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Z-order :''This article is about a graphical user interface concept; for the space filling curve, see Z-order (curve)'' Z-order is an ordering of overlapping two-dimensional objects, such as windows in a graphical user interface (GUI), shapes in a vector graphics editor, or objects in a 3D application.〔Foley, James, Andries van Dam, Steven Feiner, and John Hughes. "Computer Graphics: Principle and Practice". Addison-Wesley Publishing Company. Reading, Massachusetts: 1987. pages 870-871〕 One of the features of a typical GUI is that windows may overlap, so that one window hides part or all of another. When two windows overlap, their Z-order determines which one appears on top of the other. ==Definition== The term "Z-order" refers to the order of objects along the Z-axis. In coordinate geometry, X typically refers to the horizontal axis (left to right), Y to the vertical axis (up and down), and Z refers to the axis perpendicular to the other two (forward or backward). One can think of the windows in a GUI as a series of planes parallel to the surface of the monitor. The windows are therefore stacked along the Z-axis, and the Z-order information thus specifies the front-to-back ordering of the windows on the screen. An analogy would be some sheets of paper scattered on top of a table, each sheet being a window, the table your computer screen, and the top sheet having the highest Z value.
抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「Z-order」の詳細全文を読む
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