当前位置: 首页 > news >正文

第一个3D程序!

 运行效果

CPP

#include <iostream>
#include <fstream>
#include <string>
#include <cmath>#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <soil2/SOIL2.h>#define PI 3.14159f#define numVAOs 1
#define numVBOs 128#define SPEED 0.1f
#define ANGLE 0.01fusing namespace std;GLuint rendering_program;
GLuint vao[numVAOs];
GLuint vbo[numVBOs];
GLuint vbo_count = 0;
GLuint mvloc, ploc, nloc;
GLuint clr_loc;
GLuint global_amb_loc, dirlight_amb_loc, dirlight_dif_loc, dirlight_dir_loc;int HEIGHT = 724, WIDTH = 1024;
float aspect = (float)WIDTH / (float)HEIGHT;glm::vec4 GlobalAmbient = { 0.6f, 0.6f, 0.6f, 1.0f };	//全局环境光
glm::vec4 DirLightAmbient = { 0.2f, 0.2f, 0.2f, 1.0f };	//定向光:环境特征
glm::vec4 DirLightDiffuse = { 0.5f, 0.5f, 0.5f, 1.0f };
glm::vec3 DirLightDirection = { -1.0f, -1.732f, 0.0f };glm::mat4 tmat;											//平移
glm::mat4 rmat;											//旋转
glm::mat4 vmat;											//t_mat * r_mat
glm::mat4 pmat;											//透视
glm::mat4 mvmat;
glm::mat4 invmat;										//mv矩阵的逆struct Camera {float x, y, z;float theta, fine;
}camera;struct Tetrahedron {GLuint vbo_index[2] = { 0 };glm::vec3 position = { 0.0f, 0.0f, 0.0f };float vertex_positions[36] = {0.0f, -0.408f, 1.155f, -1.0f, -0.408f, -0.577f, 1.0f, -0.408f, -0.577f,0.0f, -0.408f, 1.155f, 0.0f, 1.225f, 0.0f, -1.0f, -0.408f, -0.577f,0.0f, -0.408f, 1.155f, 1.0f, -0.408f, -0.577f, 0.0f, 1.225f, 0.0f,-1.0f, -0.408f, -0.577f, 0.0f, 1.225f, 0.0f, 1.0f, -0.408f, -0.577f};float vertex_normal[36] = {0.0f, 1.225f, 0.0f, 0.0f, 1.225f, 0.0f, 0.0f, 1.225f, 0.0f,1.0f, -0.408f, -0.577f, 1.0f, -0.408f, -0.577f, 1.0f, -0.408f, -0.577f,-1.0f, -0.408f, -0.577f, -1.0f, -0.408f, -0.577f, -1.0f, -0.408f, -0.577f,0.0f, -0.408f, 1.155f, 0.0f, -0.408f, 1.155f, 0.0f, -0.408f, 1.155f};void init(float x, float y, float z) {vbo_index[0] = vbo_count++;vbo_index[1] = vbo_count++;position = { x, y, z };glBindBuffer(GL_ARRAY_BUFFER, vbo[vbo_index[0]]);glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_positions), vertex_positions, GL_STATIC_DRAW);glBindBuffer(GL_ARRAY_BUFFER, vbo[vbo_index[1]]);glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_normal), vertex_normal, GL_STATIC_DRAW);}
}tetrahedron;
struct Plane {GLuint vbo_index[2] = { 0 };glm::vec3 position = { 0.0f, 0.0f, 0.0f };float vertex_positions[18] = {0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f};float vertex_normal[18] = {0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f};void init(float x, float y, float z) {vbo_index[0] = vbo_count++;vbo_index[1] = vbo_count++;position = { x, y, z };glBindBuffer(GL_ARRAY_BUFFER, vbo[vbo_index[0]]);glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_positions), vertex_positions, GL_STATIC_DRAW);glBindBuffer(GL_ARRAY_BUFFER, vbo[vbo_index[1]]);glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_normal), vertex_normal, GL_STATIC_DRAW);}
}plane;string ReadShaderSource(const char* file_path) {string content;string line = "";ifstream file_stream(file_path, ios::in);while (!file_stream.eof()) {getline(file_stream, line);content.append(line + "\n");}file_stream.close();return content;
}
void PrintShaderLog(GLuint shader) {int len = 0;int ch_writtn = 0;char* log;glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);if (len > 0) {log = (char*)malloc(len);glGetShaderInfoLog(shader, len, &ch_writtn, log);cout << "Shader Info Log:" << log << endl;free(log);}
}
void PrintProgramLog(GLuint program) {int len = 0;int ch_writtn = 0;char* log;glGetProgramiv(program, GL_INFO_LOG_LENGTH, &len);if (len > 0) {log = (char*)malloc(len);glGetProgramInfoLog(program, len, &ch_writtn, log);cout << "Program Info Log:" << log << endl;free(log);}
}
bool CheckOpenGLError() {bool found_error = false;int glerr = glGetError();while (glerr != GL_NO_ERROR) {cout << "GL ERROR:" << glerr << endl;found_error = true;glerr = glGetError();}return found_error;
}
GLuint CreateShaderProgram() {GLuint vshader = glCreateShader(GL_VERTEX_SHADER);GLuint fshader = glCreateShader(GL_FRAGMENT_SHADER);GLint vert_compiled;GLint frag_compiled;GLint linked;string vert_shader_string = ReadShaderSource("vert_shader.glsl");string frag_shader_string = ReadShaderSource("frag_shader.glsl");const char* vert_shader_source = vert_shader_string.c_str();const char* frag_shader_source = frag_shader_string.c_str();glShaderSource(vshader, 1, &vert_shader_source, NULL);glShaderSource(fshader, 1, &frag_shader_source, NULL);glCompileShader(vshader);CheckOpenGLError();glGetShaderiv(vshader, GL_COMPILE_STATUS, &vert_compiled);if (vert_compiled != 1) {cout << "vertex compilation failed" << endl;PrintShaderLog(vshader);}glCompileShader(fshader);CheckOpenGLError();glGetShaderiv(fshader, GL_COMPILE_STATUS, &frag_compiled);if (frag_compiled != 1) {cout << "fragment compilation failed" << endl;PrintShaderLog(fshader);}GLuint program = glCreateProgram();glAttachShader(program, vshader);glAttachShader(program, fshader);glLinkProgram(program);CheckOpenGLError();glGetProgramiv(program, GL_LINK_STATUS, &linked);if (linked != 1) {cout << "linking failed" << endl;PrintProgramLog(program);}return program;
}
GLuint LoadTexture(const char* ImagePath) {GLuint textureID;textureID = SOIL_load_OGL_texture(ImagePath, SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y);if (textureID == 0) cout << "could not find texture file:" << ImagePath << endl;return textureID;
}
void init(GLFWwindow* window) {vmat = glm::mat4(1.0f);rmat = glm::mat4(1.0f);pmat = glm::perspective(1.3f, aspect, 0.1f, 1000.0f);rendering_program = CreateShaderProgram();glGenVertexArrays(numVAOs, vao);glBindVertexArray(vao[0]);glGenBuffers(numVBOs, vbo);tetrahedron.init(4.0f, 4.0f, 4.0f);plane.init(0.0f, 0.0f, 0.0f);
}
void MoveCamera(GLFWwindow* window) {bool translate = false;bool rotato = false;if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {camera.x -= (float)sin(camera.theta) * SPEED;camera.z -= (float)cos(camera.theta) * SPEED;translate = true;}if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {camera.x += (float)sin(camera.theta) * SPEED;camera.z += (float)cos(camera.theta) * SPEED;translate = true;}if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {camera.x -= (float)cos(camera.theta) * SPEED;camera.z += (float)sin(camera.theta) * SPEED;translate = true;}if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {camera.x += (float)cos(camera.theta) * SPEED;camera.z -= (float)sin(camera.theta) * SPEED;translate = true;}if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {camera.y += SPEED;translate = true;}if (glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS) {camera.y -= SPEED;translate = true;}if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) {if (camera.fine < PI / 2.0) {camera.fine += ANGLE;rotato = true;}}if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS) {if (camera.fine > -PI / 2.0) {camera.fine -= ANGLE;rotato = true;}}if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS) {camera.theta += ANGLE;rotato = true;}if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS) {camera.theta -= ANGLE;rotato = true;}if (translate) tmat = glm::translate(glm::mat4(1.0f), glm::vec3(-camera.x, -camera.y, -camera.z));if (rotato) rmat = {{ cos(camera.theta)  , sin(camera.fine) * sin(camera.theta), cos(camera.fine) * sin(camera.theta), 0.0f },{ 0.0f				 , cos(camera.fine)					 , -sin(camera.fine)				   , 0.0f },{ -sin(camera.theta) , sin(camera.fine) * cos(camera.theta), cos(camera.fine) * cos(camera.theta), 0.0f },{ 0.0f				 , 0.0f								 , 0.0f								   , 1.0f }};if (translate || rotato) vmat = rmat * tmat;
}
void WindowReshapeCallback(GLFWwindow* window, int new_width, int new_height) {WIDTH = new_width;HEIGHT = new_height;aspect = (float)WIDTH / (float)HEIGHT;pmat = glm::perspective(1.3f, aspect, 0.1f, 1000.0f);glViewport(0, 0, WIDTH, HEIGHT);
}
void InstallLight() {global_amb_loc = glGetUniformLocation(rendering_program, "GlobalAmbient");dirlight_amb_loc = glGetUniformLocation(rendering_program, "DirLightAmbient");dirlight_dif_loc = glGetUniformLocation(rendering_program, "DirLightDiffuse");dirlight_dir_loc = glGetUniformLocation(rendering_program, "DirLightDirection");glProgramUniform4fv(rendering_program, global_amb_loc, 1, glm::value_ptr(GlobalAmbient));glProgramUniform4fv(rendering_program, dirlight_amb_loc, 1, glm::value_ptr(DirLightAmbient));glProgramUniform4fv(rendering_program, dirlight_dif_loc, 1, glm::value_ptr(DirLightDiffuse));glProgramUniform3fv(rendering_program, dirlight_dir_loc, 1, glm::value_ptr(DirLightDirection));
}
void display(GLFWwindow* window, double curretTime) {glClear(GL_DEPTH_BUFFER_BIT);glClear(GL_COLOR_BUFFER_BIT);glUseProgram(rendering_program);InstallLight();mvloc = glGetUniformLocation(rendering_program, "mvmat");ploc = glGetUniformLocation(rendering_program, "pmat");nloc = glGetUniformLocation(rendering_program, "nmat");clr_loc = glGetUniformLocation(rendering_program, "texture_color");glDisable(GL_CULL_FACE);for (int x = -32; x < 32; x++)for (int z = -32; z < 32; z++) {glm::vec4 texture_color(0.0f, 0.0f, 1.0f, 1.0f);glm::mat4 mmat_p = glm::translate(glm::mat4(1.0f), glm::vec3((float)x, 0.0f, (float)z));if ((x + z) & 1) texture_color = { 0.0f, 1.0f, 0.0f, 1.0f };mvmat = vmat * mmat_p;invmat = glm::transpose(glm::inverse(mvmat));glUniformMatrix4fv(mvloc, 1, GL_FALSE, glm::value_ptr(mvmat));glUniformMatrix4fv(ploc, 1, GL_FALSE, glm::value_ptr(pmat));glUniformMatrix4fv(nloc, 1, GL_FALSE, glm::value_ptr(invmat));glUniform4fv(clr_loc, 1, glm::value_ptr(texture_color));glBindBuffer(GL_ARRAY_BUFFER, vbo[plane.vbo_index[0]]);glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);glEnableVertexAttribArray(0);glBindBuffer(GL_ARRAY_BUFFER, vbo[plane.vbo_index[1]]);glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);glEnableVertexAttribArray(1);glEnable(GL_DEPTH_TEST);glDepthFunc(GL_LEQUAL);glDrawArrays(GL_TRIANGLES, 0, 6);}glEnable(GL_CULL_FACE);glm::mat4 mmat_t = glm::translate(glm::mat4(1.0f), tetrahedron.position);mvmat = vmat * mmat_t;invmat = glm::transpose(glm::inverse(mvmat));glUniformMatrix4fv(mvloc, 1, GL_FALSE, glm::value_ptr(mvmat));glUniformMatrix4fv(ploc, 1, GL_FALSE, glm::value_ptr(pmat));glUniformMatrix4fv(nloc, 1, GL_FALSE, glm::value_ptr(invmat));glUniform4fv(clr_loc, 1, glm::value_ptr(glm::vec4(1.0f, 0.0f, 0.0f, 1.0f)));glBindBuffer(GL_ARRAY_BUFFER, vbo[tetrahedron.vbo_index[0]]);glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);glEnableVertexAttribArray(0);glBindBuffer(GL_ARRAY_BUFFER, vbo[tetrahedron.vbo_index[1]]);glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);glEnableVertexAttribArray(1);glEnable(GL_DEPTH_TEST);glDepthFunc(GL_LEQUAL);glDrawArrays(GL_TRIANGLES, 0, 12);
}
int main() {if (!glfwInit()) { exit(EXIT_FAILURE); }glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "HelloWorld", NULL, NULL);glfwMakeContextCurrent(window);if (glewInit() != GLEW_OK) { exit(EXIT_FAILURE); }glfwSwapInterval(1);glfwSetWindowSizeCallback(window, WindowReshapeCallback);init(window);while (!glfwWindowShouldClose(window)) {MoveCamera(window);display(window, glfwGetTime());glfwSwapBuffers(window);glfwPollEvents();}glfwDestroyWindow(window);glfwTerminate();exit(EXIT_SUCCESS);
}

顶点着色器

#version 430layout (location=0) in vec3 position;
layout (location=1) in vec3 normal;out vec3 varying_normal;
out vec3 varying_direction;uniform mat4 mvmat;
uniform mat4 pmat;
uniform mat4 nmat;
uniform vec4 texture_color;
h
uniform vec4 GlobalAmbient;
uniform vec4 DirLightAmbient;
uniform vec4 DirLightDiffuse;
uniform vec3 DirLightDirection;void main(void) {varying_normal = (nmat * vec4(normal, 1.0)).xyz;varying_direction = (nmat * vec4(DirLightDirection, 1.0)).xyz;gl_Position = pmat * mvmat * vec4(position, 1.0);
}

片段着色器

#version 430in vec3 varying_normal;
in vec3 varying_direction;out vec4 color;uniform mat4 mvmat;
uniform mat4 pmat;
uniform mat4 nmat;
uniform vec4 texture_color;uniform vec4 GlobalAmbient;
uniform vec4 DirLightAmbient;
uniform vec4 DirLightDiffuse;
uniform vec3 DirLightDirection;void main(void) {vec3 L = normalize(varying_direction);vec3 N = normalize(varying_normal);float cos_theta = dot(L, N);vec3 ambient = GlobalAmbient.xyz * texture_color.xyz + DirLightAmbient.xyz * texture_color.xyz;vec3 diffuse = texture_color.xyz * DirLightDiffuse.xyz * max(cos_theta, 0.0);color = vec4(ambient + diffuse, 1.0);
}

相关文章:

第一个3D程序!

运行效果 CPP #include <iostream> #include <fstream> #include <string> #include <cmath>#include <GL/glew.h> #include <GLFW/glfw3.h> #include <glm/glm.hpp> #include <glm/gtc/type_ptr.hpp> #include <glm/gtc/…...

Hive:内部表和外部表,内外转换

内部表和外部表 内部表示例 给表添加数据 外部表示例 给表添加数据 外部表示例 用location指定表目录位置,那么表的位置在实际指定的位置,但是可以被映射 外部表和内部表的区别 删除表后使用show tables in shao; 已经没有被删除的表,说明元数据已经被删除(mysql里面存放),但是…...

2024收尾工作

目录 开场白 栈与队列 LeetCode232. 用栈实现队列 LeetCode225. 用队列实现栈 LeetCode102. 二叉树的层序遍历 LeetCode103. 二叉树的锯齿形层序遍历 堆&#xff08;优先级队列&#xff09; 堆排序 LeetCode215. 数组中的第 k 个最大元素 总结 开场白 今天是除夕&…...

能说说MyBatis的工作原理吗?

大家好&#xff0c;我是锋哥。今天分享关于【Redis为什么这么快?】面试题。希望对大家有帮助&#xff1b; 能说说MyBatis的工作原理吗&#xff1f; MyBatis 是一款流行的持久层框架&#xff0c;它通过简化数据库操作&#xff0c;帮助开发者更高效地与数据库进行交互。MyBatis…...

简单的SQL语句的快速复习

语法的执行顺序 select 4 字段列表 from 1 表名列表 where 2 条件列表 group by 3 分组前过滤 having 分组后过滤 order by 5 排序字段列表 limit 6 分页参数 聚合函数 count 统计数量 max 最大值 min 最小值 avg 平均 sum 总和 分组查询使…...

Spring MVC 综合案例

目录 一. 加法计算器 1. 准备工作 2. 约定前后端交互接口 需求分析 接口定义 3. 服务器端代码 4. 运行测试 二. 用户登录 1. 准备工作 2. 约定前后端交互接口 需求分析 接口定义 (1) 登录界面接口 (2) 首页接口 3. 服务器端代码 4. 运行测试 三. 留言板 1. 准备…...

Spring Boot多环境配置实践指南

在开发Spring Boot应用时&#xff0c;我们常常需要根据不同的运行环境&#xff08;如开发环境、测试环境和生产环境&#xff09;来配置不同的参数。Spring Boot提供了非常灵活的多环境配置机制&#xff0c;通过使用profile-specific properties文件&#xff0c;我们可以轻松地管…...

微信小程序中实现进入页面时数字跳动效果(自定义animate-numbers组件)

微信小程序中实现进入页面时数字跳动效果 1. 组件定义,新建animate-numbers组件1.1 index.js1.2 wxml1.3 wxss 2. 使用组件 1. 组件定义,新建animate-numbers组件 1.1 index.js // components/animate-numbers/index.js Component({properties: {number: {type: Number,value…...

【huawei】云计算的备份和容灾

目录 1 备份和容灾 2 灾备的作用&#xff1f; ① 备份的作用 ② 容灾的作用 3 灾备的衡量指标 ① 数据恢复时间点&#xff08;RPO&#xff0c;Recoyery Point Objective&#xff09; ② 应用恢复时间&#xff08;RTO&#xff0c;Recoyery Time Objective&#xff09; 4…...

Vue.js组件开发-实现下载时暂停恢复下载

在 Vue 中实现下载时暂停和恢复功能&#xff0c;通常可以借助 XMLHttpRequest 对象来控制下载过程。XMLHttpRequest 允许在下载过程中暂停和继续请求。 实现步骤 创建 Vue 组件&#xff1a;创建一个 Vue 组件&#xff0c;包含下载、暂停和恢复按钮。初始化 XMLHttpRequest 对…...

TCP是怎么判断丢包的?

丢包在复杂的网络环境中&#xff0c;是一种常见的现象。 TCP&#xff08;传输控制协议&#xff09;作为一种可靠传输协议&#xff0c;内置了多种机制来检测和处理丢包现象&#xff0c;从而保证数据的完整性和传输的可靠性。本文将介绍TCP判断丢包的原理和机制。 一、TCP可靠传…...

python爬虫入门(一) - requests库与re库,一个简单的爬虫程序

目录 web请求与requests库 1. web请求 1.1 客户端渲染与服务端渲染 1.2 抓包 1.3 HTTP状态代码 2. requests库 2.1 requests模块的下载 2.2 发送请求头与请求参数 2.3 GET请求与POST请求 GET请求的例子&#xff1a; POST请求的例子&#xff1a; 3. 案例&#xff1a;…...

2025年数学建模美赛 A题分析(3)楼梯使用方向偏好模型

2025年数学建模美赛 A题分析&#xff08;1&#xff09;Testing Time: The Constant Wear On Stairs 2025年数学建模美赛 A题分析&#xff08;2&#xff09;楼梯磨损分析模型 2025年数学建模美赛 A题分析&#xff08;3&#xff09;楼梯使用方向偏好模型 2025年数学建模美赛 A题分…...

复古壁纸中棕色系和米色系哪个更受欢迎?

根据最新的搜索结果&#xff0c;我们可以看到棕色系和米色系在复古壁纸设计中都非常受欢迎。以下是对这两种颜色系受欢迎程度的分析&#xff1a; 棕色系 受欢迎程度&#xff1a;棕色系在复古壁纸中非常受欢迎&#xff0c;因为它能够营造出温暖、质朴和自然的氛围。棕色系的壁纸…...

编译安装PaddleClas@openKylin(失败,安装好后报错缺scikit-learn)

编译安装 前置需求&#xff1a; 手工安装swig和faiss-cpu pip install swig pip install faiss-cpu 小技巧&#xff0c;pip编译安装的时候&#xff0c;可以加上--jobs64来多核编译。 注意先升级pip版本&#xff1a;pip install pip -U pip3 install faiss-cpu --config-s…...

t113_can增加驱动

1 基于太极派的SDK添加 //设备树添加can0: can2504000 {compatible "allwinner,sun20i-d1-can";reg <0x0 0x02504000 0x0 0x400>;interrupts <GIC_SPI 21 IRQ_TYPE_LEVEL_HIGH>;clocks <&ccu CLK_BUS_CAN0>;resets <&ccu RST_BUS_…...

达梦数据库建用户,键库脚本

-- 1.创建表空间 CREATE TABLESPACE "表空间名称" DATAFILE /dmdata/data/DAMENG/表空间名称.DBF SIZE 512 AUTOEXTEND ON NEXT 512 MAXSIZE UNLIMITED; -- 2.创建用户 CREATE USER "表空间名称" IDENTIFIED BY "表空间名称" HASH WITH SHA512 S…...

上海亚商投顾:沪指冲高回落 大金融板块全天强势 上海亚商投

上海亚商投顾前言&#xff1a;无惧大盘涨跌&#xff0c;解密龙虎榜资金&#xff0c;跟踪一线游资和机构资金动向&#xff0c;识别短期热点和强势个股。 一&#xff0e;市场情绪 市场全天冲高回落&#xff0c;深成指、创业板指午后翻绿。大金融板块全天强势&#xff0c;天茂集团…...

MySQL 的索引类型【图文并茂】

基本分类 文本生成MindMap:https://app.pollyoyo.com/planttext <style> mindmapDiagram {node {BackgroundColor yellow}:depth(0) {BackGroundColor SkyBlue}:depth(1) {BackGroundColor lightGreen} } </style> * MySQL 索引** 数据结构角度 *** B树索引*** 哈…...

天聚地合:引领API数据流通服务,助力数字经济发展

天聚地合&#xff1a;引领API数据流通服务,助力数字经济发展 爱企猫01月24日消息&#xff1a;天聚地合&#xff08;苏州&#xff09;科技股份有限公司,成立于2010年,总部位于苏州,是一家综合性API数据流通服务商。公司旗下品牌‘聚合数据’已开发超过790个API,服务百万企业级客…...

告别手动切号!全栈实战:用AI辅助编写一个「多平台海量私信秒回」系统

最近在研究全网营销和客资管理系统&#xff0c;看到这样两张产品宣传图&#xff0c;直击痛点&#xff1a;一个工作台&#xff0c;快速处理海量私信/评论&#xff08;告别多个聊天窗口来回切换&#xff09;。7x24小时在线&#xff0c;AI秒回客户&#xff08;告别响应时间长、客户…...

Live Server 5分钟完全指南:如何在VSCode中实现浏览器实时预览?

Live Server 5分钟完全指南&#xff1a;如何在VSCode中实现浏览器实时预览&#xff1f; 【免费下载链接】vscode-live-server Launch a development local Server with live reload feature for static & dynamic pages. 项目地址: https://gitcode.com/gh_mirrors/vs/vs…...

Kubernetes 安全加固清单:从 RBAC 到 etcd 加密的生产实践

在云原生时代&#xff0c;Kubernetes 已成为容器编排的事实标准&#xff0c;但默认配置下的 K8s 并不安全。一次错误的 RBAC 权限配置、一个暴露的 etcd 端口、或者一个特权模式的 Pod&#xff0c;都可能成为攻击者的入口。本文从认证授权、Pod 安全、网络隔离、数据加密四个维…...

自建个人数字图书馆:基于Go+Vue+SQLite的Alexandria部署与优化指南

1. 项目概述&#xff1a;一个现代数字图书馆的诞生如果你和我一样&#xff0c;是个重度数字内容爱好者&#xff0c;硬盘里塞满了从各种渠道收集的电子书、论文、技术文档、漫画&#xff0c;甚至是整理好的网页存档&#xff0c;那你一定体会过那种“找东西”的痛苦。文件散落在不…...

Android 显示框架:SurfaceFlinger与合成策略探析

1. SurfaceFlinger的核心角色解析 第一次拆解Android显示系统时&#xff0c;我被SurfaceFlinger这个名称逗笑了——"Surface抛洒者"&#xff1f;后来发现这个命名意外地准确。想象你正在布置多屏艺术展&#xff0c;SurfaceFlinger就是那个决定每幅画作展示位置、叠加…...

基于Belullama框架构建可定制化本地AI模型服务:从原理到实践

1. 项目概述&#xff1a;一个本地化、可定制的AI对话模型部署方案最近在折腾本地AI部署的朋友&#xff0c;可能都绕不开一个名字&#xff1a;Ollama。它确实让拉取和运行各种开源大模型变得像docker pull一样简单。但不知道你有没有遇到过这样的困扰&#xff1a;Ollama默认的AP…...

PCL2启动器:离线登录功能完整指南与实战应用

PCL2启动器&#xff1a;离线登录功能完整指南与实战应用 【免费下载链接】PCL Minecraft 启动器 Plain Craft Launcher&#xff08;PCL&#xff09;。 项目地址: https://gitcode.com/gh_mirrors/pc/PCL Plain Craft Launcher 2&#xff08;PCL2&#xff09;作为一款功能…...

GD32C103RBT6 DAC 驱动库详细解析

本文基于GD32C10x 官方固件库 V1.0.0,深度解析 DAC 外设驱动库gd32c10x_dac.c,包含驱动概述、核心函数详解、可直接运行的工程例程,适合 GD32 单片机开发入门与实战。 一、DAC 外设概述 1.1 GD32C10x DAC 基本特性 双通道 12 位数字 / 模拟转换器(DAC0、DAC1) 输出电压范…...

Midjourney铂金印相风格实战手册(从Prompt工程到Lightroom精修全流程)

更多请点击&#xff1a; https://intelliparadigm.com 第一章&#xff1a;铂金印相风格的美学溯源与数字复现逻辑 铂金印相&#xff08;Platinum Print&#xff09;诞生于19世纪晚期&#xff0c;以铂族金属盐在纸基上直接成像&#xff0c;呈现无光泽、宽广影调与近乎永久的化学…...

VUE+webrtc-streamer实战:从零搭建跨平台监控视频实时播放系统

1. 为什么选择VUEwebrtc-streamer这套方案 第一次接触监控视频实时播放需求时&#xff0c;我花了整整两周时间对比各种技术方案。市面上常见的方案比如FFmpeg转码WebSocket、RTMP协议推流、HLS切片播放都试了个遍&#xff0c;最后发现webrtc-streamer这个神器简直是监控领域的&…...