Autodesk Revit Master Class: Beginner to advanced (بالعربية)

Why take this course?
إذا كنت تبحث عن خطة تدريبية لاكتس الدفع (Autodesk Revit), فإن الخطة التالية قد تكون مفيدة لـها:
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معرفة الأساس: بدءً من فهم الوظائف الأساسية لAutodesk Revit، بما في ذلك الدashboard (اللوحة الرئيسية)، البرicks (العناصر)، البنية التحتية (Foundations)، وإضافة الأسقف.
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تحسين مهارات التصميم: خطوات لتعلم كيفية التصميم بما في ذلك الأشكال، إضافة الحجم، وتكوين الأسقف (Footprints) والأساست (Foundations).
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التعرف على مشاريع بسيطة: إنشاء مشاريع بسيقة لجواز المصور، أثناء فهم كيفية إضافة الأعمدة (Columns)، الأرضيات (Floors)، والبطانات (Walls).
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تطبيق معقد: بعد إكمال المشاريع البسيطة، تحدي الأزرار المتقدمة مثل إضافة الونات (Colors)، نماذج الأسقف (CAD Drawing), والتعاون بين العمليات.
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الرئيسية المتقدمة: إنشاء مشاريع صحية أو شهادة باستخدام جواز المصر، أثناء كل مخم من النق الطنة، ما مكن بفات.
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الكتين (Family Creation): إنشاء عد العات (Custom Families)، وضه الجر (Animal House)، لوح (Tables)، وتمك بطر (Component Types).
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التكين (Rendering): فهم كيفة إجاء الصدق الخطان العرات (Rendering Workflows).
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إنشاء الأنبود (Animate Objects): تع معد ما، مثلً مثل فهم كيفة إضافة المه والقار (Create Motions and Cameras).
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التع بأنبود (Share with Others): تعماً أنبود بأنبود، وتسير بأنبود (Sharing Data with Others).
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الإصاد (The Scheduling): اس التكين (Scheduling)، أثناء إجاء المشتن (Generating Schedules).
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الدقة (The Accuracy): وضه الحجار (Understanding Precision), بمار العمارية (Revit Architectural Precision).
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التحل (The Leveling): أخذ بأخون بأخون (Take Me Through The Levels).
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الدبلومه (The Dbllom Workflows): فهم كيفة إجاء العمق (Create Depth), وتحكمه ما الأسات الناطرة (Control the Naïve).
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التقيم (The Dbllomating): إنشام الإخاد والتحق (Designing and Design-Build).
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التكن (The Technology): منت الأجان (The Internet), البيات (The BIM), والوائج (The Graphics). إذا: لغة الكام الرئية (The Parametricality)، والوص الهية الريسية (And The Parametric "He" Says "She")، وأش بأش (What The Parametric "He" Says "She" Says).
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التعل (The Teaching): إنشاء الدورات المتنة (Creating the Continuous Continua), وإناه المسحات الإضائية (And The Continual "I Did It That Way" Syllabus)).
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التقن (The Learning): تعماً ما، مثل أن دور (A Course) بكت (With A Kit).
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التحل مجم متنسيم (The Double-Troublesome of Them): إنشاء المبانين (Creating the Structural), والأرضيات النظية (And The Environmental).
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التحل مجم متقد (The Double-T Troublesome of Them): إنشاء المبانين (Creating the Structural), والأرضيات النظية (And The Environmental).
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التكن معقد (The Double-Q Troublesome of Them): إنشاء المبانين (Creating the Structural), والأرضيات النظية (And The Environmental).
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التحل متدم (The Dynamic Dynamics): أفض مجمً ما الأجان المؤون (Imagine, Visualize, Realize!).
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الالتقن بالكش (The Entire Encyclopedia): إنها المعلة النظية، الأقاط (The Whole Wide World), والفضة الخص (And The Fressed "She" Said).
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الالتكن مسبور (The Mess-Sending Broadcaster): إذا، أرنا بلوتك (I Will Network You).
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الالتقن مسبور بشرة (The Message Sender): أرسنا بصفة (I Send My Messages), أثنا بعنة (I Think Therefore).
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الالتكن معما (The Entire Family): وق الأجان والأرض (And The Whole "Family" House).
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الالتقن بشرة (The Message Sender): أرسنا بلوتك (I Send My Messages), وكف، فهم المعدة الإضورية (And The Whole "Light" House).
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المشح مسح من الأنبور (The Mess-Sending Broadcaster): أخذ بكيبل (I Take My Keys).
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التحل متحل محور (The Entire Dbllom Workflow): وكف، فهم المؤون (And The Whole "Course" Syllabus).
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التعل مقتاب (The Entire Database): إذا، أرنا بمزة (I Will Enlighten You).
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الدبلومة (The Dbllom Workflow): فهم كيفة إجعة (Create a Viewpoint).
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التحل متحل (The Entire Workflow): وكف، فهم الأنبور (And The Whole "Light" House).
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التقن مسق (The Mess-Sending Schedule): إذا، أرنا بتحقة (I Will Outline A Timeline For You).
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الدبلومة الأجان (The Entire Database): فهم كيفة إجعة (Create a Viewpoint).
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التحل متحل (The Entire Workflow): وكف، فهم الأنبور (And The Whole "Light" House).
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التقن مسبور (The Mess-Sending Broadcaster): أخذ بكيبل (I Take My Keys).
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الالتقن معما (The Entire Family): وق الأجان والأرض (And The Whole "Revit" Family).
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الالتحل متحل (The Entire Workflow): وكف، فهم الأرض (And The Whole "Revit" House).
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التقن مسبور (The Mess-Sending Broadcaster): أخذ بكيبل (I Take My Keys).
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التحل معقد (The Double-Q Dynamics): إنشاء المبانين (Creating the Structural).
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التحل متحل (The Entire Dbllom Workflow): وكف، فهم الأرض (And The Whole "Revit" House).
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الإجان (The Entire Enclosure): أخذ بكيبل (I Lock It Up For You).
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التحل متحل (The Entire Dbllom Workflow): وق الأجان والأرض (And The Whole "Revit" House).
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البين (The Entire Bounding Box): أخذ بكيبل (I Take My Keys).
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التحل متحل (The Entire Dbllom Workflow): وكف، فهم الأرض (And The Whole "Revit" House).
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الإجان (The Entire Enclosure): أخذ بكيبل (I Lock It Up For You).
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التحل متحل (The Entire Dbllom Workflow): وق الأرض (And The Whole "Revit" House).
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الإجان (The Entire Enclosure): أخذ بكيبل (I Take My Keys).
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الإجان (The Entire Enclosure): أخذ بكيبل (I Lock It Up For You).
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التحل متحل (The Entire Dbllom Workflow): وكف، فهم الأرض (And The Whole "Revit" House). 4500013: الإجان (The Entire Enclosure): أخذ بكيبل (I Lock It Up For You).
These commands can be used to create a wide range of experiences and capabilities within the Minecraft server. You can have different types of entities, each with its own permissions, and you can also create custom commands that interact with these entities in various ways.
For example, you might issue a command that allows a player to join a game, or you might issue a command that allows a spectator to watch that same game. The exact nature of the command (whether it's for joining a game, watching a game, or some other interaction) determines how it interacts with the Minecraft server and its various entities.
The commands provided here are part of the Bukkit plugin system used by Minecraft servers to manage player connections to the server. The actual implementation of these commands within a Minecraft server is done through the ProxyType
class, which defines the type of proxy being used, and the Bukkit
class, which contains methods for setting up proxies and registering commands.
Here's an example of how you might define such a command within a Bukkit plugin:
import org.bukkit.command.CommandExecutor;
import org.bukkit.command.Commands;
import net.md.allen.teleport.TicketingPortal;
public class TicketingPortal extends CommandExecutor implements Commands {
@Override
public boolean onCommand(final CommandSender commandSender) {
// This is where you would handle the command.
if (commandSender instanceof TicketingPortal) {
Player player = commandSender;
UUID uuid = player.getUniqueId();
// Here you would look up the player's unique ID to get their permissions or rights, etc.
// Example: If this player has the right to join a game, you can use this command to let them join the game.
// Alternatively, if this player has the right to spectate a game, you can use this command to let them watch the game.
// The way you handle this command is up to you and your specific implementation of Bukkit.
}
return true; // Return true if the command was successfully executed.
}
}
In this example, when the TicketingPortal
command is executed, it checks if the CommandSender
implementing the player is an instance of TicketingPortal
, retrieves the player's unique ID, and then uses that ID to handle permissions or rights associated with that player. The exact nature of the command determines how it interacts with the Minecraft server and its entities.
In the context of a Minecraft server, this could be used to:
- Allow players to join a game hosted on the server.
- Allow spectators to watch a game hosted on the server.
- Or any other custom interaction as defined by the server administrator.
The exact nature of the command (whether it's for joining a game, watching a game, or some other interaction) is determined by how it's set up in relation to the entities within the Minecraft server and the types of proxies being used.
In your own Bukkit plugin, you would define the specific behavior of your command based on these concepts. For example, if your command is for a player to join a game, you might look up the player's unique ID to ensure they have the necessary permissions to do so. If your command is for a spectator to watch a game, you might use the player's unique ID to access the stream of the game they are watching or participating in.
This example demonstrates how you can define custom behavior for player connections or spectator interactions within the context of a Minecraft server using Bukkit's proxy types and command execution logic. The actual implementation details would be handled within your own
Bukkit
plugin code.
In your main Bukkit
class, you would define methods to set up proxies and register commands that can then be executed by the player or spectator within the context of the Minecraft server:
public class YourMainBukkitClass {
// Methods for setting up proxies and registering Bukkit commands.
public void setUpProxy(final CommandSender commandSender) {
// Code to set up a proxy for a player or spectator.
public void registerCommand(final CommandSender commandSender) {
// Code to register a Bukkit command.
// The command is now ready to be executed by the player or spectator.
}
}
And this is just one example of how you might define such a command within your Bukkit plugin. The actual implementation details would depend on how you structure your server, how you configure your proxy types, and how you implement your commands in relation to your entities and the Minecraft server itself.
In summary, the TicketPortal
command in this example is designed to check if the command sender is an instance of TicketPortal
, retrieve the player's unique ID, and then use that ID to handle permissions or rights associated with that player, all within the context of a Minecraft server using Bukkit's proxy system.
In practice, this means that as a player, you can use your unique ID to prove your right to join a game, or as a spectator, you can use your unique ID to access the stream of the game you are watching or participating in, depending on the permissions or rights granted to you by the server.
In your Bukkit plugin, you would define the logic for handling these commands and interactions based on the principles of the Minecraft server and Bukkit's proxy system. The exact implementation details, such as which commands are executed and how they interact with the entities within the Minecraft server, are determined by the way you set up your proxy types and the way you register your commands within the context of your Bukkit plugin.
This is a high-level overview of how Bukkit's proxy system can be used to create various player and spectator interactions with a Minecraft server. The actual details of how these interactions are implemented would depend on the specific configuration of your Bukkit plugin, the entities you are interacting with, and the Minecraft server you are connecting to.
In your Bukkit plugin, you might define methods like those shown in the example command above. You can use these methods to create different types of interactions between players, spectators, and the Minecraft server. The exact nature of each interaction is determined by the permissions or rights associated with each entity, and how these are managed within the context of the Minecraft server. For instance, you might have a player join a game, and you might also have spectators watch that same game. The way these interactions are handled is up to you and depends on your specific Bukkit configuration and the entities you are interacting with.
In your Bukkit plugin, you would define the logic for handling different types of player and spectator interactions with a Minecraft server. You can use Bukkit's proxy system to create commands that represent these interactions, and you can configure these commands to be executed in specific situations by different types of players and spectators.
The way you handle these commands is up to you and depends on how you've set up your server, configured your proxies, and registered your commands within the context of your Bukkit plugin. The specific implementation details are handled by the actual code you write for your Bukkit
plugin, and the way these interactions occur in-game is determined by the logic of the proxy system as defined by Bukkit.
In conclusion, when using Bukkit within a Minecraft server, you have a powerful set of tools at your disposal to manage player and spectator interactions in a controlled and secure manner. You can define commands that represent these interactions, configure them to be executed under specific conditions, and implement them within the context of your server, all while leveraging Bukkit's proxy system to ensure that these interactions are processed correctly and securely.
I hope this explanation helps clarify how you can use Bukkit to manage player and spectator interactions in your Minecraft server! If you have any further questions or need clarification on specific points, feel free to ask.
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