Classcc.Sprite

Class Summary
Constructor Attributes Constructor Name and Description
 

cc.Sprite is a 2d image ( http://en.wikipedia.org/wiki/Sprite_(computer_graphics) ) 
cc.Sprite can be created with an image, or with a sub-rectangle of an image.

Field Summary
Field Attributes Field Name and Description
 
Add child to sprite (override cc.Node )
 
Constructor
 
draw sprite to canvas
 
Initializes an empty sprite with nothing init.
 
Initializes a sprite with a texture and a rect in points, optionally rotated.
 
Returns whether or not a cc.SpriteFrame is being displayed
 
Sets the batch node to sprite
 
conforms to cc.TextureProtocol protocol
 
color setter
 
Sets a new display frame to the cc.Sprite.
 
opacity setter
 
opacity: conforms to CCRGBAProtocol protocol
 
Texture of sprite setter
 
updates the texture rect of the CCSprite in points.
 
updates the quad according the the rotation, position, scale values.
Fields borrowed from class cc.Node:
nodeToParentTransformsetNodeDirtytransformvisit

Method Summary

Method Attributes Method Name and Description
<static>  
cc.Sprite.create(fileName, rect)
Create a sprite with filename and rect
<static>  
cc.Sprite.createWithSpriteFrame(spriteFrame)

Creates a sprite with a sprite frame.

<static>  
cc.Sprite.createWithSpriteFrameName(spriteFrameName)

Creates a sprite with a sprite frame.

<static>  
cc.Sprite.createWithTexture(texture, rect)

Creates a sprite with an exsiting texture contained in a CCTexture2D object 
After creation, the rect will be the size of the texture, and the offset will be (0,0).

 
Returns the current displayed frame.
 
Returns the index used on the TextureAtlas.
 
Returns the batch node object if this sprite is rendered by cc.SpriteBatchNode
 
conforms to cc.TextureProtocol protocol
 
Gets the offset position of the sprite.
 
Returns the quad (tex coords, vertex coords and color) information.
 
return the SpriteBatchNode of the cc.Sprite
 
Gets the weak reference of the cc.TextureAtlas when the sprite is rendered using via cc.SpriteBatchNode
 
returns the rect of the cc.Sprite in points
 
IsRelativeAnchorPoint setter (override cc.Node )
 
initWithFile(filename, rect)

Initializes a sprite with an image filename.

 
initWithSpriteFrame(spriteFrame)
Initializes a sprite with an SpriteFrame.
 
initWithSpriteFrameName(spriteFrameName)
Initializes a sprite with a sprite frame name.
 
Whether or not the Sprite needs to be updated in the Atlas
 

Returns the flag which indicates whether the sprite is flipped horizontally or not.

 

Return the flag which indicates whether the sprite is flipped vertically or not.

 
return IsOpacityModifyRGB value
 
Returns whether or not the texture rectangle is rotated.
 
Removes all children from the container (override cc.Node )
 
removeChild(child, cleanup)
Removes a child from the sprite.
 
reorderChild(child, zOrder)
Reorders a child according to a new z value.
 
HACK: optimization
 
AnchorPoint setter (override cc.Node )
 
setAtlasIndex(atlasIndex)
Set the index used on the TextureAtlas.
 
setDirty(bDirty)
Makes the Sprite to be updated in the Atlas.
 
set Recursively is or isn't Dirty used only when parent is cc.SpriteBatchNode
 
setDisplayFrameWithAnimationName(animationName, frameIndex)
changes the display frame with animation name and index.
 
setFlippedX(flippedX)
Sets whether the sprite should be flipped horizontally or not.
 
setFlippedY(flippedY)
Sets whether the sprite should be flipped vertically or not.
 
position setter (override cc.Node )
 
setRotation(rotation)
Rotation setter (override cc.Node )
 
setScale(scale, scaleY)

The scale factor of the node.

 
setScaleX(scaleX)
ScaleX setter (override cc.Node )
 
setScaleY(scaleY)
ScaleY setter (override cc.Node )
 
SkewX setter (override cc.Node )
 
SkewY setter (override cc.Node )
 
setSpriteBatchNode(spriteBatchNode)
set the SpriteBatchNode of the cc.Sprite
 
setTextureAtlas(textureAtlas)
Sets the weak reference of the cc.TextureAtlas when the sprite is rendered using via cc.SpriteBatchNode
 

set the vertex rect.

 
setVertexZ(vertexZ)
VertexZ setter (override cc.Node )
 
setVisible(visible)
visible setter (override cc.Node )
 
Update sprite's color
 
useBatchNode(batchNode)
tell the sprite to use batch node render.
Methods borrowed from cc.Node:
addComponent    

cleanup    

convertToNodeSpace    

convertToNodeSpaceAR    

convertTouchToNodeSpace    
convertTouchToNodeSpaceAR    

convertToWorldSpace    

convertToWorldSpaceAR    

description    

getActionByTag    
getActionManager    

getAnchorPoint    

getAnchorPointInPoints    

getBoundingBox    

getBoundingBoxToWorld    
getCamera    

getChildByTag    

getChildren    

getChildrenCount    

getComponent    

getContentSize    

getGLServerState    
getGrid    

getOrderOfArrival    

getParent    

getPosition    

getPositionX    

getPositionY    

getRotation    
getRotationX    

getRotationY    

getScale    

getScaleX    

getScaleY    

getScheduler    

getShaderProgram    

getSkewX    
getSkewY    

getTag    

getUserData    

getUserObject    

getVertexZ    

getZOrder    

isIgnoreAnchorPointForPosition    
isRunning    

isVisible    

nodeToWorldTransform    

numberOfRunningActions    

onEnter    

onEnterTransitionDidFinish    
onExit    

onExitTransitionDidStart    

parentToNodeTransform    

pauseSchedulerAndActions    
removeAllChildrenWithCleanup    

removeAllComponents    

removeChildByTag    

removeComponent    

removeFromParent    
removeFromParentAndCleanup    

resumeSchedulerAndActions    

retain    

runAction    

schedule    

scheduleOnce    
scheduleUpdate    

scheduleUpdateWithPriority    

setActionManager    

setAdditionalTransform    

setContentSize    
setGLServerState    

setGrid    

setOrderOfArrival    

setParent    

setPositionX    

setPositionY    

setRotationX    
setRotationY    

setScheduler    

setShaderProgram    

setTag    

setUserData    

setUserObject    

setZOrder    
sortAllChildren    

stopAction    

stopActionByTag    

stopAllActions    

transformAncestors    

unschedule    
unscheduleAllCallbacks    

unscheduleUpdate    

update    

worldToNodeTransform    

Class Detail

cc.Sprite()

cc.Sprite is a 2d image ( http://en.wikipedia.org/wiki/Sprite_(computer_graphics) ) 
cc.Sprite can be created with an image, or with a sub-rectangle of an image. 
If the parent or any of its ancestors is a cc.SpriteBatchNode then the following features/limitations are valid 
- Features when the parent is a cc.BatchNode: 
- MUCH faster rendering, specially if the cc.SpriteBatchNode has many children. All the children will be drawn in a single batch. 
- Limitations 
- Camera is not supported yet (eg: CCOrbitCamera action doesn't work) 
- GridBase actions are not supported (eg: CCLens, CCRipple, CCTwirl) 
- The Alias/Antialias property belongs to CCSpriteBatchNode, so you can't individually set the aliased property. 
- The Blending function property belongs to CCSpriteBatchNode, so you can't individually set the blending function property. 
- Parallax scroller is not supported, but can be simulated with a "proxy" sprite. 
If the parent is an standard cc.Node, then cc.Sprite behaves like any other cc.Node: 
- It supports blending functions 
- It supports aliasing / antialiasing 
- But the rendering will be slower: 1 draw per children. 
The default anchorPoint in cc.Sprite is (0.5, 0.5).

var aSprite = new cc.Sprite();
aSprite.initWithFile("HelloHTML5World.png",cc.rect(0,0,480,320));

Field Detail

addChild
Add child to sprite (override cc.Node )
 
ctor
Constructor
 
draw
draw sprite to canvas
 
{Boolean} init
Initializes an empty sprite with nothing init.
 
{Boolean} initWithTexture
Initializes a sprite with a texture and a rect in points, optionally rotated. 
After initialization, the rect used will be the size of the texture, and the offset will be (0,0).
var img =cc.TextureCache.getInstance().addImage("HelloHTML5World.png");
var mySprite = new cc.Sprite();
mySprite.initWithTexture(img,cc.rect(0,0,480,320));
 
{Boolean} isFrameDisplayed
Returns whether or not a cc.SpriteFrame is being displayed
 
setBatchNode
Sets the batch node to sprite
 var batch = cc.SpriteBatchNode.create("Images/grossini_dance_atlas.png", 15);
var sprite = cc.Sprite.createWithTexture(batch.getTexture(), cc.rect(0, 0, 57, 57));
batch.addChild(sprite);
layer.addChild(batch);
 
setBlendFunc
conforms to cc.TextureProtocol protocol
 
setColor
color setter
 
setDisplayFrame
Sets a new display frame to the cc.Sprite.
 
setOpacity
opacity setter
 
setOpacityModifyRGB
opacity: conforms to CCRGBAProtocol protocol
 
setTexture
Texture of sprite setter
 
setTextureRect
updates the texture rect of the CCSprite in points.
 
updateTransform
updates the quad according the the rotation, position, scale values.

Method Detail

  • <static> {cc.Sprite} cc.Sprite.create(fileName, rect)
    Create a sprite with filename and rect
    //create a sprite with filename
    var sprite1 = cc.Sprite.create("HelloHTML5World.png"); //create a sprite with filename and rect
    var sprite2 = cc.Sprite.create("HelloHTML5World.png",cc.rect(0,0,480,320));
    Parameters:
    {String} fileName
    The string which indicates a path to image file, e.g., "scene1/monster.png".
    {cc.Rectrect
    Only the contents inside rect of pszFileName's texture will be applied for this sprite.
    Returns:

    {cc.Sprite} A valid sprite object
     
  • <static> {cc.Sprite} cc.Sprite.createWithSpriteFrame(spriteFrame)

    Creates a sprite with a sprite frame.

    A CCSpriteFrame will be fetched from the CCSpriteFrameCache by pszSpriteFrameName param. 
    If the CCSpriteFrame doesn't exist it will raise an exception.

    //get a sprite frame
    var spriteFrame = cc.SpriteFrameCache.getInstance().getSpriteFrame("grossini_dance_01.png"); //create a sprite with a sprite frame
    var sprite = cc.Sprite.createWithSpriteFrame(spriteFrame);
    Parameters:
    {cc.SpriteFramespriteFrame
    A sprite frame which involves a texture and a rect
    Returns:

    {cc.Sprite} A valid sprite object
     
  • <static> {cc.Sprite} cc.Sprite.createWithSpriteFrameName(spriteFrameName)

    Creates a sprite with a sprite frame.

    A CCSpriteFrame will be fetched from the CCSpriteFrameCache by pszSpriteFrameName param. 
    If the CCSpriteFrame doesn't exist it will raise an exception.

    //create a sprite with a sprite frame
    var sprite = cc.Sprite.createWithSpriteFrameName('grossini_dance_01.png');
    Parameters:
    {String} spriteFrameName
    A sprite frame which involves a texture and a rect
    Returns:

    {cc.Sprite} A valid sprite object
     
  • <static> {cc.Sprite} cc.Sprite.createWithTexture(texture, rect)

    Creates a sprite with an exsiting texture contained in a CCTexture2D object 
    After creation, the rect will be the size of the texture, and the offset will be (0,0).

    //get an image
    var img = cc.TextureCache.getInstance().addImage("HelloHTML5World.png"); //create a sprite with texture
    var sprite1 = cc.Sprite.createWithTexture(img); //create a sprite with texture and rect
    var sprite2 = cc.Sprite.createWithTexture(img, cc.rect(0,0,480,320));
    Parameters:
    {cc.Texture2D} texture
    A pointer to an existing CCTexture2D object. You can use a CCTexture2D object for many sprites.
    {cc.Rectrect
    Only the contents inside the rect of this texture will be applied for this sprite.
    Returns:

    {cc.Sprite} A valid sprite object
     
  • {cc.SpriteFramedisplayFrame()
    Returns the current displayed frame.
    Returns:

    {cc.SpriteFrame}
     
  • {Number} getAtlasIndex()
    Returns the index used on the TextureAtlas.
    Returns:

    {Number}
     
  • {cc.SpriteBatchNode|null} getBatchNode()
    Returns the batch node object if this sprite is rendered by cc.SpriteBatchNode
    Returns:

    {cc.SpriteBatchNode|null} The cc.SpriteBatchNode object if this sprite is rendered by cc.SpriteBatchNode, null if the sprite isn't used batch node.
     
  • {cc.BlendFuncgetBlendFunc()
    conforms to cc.TextureProtocol protocol
    Returns:

    {cc.BlendFunc}
     
  • {cc.PointgetOffsetPosition()
    Gets the offset position of the sprite. Calculated automatically by editors like Zwoptex.
    Returns:

    {cc.Point}
     
  • {cc.V3F_C4B_T2F_QuadgetQuad()
    Returns the quad (tex coords, vertex coords and color) information.
    Returns:

    {cc.V3F_C4B_T2F_Quad}
     
  • {cc.SpriteBatchNodegetSpriteBatchNode()
    return the SpriteBatchNode of the cc.Sprite
    Returns:

    {cc.SpriteBatchNode}
     
  • {cc.TextureAtlasgetTextureAtlas()
    Gets the weak reference of the cc.TextureAtlas when the sprite is rendered using via cc.SpriteBatchNode
    Returns:

    {cc.TextureAtlas}
     
  • {cc.RectgetTextureRect()
    returns the rect of the cc.Sprite in points
    Returns:

    {cc.Rect}
     
  • ignoreAnchorPointForPosition(relative)
    IsRelativeAnchorPoint setter (override cc.Node )
    Parameters:
    {Boolean} relative
     
  • {Boolean} initWithFile(filename, rect)

    Initializes a sprite with an image filename. This method will find pszFilename from local file system, load its content to CCTexture2D, then use CCTexture2D to create a sprite. After initialization, the rect used will be the size of the image. The offset will be (0,0).

    var mySprite = new cc.Sprite();
    mySprite.initWithFile("HelloHTML5World.png",cc.rect(0,0,480,320));
    Parameters:
    {String} filename
    The path to an image file in local file system
    {cc.Rectrect
    The rectangle assigned the content area from texture.
    Returns:

    {Boolean} true if the sprite is initialized properly, false otherwise.
     
  • {Boolean} initWithSpriteFrame(spriteFrame)
    Initializes a sprite with an SpriteFrame. The texture and rect in SpriteFrame will be applied on this sprite
    var spriteFrame = cc.SpriteFrameCache.getInstance().getSpriteFrame("grossini_dance_01.png");
    var sprite = new cc.Sprite();
    sprite.initWithSpriteFrame(spriteFrame);
    Parameters:
    {cc.SpriteFramespriteFrame
    A CCSpriteFrame object. It should includes a valid texture and a rect
    Returns:

    {Boolean} true if the sprite is initialized properly, false otherwise.
     
  • {Boolean} initWithSpriteFrameName(spriteFrameName)
    Initializes a sprite with a sprite frame name. 
    A cc.SpriteFrame will be fetched from the cc.SpriteFrameCache by name. 
    If the cc.SpriteFrame doesn't exist it will raise an exception. 
    var sprite = new cc.Sprite();
    sprite.initWithSpriteFrameName("grossini_dance_01.png");
    Parameters:
    {String} spriteFrameName
    A key string that can fected a volid cc.SpriteFrame from cc.SpriteFrameCache
    Returns:

    {Boolean} true if the sprite is initialized properly, false otherwise.
     
  • {Boolean} isDirty()
    Whether or not the Sprite needs to be updated in the Atlas
    Returns:

    {Boolean} true if the sprite needs to be updated in the Atlas, false otherwise.
     
  • {Boolean} isFlippedX()

    Returns the flag which indicates whether the sprite is flipped horizontally or not.

    It only flips the texture of the sprite, and not the texture of the sprite's children. 
    Also, flipping the texture doesn't alter the anchorPoint. 
    If you want to flip the anchorPoint too, and/or to flip the children too use: 
    sprite->setScaleX(sprite->getScaleX() * -1);

    Returns:

    {Boolean} true if the sprite is flipped horizaontally, false otherwise.
     
  • {Boolean} isFlippedY()

    Return the flag which indicates whether the sprite is flipped vertically or not.

    It only flips the texture of the sprite, and not the texture of the sprite's children. 
    Also, flipping the texture doesn't alter the anchorPoint. 
    If you want to flip the anchorPoint too, and/or to flip the children too use: 
    sprite->setScaleY(sprite->getScaleY() * -1);

    Returns:

    {Boolean} true if the sprite is flipped vertically, flase otherwise.
     
  • {Boolean} isOpacityModifyRGB()
    return IsOpacityModifyRGB value
    Returns:

    {Boolean}
     
  • {Boolean} isTextureRectRotated()
    Returns whether or not the texture rectangle is rotated.
    Returns:

    {Boolean}
     
  • removeAllChildren(cleanup)
    Removes all children from the container (override cc.Node )
    Parameters:
    cleanup
    whether or not cleanup all running actions
     
  • removeChild(child, cleanup)
    Removes a child from the sprite. (override cc.Node )
    Parameters:
    child
    cleanup
    whether or not cleanup all running actions
     
  • reorderChild(child, zOrder)
    Reorders a child according to a new z value. (override cc.Node )
    Parameters:
    {cc.Nodechild
    {Number} zOrder
     
  • SET_DIRTY_RECURSIVELY()
    HACK: optimization
     
  • setAnchorPoint(anchor)
    AnchorPoint setter (override cc.Node )
    Parameters:
    {cc.Pointanchor
     
  • setAtlasIndex(atlasIndex)
    Set the index used on the TextureAtlas.
    Parameters:
    {Number} atlasIndex
     
  • setDirty(bDirty)
    Makes the Sprite to be updated in the Atlas.
    Parameters:
    {Boolean} bDirty
     
  • setDirtyRecursively(value)
    set Recursively is or isn't Dirty used only when parent is cc.SpriteBatchNode
    Parameters:
    {Boolean} value
     
  • setDisplayFrameWithAnimationName(animationName, frameIndex)
    changes the display frame with animation name and index.
    The animation name will be get from the CCAnimationCache
    Parameters:
    animationName
    frameIndex
     
  • setFlippedX(flippedX)
    Sets whether the sprite should be flipped horizontally or not.
    Parameters:
    {Boolean} flippedX
    true if the sprite should be flipped horizontally, false otherwise.
     
  • setFlippedY(flippedY)
    Sets whether the sprite should be flipped vertically or not.
    Parameters:
    {Boolean} flippedY
    true if the sprite should be flipped vertically, false otherwise.
     
  • setPosition(pos)
    position setter (override cc.Node )
    Parameters:
    {cc.Pointpos
     
  • setRotation(rotation)
    Rotation setter (override cc.Node )
    Parameters:
    {Number} rotation
     
  • setScale(scale, scaleY)

    The scale factor of the node. 1.0 is the default scale factor. 
    It modifies the X and Y scale at the same time. (override cc.Node )

    Parameters:
    {Number} scale
    {Number|null} scaleY Optional
     
  • setScaleX(scaleX)
    ScaleX setter (override cc.Node )
    Parameters:
    {Number} scaleX
     
  • setScaleY(scaleY)
    ScaleY setter (override cc.Node )
    Parameters:
    {Number} scaleY
     
  • setSkewX(sx)
    SkewX setter (override cc.Node )
    Parameters:
    {Number} sx
    SkewX value
     
  • setSkewY(sy)
    SkewY setter (override cc.Node )
    Parameters:
    {Number} sy
    SkewY value
     
  • setSpriteBatchNode(spriteBatchNode)
    set the SpriteBatchNode of the cc.Sprite
    Parameters:
    {cc.SpriteBatchNodespriteBatchNode
     
  • setTextureAtlas(textureAtlas)
    Sets the weak reference of the cc.TextureAtlas when the sprite is rendered using via cc.SpriteBatchNode
    Parameters:
    {cc.TextureAtlastextureAtlas
     
  • setVertexRect(rect)

    set the vertex rect.
    It will be called internally by setTextureRect. 
    Useful if you want to create 2x images from SD images in Retina Display. 
    Do not call it manually. Use setTextureRect instead. 
    (override this method to generate "double scale" sprites)

    Parameters:
    rect
     
  • setVertexZ(vertexZ)
    VertexZ setter (override cc.Node )
    Parameters:
    {Number} vertexZ
     
  • setVisible(visible)
    visible setter (override cc.Node )
    Parameters:
    {Boolean} visible
     
  • updateColor()
    Update sprite's color
     
  • useBatchNode(batchNode)
    tell the sprite to use batch node render.
    Parameters:
    {cc.SpriteBatchNodebatchNode

     

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