<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[meichen8050753的专栏]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/meichen8050753</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; meichen8050753]]></copyright><item><title><![CDATA[解决MAC上使用Jenkins各种命令找不到的问题]]></title><link>https://blog.youkuaiyun.com/meichen8050753/article/details/53311562</link><guid>https://blog.youkuaiyun.com/meichen8050753/article/details/53311562</guid><author>meichen8050753</author><pubDate>Wed, 23 Nov 2016 20:51:44 +0800</pubDate><description><![CDATA[在Execute Shell中直接使用mvn或adb会报找不到命令的错误




最懒最快最方便的解决办法是：

echo $PATH

将PATH值全部复制，然后贴到  系统管理 -- 系统设置 --Environment variables -- 键：PATH 值：刚才PATH的值

保存后再回去执行命令一切都OK啦]]></description><category></category></item><item><title><![CDATA[Unity5 LightMap 动态加载 运行时lightmapScaleOffset赋值后不生效]]></title><link>https://blog.youkuaiyun.com/meichen8050753/article/details/53199221</link><guid>https://blog.youkuaiyun.com/meichen8050753/article/details/53199221</guid><author>meichen8050753</author><pubDate>Thu, 17 Nov 2016 14:11:14 +0800</pubDate><description><![CDATA[移除Static -> BranchStatic]]></description><category></category></item><item><title><![CDATA[解决Animation 添加AnimationClip 无效的问题]]></title><link>https://blog.youkuaiyun.com/meichen8050753/article/details/50504614</link><guid>https://blog.youkuaiyun.com/meichen8050753/article/details/50504614</guid><author>meichen8050753</author><pubDate>Tue, 12 Jan 2016 15:41:07 +0800</pubDate><description><![CDATA[解决Animation 添加AnimationClip 无效的问题]]></description><category></category></item><item><title><![CDATA[Unity 全局光照LightMap 动态加载]]></title><link>https://blog.youkuaiyun.com/meichen8050753/article/details/50495548</link><guid>https://blog.youkuaiyun.com/meichen8050753/article/details/50495548</guid><author>meichen8050753</author><pubDate>Mon, 11 Jan 2016 11:03:12 +0800</pubDate><description><![CDATA[Unity 全局光照LightMap 动态加载]]></description><category></category></item><item><title><![CDATA[Unity 解决  An asset is marked with HideFlags.DontSave but is included in the build 问题。]]></title><link>https://blog.youkuaiyun.com/meichen8050753/article/details/50488263</link><guid>https://blog.youkuaiyun.com/meichen8050753/article/details/50488263</guid><author>meichen8050753</author><pubDate>Sat, 09 Jan 2016 16:02:47 +0800</pubDate><description><![CDATA[找来找去发现是由于UILabel 引用了Library/unity editor resources中的字体引发的。
所以我写了个脚本，来check所有uilabel的字体名称


using UnityEngine;  
using System.Collections;  
using System.Collections.Generic;  
using UnityEditor;]]></description><category></category></item><item><title><![CDATA[解决unity5 地形 从assetbundle载入后，贴图分辨率不正常的问题]]></title><link>https://blog.youkuaiyun.com/meichen8050753/article/details/50477932</link><guid>https://blog.youkuaiyun.com/meichen8050753/article/details/50477932</guid><author>meichen8050753</author><pubDate>Thu, 07 Jan 2016 17:46:39 +0800</pubDate><description><![CDATA[Terrain->Material  选择 Built in Legacy Diffuse]]></description><category></category></item><item><title><![CDATA[cocos 2dx 换机器编译的时候出现No rule to make target  问题]]></title><link>https://blog.youkuaiyun.com/meichen8050753/article/details/50178209</link><guid>https://blog.youkuaiyun.com/meichen8050753/article/details/50178209</guid><author>meichen8050753</author><pubDate>Fri, 04 Dec 2015 18:20:04 +0800</pubDate><description><![CDATA[cocos 2dx 换机器编译的时候出现No rule to make target  问题]]></description><category></category></item><item><title><![CDATA[HTML5旋转立方体]]></title><link>https://blog.youkuaiyun.com/meichen8050753/article/details/27180331</link><guid>https://blog.youkuaiyun.com/meichen8050753/article/details/27180331</guid><author>meichen8050753</author><pubDate>Tue, 27 May 2014 10:41:30 +0800</pubDate><description><![CDATA[HTML5旋转立方体]]></description><category></category></item><item><title><![CDATA[Unity随心记]]></title><link>https://blog.youkuaiyun.com/meichen8050753/article/details/17788607</link><guid>https://blog.youkuaiyun.com/meichen8050753/article/details/17788607</guid><author>meichen8050753</author><pubDate>Fri, 03 Jan 2014 13:34:37 +0800</pubDate><description><![CDATA[1、在mac系统中，unity 自带MonoDevelop打开没反应。
      检查当前帐户是否有执行MonoDevelop的全县]]></description><category></category></item><item><title><![CDATA[项目开发随心记]]></title><link>https://blog.youkuaiyun.com/meichen8050753/article/details/17663173</link><guid>https://blog.youkuaiyun.com/meichen8050753/article/details/17663173</guid><author>meichen8050753</author><pubDate>Sun, 29 Dec 2013 23:20:56 +0800</pubDate><description><![CDATA[1.BOM头检查需逐个检查引入文件]]></description><category></category></item><item><title><![CDATA[android随意记]]></title><link>https://blog.youkuaiyun.com/meichen8050753/article/details/17378051</link><guid>https://blog.youkuaiyun.com/meichen8050753/article/details/17378051</guid><author>meichen8050753</author><pubDate>Tue, 17 Dec 2013 15:38:39 +0800</pubDate><description><![CDATA[listview中的item滚动变黑的原因和解决办法





android:fadingEdge="none" android:scrollingCache="false"

android:layout_height="fill_parent" android:divider="@null"

android:cacheColorHint="#00000000" andr]]></description><category></category></item><item><title><![CDATA[ios随意纪录]]></title><link>https://blog.youkuaiyun.com/meichen8050753/article/details/12906339</link><guid>https://blog.youkuaiyun.com/meichen8050753/article/details/12906339</guid><author>meichen8050753</author><pubDate>Mon, 21 Oct 2013 11:20:07 +0800</pubDate><description><![CDATA[1.隐藏状态栏，再plist中是指如下熟悉
View controller-based status bar appearance = NO;
Status bar is initially hidden = YES]]></description><category></category></item><item><title><![CDATA[ARPG即时同步服务器＋客户端源码发放]]></title><link>https://blog.youkuaiyun.com/meichen8050753/article/details/9896841</link><guid>https://blog.youkuaiyun.com/meichen8050753/article/details/9896841</guid><author>meichen8050753</author><pubDate>Sun, 11 Aug 2013 01:57:48 +0800</pubDate><description><![CDATA[Arpg同步对于热衷于游戏开发的新手来说可能还是一个略带神秘色彩的的东西。
我前几天研究了下写了个demo，本来是给一个Arpg外包项目用的，可能现在用不到了，所以现在把源码发出来。
这完全是一套以事件同步为基础的架构。
服务器默认端口是8080，入口类是NIOServer.java
客户端默认ip是localhost，在SocketClient中可以修改，入口类是MainFrame.ja]]></description><category></category></item><item><title><![CDATA[最近对于面向对象的定义]]></title><link>https://blog.youkuaiyun.com/meichen8050753/article/details/8333649</link><guid>https://blog.youkuaiyun.com/meichen8050753/article/details/8333649</guid><author>meichen8050753</author><pubDate>Wed, 19 Dec 2012 21:45:18 +0800</pubDate><description><![CDATA[面向对象：研究事物本身和事物之间的关系，并把其结果进行适当抽象的一种技巧。


面向对象编程：把面向对象所得的结果运用在软件设计中，解决实际问题的一种编程方法。]]></description><category></category></item><item><title><![CDATA[数据结构：位图法]]></title><link>https://blog.youkuaiyun.com/meichen8050753/article/details/8261568</link><guid>https://blog.youkuaiyun.com/meichen8050753/article/details/8261568</guid><author>meichen8050753</author><pubDate>Wed, 05 Dec 2012 17:38:03 +0800</pubDate><description><![CDATA[一、定义
       位图法就是bitmap的缩写。所谓bitmap，就是用每一位来存放某种状态，适用于大规模数据，但数据状态又不是很多的情况。通常是用来判断某个数据存不存在的。在STL中有一个bitset容器，其实就是位图法，引用bitset介绍：
A bitset is a special container class that is designed
 to store bits]]></description><category></category></item><item><title><![CDATA[乐观锁，悲观锁]]></title><link>https://blog.youkuaiyun.com/meichen8050753/article/details/8260444</link><guid>https://blog.youkuaiyun.com/meichen8050753/article/details/8260444</guid><author>meichen8050753</author><pubDate>Wed, 05 Dec 2012 16:11:27 +0800</pubDate><description><![CDATA[乐观锁应用（写时用数据版本号或最后更新时间判定）

1.      使用自增长的整数表示数据版本号。更新时检查版本号是否一致，比如数据库中数据版本为6，更新提交时version=6+1,使用该version值(=7)与数据库version+1(=7)作比较，如果相等，则可以更新，如果不等则有可能其他程序已更新该记录，所以返回错误。

2.      使用时间戳来实现.

注：对于以上两]]></description><category></category></item><item><title><![CDATA[我对面向对象最近的理解]]></title><link>https://blog.youkuaiyun.com/meichen8050753/article/details/7476123</link><guid>https://blog.youkuaiyun.com/meichen8050753/article/details/7476123</guid><author>meichen8050753</author><pubDate>Thu, 19 Apr 2012 09:21:31 +0800</pubDate><description><![CDATA[面向对象的核心是对事物的抽象，抽象本身很容易，但是要对事物合理的抽象就难了，把我粒度是抽象的难点之一。。。
面向对象不止关心对象本身，更关心对象之间的关系。

各种设计模式其实就是对某些对象和对象之间关系，经过抽象后能够解决一类问题的方法。

以上是我对面向对象的理解程度。

如果对面向对象有了很深的理解，那么就会很容易的看到事物的本质所在。这已经是哲学的范畴。~~~~
所以面向对]]></description><category></category></item><item><title><![CDATA[Twitter Bootstrap 2.0]]></title><link>https://blog.youkuaiyun.com/meichen8050753/article/details/7360115</link><guid>https://blog.youkuaiyun.com/meichen8050753/article/details/7360115</guid><author>meichen8050753</author><pubDate>Fri, 16 Mar 2012 11:21:35 +0800</pubDate><description><![CDATA[Twitter Bootstrap 2.0
 
http://sd.youkuaiyun.com/a/20111215/309153.html
 
PhoneGap
 
《3D数学基础》


http://www.zcool.com.cn/ 美术网站



java 文件热替换：http://maidingding.iteye.com/blog/960504



Redis]]></description><category></category></item><item><title><![CDATA[C++调用java]]></title><link>https://blog.youkuaiyun.com/meichen8050753/article/details/7277334</link><guid>https://blog.youkuaiyun.com/meichen8050753/article/details/7277334</guid><author>meichen8050753</author><pubDate>Mon, 20 Feb 2012 21:23:59 +0800</pubDate><description><![CDATA[java跨平台的特性使Java越来越受开发人员的欢迎，但也往往会听到不少的抱怨：用Java开发的图形用户窗口界面每次在启动的时候都会跳出一个控制台窗口，这个控制台窗口让本来非常棒的界面失色不少。怎么能够让通过Java开发的GUI程序不弹出Java的控制台窗口呢？其实现在很多流行的开发环境例如JBuilder、Eclipse都是使用纯Java开发的集成环境。这些集成环境启动的时候并不会打开一个命令窗]]></description><category></category></item><item><title><![CDATA[How to get AXIS to find client-config.wsdd]]></title><link>https://blog.youkuaiyun.com/meichen8050753/article/details/7209737</link><guid>https://blog.youkuaiyun.com/meichen8050753/article/details/7209737</guid><author>meichen8050753</author><pubDate>Wed, 18 Jan 2012 18:56:39 +0800</pubDate><description><![CDATA[How to get AXIS to find client-config.wsdd
AXIS supports the use of Handlers on the client side and many of the WS-FX projects
 are implemented using this feature. Configuration information for the]]></description><category></category></item></channel></rss>