30天掌握绘画技巧:马克·凯斯特勒教你从零开始

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"《You Can Draw in 30 Days》是由马克·凯斯特勒创作的一本绘画教程,书中强调了绘画是一项可以通过学习掌握的技能,而非仅依赖天赋。作者是艾美奖获得者,他提供了将二维图像转化为三维视觉效果的方法。这本书适合所有热爱艺术并愿意投入时间和努力的人,无论是否有绘画基础。书中承诺读者在一个月内通过其轻松有趣的方式学会绘画。" 《30天学会绘画》这本书的核心知识点包括: 1. **绘画基础**: 马克·凯斯特勒通过简洁易懂的指导,帮助初学者建立绘画的基本功,如线条控制、形状识别和比例理解。 2. **三维空间表现**: 书中的重点是教授如何将二维的画面转化为三维立体图像,这是绘画中的一项关键技能,有助于提升作品的深度和真实感。 3. **逐步学习法**: 书中可能采用了分阶段的教学方法,每天设定一个学习目标,让读者在30天内逐步积累和巩固绘画技巧。 4. **练习与反馈**: 鼓励读者每天实践,并提供反馈机制,可能包括自我评估、同伴互评或者作者的指导建议,以确保学习效果。 5. **艺术热情**: 强调心态的重要性,鼓励读者保持对艺术的热爱,相信每个人都有能力成为画家,激发潜在的创造力。 6. **绘画工具选择**: 提供了简单的绘画工具建议,如只需一支笔和一张纸,降低入门门槛,让任何人都能轻易开始。 7. **版权与法律信息**: 书中可能包含了关于如何尊重和正确使用版权材料的指导,提醒读者在创作过程中遵循相关法律法规。 8. **设计思维**: 虽然标签为“平面设计”,但书中涵盖的技能适用于各种设计领域,包括但不限于平面设计,它能培养读者的空间感知和审美能力,这对于设计师来说是非常宝贵的。 9. **学习路径规划**: 30天的学习计划为读者提供了一个明确的时间框架,有助于组织学习进度,保持动力,并看到自己的进步。 通过《30天学会绘画》,读者不仅可以掌握绘画技巧,还能体验到创造的乐趣,提升观察力和想象力,同时建立起对艺术的更深理解和欣赏。这是一本适合所有年龄段和水平的读者的书籍,无论是为了个人兴趣还是职业发展,都能从中受益。

帮我写出以下java代码:Add a class Bubble that extends Shape. The Bubble class has an instance variable called radius of type double that represents the radius of the bubble. The constructor of the Bubble class takes an x and a y as arguments, which represent the position of the new bubble. The radius of a new bubble is always 10 and never changes after that. The isVisible method indicates whether the bubble is currently visible inside a window of width w and height h (position (0, 0) is in the upper-left corner of the window). The bubble is considered visible if at least one pixel of the bubble is visible. Therefore a bubble might be visible even when its center is outside the window, as long as the edge of the bubble is still visible inside the window. The code of the isVisible method is a little bit complex, mostly because of the case where the center of the circle is just outside one of the corners of the window. So here is the code of the isVisible method, which you can directly copy-paste into your assignment: // Find the point (wx, wy) inside the window which is closest to the // center (x, y) of the circle. In other words, find the wx in the // interval [0, w - 1] which is closest to x, and find the wy in the // interval [0, h - 1] which is closest to y. // If the distance between (wx, wy) and (x, y) is less than the radius // of the circle (using Pythagoras's theorem) then at least part of // the circle is visible in the window. // Note: if the center of the circle is inside the window, then (wx, wy) // is the same as (x, y), and the distance is 0. public boolean isVisible(int w, int h) { double x = getX(); double y = getY(); double wx = (x < 0 ? 0 : (x > w - 1 ? w - 1 : x)); double wy = (y < 0 ? 0 : (y > h - 1 ? h - 1 : y)); double dx = wx - x; double dy = wy - y; return dx * dx + dy * dy <= radius * radius; } The isIn method indicates whether the point at coordinates (x, y) (which are the arguments of the method) is currently inside the bubble or not. The edge of the bubble counts as being inside of the bubble. HINT: use Pythagoras's theorem to compute the distance from the center of the bubble to the point (x, y). The draw method uses the graphics object g to draw the bubble. HINT: remember that the color of the graphics object g is changed in the draw method of the superclass of Bubble. Also add a testBubble method to test all your methods (including inherited methods, but excluding the isVisible method, which I provide, and excluding the draw method since it requires as argument a graphics object g that you

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