Unity 截图选择框,中间全透明,边缘半透明
效果:点击白色框可拖拽选择区域

代码:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems; public class jietu : MonoBehaviour, IDragHandler, IEndDragHandler,IBeginDragHandler
{
void Start()
{
//DrawTriangle(30, 0, 100, 250, 200, 100, mat);//三角形的三个定点坐标
} public void OnBeginDrag(PointerEventData eventData)
{
dragObj = eventData.rawPointerPress;
} public void OnDrag(PointerEventData eventData)
{
if (dragObj!=null)
{
dragObj.transform.position = Input.mousePosition; leftBottomPos = leftBottom.transform.position;
leftTopPos = leftTop.transform.position;
rightTopPos = rightTop.transform.position;
rightBottomPos = rightBottom.transform.position; if (dragObj.Equals(leftBottom))
{
leftTopPos.x = dragObj.transform.position.x;
rightBottomPos.y= dragObj.transform.position.y;
leftTop.transform.position = leftTopPos;
rightBottom.transform.position = rightBottomPos;
}
else if (dragObj.Equals(leftTop))
{
leftBottomPos.x = dragObj.transform.position.x;
rightTopPos.y = dragObj.transform.position.y;
leftBottom.transform.position = leftBottomPos;
rightTop.transform.position = rightTopPos;
}
else if (dragObj.Equals(rightTop))
{
rightBottomPos.x = dragObj.transform.position.x;
leftTopPos.y = dragObj.transform.position.y;
rightBottom.transform.position = rightBottomPos;
leftTop.transform.position = leftTopPos;
}
else if (dragObj.Equals(rightBottom))
{
rightTopPos.x = dragObj.transform.position.x;
leftBottomPos.y = dragObj.transform.position.y;
rightTop.transform.position = rightTopPos;
leftBottom.transform.position = leftBottomPos;
}
} } public void OnEndDrag(PointerEventData eventData)
{
dragObj = null;
} GameObject dragObj; public GameObject leftBottom;
public GameObject leftTop;
public GameObject rightTop;
public GameObject rightBottom; Vector2 leftBottomPos = Vector2.zero;
Vector2 leftTopPos = Vector2.zero;
Vector2 rightTopPos = Vector2.zero;
Vector2 rightBottomPos = Vector2.zero; public Material mat;
void OnRenderObject()
{
DrawTriangle();//三角形的三个定点坐标
}
void DrawTriangle()
{
GL.PushMatrix();
mat.SetPass(0);
GL.LoadOrtho();
GL.Begin(GL.QUADS);//顺时针方向 //顶部
GL.Vertex3(leftTop.transform.position.x / Screen.width, leftTop.transform.position.y / Screen.height, 0);
GL.Vertex3(0, 1, 0);
GL.Vertex3(1, 1, 0);
GL.Vertex3(rightTop.transform.position.x / Screen.width, rightTop.transform.position.y / Screen.height, 0); //右侧
GL.Vertex3(rightBottom.transform.position.x / Screen.width, rightBottom.transform.position.y / Screen.height, 0);
GL.Vertex3(rightTop.transform.position.x / Screen.width, rightTop.transform.position.y / Screen.height, 0);
GL.Vertex3(1, 1, 0);
GL.Vertex3(1, 0, 0); //底部
GL.Vertex3(0, 0, 0);//屏幕左下角
GL.Vertex3(leftBottom.transform.position.x / Screen.width, leftBottom.transform.position.y / Screen.height, 0);//屏幕左上角
GL.Vertex3(rightBottom.transform.position.x / Screen.width, rightBottom.transform.position.y / Screen.height, 0);//屏幕右上角
GL.Vertex3(1, 0, 0);//屏幕右下角 //左侧
GL.Vertex3(0, 0, 0);
GL.Vertex3(0, 1, 0);
GL.Vertex3(leftTop.transform.position.x / Screen.width, leftTop.transform.position.y / Screen.height, 0);
GL.Vertex3(leftBottom.transform.position.x / Screen.width, leftBottom.transform.position.y / Screen.height, 0); GL.End();
GL.PopMatrix();
}
}
unity里的设置



改良版:限定剪裁区域的最小范围

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems; public class jietu : MonoBehaviour, IDragHandler, IEndDragHandler, IBeginDragHandler
{
GameObject dragObj; public GameObject leftBottom;
public GameObject leftTop;
public GameObject rightTop;
public GameObject rightBottom; Vector2 leftBottomPos;
Vector2 leftTopPos;
Vector2 rightTopPos;
Vector2 rightBottomPos; public Material mat; public float x_min = 100;
public float y_min = 100; public void OnBeginDrag(PointerEventData eventData)
{
dragObj = eventData.rawPointerPress;
leftBottomPos = leftBottom.transform.position;
leftTopPos = leftTop.transform.position;
rightTopPos = rightTop.transform.position;
rightBottomPos = rightBottom.transform.position;
} public void OnDrag(PointerEventData eventData)
{
if (dragObj != null)
{
if (dragObj.Equals(leftBottom))
{
if ((rightTopPos.x - Input.mousePosition.x) > x_min)
{
leftBottomPos.x = Input.mousePosition.x;
leftTopPos.x = Input.mousePosition.x; leftBottom.transform.position = leftBottomPos;
leftTop.transform.position = leftTopPos;
} if ((rightTopPos.y - Input.mousePosition.y) > y_min)
{
leftBottomPos.y = Input.mousePosition.y;
rightBottomPos.y = Input.mousePosition.y; leftBottom.transform.position = leftBottomPos;
rightBottom.transform.position = rightBottomPos;
} }
else if (dragObj.Equals(leftTop))
{
if ((rightBottomPos.x - Input.mousePosition.x) > x_min)
{
leftTopPos.x = Input.mousePosition.x;
leftBottomPos.x = Input.mousePosition.x; leftTop.transform.position = leftTopPos;
leftBottom.transform.position = leftBottomPos; }
if ((Input.mousePosition.y - rightBottomPos.y) > y_min)
{
leftTopPos.y = Input.mousePosition.y;
rightTopPos.y = Input.mousePosition.y; leftTop.transform.position = leftTopPos;
rightTop.transform.position = rightTopPos;
}
}
else if (dragObj.Equals(rightTop))
{
if ((Input.mousePosition.x - leftBottomPos.x) > x_min)
{
rightTopPos.x = Input.mousePosition.x;
rightBottomPos.x = Input.mousePosition.x; rightTop.transform.position = rightTopPos;
rightBottom.transform.position = rightBottomPos;
}
if ((Input.mousePosition.y - leftBottomPos.y) > y_min)
{
rightTopPos.y = Input.mousePosition.y;
leftTopPos.y = Input.mousePosition.y; rightTop.transform.position = rightTopPos;
leftTop.transform.position = leftTopPos;
}
}
else if (dragObj.Equals(rightBottom))
{
if ((Input.mousePosition.x - leftTopPos.x) > x_min)
{
rightBottomPos.x = Input.mousePosition.x;
rightTopPos.x = Input.mousePosition.x; rightBottom.transform.position = rightBottomPos;
rightTop.transform.position = rightTopPos;
}
if ((leftTopPos.y - Input.mousePosition.y) > y_min)
{
rightBottomPos.y = Input.mousePosition.y;
leftBottomPos.y = Input.mousePosition.y; rightBottom.transform.position = rightBottomPos;
leftBottom.transform.position = leftBottomPos;
}
}
}
} public void OnEndDrag(PointerEventData eventData)
{
dragObj = null;
} void OnRenderObject()
{
DrawTriangle();//三角形的三个定点坐标
}
void DrawTriangle()
{
GL.PushMatrix();
mat.SetPass(0);
GL.LoadOrtho();
GL.Begin(GL.QUADS);//顺时针方向 //顶部
GL.Vertex3(leftTop.transform.position.x / Screen.width, leftTop.transform.position.y / Screen.height, 0);
GL.Vertex3(0, 1, 0);
GL.Vertex3(1, 1, 0);
GL.Vertex3(rightTop.transform.position.x / Screen.width, rightTop.transform.position.y / Screen.height, 0); //右侧
GL.Vertex3(rightBottom.transform.position.x / Screen.width, rightBottom.transform.position.y / Screen.height, 0);
GL.Vertex3(rightTop.transform.position.x / Screen.width, rightTop.transform.position.y / Screen.height, 0);
GL.Vertex3(1, 1, 0);
GL.Vertex3(1, 0, 0); //底部
GL.Vertex3(0, 0, 0);//屏幕左下角
GL.Vertex3(leftBottom.transform.position.x / Screen.width, leftBottom.transform.position.y / Screen.height, 0);//屏幕左上角
GL.Vertex3(rightBottom.transform.position.x / Screen.width, rightBottom.transform.position.y / Screen.height, 0);//屏幕右上角
GL.Vertex3(1, 0, 0);//屏幕右下角 //左侧
GL.Vertex3(0, 0, 0);
GL.Vertex3(0, 1, 0);
GL.Vertex3(leftTop.transform.position.x / Screen.width, leftTop.transform.position.y / Screen.height, 0);
GL.Vertex3(leftBottom.transform.position.x / Screen.width, leftBottom.transform.position.y / Screen.height, 0); GL.End();
GL.PopMatrix();
} }
在实际使用的时候发现用GL画的图像,会导致无法适应UGUI的层级关系,永远位于UI的下层或者上层(取决于Canvas的Render mode),
下面是改良版本,完美适应UI的层级关系

代码如下:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.Serialization;
using UnityEngine.UI; public class LineChart : MaskableGraphic, IDragHandler, IEndDragHandler, IBeginDragHandler
{ protected override void OnPopulateMesh(VertexHelper vh)
{
vh.Clear(); UIVertex[] verts0 = new UIVertex[4]; //顶部
verts0[0]=SetVertexs(verts0[0], leftTop.transform.localPosition);
verts0[1]=SetVertexs(verts0[1], screen_leftTopPos);
verts0[2]=SetVertexs(verts0[2], screen_rightTopPos);
verts0[3] = SetVertexs(verts0[3], rightTop.transform.localPosition); vh.AddUIVertexQuad(verts0); UIVertex[] verts1 = new UIVertex[4];
//右侧
verts1[0] = SetVertexs(verts1[0], rightBottom.transform.localPosition);
verts1[1] = SetVertexs(verts1[1], rightTop.transform.localPosition);
verts1[2] = SetVertexs(verts1[2], screen_rightTopPos);
verts1[3] = SetVertexs(verts1[3], screen_rightBottomPos);
vh.AddUIVertexQuad(verts1); //底部
UIVertex[] verts2 = new UIVertex[4];
verts2[0] = SetVertexs(verts2[0], screen_leftBottomPos);//屏幕左下角
verts2[1] = SetVertexs(verts2[1], leftBottom.transform.localPosition);//屏幕左上角
verts2[2] = SetVertexs(verts2[2], rightBottom.transform.localPosition);//屏幕右上角
verts2[3] = SetVertexs(verts2[3], screen_rightBottomPos);//屏幕右下角
vh.AddUIVertexQuad(verts2); //左侧
UIVertex[] verts3 = new UIVertex[4];
verts3[0] = SetVertexs(verts3[0], screen_leftBottomPos);
verts3[1] = SetVertexs(verts3[1], screen_leftTopPos);
verts3[2] = SetVertexs(verts3[2], leftTop.transform.localPosition);
verts3[3] = SetVertexs(verts3[3], leftBottom.transform.localPosition);
vh.AddUIVertexQuad(verts3);
} GameObject dragObj; public GameObject leftBottom;
public GameObject leftTop;
public GameObject rightTop;
public GameObject rightBottom; Vector2 leftBottomPos;
Vector2 leftTopPos;
Vector2 rightTopPos;
Vector2 rightBottomPos; public float x_min = 100;
public float y_min = 100; readonly Vector2 screen_leftBottomPos= new Vector3(-Screen.width * 0.5f, -Screen.height * 0.5f);
readonly Vector2 screen_leftTopPos= new Vector3(-Screen.width * 0.5f, Screen.height * 0.5f);
readonly Vector2 screen_rightTopPos= new Vector3(Screen.width * 0.5f, Screen.height * 0.5f);
readonly Vector2 screen_rightBottomPos= new Vector3(Screen.width * 0.5f, -Screen.height * 0.5f); public void OnBeginDrag(PointerEventData eventData)
{
dragObj = eventData.rawPointerPress;
leftBottomPos = leftBottom.transform.localPosition;
leftTopPos = leftTop.transform.localPosition;
rightTopPos = rightTop.transform.localPosition;
rightBottomPos = rightBottom.transform.localPosition;
} public void OnDrag(PointerEventData eventData)
{
if (dragObj != null)
{
float x = Input.mousePosition.x - Screen.width * 0.5f;
float y = Input.mousePosition.y - Screen.height * 0.5f;
if (dragObj.Equals(leftBottom))
{
if ((rightTopPos.x - x) > x_min)
{
leftBottomPos.x = x;
leftTopPos.x = x; leftBottom.transform.localPosition = leftBottomPos;
leftTop.transform.localPosition = leftTopPos;
} if ((rightTopPos.y - y) > y_min)
{
leftBottomPos.y = y;
rightBottomPos.y = y; leftBottom.transform.localPosition = leftBottomPos;
rightBottom.transform.localPosition = rightBottomPos;
} }
else if (dragObj.Equals(leftTop))
{
if ((rightBottomPos.x - x) > x_min)
{
leftTopPos.x = x;
leftBottomPos.x = x; leftTop.transform.localPosition = leftTopPos;
leftBottom.transform.localPosition = leftBottomPos; }
if ((y - rightBottomPos.y) > y_min)
{
leftTopPos.y = y;
rightTopPos.y = y; leftTop.transform.localPosition = leftTopPos;
rightTop.transform.localPosition = rightTopPos;
}
}
else if (dragObj.Equals(rightTop))
{
if ((x - leftBottomPos.x) > x_min)
{
rightTopPos.x = x;
rightBottomPos.x = x; rightTop.transform.localPosition = rightTopPos;
rightBottom.transform.localPosition = rightBottomPos;
}
if ((y - leftBottomPos.y) > y_min)
{
rightTopPos.y = y;
leftTopPos.y = y; rightTop.transform.localPosition = rightTopPos;
leftTop.transform.localPosition = leftTopPos;
}
}
else if (dragObj.Equals(rightBottom))
{
if ((x - leftTopPos.x) > x_min)
{
rightBottomPos.x = x;
rightTopPos.x = x; rightBottom.transform.localPosition = rightBottomPos;
rightTop.transform.localPosition = rightTopPos;
}
if ((leftTopPos.y - y) > y_min)
{
rightBottomPos.y = y;
leftBottomPos.y = y; rightBottom.transform.localPosition = rightBottomPos;
leftBottom.transform.localPosition = leftBottomPos;
}
}
} UpdateGeometry();
} public void OnEndDrag(PointerEventData eventData)
{
dragObj = null;
} UIVertex SetVertexs(UIVertex vertex, Vector2 vertexPos)
{
vertex.position = vertexPos;
vertex.color = color;//color是父类中的属性
vertex.uv0 = Vector2.zero;
return vertex;
} }



最终版本:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI; public class LineChart : Graphic, IDragHandler, IEndDragHandler, IBeginDragHandler
{
protected override void OnPopulateMesh(VertexHelper vh)
{
vh.Clear(); //顶部
verts0[0]=SetVertexs(verts0[0], leftTop.transform.localPosition);
verts0[1]=SetVertexs(verts0[1], screen_leftTopPos);
verts0[2]=SetVertexs(verts0[2], screen_rightTopPos);
verts0[3] = SetVertexs(verts0[3], rightTop.transform.localPosition);
vh.AddUIVertexQuad(verts0); //右侧
verts1[0] = SetVertexs(verts1[0], rightBottom.transform.localPosition);
verts1[1] = SetVertexs(verts1[1], rightTop.transform.localPosition);
verts1[2] = SetVertexs(verts1[2], screen_rightTopPos);
verts1[3] = SetVertexs(verts1[3], screen_rightBottomPos);
vh.AddUIVertexQuad(verts1); //底部
verts2[0] = SetVertexs(verts2[0], screen_leftBottomPos);//屏幕左下角
verts2[1] = SetVertexs(verts2[1], leftBottom.transform.localPosition);//屏幕左上角
verts2[2] = SetVertexs(verts2[2], rightBottom.transform.localPosition);//屏幕右上角
verts2[3] = SetVertexs(verts2[3], screen_rightBottomPos);//屏幕右下角
vh.AddUIVertexQuad(verts2); //左侧
verts3[0] = SetVertexs(verts3[0], screen_leftBottomPos);
verts3[1] = SetVertexs(verts3[1], screen_leftTopPos);
verts3[2] = SetVertexs(verts3[2], leftTop.transform.localPosition);
verts3[3] = SetVertexs(verts3[3], leftBottom.transform.localPosition);
vh.AddUIVertexQuad(verts3);
} public GameObject leftBottom;
public GameObject leftTop;
public GameObject rightTop;
public GameObject rightBottom; public float x_min = 100;
public float y_min = 100; GameObject dragObj; Vector2 leftBottomPos;
Vector2 leftTopPos;
Vector2 rightTopPos;
Vector2 rightBottomPos; readonly UIVertex[] verts0 = new UIVertex[4];
readonly UIVertex[] verts1 = new UIVertex[4];
readonly UIVertex[] verts2 = new UIVertex[4];
readonly UIVertex[] verts3 = new UIVertex[4]; readonly Vector2 screen_leftBottomPos= new Vector3(-Screen.width * 0.5f, -Screen.height * 0.5f);
readonly Vector2 screen_leftTopPos= new Vector3(-Screen.width * 0.5f, Screen.height * 0.5f);
readonly Vector2 screen_rightTopPos= new Vector3(Screen.width * 0.5f, Screen.height * 0.5f);
readonly Vector2 screen_rightBottomPos= new Vector3(Screen.width * 0.5f, -Screen.height * 0.5f); public void OnBeginDrag(PointerEventData eventData)
{
dragObj = eventData.rawPointerPress;
leftBottomPos = leftBottom.transform.localPosition;
leftTopPos = leftTop.transform.localPosition;
rightTopPos = rightTop.transform.localPosition;
rightBottomPos = rightBottom.transform.localPosition;
} public void OnDrag(PointerEventData eventData)
{
if (dragObj != null)
{
float x = Input.mousePosition.x - Screen.width * 0.5f;
float y = Input.mousePosition.y - Screen.height * 0.5f;
if (dragObj.Equals(leftBottom))
{
if ((rightTopPos.x - x) > x_min)
{
leftBottomPos.x = x;
leftTopPos.x = x; leftBottom.transform.localPosition = leftBottomPos;
leftTop.transform.localPosition = leftTopPos;
}
if ((rightTopPos.y - y) > y_min)
{
leftBottomPos.y = y;
rightBottomPos.y = y; leftBottom.transform.localPosition = leftBottomPos;
rightBottom.transform.localPosition = rightBottomPos;
}
}
else if (dragObj.Equals(leftTop))
{
if ((rightBottomPos.x - x) > x_min)
{
leftTopPos.x = x;
leftBottomPos.x = x; leftTop.transform.localPosition = leftTopPos;
leftBottom.transform.localPosition = leftBottomPos; }
if ((y - rightBottomPos.y) > y_min)
{
leftTopPos.y = y;
rightTopPos.y = y; leftTop.transform.localPosition = leftTopPos;
rightTop.transform.localPosition = rightTopPos;
}
}
else if (dragObj.Equals(rightTop))
{
if ((x - leftBottomPos.x) > x_min)
{
rightTopPos.x = x;
rightBottomPos.x = x; rightTop.transform.localPosition = rightTopPos;
rightBottom.transform.localPosition = rightBottomPos;
}
if ((y - leftBottomPos.y) > y_min)
{
rightTopPos.y = y;
leftTopPos.y = y; rightTop.transform.localPosition = rightTopPos;
leftTop.transform.localPosition = leftTopPos;
}
}
else if (dragObj.Equals(rightBottom))
{
if ((x - leftTopPos.x) > x_min)
{
rightBottomPos.x = x;
rightTopPos.x = x; rightBottom.transform.localPosition = rightBottomPos;
rightTop.transform.localPosition = rightTopPos;
}
if ((leftTopPos.y - y) > y_min)
{
rightBottomPos.y = y;
leftBottomPos.y = y; rightBottom.transform.localPosition = rightBottomPos;
leftBottom.transform.localPosition = leftBottomPos;
}
}
}
UpdateGeometry();
} public void OnEndDrag(PointerEventData eventData)
{
dragObj = null;
} UIVertex SetVertexs(UIVertex vertex, Vector2 vertexPos)
{
vertex.position = vertexPos;
vertex.color = color;//color是父类中的属性
vertex.uv0 = Vector2.zero;
return vertex;
}
}
Unity 截图选择框,中间全透明,边缘半透明的更多相关文章
- s2选择框的全选和反选jQuery
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8&quo ...
- 纯javascript实现选择框的全选与反选
HTML部分 <div id="wrap_input_box" > <input type="checkbox"><br> ...
- android实现透明和半透明效果
从透明到半透明时一个值的变化过程. #00000000(全透明)——#e0000000(半透明) 如果觉得半透明的效果太暗淡.可以设置成#60000000,#80000000,#a0000000等等
- js做全选,用一个checkbox复选框做多个checkbox复选框的全选按钮,有一个复选框未被选择时,全选按钮的checked就为false
用一个checkbox复选框做多个checkbox复选框的全选按钮,有一个复选框未被选择时,全选按钮的checked就为false,当所有checkbox都被选中时,全选按钮也被选中. 详解: 有两种 ...
- Unity编辑器扩展Texture显示选择框
学习NGUI插件的时候,突然间有一个问题为什么它这些属性可以通过弹出窗口来选中呢? 而我自己写的组件只能使用手动拖放的方式=.=. Unity开发了组件Inspector视图扩展API,如果我们要写插 ...
- select2 智能补全模糊查询select2的下拉选择框使用
我们在上篇文章中已经在SpringMVC基础框架的基础上应用了BootStrap的后台框架,在此基础上记录select2的使用. 应用bootstrap模板 基础项目源码下载地址为: SpringMV ...
- angular4 checkbox复选框的全选,反选及个别选择
<label><input type="checkbox" name="" [(ngModel)]="master"> ...
- selenium的下拉选择框
今天总结下selenium的下拉选择框.我们通常会遇到两种下拉框,一种使用的是html的标签select,另一种是使用input标签做的假下拉框. 后者我们通常的处理方式与其他的元素类似,点击或使用J ...
- selenium之 下拉选择框Select
今天总结下selenium的下拉选择框.我们通常会遇到两种下拉框,一种使用的是html的标签select,另一种是使用input标签做的假下拉框. 后者我们通常的处理方式与其他的元素类似,点击或使用J ...
随机推荐
- Reactor系列(二)Flux Mono创建
Flux Mono创建 视频讲解:https://www.bilibili.com/video/av78844777/ FluxMonoTestCase.java package com.exampl ...
- Coloring Edges 【拓扑判环】
题目链接:https://vjudge.net/contest/330119#problem/A 题目大意: 1.给出一张有向图,给该图涂色,要求同一个环里的边不可以全部都为同一种颜色.问最少需要多少 ...
- 【Cisco】实现同一个路由器一个端口用动态路由,另一个端口用静态路由
一.先构建以下网络图: 准备三台路由器,三台交换机,三台主机,连接所有设备并配置端口IP和网关,DCE端口的时钟频率都设置为64000.
- oracle索引2
问什么问题? 索引有什么代价?哪些场景下你需要建索引?或者有时候反过来问,哪些场景下不推荐建索引. 建好索引之后,怎么才能最高效地利用索引?或者反过来问,请说出一个无法有效利用已建索引的案例. 索引的 ...
- js中实现输入框类似百度搜索的智能提示效果
说明:我这里显示的数据采用词典(词典在js中自定义的,看下面文字),主要显示key. 页面元素: <style type="text/css">.search { le ...
- 多线程学习:win32多线程编程基本概念(转)
一.定义: 1.进程和线程的区别 进程:是程序的执行过程,具有动态性,即运行的程序就叫进程,不运行就叫程序 ,每个进程包含一到多个线程.线程:系统中的最小执行单元,同一进程中有多个线程,线程可以共享资 ...
- hyper-v虚拟机centos7网络配置
原文地址:https://jingyan.baidu.com/article/91f5db1b0279bd1c7e05e377.html hyper-v安装了centos7之后并不能上网,这里简单介绍 ...
- hdu 2609 字符串最小表示法 虽然不是很懂 还是先贴上来吧。/,。/
还需要再消化一下这个算法.. 今天没有时间了,, 六级过了 就有大把时间 快活啊!#include<iostream> #include<cstdio> #include< ...
- redis常用api
一.全局命令 1.keys * //查看所有键 2.dbsize //键总数,如果存在大量键,线上禁止使用此命令 3.exists key //存在返 ...
- 14 Django之Form和Model Form组件
一.什么是Form 我们之前在HTML页面中利用form表单向后端提交数据时,都会写一些获取用户输入的标签并且用form标签把它们包起来. 与此同时我们在好多场景下都需要对用户的输入做校验,比如校验用 ...