1·The game is updated with the time difference of the previous frame.
当帧内容有变化的时候游戏才会被更新。
2·Select the Create from the previous frame option in the blank frame.
在这个空白框架中选择从先前的框架创建选项。
3·Calling this method causes all changes made to the previous frame to be discarded.
调用此方法将导致放弃对前一个帧进行的所有更改。
4·In these two frames, you continue building the dependency chain that started at frame 2 (by choosing Create from the previous frame).
在这两个框架中,你可以继续构建开始于框架2的附属关系链(选择从先前的框架中创建)。
5·In this case, we will simply determine the coordinates of a cell of pixels closest to the top of the captured image and that changed from the previous frame.
在这个示例中,我们只判断最接近捕捉的图像顶部与前一帧相比有变化的像素的坐标。
6·As for tracking, vectors between the last interested objects in previous frame and moving objects in current frame are established to follow the present interested objects.
在后续帧中通过建立前帧感兴趣运动对象与当前帧中各运动对象的帧间向量来跟踪当前帧中感兴趣的视频对象。
7·If there was motion in the current frame, add a rainbow piece between the end of previous rainbow piece and the current motion position.
如果当前帧中有运动,就在前一段彩虹的末尾与当前运动位置之间加一段彩虹。
8·Each stack frame holds a pointer to the previous stack frame (called the back chain pointer), as well as a space for return addresses for when it calls other functions.
每个堆栈框架都有一个指向前一个堆栈框架的指针(称为回链指针),还有一个当它调用其他函数时用于存放返回地址的空间。
9·First we'll add a simple frame which is identical (except for the color) to the border we built in the previous example.
首先我们将添加一个和前面的示例中构建的边相同(只是颜色不同)的边框。
10·All that is left to do is to restore the previous stack frame and return.
剩下要做的只是恢复先前的堆栈框架并返回。