U3D MonoBehaviour
一、简介
MonoBehaviour是每个脚本派生类的基类,它定义了一个脚本文件从最初被加载到最终被销毁的一个完整过程。
这个过程通过对应的方法体现出来,在不同的方法完成不同的功能,我们把这些方法称为:脚本生命周期相关的方法。包含内容有:
Awake():当该脚本实例被载入时Awake被调用。(只会被调用一次)
OnEable():当对象被启用并激活状态时此函数被调用。
Start():Start仅在当第一次脚本启用Update方法被调用之前调用。(只会被调用一次)
Update():当MonoBehaviour启用时,其Update在每一帧被调用
FixedUpdate():(固定更新)会按照设置的时间固定频率来循环更新
LateUpdate():LateUpdate是在所有Update函数调用后被调用。这可用于调整脚本执行顺序。例如:当物体在Update里移动时,跟随物体的相机可以在LateUpdate里实现。
OnGUI():渲染和处理GUI事件时调用。
OnDisable():当对象变为不可用或非激活状态时此函数被调用。
OnEnable():当对象被启用并激活状态时此函数被调用。
二、常用属性及方法介绍
Variables 变量
| useGUILayout | Disabling this lets you skip the GUI layout phase. 禁用此项,将会跳过GUILayout布局。 |
Functions 函数
| CancelInvoke | Cancels all Invoke calls on this MonoBehaviour. 在当前MonoBehaviour,取消所有Invoke调用 |
| Invoke | Invokes the method methodName in time seconds. 在time秒后,延迟调用方法methodName。 |
| InvokeRepeating | Invokes the method methodName in time seconds, then repeatedly every repeatRate seconds. 在time秒调用methodName方法,然后每repeatRate秒重复调用。 |
| IsInvoking | Is any invoke on methodName pending? methodName方法是否在等候调用? |
| StartCoroutine | Starts a coroutine. 开始协同程序。 |
| StopAllCoroutines | Stops all coroutines running on this behaviour. 停止运行此behaviour上的所有协同程序。 |
| StopCoroutine | Stops all coroutines named methodName running on this behaviour. 停止此behaviour上运行的所有名为methodName的协同程序。 |
Static Functions 静态函数
| Logs message to the Unity Console (identical to Debug.Log). 输出日志消息到Unity控制台。等同Debug.Log。 |
Messages 消息
| Awake | Awake is called when the script instance is being loaded. 当该脚本实例被载入时Awake被调用。 |
| FixedUpdate | This function is called every fixed framerate frame, if the MonoBehaviour is enabled. 当MonoBehaviour启用时,其 FixedUpdate 在每一帧被调用。 |
| LateUpdate | LateUpdate is called every frame, if the Behaviour is enabled. 当Behaviour启用时,其LateUpdate在每一帧被调用。 |
| OnAnimatorIK | Callback for setting up animation IK (inverse kinematics). 设置动画的IK回调(反向运动学)。 |
| OnAnimatorMove | Callback for processing animation movements for modifying root motion. 用于修改根运动处理动画移动的回调。 |
| OnApplicationFocus | Sent to all game objects when the player gets or loses focus. 当玩家获得或失去焦点时发送给所有游戏对象。 |
| OnApplicationPause | Sent to all game objects when the player pauses. 当玩家暂停发送给所有游戏对象。 |
| OnApplicationQuit | Sent to all game objects before the application is quit. 在应用退出之前发送给所有的游戏物体。 |
| OnAudioFilterRead | If OnAudioFilterRead is implemented, Unity will insert a custom filter into the audio DSP chain. 如果OnAudioFilterRead被执行,Unity将插入一个自定义的过滤器到音频DSP链。 |
| OnBecameInvisible | OnBecameInvisible is called when the renderer is no longer visible by any camera. 当renderer(渲染器)在任何相机上都不可见时调用OnBecameInvisible。 |
| OnBecameVisible | OnBecameVisible is called when the renderer became visible by any camera. 当renderer(渲染器)在任何相机上可见时调用OnBecameVisible。 |
| OnCollisionEnter | OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider. 当此collider/rigidbody触发另一个rigidbody/collider时,OnCollisionEnter将被调用。 |
| OnCollisionEnter2D | Sent when an incoming collider makes contact with this object's collider (2D physics only). 当进入的碰撞器与这个对象的碰撞器接触,发送信息(仅限2D物理)。 |
| OnCollisionExit | OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider. 当此collider/rigidbody停止触发另一个rigidbody/collider时,OnCollisionExit将被调用。 |
| OnCollisionExit2D | Sent when a collider on another object stops touching this object's collider (2D physics only). 当另一个对象的碰撞器停止接触这个对象的碰撞器时,发送信息(仅限2D物理)。 |
| OnCollisionStay | OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider. 当此collider/rigidbody触发另一个rigidbody/collider时,OnCollisionStay将会在每一帧被调用。 |
| OnCollisionStay2D | Sent each frame where a collider on another object is touching this object's collider (2D physics only). 当另一个对象的碰撞器每帧接触这个对象的碰撞器时,发送信息(仅限2D物理)。 |
| OnConnectedToServer | Called on the client when you have successfully connected to a server. 当成功连接到服务器时,在客户端调用。 |
| OnControllerColliderHit | OnControllerColliderHit is called when the controller hits a collider while performing a Move. 在移动的时,当controller碰撞到collider时OnControllerColliderHit被调用。 |
| OnDestroy | This function is called when the MonoBehaviour will be destroyed. 当MonoBehaviour将被销毁时,这个函数被调用。 |
| OnDisable | This function is called when the behaviour becomes disabled () or inactive. 当对象变为不可用或非激活状态时此函数被调用。 |
| OnDisconnectedFromServer | Called on the client when the connection was lost or you disconnected from the server. 当失去连接或从服务器端断开时在客户端调用。 |
| OnDrawGizmos | Implement OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn. 如果你想绘制可被点选的gizmos,执行OnDrawGizmos。 |
| OnDrawGizmosSelected | Implement this OnDrawGizmosSelected if you want to draw gizmos only if the object is selected. 如果你想在物体被选中时绘制gizmos,执行这个函数。 |
| OnEnable | This function is called when the object becomes enabled and active. 当对象被启用并激活状态时此函数被调用。 |
| OnFailedToConnect | Called on the client when a connection attempt fails for some reason. 当一个连接因为某些原因失败时在客户端调用。 |
| OnFailedToConnectToMasterServer | Called on clients or servers when there is a problem connecting to the MasterServer. 当连接MasterServer出现问题时在客户端或服务器端调用。 |
| OnGUI | OnGUI is called for rendering and handling GUI events. 渲染和处理GUI事件时调用。 |
| OnJointBreak | Called when a joint attached to the same game object broke. 当附在同一对象上的关节被断开时调用。 |
| OnLevelWasLoaded | This function is called after a new level was loaded. 当一个新关卡被载入时此函数被调用。 |
| OnMasterServerEvent | Called on clients or servers when reporting events from the MasterServer. 当报告事件来自MasterServer时在客户端或服务器端调用。 |
| OnMouseDown | OnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider. 当用户鼠标在GUIElement或Collider上点击时OnMouseDown被调用。 |
| OnMouseDrag | OnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse. 当用户鼠标在GUIElement或Collider上拖拽时OnMouseDrag被调用 。 |
| OnMouseEnter | OnMouseEnter is called when the mouse entered the GUIElement or Collider. 当鼠标进入到GUIElement(GUI元素)或Collider(碰撞体)中时调用OnMouseEnter。 |
| OnMouseExit | OnMouseExit is called when the mouse is not any longer over the GUIElement or Collider. 当用户鼠标不在GUIElement或Collider上时OnMouseExit被调用。 |
| OnMouseOver | OnMouseOver is called every frame while the mouse is over the GUIElement or Collider. 当用户鼠标在GUIElement或Collider上经过时OnMouseOver被调用。 |
| OnMouseUp | OnMouseUp is called when the user has released the mouse button. 当用户释放鼠标按钮时调用OnMouseUp。 |
| OnMouseUpAsButton | OnMouseUpAsButton is only called when the mouse is released over the same GUIElement or Collider as it was pressed. OnMouseUpAsButton只有当鼠标在同一个GUIElement或Collider按下,在释放时调用。 |
| OnNetworkInstantiate | Called on objects which have been network instantiated with Network.Instantiate. 当对象使用Network.Instantiate进行网络初始化时调用。 |
| OnParticleCollision | OnParticleCollision is called when a particle hits a collider. 当粒子碰到碰撞器时,OnParticleCollision 被调用。 |
| OnPlayerConnected | Called on the server whenever a new player has successfully connected. 当一个新玩家成功连接时在服务器上被调用。 |
| OnPlayerDisconnected | Called on the server whenever a player disconnected from the server. 当一个玩家从服务器上断开时在服务器端调用。 |
| OnPostRender | OnPostRender is called after a camera finished rendering the scene. 在相机完成场景渲染之后被调用。 |
| OnPreCull | OnPreCull is called before a camera culls the scene. 在相机消隐场景之前被调用。 |
| OnPreRender | OnPreRender is called before a camera starts rendering the scene. 在相机渲染场景之前被调用。 |
| OnRenderImage | OnRenderImage is called after all rendering is complete to render image. 当完成所有渲染图像后被调用,用来渲染图像后期效果。 |
| OnRenderObject | OnRenderObject is called after camera has rendered the scene. 在相机场景渲染完成后被调用。 |
| OnSerializeNetworkView | Used to customize synchronization of variables in a script watched by a network view. 在一个网络视图脚本中,用于自定义变量同步。 |
| OnServerInitialized | Called on the server whenever a Network.InitializeServer was invoked and has completed. 当Network.InitializeServer被调用并完成时,在服务器上调用这个函数。 |
| OnTriggerEnter | OnTriggerEnter is called when the Collider other enters the trigger. 当Collider(碰撞体)进入trigger(触发器)时调用OnTriggerEnter。 |
| OnTriggerEnter2D | Sent when another object enters a trigger collider attached to this object (2D physics only). 当另一个对象进入到这个对象附加的触发碰撞器时发送消息(仅2D物理)。 |
| OnTriggerExit | OnTriggerExit is called when the Collider other has stopped touching the trigger. 当Collider(碰撞体)停止触发trigger(触发器)时调用OnTriggerExit。 |
| OnTriggerExit2D | Sent when another object leaves a trigger collider attached to this object (2D physics only). 当另一个对象离开附加在这个对象的触发碰撞器时发送消息(仅2D物理)。 |
| OnTriggerStay | OnTriggerStay is called once per frame for every Collider other that is touching the trigger. 当碰撞体接触触发器时,OnTriggerStay将在每一帧被调用。 |
| OnTriggerStay2D | Sent each frame where another object is within a trigger collider attached to this object (2D physics only). 当另一个对象停留在这个对象附加的触发碰撞器内时,每帧发送消息(仅2D物理)。 |
| OnValidate | This function is called when the script is loaded or a value is changed in the inspector (Called in the editor only). 当该脚本被加载或检视面板的值被修改时,此函数被调用(仅在编辑器被调用)。 |
| OnWillRenderObject | OnWillRenderObject is called once for each camera if the object is visible. 如果该对象可见,OnWillRenderObject每次会被相机调用。 |
| Reset | Reset to default values. 重设为默认值。 |
| Start | Start is called on the frame when a script is enabled just before any of the Update methods is called the first time. Start仅在当第一次脚本启用Update方法被调用之前调用。 |
| Update | Update is called every frame, if the MonoBehaviour is enabled. 当MonoBehaviour启用时,其Update在每一帧被调用。 |
Variables 变量
| useGUILayout | Disabling this lets you skip the GUI layout phase. 禁用此项,将会跳过GUILayout布局。 |
Functions 函数
| CancelInvoke | Cancels all Invoke calls on this MonoBehaviour 在当前 MonoBehaviour,取消所有Invoke调用 |
| Invoke | Invokes the method methodName in time seconds. 在time秒后,延迟调用方法methodName。 |
| InvokeRepeating | Invokes the method methodName in time seconds, then repeatedly every repeatRate seconds. 在time秒调用methodName方法,然后每repeatRate秒重复调用。 |
| IsInvoking | Is any invoke on methodName pending? methodName方法是否在等候调用? |
| StartCoroutine | Starts a coroutine. 开始协同程序。 |
| StopAllCoroutines | Stops all coroutines running on this behaviour. 停止运行此behaviour上的所有协同程序。 |
| StopCoroutine | Stops all coroutines named methodName running on this behaviour. 停止此behaviour上运行的所有名为methodName的协同程序。 |
Static Functions 静态函数
| Logs message to the Unity Console (identical to Debug.Log). 输出日志消息到Unity控制台。等同Debug.Log。 |
Messages 消息
| Awake | Awake is called when the script instance is being loaded. 当该脚本实例被载入时Awake被调用。 |
| FixedUpdate | This function is called every fixed framerate frame, if the MonoBehaviour is enabled. 当 MonoBehaviour启用时,其 FixedUpdate 在每一帧被调用。 |
| LateUpdate | LateUpdate is called every frame, if the Behaviour is enabled. 当Behaviour启用时,其LateUpdate在每一帧被调用。 |
| OnAnimatorIK | Callback for setting up animation IK (inverse kinematics). 设置动画的IK回调(反向运动学)。 |
| OnAnimatorMove | Callback for processing animation movements for modifying root motion. 用于修改根运动处理动画移动的回调。 |
| OnApplicationFocus | Sent to all game objects when the player gets or loses focus. 当玩家获得或失去焦点时发送给所有游戏对象。 |
| OnApplicationPause | Sent to all game objects when the player pauses. 当玩家暂停发送给所有游戏对象。 |
| OnApplicationQuit | Sent to all game objects before the application is quit. 在应用退出之前发送给所有的游戏物体。 |
| OnAudioFilterRead | If OnAudioFilterRead is implemented, Unity will insert a custom filter into the audio DSP chain. 如果OnAudioFilterRead被执行,Unity将插入一个自定义的过滤器到音频DSP链。 |
| OnBecameInvisible | OnBecameInvisible is called when the renderer is no longer visible by any camera. 当renderer(渲染器)在任何相机上都不可见时调用OnBecameInvisible。 |
| OnBecameVisible | OnBecameVisible is called when the renderer became visible by any camera. 当renderer(渲染器)在任何相机上可见时调用OnBecameVisible。 |
| OnCollisionEnter | OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider. 当此collider/rigidbody触发另一个rigidbody/collider时,OnCollisionEnter将被调用。 |
| OnCollisionEnter2D | Sent when an incoming collider makes contact with this object's collider (2D physics only). 当进入的碰撞器与这个对象的碰撞器接触,发送信息(仅限2D物理)。 |
| OnCollisionExit | OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider. 当此collider/rigidbody停止触发另一个rigidbody/collider时,OnCollisionExit将被调用。 |
| OnCollisionExit2D | Sent when a collider on another object stops touching this object's collider (2D physics only). 当另一个对象的碰撞器停止接触这个对象的碰撞器时,发送信息(仅限2D物理)。 |
| OnCollisionStay | OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider. 当此collider/rigidbody触发另一个rigidbody/collider时,OnCollisionStay将会在每一帧被调用。 |
| OnCollisionStay2D | Sent each frame where a collider on another object is touching this object's collider (2D physics only). 当另一个对象的碰撞器每帧接触这个对象的碰撞器时,发送信息(仅限2D物理)。 |
| OnConnectedToServer | Called on the client when you have successfully connected to a server. 当成功连接到服务器时,在客户端调用。 |
| OnControllerColliderHit | OnControllerColliderHit is called when the controller hits a collider while performing a Move. 在移动的时,当controller碰撞到collider时OnControllerColliderHit被调用。 |
| OnDestroy | This function is called when the MonoBehaviour will be destroyed. 当 MonoBehaviour将被销毁时,这个函数被调用。 |
| OnDisable | This function is called when the behaviour becomes disabled () or inactive. 当对象变为不可用或非激活状态时此函数被调用。 |
| OnDisconnectedFromServer | Called on the client when the connection was lost or you disconnected from the server. 当失去连接或从服务器端断开时在客户端调用。 |
| OnDrawGizmos | Implement OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn. 如果你想绘制可被点选的gizmos,执行OnDrawGizmos。 |
| OnDrawGizmosSelected | Implement this OnDrawGizmosSelected if you want to draw gizmos only if the object is selected. 如果你想在物体被选中时绘制gizmos,执行这个函数。 |
| OnEnable | This function is called when the object becomes enabled and active. 当对象被启用并激活状态时此函数被调用。 |
| OnFailedToConnect | Called on the client when a connection attempt fails for some reason. 当一个连接因为某些原因失败时在客户端调用。 |
| OnFailedToConnectToMasterServer | Called on clients or servers when there is a problem connecting to the MasterServer. 当连接MasterServer出现问题时在客户端或服务器端调用。 |
| OnGUI | OnGUI is called for rendering and handling GUI events. 渲染和处理GUI事件时调用。 |
| OnJointBreak | Called when a joint attached to the same game object broke. 当附在同一对象上的关节被断开时调用。 |
| OnLevelWasLoaded | This function is called after a new level was loaded. 当一个新关卡被载入时此函数被调用。 |
| OnMasterServerEvent | Called on clients or servers when reporting events from the MasterServer. 当报告事件来自MasterServer时在客户端或服务器端调用。 |
| OnMouseDown | OnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider. 当用户鼠标在GUIElement或Collider上点击时OnMouseDown被调用。 |
| OnMouseDrag | OnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse. 当用户鼠标在GUIElement或Collider上拖拽时OnMouseDrag被调用 。 |
| OnMouseEnter | OnMouseEnter is called when the mouse entered the GUIElement or Collider. 当鼠标进入到GUIElement(GUI元素)或Collider(碰撞体)中时调用OnMouseEnter。 |
| OnMouseExit | OnMouseExit is called when the mouse is not any longer over the GUIElement or Collider. 当用户鼠标不在GUIElement或Collider上时OnMouseExit被调用。 |
| OnMouseOver | OnMouseOver is called every frame while the mouse is over the GUIElement or Collider. 当用户鼠标在GUIElement或Collider上经过时OnMouseOver被调用。 |
| OnMouseUp | OnMouseUp is called when the user has released the mouse button. 当用户释放鼠标按钮时调用OnMouseUp。 |
| OnMouseUpAsButton | OnMouseUpAsButton is only called when the mouse is released over the same GUIElement or Collider as it was pressed. OnMouseUpAsButton只有当鼠标在同一个GUIElement或Collider按下,在释放时调用。 |
| OnNetworkInstantiate | Called on objects which have been network instantiated with Network.Instantiate. 当对象使用Network.Instantiate进行网络初始化时调用。 |
| OnParticleCollision | OnParticleCollision is called when a particle hits a collider. 当粒子碰到碰撞器时,OnParticleCollision 被调用。 |
| OnPlayerConnected | Called on the server whenever a new player has successfully connected. 当一个新玩家成功连接时在服务器上被调用。 |
| OnPlayerDisconnected | Called on the server whenever a player disconnected from the server. 当一个玩家从服务器上断开时在服务器端调用。 |
| OnPostRender | OnPostRender is called after a camera finished rendering the scene. 在相机完成场景渲染之后被调用。 |
| OnPreCull | OnPreCull is called before a camera culls the scene. 在相机消隐场景之前被调用。 |
| OnPreRender | OnPreRender is called before a camera starts rendering the scene. 在相机渲染场景之前被调用。 |
| OnRenderImage | OnRenderImage is called after all rendering is complete to render image. 当完成所有渲染图像后被调用,用来渲染图像后期效果。 |
| OnRenderObject | OnRenderObject is called after camera has rendered the scene. 在相机场景渲染完成后被调用。 |
| OnSerializeNetworkView | Used to customize synchronization of variables in a script watched by a network view. 在一个网络视图脚本中,用于自定义变量同步。 |
| OnServerInitialized | Called on the server whenever a Network.InitializeServer was invoked and has completed. 当Network.InitializeServer被调用并完成时,在服务器上调用这个函数。 |
| OnTriggerEnter | OnTriggerEnter is called when the Collider other enters the trigger. 当Collider(碰撞体)进入trigger(触发器)时调用OnTriggerEnter。 |
| OnTriggerEnter2D | Sent when another object enters a trigger collider attached to this object (2D physics only). 当另一个对象进入到这个对象附加的触发碰撞器时发送消息(仅2D物理)。 |
| OnTriggerExit | OnTriggerExit is called when the Collider other has stopped touching the trigger. 当Collider(碰撞体)停止触发trigger(触发器)时调用OnTriggerExit。 |
| OnTriggerExit2D | Sent when another object leaves a trigger collider attached to this object (2D physics only). 当另一个对象离开附加在这个对象的触发碰撞器时发送消息(仅2D物理)。 |
| OnTriggerStay | OnTriggerStay is called once per frame for every Collider other that is touching the trigger. 当碰撞体接触触发器时,OnTriggerStay将在每一帧被调用。 |
| OnTriggerStay2D | Sent each frame where another object is within a trigger collider attached to this object (2D physics only). 当另一个对象停留在这个对象附加的触发碰撞器内时,每帧发送消息(仅2D物理)。 |
| OnValidate | This function is called when the script is loaded or a value is changed in the inspector (Called in the editor only). 当该脚本被加载或检视面板的值被修改时,此函数被调用(仅在编辑器被调用)。 |
| OnWillRenderObject | OnWillRenderObject is called once for each camera if the object is visible. 如果该对象可见,OnWillRenderObject每次会被相机调用。 |
| Reset | Reset to default values. 重设为默认值。 |
| Start | Start is called on the frame when a script is enabled just before any of the Update methods is called the first time. Start仅在当第一次脚本启用Update方法被调用之前调用。 |
| Update | Update is called every frame, if the MonoBehaviour is enabled. 当 MonoBehaviour启用时,其Update在每一帧被调用。 |
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