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如何在WebGL中console.log多边形计数,我想在剔除之前和之后检查多边形计数的引用。我是WebGL的新手,我在这里分析剔除概念,在此我想检查之前和剔除的多边形数量。
请帮帮我!提前致谢。
这是示例代码
(function(global) {
/*
* Constants, State, and Main
* www.programmingtil.com
* www.codenameparkerllc.com
*/
var KEYPRESS_SPEED = 0.2;
var IMAGES = [
{name:"stainglass", src:"/images/txStainglass.bmp"},
{name:"crate", src:"/images/txCrate.bmp"},
];
var state = {
gl: null,
mode: 'render',
ui: {
dragging: false,
mouse: {
lastX: -1,
lastY: -1,
},
pressedKeys: {},
},
animation: {},
app: {
animate: true,
eye: {
x:2.,
y:2.,
z:5.,
w:1.,
},
fog: {
color: new Float32Array([0.5,0.5,0.5]),
dist: new Float32Array([60, 80]),
on: false,
},
light: {
ambient: [0.2, 0.2, 0.2],
diffuse: [1.0, 1.0, 1.0],
position: [1.0, 2.0, 1.7],
},
objects: [],
textures: {},
},
eyeInArray: function() {
return [this.app.eye.x, this.app.eye.y, this.app.eye.z, this.app.eye.w];
}
};
glUtils.SL.init({ callback:function() { main(); } });
function main() {
state.canvas = document.getElementById("glcanvas");
state.overlay = document.getElementById("overlay");
state.ctx = state.overlay.getContext("2d");
state.gl = glUtils.checkWebGL(state.canvas, {
preserveDrawingBuffer: true,
});
initCallbacks();
initShaders();
initGL();
initCanvasTexture();
initState();
glUtils.initTextures(IMAGES, state.app.textures, function() {
draw();
if (state.app.animate) {
animate();
}
});
}
/*
* Primitives and Objects
* www.programmingtil.com
* www.codenameparkerllc.com
*/
// Create a cube
function Cube(opts) {
var opts = opts || {};
this.id = saKnife.uuid();
this.opts = opts;
this.gl = opts.gl;
this.programs = opts.programs;
// Vextex positions
// v0-v1-v2-v3 front
// v0-v3-v4-v5 right
// v0-v5-v6-v1 up
// v1-v6-v7-v2 left
// v7-v4-v3-v2 down
// v4-v7-v6-v5 back
this.attributes = {
aColor: {
size:4,
offset:0,
bufferData: new Float32Array([
1, 0, 1, 1, 1, 0, 1, 1, 1, 0, 1, 1, 1, 0, 1, 1,
1, 1, 0, 1, 1, 1, 0, 1, 1, 1, 0, 1, 1, 1, 0, 1,
1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1,
0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1,
0, 1, 1, 1, 0, 1, 1, 1, 0, 1, 1, 1, 0, 1, 1, 1,
0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1
]),
},
aNormal: {
size:3,
offset:0,
bufferData: new Float32Array([
0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0,
1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0,
-1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0,
0.0,-1.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0, 0.0,
0.0, 0.0,-1.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0
]),
},
aPosition: {
size:3,
offset:0,
bufferData: new Float32Array([
1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -1.0,-1.0, 1.0, 1.0,-1.0, 1.0,
1.0, 1.0, 1.0, 1.0,-1.0, 1.0, 1.0,-1.0,-1.0, 1.0, 1.0,-1.0,
1.0, 1.0, 1.0, 1.0, 1.0,-1.0, -1.0, 1.0,-1.0, -1.0, 1.0, 1.0,
-1.0, 1.0, 1.0, -1.0, 1.0,-1.0, -1.0,-1.0,-1.0, -1.0,-1.0, 1.0,
-1.0,-1.0,-1.0, 1.0,-1.0,-1.0, 1.0,-1.0, 1.0, -1.0,-1.0, 1.0,
1.0,-1.0,-1.0, -1.0,-1.0,-1.0, -1.0, 1.0,-1.0, 1.0, 1.0,-1.0
]),
},
aSelColor: {
size:4,
offset:0,
bufferData: undefined,
},
aTexCoord: {
size:2,
offset:0,
bufferData: new Float32Array([
1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0,
0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0,
1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0,
1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0,
0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0
]),
},
};
this.indices = new Uint8Array([
0, 1, 2, 0, 2, 3,
4, 5, 6, 4, 6, 7,
8, 9,10, 8,10,11,
12,13,14, 12,14,15,
16,17,18, 16,18,19,
20,21,22, 20,22,23
]);
// Functionality
this.readState = function() {
this.attributes.aColorBackup = this.attributes.aColor;
this.attributes.aColor = this.attributes.aSelColor;
this.state.renderMode = 'read';
};
this.drawState = function() {
this.attributes.aColor = this.attributes.aColorBackup;
this.state.renderMode = 'render';
};
this.draw = function() {
this.gl.useProgram(this.programs[this.state.renderMode]);
var uMVPMatrix = this.gl.getUniformLocation(this.programs[this.state.renderMode], 'uMVPMatrix');
var uModelMatrix = this.gl.getUniformLocation(this.programs[this.state.renderMode], 'uModelMatrix');
var uNormalMatrix = this.gl.getUniformLocation(this.programs[this.state.renderMode], 'uNormalMatrix');
var uAmbientLight = this.gl.getUniformLocation(this.programs[this.state.renderMode], 'uAmbientLight');
var uDiffuseLight = this.gl.getUniformLocation(this.programs[this.state.renderMode], 'uDiffuseLight');
var uLightPosition = this.gl.getUniformLocation(this.programs[this.state.renderMode], 'uLightPosition');
var uFogColor = this.gl.getUniformLocation(this.programs[this.state.renderMode], 'uFogColor');
var uFogDist = this.gl.getUniformLocation(this.programs[this.state.renderMode], 'uFogDist');
var uSampler0 = this.gl.getUniformLocation(this.programs[this.state.renderMode], 'uSampler0');
var mvp = state.mvp;
this.programs[this.state.renderMode].renderBuffers(this);
var n = this.indices.length;
// Model matrix
var mm = mat4.create();
if (this.opts.translate) {
mat4.translate(mm, mm, this.opts.translate);
}
if (this.opts.scale) {
mat4.scale(mm, mm, this.opts.scale);
}
if (this.state.angle[0] || this.state.angle[1] || this.state.angle[2]) {
mat4.rotateX(mm, mm, this.state.angle[0]);
mat4.rotateY(mm, mm, this.state.angle[1]);
mat4.rotateZ(mm, mm, this.state.angle[2]);
}
this.gl.uniformMatrix4fv(uModelMatrix, false, mm);
// MVP matrix
mat4.copy(mvp, state.pm);
mat4.multiply(mvp, mvp, state.vm);
mat4.multiply(mvp, mvp, mm);
this.gl.uniformMatrix4fv(uMVPMatrix, false, mvp);
// Fog
if (state.app.fog.on) {
this.gl.uniform3fv(uFogColor, state.app.fog.color);
this.gl.uniform2fv(uFogDist, state.app.fog.dist);
}
// Lighting
if (this.state.renderMode === 'render') {
this.gl.uniform3f(uDiffuseLight, state.app.light.diffuse[0], state.app.light.diffuse[1], state.app.light.diffuse[2]);
this.gl.uniform3f(uAmbientLight, state.app.light.ambient[0], state.app.light.ambient[1], state.app.light.ambient[2]);
this.gl.uniform3f(uLightPosition, state.app.light.position[0], state.app.light.position[1], state.app.light.position[2]);
var nm = mat3.normalFromMat4(mat3.create(), mm);
this.gl.uniformMatrix3fv(uNormalMatrix, false, nm);
}
// Textures
if (this.state.hasTexture) {
this.gl.activeTexture(this.gl.TEXTURE0);
this.gl.bindTexture(this.gl.TEXTURE_2D, state.app.textures[this.opts.texture]);
this.gl.uniform1i(uSampler0, 0);
}
// Blending
if (this.state.hasBlend && this.state.renderMode === 'render') {
this.gl.blendFunc(this.state.blendSrc, this.state.blendDst);
this.gl.blendEquation(this.state.blendEquation);
this.gl.disable(this.gl.CULL_FACE);
}
else {
this.gl.enable(this.gl.DEPTH_TEST);
this.gl.disable(this.gl.BLEND);
this.gl.depthMask(true);
// Culling
this.gl.enable(this.gl.CULL_FACE);
this.gl.cullFace(this.gl.BACK);
}
// Culling
// this.gl.enable(this.gl.CULL_FACE);
// this.gl.cullFace(this.gl.FRONT_AND_BACK);
// this.gl.cullFace(this.gl.FRONT);
// this.gl.cullFace(this.gl.BACK);
// Draw!
this.gl.drawElements(this.gl.TRIANGLES, n, this.gl.UNSIGNED_BYTE, 0);
};
// Cube Initialization
this.init = function(_this) {
var selColor = opts.selColor ? opts.selColor : [0,0,0,0];
_this.selColor = selColor.map(function(n) { return n/255; });
var arrays = [
_this.selColor, _this.selColor, _this.selColor, _this.selColor,
_this.selColor, _this.selColor, _this.selColor, _this.selColor,
_this.selColor, _this.selColor, _this.selColor, _this.selColor,
_this.selColor, _this.selColor, _this.selColor, _this.selColor,
_this.selColor, _this.selColor, _this.selColor, _this.selColor,
_this.selColor, _this.selColor, _this.selColor, _this.selColor,
];
_this.attributes.aSelColor.bufferData = new Float32Array([].concat.apply([], arrays));
_this.state = {
angle: opts.angle ? opts.angle : [0,0,0],
blendEquation: opts.blendEquation ? opts.blendEquation : _this.gl.FUNC_ADD,
blendSrc: opts.blendSrc ? opts.blendSrc : _this.gl.SRC_ALPHA,
blendDst: opts.blendDst ? opts.blendDst : _this.gl.ONE_MINUS_SRC_ALPHA,
hasBlend: opts.blend ? true : false,
hasTexture: opts.texture ? true : false,
mm: mat4.create(),
nm: null,
renderMode: 'render',
};
}(this);
}
/*
* Initialization
* www.programmingtil.com
* www.codenameparkerllc.com
*/
function initCallbacks() {
document.onkeydown = keydown;
document.onkeyup = keyup;
state.canvas.onmousedown = mousedown;
state.canvas.onmouseup = mouseup;
state.canvas.onmousemove = mousemove;
}
function initShaders() {
var vertexRead = glUtils.getShader(state.gl.VERTEX_SHADER, glUtils.SL.Shaders.read.vertex),
fragmentRead = glUtils.getShader(state.gl.FRAGMENT_SHADER, glUtils.SL.Shaders.read.fragment),
vertexRender = glUtils.getShader(state.gl.VERTEX_SHADER, glUtils.SL.Shaders.render.vertex),
fragmentRender = glUtils.getShader(state.gl.FRAGMENT_SHADER, glUtils.SL.Shaders.render.fragment),
vertexTex = glUtils.getShader(state.gl.VERTEX_SHADER, glUtils.SL.Shaders.tex.vertex),
fragmentTex = glUtils.getShader(state.gl.FRAGMENT_SHADER, glUtils.SL.Shaders.tex.fragment);
state.programs = {
read: glUtils.createProgram(vertexRead, fragmentRead),
render: glUtils.createProgram(vertexRender, fragmentRender),
texture: glUtils.createProgram(vertexTex, fragmentTex),
};
}
function initGL() {
state.gl.clearColor(0,0,0,1);
}
function initState() {
state.vm = mat4.create();
state.pm = mat4.create();
state.mvp = mat4.create();
state.app.objects = [
new Cube({
blend: true,
blendDst: state.gl.ONE,
gl: state.gl,
programs: {
render: state.programs.texture,
read: state.programs.read,
},
selColor:[255,254,0,0],
scale:[0.5,0.5,0.5],
texture:'stainglass',
}),
new Cube({
gl: state.gl,
programs: {
render: state.programs.render,
read: state.programs.read,
},
selColor:[255,255,0,0],
translate:[3,0,0],
}),
new Cube({
gl: state.gl,
programs: {
render: state.programs.render,
read: state.programs.read,
},
selColor:[255,253,0,0],
scale:[0.5,0.5,0.5],
translate:[-2, 2, 0],
}),
new Cube({
blend: true,
blendDst: state.gl.ONE,
gl: state.gl,
programs: {
render: state.programs.texture,
read: state.programs.read,
},
selColor:[255,252,0,0],
scale:[0.6,0.6,0.6],
texture:'crate',
translate:[-2, -2, 2],
angle: [0,35,0],
}),
new Cube({
gl: state.gl,
programs: {
render: state.programs.texture,
read: state.programs.read,
},
selColor:[255,251,0,0],
scale:[0.2,0.2,0.2],
texture:'crate',
translate:[2, 2, 2],
angle: [75,0,0],
}),
];
}
function initCanvasTexture() {
var texture = state.gl.createTexture();
var textCanvas = document.createElement('canvas');
textCanvas.width = 256;
textCanvas.height = 256;
var ctx = textCanvas.getContext('2d');
// Setup background
ctx.fillStyle = 'rgba(53, 60, 145, 1.0)';
ctx.fillRect(0, 0, textCanvas.width, textCanvas.height);
// Setup font
ctx.font = '36px bold sans-serif';
ctx.fillStyle = 'rgba(0, 60, 145, 1.0)';
ctx.textBaseline = 'middle';
ctx.shadowColor = 'rgba(10, 160, 190, 1.0)';
ctx.shadowOffsetX = 2;
ctx.shadowOffsetY = 2;
ctx.shadowBlur = 5;
// Draw out some text
var text = 'ProgrammingTIL';
var textWidth = ctx.measureText(text).width;
ctx.fillText(text, (textCanvas.width-textWidth)/2, textCanvas.height/2);
// Change the font and draw out more text
ctx.font = '26px bold sans-serif';
ctx.fillStyle = 'white';
ctx.shadowColor = 'rgba(0, 0, 0, 0)';
text = 'David';
textWidth = ctx.measureText(text).width;
ctx.fillText(text, (textCanvas.width-textWidth)/2, textCanvas.height/2 - 60);
text = 'Parker';
textWidth = ctx.measureText(text).width;
ctx.fillText(text, (textCanvas.width-textWidth)/2, textCanvas.height/2 + 60);
// Put the canvas onto the texture object
state.gl.pixelStorei(state.gl.UNPACK_FLIP_Y_WEBGL, 1);
state.gl.bindTexture(state.gl.TEXTURE_2D, texture);
state.gl.texImage2D(state.gl.TEXTURE_2D, 0, state.gl.RGBA, state.gl.RGBA, state.gl.UNSIGNED_BYTE, textCanvas);
state.gl.texParameteri(state.gl.TEXTURE_2D, state.gl.TEXTURE_MAG_FILTER, state.gl.LINEAR);
state.gl.texParameteri(state.gl.TEXTURE_2D, state.gl.TEXTURE_MIN_FILTER, state.gl.LINEAR);
state.gl.texParameteri(state.gl.TEXTURE_2D, state.gl.TEXTURE_WRAP_S, state.gl.CLAMP_TO_EDGE);
state.gl.texParameteri(state.gl.TEXTURE_2D, state.gl.TEXTURE_WRAP_T, state.gl.CLAMP_TO_EDGE);
state.app.textures['canvastext'] = texture;
}
/*
* State Management
* www.programmingtil.com
* www.codenameparkerllc.com
*/
function updateOverlay() {
var msg = "Eye position: ("+state.app.eye.x.toFixed(2)+","+state.app.eye.y.toFixed(2)+","+state.app.eye.z.toFixed(2)+")";
state.ctx.clearRect(0,0,state.ctx.canvas.width,state.ctx.canvas.height);
state.ctx.save();
state.ctx.font = "20px Helvetica";
state.ctx.fillStyle = "white";
state.ctx.fillText(msg, 10, 25);
state.ctx.restore();
}
function updateState() {
if (state.ui.pressedKeys[37]) {
// left
state.app.eye.x += KEYPRESS_SPEED;
} else if (state.ui.pressedKeys[39]) {
// right
state.app.eye.x -= KEYPRESS_SPEED;
} else if (state.ui.pressedKeys[40]) {
// down
state.app.eye.y += KEYPRESS_SPEED;
} else if (state.ui.pressedKeys[38]) {
// up
state.app.eye.y -= KEYPRESS_SPEED;
} else if (state.ui.pressedKeys[90] && !state.ui.pressedKeys[16]) {
// z
state.app.eye.z += KEYPRESS_SPEED;
} else if (state.ui.pressedKeys[90] && state.ui.pressedKeys[16]) {
// Shift+z
state.app.eye.z -= KEYPRESS_SPEED;
}
}
/*
* Rendering / Drawing / Animation
* www.programmingtil.com
* www.codenameparkerllc.com
*/
function animate() {
state.animation.tick = function() {
updateOverlay();
updateState();
draw();
requestAnimationFrame(state.animation.tick);
};
state.animation.tick();
}
function draw() {
state.gl.clear(state.gl.COLOR_BUFFER_BIT | state.gl.DEPTH_BUFFER_BIT);
mat4.perspective(state.pm,
20, state.canvas.width/state.canvas.height, 1, 100
);
mat4.lookAt(state.vm,
vec3.fromValues(state.app.eye.x,state.app.eye.y,state.app.eye.z),
vec3.fromValues(0,0,0),
vec3.fromValues(0,1,0)
);
// Note: First you should sort (transparent) objects based on distance -> furthest away first
// For our purposes, we'll loop through everything twice. Once to draw opaque objects
// and another for transparent objects.
state.gl.enable(state.gl.DEPTH_TEST);
state.gl.disable(state.gl.BLEND);
state.gl.depthMask(true);
state.app.objects.forEach(function(obj) {
if (!obj.state.hasBlend) {
obj.draw();
}
});
// Leave on the depth test!
// state.gl.disable(state.gl.DEPTH_TEST);
state.gl.enable(state.gl.BLEND);
state.gl.depthMask(false);
state.app.objects.forEach(function(obj) {
if (obj.state.hasBlend) {
obj.draw();
}
});
state.gl.depthMask(true);
}
/*
* UI Events
* www.programmingtil.com
* www.codenameparkerllc.com
*/
function keydown(event) {
state.ui.pressedKeys[event.keyCode] = true;
}
function keyup(event) {
state.ui.pressedKeys[event.keyCode] = false;
}
function mousedown(event) {
if (uiUtils.inCanvas(event)) {
state.gl.disable(state.gl.BLEND);
state.gl.enable(state.gl.DEPTH_TEST);
state.gl.depthMask(true);
state.app.objects.forEach(function(obj) {
obj.readState();
draw();
});
var pixels = Array.from(uiUtils.pixelsFromMouseClick(event, state.canvas, state.gl));
var obj2 = uiUtils.pickObject(pixels, state.app.objects, 'selColor');
if (obj2) {
state.app.objSel = obj2;
state.ui.mouse.lastX = event.clientX;
state.ui.mouse.lastY = event.clientY;
state.ui.dragging = true;
}
state.gl.enable(state.gl.BLEND);
state.gl.disable(state.gl.DEPTH_TEST);
state.gl.depthMask(false);
state.app.objects.forEach(function(obj) {
obj.drawState();
draw();
});
}
}
function mouseup(event) {
state.ui.dragging = false;
}
function mousemove(event) {
var x = event.clientX;
var y = event.clientY;
if (state.ui.dragging) {
// The rotation speed factor
// dx and dy here are how for in the x or y direction the mouse moved
var factor = 10/state.canvas.height;
var dx = factor * (x - state.ui.mouse.lastX);
var dy = factor * (y - state.ui.mouse.lastY);
// update the latest angle
state.app.objSel.state.angle[0] = state.app.objSel.state.angle[0] + dy;
state.app.objSel.state.angle[1] = state.app.objSel.state.angle[1] + dx;
}
// update the last mouse position
state.ui.mouse.lastX = x;
state.ui.mouse.lastY = y;
}
})(window || this);
最佳答案
WebGL无法为您提供所需的信息。
WebGL只是查看2D的剪贴空间三角形(着色器将这些值写入gl_Position
)。在该2D空间中,它按顺时针或逆时针标记它们,然后根据剔除设置丢弃您要求剔除的三角形。
为了知道绘制(或剔除)了多少个三角形,您需要采用与gl_Position
相关的着色器中发生的数学运算,并在JavaScript中重现该数学运算。然后,通过该数学运算运行数据并生成三角形顶点。对于任何三角形,您都可以计算面积
-伪代码-
area = 0;
for (let i = 0; i < 3; ++i) {
p0 = threeScreenSpaceTriangleVertices[i];
p1 = threeScreenSpaceTriangleVertices[(i + 1) % 3];
area += p0.x * p1.y - p1.x * p0.y;
}
area *= 0.5; // not really important
关于webgl - console.log绘制WebGL中多边形的计数,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/61629601/
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这是我的方法 void login(Event event);我想知道 Kotlin 中应该如何 最佳答案 在 Kotlin 中通配符运算符是 * 。它指示编译器它是未知的,但一旦知道,就不会有其他类
看下面的代码 for story in book if story.title.length < 140 - var story
我正在尝试用 C 语言学习字符串处理。我写了一个程序,它存储了一些音乐轨道,并帮助用户检查他/她想到的歌曲是否存在于存储的轨道中。这是通过要求用户输入一串字符来完成的。然后程序使用 strstr()
我正在学习 sscanf 并遇到如下格式字符串: sscanf("%[^:]:%[^*=]%*[*=]%n",a,b,&c); 我理解 %[^:] 部分意味着扫描直到遇到 ':' 并将其分配给 a。:
def char_check(x,y): if (str(x) in y or x.find(y) > -1) or (str(y) in x or y.find(x) > -1):
我有一种情况,我想将文本文件中的现有行包含到一个新 block 中。 line 1 line 2 line in block line 3 line 4 应该变成 line 1 line 2 line
我有一个新项目,我正在尝试设置 Django 调试工具栏。首先,我尝试了快速设置,它只涉及将 'debug_toolbar' 添加到我的已安装应用程序列表中。有了这个,当我转到我的根 URL 时,调试
在 Matlab 中,如果我有一个函数 f,例如签名是 f(a,b,c),我可以创建一个只有一个变量 b 的函数,它将使用固定的 a=a1 和 c=c1 调用 f: g = @(b) f(a1, b,
我不明白为什么 ForEach 中的元素之间有多余的垂直间距在 VStack 里面在 ScrollView 里面使用 GeometryReader 时渲染自定义水平分隔线。 Scrol
我想知道,是否有关于何时使用 session 和 cookie 的指南或最佳实践? 什么应该和什么不应该存储在其中?谢谢! 最佳答案 这些文档很好地了解了 session cookie 的安全问题以及
我在 scipy/numpy 中有一个 Nx3 矩阵,我想用它制作一个 3 维条形图,其中 X 轴和 Y 轴由矩阵的第一列和第二列的值、高度确定每个条形的 是矩阵中的第三列,条形的数量由 N 确定。
假设我用两种不同的方式初始化信号量 sem_init(&randomsem,0,1) sem_init(&randomsem,0,0) 现在, sem_wait(&randomsem) 在这两种情况下
我怀疑该值如何存储在“WORD”中,因为 PStr 包含实际输出。? 既然Pstr中存储的是小写到大写的字母,那么在printf中如何将其给出为“WORD”。有人可以吗?解释一下? #include
我有一个 3x3 数组: var my_array = [[0,1,2], [3,4,5], [6,7,8]]; 并想获得它的第一个 2
我意识到您可以使用如下方式轻松检查焦点: var hasFocus = true; $(window).blur(function(){ hasFocus = false; }); $(win
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