<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[zxcvb036的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/zxcvb036</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; zxcvb036]]></copyright><item><title><![CDATA[Halcon 3D 部分知识点]]></title><link>https://blog.youkuaiyun.com/zxcvb036/article/details/125000113</link><guid>https://blog.youkuaiyun.com/zxcvb036/article/details/125000113</guid><author>zxcvb036</author><pubDate>Fri, 27 May 2022 11:03:35 +0800</pubDate><description><![CDATA[]]></description><category></category></item><item><title><![CDATA[LMI Gocator知识点]]></title><link>https://blog.youkuaiyun.com/zxcvb036/article/details/124999970</link><guid>https://blog.youkuaiyun.com/zxcvb036/article/details/124999970</guid><author>zxcvb036</author><pubDate>Fri, 27 May 2022 10:58:32 +0800</pubDate><description><![CDATA[]]></description><category></category></item><item><title><![CDATA[宁芝蓝牙X87 说明书]]></title><link>https://blog.youkuaiyun.com/zxcvb036/article/details/124952722</link><guid>https://blog.youkuaiyun.com/zxcvb036/article/details/124952722</guid><author>zxcvb036</author><pubDate>Tue, 24 May 2022 19:16:59 +0800</pubDate><description><![CDATA[说明书



]]></description><category></category></item><item><title><![CDATA[NewtonJson 自定义的JsonConverter用于自定义文本解析函数]]></title><link>https://blog.youkuaiyun.com/zxcvb036/article/details/120193243</link><guid>https://blog.youkuaiyun.com/zxcvb036/article/details/120193243</guid><author>zxcvb036</author><pubDate>Thu, 09 Sep 2021 08:39:16 +0800</pubDate><description><![CDATA[先看一下Json的格式。要解析其中的时间戳字段，自带的Converter无法进行，只能自己创建所需的转换函数
    {
        "id": 1384552022690369570,
        "machineId": 101,
        "msgCode": 80002,
        "startTime": 1618937902137,
        "endTime": 1618937915316,
        "createStartTime": 16189379005]]></description><category></category></item><item><title><![CDATA[Unity中 Animation Clip中添加属性 被锁定 无法通过脚本修改]]></title><link>https://blog.youkuaiyun.com/zxcvb036/article/details/119030322</link><guid>https://blog.youkuaiyun.com/zxcvb036/article/details/119030322</guid><author>zxcvb036</author><pubDate>Fri, 23 Jul 2021 12:50:29 +0800</pubDate><description><![CDATA[https://forum.unity.com/threads/animator-locking-animated-value-even-when-current-state-has-no-curves-keys-for-that-value.440363/
以上链接并未解决问题，因为官方从12年到现在 都不觉得这是个问题。但是实际用的时候确实非常难受，clip中用到的属性，包括setactive ，enable， position等的修改 ，在其他地方都要用到。不被脚本修改 是不现实的。
当前的方案是：
]]></description><category></category></item><item><title><![CDATA[blender合并窗口]]></title><link>https://blog.youkuaiyun.com/zxcvb036/article/details/118583248</link><guid>https://blog.youkuaiyun.com/zxcvb036/article/details/118583248</guid><author>zxcvb036</author><pubDate>Thu, 08 Jul 2021 21:46:33 +0800</pubDate><description><![CDATA[]]></description><category></category></item><item><title><![CDATA[如何使用Visual Studio 自带的 单元测试框架]]></title><link>https://blog.youkuaiyun.com/zxcvb036/article/details/118388771</link><guid>https://blog.youkuaiyun.com/zxcvb036/article/details/118388771</guid><author>zxcvb036</author><pubDate>Thu, 01 Jul 2021 16:06:51 +0800</pubDate><description><![CDATA[参考链接
https://docs.microsoft.com/zh-cn/visualstudio/test/getting-started-with-unit-testing?view=vs-2019&amp;tabs=mstest
1 在 Visual Studio 中，打开要测试的项目。
2 在“解决方案资源管理器”中，选择解决方案节点。 然后，在顶部菜单栏中，选择“文件” &gt; “添加” &gt; “新项目” 。
3 在新项目对话框中，找到要使用的测试框架的单元测试项目模板（如 MSTest）]]></description><category></category></item><item><title><![CDATA[Unity anystate发生抖动的解决方法]]></title><link>https://blog.youkuaiyun.com/zxcvb036/article/details/118084170</link><guid>https://blog.youkuaiyun.com/zxcvb036/article/details/118084170</guid><author>zxcvb036</author><pubDate>Mon, 21 Jun 2021 12:36:05 +0800</pubDate><description><![CDATA[将Can Transition To Self 勾掉


]]></description><category></category></item><item><title><![CDATA[blender动态石板制作]]></title><link>https://blog.youkuaiyun.com/zxcvb036/article/details/117808131</link><guid>https://blog.youkuaiyun.com/zxcvb036/article/details/117808131</guid><author>zxcvb036</author><pubDate>Fri, 11 Jun 2021 10:53:42 +0800</pubDate><description><![CDATA[参考视频
https://www.bilibili.com/video/av500667592/

1.添加栅格

随机选择（弃选）
按Y 分离面 不新建图层，，Ctrl+E细分

U 块状投影 -UV Editing界面

全选 - S -0 缩放到最小

添加一个纯轴 空物体

给栅格添加修改器
首先 UV偏移修改器
全选  Ctrl+G 添加新定点组

添加顶点权重编辑 修改器

编辑文理

使用空物体驱动栅格变化


...]]></description><category></category></item><item><title><![CDATA[Unity 双指缩放脚本]]></title><link>https://blog.youkuaiyun.com/zxcvb036/article/details/117361805</link><guid>https://blog.youkuaiyun.com/zxcvb036/article/details/117361805</guid><author>zxcvb036</author><pubDate>Fri, 28 May 2021 14:26:28 +0800</pubDate><description><![CDATA[using UnityEngine;
using System.Collections;


/// &lt;summary&gt;
/// Found in 
/// http://unity3d.com/pt/learn/tutorials/modules/beginner/platform-specific/pinch-zoom
/// Contains both perspective and orthographic stuff, in this 2D game we'll
/// be usin]]></description><category></category></item><item><title><![CDATA[C++11 原生的多线程实例]]></title><link>https://blog.youkuaiyun.com/zxcvb036/article/details/116546944</link><guid>https://blog.youkuaiyun.com/zxcvb036/article/details/116546944</guid><author>zxcvb036</author><pubDate>Sat, 08 May 2021 22:59:24 +0800</pubDate><description><![CDATA[from:https://en.cppreference.com/w/cpp/thread/async
#include "stdafx.h"

#include &lt;iostream&gt;
#include &lt;vector&gt;
#include &lt;algorithm&gt;
#include &lt;numeric&gt;
#include &lt;future&gt;
#include &lt;string&gt;
#include &lt;mutex&gt;



 

std:]]></description><category></category></item><item><title><![CDATA[c# 模板方法 设计模式]]></title><link>https://blog.youkuaiyun.com/zxcvb036/article/details/116541749</link><guid>https://blog.youkuaiyun.com/zxcvb036/article/details/116541749</guid><author>zxcvb036</author><pubDate>Sat, 08 May 2021 20:16:26 +0800</pubDate><description><![CDATA[一定要保证 有一个稳定的操作的骨架，对子类虚函数带来变化
using System;




namespace RefactoringGuru.DesignPatterns.TemplateMethod.Conceptual
{
    // The Abstract Class defines a template method that contains a skeleton of
    // some algorithm, composed of calls to (usually) abstra]]></description><category></category></item><item><title><![CDATA[Blender应用缩放]]></title><link>https://blog.youkuaiyun.com/zxcvb036/article/details/116429438</link><guid>https://blog.youkuaiyun.com/zxcvb036/article/details/116429438</guid><author>zxcvb036</author><pubDate>Wed, 05 May 2021 20:00:48 +0800</pubDate><description><![CDATA[Ctrl+A 选择应用缩放
左侧未应用缩放，右侧应用缩放


]]></description><category></category></item><item><title><![CDATA[C++ bitset]]></title><link>https://blog.youkuaiyun.com/zxcvb036/article/details/116305031</link><guid>https://blog.youkuaiyun.com/zxcvb036/article/details/116305031</guid><author>zxcvb036</author><pubDate>Fri, 30 Apr 2021 16:21:58 +0800</pubDate><description><![CDATA[#include &lt;QCoreApplication&gt;

#include&lt;iostream&gt;
#include&lt;string&gt;
#include&lt;bitset&gt;

using namespace std;



int main(int argc, char *argv[])
{
    std::bitset&lt;4&gt; foo1 (0xff1);
    std::bitset&lt;4&gt; foo (std::string("1001"));]]></description><category></category></item><item><title><![CDATA[Unity发布Webgl 文件夹下的配置文件读取问题]]></title><link>https://blog.youkuaiyun.com/zxcvb036/article/details/116301283</link><guid>https://blog.youkuaiyun.com/zxcvb036/article/details/116301283</guid><author>zxcvb036</author><pubDate>Fri, 30 Apr 2021 13:03:11 +0800</pubDate><description><![CDATA[这是一个PC运行时的文件访问方式，判断有无并加载即可

[Serializable]
public class  SanguConfig : BaseConfig
{

    public readonly string FileName = Application.dataPath + "/SanguConfig.json";

    public SanguConfig()
    {
        var item = new IdleSanguConfig().CommandsMap;
   ]]></description><category></category></item><item><title><![CDATA[VS调试时 将控制台的打印信息重定向到本地文件]]></title><link>https://blog.youkuaiyun.com/zxcvb036/article/details/116270852</link><guid>https://blog.youkuaiyun.com/zxcvb036/article/details/116270852</guid><author>zxcvb036</author><pubDate>Thu, 29 Apr 2021 15:54:32 +0800</pubDate><description><![CDATA[选择项目  右键 属性  调试选项  命令参数  &gt;log.txt即可
同样的操作也适用于 输入参数的时候，可以使用 &lt; input.txt 即可


]]></description><category></category></item><item><title><![CDATA[C++单例模式中存在static instance资源什么时间被回收的问题]]></title><link>https://blog.youkuaiyun.com/zxcvb036/article/details/116269926</link><guid>https://blog.youkuaiyun.com/zxcvb036/article/details/116269926</guid><author>zxcvb036</author><pubDate>Thu, 29 Apr 2021 15:36:16 +0800</pubDate><description><![CDATA[class CSingleton
{
private:
	CSingleton()   //构造函数是私有的
	{
	}
	static CSingleton *m_pInstance;
public:
	static CSingleton * GetInstance()
	{
		if(m_pInstance == NULL)  //判断是否第一次调用
			m_pInstance = new CSingleton();
		return m_pInstance;
	}
};

使用shared_prt来]]></description><category></category></item><item><title><![CDATA[blender 混合着色器]]></title><link>https://blog.youkuaiyun.com/zxcvb036/article/details/116033880</link><guid>https://blog.youkuaiyun.com/zxcvb036/article/details/116033880</guid><author>zxcvb036</author><pubDate>Thu, 22 Apr 2021 22:04:01 +0800</pubDate><description><![CDATA[]]></description><category></category></item><item><title><![CDATA[blender大理石纹理]]></title><link>https://blog.youkuaiyun.com/zxcvb036/article/details/116033752</link><guid>https://blog.youkuaiyun.com/zxcvb036/article/details/116033752</guid><author>zxcvb036</author><pubDate>Thu, 22 Apr 2021 21:56:08 +0800</pubDate><description><![CDATA[]]></description><category></category></item><item><title><![CDATA[blender拉丝纹理]]></title><link>https://blog.youkuaiyun.com/zxcvb036/article/details/116033441</link><guid>https://blog.youkuaiyun.com/zxcvb036/article/details/116033441</guid><author>zxcvb036</author><pubDate>Thu, 22 Apr 2021 21:40:49 +0800</pubDate><description><![CDATA[]]></description><category></category></item></channel></rss>