博客首页:http://www.cnblogs.com/kezhuang/p/

View绘制的三部曲,测量,布局,绘画
现在我们分析绘画部分
测量和布局 在前两篇文章中已经分析过了。不了解的可以去我的博客里找一下

下面进入正题,开始分析调用以及函数原理

private void performDraw() {
        if (mAttachInfo.mDisplayState == Display.STATE_OFF && !mReportNextDraw) {
            return;
        }

        final boolean fullRedrawNeeded = mFullRedrawNeeded;
        mFullRedrawNeeded = false;

        mIsDrawing = true;
        Trace.traceBegin(Trace.TRACE_TAG_VIEW, "draw");
        try {
          //调用内部实现方法,来实现分发绘画的工作
            draw(fullRedrawNeeded);
        } finally {
            mIsDrawing = false;
            Trace.traceEnd(Trace.TRACE_TAG_VIEW);
        }

        //...
    }

这个函数调用内部draw方法去处理绘画前的工作,来继续完成绘制工作

    private void draw(boolean fullRedrawNeeded) {
        Surface surface = mSurface;
        if (!surface.isValid()) {
            return;
        }

        if (DEBUG_FPS) {
            trackFPS();
        }
      //出发绘制监听
        if (!sFirstDrawComplete) {
            synchronized (sFirstDrawHandlers) {
                sFirstDrawComplete = true;
                final int count = sFirstDrawHandlers.size();
                for (int i = 0; i< count; i++) {
                    mHandler.post(sFirstDrawHandlers.get(i));
                }
            }
        }
      //当界面需要滚动的时候,这个方法会触发Scroller类下的startScroll函数
        scrollToRectOrFocus(null, false);
      //如果界面发生了滚动,就分发滚动监听
        if (mAttachInfo.mViewScrollChanged) {
            mAttachInfo.mViewScrollChanged = false;
            mAttachInfo.mTreeObserver.dispatchOnScrollChanged();
        }

        boolean animating = mScroller != null && mScroller.computeScrollOffset();
        final int curScrollY;
        if (animating) {
            curScrollY = mScroller.getCurrY();
        } else {
            curScrollY = mScrollY;
        }
        if (mCurScrollY != curScrollY) {
            mCurScrollY = curScrollY;
            fullRedrawNeeded = true;
            if (mView instanceof RootViewSurfaceTaker) {
                ((RootViewSurfaceTaker) mView).onRootViewScrollYChanged(mCurScrollY);
            }
        }

        final float appScale = mAttachInfo.mApplicationScale;
        final boolean scalingRequired = mAttachInfo.mScalingRequired;

        int resizeAlpha = 0;
        if (mResizeBuffer != null) {
            long deltaTime = SystemClock.uptimeMillis() - mResizeBufferStartTime;
            if (deltaTime < mResizeBufferDuration) {
                float amt = deltaTime/(float) mResizeBufferDuration;
                amt = mResizeInterpolator.getInterpolation(amt);
                animating = true;
                resizeAlpha = 255 - (int)(amt*255);
            } else {
                disposeResizeBuffer();
            }
        }

        final Rect dirty = mDirty;
        if (mSurfaceHolder != null) {
            // The app owns the surface, we won't draw.
            dirty.setEmpty();
            if (animating) {
                if (mScroller != null) {
                    mScroller.abortAnimation();
                }
                disposeResizeBuffer();
            }
            return;
        }

        if (fullRedrawNeeded) {
            mAttachInfo.mIgnoreDirtyState = true;
            dirty.set(0, 0, (int) (mWidth * appScale + 0.5f), (int) (mHeight * appScale + 0.5f));
        }

        if (DEBUG_ORIENTATION || DEBUG_DRAW) {
            Log.v(TAG, "Draw " + mView + "/"
                    + mWindowAttributes.getTitle()
                    + ": dirty={" + dirty.left + "," + dirty.top
                    + "," + dirty.right + "," + dirty.bottom + "} surface="
                    + surface + " surface.isValid()=" + surface.isValid() + ", appScale:" +
                    appScale + ", width=" + mWidth + ", height=" + mHeight);
        }
      //如果有注册TreeObserver下的监听,在调用onDraw之前会触发
        mAttachInfo.mTreeObserver.dispatchOnDraw();

        int xOffset = 0;
        int yOffset = curScrollY;
        final WindowManager.LayoutParams params = mWindowAttributes;
        final Rect surfaceInsets = params != null ? params.surfaceInsets : null;
        if (surfaceInsets != null) {
            xOffset -= surfaceInsets.left;
            yOffset -= surfaceInsets.top;

            // Offset dirty rect for surface insets.
            dirty.offset(surfaceInsets.left, surfaceInsets.right);
        }

        boolean accessibilityFocusDirty = false;
        final Drawable drawable = mAttachInfo.mAccessibilityFocusDrawable;
        if (drawable != null) {
            final Rect bounds = mAttachInfo.mTmpInvalRect;
            final boolean hasFocus = getAccessibilityFocusedRect(bounds);
            if (!hasFocus) {
                bounds.setEmpty();
            }
            if (!bounds.equals(drawable.getBounds())) {
                accessibilityFocusDirty = true;
            }
        }

        mAttachInfo.mDrawingTime =
                mChoreographer.getFrameTimeNanos() / TimeUtils.NANOS_PER_MS;

        if (!dirty.isEmpty() || mIsAnimating || accessibilityFocusDirty) {
            if (mAttachInfo.mHardwareRenderer != null && mAttachInfo.mHardwareRenderer.isEnabled()) {
                // If accessibility focus moved, always invalidate the root.
                boolean invalidateRoot = accessibilityFocusDirty;

                // Draw with hardware renderer.
                mIsAnimating = false;

                if (mHardwareYOffset != yOffset || mHardwareXOffset != xOffset) {
                    mHardwareYOffset = yOffset;
                    mHardwareXOffset = xOffset;
                    invalidateRoot = true;
                }
                mResizeAlpha = resizeAlpha;

                if (invalidateRoot) {
                    mAttachInfo.mHardwareRenderer.invalidateRoot();
                }

                dirty.setEmpty();

                mBlockResizeBuffer = false;
                mAttachInfo.mHardwareRenderer.draw(mView, mAttachInfo, this);
            } else {
                // If we get here with a disabled & requested hardware renderer, something went
                // wrong (an invalidate posted right before we destroyed the hardware surface
                // for instance) so we should just bail out. Locking the surface with software
                // rendering at this point would lock it forever and prevent hardware renderer
                // from doing its job when it comes back.
                // Before we request a new frame we must however attempt to reinitiliaze the
                // hardware renderer if it's in requested state. This would happen after an
                // eglTerminate() for instance.
                if (mAttachInfo.mHardwareRenderer != null &&
                        !mAttachInfo.mHardwareRenderer.isEnabled() &&
                        mAttachInfo.mHardwareRenderer.isRequested()) {

                    try {
                        mAttachInfo.mHardwareRenderer.initializeIfNeeded(
                                mWidth, mHeight, mAttachInfo, mSurface, surfaceInsets);
                    } catch (OutOfResourcesException e) {
                        handleOutOfResourcesException(e);
                        return;
                    }

                    mFullRedrawNeeded = true;
                    scheduleTraversals();
                    return;
                }

             //在这个drawSOftWare方法中会调用view的draw方法,之后整个绘画流程就跑起来了
                if (!drawSoftware(surface, mAttachInfo, xOffset, yOffset, scalingRequired, dirty)) {
                    return;
                }
            }
        }

        if (animating) {
            mFullRedrawNeeded = true;
            scheduleTraversals();
        }
    }

这个函数在调用view的draw之前做了很多处理,大概总结一下就是view的滚动设置和硬件加速功能绘画还有一些比较深入的属性比如插图之类,这些我们不怎么关心
我们最关心的是 drawSoftWare 方法

private boolean drawSoftware(Surface surface, AttachInfo attachInfo, int xoff, int yoff,
            boolean scalingRequired, Rect dirty) {

        // Draw with software renderer.
        final Canvas canvas;
        try {
            final int left = dirty.left;
            final int top = dirty.top;
            final int right = dirty.right;
            final int bottom = dirty.bottom;
          //获取一块画布,这块画布会传递到各个onDraw方法中
            canvas = mSurface.lockCanvas(dirty);

            // The dirty rectangle can be modified by Surface.lockCanvas()
            //noinspection ConstantConditions
            if (left != dirty.left || top != dirty.top || right != dirty.right
                    || bottom != dirty.bottom) {
                attachInfo.mIgnoreDirtyState = true;
            }

            // TODO: Do this in native
            canvas.setDensity(mDensity);
        } catch (Surface.OutOfResourcesException e) {
            handleOutOfResourcesException(e);
            return false;
        } catch (IllegalArgumentException e) {
            Log.e(TAG, "Could not lock surface", e);
            // Don't assume this is due to out of memory, it could be
            // something else, and if it is something else then we could
            // kill stuff (or ourself) for no reason.
            mLayoutRequested = true;    // ask wm for a new surface next time.
            return false;
        }

        try {
            if (DEBUG_ORIENTATION || DEBUG_DRAW) {
                Log.v(TAG, "Surface " + surface + " drawing to bitmap w="
                        + canvas.getWidth() + ", h=" + canvas.getHeight());
                //canvas.drawARGB(255, 255, 0, 0);
            }

            // If this bitmap's format includes an alpha channel, we
            // need to clear it before drawing so that the child will
            // properly re-composite its drawing on a transparent
            // background. This automatically respects the clip/dirty region
            // or
            // If we are applying an offset, we need to clear the area
            // where the offset doesn't appear to avoid having garbage
            // left in the blank areas.
            if (!canvas.isOpaque() || yoff != 0 || xoff != 0) {
                canvas.drawColor(0, PorterDuff.Mode.CLEAR);
            }

            dirty.setEmpty();
            mIsAnimating = false;
            mView.mPrivateFlags |= View.PFLAG_DRAWN;

            if (DEBUG_DRAW) {
                Context cxt = mView.getContext();
                Log.i(TAG, "Drawing: package:" + cxt.getPackageName() +
                        ", metrics=" + cxt.getResources().getDisplayMetrics() +
                        ", compatibilityInfo=" + cxt.getResources().getCompatibilityInfo());
            }
            try {
                canvas.translate(-xoff, -yoff);
                if (mTranslator != null) {
                    mTranslator.translateCanvas(canvas);
                }
                canvas.setScreenDensity(scalingRequired ? mNoncompatDensity : 0);
                attachInfo.mSetIgnoreDirtyState = false;
            //从这开始触发整个view树的绘制
                mView.draw(canvas);

                drawAccessibilityFocusedDrawableIfNeeded(canvas);
            } finally {
                if (!attachInfo.mSetIgnoreDirtyState) {
                    // Only clear the flag if it was not set during the mView.draw() call
                    attachInfo.mIgnoreDirtyState = false;
                }
            }
        } finally {
            try {
                surface.unlockCanvasAndPost(canvas);
            } catch (IllegalArgumentException e) {
                Log.e(TAG, "Could not unlock surface", e);
                mLayoutRequested = true;    // ask wm for a new surface next time.
                //noinspection ReturnInsideFinallyBlock
                return false;
            }

            if (LOCAL_LOGV) {
                Log.v(TAG, "Surface " + surface + " unlockCanvasAndPost");
            }
        }
        return true;
    }

这个方法的作用就是先从系统的Surface中获取一块画布,设置好画布的属性后传递到DecorView的draw方法中,从而激活整个view的绘画流程

@CallSuper
    public void draw(Canvas canvas) {
        final int privateFlags = mPrivateFlags;
        final boolean dirtyOpaque = (privateFlags & PFLAG_DIRTY_MASK) == PFLAG_DIRTY_OPAQUE &&
                (mAttachInfo == null || !mAttachInfo.mIgnoreDirtyState);
        mPrivateFlags = (privateFlags & ~PFLAG_DIRTY_MASK) | PFLAG_DRAWN;

        /*
         * Draw traversal performs several drawing steps which must be executed
         * in the appropriate order:
         *
         *      1. Draw the background
         *      2. If necessary, save the canvas' layers to prepare for fading
         *      3. Draw view's content
         *      4. Draw children
         *      5. If necessary, draw the fading edges and restore layers
         *      6. Draw decorations (scrollbars for instance)
         */

        //第一步,绘制背景
      //在第一步中,在drawBackground中会根据不同类型的背景,去调用不同类型下的draw方法
      //比如,背景是一个BitmapDrawable,那么就会调用BitmapDrawable的draw方法,这些都是用Drawable这个抽象类编写的
      //每种不同的背景都是集成自Drawable,这也就是面向抽象/面向接口编程的好处,可以处理很多种情况
        int saveCount;

        if (!dirtyOpaque) {
            drawBackground(canvas);
        }

        // Fading Edge是View很神奇的一个效果,大家可以自己尝试一下
        final int viewFlags = mViewFlags;
        boolean horizontalEdges = (viewFlags & FADING_EDGE_HORIZONTAL) != 0;
        boolean verticalEdges = (viewFlags & FADING_EDGE_VERTICAL) != 0;
        if (!verticalEdges && !horizontalEdges) {
            // 绘制自身,调用自身的onDraw方法
            if (!dirtyOpaque) onDraw(canvas);

            // 调用ViewGroup的dispatchDraw方法,让ViewGroup遍历并调用所有的onDraw方法,整个view绘画流程被激活
            dispatchDraw(canvas);

            // 如果设置了 Overlay ,就调用并绘制 Overlay
            if (mOverlay != null && !mOverlay.isEmpty()) {
                mOverlay.getOverlayView().dispatchDraw(canvas);
            }

            // 绘制前景图
            onDrawForeground(canvas);

            // we're done...
            return;
        }

        /*
         *  后边是对于Fading Edge效果的设置,这次就不再分析了,有兴趣的朋友可以自己看一下这个效果
         *
         */
    } 

最后在看一遍ViewGroup中重写的dispatchDraw方法,看看ViewGroup是怎么处理子view的绘制的

    @Override
    protected void dispatchDraw(Canvas canvas) {
        boolean usingRenderNodeProperties = canvas.isRecordingFor(mRenderNode);
        final int childrenCount = mChildrenCount;
        final View[] children = mChildren;
        int flags = mGroupFlags;
      //处理layoutAnimation属性,给layout追加动画
        if ((flags & FLAG_RUN_ANIMATION) != 0 && canAnimate()) {
            final boolean buildCache = !isHardwareAccelerated();
            for (int i = 0; i < childrenCount; i++) {
                final View child = children[i];
                if ((child.mViewFlags & VISIBILITY_MASK) == VISIBLE) {
                    final LayoutParams params = child.getLayoutParams();
                    attachLayoutAnimationParameters(child, params, i, childrenCount);
                    bindLayoutAnimation(child);
                }
            }

            final LayoutAnimationController controller = mLayoutAnimationController;
            if (controller.willOverlap()) {
                mGroupFlags |= FLAG_OPTIMIZE_INVALIDATE;
            }

            controller.start();

            mGroupFlags &= ~FLAG_RUN_ANIMATION;
            mGroupFlags &= ~FLAG_ANIMATION_DONE;

            if (mAnimationListener != null) {
                mAnimationListener.onAnimationStart(controller.getAnimation());
            }
        }
      //处理是否需要在padding中滚动(这个不明白的请参考 android:clipToPadding="true|false" 属性)
        int clipSaveCount = 0;
        final boolean clipToPadding = (flags & CLIP_TO_PADDING_MASK) == CLIP_TO_PADDING_MASK;
        if (clipToPadding) {
            clipSaveCount = canvas.save();
            canvas.clipRect(mScrollX + mPaddingLeft, mScrollY + mPaddingTop,
                    mScrollX + mRight - mLeft - mPaddingRight,
                    mScrollY + mBottom - mTop - mPaddingBottom);
        }

        // We will draw our child's animation, let's reset the flag
        mPrivateFlags &= ~PFLAG_DRAW_ANIMATION;
        mGroupFlags &= ~FLAG_INVALIDATE_REQUIRED;

        boolean more = false;
        final long drawingTime = getDrawingTime();

        if (usingRenderNodeProperties) canvas.insertReorderBarrier();
        final int transientCount = mTransientIndices == null ? 0 : mTransientIndices.size();
        int transientIndex = transientCount != 0 ? 0 : -1;
        // Only use the preordered list if not HW accelerated, since the HW pipeline will do the
        // draw reordering internally
        final ArrayList<View> preorderedList = usingRenderNodeProperties
                ? null : buildOrderedChildList();
        final boolean customOrder = preorderedList == null
                && isChildrenDrawingOrderEnabled();
      //准备绘制该ViewGroup下的所有子View
        for (int i = 0; i < childrenCount; i++) {
          //检测是否有transient view,这个我翻译不太准确,也没用过这个view,所以我还是不卖弄了
          //在绘制子view之前先绘制它
            while (transientIndex >= 0 && mTransientIndices.get(transientIndex) == i) {
                final View transientChild = mTransientViews.get(transientIndex);
                if ((transientChild.mViewFlags & VISIBILITY_MASK) == VISIBLE ||
                        transientChild.getAnimation() != null) {
                    more |= drawChild(canvas, transientChild, drawingTime);
                }
                transientIndex++;
                if (transientIndex >= transientCount) {
                    transientIndex = -1;
                }
            }
            int childIndex = customOrder ? getChildDrawingOrder(childrenCount, i) : i;
            final View child = (preorderedList == null)
                    ? children[childIndex] : preorderedList.get(childIndex);
          //如果子view没有进行隐藏操作,就准备调用该view/viewGroup的draw方法,然后又是新的一轮绘制,直到所有viewTree绘制完毕
            if ((child.mViewFlags & VISIBILITY_MASK) == VISIBLE || child.getAnimation() != null) {
                more |= drawChild(canvas, child, drawingTime);
            }
        }

      //后边就是绘制完的一些小工作了.主要内容已经分析完了

        while (transientIndex >= 0) {
            // there may be additional transient views after the normal views
            final View transientChild = mTransientViews.get(transientIndex);
            if ((transientChild.mViewFlags & VISIBILITY_MASK) == VISIBLE ||
                    transientChild.getAnimation() != null) {
                more |= drawChild(canvas, transientChild, drawingTime);
            }
            transientIndex++;
            if (transientIndex >= transientCount) {
                break;
            }
        }
        if (preorderedList != null) preorderedList.clear();

        // Draw any disappearing views that have animations
        if (mDisappearingChildren != null) {
            final ArrayList<View> disappearingChildren = mDisappearingChildren;
            final int disappearingCount = disappearingChildren.size() - 1;
            // Go backwards -- we may delete as animations finish
            for (int i = disappearingCount; i >= 0; i--) {
                final View child = disappearingChildren.get(i);
                more |= drawChild(canvas, child, drawingTime);
            }
        }
        if (usingRenderNodeProperties) canvas.insertInorderBarrier();

        if (debugDraw()) {
            onDebugDraw(canvas);
        }

        if (clipToPadding) {
            canvas.restoreToCount(clipSaveCount);
        }

        // mGroupFlags might have been updated by drawChild()
        flags = mGroupFlags;

        if ((flags & FLAG_INVALIDATE_REQUIRED) == FLAG_INVALIDATE_REQUIRED) {
            invalidate(true);
        }

        if ((flags & FLAG_ANIMATION_DONE) == 0 && (flags & FLAG_NOTIFY_ANIMATION_LISTENER) == 0 &&
                mLayoutAnimationController.isDone() && !more) {
            // We want to erase the drawing cache and notify the listener after the
            // next frame is drawn because one extra invalidate() is caused by
            // drawChild() after the animation is over
            mGroupFlags |= FLAG_NOTIFY_ANIMATION_LISTENER;
            final Runnable end = new Runnable() {
               public void run() {
                   notifyAnimationListener();
               }
            };
            post(end);
        }
    }

View的三部曲到此就分析完了,分析的不是那么细致,但是最少大体流程还是抛出来了。

在那遥远的ViewRootImpl中定义了一个叫做performTraversals函数,这个函数负责屏幕的显示工作

首先是由PhoneWindow来制作一个DecorView出来,在由WindowManager创建所对应的ViewRootImpl出来,然后调用ViewRootImpl下的setView函数

setView函数会触发requestLayout函数,这个函数会触发performTraversals函数,最终我们view的onMeasure onLayout  onDraw都会被调用,从而完成了整个view的重绘过程

当屏幕上的任何一个地方发生变化。都是调用performTraversals来完成了。比如:钟表的分钟发生改变等等....有兴趣的朋友最好是自己在研读一遍源码,能学到很多有意思的功能

Android View的重绘过程之Draw的更多相关文章

  1. [Android FrameWork 6.0源码学习] View的重绘过程之Draw

    View绘制的三部曲,测量,布局,绘画现在我们分析绘画部分测量和布局 在前两篇文章中已经分析过了.不了解的可以去我的博客里找一下 下面进入正题,开始分析调用以及函数原理 private void pe ...

  2. Android View的重绘过程之WindowManager的addView方法

    博客首页:http://www.cnblogs.com/kezhuang/p/ 关于Activity的contentView的构建过程,我在我的博客中已经分析过了,不了解的可以去看一下 <[An ...

  3. Android View的重绘过程之Measure

    博客首页:http://www.cnblogs.com/kezhuang/p/ View绘制的三部曲,  测量,布局,绘画今天我们分析测量过程 view的测量是从ViewRootImpl发起的,Vie ...

  4. Android View的重绘过程之Layout

    博客首页:http://www.cnblogs.com/kezhuang/p/ View绘制的三部曲,测量,布局,绘画现在我们分析布局部分测量部分在上篇文章中已经分析过了.不了解的可以去我的博客里找一 ...

  5. [Android FrameWork 6.0源码学习] View的重绘过程之WindowManager的addView方法

    博客首页:http://www.cnblogs.com/kezhuang/p/关于Activity的contentView的构建过程,我在我的博客中已经分析过了,不了解的可以去看一下<[Andr ...

  6. [Android FrameWork 6.0源码学习] View的重绘过程之Layout

    View绘制的三部曲,测量,布局,绘画现在我们分析布局部分测量部分在上篇文章中已经分析过了.不了解的可以去我的博客里找一下 View的布局和测量一样,都是从ViewRootImpl中发起,ViewRo ...

  7. Android View的重绘ViewRootImpl的setView方法

    博客首页:http://www.cnblogs.com/kezhuang/p/ 本篇文章来分析一下WindowManager的后续工作,也就是ViewRootImpl的setView函数的工作 /i* ...

  8. Android学习Scroller(五)——具体解释Scroller调用过程以及View的重绘

    PS: 该篇博客已经deprecated,不再维护.详情请參见  站在源代码的肩膀上全解Scroller工作机制  http://blog.csdn.net/lfdfhl/article/detail ...

  9. [Android FrameWork 6.0源码学习] View的重绘过程

    View绘制的三部曲,  测量,布局,绘画今天我们分析测量过程 view的测量是从ViewRootImpl发起的,View需要重绘,都是发送请求给ViewRootImpl,然后他组织重绘在重绘的过程中 ...

随机推荐

  1. 使用 ASP.NET Core MVC 创建 Web API(五)

    使用 ASP.NET Core MVC 创建 Web API 使用 ASP.NET Core MVC 创建 Web API(一) 使用 ASP.NET Core MVC 创建 Web API(二) 使 ...

  2. .netcore2.1使用swagger显示接口说明文档

    项目之前开发完接口后,我们还需要写接口说明文档,现在有了swagger方便了很多,可以网页版直接测试,当然了也减少了我们的工作量. 使用swagger生成接口说明文档,大致需要2个步骤 1.从“管理 ...

  3. 入门rocketmq从浅到深

    目录 一.引言 二.介绍 三.Rocketmq关键概念 1.主题与标签 2.发送与订阅群组 3.Broker与NameServer 4.广播消费与集群消费 5.消息队列 6.集群方式 7.顺序消息 8 ...

  4. 设计模式 | 策略模式(strategy)

    参考:https://www.cnblogs.com/lewis0077/p/5133812.html(深入解析策略模式) 定义: 策略模式定义了一系列的算法,并将每一个算法封装起来,使每个算法可以相 ...

  5. 如何使用 Enterprise Architect 画 UML

    本文同时发布于http://fantasylion.github.io/tools/How-to-use-EA 重识 EA (Enterprise Architect) 公司使用的 OMS 是从外面买 ...

  6. (一)初识Redis

    1.redis简介 Redis是一个速度非常快的key-value非关系型存储数据库,可以存储5种形态的键值对,可以将存储在内存中的键值对持久化到硬盘,可以使用复制特性扩展读性能,还可以使用客户端分片 ...

  7. Windows Server 2016-PS筛选导出用户邮箱属性包含某字段列表

    生产环境中我们往往会遇到以多个邮箱别名结尾的情况,如何快速导出当前域用户邮箱以某字段或后缀结尾的用户列表信息变得尤为重要,本例简单汇总下如何通过Powershell快速筛选出当前邮箱信息包含azure ...

  8. Windows -- cmd命令: netstat 和 arp

    1. netstat: 显示网络连接.路由表和网络接口信息,可以让用户得知有哪些网络连接正在运作. 命令格式及参数如下: 2. ARP: 可用于查询本机ARP缓存中IP地址和MAC地址的对应关系.添加 ...

  9. 关于'selffilter' is not a registered tag library. Must be one of:

    报错代码: 'selffilter' is not a registered tag library. Must be one of: admin_list admin_modify admin_st ...

  10. Unity User Group深圳站——Timeline & Cinemachine分享

    报名说明:UUG深圳站,2月分享活动正式启动,1月29日中午12:00前报名可获赠Unity精美纪念礼物一份~ 关于Unity Unity 是一款多平台的综合型游戏开发工具,它的出现对蓬勃发展的全球游 ...