomiser 1 Read Me
Anatomiser 1 Read Me

Anatomiser 1 Read Me

FilenameAnatomiser_1_ReadMe.pdf
Size0.01 MB
Subsection Anatomiser 1
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Anatomiser was written using Megamax C by Stephen Dubin, V.M.D., Ph.D., Drexel University, Philadelphia PA. Copyright 1986. Anatomiser V. 1.0 squashes a few bugs in a previous version and, undoubtedly introduces a few new ones. If Macintalk is on the default disk, Anatomiser will talk after a fashion. The password to change regions is "Drexel-Biomed" (without the quotes, of course). When asked for the number of objects, enter an integer in the range of 1 to 10. Trace around each object you want to label while holding the mouse button down. When you release the button, you will be prompted to enter the name of the object. If you wish to change the picture, use Resource editor and replace PICT # 700. One way to keep the picture in proper proportions is as follows: Get the picture into MacPaint. When you have a screenful that you like, double click the marquee (the selecting rectangle) and copy to the clipboard. The image will be the right size and proportions when copied into Anatomiser. This program is "Adware". It is distributed in order to help acquaint people with the nifty institution for which I work. Permission is granted to copy and distribute to students for educational or other non-commercial purposes. If you want to use it without the "hype" startup message, get in touch and we can talk about it. All other rights are reserved. If you like the program, drop a line to: Dr. B. Sagik, Vice President for Academic Affairs Drexel University, Philadelphia PA 19104 If you have questions or bug reports, let me know at: Compuserve: 76074,55 or Delphi: ESROG or Genie: S.DUBIN or Biomedical Engineering and Science Institute Drexel University Philadelphia PA 19104 _________________________________________________________
Home Documents Game Manuals Anatomiser III
Anatomiser III

Anatomiser III

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FilenameAnatomiser_III.pdf
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Subsection Anatomiser III
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Anatomiser is a graphic authoring tool intended to help in those areas of instruction where a given area, region or portion of a graphic construct is to be associated with a name. Originally it was designed to teach anatomic names associated with parts of the body. The same program can, however, be used to teach the parts of a piece of machinery, areas on a map, or elementary reading and vocabulary skills. Anatomiser v.3.0 has several enhancements over previous versions. Anatomiser is available in two forms: the full "authoring" program and the "demo" or student form of the program. Previously each copy of the program contained a single lesson which had to be prepared and modified by the instructor. Now lessons are prepared and stored in external files as well as in the parent program. Thus a student may use the lesson that is resident in her/his copy of anatomiser, or may load and use a choice from the various external files. In addition, each of the student mode features have an "Exit" button which permit the user to leave the test or lesson immediately. The "DEMO" version of Anatomiser V.3.0 works with either MFS (old ROM's) or the HFS (new ROM's). Please see note below regarding the compatibility of the authoring version. In order to change the lesson, select "Load Lesson" from the File menu. A standard file selection box will then appear listing the lessons available. Select the lesson and click "Open". Loading a complex lesson may take as long as 40 seconds. The edit menu items are provided primarily for the support of desk accessories; in particular, the use of the scrapbook when creating lessons. These commands do not interact with the operation of Anatomiser directly. The options of the "Student" menu operate as with previous versions. In the "Lesson" mode, the program inverts the various regions and tells the names. The user clicks "OK" to dismiss each name. In the "Test" mode, the user is prompted to click on different regions and the program lets you know whether you are right. As mentioned abovr, lessons and tests now have an "Exit" button. The operations provided in the "Teacher" menu require a password. The password for your copy is_________________________________. Two types of information are stored as resources of the program - a picture and the regions to be identified along with their names. In order to change the picture, first copy the desired picture from the scrapbook to the clipboard. This is best done by opening the scrapbook from the desk accessory ("Apple") menu. The size of the picture used by Anatomiser is one "screenful" from Macpaint ™. Such a picture may be obtained by double-clicking the marquee and copying the image to the scrapbook. Any picture that is on the clipboard can be used by Anatomiser, but might have some scaling distortion. When the desired picture is in view, perform "Copy" from the Edit menu. Then select "Change Picture" from th…

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Home Documents Game Manuals Ancient Origins Manual
Ancient Origins Manual

Ancient Origins Manual

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FilenameAncient_Origins_Manual.pdf
Size0.80 MB
Subsection Ancient Origins
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Home Documents Game Manuals Angelsoft Mindscape Stephen King The Mist For Macintosh Manual
Angelsoft Mindscape Stephen King The Mist For Macintosh Manual

Angelsoft Mindscape Stephen King The Mist For Macintosh Manual

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FilenameAngelsoft_Mindscape_Stephen_King_The_Mist_for_Macintosh_manual.pdf
Size16.87 MB
Subsection Angelsoft Mindscape Stephen King The Mist For Macintosh
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INTERACTIVE FICTION FROM MINDSCAPE ALERT” SS Another Saturday. Another stop at the market. And another wait in the checkout line. Until a shadow descends and someone shouts: “The fog! You oughta see it!” And you do: a mist advancing: toward Federal Foods, engulfing the blue sky, the familiar landmarks of Bridgton, and...all the people iin its atte Your typical Saturday just ended. Mindscape makes. YOU the central characteri in Stephen King’s classic tale of horror. YOU control the action as you desperately fight the hideous things in the Mist and try to uncover what the Arrowhead Project really was. Crazy Mrs. eee ad might be _ right: this COULD be the end. SEE Enter Stephen King’s world of terror—if you dare—and discover that the nightmare is just beginning... | “een SEAN SEER REN Se UNI SNS SRSA AON Program contents Copyright © 1985 Angelsoft, Inc. Based on “THE MIST” copyright © 1980 by Stephen King. All Rights Reserved. Angelsoft and Angelsott interactive Fiction are trademarks of Angelsoft, Inc. Alert is a trademark of Mindscape, Inc. MIND SCCAPE ‘Mindscape, Inc. 3444 Dundee Road Northbrook, IL 60062 ‘NNT 85042 ISBN O-87085-Obe2-4 Manufactured in the U.S.A. ALERT” STEPHEN KING + oe (en STEPHEN KING THE MIST MACINTOSH™ Program contents copyright © 1985 Angelsoft, Inc. Based on "THE MIST" copyright © 1980 by Stephen King. All rights reserved. Angelsoft and Angelsoft Interactive aie aT: Fiction are trademarks of Angelsoft, Inc. ee me Macintosh is a trademark licensed C40." to Apple Computer, Inc. ee 6a ee ei ie sennans See: 00826 MINDSCAPE ll === SOFTWARE THAT CHALLENGES THE MIND Power! Now you can be Deja Vu is a graphic/text either the President of _ adventure in which every- the United States or the thing seems vaguely General Secretary of fam…

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Home Documents Game Manuals Animate
Animate

Animate

Game Manuals · PDF
FilenameAnimate.pdf
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Subsection Animate
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How do I animate the icon on a button? To animate the icon of a button you must first have two or more icons made of the same object with slight changes. Name each icon a name then a number 1, 2, 3 ect. See the pictures of the icons below and there names. To make an icon choose icon from under Edit which is on your Menu Bar. An icon editing window will appear. Then go to the Menu and under File chose New Icon. You may now draw your own icon. If you copy a picture the size of an icon or smaller before opening the icon editor you can now paste it and it will be an icon. Name your new icon a name and a number such as "DINO1". Now you are ready to make the second icon of your animation. Choose Duplicate Icon from under File on the Menu. You now have two icons the same except the new one does not have a name. Now change the new icon such as drawing its head in a different angle. Now name your new icon the same name with a different number such as "DINO2". Repeat to make the icon "DINO3" changing it a little more. Close the icon editor. Now you can make your icon animate. Copy the "DINO" button below and paste it on your card. Now change the name of your button. Open the script of your button it should look like the script below. Change the icon names to the names you named your icons. You also can change the number of times you would like your animation to repeat. This script is set at 4 just change the 4 to the number you want. When you click on your new button the icon will animate. on mouseUp repeat 4 set icon of me to "DINO1" wait 20 set icon of me to "DINO2" wait 20 set icon of me to "DINO3" wait 20 set icon of me to "DINO1" end repeat end mouseUp The "dragon" button is scripted to be a dragable button and animate its icon at the same time. You may copy it and paste it on your card changing the name and in the script the names of the icons to the names of your icons. The line of script that looks like this set cursor to none sets the cursor to none so you can see the animation while you drag. When you copy a button from one stack to another the icon goes with it. Its a good idea to go to the icon editor and delete any icons that are not used in your stack when your stack is finished.
Home Documents Game Manuals Animated Storybook Toy Story Manual
Animated Storybook Toy Story Manual

Animated Storybook Toy Story Manual

Game Manuals · PDF
FilenameAnimated_Storybook_Toy_Story_manual.pdf
Size6.41 MB
Subsection Animated Storybook Toy Story
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Home Documents Game Manuals Animator
Animator

Animator

Game Manuals · PDF
FilenameAnimator.pdf
Size21.33 MB
Subsection Animator
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Copyright © 2000-2010 EIAS3D. All Rights Reserved July 2010 Warranty & License Copyrights Copyright ©1987-2010 EIAS3D. All rights reserved. The Electric Image Animation System software and documentation are Copyright ©1987-2010 EIAS3D. All rights reserved. This document may not, in whole or in any part, be copied, photocopied, reproduced, translated, or reduced to any elec- tronic medium or machine readable format without prior consent, in writing, from EIAS3D. Trademarks Electric Image Animation System, EIAS Animator, Camera, Renderama and their logos are trademarks of EIAS3D. Windows is a trademark of Microsoft Corpora- tion. Macintosh is a trademark of Apple Computer, Inc. All other trademarks are the property of their respective holders. YOU SHOULD CAREFULLY READ THE FOLLOWING TERMS AND CONDITIONS BEFORE INSTALLING THE ELECTRIC IMAGE ANIMA- TION SYSTEM SOFTWARE. THE OPENING OF THE SOFTWARE PACK- AGES AND/OR INSTALLATION OF THE SOFTWARE INDICATES YOUR ACCEPTANCE OF THESE TERMS AND CONDITIONS. IF YOU DO NOT AGREE WITH THEM, YOU SHOULD RETURN THE ENTIRE PRODUCT IN NEW CONDITION TO THE PLACE OF PURCHASE, AND YOUR MONEY WILL BE REFUNDED. Except as otherwise specifically provided, EIAS3D. is the “Licensor” of the Electric Image Animation System software and accompanying documenta- tion. The Electric Image Animation System software program is referred to in this License Agreement as the “Program”. The Licensor grants to you, the original end user licensee, a nonexclusive license to use the Program for your own personal use and not for sublicense, subject to the terms and con- ditions stated in this License Agreement. You assume responsibility for the selection of the Program to achieve your intended results. LICENSE You may: (i) use the Program on a single machine; (ii) copy the Program into any machine-readable form only for necessary backup or modification purposes in sup- port of your use of the Program on a single machine; and (iii) transfer the Program and license to another party if the other party agrees to accept all terms and condi- tions of this Agreement. If you transfer the Program, You must at the same time either transfer all copies, whether in printed or machine-readable form, to the same party or destroy any copies not transferred. You may not sublicense or lease the Program or accompanying documentation. You may not assign or transfer the license to the Program or accompanying documentation except as expressly pro- vided in this Agreement. Except as expressly permitted above, any attempt to lease, sublicense, assign or transfer any of the rights, duties or obligations hereunder is void. Upgrades and Updates If this Software is being licensed to you as an upgrade or update to soft- ware previously lice…

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Home Documents Game Manuals Anime Studio Pro8 Manual
Anime Studio Pro8 Manual

Anime Studio Pro8 Manual

Game Manuals · PDF
FilenameAnimeStudioPro8_Manual.pdf
Size44.54 MB
Subsection Anime Studio Pro8
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ii Anime Studio Users Manual Contents Tutorial 2.9: 3D Shape Design Bones66 61 Tutorial 3.1: Bone Binding 66 Welcome1 Tutorial 3.2: Bone Constraints 75 Tutorial 3.3: Bone Dynamics 85 Introduction2 Tutorial 3.4: Character Setup 91 Demo Limitations 2 Images102 What’s New: New Features in Anime Studio 8 2 Tutorial 4.1: Image Layers 102 Other Anime Studio Features 4 Tutorial 4.2: Image Warping 106 System Requirements 5 Tutorial 4.3: Animating a Talking Head 109 Getting Started 6 Tutorial 4.4: Image Textures 113 License7 Animation123 End User License Agreement and Limited Warranty 7 Tutorial 5.1: Automatic Lip-Sync 124 Tutorial 5.2: Phoneme Lip-Sync 126 Anime Studio Tutorials 17 Tutorial 5.3: Animation Curves 129 Tutorial 5.4: Sorting Layers by Depth 133 Drawing18 Tutorial 5.5: Cycling 138 Tutorial 2.1: Welding 18 Tutorial 5.6: Actions 141 Tutorial 2.2: Drawing Shapes with Holes 29 Tutorial 5.7: Frame by Frame Animation 147 Tutorial 2.3: Hidden Edges 32 Tutorial 5.8: Creating a 3D Scene 152 Tutorial 2.4: Shape Ordering 35 Basic Physics 161 Tutorial 2.5: Brushes 40 Effects168 …

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Home Documents Game Manuals Anime Studio Debut 10 Tutorial Manual
Anime Studio Debut 10 Tutorial Manual

Anime Studio Debut 10 Tutorial Manual

Game Manuals · PDF
FilenameAnime_Studio_Debut_10_Tutorial_Manual.pdf
Size13.01 MB
Subsection Anime Studio Debut 10
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REV February 8, 2014 ii Anime Studio Debut 10 Users Manual Contents Tutorial 3.4: Character Setup Tutorial 3.5: Flexi-Binding 109 120 Images123 Anime Studio Tutorials 1 Tutorial 4.1: Image Layers 123 Using the Embedded Media Files 1 Tutorial 4.2: Image Warping 127 Quick Start 3 Tutorial 4.3: Image Textures 130 Tutorial 1.1: A Quick Run-through 3 Animation139 Tutorial 1.2: Drawing Simple Shapes 9 Tutorial 5.1: Automatic Lip-Sync 140 Tutorial 1.3: Drawing Complex Shapes 16 Tutorial 5.2: Phoneme Lip-Sync 142 Tutorial 1.4: Bone Setup 31 Tutorial 5.3: Cycling 145 Tutorial 1.5: Animation 42 Effects149 Drawing54 Tutorial 6.1: Shadow Tricks 149 Tutorial 2.1: Welding 54 Tutorial 6.2: Camera and Depth Effects 153 Tutorial 2.2: Drawing Shapes with Holes 64 Tutorial 6.3: Moon and Clouds Effect 157 Tutorial 2.3: Hidden Edges 67 Tutorial 2.4: Varying Line Widths 70 Tutorial 2.5: Shape Ordering 73 Tutorial 2.6: Brushes 78 Bones83 Tutorial 3.1: Bone Binding 83 Tutorial 3.2: Bone Constraints 92 Tutorial 3.3: Bone Dynamics 102 Contents 1 Anime Studio Debut 10 Tutorials Anime Studio When you first start Anime Studio, you will be prompted to create a Custom Content folder Tutorials in a location that you specify. The tutorial files that are used in this tutorial manual will get installed in that Custom Content folder. You can find them by In this manual, we will walk you through various aspects going to your Content folder, and looking for the of using Anime Studio. This is the perfect place…

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