<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[hanbaoaaa的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/zhong1213</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; zhong1213]]></copyright><item><title><![CDATA[快速部起一个Openwhisk平台，使用telego k8s服务部署能力内网部署]]></title><link>https://blog.youkuaiyun.com/zhong1213/article/details/148150543</link><guid>https://blog.youkuaiyun.com/zhong1213/article/details/148150543</guid><author>zhong1213</author><pubDate>Thu, 22 May 2025 22:43:05 +0800</pubDate><description><![CDATA[通过 Telego 的便携部署能力，结合本地镜像仓库和 Helm 值覆盖机制，成功规避了 OpenWhisk 部署中的网络代理问题。配置本地镜像仓库并全量拉取所需镜像。使用 Helm 值覆盖重定向镜像地址。利用 Telego 的变量替换和共享文件服务器处理特化配置和脚本。通过 Telego 的prepare和helms配置实现自动化部署。此实践展示了 Telego 在复杂 Kubernetes 部署场景中的灵活性和可靠性，适用于需要隔离网络环境的 Serverless 平台部署。备注。]]></description><category></category></item><item><title><![CDATA[k3s 一键脚本集群部署，懒人福音，国内友好]]></title><link>https://blog.youkuaiyun.com/zhong1213/article/details/139015544</link><guid>https://blog.youkuaiyun.com/zhong1213/article/details/139015544</guid><author>zhong1213</author><pubDate>Sat, 18 May 2024 01:18:46 +0800</pubDate><description><![CDATA[k3s集群部署记录以及一键脚本]]></description><category></category></item><item><title><![CDATA[k8s部署 及 knative 开发环境部署]]></title><link>https://blog.youkuaiyun.com/zhong1213/article/details/128766422</link><guid>https://blog.youkuaiyun.com/zhong1213/article/details/128766422</guid><author>zhong1213</author><pubDate>Thu, 26 Jan 2023 17:14:49 +0800</pubDate><description><![CDATA[k8s部署 及 knative 开发环境部署]]></description><category></category></item><item><title><![CDATA[【ue4】打开文件窗口open file dialog]]></title><link>https://blog.youkuaiyun.com/zhong1213/article/details/124300702</link><guid>https://blog.youkuaiyun.com/zhong1213/article/details/124300702</guid><author>zhong1213</author><pubDate>Wed, 20 Apr 2022 16:22:22 +0800</pubDate><description><![CDATA[void AContextActor::open_image()
{
	TArray&lt;FString&gt; files;
	FDesktopPlatformModule::Get()
		-&gt;OpenFileDialog(GetActiveWindow(),
			TEXT("请选择资源"),
			TEXT("/"),
			TEXT(""),
			TEXT("(Image Files)|*.BMP;*.JPG;*.PNG;*.JPEG;)"),
			(uint32_t)EFileDia]]></description><category></category></item><item><title><![CDATA[quill js 代码块状态切换]]></title><link>https://blog.youkuaiyun.com/zhong1213/article/details/124234575</link><guid>https://blog.youkuaiyun.com/zhong1213/article/details/124234575</guid><author>zhong1213</author><pubDate>Sun, 17 Apr 2022 19:19:40 +0800</pubDate><description><![CDATA[quill js]]></description><category></category></item><item><title><![CDATA[【ue4】通过脚本刷新项目文件（用于更新ue项目目录内的文件变换）]]></title><link>https://blog.youkuaiyun.com/zhong1213/article/details/124106508</link><guid>https://blog.youkuaiyun.com/zhong1213/article/details/124106508</guid><author>zhong1213</author><pubDate>Mon, 11 Apr 2022 19:02:41 +0800</pubDate><description><![CDATA[主要是用到ue的UnrealBuildTool在项目目录下加入如下bat脚本即可
"C:\Program Files\Epic Games\UE_4.26\Engine\Binaries\DotNET\UnrealBuildTool.exe" -projectfiles -project="%cd%/VoxelFrameUE4.uproject" -game -rocket -progress


]]></description><category></category></item><item><title><![CDATA[ue4 引入第三方库导致warning被视为error]]></title><link>https://blog.youkuaiyun.com/zhong1213/article/details/122769627</link><guid>https://blog.youkuaiyun.com/zhong1213/article/details/122769627</guid><author>zhong1213</author><pubDate>Wed, 02 Feb 2022 15:01:31 +0800</pubDate><description><![CDATA[最近在引入第三方库时会有各种warning变成了error，编译不过去，后来在官方nbt文档里翻到了（ue构建系统
加上如上的宏即可

]]></description><category></category></item><item><title><![CDATA[一些单片机比赛，开发中的问题解决办法]]></title><link>https://blog.youkuaiyun.com/zhong1213/article/details/122367343</link><guid>https://blog.youkuaiyun.com/zhong1213/article/details/122367343</guid><author>zhong1213</author><pubDate>Fri, 07 Jan 2022 16:28:15 +0800</pubDate><description><![CDATA[从问题出发

单片机种类繁杂，库也各不相同
无意义的学习成本：每学习一个ide可能就要花费大量时间来熟悉操作，快捷键
脱离开版本管理的代码，无法对学习有一个实质性的记录，代码的复用基于文件拷贝，相当低效
宏定义等配置性内容过度耦合在代码中，降低了复用性

=》一种解决思路：构建通用库，使用更现代的vscode进行代码编写
市面上最火的就是arduino，还有国内的rtthread在包环境管理方面都是做的不错的
比较推荐都去了解一下
=》但是有一个新的问题：
​	对于比赛，此类框架都很大型，不适宜自己进行不同]]></description><category></category></item><item><title><![CDATA[ankiaddon编写 anki插件]]></title><link>https://blog.youkuaiyun.com/zhong1213/article/details/122274958</link><guid>https://blog.youkuaiyun.com/zhong1213/article/details/122274958</guid><author>zhong1213</author><pubDate>Sun, 02 Jan 2022 11:49:41 +0800</pubDate><description><![CDATA[最近想做个笔记软件，同时通过anki来复习
所以看了下anki一些接口的使用
启动后回调
gui_hooks.main_window_did_init.append(test)

创建卡片集
def new_dic(name: str):
    panote_dic = mw.col.decks.id(name)

    if panote_dic is None:
        mw.col.decks.add_normal_deck_with_name(name)
    panote_dic =]]></description><category></category></item><item><title><![CDATA[ue4迷之玄学卡顿]]></title><link>https://blog.youkuaiyun.com/zhong1213/article/details/122263485</link><guid>https://blog.youkuaiyun.com/zhong1213/article/details/122263485</guid><author>zhong1213</author><pubDate>Fri, 31 Dec 2021 23:07:26 +0800</pubDate><description><![CDATA[有道词典！！！！！！！！
我调了一天的性能
结果就是这个破玩意

]]></description><category></category></item><item><title><![CDATA[串口接收处理不要再乱写了]]></title><link>https://blog.youkuaiyun.com/zhong1213/article/details/121201583</link><guid>https://blog.youkuaiyun.com/zhong1213/article/details/121201583</guid><author>zhong1213</author><pubDate>Mon, 08 Nov 2021 09:34:50 +0800</pubDate><description><![CDATA[这次看大伙做电赛看到了很多问题
这回就针对串口说一下
对于串口，貌似都没有去做过一个队列的封装（也不算队列，队列读满就不会写入了，这里是会覆盖最旧的，目的是尽量存储新数据
外面的数据进来是通过硬件的，信息上要处理就不要放到中断里！
做一个循环队列的封装！把数据扔到队列里。主循环，再从队列里去匹配
队列一般就描述一下他的起始位置和长度即可。一般一次主循环我们就处理最新的一个或多个消息（不同种类
比如abc为消息头 消息体第一位用来表示消息类型后面几位为数据，
循环中开始处理消息头的时候，设置一个标志位来暂停中]]></description><category></category></item><item><title><![CDATA[流式包处理，c++，粘包，半包，tcp]]></title><link>https://blog.youkuaiyun.com/zhong1213/article/details/119861113</link><guid>https://blog.youkuaiyun.com/zhong1213/article/details/119861113</guid><author>zhong1213</author><pubDate>Mon, 23 Aug 2021 01:21:31 +0800</pubDate><description><![CDATA[.cpp
bool NetworkManager::handle_data(TArray&lt;uint8&gt;&amp; received_data, int _byte_cnt)
	{
		uint32_t handled_offset = 0;
		while (handled_offset != _byte_cnt)
		{
			auto byte_cnt_left = _byte_cnt - handled_offset;
			//头上一次未接收全
			if (data_handle_re]]></description><category></category></item><item><title><![CDATA[【ue4】创建一个发光边缘方块]]></title><link>https://blog.youkuaiyun.com/zhong1213/article/details/119685785</link><guid>https://blog.youkuaiyun.com/zhong1213/article/details/119685785</guid><author>zhong1213</author><pubDate>Fri, 13 Aug 2021 23:33:07 +0800</pubDate><description><![CDATA[总算是解决了我的voxelframe项目里地面网格构建卡顿的问题了，
接下来就是要写放置和破坏方块的逻辑了


首先是鼠标移动处需要有高亮显示


找了个视频

Unreal 4 Tutorial: Advanced tron material #1 - YouTube



[外链图片转存失败,源站可能有防盗链机制,建议将图片保存下来直接上传(img-xp0UTmyr-1628868692915)(https://hanbaoaaa.xyz/tuchuang/images/2021/08/13/image]]></description><category></category></item><item><title><![CDATA[【ue4】測量代碼運行時間]]></title><link>https://blog.youkuaiyun.com/zhong1213/article/details/119683863</link><guid>https://blog.youkuaiyun.com/zhong1213/article/details/119683863</guid><author>zhong1213</author><pubDate>Fri, 13 Aug 2021 20:55:17 +0800</pubDate><description><![CDATA[auto start = FDateTime::Now().GetTimeOfDay().GetTotalMilliseconds();
//customMesh
//mesh-&gt;SetCollisionEnabled(ECollisionEnabled::NoCollision);
//customMesh
mesh-&gt;CreateMeshSection(0/*id*/, vertices, triangles, TArray&lt;FVector&gt;(), TArray&lt;FVect]]></description><category></category></item><item><title><![CDATA[2021-08-12【ue4】试图解决procedural mesh创建卡顿]]></title><link>https://blog.youkuaiyun.com/zhong1213/article/details/119656778</link><guid>https://blog.youkuaiyun.com/zhong1213/article/details/119656778</guid><author>zhong1213</author><pubDate>Thu, 12 Aug 2021 23:58:54 +0800</pubDate><description><![CDATA[procedural mesh的源码
UnrealEngine/ProceduralMeshComponent.cpp at c3caf7b6bf12ae4c8e09b606f10a09776b4d1f38 · EpicGames/UnrealEngine (github.com)
问题在于procedural创建的时候实际是对数据进行了拷贝，如果这些代码都在主线程执行，必然会影响游戏的流畅性。

void UProceduralMeshComponent::CreateMeshSection(int32 ]]></description><category></category></item><item><title><![CDATA[2021-07-28 我的单片机通用库paMcuLib 在esp32的适配demo]]></title><link>https://blog.youkuaiyun.com/zhong1213/article/details/119187727</link><guid>https://blog.youkuaiyun.com/zhong1213/article/details/119187727</guid><author>zhong1213</author><pubDate>Wed, 28 Jul 2021 19:07:09 +0800</pubDate><description><![CDATA[https://github.com/paMcuLib/paMcuLib_esp32_idf_cmake_demo/edit/main/README.md
paMcuLibDemo_esp32
paMcuLib demo project for esp32
paMcuLib esp32平台的例程
to know more about paMculib
了解更多关于paMcuLib的信息
Start dev/开始开发


1.prepare the necessary environment
1.准备必要的环]]></description><category></category></item><item><title><![CDATA[esp32 绘图机械臂 pa_RobotArm]]></title><link>https://blog.youkuaiyun.com/zhong1213/article/details/118796478</link><guid>https://blog.youkuaiyun.com/zhong1213/article/details/118796478</guid><author>zhong1213</author><pubDate>Fri, 16 Jul 2021 14:22:27 +0800</pubDate><description><![CDATA[github :https://github.com/ActivePeter/paRobotArm
pa_RobotArm（pa机械臂
Intro（介绍
???? A robot arm project that can draw what you want
一个可以绘制你想绘制的东西的机械臂项目


Run host on ipad, and draw on itself
在ipad上运行上位机并且在它上面画画

Draw a cat
画猫猫

The host is written with vue  ]]></description><category></category></item><item><title><![CDATA[2021-07-16【算法】计算射线与三角形的交点]]></title><link>https://blog.youkuaiyun.com/zhong1213/article/details/118795271</link><guid>https://blog.youkuaiyun.com/zhong1213/article/details/118795271</guid><author>zhong1213</author><pubDate>Fri, 16 Jul 2021 14:13:07 +0800</pubDate><description><![CDATA[最近在写类似mc的游戏，方块挖掘过程中要实现射线与方块面的碰撞检测
先考虑二维的情况，应该是在大家初高中做数学题经常见到的

同样的道理就拿来放到3维用（我只证明了二维的，三维的还没验证，后面试一下就知道了

实际上这一步能完成所有操作 a+b+c 等于1即保证了在平面上，
a&gt;=0 b&gt;=0 c&gt;=0即保证了在三角形内
目前的代码


static bool raycast2Triangle(
        const glm::vec3 &amp;startPoint,
      ]]></description><category></category></item><item><title><![CDATA[我的mcu通用库（paMcuLib]]></title><link>https://blog.youkuaiyun.com/zhong1213/article/details/118588806</link><guid>https://blog.youkuaiyun.com/zhong1213/article/details/118588806</guid><author>zhong1213</author><pubDate>Fri, 09 Jul 2021 02:46:42 +0800</pubDate><description><![CDATA[paMcuLib



Intro（介绍
这是一个我用来封装我用过的单片机，并且统一模块接口的库
为了实现更好的移植性和模块性，我还开发两个vscode插件
This is a mcu lib like arduino to unify the module’s and mcu’s interfaces.
In order to implement better portability and modularity, I also made 2 vscode extensions,
ActivePeter/]]></description><category></category></item><item><title><![CDATA[webassembly_sdl(opengl)_imgui_cmake]]></title><link>https://blog.youkuaiyun.com/zhong1213/article/details/118495192</link><guid>https://blog.youkuaiyun.com/zhong1213/article/details/118495192</guid><author>zhong1213</author><pubDate>Mon, 05 Jul 2021 17:47:14 +0800</pubDate><description><![CDATA[wasm_sdl_imgui_cmake
0.source
schteppe/imgui-wasm: imgui/wasm boilerplate (github.com)
https://github.com/ActivePeter/paTempletes/tree/main/wasm_sdl_imgui_cmake
1.development
1.0
make sure you have required softs/environments
确保你安装了必要的软件和环境
vscode, Emscrip]]></description><category></category></item></channel></rss>