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原创 关于NodeJS express 不是内部命令

自己看着教程动手安装了express 模块,但是每次调用express 总是提示不是内部命令,后来晚上查找,发现新版本还需要安装一个东东,npm install -g express-generator,安装后果断能够用了!

2016-05-31 15:28:15 278

原创 关于Android Fragment的一个问题

自学Android 时,当看到Fragment 时,其中Fragment  继承自 android.support.v4.app.Fragment, 而我的主Activity 仍然继承自Activity,当运行程序时,就会报Caused by: java.lang.ClassCastException: com.test.Fragment1 cannot be cast to android.

2016-05-23 11:57:45 291

Spring4+hibernate4+easyui1.5+quartz

自己写的demo,整合了spring4 与hibernate4,同时用quartz2.2.1 实现定时任务,布局懒得自己写,所以用的easyUi ,实现了列表及其自带分页功能,同时也实现了树生成及其拖拽购物车的功能

2016-08-26

Oak3D_v_0_5_4.js

关于学习oak必备的库,另加一个实例源码: &lt;html lang="zh-CN"&gt; &lt;head&gt; &lt;title&gt;WebGL中文教程 - 由HiWebGL翻译整理,感谢Oak3D提供图形库支持!&lt;/title&gt; &lt;meta charset="UTF-8" /&gt; [removed][removed] [removed] precision mediump float; void main(void) { gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); } [removed] [removed] attribute vec3 aVertexPosition; uniform mat4 uMVMatrix; uniform mat4 uPMatrix; void main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); } [removed] [removed] var gl; function initGL(canvas) { try { gl = canvas.getContext("experimental-webgl"); gl.viewportWidth = canvas.width; gl.viewportHeight = canvas.height; } catch (e) { } if (!gl) { alert&#40;"Could not initialise WebGL, sorry :-("&#41;; } } function getShader(gl, id) { var shaderScript = document.getElementById(id); if (!shaderScript) { return null; } var str = ""; var k = shaderScript.firstChild; while (k) { if (k.nodeType == 3) { str += k.textContent; } k = k.nextSibling; } var shader; if (shaderScript.type == "x-shader/x-fragment") { shader = gl.createShader(gl.FRAGMENT_SHADER); } else if (shaderScript.type == "x-shader/x-vertex") { shader = gl.createShader(gl.VERTEX_SHADER); } else { return null; } gl.shaderSource(shader, str); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { alert&#40;gl.getShaderInfoLog(shader&#41;); return null; } return shader; } var shaderProgram; function initShaders() { var fragmentShader = getShader(gl, "shader-fs"); var vertexShader = getShader(gl, "shader-vs"); shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { alert&#40;"Could not initialise shaders"&#41;; } gl.useProgram(shaderProgram); shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition"); gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute); shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix"); shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix"); } var mvMatrix; var pMatrix; function setMatrixUniforms() { gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix.toArray()); gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix.toArray()); } var triangleVertexPositionBuffer; var squareVertexPositionBuffer; function initBuffers() { triangleVertexPositionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer); var vertices = [ 0.0, 1.0, 0.0, -1.0, -1.0, 0.0, 1.0, -1.0, 0.0 ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); triangleVertexPositionBuffer.itemSize = 3; triangleVertexPositionBuffer.numItems = 3; squareVertexPositionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer); vertices = [ 1.0, 1.0, 0.0, -1.0, 1.0, 0.0, 1.0, -1.0, 0.0, -1.0, -1.0, 0.0 ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); squareVertexPositionBuffer.itemSize = 3; squareVertexPositionBuffer.numItems = 4; } function drawScene() { gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); pMatrix = okMat4Proj(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0); mvMatrix = okMat4Trans(-1.5, 0.0, -7.0); gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer); gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, triangleVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0); setMatrixUniforms(); gl.drawArrays(gl.TRIANGLES, 0, triangleVertexPositionBuffer.numItems); mvMatrix = okMat4Trans(1.5, 0.0, -7.0); gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer); gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0); setMatrixUniforms(); gl.drawArrays(gl.TRIANGLE_STRIP, 0, squareVertexPositionBuffer.numItems); } function webGLStart() { var canvas = document.getElementById("lesson01-canvas"); initGL(canvas); initShaders(); initBuffers(); gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.enable(gl.DEPTH_TEST); drawScene(); } [removed] &lt;/head&gt; &lt;body WebGL中文教程,由HiWebGL翻译整理,感谢&lt;a href="http://www.oak3d.com">Oak3D</a>提供图形库支持!<br/> <a href="http://www.hiwebgl.com/?p=93">&lt;&lt; 回到Lesson 1</a><br /> <canvas id="lesson01-canvas" none;" width="500" height="500"></canvas> <br/> <a href="http://www.hiwebgl.com/?p=93">&lt;&lt; 回到Lesson 1</a><br /> [removed][removed]<noscript><a href="http://www.linezing.com"><img src="http://img.tongji.linezing.com/2578423/tongji.gif"/></a></noscript> &lt;/body&gt; &lt;/html&gt;

2012-11-19

tabhost滑动刷新

实现了tabhost简单的滑动上下拉刷新,所以一起分享下一起学习!

2012-11-13

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