<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[xxxxxxxx___的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/xxxxxxxx___</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; xxxxxxxx___]]></copyright><item><title><![CDATA[3.4 函数图像绘制]]></title><link>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/159174869</link><guid>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/159174869</guid><author>xxxxxxxx___</author><pubDate>Tue, 17 Mar 2026 22:19:53 +0800</pubDate><description><![CDATA[【代码】3.4 函数图像绘制。]]></description><category></category></item><item><title><![CDATA[3.3 凹凸性与二阶导数判别法]]></title><link>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/158977715</link><guid>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/158977715</guid><author>xxxxxxxx___</author><pubDate>Thu, 12 Mar 2026 21:19:59 +0800</pubDate><description><![CDATA[【代码】3.3 凹凸性与二阶导数判别法。]]></description><category></category></item><item><title><![CDATA[3.2 一阶导数计算区间极值]]></title><link>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/158968482</link><guid>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/158968482</guid><author>xxxxxxxx___</author><pubDate>Thu, 12 Mar 2026 15:59:21 +0800</pubDate><description><![CDATA[若 "函数f定义在区间I上" a . 严格递增若对区间I内的任意两个自变量x1 , x2则称函数f在区间I上严格递增;直观理解: 随着x增大, 函数值f(x)也随之增大, 图像从左下向右上延伸b . 严格递减若对区间I内的任意两个自变量x1 , x2则称函数f在区间I上"严格递减";直观理解: 随着x增大, 函数值f(x)反而减小, 图像从左上向右下延伸。]]></description><category></category></item><item><title><![CDATA[3.1 区间极值]]></title><link>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/158893137</link><guid>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/158893137</guid><author>xxxxxxxx___</author><pubDate>Tue, 10 Mar 2026 22:35:12 +0800</pubDate><description><![CDATA[1).绝对极值设"D是函数f的定义域"或"D是函数f的定义域中的指定的某个闭区间"a.全局最小值(Absolute/Global Minimum)若对所有x ∈ D,都满足f(c) ≤ f(x), 则称f(c)是f在D上的最小值b.全局最大值(Absolute/Global Maximum)若对所有x ∈ D, 都满足f(c) ≥ f(x), 则称f(c)是f在D上的最大值c.极值(Extreme Values)函数的最小值与最大值, 统称为函数的极值。]]></description><category></category></item><item><title><![CDATA[24. 智能指针]]></title><link>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/158886076</link><guid>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/158886076</guid><author>xxxxxxxx___</author><pubDate>Tue, 10 Mar 2026 16:10:20 +0800</pubDate><description><![CDATA[智能指针在C++标准库(memory头文件)中, 核心目的是"自动管理动态分配的内存", 避免忘记手动调用delete, 造成的内存泄露问题;智能指针会在自身生命周期结束后(如: 超出作用域)自动调用delete释放关联的内存。]]></description><category></category></item><item><title><![CDATA[2.5 线性近似和微分定义]]></title><link>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/158850902</link><guid>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/158850902</guid><author>xxxxxxxx___</author><pubDate>Mon, 09 Mar 2026 20:45:55 +0800</pubDate><description><![CDATA[a.核心思想在函数某一点的附近, 用该点的切线(一条直线)来近似代替原函数的曲线, 从而简化复杂的计算b.标准公式如果函数y = f(x)在点x = a处可导, 那么在a附近的线性近似公式为该公式也可以写成增量的形式c.线性近似的几何意义- 函数y = f(x)是一条曲线- 线性近似L(x)是这条曲线在点(a, f(a))处的切线- 在切点a附近, 切线和曲线几乎重合, 因此可以用切线来代替曲线进行计算a . 因变量的微分dy。]]></description><category></category></item><item><title><![CDATA[03. AssetTreeView - 资源树]]></title><link>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/158847663</link><guid>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/158847663</guid><author>xxxxxxxx___</author><pubDate>Mon, 09 Mar 2026 17:07:46 +0800</pubDate><description><![CDATA[AssetTreeView是基于UnityEditor.IMGUI.Controls.TreeView构建的自定义"资源树形浏览器"]]></description><category></category></item><item><title><![CDATA[23. 运算符重载]]></title><link>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/158618185</link><guid>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/158618185</guid><author>xxxxxxxx___</author><pubDate>Tue, 03 Mar 2026 16:37:14 +0800</pubDate><description><![CDATA[a.本质: 运算符重载的本质是"函数重载", 函数名固定为"operator+运算符"(如: operator+、operator<<)b.不能重载的运算符: .(成员访问), ::(作用域解析), sizeof(大小计算),?:(三目运算符)等c.重载后运算符的优先级、结合性、操作数个数不能改变, 比如: +始终是双目运算符d.两种实现方式- 类的成员函数("适合单目/双目运算符, 左操作数是当前对象")- 全局函数("常配合friend, 适合双目运算符如<<, 左操作数不是当前对象")]]></description><category></category></item><item><title><![CDATA[5.3 行列式的应用]]></title><link>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/158616278</link><guid>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/158616278</guid><author>xxxxxxxx___</author><pubDate>Tue, 03 Mar 2026 16:05:58 +0800</pubDate><description><![CDATA[【代码】5.3 行列式的应用。]]></description><category></category></item><item><title><![CDATA[3.8 总结]]></title><link>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/158611893</link><guid>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/158611893</guid><author>xxxxxxxx___</author><pubDate>Tue, 03 Mar 2026 14:44:29 +0800</pubDate><description><![CDATA[【代码】3.8 总结。]]></description><category></category></item><item><title><![CDATA[2.6 常见函数的导数]]></title><link>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/158574915</link><guid>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/158574915</guid><author>xxxxxxxx___</author><pubDate>Mon, 02 Mar 2026 13:50:08 +0800</pubDate><description><![CDATA[]]></description><category></category></item><item><title><![CDATA[34. GPU偏爱2的幂次]]></title><link>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/158069567</link><guid>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/158069567</guid><author>xxxxxxxx___</author><pubDate>Sat, 14 Feb 2026 13:54:45 +0800</pubDate><description><![CDATA[【代码】34. GPU偏爱2的幂次。]]></description><category></category></item><item><title><![CDATA[33. RenderTarget]]></title><link>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/158069464</link><guid>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/158069464</guid><author>xxxxxxxx___</author><pubDate>Sat, 14 Feb 2026 13:43:16 +0800</pubDate><description><![CDATA[RenderTarget(简称RT, 渲染目标)本质是"显存中的一块缓冲区/虚拟画布"默认情况下, Unity的相机直接把画面渲染到"屏幕缓冲区", 而RenderTarget允许你让相机把画面渲染到这块"虚拟画布",而非直接显示, 这块画布的具体实现是Unity的"RenderTexture"类;渲染完成后, 可以将它作为纹理采样, 二次处理或最终再渲染到屏幕上简单类比:正常画画是直接画在最终展示的画布(屏幕)上, 而RenderTarget是先画在草稿纸(虚拟画布)上, 修改/合成后再复。]]></description><category></category></item><item><title><![CDATA[2.4 指对数函数的微分]]></title><link>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/158068450</link><guid>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/158068450</guid><author>xxxxxxxx___</author><pubDate>Sat, 14 Feb 2026 13:28:32 +0800</pubDate><description><![CDATA[【代码】2.4 指对数函数的微分。]]></description><category></category></item><item><title><![CDATA[2.2 特性]]></title><link>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/158040303</link><guid>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/158040303</guid><author>xxxxxxxx___</author><pubDate>Fri, 13 Feb 2026 15:21:16 +0800</pubDate><description><![CDATA[特性(Attribute)是c#中的一种特殊的"元数据"机制, 可以将它理解成给代码(类, 方法, 属性, 参数, 程序集等)贴的标签这些标签不会直接影响代码的执行逻辑, 但能为代码附加额外的信息, 程序在运行时/编译时可以读取这些信息a.定义自定义特性类(必须继承System.Attribute, 命名建议以Attribute结尾)b.应用自定义特性到目标元素c.通过反射读取特性的元数据// 1. 定义自定义特性：标记代码作者和创建时间。]]></description><category></category></item><item><title><![CDATA[1.11 资源划分策略]]></title><link>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/158039696</link><guid>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/158039696</guid><author>xxxxxxxx___</author><pubDate>Fri, 13 Feb 2026 15:12:12 +0800</pubDate><description><![CDATA[【代码】1.11 资源划分策略。]]></description><category></category></item><item><title><![CDATA[4.1 网络层简介]]></title><link>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/154407510</link><guid>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/154407510</guid><author>xxxxxxxx___</author><pubDate>Fri, 13 Feb 2026 10:29:47 +0800</pubDate><description><![CDATA[a . 在发送主机和接收主机对之间传送数据报b . 在发送端将TCP段或UDP数据报封装到数据报中c . 在接收端 , 将TCP段或UDP数据上传给传输层实体d . 网络层协议存在于每一个主机和路由器e . 路由器检查每一个经过它的IP数据报的头部网络层的功能 : a . 转发 : 将分组从路由器的输入接口转发到合适的输出接口b . 路由 : 使用路由算法来决定分组从发送主机到目标接收主机的路径 - 路由选择算法 - 路由选择协议。]]></description><category></category></item><item><title><![CDATA[3.6 TCP连接管理和流量控制]]></title><link>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/158035697</link><guid>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/158035697</guid><author>xxxxxxxx___</author><pubDate>Fri, 13 Feb 2026 10:29:04 +0800</pubDate><description><![CDATA[【代码】3.6 TCP连接管理和流量控制。]]></description><category></category></item><item><title><![CDATA[2.1 反射]]></title><link>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/158009830</link><guid>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/158009830</guid><author>xxxxxxxx___</author><pubDate>Thu, 12 Feb 2026 17:33:47 +0800</pubDate><description><![CDATA[1).反射式程序运行时可以看自己的结构(比如: 类, 方法, 属性等), 并能操作这些结构;反射的核心命名空间System.Reflection, 核心类是Type(所有类型信息的入口)2).反射的核心使用场景a.动态创建对象b.动态调用方法c.访问私有成员d.读取自定义特性。]]></description><category></category></item><item><title><![CDATA[02. GUIStyle]]></title><link>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/158008883</link><guid>https://blog.youkuaiyun.com/xxxxxxxx___/article/details/158008883</guid><author>xxxxxxxx___</author><pubDate>Thu, 12 Feb 2026 16:23:13 +0800</pubDate><description><![CDATA[【代码】01. 编辑器外观。]]></description><category></category></item></channel></rss>