<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[qq_45406325的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/qq_45406325</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; qq_45406325]]></copyright><item><title><![CDATA[【开发工具】使用cursor实现点单小程序]]></title><link>https://blog.youkuaiyun.com/qq_45406325/article/details/160566301</link><guid>https://blog.youkuaiyun.com/qq_45406325/article/details/160566301</guid><author>qq_45406325</author><pubDate>Mon, 11 May 2026 21:18:08 +0800</pubDate><description><![CDATA[本文介绍了使用Cursor开发蛋糕店点单小程序的全流程。首先通过需求分析和UI设计生成原型图，采用微信小程序+云开发技术栈。]]></description><category></category></item><item><title><![CDATA[【threejs】场景智能控制：基于 Box3 的模型聚焦、自适应缩放与碰撞检测]]></title><link>https://blog.youkuaiyun.com/qq_45406325/article/details/148794242</link><guid>https://blog.youkuaiyun.com/qq_45406325/article/details/148794242</guid><author>qq_45406325</author><pubDate>Thu, 10 Jul 2025 18:26:57 +0800</pubDate><description><![CDATA[box3包围盒是高效的空间查询工具类，该文章包含了它的3种使用场景]]></description><category></category></item><item><title><![CDATA[【threejs】第一人称视角之八叉树碰撞检测]]></title><link>https://blog.youkuaiyun.com/qq_45406325/article/details/136107477</link><guid>https://blog.youkuaiyun.com/qq_45406325/article/details/136107477</guid><author>qq_45406325</author><pubDate>Thu, 10 Jul 2025 17:54:40 +0800</pubDate><description><![CDATA[本文将带你深入八叉树的原理，手把手实现一个高效的碰撞检测系统]]></description><category></category></item><item><title><![CDATA[【javascript】泡泡龙游戏中反弹和查找匹配算法]]></title><link>https://blog.youkuaiyun.com/qq_45406325/article/details/148444870</link><guid>https://blog.youkuaiyun.com/qq_45406325/article/details/148444870</guid><author>qq_45406325</author><pubDate>Tue, 10 Jun 2025 16:12:46 +0800</pubDate><description><![CDATA[泡泡龙游戏的核心玩法依赖于物理碰撞与颜色匹配的算法实现。反弹效果需要模拟泡泡与边界或障碍物的弹性碰撞，确保轨迹符合物理规律；匹配算法则需快速检测相邻同色泡泡，触发消除逻辑。高效的处理方式直接影响游戏流畅度和玩家体验。]]></description><category></category></item><item><title><![CDATA[【javascript】竞速游戏前端优化：高频操作与并发请求的解决方案]]></title><link>https://blog.youkuaiyun.com/qq_45406325/article/details/147478511</link><guid>https://blog.youkuaiyun.com/qq_45406325/article/details/147478511</guid><author>qq_45406325</author><pubDate>Mon, 28 Apr 2025 17:29:26 +0800</pubDate><description><![CDATA[在竞速类网页游戏中，玩家高频点击与服务器实时交互会引发两大核心挑战：客户端性能瓶颈：频繁操作导致UI卡顿、请求堆积服务端压力激增：突发性并发请求可能击穿后端接口本文将深入解析：✅ Web Worker多线程计算分流✅ Promise并发控制的精准策略✅ 请求队列的优先级调度机制✅ 防抖节流在游戏场景的进阶用法通过四维一体的解决方案，实现毫秒级响应与服务器负载平衡的完美兼顾。]]></description><category></category></item><item><title><![CDATA[【javascript】录音可视化]]></title><link>https://blog.youkuaiyun.com/qq_45406325/article/details/143164289</link><guid>https://blog.youkuaiyun.com/qq_45406325/article/details/143164289</guid><author>qq_45406325</author><pubDate>Fri, 14 Feb 2025 18:42:06 +0800</pubDate><description><![CDATA[分享一些在开发语音识别功能遇到的问题和解决方法，包含音频数据格式转换，大文件上传，录音权限获取，音频可视化]]></description><category></category></item><item><title><![CDATA[【git】本地仓库配置多个远程地址]]></title><link>https://blog.youkuaiyun.com/qq_45406325/article/details/142568414</link><guid>https://blog.youkuaiyun.com/qq_45406325/article/details/142568414</guid><author>qq_45406325</author><pubDate>Mon, 14 Oct 2024 13:50:46 +0800</pubDate><description><![CDATA[在日常开发中，常用github，gitee，coding等平台管理代码，有时候同一份代码想要保存到多个远程地址，本地仓库配置一下，通过同一个命令提交就省事很多，下面就介绍git具体操作和可能遇到的问题，本地配置主要包含addfetch命令。]]></description><category></category></item><item><title><![CDATA[【小程序】uniapp自定义图标组件可动态更换svg颜色]]></title><link>https://blog.youkuaiyun.com/qq_45406325/article/details/142456615</link><guid>https://blog.youkuaiyun.com/qq_45406325/article/details/142456615</guid><author>qq_45406325</author><pubDate>Mon, 23 Sep 2024 16:22:35 +0800</pubDate><description><![CDATA[通过图标名称加载对应svg，size参数调整图标大小，color参数调整图标颜色。]]></description><category></category></item><item><title><![CDATA[【javascript】判断元素是否在可视区域内]]></title><link>https://blog.youkuaiyun.com/qq_45406325/article/details/138561357</link><guid>https://blog.youkuaiyun.com/qq_45406325/article/details/138561357</guid><author>qq_45406325</author><pubDate>Wed, 08 May 2024 11:05:47 +0800</pubDate><description><![CDATA[推荐IntersectionObserver 接口提供的判断target和root交叉的方法，比scroll和touch事件触发性能更好]]></description><category></category></item><item><title><![CDATA[【xrframe】优化ar相机中加载模型效果]]></title><link>https://blog.youkuaiyun.com/qq_45406325/article/details/138538835</link><guid>https://blog.youkuaiyun.com/qq_45406325/article/details/138538835</guid><author>qq_45406325</author><pubDate>Tue, 07 May 2024 18:33:37 +0800</pubDate><description><![CDATA[微信小程序ar初体验，提供优化思路和经验分享]]></description><category></category></item><item><title><![CDATA[【electron】验证渲染URL]]></title><link>https://blog.youkuaiyun.com/qq_45406325/article/details/134718767</link><guid>https://blog.youkuaiyun.com/qq_45406325/article/details/134718767</guid><author>qq_45406325</author><pubDate>Fri, 01 Dec 2023 11:16:44 +0800</pubDate><description><![CDATA[electron和h5分离]]></description><category></category></item><item><title><![CDATA[【electron】导入导出]]></title><link>https://blog.youkuaiyun.com/qq_45406325/article/details/134497630</link><guid>https://blog.youkuaiyun.com/qq_45406325/article/details/134497630</guid><author>qq_45406325</author><pubDate>Thu, 30 Nov 2023 15:25:02 +0800</pubDate><description><![CDATA[Electron允许你在渲染进程中使用一些特定于桌面的原生模块，例如文件对话框、系统托盘、菜单等。这些模块提供了更好的用户体验。结合了 Node.js 的文件系统模块（fs）和浏览器环境的 Web API，导入导出文件功能就使用到dialog和 fs。]]></description><category></category></item><item><title><![CDATA[【vue3】使用vuedraggable和grid实现自定义拖拽布局]]></title><link>https://blog.youkuaiyun.com/qq_45406325/article/details/134354860</link><guid>https://blog.youkuaiyun.com/qq_45406325/article/details/134354860</guid><author>qq_45406325</author><pubDate>Mon, 13 Nov 2023 18:32:49 +0800</pubDate><description><![CDATA[使用vuedraggable实现拖拽功能，拖拽改变的是模块在list的顺序，使用gird设置动态类名，根据模块在list的位置匹配对应的gird样式。]]></description><category></category></item><item><title><![CDATA[【electron】监听快捷键打开新窗口]]></title><link>https://blog.youkuaiyun.com/qq_45406325/article/details/134235816</link><guid>https://blog.youkuaiyun.com/qq_45406325/article/details/134235816</guid><author>qq_45406325</author><pubDate>Sun, 05 Nov 2023 23:07:09 +0800</pubDate><description><![CDATA[Electron是一个使用 JavaScript、HTML 和 CSS 构建桌面应用程序的框架。]]></description><category></category></item><item><title><![CDATA[【element-plus】使用elTable设置默认全选toggleRowSelection失效]]></title><link>https://blog.youkuaiyun.com/qq_45406325/article/details/134234566</link><guid>https://blog.youkuaiyun.com/qq_45406325/article/details/134234566</guid><author>qq_45406325</author><pubDate>Sun, 05 Nov 2023 21:57:04 +0800</pubDate><description><![CDATA[补充：如果还是想通过toggleRowSelection实现指定行选中，可以尝试用计时器，以下方法是在切换分页的时候刷新选中状态，dom刷新比toggleRowSelection慢。展示，并且包含复选框，默认。目标效果：子节点数据通过。]]></description><category></category></item><item><title><![CDATA[【threejs】基础知识和一些动效]]></title><link>https://blog.youkuaiyun.com/qq_45406325/article/details/133140379</link><guid>https://blog.youkuaiyun.com/qq_45406325/article/details/133140379</guid><author>qq_45406325</author><pubDate>Sun, 24 Sep 2023 02:35:25 +0800</pubDate><description><![CDATA[创建场景scene → 创建一个相机camera，设置相机位置 → 创建一个渲染器canvas，尺寸 → 创建几何体geometry，添加材质material → 添加灯光light → 把要展示的添加到场景里并渲染。，webgl更底层更抽象，它可直接访问图形硬件，编写底层图形渲染代码（如，着色器，矩阵变换，顶点缓冲区，光源等）；总之，webgl 更适合那些对图形编程有深入了解和对性能有更高要求的开发者，threejs易学易使用，专注3d内容但没有深入了解图形编程的人，根据需求和技术各取所需。]]></description><category></category></item><item><title><![CDATA[【webgl】基础知识和几何体案例]]></title><link>https://blog.youkuaiyun.com/qq_45406325/article/details/132783695</link><guid>https://blog.youkuaiyun.com/qq_45406325/article/details/132783695</guid><author>qq_45406325</author><pubDate>Mon, 18 Sep 2023 16:26:48 +0800</pubDate><description><![CDATA[WebGL（Web Graphics Library）是一种基于JavaScript API的Web图形编程技术，用于在浏览器中实现高性能的3D图形渲染。]]></description><category></category></item><item><title><![CDATA[【css】公共样式之flex]]></title><link>https://blog.youkuaiyun.com/qq_45406325/article/details/131722301</link><guid>https://blog.youkuaiyun.com/qq_45406325/article/details/131722301</guid><author>qq_45406325</author><pubDate>Mon, 17 Jul 2023 10:50:18 +0800</pubDate><description><![CDATA[flex作为最经典最方便的一种布局方式，不受宽高限制，使用场景也会很多，回顾下flex属性设置，发现父子元素属性设置至少3个，而且display不可继承，这就导致每次用flex都要写很多重复代码，在公共样式里封装flex，通过类名方式可以高效快捷调用]]></description><category></category></item><item><title><![CDATA[【javascript】设计模式]]></title><link>https://blog.youkuaiyun.com/qq_45406325/article/details/128148051</link><guid>https://blog.youkuaiyun.com/qq_45406325/article/details/128148051</guid><author>qq_45406325</author><pubDate>Fri, 02 Dec 2022 17:10:01 +0800</pubDate><description><![CDATA[从“写代码”到“写好代码”到“设计代码”，不仅是技术的提升，更是编程思维的提升。]]></description><category></category></item><item><title><![CDATA[那些年我们在微信小程序遇到的坑]]></title><link>https://blog.youkuaiyun.com/qq_45406325/article/details/127259537</link><guid>https://blog.youkuaiyun.com/qq_45406325/article/details/127259537</guid><author>qq_45406325</author><pubDate>Mon, 31 Oct 2022 18:55:52 +0800</pubDate><description><![CDATA[本篇主要记录一下我在开发中遇到的小程序的坑，还有实现的功能。]]></description><category></category></item></channel></rss>