canvas可以实现不同动画效果,本文主要记录几种不同节日烟花效果实现。

实现一

效果地址

html

```

```

css

```
body {
background: #000;
margin: 0;
}

canvas {

cursor: crosshair;

display: block;

}

<h3>js</h3>

// when animating on canvas, it is best to use requestAnimationFrame instead of setTimeout or setInterval

// not supported in all browsers though and sometimes needs a prefix, so we need a shim

window.requestAnimFrame = (function () {

return window.requestAnimationFrame ||

window.webkitRequestAnimationFrame ||

window.mozRequestAnimationFrame ||

function (callback) {

window.setTimeout(callback, 1000 / 60);

};

})();

// now we will setup our basic variables for the demo

var canvas = document.getElementById('canvas'),

ctx = canvas.getContext('2d'),

// full screen dimensions

cw = window.innerWidth,

ch = window.innerHeight,

// firework collection

fireworks = [],

// particle collection

particles = [],

// starting hue

hue = 120,

// when launching fireworks with a click, too many get launched at once without a limiter, one launch per 5 loop ticks

limiterTotal = 5,

limiterTick = 0,

// this will time the auto launches of fireworks, one launch per 80 loop ticks

timerTotal = 80,

timerTick = 0,

mousedown = false,

// mouse x coordinate,

mx,

// mouse y coordinate

my;

// set canvas dimensions

canvas.width = cw;

canvas.height = ch;

// now we are going to setup our function placeholders for the entire demo

// get a random number within a range

function random(min, max) {

return Math.random() * (max - min) + min;

}

// calculate the distance between two points

function calculateDistance(p1x, p1y, p2x, p2y) {

var xDistance = p1x - p2x,

yDistance = p1y - p2y;

return Math.sqrt(Math.pow(xDistance, 2) + Math.pow(yDistance, 2));

}

// create firework

function Firework(sx, sy, tx, ty) {

// actual coordinates

this.x = sx;

this.y = sy;

// starting coordinates

this.sx = sx;

this.sy = sy;

// target coordinates

this.tx = tx;

this.ty = ty;

// distance from starting point to target

this.distanceToTarget = calculateDistance(sx, sy, tx, ty);

this.distanceTraveled = 0;

// track the past coordinates of each firework to create a trail effect, increase the coordinate count to create more prominent trails

this.coordinates = [];

this.coordinateCount = 3;

// populate initial coordinate collection with the current coordinates

while (this.coordinateCount--) {

this.coordinates.push([this.x, this.y]);

}

this.angle = Math.atan2(ty - sy, tx - sx);

this.speed = 2;

this.acceleration = 1.05;

this.brightness = random(50, 70);

// circle target indicator radius

this.targetRadius = 1;

}

// update firework

Firework.prototype.update = function (index) {

// remove last item in coordinates array

this.coordinates.pop();

// add current coordinates to the start of the array

this.coordinates.unshift([this.x, this.y]);

// cycle the circle target indicator radius
if (this.targetRadius < 8) {
this.targetRadius += 0.3;
} else {
this.targetRadius = 1;
} // speed up the firework
this.speed *= this.acceleration; // get the current velocities based on angle and speed
var vx = Math.cos(this.angle) * this.speed,
vy = Math.sin(this.angle) * this.speed;
// how far will the firework have traveled with velocities applied?
this.distanceTraveled = calculateDistance(this.sx, this.sy, this.x + vx, this.y + vy); // if the distance traveled, including velocities, is greater than the initial distance to the target, then the target has been reached
if (this.distanceTraveled >= this.distanceToTarget) {
createParticles(this.tx, this.ty);
// remove the firework, use the index passed into the update function to determine which to remove
fireworks.splice(index, 1);
} else {
// target not reached, keep traveling
this.x += vx;
this.y += vy;
}

}

// draw firework

Firework.prototype.draw = function () {

ctx.beginPath();

// move to the last tracked coordinate in the set, then draw a line to the current x and y

ctx.moveTo(this.coordinates[this.coordinates.length - 1][0], this.coordinates[this.coordinates.length - 1][

1

]);

ctx.lineTo(this.x, this.y);

ctx.strokeStyle = 'hsl(' + hue + ', 100%, ' + this.brightness + '%)';

ctx.stroke();

ctx.beginPath();
// draw the target for this firework with a pulsing circle
ctx.arc(this.tx, this.ty, this.targetRadius, 0, Math.PI * 2);
ctx.stroke();

}

// create particle

function Particle(x, y) {

this.x = x;

this.y = y;

// track the past coordinates of each particle to create a trail effect, increase the coordinate count to create more prominent trails

this.coordinates = [];

this.coordinateCount = 5;

while (this.coordinateCount--) {

this.coordinates.push([this.x, this.y]);

}

// set a random angle in all possible directions, in radians

this.angle = random(0, Math.PI * 2);

this.speed = random(1, 10);

// friction will slow the particle down

this.friction = 0.95;

// gravity will be applied and pull the particle down

this.gravity = 1;

// set the hue to a random number +-20 of the overall hue variable

this.hue = random(hue - 20, hue + 20);

this.brightness = random(50, 80);

this.alpha = 1;

// set how fast the particle fades out

this.decay = random(0.015, 0.03);

}

// update particle

Particle.prototype.update = function (index) {

// remove last item in coordinates array

this.coordinates.pop();

// add current coordinates to the start of the array

this.coordinates.unshift([this.x, this.y]);

// slow down the particle

this.speed *= this.friction;

// apply velocity

this.x += Math.cos(this.angle) * this.speed;

this.y += Math.sin(this.angle) * this.speed + this.gravity;

// fade out the particle

this.alpha -= this.decay;

// remove the particle once the alpha is low enough, based on the passed in index
if (this.alpha <= this.decay) {
particles.splice(index, 1);
}

}

// draw particle

Particle.prototype.draw = function () {

ctx.beginPath();
// move to the last tracked coordinates in the set, then draw a line to the current x and y
ctx.moveTo(this.coordinates[this.coordinates.length - 1][0], this.coordinates[this.coordinates.length - 1][
1
]);
ctx.lineTo(this.x, this.y);
ctx.strokeStyle = 'hsla(' + this.hue + ', 100%, ' + this.brightness + '%, ' + this.alpha + ')';
ctx.stroke();

}

// create particle group/explosion

function createParticles(x, y) {

// increase the particle count for a bigger explosion, beware of the canvas performance hit with the increased particles though

var particleCount = 30;

while (particleCount--) {

particles.push(new Particle(x, y));

}

}

// main demo loop

function loop() {

// this function will run endlessly with requestAnimationFrame

requestAnimFrame(loop);

// increase the hue to get different colored fireworks over time
hue += 0.5; // normally, clearRect() would be used to clear the canvas
// we want to create a trailing effect though
// setting the composite operation to destination-out will allow us to clear the canvas at a specific opacity, rather than wiping it entirely
ctx.globalCompositeOperation = 'destination-out';
// decrease the alpha property to create more prominent trails
ctx.fillStyle = 'rgba(0, 0, 0, 0.5)';
ctx.fillRect(0, 0, cw, ch);
// change the composite operation back to our main mode
// lighter creates bright highlight points as the fireworks and particles overlap each other
ctx.globalCompositeOperation = 'lighter'; var text = "HAPPY NEW YEAR !";
ctx.font = "50px sans-serif";
var textData = ctx.measureText(text);
ctx.fillStyle = "rgba(" + parseInt(random(0, 255)) + "," + parseInt(random(0, 255)) + "," + parseInt(random(0,
255)) + ",0.3)";
ctx.fillText(text, cw / 2 - textData.width / 2, ch / 2); // loop over each firework, draw it, update it
var i = fireworks.length;
while (i--) {
fireworks[i].draw();
fireworks[i].update(i);
} // loop over each particle, draw it, update it
var i = particles.length;
while (i--) {
particles[i].draw();
particles[i].update(i);
} // launch fireworks automatically to random coordinates, when the mouse isn't down
if (timerTick >= timerTotal) {
if (!mousedown) {
// start the firework at the bottom middle of the screen, then set the random target coordinates, the random y coordinates will be set within the range of the top half of the screen for (var h = 0; h < 50; h++) {
fireworks.push(new Firework(cw / 2, ch / 2, random(0, cw), random(0, ch)));
} timerTick = 0;
}
} else {
timerTick++;
} // limit the rate at which fireworks get launched when mouse is down
if (limiterTick >= limiterTotal) {
if (mousedown) {
// start the firework at the bottom middle of the screen, then set the current mouse coordinates as the target
fireworks.push(new Firework(cw / 2, ch / 2, mx, my));
limiterTick = 0;
}
} else {
limiterTick++;
}

}

// mouse event bindings

// update the mouse coordinates on mousemove

canvas.addEventListener('mousemove', function (e) {

mx = e.pageX - canvas.offsetLeft;

my = e.pageY - canvas.offsetTop;

});

// toggle mousedown state and prevent canvas from being selected

canvas.addEventListener('mousedown', function (e) {

e.preventDefault();

mousedown = true;

});

canvas.addEventListener('mouseup', function (e) {

e.preventDefault();

mousedown = false;

});

// once the window loads, we are ready for some fireworks!

window.onload = loop;



<h2>实现二</h2>

![](http://images2017.cnblogs.com/blog/1302312/201801/1302312-20180122220225834-670382005.png)

<a href="http://www.bestvist.com/html/canvas-fireworks/firework2.html" target="_blank">效果地址</a>

<h3>html</h3>

2018

```

css

```
html,
body {
padding: 0px;
margin: 0px;
background: #222;
font-family: 'Karla', sans-serif;
color: #FFF;
height: 100%;
overflow: hidden;
}

h1 {

z-index: 1000;

position: fixed;

top: 50%;

left: 50%;

transform: translateX(-50%) translateY(-100%);

font-size: 58px;

overflow: hidden;

}

span {

position: relative;

display: inline-block;

animation: drop 0.75s ease 0s;

}

canvas {

width: 100%;

height: 100%;

}

@keyframes drop {

0% {

transform: translateY(-100px);

opacity: 0;

}

90% {
opacity: 1;
transform: translateY(10px);
}
100% {
transform: translateY(0px);
}

}


<h3>js</h3>

var ctx = document.querySelector('canvas').getContext('2d')

ctx.canvas.width = window.innerWidth

ctx.canvas.height = window.innerHeight

var sparks = []

var fireworks = []

var i = 20;

while (i--) {

fireworks.push(

new Firework(Math.random() * window.innerWidth, window.innerHeight * Math.random())

)

}

render()

function render() {

setTimeout(render, 1000 / 60)

ctx.fillStyle = 'rgba(0, 0, 0, 0.1)';

ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height)

for (var firework of fireworks) {

if (firework.dead) continue

firework.move()

firework.draw()

}

for (var spark of sparks) {

if (spark.dead) continue

spark.move()

spark.draw()

}

if (Math.random() < 0.05) {
fireworks.push(new Firework())
}

}

function Spark(x, y, color) {

this.x = x

this.y = y

this.dir = Math.random() * (Math.PI * 2)

this.dead = false

this.color = color

this.speed = Math.random() * 3 + 3;

this.walker = new Walker({

radius: 20,

speed: 0.25

})

this.gravity = 0.25

this.dur = this.speed / 0.1

this.move = function () {

this.dur--

if (this.dur < 0) this.dead = true

    if (this.speed < 0) return
if (this.speed > 0) this.speed -= 0.1
var walk = this.walker.step()
this.x += Math.cos(this.dir + walk) * this.speed
this.y += Math.sin(this.dir + walk) * this.speed
this.y += this.gravity
this.gravity += 0.05 }
this.draw = function () {
drawCircle(this.x, this.y, 3, this.color)
}

}

function Firework(x, y) {

this.xmove = new Walker({

radius: 10,

speed: 0.5

})

this.x = x || Math.random() * ctx.canvas.width

this.y = y || ctx.canvas.height

this.height = Math.random() * ctx.canvas.height / 2

this.dead = false

this.color = randomColor()

this.move = function () {
this.x += this.xmove.step()
if (this.y > this.height) this.y -= 1;
else this.burst() }
this.draw = function () {
drawCircle(this.x, this.y, 1, this.color)
}
this.burst = function () {
this.dead = true
var i = 100;
while (i--) sparks.push(new Spark(this.x, this.y, this.color))
}

}

function drawCircle(x, y, radius, color) {

color = color || '#FFF'

ctx.fillStyle = color

ctx.fillRect(x - radius / 2, y - radius / 2, radius, radius)

}

function randomColor() {

return ['#6ae5ab', '#88e3b2', '#36b89b', '#7bd7ec', '#66cbe1'][Math.floor(Math.random() * 5)];

}

function Walker(options) {

this.step = function () {

this.direction = Math.sign(this.target) * this.speed

this.value += this.direction

this.target ?

this.target -= this.direction :

(this.value) ?

(this.wander) ?

this.target = this.newTarget() :

this.target = -this.value :

this.target = this.newTarget()

return this.direction

}

this.newTarget = function () {
return Math.round(Math.random() * (this.radius * 2) - this.radius)
} this.start = 0
this.value = 0
this.radius = options.radius
this.target = this.newTarget()
this.direction = Math.sign(this.target)
this.wander = options.wander
this.speed = options.speed || 1

}


<h2>实现三</h2> ![](http://images2017.cnblogs.com/blog/1302312/201801/1302312-20180122220238475-1538284884.png) <a href="http://www.bestvist.com/html/canvas-fireworks/firework3.html" target="_blank">效果地址</a> <h3>html</h3>

浏览器不支持canvas

新年快乐
阖家欢乐
万事如意
心想事成

```

css

```

body {

margin: 0;

padding: 0;

overflow: hidden;

}

.city {

width: 100%;

position: fixed;

bottom: 0px;

z-index: 100;

}

.city img {

width: 100%;

}


<h3>js</h3>

var canvas = document.getElementById("cas");

var ocas = document.createElement("canvas");

var octx = ocas.getContext("2d");

var ctx = canvas.getContext("2d");

ocas.width = canvas.width = window.innerWidth;

ocas.height = canvas.height = window.innerHeight;

var bigbooms = [];

window.onload = function () {

initAnimate()

}

function initAnimate() {

drawBg();

lastTime = new Date();
animate();

}

var lastTime;

function animate() {

ctx.save();

ctx.fillStyle = "rgba(0,5,24,0.1)";

ctx.fillRect(0, 0, canvas.width, canvas.height);

ctx.restore();

var newTime = new Date();
if (newTime - lastTime > 500 + (window.innerHeight - 767) / 2) {
var random = Math.random() * 100 > 2 ? true : false;
var x = getRandom(canvas.width / 5, canvas.width * 4 / 5);
var y = getRandom(50, 200);
if (random) {
var bigboom = new Boom(getRandom(canvas.width / 3, canvas.width * 2 / 3), 2, "#FFF", {
x: x,
y: y
});
bigbooms.push(bigboom)
} else {
var bigboom = new Boom(getRandom(canvas.width / 3, canvas.width * 2 / 3), 2, "#FFF", {
x: canvas.width / 2,
y: 200
}, document.querySelectorAll(".shape")[parseInt(getRandom(0, document.querySelectorAll(
".shape").length))]);
bigbooms.push(bigboom)
}
lastTime = newTime;
} stars.foreach(function () {
this.paint();
}) drawMoon(); bigbooms.foreach(function (index) {
var that = this;
if (!this.dead) {
this._move();
this._drawLight();
} else {
this.booms.foreach(function (index) {
if (!this.dead) {
this.moveTo(index);
} else if (index === that.booms.length - 1) {
bigbooms[bigbooms.indexOf(that)] = null;
}
})
}
}); raf(animate);

}

function drawMoon() {

var moon = document.getElementById("moon");

var centerX = canvas.width - 200,

centerY = 100,

width = 80;

if (moon.complete) {

ctx.drawImage(moon, centerX, centerY, width, width)

} else {

moon.onload = function () {

ctx.drawImage(moon, centerX, centerY, width, width)

}

}

var index = 0;

for (var i = 0; i < 10; i++) {

ctx.save();

ctx.beginPath();

ctx.arc(centerX + width / 2, centerY + width / 2, width / 2 + index, 0, 2 * Math.PI);

ctx.fillStyle = "rgba(240,219,120,0.005)";

index += 2;

ctx.fill();

ctx.restore();

}

}

Array.prototype.foreach = function (callback) {

for (var i = 0; i < this.length; i++) {

if (this[i] !== null) callback.apply(this[i], [i])

}

}

var raf = window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame ||

window.oRequestAnimationFrame || window.msRequestAnimationFrame || function (callback) {

window.setTimeout(callback, 1000 / 60);

};

canvas.onclick = function () {

var x = event.clientX;

var y = event.clientY;

var bigboom = new Boom(getRandom(canvas.width / 3, canvas.width * 2 / 3), 2, "#FFF", {

x: x,

y: y

});

bigbooms.push(bigboom)

}

var Boom = function (x, r, c, boomArea, shape) {

this.booms = [];

this.x = x;

this.y = (canvas.height + r);

this.r = r;

this.c = c;

this.shape = shape || false;

this.boomArea = boomArea;

this.theta = 0;

this.dead = false;

this.ba = parseInt(getRandom(80, 200));

}

Boom.prototype = {

_paint: function () {

ctx.save();

ctx.beginPath();

ctx.arc(this.x, this.y, this.r, 0, 2 * Math.PI);

ctx.fillStyle = this.c;

ctx.fill();

ctx.restore();

},

_move: function () {

var dx = this.boomArea.x - this.x,

dy = this.boomArea.y - this.y;

this.x = this.x + dx * 0.01;

this.y = this.y + dy * 0.01;

    if (Math.abs(dx) <= this.ba && Math.abs(dy) <= this.ba) {
if (this.shape) {
this._shapBoom();
} else this._boom();
this.dead = true;
} else {
this._paint();
}
},
_drawLight: function () {
ctx.save();
ctx.fillStyle = "rgba(255,228,150,0.3)";
ctx.beginPath();
ctx.arc(this.x, this.y, this.r + 3 * Math.random() + 1, 0, 2 * Math.PI);
ctx.fill();
ctx.restore();
},
_boom: function () {
var fragNum = getRandom(30, 200);
var style = getRandom(0, 10) >= 5 ? 1 : 2;
var color;
if (style === 1) {
color = {
a: parseInt(getRandom(128, 255)),
b: parseInt(getRandom(128, 255)),
c: parseInt(getRandom(128, 255))
}
} var fanwei = parseInt(getRandom(300, 400));
for (var i = 0; i < fragNum; i++) {
if (style === 2) {
color = {
a: parseInt(getRandom(128, 255)),
b: parseInt(getRandom(128, 255)),
c: parseInt(getRandom(128, 255))
}
}
var a = getRandom(-Math.PI, Math.PI);
var x = getRandom(0, fanwei) * Math.cos(a) + this.x;
var y = getRandom(0, fanwei) * Math.sin(a) + this.y;
var radius = getRandom(0, 2)
var frag = new Frag(this.x, this.y, radius, color, x, y);
this.booms.push(frag);
}
},
_shapBoom: function () {
var that = this;
putValue(ocas, octx, this.shape, 5, function (dots) {
var dx = canvas.width / 2 - that.x;
var dy = canvas.height / 2 - that.y;
for (var i = 0; i < dots.length; i++) {
color = {
a: dots[i].a,
b: dots[i].b,
c: dots[i].c
}
var x = dots[i].x;
var y = dots[i].y;
var radius = 1;
var frag = new Frag(that.x, that.y, radius, color, x - dx, y - dy);
that.booms.push(frag);
}
})
}

}

function putValue(canvas, context, ele, dr, callback) {

context.clearRect(0, 0, canvas.width, canvas.height);

var img = new Image();

if (ele.innerHTML.indexOf("img") >= 0) {

img.src = ele.getElementsByTagName("img")[0].src;

imgload(img, function () {

context.drawImage(img, canvas.width / 2 - img.width / 2, canvas.height / 2 - img.width / 2);

dots = getimgData(canvas, context, dr);

callback(dots);

})

} else {

var text = ele.innerHTML;

context.save();

var fontSize = 200;

context.font = fontSize + "px 宋体 bold";

context.textAlign = "center";

context.textBaseline = "middle";

context.fillStyle = "rgba(" + parseInt(getRandom(128, 255)) + "," + parseInt(getRandom(128, 255)) + "," +

parseInt(getRandom(128, 255)) + " , 1)";

context.fillText(text, canvas.width / 2, canvas.height / 2);

context.restore();

dots = getimgData(canvas, context, dr);

callback(dots);

}

}

function imgload(img, callback) {

if (img.complete) {

callback.call(img);

} else {

img.onload = function () {

callback.call(this);

}

}

}

function getimgData(canvas, context, dr) {

var imgData = context.getImageData(0, 0, canvas.width, canvas.height);

context.clearRect(0, 0, canvas.width, canvas.height);

var dots = [];

for (var x = 0; x < imgData.width; x += dr) {

for (var y = 0; y < imgData.height; y += dr) {

var i = (y * imgData.width + x) * 4;

if (imgData.data[i + 3] > 128) {

var dot = {

x: x,

y: y,

a: imgData.data[i],

b: imgData.data[i + 1],

c: imgData.data[i + 2]

};

dots.push(dot);

}

}

}

return dots;

}

function getRandom(a, b) {

return Math.random() * (b - a) + a;

}

var maxRadius = 1,

stars = [];

function drawBg() {

for (var i = 0; i < 100; i++) {

var r = Math.random() * maxRadius;

var x = Math.random() * canvas.width;

var y = Math.random() * 2 * canvas.height - canvas.height;

var star = new Star(x, y, r);

stars.push(star);

star.paint()

}

}

var Star = function (x, y, r) {

this.x = x;

this.y = y;

this.r = r;

}

Star.prototype = {

paint: function () {

ctx.save();

ctx.beginPath();

ctx.arc(this.x, this.y, this.r, 0, 2 * Math.PI);

ctx.fillStyle = "rgba(255,255,255," + this.r + ")";

ctx.fill();

ctx.restore();

}

}

var focallength = 250;

var Frag = function (centerX, centerY, radius, color, tx, ty) {

this.tx = tx;

this.ty = ty;

this.x = centerX;

this.y = centerY;

this.dead = false;

this.centerX = centerX;

this.centerY = centerY;

this.radius = radius;

this.color = color;

}

Frag.prototype = {

paint: function () {

ctx.save();

ctx.beginPath();

ctx.arc(this.x, this.y, this.radius, 0, 2 * Math.PI);

ctx.fillStyle = "rgba(" + this.color.a + "," + this.color.b + "," + this.color.c + ",1)";

ctx.fill()

ctx.restore();

},

moveTo: function (index) {

this.ty = this.ty + 0.3;

var dx = this.tx - this.x,

dy = this.ty - this.y;

this.x = Math.abs(dx) < 0.1 ? this.tx : (this.x + dx * 0.1);

this.y = Math.abs(dy) < 0.1 ? this.ty : (this.y + dy * 0.1);

if (dx === 0 && Math.abs(dy) <= 80) {

this.dead = true;

}

this.paint();

}

}


<h2>总结</h2>
几种不同canvas实现烟花动画,基本分为烟火类和碎屑类展现烟花的不同状态。
同时,祝大家新年快乐! <p class="source">原文地址:<a href="http://www.bestvist.com/2018/01/15/canvas-fireworks/" rel="noopener" target="_blank">http://www.bestvist.com/2018/01/15/canvas-fireworks/</a></p>

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