<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[远方不远]]></title><description><![CDATA[step forward~]]></description><link>https://blog.youkuaiyun.com/bible_reader</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; bible_reader]]></copyright><item><title><![CDATA[【QT】QT中ui更改后不能更新的解决方法]]></title><link>https://blog.youkuaiyun.com/bible_reader/article/details/124962545</link><guid>https://blog.youkuaiyun.com/bible_reader/article/details/124962545</guid><author>bible_reader</author><pubDate>Wed, 25 May 2022 11:14:45 +0800</pubDate><description><![CDATA[直接找到对应的ui文件，右键，然后open command prompt with -&gt;build environment

然后输入uic mainwindow.ui -o ui_mainwindow.h，然后便可以更新ui_mainwindow.h，便可以更新最新的界面布局了。




]]></description><category></category></item><item><title><![CDATA[【libjpeg-turbo】安装指南[mac版]]]></title><link>https://blog.youkuaiyun.com/bible_reader/article/details/123924506</link><guid>https://blog.youkuaiyun.com/bible_reader/article/details/123924506</guid><author>bible_reader</author><pubDate>Sat, 02 Apr 2022 17:04:53 +0800</pubDate><description><![CDATA[1、官网下载libjpeg-turbo库

git地址：GitHub - libjpeg-turbo/libjpeg-turbo: Main libjpeg-turbo repository

2、切换到源码目录

3、利用cmake配置编译项目





4、切到cmake配置的输出目录，便可以看到Makefile文件

5、make

6、sudo make install

7、最后可以在以下目录中找到安装的库和include文件






...]]></description><category></category></item><item><title><![CDATA[【libjpeg-turbo】安装指南[windows版]]]></title><link>https://blog.youkuaiyun.com/bible_reader/article/details/123921396</link><guid>https://blog.youkuaiyun.com/bible_reader/article/details/123921396</guid><author>bible_reader</author><pubDate>Sat, 02 Apr 2022 15:26:43 +0800</pubDate><description><![CDATA[windows7 64位机上，libjpeg-turbo的安装和使用_fengbingchun的博客-优快云博客libjpeg-turbo是对libjpeg的扩展，支持SIMD指令，如X86架构的MMX、SSE、SSE2、3DNOW，ARM架构的NEON，在对jpeg进行编码和解码的过程中能提高速度。MMX：多媒体扩展的缩写，第六代CPU芯片重要特点，57条指令。SSE2：SIMD流技术扩展2,144个新增指令，被MMX优化过的程序很容易被SSE2进行更深层次的优化。NEON：可加速多媒体和信号...ht]]></description><category></category></item><item><title><![CDATA[【unity】www加载本地文件]]></title><link>https://blog.youkuaiyun.com/bible_reader/article/details/123475533</link><guid>https://blog.youkuaiyun.com/bible_reader/article/details/123475533</guid><author>bible_reader</author><pubDate>Mon, 14 Mar 2022 12:04:27 +0800</pubDate><description><![CDATA[UriBuilder tURIBuilder = new UriBuilder( filePath + "/" + fileName );
tURIBuilder.Scheme = "file"; // Uri.UriSchemeFile is not available when building for UWP (?). It is the string "file" so I just use the string here. 
WWW www = new WWW( tURIBuilder.ToSt.]]></description><category></category></item><item><title><![CDATA[【lldb】lldb调试时，无法查看变量，查看即crash]]></title><link>https://blog.youkuaiyun.com/bible_reader/article/details/122679779</link><guid>https://blog.youkuaiyun.com/bible_reader/article/details/122679779</guid><author>bible_reader</author><pubDate>Tue, 25 Jan 2022 10:02:40 +0800</pubDate><description><![CDATA[解决方法：

编译参数增加选项：-gdwarf-2

参考：

android - gdb process crashes when viewing variables in Eclipse - Stack Overflowhttps://stackoverflow.com/questions/23717079/gdb-process-crashes-when-viewing-variables-in-eclipse
]]></description><category></category></item><item><title><![CDATA[【node】vscode调试NAPI]]></title><link>https://blog.youkuaiyun.com/bible_reader/article/details/122545368</link><guid>https://blog.youkuaiyun.com/bible_reader/article/details/122545368</guid><author>bible_reader</author><pubDate>Mon, 17 Jan 2022 18:12:06 +0800</pubDate><description><![CDATA[Node + NAPI 实现 C++ 扩展 - LRU 淘汰算法 - 掘金前段实践了一下 Node 的 C++ 编写，对于底层的编程实践是每个程序员心中所向往的圣地。由于接触的 Node C++ 的时间比较少，可能还无法完全理解其中的精髓，但是本文只记录自己的一个实践。 先来看看 Node Addons 在整个模块中的所处的位置。 Addons 是用…https://juejin.cn/post/6844904030162911240#heading-14
...]]></description><category></category></item><item><title><![CDATA[【unity】modifications.empty()UnityEditorInternal.InternalEditorUtility:HierarchyWindowDrag(Hierarchy]]></title><link>https://blog.youkuaiyun.com/bible_reader/article/details/122357308</link><guid>https://blog.youkuaiyun.com/bible_reader/article/details/122357308</guid><author>bible_reader</author><pubDate>Fri, 07 Jan 2022 09:09:07 +0800</pubDate><description><![CDATA[unity在编辑prefab资源的时候，保存prefabs的时候如果提示：


modifications.empty()
UnityEditorInternal.InternalEditorUtility:HierarchyWindowDrag(HierarchyProperty, Boolean, HierarchyDropMode)
UnityEditor.DockArea:OnGUI()

问题在于：在scene A尝试修改另一个场景下的prefabs资源导致的。
...]]></description><category></category></item><item><title><![CDATA[【unity】prefabs资源打包成assetbundle之后，实例化后tag变化导致功能异常]]></title><link>https://blog.youkuaiyun.com/bible_reader/article/details/122349443</link><guid>https://blog.youkuaiyun.com/bible_reader/article/details/122349443</guid><author>bible_reader</author><pubDate>Thu, 06 Jan 2022 17:51:15 +0800</pubDate><description><![CDATA[某插件的功能依赖A prefab的tag，在开发插件的时候，tag是当前项目中的tag。如果该插件用到其他的项目中，然后其他项目中也有对应的tag时，会导致tag的顺序出现问题，从而引起插件的功能异常。

解决方案：

基于tag的gameobject管理 ==&gt; 改为基于gameobject的name来进行功能开发
...]]></description><category></category></item><item><title><![CDATA[【unity】删除 object with dontdestroyonload]]></title><link>https://blog.youkuaiyun.com/bible_reader/article/details/122317809</link><guid>https://blog.youkuaiyun.com/bible_reader/article/details/122317809</guid><author>bible_reader</author><pubDate>Wed, 05 Jan 2022 10:23:21 +0800</pubDate><description><![CDATA[一般地，dontdestroyonload的GameObject是外层可以见到而且通过Find可以较快找到的对象，那么直接Destroy


GameObject obj = GameObject.Find("gameObjectName");
if (obj)
{
    Destroy(obj);
}


]]></description><category></category></item><item><title><![CDATA[【unity】android错误Field currentActivity or type signature not found]]></title><link>https://blog.youkuaiyun.com/bible_reader/article/details/121783532</link><guid>https://blog.youkuaiyun.com/bible_reader/article/details/121783532</guid><author>bible_reader</author><pubDate>Wed, 08 Dec 2021 09:13:32 +0800</pubDate><description><![CDATA[错误现象：


UnityEngine._AndroidJNIHelper.GetFieldID (System.IntPtr jclass, System.String fieldName, System.String signature, System.Boolean isStatic) [0x00082] in &lt;7dbed83b26eb419d871f118701305875&gt;:0 
  at UnityEngine.AndroidJNIHelper.GetFieldID (System]]></description><category></category></item><item><title><![CDATA[【unity】添加编译宏]]></title><link>https://blog.youkuaiyun.com/bible_reader/article/details/121779381</link><guid>https://blog.youkuaiyun.com/bible_reader/article/details/121779381</guid><author>bible_reader</author><pubDate>Tue, 07 Dec 2021 21:45:11 +0800</pubDate><description><![CDATA[1、系统平台相关的宏

File-&gt;Build Settings 中切换到对应的平台，然后对应的UNITY_EDITOR、UNITY_ANDROID才会变成true

2、自定义宏

File-&gt;Build Settings-&gt;Player Settings中添加自定义宏UNITY_MYMACRO



3、代码里面添加宏

代码仅限Editor下面的打包脚本


PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGr.]]></description><category></category></item><item><title><![CDATA[【mysql】利用查询的值更新表中另外一列]]></title><link>https://blog.youkuaiyun.com/bible_reader/article/details/121713276</link><guid>https://blog.youkuaiyun.com/bible_reader/article/details/121713276</guid><author>bible_reader</author><pubDate>Sat, 04 Dec 2021 11:39:03 +0800</pubDate><description><![CDATA[表格式：


CREATE TABLE `test111` (
  `id` int(11) NOT NULL,
  `name` varchar(255) DEFAULT NULL,
  `info` varchar(255) DEFAULT NULL,
  `infoUpdate` varchar(255) DEFAULT NULL,
  PRIMARY KEY (`id`)
) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4

表内容：



操作：

求info的md5.]]></description><category></category></item><item><title><![CDATA[【mysql】建唯一索引Specified key was too long]]></title><link>https://blog.youkuaiyun.com/bible_reader/article/details/121713155</link><guid>https://blog.youkuaiyun.com/bible_reader/article/details/121713155</guid><author>bible_reader</author><pubDate>Sat, 04 Dec 2021 11:30:46 +0800</pubDate><description><![CDATA[问题：唯一索引中字段的长度过长

原因：mysql规定了唯一索引中的字段最大长度

解决方法：

方法1、适当将字段的长度缩短

方法2、增加一个字段，计算原字段的md5值，然后在md5字段列建立唯一索引
...]]></description><category></category></item><item><title><![CDATA[【unity】prefab实例化后，button无法单击]]></title><link>https://blog.youkuaiyun.com/bible_reader/article/details/121693493</link><guid>https://blog.youkuaiyun.com/bible_reader/article/details/121693493</guid><author>bible_reader</author><pubDate>Fri, 03 Dec 2021 10:40:52 +0800</pubDate><description><![CDATA[解决方法：

button组件的父对象上面添加Graphic Raycaster控件才能进行控制，或者动态添加到Canvas下作为其自物体。
]]></description><category></category></item><item><title><![CDATA[【nodejs】multer上传多文件]]></title><link>https://blog.youkuaiyun.com/bible_reader/article/details/121514547</link><guid>https://blog.youkuaiyun.com/bible_reader/article/details/121514547</guid><author>bible_reader</author><pubDate>Wed, 24 Nov 2021 14:24:47 +0800</pubDate><description><![CDATA[参考：

chttps://medium.com/developer-rants/uploading-form-fields-and-files-at-the-same-time-with-multer-node-js-typescript-c1a367eb8198https://medium.com/developer-rants/uploading-form-fields-and-files-at-the-same-time-with-multer-node-js-typescript-c1a367eb]]></description><category></category></item><item><title><![CDATA[【unity】资源加载方式汇总]]></title><link>https://blog.youkuaiyun.com/bible_reader/article/details/121371299</link><guid>https://blog.youkuaiyun.com/bible_reader/article/details/121371299</guid><author>bible_reader</author><pubDate>Wed, 17 Nov 2021 09:50:14 +0800</pubDate><description><![CDATA[Unity资源加载 - 简书

一、public 面板拖拽。大项目和多人项目基本都用不到。

二、Resources.load 商用不常用,Resources底下资源是有限的,大概2个G,一般放配置表之类的。

三、AssetBundle (商用模式常用,比Resources.load 效率高,占用内存小)








 
using UnityEngine;
using UnityEditor;
 
public class BundleEditor  {
 
    [MenuItem("Tool.]]></description><category></category></item><item><title><![CDATA[【unity】维护一个changelog]]></title><link>https://blog.youkuaiyun.com/bible_reader/article/details/121342541</link><guid>https://blog.youkuaiyun.com/bible_reader/article/details/121342541</guid><author>bible_reader</author><pubDate>Mon, 15 Nov 2021 20:22:30 +0800</pubDate><description><![CDATA[模板如下，可以自取。

# Changelog
All notable changes to this project will be documented in this file.

The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.]]></description><category></category></item><item><title><![CDATA[【unity】unity打包apk]]></title><link>https://blog.youkuaiyun.com/bible_reader/article/details/121225003</link><guid>https://blog.youkuaiyun.com/bible_reader/article/details/121225003</guid><author>bible_reader</author><pubDate>Tue, 09 Nov 2021 11:48:03 +0800</pubDate><description><![CDATA[Unity打包安卓APK详细步骤_peng_1993的博客-优快云博客_unity打包apk
]]></description><category></category></item><item><title><![CDATA[【unity】计算Text组件内字体的行高]]></title><link>https://blog.youkuaiyun.com/bible_reader/article/details/121124901</link><guid>https://blog.youkuaiyun.com/bible_reader/article/details/121124901</guid><author>bible_reader</author><pubDate>Wed, 03 Nov 2021 16:45:44 +0800</pubDate><description><![CDATA[public float CalculateLineHeight (Text text) {
            var extents = text.cachedTextGenerator.rectExtents.size * 0.5f;
            var setting = text.GetGenerationSettings(extents);
            var lineHeight = text.cachedTextGeneratorForLayout.GetPre.]]></description><category></category></item><item><title><![CDATA[【unity】按钮单击后销毁对象]]></title><link>https://blog.youkuaiyun.com/bible_reader/article/details/121035421</link><guid>https://blog.youkuaiyun.com/bible_reader/article/details/121035421</guid><author>bible_reader</author><pubDate>Fri, 29 Oct 2021 15:17:39 +0800</pubDate><description><![CDATA[假设一个按钮gameObject对象closeBtn，挂到一个图片gameObject上面


imgObj，


GameObject imgObj = new GameObject("ImageContainer", typeof(RectTransform));


GameObject closeBtn = new GameObject("CloseBtn", typeof(Button), typeof(Image), typeof(RectTransform), typeof(Text));

]]></description><category></category></item></channel></rss>