IBM Cognos Planning allows you to create highly complex models using its advanced forecasting algorithms and scenario planning facilities. With this capability at your disposal, you may be tempted to build a model that "does everything at the push of the button". This article by Rich Babaran summarizes the key steps of the Model Development Process. Over the course of this article, you will learn how to:
- Design the model template in Analyst
- Build the Contributor application
- Enter and review plans in the Contributor Web user interface
- Publish and report on planning data
- Maintain the planning models
This is the second part of the two-part tutorial by Jonathan Williamson. In this tutorial, we are going to look at how to model a character head in Blender. Along with basic modeling tools we will also focus heavily on good topology and how to create a clean mesh that will deform well during animation. To read the first part, click: Character Head Modeling in Blender: Part 1Read Character Head Modeling in Blender: Part 2 in full
All LWUIT components have a multi-layered structure. The frst layer erases a visually obsolete widget, and the subsequent layers then paint the background followed by the constituent parts of the new version. As a matter of fact, the background too can be made up of several layers, and that is not all. After a form has been fully rendered, we can place a layer above it that can be drawn upon regardless of any changes or animations that may be taking place in the form below. Such a layer—known as a GlassPane—is usually transparent or translucent so that the form under it remains visible.
The classes that work as a background painter or a glass pane must implement the Painter interface. In case more than one background painter is used, they can be formed into a chain through the PainterChain class so that the background can be rendered layer-by-layer. Similarly, a glass pane also can have many layers.
In this article by Biswajit Sarkar, we shall familiarize ourselves with the Painter interface and the PainterChain class. We shall also learn, with the help of examples, how background painters and glass panes can be used.Read Painters in LWUIT 1.1 in full
In an application with a large number of UI components, setting attributes for each can be a tedious task and can also lead to errors. A Theme allows us to set the style attributes for an entire class of components in a single place. This not only simplifies the task of setting attributes for all components of a particular type but also ensures that any newly added component will look just like all the others of the same type in the application. A theme thereby establishes a visual coherence through all the screens of an application.
In this two-part article by Biswajit Sarkar, we shall study themes and their usage in detail. In the first part, we will cover the following points:
- View an existing theme using the LWUIT Designer
- Edit a theme
- Build a new theme
- Preview the new theme on LWUIT demo MIDlet
In the previous part by Biswajit Sarkar, we covered working with theme files. In this part, we will focus on theming custom components, manual styling versus theming, theming on the fly, and new version of the LWUIT Designer.Read Using Themes in LWUIT 1.1: Part 2 in full