OpenGL_Learn04
我这边并不是教程,只是学习记录,方便后面回顾,代码均是100%可以运行成功的。
1. 渐变三角形
#include <glad/glad.h>
#include <GLFW/glfw3.h>#include <iostream>
#include <cmath>void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;const char* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0";const char* fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"uniform vec4 ourColor;\n"
"void main()\n"
"{\n"
" FragColor = ourColor;\n"
"}\n\0";
int main() {//1.初始化配置glfwInit();glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);#ifdef __APPLE__glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
#endif // __APPLE__//2.gltf 窗口创建GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LeranOpenGL", NULL, NULL);if (window == NULL) {std::cout << "Failed to create GLFW window" << std::endl;glfwTerminate();return -1;}glfwMakeContextCurrent(window);glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);//3. 加载所有GL函数指针if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {std::cout << "Failed to initialize GLAD" << std::endl;return -1;}//4. 构建和编译shader 程序//vertex shaderunsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);glCompileShader(vertexShader);int success;char infoLog[512];glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);if (!success) {glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;}//fragment shaderunsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);if (!success){glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;}//link shadersunsigned int shaderProgram = glCreateProgram();glAttachShader(shaderProgram, vertexShader);glAttachShader(shaderProgram, fragmentShader);glLinkProgram(shaderProgram);// check for linking errorsglGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);if (!success) {glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;}glDeleteShader(vertexShader);glDeleteShader(fragmentShader);//4. 设置顶点数据float vertices[] = {0.5f, -0.5f, 0.0f, // bottom right-0.5f, -0.5f, 0.0f, // bottom left0.0f, 0.5f, 0.0f // top };unsigned int VBO, VAO;glGenVertexArrays(1, &VAO);glGenBuffers(1, &VBO);glBindVertexArray(VAO);//复制顶点数组到缓冲区中供opengl使用glBindBuffer(GL_ARRAY_BUFFER, VBO);glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);//设置顶点属性指针glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);glEnableVertexAttribArray(0);glBindVertexArray(VAO);//5. 循环渲染while (!glfwWindowShouldClose(window)) {processInput(window);// renderglClearColor(0.2f, 0.3f, 0.3f, 1.0f);glClear(GL_COLOR_BUFFER_BIT);//当我们渲染一个物体要使用着色器程序glUseProgram(shaderProgram);double timeValue = glfwGetTime();float greenValue = static_cast<float>(sin(timeValue) / 2.0 + 0.5);int vertexColorLocation = glGetUniformLocation(shaderProgram, "ourColor");glUniform4f(vertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f);glDrawArrays(GL_TRIANGLES, 0, 3);glfwSwapBuffers(window);glfwPollEvents();}glDeleteVertexArrays(1, &VAO);glDeleteBuffers(1, &VBO);glDeleteProgram(shaderProgram);glfwTerminate();return 0;}// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow* window)
{if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)glfwSetWindowShouldClose(window, true);
}// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{// make sure the viewport matches the new window dimensions; note that width and // height will be significantly larger than specified on retina displays.glViewport(0, 0, width, height);
}
相比于渲染一个固定颜色的三角形,需要注意点:
而不是
const char* fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"uniform vec4 ourColor;\n"
"void main()\n"
"{\n"
" FragColor = ourColor;\n"
"}\n\0";
//5. 循环渲染
while (!glfwWindowShouldClose(window)) {
processInput(window);// render
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);//当我们渲染一个物体要使用着色器程序
glUseProgram(shaderProgram);
double timeValue = glfwGetTime();
float greenValue = static_cast<float>(sin(timeValue) / 2.0 + 0.5);
int vertexColorLocation = glGetUniformLocation(shaderProgram, "ourColor");
glUniform4f(vertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f);glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
2、不同顶点渲染不同的颜色
#include <glad/glad.h>
#include <GLFW/glfw3.h>#include <iostream>
#include <cmath>void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;const char* vertexShaderSource = "#version 330 core\n""layout (location = 0) in vec3 aPos;\n"// 位置变量的属性位置值为 0 "layout (location = 1) in vec3 aColor;\n"// 颜色变量的属性位置值为 1"out vec3 ourColor;\n"// 向片段着色器输出一个颜色"void main()\n""{\n"" gl_Position = vec4(aPos, 1.0);\n"" ourColor = aColor;\n"// 将ourColor设置为我们从顶点数据那里得到的输入颜色"}\0";const char* fragmentShaderSource = "#version 330 core\n""out vec4 FragColor;\n""in vec3 ourColor;\n""void main()\n""{\n"" FragColor = vec4(ourColor, 1.0f);\n""}\n\0";int main() {//1.初始化配置glfwInit();glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);#ifdef __APPLE__glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
#endif // __APPLE__//2.gltf 窗口创建GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LeranOpenGL", NULL, NULL);if (window == NULL) {std::cout << "Failed to create GLFW window" << std::endl;glfwTerminate();return -1;}glfwMakeContextCurrent(window);glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);//3. 加载所有GL函数指针if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {std::cout << "Failed to initialize GLAD" << std::endl;return -1;}//4. 构建和编译shader 程序//vertex shaderunsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);glCompileShader(vertexShader);int success;char infoLog[512];glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);if (!success) {glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;}//fragment shaderunsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);if (!success){glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;}//link shadersunsigned int shaderProgram = glCreateProgram();glAttachShader(shaderProgram, vertexShader);glAttachShader(shaderProgram, fragmentShader);glLinkProgram(shaderProgram);// check for linking errorsglGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);if (!success) {glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;}glDeleteShader(vertexShader);glDeleteShader(fragmentShader);//4. 设置顶点数据float vertices[] = {// 位置 // 颜色0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // 右下-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // 左下0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // 顶部};unsigned int VBO, VAO;glGenVertexArrays(1, &VAO);glGenBuffers(1, &VBO);glBindVertexArray(VAO);//复制顶点数组到缓冲区中供opengl使用glBindBuffer(GL_ARRAY_BUFFER, VBO);glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);//设置顶点属性指针glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);glEnableVertexAttribArray(0);//设置颜色属性指针glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));glEnableVertexAttribArray(1);glBindVertexArray(VAO);//5. 循环渲染while (!glfwWindowShouldClose(window)) {processInput(window);// renderglClearColor(0.2f, 0.3f, 0.3f, 1.0f);glClear(GL_COLOR_BUFFER_BIT);//当我们渲染一个物体要使用着色器程序glUseProgram(shaderProgram);glDrawArrays(GL_TRIANGLES, 0, 3);glfwSwapBuffers(window);glfwPollEvents();}glDeleteVertexArrays(1, &VAO);glDeleteBuffers(1, &VBO);glDeleteProgram(shaderProgram);glfwTerminate();return 0;}// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow* window)
{if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)glfwSetWindowShouldClose(window, true);
}// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{// make sure the viewport matches the new window dimensions; note that width and // height will be significantly larger than specified on retina displays.glViewport(0, 0, width, height);
}
写这些shaderSource的时候注意“;”,换行等
3、模块化绘制三角形
shader.h
#pragma once#include <glad/glad.h>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>class Shader {
public://程序IDunsigned int ID;//构造器读取并构建着色器Shader(const char* vertexPath, const char* fagmentPath) {std::string vertexCode;std::string fragmentCode;std::ifstream vShaderFile;std::ifstream fShaderFile;vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);try {vShaderFile.open(vertexPath);fShaderFile.open(fagmentPath);std::stringstream vShaderStream, fShaderStream;vShaderStream << vShaderFile.rdbuf();fShaderStream << fShaderFile.rdbuf();vShaderFile.close();fShaderFile.close();vertexCode = vShaderStream.str();fragmentCode = fShaderStream.str();}catch (std::ifstream::failure& e) {std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ: " << e.what() << std::endl;}const char* vShaderCode = vertexCode.c_str();const char* fShaderCode = fragmentCode.c_str();//2.complie shadersunsigned int vertex, fragment;//vertex shadervertex = glCreateShader(GL_VERTEX_SHADER);glShaderSource(vertex, 1, &vShaderCode, NULL);glCompileShader(vertex);checkCompileErros(vertex, "VERTEX");//fragment Shaderfragment = glCreateShader(GL_FRAGMENT_SHADER);glShaderSource(fragment, 1, &fShaderCode, NULL);glCompileShader(fragment);checkCompileErros(fragment, "FRAGMENT");//shader ProgramID = glCreateProgram();glAttachShader(ID, vertex);glAttachShader(ID, fragment);glLinkProgram(ID);checkCompileErros(ID, "PROGAM");glDeleteShader(vertex);glDeleteShader(fragment);}//使用/激活程序void use() {glUseProgram(ID);}//uniform工具函数void setBool(const std::string& name, bool value) const {glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);}void setInt(const std::string& name, int value) const {glUniform1i(glGetUniformLocation(ID, name.c_str()), value);}void setFloat(const std::string& name, float value) const {glUniform1f(glGetUniformLocation(ID, name.c_str()), value);}private:void checkCompileErros(unsigned int shader, std::string type) {int success;char infoLog[1024];if (type != "PROGRAM") {glGetShaderiv(shader, GL_COMPILE_STATUS, &success);if (!success) {glGetShaderInfoLog(shader, 1024, NULL, infoLog);std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;}}else{glGetProgramiv(shader, GL_LINK_STATUS, &success);if (!success){glGetProgramInfoLog(shader, 1024, NULL, infoLog);std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;}}}
};
shader.vs
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;out vec3 ourColor;void main()
{gl_Position = vec4(aPos, 1.0);ourColor = aColor;
}
shader.fs
#version 330 core
out vec4 FragColor;in vec3 ourColor;void main()
{FragColor = vec4(ourColor, 1.0f);
}
main.cpp
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include "shader.h"
#include <iostream>void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;int main() {glfwInit();glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);#ifdef __APPLE__glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif// glfw window creation// --------------------GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);if (window == NULL){std::cout << "Failed to create GLFW window" << std::endl;glfwTerminate();return -1;}glfwMakeContextCurrent(window);glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);// glad: load all OpenGL function pointers// ---------------------------------------if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)){std::cout << "Failed to initialize GLAD" << std::endl;return -1;}//构建和编译Shader ourShader("./shader.vs", "./shader.fs");float vertices[] = {// positions // colors0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom right-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom left0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // top };unsigned int VBO, VAO;glGenVertexArrays(1, &VAO);glGenBuffers(1, &VBO);glBindVertexArray(VAO);glBindBuffer(GL_ARRAY_BUFFER, VBO);glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);glEnableVertexAttribArray(0);glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3*sizeof(float)));glEnableVertexAttribArray(1);while (!glfwWindowShouldClose(window)){// input// -----processInput(window);// render// ------glClearColor(0.2f, 0.3f, 0.3f, 1.0f);glClear(GL_COLOR_BUFFER_BIT);// render the triangleourShader.use();glBindVertexArray(VAO);glDrawArrays(GL_TRIANGLES, 0, 3);// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)// -------------------------------------------------------------------------------glfwSwapBuffers(window);glfwPollEvents();}glDeleteVertexArrays(1, &VAO);glDeleteBuffers(1, &VBO);glfwTerminate();return 0;
}// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow* window)
{if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)glfwSetWindowShouldClose(window, true);
}// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{// make sure the viewport matches the new window dimensions; note that width and // height will be significantly larger than specified on retina displays.glViewport(0, 0, width, height);
}

着色器 - LearnOpenGL CN (learnopengl-cn.github.io)
相关文章:
OpenGL_Learn04
我这边并不是教程,只是学习记录,方便后面回顾,代码均是100%可以运行成功的。 1. 渐变三角形 #include <glad/glad.h> #include <GLFW/glfw3.h>#include <iostream> #include <cmath>void framebuffer_size_callba…...
【嵌入式】HC32F07X CAN通讯配置和使用配置不同缓冲器以连续发送
一 背景说明 使用小华(华大)的MCU HC32F07X实现 CAN 通讯配置和使用 二 原理分析 【1】CAN原理说明(参考文章《CAN通信详解》): CAN是控制器局域网络(Controller Area Network, CAN)的简称,是一种能够实现…...
Linux的常见指令(一)
目录 一、文件 二、常见指令 1、pwd 2、ls 1、ls -a 2、ls -l 3、ls -i 编辑 3、touch 4、mkdir 5、cd 6、rmdir 和 rm 7、man 8、cp 一、文件 目录和文件是在磁盘上建立的,空文件是在磁盘上占用空间的(文件包括文件内容和文件的各种属…...
Jenkins 参数动态获取目录里面的内容
Jenkins 参数动态获取目录里面的内容 假如我们想把一个目录下面的tar.gz文件作为jenkins参数,这个目录会实时更新,每次运行job的时候需要把目录里面的文件作为输入,这时候我们可以使用jenkins自带的Active Choices Parameter参数 在参数中写…...
centos 搭建内网ntp时间服务器
在 CentOS 搭建内网 NTP 时间服务器,你可以按照以下步骤操作: 安装 NTP 服务: 打开终端并以 root 用户身份登录。使用以下命令安装 NTP 服务: sudo yum install ntp配置 NTP 服务器: 打开 NTP 配置文件 /etc/ntp.conf&…...
FreeRTOS-消息队列的使用
1. 定义队列传输的内容和队列结构体对象 使用 xQueueHandle结构体创建对象 typedef struct {u8 TaskNum;u8 Cmd;u8 * buf;}QueueObject_t;xQueueHandle xQueue NULL; 2. 调用xQueueCreate API创建队列 xQueueCreate()函数:用于创建一个消息队列。 QueueHan…...
喜欢 Android 14 的 14 个理由
和去年 8 月中旬发布的 Android 13 正式版不同,今年的 Android 14 正式版延后到了 10 月 4 日——也就是 Pixel 8 系列发布的同一天。原因我们似乎也能从 Google 宣传新特性中略窥一二: 除了明确表示会率先向特定 Pixel 机型推送的 AI 壁纸生成…...
图解系列--路由器和它庞大的功能
03.01 何为路由器 路由器是指主要负责 OSI参考模型中网络层的处理工作,并根据路由表信息在不同的网络 之间转发IP 分组的网络硬件(图3-1)。这里的网络一般是指IP 子网,也可以称为广播域。此外,现在的路由器还会搭载其他各种各样的功能。 0…...
DBeaver 23.2.3发布,带来多项增强和修复
数据库管理工具DBeaver最新版本23.2.3已经发布。这个版本带来了一系列的增强和修复,提升了用户的使用体验和工作效率。 以下是DBeaver 23.2.3版本的一些亮点功能: 数据编辑器方面的改进: Excel (XLSX) 导出现在支持列自动拟合,…...
Proteus仿真--基于51单片机的按键选播电子音乐(仿真文件+程序)
本文主要介绍基于51单片机的按键选播电子音乐(完整仿真源文件及代码见文末链接) 本设计中包括一个按键和一个喇叭,点击按键可以切换选择播放不同的音乐 仿真图如下 其中点击按键K1进行音乐选播选择切换 仿真运行视频 Proteus仿真--基于5…...
node使用http模块
文章目录 前言一、创建http服务二、设置http的响应报文三、不同请求响应不同数据四、请求响应不同html文件1. 添加www文件夹2. js代码3. 效果 五、get和post请求的区别 前言 提示:这里可以添加本文要记录的大概内容: 一、创建http服务 // 1:…...
Golang Study 进阶
Golang 本文章中记录一些 Golang 中的语言特性,包括 init 函数,面向对象,defer 关键字,并发编程等。 init 函数与导包 init函数的执行流程是早于main函数的,如果想在main函数执行前做一些事情,可以在init函…...
Shopee买家通系统详细功能介绍
Shopee买家通系统是一款全自动化操作的软件,可以批量注册买家号、自动加购加心愿单、自动下单等。 批量注册买家号 准备好相应资料后,在运行注册时可以自动输入手机号、自动输入短信、自动输入设置的密码。 自动加购加心愿单 根据设置的关键词及产品编…...
git生成gitee和github两个不同的公钥
配置多个公钥 Windows 用户建议使用 Windows PowerShell 或者 Git Bash,在 命令提示符 下无 cat 和 ls 命令。 1、生成公钥文件: 通过命令 ssh-keygen 生成 SSH Key: ssh-keygen -t rsa -C "Gitee SSH Key" -f ~/.ssh/gitee_be…...
基于SSM的同学录网站
末尾获取源码 开发语言:Java Java开发工具:JDK1.8 后端框架:SSM 前端:Vue 数据库:MySQL5.7和Navicat管理工具结合 服务器:Tomcat8.5 开发软件:IDEA / Eclipse 是否Maven项目:是 目录…...
第十五节——观察者watch
一、概念 在Vue中,watch是一个用于监听数据变化的功能。它可以监听一个或多个数据,并在数据发生变化时执行相应的操作。当我们需要在数据变化时执行异步操作、计算属性或执行一些副作用时,watch就派上了用场啦。注意。watch默认只能进行浅层…...
tauri 访问静态资源,响应头为Content-Type:‘text/html‘
现象 报错: Error: THREE.FBXLoader: Unknown format. at FBXLoader.parse (index-f8291142.js:22050:15) at Object.onLoad (index-f8291142.js:22033:22) at index-f8291142.js:19769:20 使用threejs 加载fbx模型文件时,返回头中Content-…...
【佳学基因检测】Node.js中如何读取并调用内容
【佳学基因检测】Node.js中如何读取并调用内容 先给出功能实现代码: var http require(http); var fs require(fs); http.createServer(function (req, res) {fs.readFile(jiaxuejiyin.html, function(err, data) {res.writeHead(200, {Content-Type: text/html…...
java根据音频流或者音频的地址获取分贝的工具类
工具类 import lombok.extern.slf4j.Slf4j;import javax.sound.sampled.AudioFormat; import javax.sound.sampled.AudioInputStream; import javax.sound.sampled.AudioSystem; import javax.sound.sampled.UnsupportedAudioFileException; import java.io.BufferedInputStre…...
Pycharm出现的一些问题和解决办法
1.每次启动打开多个项目,速度很慢。改为每次启动询问打开哪个单一项目 Setting -> Appearance & Behavior -> System Settings -> Project -> 关闭Reopen projects on startop 2.一直显示《正在关闭项目closing project》,关不上 pycha…...
rknn优化教程(二)
文章目录 1. 前述2. 三方库的封装2.1 xrepo中的库2.2 xrepo之外的库2.2.1 opencv2.2.2 rknnrt2.2.3 spdlog 3. rknn_engine库 1. 前述 OK,开始写第二篇的内容了。这篇博客主要能写一下: 如何给一些三方库按照xmake方式进行封装,供调用如何按…...
在鸿蒙HarmonyOS 5中实现抖音风格的点赞功能
下面我将详细介绍如何使用HarmonyOS SDK在HarmonyOS 5中实现类似抖音的点赞功能,包括动画效果、数据同步和交互优化。 1. 基础点赞功能实现 1.1 创建数据模型 // VideoModel.ets export class VideoModel {id: string "";title: string ""…...
Mac软件卸载指南,简单易懂!
刚和Adobe分手,它却总在Library里给你写"回忆录"?卸载的Final Cut Pro像电子幽灵般阴魂不散?总是会有残留文件,别慌!这份Mac软件卸载指南,将用最硬核的方式教你"数字分手术"࿰…...
QT: `long long` 类型转换为 `QString` 2025.6.5
在 Qt 中,将 long long 类型转换为 QString 可以通过以下两种常用方法实现: 方法 1:使用 QString::number() 直接调用 QString 的静态方法 number(),将数值转换为字符串: long long value 1234567890123456789LL; …...
网络编程(UDP编程)
思维导图 UDP基础编程(单播) 1.流程图 服务器:短信的接收方 创建套接字 (socket)-----------------------------------------》有手机指定网络信息-----------------------------------------------》有号码绑定套接字 (bind)--------------…...
Spring是如何解决Bean的循环依赖:三级缓存机制
1、什么是 Bean 的循环依赖 在 Spring框架中,Bean 的循环依赖是指多个 Bean 之间互相持有对方引用,形成闭环依赖关系的现象。 多个 Bean 的依赖关系构成环形链路,例如: 双向依赖:Bean A 依赖 Bean B,同时 Bean B 也依赖 Bean A(A↔B)。链条循环: Bean A → Bean…...
Mysql中select查询语句的执行过程
目录 1、介绍 1.1、组件介绍 1.2、Sql执行顺序 2、执行流程 2.1. 连接与认证 2.2. 查询缓存 2.3. 语法解析(Parser) 2.4、执行sql 1. 预处理(Preprocessor) 2. 查询优化器(Optimizer) 3. 执行器…...
Mysql8 忘记密码重置,以及问题解决
1.使用免密登录 找到配置MySQL文件,我的文件路径是/etc/mysql/my.cnf,有的人的是/etc/mysql/mysql.cnf 在里最后加入 skip-grant-tables重启MySQL服务 service mysql restartShutting down MySQL… SUCCESS! Starting MySQL… SUCCESS! 重启成功 2.登…...
Rust 开发环境搭建
环境搭建 1、开发工具RustRover 或者vs code 2、Cygwin64 安装 https://cygwin.com/install.html 在工具终端执行: rustup toolchain install stable-x86_64-pc-windows-gnu rustup default stable-x86_64-pc-windows-gnu 2、Hello World fn main() { println…...
「全栈技术解析」推客小程序系统开发:从架构设计到裂变增长的完整解决方案
在移动互联网营销竞争白热化的当下,推客小程序系统凭借其裂变传播、精准营销等特性,成为企业抢占市场的利器。本文将深度解析推客小程序系统开发的核心技术与实现路径,助力开发者打造具有市场竞争力的营销工具。 一、系统核心功能架构&…...
