x哥(懂的都懂)的框架, 拿点代码过来做注释. 想了解详情可以去他的github

https://github.com/yimengfan/BDFramework.Core

# Object files

# Libraries

# Shared objects (inc. Windows DLLs)
*.so.*
*.dylib

# Executables
*.exe
*.out
*.app
*.i*
*.x86_64
*.hex
/TestProject/Library
/TestProject/obj
/TestProject/Temp
/TestProject/UnityPackageManager
/TestProject/Assembly-CSharp.csproj
/TestProject/Assembly-CSharp-Editor.csproj
/TestProject/Assembly-CSharp-Editor-firstpass.csproj
/TestProject/TestProject.sln
/TestProject/.idea/.idea.TestProject/.idea/contentModel.xml
/TestProject/.idea/.idea.TestProject/.idea/indexLayout.xml
/TestProject/.idea/.idea.TestProject/.idea/modules.xml
/TestProject/.idea/.idea.TestProject/.idea/workspace.xml
/TestProject/.idea/.idea.TestProject/riderModule.iml
/TestProject/TestProject.sln.DotSettings.user
/TestProject/UpgradeLog.htm
/TestProject/Assets/Resource/.svn
/TestProject/Assets/Code/.svn
/TestProject/.sonarqube
/TestProject/TestProject.Editor.Plugins.csproj
/TestProject/TestProject.Editor.csproj
/TestProject/TestProject.csproj
/TestProject/.idea/.idea.TestProject/.idea/encodings.xml
/TestProject/.idea/.idea.TestProject/.idea/sonarIssues.xml
/TestProject/.idea/.idea.TestProject/.idea/vcs.xml
/TestProject/.vs/TestProject/v15/.suo
/TestProject/.vs/TestProject/v15/Server/sqlite3/db.lock
/TestProject/.vs/TestProject/v15/Server/sqlite3/storage.ide
/TestProject/.vs
/TestProject/.idea
/TestProject/.idea
/TestProject/.vs
/TestProject/UnityDLL
/TestProject/*.err
/TestProject/*.tmp
/TestProject/*.cmdline
/TestProject/Unity.PackageManagerUI.Editor.csproj
/TestProject/Unity.TextMeshPro.Editor.csproj
/TestProject/Unity.TextMeshPro.csproj
/TestProject/UnityEditor.StandardEvents.csproj
/TestProject/Assets/Plugins/Editor/JetBrains/JetBrains.Rider.Unity.Editor.Plugin.Repacked.dll
/TestProject/Assets/Plugins/Editor/JetBrains
TestProject/Assets/Code/Game/Editor.meta
TestProject/Assets/Code/Game/Editor/AnimtionImport.meta
TestProject/Assets/Code/Game/Editor/Data.meta
TestProject/Assets/Code/Game/Editor/HeroEdit.meta
TestProject/Assets/Code/Game/Editor/RouteTool.meta
TestProject/Assets/Code/Game/Editor/AnimtionImport/Editor.meta
TestProject/Assets/Code/Game/Editor/HeroEdit/Editor.meta
TestProject/Assets/Code/Game/Editor/HeroEdit/Table.meta
TestProject/Assets/Code/Game/Editor/HeroEdit/TableAttributes.meta
TestProject/Assets/Code/Game/Editor/RouteTool/Editor.meta
TestProject/Assets/Plugins/iOS.meta
/TestProject/Assets/StreamingAssets/Windows/Art
/TestProject/Assets/StreamingAssets/iOS/Art
/TestProject/rotorz.dotnet-exception-utils.csproj
/TestProject/rotorz.dotnet-type-utils.csproj
/TestProject/rotorz.unity3d-editor-menu.editor.csproj
/TestProject/rotorz.unity3d-package-utils.editor.csproj
/TestProject/rotorz.unity3d-reorderable-list.csproj
/TestProject/rotorz.unity3d-reorderable-list.editor.csproj
/TestProject/rotorz.unity3d-utils.csproj
/TestProject/rotorz.unity3d-utils.editor.csproj
/TestProject/Assembly-CSharp-firstpass.csproj
/TestProject/ProjectSettings/ProjectVersion.txt
/TestProject/Logs
/TestProject/Assets/Code/BDFramework/Tools/ILRBuild/build.sln.meta
/TestProject/Assets/Code/BDFramework/Tools/ILRBuild/build.sln
/TestProject/Assets/Plugins/Editor/JetBrains.meta
/TestProject/Assets/Code/BDFramework/Tools/ILRBuild/build.exe.meta
/TestProject/Assets/Plugins/Sirenix/Odin Inspector/Config/Resources.meta
/TestProject/Assets/Plugins/Sirenix/Odin Inspector/Config/Resources/Sirenix.meta
/TestProject/Assets/3rdPlugins/.svn
/TestProject/Assets/DebugUILine.cs
/TestProject/Assets/DebugUILine.cs.meta
/TestProject/Assets/DebugUILine.cs
/TestProject/Assets/StreamingAssets/Windows/hotfix/Assembly-CSharp.dll.mdb.meta
/TestProject/Assets/StreamingAssets/Windows/hotfix/Assembly-CSharp.dll.mdb
/TestProject/Assets/Resource/Effect/.svn
/TestProject/Assets/StreamingAssets/.svn
/TestProject/Assets/3rdPlugins/com.unity.textmeshpro@1.3.0/Tests.meta
/TestProject/Assets/3rdPlugins/com.unity.textmeshpro@1.3.0/Tests

参考 ignore

PosPlus 教程 https://www.bilibili.com/video/av23948137

资源目录(大致)

Resource(不是Resources)     资源目录

  Effect               特效目录

  Font              字体目录

  handlers             协议目录

  Img               图片目录

  Model              模型目录

  Resources           打进本地包

  Runtime            运行时

  Scene               场景目录

  Shaders           Shader目录

  Table                Excel表目录

  TableEditor          JSON表目录

导入流程

原始文件

sunwukong@ani.txt(UTF-8)

Ctrl+D 复制动画信息

打开 Animation 窗口

删除 动画 Position 信息

创建 Animator Controller

将动画拖进 Animator Controller

添加脚本

#region    FPS计算

    float fps;
    float deltaTime = 0.0f;
    float msec;
    Rect rect;
    GUIStyle style = new GUIStyle();

    void Start() {
        int w = Screen.width, h = Screen.height;
        rect = , , , h *  / );
        style.alignment = TextAnchor.UpperLeft;
        style.fontSize = h *  / ;
        style.normal.textColor = new Color(1.0f, 0.0f, 0f, 1.0f);
    }

    void Update() {
        deltaTime += (Time.deltaTime - deltaTime) * 0.1f;
    }

    void OnGUI() {
        msec = deltaTime * 1000.0f;
        fps = 1.0f / deltaTime;

        GUI.Label(rect, string.Format("{0:0.0} ms ({1:0.} fps)", msec, fps), style);
    }

    #endregion

FPS计算

    [UnityEditor.MenuItem()]
    static public void DeleteModelUnuseData()
    {
        var path = Application.dataPath + "/Resource/Runtime/Char";

        var fs = Directory.GetFiles(path, "*.prefab", SearchOption.AllDirectories);

        ;
        foreach (var f in fs)
        {
            i++;
            EditorUtility.DisplayProgressBar("处理模型", Path.GetFileName(f), i / fs.Length);
            //
            var absPath = "Assets" + f.Replace(Application.dataPath, "");
            var o = AssetDatabase.LoadMainAssetAtPath(absPath) as GameObject;
            //添加特殊点
            var p1 = o.transform.Find("EffectPoint");
            if (p1 == null)
            {
//                var op1= new GameObject("EffectPoint");
//                op1.transform.SetParent(o.transform,false);
                Debug.LogError("缺少节点 EffectPoint:" + absPath);
            }

            var p2 = o.transform.Find("AtkPoint");
            if (p2 == null)
            {
                p2 = o.transform.Find("Bip001/AtkPoint");
//                var op2= new GameObject("AtkPoint");
//                op2.transform.SetParent(o.transform,false);
                if (p2 == null)
                    Debug.LogError("缺少节点 AtkPoint:" + absPath);
            }

            var p3 = o.transform.Find("BehurtPoint");
            if (p3 == null)
            {
//                var op3= new GameObject("BehurtPoint");
//                op3.transform.SetParent(o.transform,false);
                Debug.LogError("缺少节点 BehurtPoint:" + absPath);
            }

            //添加特殊点
            var p4 = o.transform.Find("StaticPoint");
            if (p4 == null)
            {
//                var op1= new GameObject("EffectPoint");
//                op1.transform.SetParent(o.transform,false);
                Debug.LogError("缺少节点 StaticPoint:" + absPath);
            }

            var p5 = o.transform.Find("HeadPoint");
            if (p5 == null)
            {
//                var op1= new GameObject("EffectPoint");
//                op1.transform.SetParent(o.transform,false);
                Debug.LogError("缺少节点 HeadPoint:" + absPath);
            }
            else
            {
                p5.position = ,);
            }

            //删除镜头
            var cams = o.GetComponentsInChildren<Camera>();
            foreach (var c in cams)
            {
                GameObject.DestroyImmediate(c, true);
            }

            //删除animator
            var ani = o.GetComponent<Animator>();
            if (ani != null)
            {
                GameObject.DestroyImmediate(ani, true);
            }
        }

        EditorUtility.ClearProgressBar();
        AssetDatabase.SaveAssets();
        //
        AssetDatabase.Refresh();
    }

模型资源检测

    [MenuItem("Assets/自动创建角色", true)]
    static public bool CreateCharValidation()
    {
        string path = AssetDatabase.GetAssetPath(Selection.activeObject).ToLower();
        return path.EndsWith(".fbx");
    }

    [MenuItem("Assets/自动创建角色")]
    static public void CreateChar()
    {
        string path = AssetDatabase.GetAssetPath(Selection.activeObject);
        Object[] objs = AssetDatabase.LoadAllAssetsAtPath(path);
        string directory = Path.GetDirectoryName(path) + "/";
        Dictionary<string, AnimationClip> clipDict = CreateAnimClips(directory, objs);

        AnimatorController ac = CreateAnimController(directory, clipDict);
        Dictionary<string, Material> matDict = CreateMaterials(directory, objs);
        CreatePrefab(path, matDict, ac, clipDict);
    }

    private static Dictionary<string, AnimationClip> CreateAnimClips(string directory, Object[] objs)
    {
        Dictionary<string, AnimationClip> clipDict = new Dictionary<string, AnimationClip>();
        AnimationClip srcClip; //源AnimationClip
        AnimationClip newClip; //新AnimationClip
        string animationPath = "";
        foreach (Object o in objs)
        {
            if (o.GetType() == typeof(AnimationClip))
            {
                srcClip = o as AnimationClip;
                if (srcClip.name.Equals("__preview__Take 001")) continue;
                EditorUtility.DisplayProgressBar("复制动画文件", srcClip.name, 0.1f);
                newClip = new AnimationClip();
                newClip.name = srcClip.name;
                //防止动画命名出错
                if (newClip.name == "hit")
                {
                    newClip.name = "behurt";
                }

                animationPath = directory + srcClip.name + ".anim";
                if (File.Exists(animationPath))
                {
                    File.Delete(animationPath);
                }

                var setting = AnimationUtility.GetAnimationClipSettings(srcClip);
                if (srcClip.name == "idle")
                {
                    setting.loopTime = true;
                }

                AnimationUtility.SetAnimationClipSettings(newClip, setting); //设置新clip的AnimationClipSettings
                newClip.frameRate = srcClip.frameRate; //设置新clip的帧率
                EditorCurveBinding[] curveBindings = AnimationUtility.GetCurveBindings(srcClip); //获取clip的curveBinds
                ; i < curveBindings.Length; i++)
                {
                    AnimationUtility.SetEditorCurve(newClip, curveBindings[i],
                        AnimationUtility.GetEditorCurve(srcClip, curveBindings[i])); //设置新clip的curve
                }

                EditorUtility.DisplayProgressBar("复制动画文件", srcClip.name, 0.7f);
                AssetDatabase.CreateAsset(newClip,
                    animationPath); //AssetDatabase中的路径都是相对Asset的  如果指定路径已存在asset则会被删除,然后创建新的asset

                EditorUtility.DisplayProgressBar("复制动画文件", srcClip.name, 0.9f);
                clipDict.Add(newClip.name, newClip);
            }
        }

        EditorUtility.ClearProgressBar();
        AssetDatabase.SaveAssets(); //保存修改
        AssetDatabase.Refresh();
        return clipDict;
    }

    private static AnimatorController CreateAnimController(string directory, Dictionary<string, AnimationClip> clipDict)
    {
        //创建animationController文件,保存在Assets路径下
        AnimatorController animatorController =
            AnimatorController.CreateAnimatorControllerAtPath(directory + "New Animation Controller.controller");
        //得到它的Layer, 默认layer为base 你可以去拓展
        AnimatorControllerLayer layer = animatorController.layers[];
        AnimatorStateMachine sm = layer.stateMachine;

        foreach (KeyValuePair<string, AnimationClip> kv in clipDict)
        {
            //取出动画名子 添加到state里面
            AnimatorState state = sm.AddState(kv.Key);
            state.motion = kv.Value;
            //把state添加在layer里面
            sm.AddAnyStateTransition(state);
        }

        return animatorController;
    }

    private static Dictionary<string, Material> CreateMaterials(string directory, Object[] objs)
    {
        Dictionary<string, Material> dict = new Dictionary<string, Material>();
        string matPath = directory + "/Materials";
        if (Directory.Exists(matPath))
        {
            Directory.Delete(matPath, true);
            AssetDatabase.Refresh();
        }

        Directory.CreateDirectory(matPath);
        foreach (Object o in objs)
        {
            if (o.GetType() == typeof(Material))
            {
                var srcMat = o as Material;
                EditorUtility.DisplayProgressBar("复制材质球", srcMat.name, 0.1f);
                var newMat = new Material(srcMat);
                newMat.name = srcMat.name;
                EditorUtility.DisplayProgressBar("复制材质球", srcMat.name, 0.7f);
                string newPath = matPath + "/" + newMat.name + ".mat";
                AssetDatabase.CreateAsset(newMat, newPath);
                EditorUtility.DisplayProgressBar("复制材质球", srcMat.name, 0.9f);
                dict.Add(newMat.name, newMat);
            }
        }

        EditorUtility.ClearProgressBar();
        AssetDatabase.SaveAssets(); //保存修改
        AssetDatabase.Refresh();
        return dict;
    }

    private static void CreatePrefab(string path, Dictionary<string, Material> matDict,
        AnimatorController ac, Dictionary<string, AnimationClip> clipDict)
    {
        var charPath = Application.dataPath + "/Resource/Runtime/Char/";
        int count = Directory.GetFiles(charPath, "*.prefab", SearchOption.TopDirectoryOnly).Length;
        count++;

        var o = AssetDatabase.LoadMainAssetAtPath(path) as GameObject;
        GameObject go = GameObject.Instantiate(o);
        //1.设置prefab的name
        go.name = count >  ? count + " + count;
        //2,设置特殊点
        GameObject point = new GameObject("EffectPoint");
        point.transform.SetParent(go.transform, false);
        point = new GameObject("BehurtPoint");
        point.transform.SetParent(go.transform, false);
        point = new GameObject("StaticPoint");
        point.transform.SetParent(go.transform, false);
        point = new GameObject("AtkPoint");
        point.transform.SetParent(go.transform, false);
        point = new GameObject("HeadPoint");
        point.transform.position = ,);
        point.transform.SetParent(go.transform, false);
        //3.设置材质球
        Renderer[] renders = go.GetComponentsInChildren<Renderer>();
        foreach (var render in renders)
        {
            int cnt = render.sharedMaterials.Length;
            Material[] matArr = new Material[cnt];
            ; i < cnt; i++)
            {
                Material oldMat = render.sharedMaterials[i];
                Material newMatPath;
                if (matDict.TryGetValue(oldMat.name, out newMatPath))
                {
                    matArr[i] = newMatPath;
                }
                else
                {
                    //一般不会走进来
                    matArr[i] = null;
                }
            }

            render.sharedMaterials = matArr;
        }

        //4.animator controller 操作
        Animator animator = go.GetComponent<Animator>();
        if (animator == null)
        {
            animator = go.AddComponent<Animator>();
        }

        RuntimeAnimatorController runAnim =
            AssetDatabase.LoadAssetAtPath<RuntimeAnimatorController>(AssetDatabase.GetAssetPath(ac));
        animator.runtimeAnimatorController = runAnim;
        AniPlayer aniPlayer = go.gameObject.AddComponent<FB.PosePlus.AniPlayer>();
        animator.enabled = false;
        aniPlayer.Clips = null;
        foreach (var c in clipDict.Values)
        {
            CloneAni(animator, c, c.frameRate);
        }

        //5.创建 skill相关
        SkillPlayer_TBS skilltbs = go.GetComponent<SkillPlayer_TBS>();
        if (skilltbs == null)
        {
            skilltbs = go.AddComponent<SkillPlayer_TBS>();
        }

        G_Skill _s = new G_Skill();
        string directory = System.IO.Path.GetDirectoryName(path);
        string outpath = directory + "/" + skilltbs.name + ".Skills.txt";
        File.WriteAllText(outpath, JsonMapper.ToJson(_s));
        AssetDatabase.Refresh();
        var src = AssetDatabase.LoadAssetAtPath<TextAsset>(outpath);
        skilltbs.SkillText = src;
        AssetDatabase.SaveAssets();
        PrefabUtility.SaveAsPrefabAsset(go, "Assets/Resource/Runtime/Char/"+go.name+".prefab");
        GameObject.DestroyImmediate(go);
    }

    static void CloneAni(Animator target, AnimationClip clip, float fps)
    {
        var ani = target;

        //创建CleanData.Ani
        FB.PosePlus.AniClip _clip = ScriptableObject.CreateInstance<FB.PosePlus.AniClip>();
        _clip.boneinfo = new List<string>(); //也增加了每个动画中的boneinfo信息.

        //这里重新检查动画曲线,找出动画中涉及的Transform部分,更精确
        List<Transform> cdpath = new List<Transform>();
        AnimationClipCurveData[] curveDatas = AnimationUtility.GetAllCurves(clip, true);
        foreach (var dd in curveDatas)
        {
            Transform tran = ani.transform.Find(dd.path);
            if (cdpath.Contains(tran) == false)
            {
                _clip.boneinfo.Add(dd.path);
                cdpath.Add(tran);
            }
        }

        Debug.LogWarning("curve got path =" + cdpath.Count);

        string path = System.IO.Path.GetDirectoryName(AssetDatabase.GetAssetPath(clip.GetInstanceID()));
        _clip.name = clip.name;
        _clip.frames = new List<FB.PosePlus.Frame>();

        _clip.loop = clip.isLooping;
        float flen = (clip.length * fps);
        int framecount = (int) flen;
        if (flen - framecount > 0.0001) framecount++;
        //if (framecount < 1) framecount = 1;

        framecount += ;
        FB.PosePlus.Frame last = null;

        //ani.StartPlayback();
        //逐帧复制
        //ani.Play(_clip.name, 0, 0);
        ; i < framecount; i++)
        {
            ani.Play(_clip.name, , (i * 1.0f / fps) / clip.length);
            ani.Update();

            last = new FB.PosePlus.Frame(last, i, cdpath);
            _clip.frames.Add(last);
        }

        if (_clip.loop)
        {
            _clip.frames[].LinkLoop(last);
        }

        Debug.Log("FrameCount." + framecount);

        FB.PosePlus.AniPlayer con = ani.GetComponent<FB.PosePlus.AniPlayer>();

        List<FB.PosePlus.AniClip> clips = null;
        if (con.Clips != null)
        {
            clips = new List<FB.PosePlus.AniClip>(con.Clips);
        }
        else
        {
            clips = new List<FB.PosePlus.AniClip>();
        }

        foreach (var c in clips)
        {
            if (c.name == _clip.name + ".FBAni")
            {
                clips.Remove(c);
                break;
            }
        }

        //ani.StopPlayback();
        string outpath = path + "/" + clip.name + ".FBAni.asset";
        AssetDatabase.CreateAsset(_clip, outpath);
        var src = AssetDatabase.LoadAssetAtPath(outpath, typeof(FB.PosePlus.AniClip)) as FB.PosePlus.AniClip;

        //设置clip

        //FB.CleanData.AniController con = ani.GetComponent<FB.CleanData.AniController>();

        clips.Add(src);
        con.Clips = clips;
    }

自动创建角色

https://github.com/blueberryzzz/ReferenceFinder

    

BDFramework.Core 学习的更多相关文章

  1. EntityFramework Core 学习系列(一)Creating Model

    EntityFramework Core 学习系列(一)Creating Model Getting Started 使用Command Line 来添加 Package  dotnet add pa ...

  2. ASP.NET Core学习系列

    .NET Core ASP.NET Core ASP.NET Core学习之一 入门简介 ASP.NET Core学习之二 菜鸟踩坑 ASP.NET Core学习之三 NLog日志 ASP.NET C ...

  3. Nancy in .Net Core学习笔记 - 初识Nancy

    前言 去年11月份参加了青岛MVP线下活动,会上老MVP衣明志介绍了Nancy, 一直没有系统的学习一下,最近正好有空,就结合.NET Core学习总结了一下. 注: 本文中大部分内容都是对官网文档的 ...

  4. .NET CORE学习笔记系列(2)——依赖注入[7]: .NET Core DI框架[服务注册]

    原文https://www.cnblogs.com/artech/p/net-core-di-07.html 包含服务注册信息的IServiceCollection对象最终被用来创建作为DI容器的IS ...

  5. .NET CORE学习笔记系列(2)——依赖注入[6]: .NET Core DI框架[编程体验]

    原文https://www.cnblogs.com/artech/p/net-core-di-06.html 毫不夸张地说,整个ASP.NET Core框架是建立在一个依赖注入框架之上的,它在应用启动 ...

  6. .NET CORE学习笔记系列(2)——依赖注入[5]: 创建一个简易版的DI框架[下篇]

    为了让读者朋友们能够对.NET Core DI框架的实现原理具有一个深刻而认识,我们采用与之类似的设计构架了一个名为Cat的DI框架.在上篇中我们介绍了Cat的基本编程模式,接下来我们就来聊聊Cat的 ...

  7. .NET CORE学习笔记系列(2)——依赖注入[4]: 创建一个简易版的DI框架[上篇]

    原文https://www.cnblogs.com/artech/p/net-core-di-04.html 本系列文章旨在剖析.NET Core的依赖注入框架的实现原理,到目前为止我们通过三篇文章从 ...

  8. .NET CORE学习笔记系列(2)——依赖注入【3】依赖注入模式

    原文:https://www.cnblogs.com/artech/p/net-core-di-03.html IoC主要体现了这样一种设计思想:通过将一组通用流程的控制权从应用转移到框架中以实现对流 ...

  9. .NET CORE学习笔记系列(2)——依赖注入【2】基于IoC的设计模式

    原文:https://www.cnblogs.com/artech/p/net-core-di-02.html 正如我们在<控制反转>提到过的,很多人将IoC理解为一种“面向对象的设计模式 ...

随机推荐

  1. git必知必会

    1. Git 配置 --system #系统级别--global #用户全局--local #单独一个项目 git config --global user.name "xxxx" ...

  2. 前端框架Easyui学习积累

    前端框架Easyui学习积累 1.easyui textbox 赋值:$("#id").textbox("setValue","xx"); ...

  3. pymongo和mongoengine安装和使用教程 包含常用命令行和代码示例 | pymongo and mongoengine tutorial on ubuntu 16.04

    本文首发于个人博客https://kezunlin.me/post/e88f04e5/,欢迎阅读最新内容! pymongo and mongoengine tutorial on ubuntu 16. ...

  4. Android应用图标尺寸以及drawable(ldpi、mdpi、hdpi、xhdpi、xxhdpi)

    应用图标: L DPI ( Low Density Screen,120 DPI ),其图标大小为 36 x 36 px M DPI ( Medium Density Screen, 160 DPI ...

  5. SQL server已经设置为单用户模式,还是无法做分离、属性设置等操作

    https://www.cnblogs.com/xingyunqiu/p/10336938.html SQL server已经设置为单用户模式,Sql server还原失败数据库正在使用,无法获得对数 ...

  6. MySQL学习——操作视图

    MySQL学习——操作视图 摘要:本文主要学习了使用DDL语句操作视图的方法. 了解视图 是什么 视图是从一个.多个表或者视图中导出的表,包含一系列带有名称的数据列和若干条数据行. 特点 视图不是数据 ...

  7. C#操作SQLite数据库增、删、改、查 欢迎转载

    C#操作SQLite数据库增.删.改.查 欢迎转载 转载记得留下链接地址哦!!! 最近项目上要使用SQLite数据库,不怕大伙笑话毕业四年多了,一直使用Oracle或者MySQL或者SQLServer ...

  8. Python中使用requests和parsel爬取喜马拉雅电台音频

    场景 喜马拉雅电台: https://www.ximalaya.com/ 找到一步小说音频,这里以下面为例 https://www.ximalaya.com/youshengshu/16411402/ ...

  9. 大数据分析的下一代架构--IOTA架构设计实践[下]

    大数据分析的下一代架构--IOTA架构设计实践[下] 原创置顶 代立冬 发布于2018-12-31 20:59:53 阅读数 2151  收藏 展开 IOTA架构提出背景 大数据3.0时代以前,Lam ...

  10. 2018年最新Java面试题及答案整理

    基础篇 基本功 面向对象特征 封装,继承,多态和抽象 封装封装给对象提供了隐藏内部特性和行为的能力.对象提供一些能被其他对象访问的方法来改变它内部的数据.在 Java 当中,有 3 种修饰符: pub ...