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原创 [MacOS]XAMPP Apache Web Server 无法启动,提示Another web server is already running.

安装XAMPP后,Apache Web Server默认使用的端口是80(此端口有可能会被其他进程占用了)。打开Terminal 使用start命令 以启动Serversudo /Applications/XAMPP/xamppfiles/xampp start可以看到“Another web server is already running”这一句错误提示,有其他server占用了这个80端口...

2018-05-21 15:25:42 6015

翻译 Mac OS 10.13(High Sierra)上 FlashBuilder4.7 崩溃的解决方案

    不久前,Adobe发布了一篇文章,名为《在Mac上使用Java 7和Java8运行Flash Builder》,旨在解决一些MacOS上出现的问题。后来他们更新了此文章,增加了一些新的部分.        Mac OS 10.13 (High Sierra)上Flash Builder 4.7的崩溃        随着近日Mac OS 10.13 (High Sierra)的的更新,当你在...

2018-03-01 13:59:27 1351 1

原创 关于Flashbuilder发布的flashplayer无法在Firefox上运行的解决方案

有时候,用flashbuilder创建发布为经过html包装器包装的swf,在Firefox上运行时,会遇到这个情况: 可能大家已经试过了把flashplayer升级到最新或者最合适的版本,但仍然解决不了这个问题,那么请到Firefox的工具-附件组件里,把Shockwave Flash的状态设置为“总是激活”,如下图: 升级到合适版本,并且设置为总是激活,依然没能帮你

2017-12-03 11:47:58 887

Mastering TypeScript-Second Edition[February 2017]

What this book covers Chapter 1, TypeScript - Tools and Framework Options, sets the scene for beginning TypeScript development. It discusses the benefits of using TypeScript as a language and compiler, and then works through setting up a complete development environment using a number of popular IDEs. Chapter 2, Types, Variables, and Function Techniques, introduces the reader to the TypeScript language, starting with basic types and type annotations, and then moves on to discuss variables, functions, and advanced language features. Chapter 3, Interfaces, Classes, and Inheritance, builds on the work from the previous chapter, and introduces the object-oriented concepts and capabilities of interfaces, classes, and inheritance. It then shows these concepts at work through the Factory Design Pattern. Chapter 4, Decorators, Generics, and Asynchronous Features, discusses the more advanced language features of decorators and generics, before working through the concepts of asynchronous programming. It shows how the TypeScript language supports these asynchronous features through promises and the use of async await constructs. Chapter 5, Writing and Using Declaration Files, walks the reader through building a declaration file for an existing body of JavaScript code, and then lists some of the most common syntax used when writing declaration files. This syntax is designed to be a quick reference guide to the declaration file syntax, or a cheat sheet. Chapter 6, Third-Party Libraries, shows the reader how to use declaration files from the DefinitelyTyped repository within the development environment. It then moves on to show how to write TypeScript code that is compatible with three popular JavaScript frameworks-- Backbone, Angular 1, and ExtJs. Chapter 7, TypeScript Compatible Frameworks, takes a look at popular frameworks that have full TypeScript language integration. It explores the MVC paradigm, and then compares how this design pattern is implemented in Backbone, Aurelia, Angular 2, and React. Chapter 8, Test Driven Development, starts with a discussion on what Test Driven Development is, and then guides the reader through the process of creating various types of unit tests. Using the Jasmine library, it shows how to use data-driven tests, and how to test asynchronous logic. The chapter finishes with a discussion on test runners, test reporting, and using continuous integration build servers. Chapter 9, Testing TypeScript Compatible Frameworks, shows how to unit test, integration test, and acceptance test a sample application built with each of the TypeScript compatible frameworks. It discusses the concept of testability, and shows how subtle changes in application design and implementation can provide far better application test coverage. Chapter 10, Modularization, explores what modules are, how they can be used, and the two types of module generation that the TypeScript compiler supports--CommonJs and AMD. It then shows how modules can be used with module loaders, including Require and SystemJs. This chapter finishes with an in-depth look at using modules within Node, and builds a sample Express application. Chapter 11, Object-Oriented Programming, discusses the concepts of object-oriented programming, and then shows how to arrange application components to conform to object-oriented principles. It then takes an in-depth look at implementing object-oriented best practices by showing how the State and Mediator design patterns can be used to manage complex UI interactions. Chapter 12, Dependency Injection, discusses the concepts of Service Location and Dependency Injection, and how they can be used to solve common application design problems. It then shows how to implement a simple Dependency Injection framework using Decorators. Chapter 13, Building Applications, explores the fundamental building blocks of web application development, including generating HTML pages from Node and Express, writing and consuming REST endpoints, and data binding. It shows how to integrate an Express server, REST endpoints, and data binding with Aurelia, Angular 2, and React. Chapter 14, Let’s Get Our Hands Dirty, builds a single-page application using Angular 2 and Express by combining all of the concepts and components built throughout the book into a single application. These concepts include Test Driven Development, the State and Mediator Pattern, using Express REST endpoints, object-oriented design principles, modularization, and custom CSS animations.

2018-05-18

Functional C#[January 2017].pdf

Chapter 1, Tasting Functional Style in C#, introduces the functional programming approach by discussing its concepts and the comparison between functional and imperative programming. We also try to refactor a simple imperative code into a functional approach. Chapter 2, Walkthrough Delegates, covers the definition, syntax, and use of delegates. We also discuss the variance of delegates and the built-in delegate. Chapter 3, Expressing Anonymous Methods with Lambda Expressions, walks us through the concept of delegates and uses it to create and use an anonymous method. After we dig through the anonymous method, we can transform it into a lambda expression and then apply it to functional programming. Chapter 4, Extending Object Functionality with Extension Methods, elaborates the benefits of using the extension method in functional programming. Before that, we discuss the use of the extension method and also discuss how to get this new method in IntelliSense. Also, we try to invoke the extension method from other assemblies. Chapter 5, Querying Any Collection Easily with LINQ, enumerates the LINQ operator provided by C# and compares the two LINQ syntaxes: Fluent Syntax and Query Expression Syntax. We also discuss deferred execution in the LINQ process. Chapter 6, Enhancing the Responsiveness of the Functional Program with Asynchronous Programming, covers asynchronous programming for the functional approach. It will explain the Asynchronous Programming Model and the Task-based Asynchronous pattern. Chapter 7, Learning Recursion, explains the advantages of recursion over the loop sequence. We also discuss direct and indirect recursion in this chapter. Chapter 8, Optimizing the Code Using Laziness and Caching Techniques, covers the technique used to optimize the code in the functional approach. We talk about laziness thinking and the caching technique in order to optimize our code. Chapter 9, Working with Pattern, covers the advantages of using patterns compared to conventional switch-case operations. We discuss pattern matching and monad in this chapter. We use the pattern matching feature, which is the new feature provided by C# 7. Chapter 10, Taking an Action in C# Functional Programming, walks us through developing functional code based on given imperative code. We use our learning in the previous chapter to create an application using the functional approach. Chapter 11, Coding Best Practice and Testing the Functional Code, explains the best practice in the functional approach, including the creation of an honest signature and dealing with the side-effects. We also separate the code into domain logic and mutable shell and then test it using unit testing.

2018-03-19

Artificial Intelligence With Python[January 2017]

Artificial intelligence is becoming increasingly relevant in the modern world where everything is driven by data and automation. It is used extensively across many fields such as image recognition, robotics, search engines, and self-driving cars. In this book, we will explore various real-world scenarios. We will understand what algorithms to use in a given context and write functional code using this exciting book. We will start by talking about various realms of artificial intelligence. We’ll then move on to discuss more complex algorithms, such as Extremely Random Forests, Hidden Markov Models, Genetic Algorithms, Artificial Neural Networks, and Convolutional Neural Networks, and so on. This book is for Python programmers looking to use artificial intelligence algorithms to create real-world applications. This book is friendly to Python beginners, but familiarity with Python programming would certainly be helpful so you can play around with the code. It is also useful to experienced Python programmers who are looking to implement artificial intelligence techniques. You will learn how to make informed decisions about the type of algorithms you need to use and how to implement those algorithms to get the best possible results. If you want to build versatile applications that can make sense of images, text, speech, or some other form of data, this book on artificial intelligence will definitely come to your rescue! What this book covers Chapter 1, Introduction to Artificial Intelligence, teaches you various introductory concepts in artificial intelligence. It talks about applications, branches, and modeling of Artificial Intelligence. It walks the reader through the installation of necessary Python packages. Chapter 2, Classification and Regression Using Supervised Learning, covers various supervised learning techniques for classification and regression. You will learn how to analyze income data and predict housing prices. Chapter 3, Predictive Analytics with Ensemble Learning, explains predictive modeling techniques using Ensemble Learning, particularly focused on Random Forests. We will learn how to apply these techniques to predict traffic on the roads near sports stadiums. Chapter 4, Detecting Patterns with Unsupervised Learning, covers unsupervised learning algorithms including K-means and Mean Shift Clustering. We will learn how to apply these algorithms to stock market data and customer segmentation. Chapter 5, Building Recommender Systems, illustrates algorithms used to build recommendation engines. You will learn how to apply these algorithms to collaborative filtering and movie recommendations. Chapter 6, Logic Programming, covers the building blocks of logic programming. We will see various applications, including expression matching, parsing family trees, and solving puzzles. Chapter 7, Heuristic Search Techniques, shows heuristic search techniques that are used to search the solution space. We will learn about various applications such as simulated annealing, region coloring, and maze solving. Chapter 8, Genetic Algorithms, covers evolutionary algorithms and genetic programming. We will learn about various concepts such as crossover, mutation, and fitness functions. We will then use these concepts to solve the symbol regression problem and build an intelligent robot controller. Chapter 9, Building Games with Artificial Intelligence, teaches you how to build games with artificial intelligence. We will learn how to build various games including Tic Tac Toe, Connect Four, and Hexapawn. Chapter 10, Natural Language Processing, covers techniques used to analyze text data including tokenization, stemming, bag of words, and so on. We will learn how to use these techniques to do sentiment analysis and topic modeling. Chapter 11, Probabilistic Reasoning for Sequential Data, shows you techniques used to analyze time series and sequential data including Hidden Markov models and Conditional Random Fields. We will learn how to apply these techniques to text sequence analysis and stock market predictions. Chapter 12, Building A Speech Recognizer, demonstrates algorithms used to analyze speech data. We will learn how to build speech recognition systems. Chapter 13, Object Detection and Tracking, It covers algorithms related to object detection and tracking in live video. We will learn about various techniques including optical flow, face tracking, and eye tracking. Chapter 14, Artificial Neural Networks, covers algorithms used to build neural networks. We will learn how to build an Optical Character Recognition system using neural networks. Chapter 15, Reinforcement Learning, teaches the techniques used to build reinforcement learning systems. We will learn how to build learning agents that can learn from interacting with the environment. Chapter 16, Deep Learning with Convolutional Neural Networks, covers algorithms used to build deep learning systems using Convolutional Neural Networks. We will learn how to use TensorFlow to build neural networks. We will then use it to build an image classifier using convolutional neural networks.

2017-11-25

Node.js Design Patterns Second Edition[July 2016]

By reading this book, you will learn the following: The "Node way": How to use the right point of view when approaching a Node.js design problem. You will learn, for example, how different traditional design patterns look in Node.js, or how to design modules that do only one thing. A set of patterns to solve common Node.js design and coding problems: You will be presented with a "Swiss army knife" of patterns, ready-to-use in order to efficiently solve your everyday development and design problems. How to write modular and efficient Node.js applications: You will gain an understanding of the basic building blocks and principles of writing large and well-organized Node.js applications and you will be able to apply these principles to novel problems that don't fall within the scope of existing patterns. Throughout the book, you will be presented with several real-life libraries and technologies, such as LevelDb, Redis, RabbitMQ, ZMQ, Express, and many others. They will be used to demonstrate a pattern or technique, and besides making the example more useful, these will also give you great exposure to the Node.js ecosystem and its set of solutions. Whether you use or plan to use Node.js for your work, your side project, or for an open source project, recognizing and using well-known patterns and techniques will allow you to use a common language when sharing your code and design, and on top of that, it will help you get a better understanding of the future of Node.js and how to make your own contributions a part of it. What this book covers Chapter 1, Welcome to the Node.js Platform, serves as an introduction to the world of Node.js application design by showing the patterns at the core of the platform itself. It covers the Node.js ecosystem and its philosophy, a short introduction to Node.js version 6, ES2015, and the reactor pattern. Chapter 2, Node.js Essential Patterns, introduces the first steps towards asynchronous coding and design patterns with Node.js discussing and comparing callbacks and the event emitter (observer pattern). This chapter also introduces the Node.js module system and the related module pattern. Chapter 3, Asynchronous Control Flow Patterns with Callbacks, introduces a set of patterns and techniques for efficiently handling asynchronous control flow in Node.js. This chapter teaches you how to mitigate the "callback hell" problem using plain JavaScript and the async library. Chapter 4, Asynchronous Control Flow Patterns with ES2015 and Beyond, progresses with the exploration of asynchronous control flows introducing Promises, Generators, and Async- Await. Chapter 5, Coding with Streams, dives deep into one of the most important patterns in Node.js: streams. It shows you how to process data with transform streams and how to combine them into different layouts. Chapter 6, Design Patterns, deals with a controversial topic: traditional design patterns in Node.js. It covers the most popular conventional design patterns and shows you how unconventional they might look in Node.js. It also introduces the reader to some emerging design patterns that are specific only to JavaScript and Node.js. Chapter 7, Wiring Modules, analyzes the different solutions for linking the modules of an application together. In this chapter, you will learn design patterns such as Dependency Injection and service locator. Chapter 8, Universal JavaScript for Web Applications, explores one of the most interesting capabilities of modern JavaScript web applications: being able to share application code between the frontend and the backend. Across this chapter we learn the basic principles of Universal JavaScript by building a simple web application with React, Webpack, and Babel. Chapter 9, Advanced Asynchronous Recipes, takes a problem-solution approach to show you how some common coding and design challenges can be solved with ready-to-use solutions. Chapter 10, Scalability and Architectural Patterns, teaches you the basic techniques and patterns for scaling a Node.js application. Chapter 11, Messaging and Integration Patterns, presents the most important messaging patterns, teaching you how to build and integrate complex distributed systems using ZMQ and AMQP.

2017-11-25

Unity Virtual Reality Projects.pdf

Today, we are witnesses to the burgeoning of virtual reality (VR), an exciting new technology that promises to transform in a fundamental way how we interact with our information, friends, and the world at large. What is consumer virtual reality? By wearing a head-mounted display (such as goggles), you can view stereoscopic 3D scenes. You can look around by moving your head and walk around by using hand controls or motion sensors. You can engage in a fully immersive experience. It's like you're really in some other virtual world. This book takes a practical, project-based approach to teach you the speci cs of virtual reality development with the Unity 3D game engine. We walk through a series of hands-on projects, step-by-step tutorials, and in-depth discussions using Unity 5 and other free or open source software. While VR technology is rapidly advancing, we'll try to capture the basic principles and techniques that you can use to make your VR games and applications immersive and comfortable. You will learn how to use Unity to develop VR applications that can be experienced with devices such as the Oculus Rift or Google Cardboard. We'll cover technical considerations that are especially important and possibly unique to VR. By the end of this book, you will be equipped to develop rich, interactive virtual reality experiences using Unity. What this book covers Chapter 1, Virtually Everything for Everyone, is an introduction to the new technologies and opportunities in consumer virtual reality (VR) as regards games and non-gaming applications. Chapter 2, Objects and Scale, discusses how you can build a simple diorama scene. It introduces the Unity 3D game engine as well as Blender for 3D modeling and explores the issues of world coordinates and scale. Chapter 3, VR Build and Run, helps you con gure your project to run on a VR headset, such as the Oculus Rift and Google Cardboard (Android or iOS). Then, we go into detail about how the VR hardware and software works. Chapter 4, Gaze-based Control, explores the relationship between the VR camera and objects in the scene, including 3D cursors and gaze-based ray guns. This chapter also introduces Unity scripting in the C# programming language. Chapter 5, World Space UI, implements many examples of user interface (UI) for VR, which includes a heads-up display (HUD), info-bubbles, and in-game objects with a lot of code and explanations. Chapter 6, First-person Character, dissects the Unity character objects and components, which are used to build our own rst-person character with gaze-based navigation. Then, we'll explore the experience of having a rst-person virtual body and consider the issue of motion sickness. Chapter 7, Physics and the Environment, dives into the Unity physics engine, components, and materials as we learn to work with forces and gravity in a number of VR project examples and games. Chapter 8, Walk-throughs and Rendering, helps us build a 3D architectural space and implement a virtual walk-through. We also talk about rendering in Unity and performance optimizations. Chapter 9, Using All 360 Degrees, uses 360-degree media in a variety of projects, including globes, panoramas, and photospheres. We also have a discussion on how it all works. Chapter 10, Social VR Metaverse, explores the multiplayer implementations with VR using the Unity 5 networking components. We also have a look at VRChat as an example of an extensible platform for social VR. Chapter 11, What's Next?, in this chapter the author comments about the potential of this exciting technology.

2017-11-25

[新出炉]Unity 2017 游戏优化 英文原版

Chris Dickinson 今年刚出的针对新版Unity (即Unity 2017)一些游戏优化方面的指导。是《Unity5 游戏优化》(美国亚马逊上此书好评如潮)的再升级版,截止至今天(20171125)连亚马逊都还没此书的资源,此书系本人于黑五当天在packtpub够购得。

2017-11-25

Sams Teach Yourself iOS9® Application Development in 24 Hours

2016年2月新出的iOS教程书籍,这本书英文原版的。

2016-06-06

Big.Nerd.Ranch.Guides.iOS.Programming.The.Big.Nerd.Ranch.Guide.5th.Edition

第五版的bignerd,示例代码全是swift写的。

2016-06-06

iOS Programming The Big Nerd Ranch Guide 4th Edition

epub版,PDF版也有,但是有100多MB,传不上来

2016-06-06

Effective Objective-C 2.0

原版的Effective Objective-C 2.0 : 52 specific ways to improve your iOS and OS X programs

2016-06-06

《3D数学基础:图形与游戏开发》

 本书主要研究隐藏在3d几何世界背后的数学问题。3d数学是一门与计算几何相关的学科,计算几何则是研究怎样用数值方法解决几何问题的学科。3d数学和计算几何广泛应用在那些使用计算机来模拟3d世界的领域,如图形学、游戏、仿真、机器人技术、虚拟现实和动画等。    本书涵盖了理论知识和c++实现代码。理论部分解释3d中数学和几何之间的关系,列出的技巧与公式可以当做参考手册以方便查找。实现部分演示了怎样用代码来实现这些理论概念。编程示例语言使用的是c++,实际上,本书的理论知识能通过任何编程语言实现。    本书主要介绍了基本的3d数学概念,这对电脑游戏开发人员和编程人员来说尤为重要。作者详尽地讨论了数学理论,并在必要时提供几何说明,帮助读者形成直观的3d感。书中还提供了将理论应用于实践的c++类,并且在每章结尾处提供练习。

2012-03-14

Flex代码格式化插件

FlashBuilder里用于格式化Actionscript代码的插件,使用方法有多种,比如把3个jar包解压下来,找到FB安装目录,将这3个jar包放到eclipse\plugins下,重新启动FB即可

2012-03-14

Box2d API AS3

知名物理引擎Box2d的AS3版API,网页形式,这我自己用的,共享给大家,很不错的

2011-05-01

Adobe Flash Professional CS5 的 ActionScript 3.0 参考.chm

专门针对AS3的一份API,chm格式很好用,能搜能查,还木有乱码

2011-05-01

Flex4 Cookbook

名称:Flex4 Cookbook,最新版本FB对应的学习资料,满足你的需求

2011-05-01

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