Nehe OpenGL lesson 8
lesson8 Blending: http://nehe.gamedev.net/tutorial/lessons_06__10/17010/ (也许须要特殊手段訪问)
There was a reason for the wait. A fellow programmer from the totally cool site Hypercosm, had asked if he could write a trial on blending. Lesson eight was going to be a blending tutorial anyways. So the timing was perfect! This tutorial expands on lesson
seven. lending is a very cool effect.. I hope you all enjoy the tutorial. the author of this tutorial is Tom Stanis. He's put a lot of error into the tutorial, so let him know what you think. Blending is not an easy topic to cover.
Most special effects in OpenGL rely on some type of blending. Blending is used to combine the colour of a given pixel that is about to be drawn with the pixel that is already on the screen. How the colours are combined is based on the alpha value of the
colours, and/or the blending function that is being used. Alpha is a 4th colour component usually specified at the end. In the past you have used GL_RGB to specify colour with 3 components. GL_RGBA can be used to specify alpha as well. In addition, we can
use glColor4f() instead of glColor3f().
Most people think of Alpha as how opaque a material is. An alpha value of 0.0 would mean that he material is completely transparent. A value of 1.0 would be totally opaque.
The Blending Equation: (Rs Sr + Rd Dr, Gs Sg + Gd Dg, Bs Sb + Bd Db, As Sa + Ad Da)
OpenGL will calculate the result of blending two pixels based on the above equation. The s and subscripts specify the source and destination pixels. The S and D components are the blend factors. The values indicate how you would like to blend the pixels.
The most common values for S and D are (As, As, As, As) (AKA source alpha) for S and (1, 1, 1, 1)-(As, As, As, As) (AKA one minus src alpha) for D. This will yield a blending equation that looks like this:
(Rs As + Rd (1 - As), Gs As + Gd(1 - As), Bs As + Bd (1 - As), As As + Ad(1 - As))
This equation will yield transparent / translucent style effects.
We enable blending just like everything else. Then we set the equation, and turn off depth buffer writing when drawing transparent objects, since we still want objects behind the translucent
shapes to be drawn. This isn't the proper way to blend, but most the time in simple projects it will work fine. Rui Martins Adds: The
correct way is to draw all the transparent (with alpha < 1.0) polys after you have drawn the entire scene, and to draw them in reverse depth order (farthest first). This is due to the fact that blending two polygons (1 and 2) in different order gives different
results, i.e. (assuming poly 1 is nearest to the viewer, the correct way would be to draw poly 2 first and then poly 1. If you look at it, like in reality, all the light comming from behind these two polys (which are transparent) has to pass poly 2 first and
then poly 1 before it reaches the eye of the viewer. You should SORT THE TRANSPARENT POLYGONS BY DEPTH and draw them AFTER THE ENTIRE SCENE HAS BEEN DRAWN, with the DEPTH BUFFER ENABLED, or you will get incorrect results. I know this sometimes is a pain, but
this is the correct way to do it.
We'll be using the code from the last tutorial. We start off by adding two new variables to the top of the code. I'll rewrite the entire
section of code for clarity.
接下来是代码:(已经编译通过: 对于MacBook来说,没有page键盘,所以使用了字母键盘A 、S两个按键替代)
// lesson 8 Blending
//
// The S and D components are the blend factors.
// (Rs Sr + Rd Dr, Gs Sg + Gd Dg, Bs Sb + Bd Db, As Sa + Ad Da)
//
// The most common values for S and D are (As, As, As, As) (AKA source alpha)
// for S and (1, 1, 1, 1) - (As, As, As, As) (AKA one minus src alpha) for D. This will
// yield a blending equation that looks like this:
// (Rs As + Rd (1 - As), Gs As + Gd (1 - As), Bs As + Bd (1 - As), As As + Ad (1 - As))
// This equation will yield transparent/translucent style effects.
//
// Linux
// #include <GL/glut.h>
// #include <GL/gl.h>
// #include <GL/glu.h> // Mac OS X
#include <OpenGL/OpenGL.h>
#include <GLUT/GLUT.h> #include <unistd.h>
#include <stdio.h>
#include <stdlib.h> /* ascii codes for various special keys */
#define ESCAPE 27
#define PAGE_UP 73
#define PAGE_DOWN 81
#define UP_ARROW 72
#define DOWN_ARROW 80
#define LEFT_ARROW 75
#define RIGHT_ARROW 77
#define KEY_A 97
#define KEY_S 115 /* The number of our GLUT window */
int window; /* lighting on/off (1 = on, 0 = off) */
int light; /* L pressed (1 = yes, 0 = no) */
int lp; /* F pressed (1 = yes, 0 = no) */
int fp; GLfloat xrot; // x rotation
GLfloat yrot; // y rotation
GLfloat xspeed; // x rotation speed
GLfloat yspeed; // y rotation speed GLfloat z = -5.0f; // depth into the screen. /* white ambient light at half intensity (rgba) */
GLfloat lightAmbient[] = { 0.5f, 0.5f, 0.5f, 1.0f }; /* supper bright, full intensity diffuse light. */
GLfloat lightDiffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f }; /* position of light (x, y, z (position of light)) */
GLfloat lightPosition[] = { 0.0f, 0.0f, 2.0f, 1.0f }; GLuint filter; /* which filter to use (nearest/linear/mipmapped) */
GLuint texture[3]; /* storage for 3 textures. */
GLuint blend; /* turn blending on/off */ /* Image type - contains height, width, and data */
struct Image {
unsigned long sizeX;
unsigned long sizeY;
char *data;
};
typedef struct Image Image; /*
* getint and getshort are help functions to load bitmap byte by byte on
* SPARC platform.
* I've got them from xv bitmap load routine because the original bmp loader didn't work
* I've tried to change as less code as possible.
*/ static unsigned int getint(FILE *fp) {
int c, c1, c2, c3; // get 4 bytes
c = getc(fp);
c1 = getc(fp);
c2 = getc(fp);
c3 = getc(fp); return ((unsigned int) c) +
(((unsigned int) c1) << 8) +
(((unsigned int) c2) << 16) +
(((unsigned int) c3) << 24);
} static unsigned int getshort(FILE *fp) {
int c, c1; // get 2 bytes
c = getc(fp);
c1 = getc(fp); return ((unsigned int) c) + (((unsigned int) c1) << 8);
} int imageLoad(char *filename, Image *image) {
FILE *file;
unsigned long size; // size of the image in bytes.
unsigned long i; // standard counter.
unsigned short int planes; // number of planes in image (must be 1)
unsigned short int bpp; // number of bits per pixel (must be 24)
char temp; // used to convert bgr to rgb color. // make sure the file is there.
if ((file = fopen(filename, "rb")) == NULL) {
printf("File Not Fond: %s\n", filename);
return 0;
} // seek through the bmp header, up to the width/height;
fseek(file, 18, SEEK_CUR); // NO 100% errorchecking anymore!!!
// read the width
image->sizeX = getint(file);
printf("Width of %s: %lu\n", filename, image->sizeX); // read the height
image->sizeY = getint(file);
printf("Height of %s: %lu\n", filename, image->sizeY); // calcualte the size (assuming 24 bits or 3 bytes per pixel).
size = image->sizeX * image->sizeY * 3; // read the planes
planes = getshort(file);
if (planes != 1) {
printf("Planes from %s is not 1: %u\n", filename, planes);
return 0;
} // read the bpp
bpp = getshort(file);
if (bpp != 24) {
printf("Bpp from %s is not 24: %u\n", filename, bpp);
return 0;
} // seek past the rest of the bitmap header.
fseek(file, 24, SEEK_CUR); // read the data.
image->data = (char *) malloc(size);
if (image->data == NULL) {
printf("Error allocating memory for color-corrected image data");
return 0;
} if ((i = fread(image->data, size, 1, file)) != 1) {
printf("Error reading image data from %s.\n", filename);
return 0;
} for (i = 0; i < size; i += 3) {
temp = image->data[i];
image->data[i] = image->data[i+2];
image->data[i+2] = temp;
} return 1; // we're done.
} // Load Bitmaps and convert to texture
GLvoid loadGLTextures(GLvoid) {
Image *image1; // Load Texture // allocate space for texture.
image1 = (Image *) malloc(sizeof(Image));
if (image1 == NULL) {
printf("Error allocating space for image");
exit(0);
} if (!imageLoad("Data/lesson8/glass.bmp", image1)) {
exit(1);
} // Create Textures
glGenTextures(3, &texture[0]); // texture 1 (poor quality scaling)
glBindTexture(GL_TEXTURE_2D, texture[0]); // 2d texture (x and y size) // cheap scaling when image bigger than texture.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// cheap scaling when image samlled than texture
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // 2d texture level of detail 0 (normal), 3 components (red, green, blue), x size from
// image, y size from image, border 0 (normal) rgb color data, unsigned byte data,
// and finally the data itself.
glTexImage2D(GL_TEXTURE_2D, 0, 3, image1->sizeX, image1->sizeY, 0,
GL_RGB, GL_UNSIGNED_BYTE, image1->data); // texture 2 (linear scaling)
glBindTexture(GL_TEXTURE_2D, texture[1]); // 2d texture (x and y size)
// scale linearly when image bigger than texture.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// scale linearly when image smaller than texture.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, 3, image1->sizeX, image1->sizeY, 0,
GL_RGB, GL_UNSIGNED_BYTE, image1->data); // texture 3 (mipmapped scaling)
glBindTexture(GL_TEXTURE_2D, texture[2]); // 2d textuer (x and y size)
// scale linearly when image bigger than texture.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// scale linearly + mipmap when image smalled than texture.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, 3, image1->sizeX, image1->sizeY, 0,
GL_RGB, GL_UNSIGNED_BYTE, image1->data); // 2d texture 3 colors, width, height, RGB in that order, byte data, and the data.
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, image1->sizeX, image1->sizeY, GL_RGB,
GL_UNSIGNED_BYTE, image1->data);
} /* A general OpenGL initialization function. Sets all of the initial parameters. */
GLvoid initGL(GLsizei width, GLsizei height) {
loadGLTextures();
glEnable(GL_TEXTURE_2D); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear the background Color to black.
glClearDepth(1.0); // Enables clearing of the depth buffer.
glDepthFunc(GL_LESS); // The type of depth test to do.
glEnable(GL_DEPTH_TEST); // Enables depth testing.
glShadeModel(GL_SMOOTH); // Enables smooth color shading. glMatrixMode(GL_PROJECTION);
glLoadIdentity(); // Reset the projection matrix. // Calculate the aspect ratio of the window.
gluPerspective(45.0f, (GLfloat)width / (GLfloat)height, 0.1f, 100.0f); glMatrixMode(GL_MODELVIEW); // set up light number 1.
glLightfv(GL_LIGHT1, GL_AMBIENT, lightAmbient); // add lighting. (ambient)
glLightfv(GL_LIGHT1, GL_DIFFUSE, lightDiffuse); // add lighting. (diffuse)
glLightfv(GL_LIGHT1, GL_POSITION, lightPosition); // set light position.
glEnable(GL_LIGHT1); /* setup blending */
glBlendFunc(GL_SRC_ALPHA, GL_ONE); // Set the blending function for translucency.
glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
} /* The function called when our window is resized (which
shouldn't happend, because we're fullscreen) */
GLvoid resizeGLScene(GLsizei width, GLsizei height) {
if (height == 0)
height = 1; // Reset the current viewport and perspective transformation
glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION);
glLoadIdentity(); gluPerspective(45.0f, (GLfloat)width / (GLfloat)height, 0.1f, 100.0f);
glMatrixMode(GL_MODELVIEW);
} /* The main drawing function. */
GLvoid drawGLScene(GLvoid)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity(); glTranslatef(0.0f, 0.0f, z); // move z units out from the screen. glRotatef(xrot, 1.0f, 0.0f, 0.0f); // Rotate on the X axis
glRotatef(yrot, 0.0f, 1.0f, 0.0f); // Rotate on the y axis. glBindTexture(GL_TEXTURE_2D, texture[filter]); // choose the texture to use. glBegin(GL_QUADS); // begin drawing a cube // Front Face (note that the texture's corner's have to match the quad's corners)
glNormal3f(0.0f, 0.0f, 1.0f); // front face points out of the screen on z.
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // bottom left
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // bottom right
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // top right
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // top left. // Back face
glNormal3f(0.0f, 0.0f, -1.0f); // back face points into the screen on z
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // bottom right
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // top right
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // top left
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // bottom left. // Top Face
glNormal3f(0.0f, 1.0f, 0.0f); // top face points up on y
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // top left
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // bottom left
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // bottom right
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // top right // bottom face
glNormal3f(0.0f, -1.0f, 0.0f); // bottom face points down on y
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // top right
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // top left.
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // bottom left.
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // bottom right // right face
glNormal3f(1.0f, 0.0f, 0.0f); // right face points right on x.
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // bottom right
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // top right
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // top left.
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // bottom left. // left face
glNormal3f(-1.0f, 0.0f, 0.0f); // left face points left on x.
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // bottom left
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // bottom right
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // top right
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // top left. glEnd(); xrot += xspeed;
yrot += yspeed; // since this is double buffered, swap the buffers to display what just got drawn.
glutSwapBuffers();
} /* The function called wheever a normal key is pressed. */
void keyPressed(unsigned char key, int x, int y) {
/* avoid thrashing this procedure */
usleep(100); printf("keypressed: %c, %d\n", key, key); switch (key) {
case ESCAPE: // kill everything.
glutDestroyWindow(window); // exit the program...normal termination.
exit(1);
break;
case 76:
case 108:
printf("L/l pressed is : %d\n", light);
light = light ? 0 : 1; // switch the current value of light, between 0 and 1.
printf("Light is now: %d\n", light);
if (!light) {
glDisable(GL_LIGHTING);
} else {
glEnable(GL_LIGHTING);
}
break; case 70:
case 102: // switch the filter.
printf("F/f pressed; filter is: %d\n", filter);
filter += 1;
if (filter > 2) {
filter = 0;
}
printf("Filter is now: %d\n", filter);
break; case 98:
case 66: // switch the blending.
printf("B/b pressed; blending is: %d\n", blend);
blend = blend ? 0 : 1;
printf("Blend is now: %d\n", blend);
if (!blend) {
glDisable(GL_BLEND); // Turn Blending Off
glEnable(GL_DEPTH_TEST); // Turn Depth Testing On
} else {
glEnable(GL_BLEND); // Turn Blending On
glDisable(GL_DEPTH_TEST); // Turn Depth Testing Off
}
break; case KEY_A: // Move the cube into the distance.
z -= 0.02f;
break; case KEY_S: // Move te cube closer.
z += 0.02f;
break; }
} /* The function called whenver a normal key is pressed. */
void specialKeyPressed(int key, int x, int y) {
/* avoid thrashing this procedure */
usleep(100); printf("specialKeyPressed: %c, %d\n", key, key); switch (key) {
case GLUT_KEY_UP: // decrease x rotation speed;
xspeed -= 0.01f;
break;
case GLUT_KEY_DOWN: // increase x rotation speed;
xspeed += 0.01f;
break; case GLUT_KEY_LEFT: // increase y rotation speed;
yspeed -= 0.01f;
break;
case GLUT_KEY_RIGHT: // decrease y rotation speed;
yspeed += 0.01f;
break; default:
break;
}
} int main(int argc, char **argv) {
glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH | GLUT_ALPHA); /* get a 640 x 480 window */
glutInitWindowSize(640, 480); /* the window starts at the upper left corner of the screen. */
glutInitWindowPosition(0, 0); /* Open a window */
window = glutCreateWindow("Jeff Molofee's GL Code Tutorial ... NeHe '99"); /* Register the function to do all our OpenGL drawing. */
glutDisplayFunc(&drawGLScene); /* Go fullscreen. This is as soon as possible. */
// glutFullScreen(); /* Event if there are no events, redraw our gl scene. */
glutIdleFunc(&drawGLScene); /* Register the function called when our window is resized. */
glutReshapeFunc(&resizeGLScene); /* Register the funciton called when the keyboard is pressed. */
glutKeyboardFunc(&keyPressed); /* Register the function called when special keys (arrows, page down, etc) a re pressed. */
glutSpecialFunc(&specialKeyPressed); /* Initialize our window */
initGL(640, 480); /* Start Event Processing Engine */
glutMainLoop(); return 0;
}
源码以及相关文件下载地址: http://download.csdn.net/detail/liyan223/7996143
Nehe OpenGL lesson 8的更多相关文章
- NeHe OpenGL教程 第四十八课:轨迹球
转自[翻译]NeHe OpenGL 教程 前言 声明,此 NeHe OpenGL教程系列文章由51博客yarin翻译(2010-08-19),本博客为转载并稍加整理与修改.对NeHe的OpenGL管线 ...
- NeHe OpenGL教程 第四十七课:CG顶点脚本
转自[翻译]NeHe OpenGL 教程 前言 声明,此 NeHe OpenGL教程系列文章由51博客yarin翻译(2010-08-19),本博客为转载并稍加整理与修改.对NeHe的OpenGL管线 ...
- NeHe OpenGL教程 第四十五课:顶点缓存
转自[翻译]NeHe OpenGL 教程 前言 声明,此 NeHe OpenGL教程系列文章由51博客yarin翻译(2010-08-19),本博客为转载并稍加整理与修改.对NeHe的OpenGL管线 ...
- NeHe OpenGL教程 第四十六课:全屏反走样
转自[翻译]NeHe OpenGL 教程 前言 声明,此 NeHe OpenGL教程系列文章由51博客yarin翻译(2010-08-19),本博客为转载并稍加整理与修改.对NeHe的OpenGL管线 ...
- NeHe OpenGL教程 第四十四课:3D光晕
转自[翻译]NeHe OpenGL 教程 前言 声明,此 NeHe OpenGL教程系列文章由51博客yarin翻译(2010-08-19),本博客为转载并稍加整理与修改.对NeHe的OpenGL管线 ...
- NeHe OpenGL教程 第四十三课:FreeType库
转自[翻译]NeHe OpenGL 教程 前言 声明,此 NeHe OpenGL教程系列文章由51博客yarin翻译(2010-08-19),本博客为转载并稍加整理与修改.对NeHe的OpenGL管线 ...
- NeHe OpenGL教程 第四十一课:体积雾气
转自[翻译]NeHe OpenGL 教程 前言 声明,此 NeHe OpenGL教程系列文章由51博客yarin翻译(2010-08-19),本博客为转载并稍加整理与修改.对NeHe的OpenGL管线 ...
- NeHe OpenGL教程 第四十二课:多重视口
转自[翻译]NeHe OpenGL 教程 前言 声明,此 NeHe OpenGL教程系列文章由51博客yarin翻译(2010-08-19),本博客为转载并稍加整理与修改.对NeHe的OpenGL管线 ...
- NeHe OpenGL教程 第四十课:绳子的模拟
转自[翻译]NeHe OpenGL 教程 前言 声明,此 NeHe OpenGL教程系列文章由51博客yarin翻译(2010-08-19),本博客为转载并稍加整理与修改.对NeHe的OpenGL管线 ...
随机推荐
- 在什么情况下Java比C++快?
转载 http://www.importnew.com/16056.html
- k8s通过configmap管理应用配置信息
Secret 可以为 Pod 提供密码.Token.私钥等敏感数据:对于一些非敏感数据,比如应用的配置信息,则可以用 ConfigMap. ConfigMap 的创建和使用方式与 Secret 非常类 ...
- 能Ping通外网但就是不能打开所有网页的解决办法
我碰到过两台电脑有这个问题.打百度的ip可以,但打网址不行.我记得是某个木马改动了三个dll文件,然后你电脑删了该木马,却没有恢复那三个dll所致.你google下dns恢复,注册dll关键字,一共要 ...
- (三)mysql数据库基本操作
(1)SQL语句:结构化查询语句 DDL语句 数据定义语言:数据库丶表丶视图丶索引丶存储过程丶函数丶create drop alter DML语句 数据库操作语言:插入数据insert,删除数据del ...
- 简单的curl抓取数据
工欲善其事,必先利其器,数据抓取同样也是如此,PHP数据抓取常用CURL. CURL是一个使用libcurl库与各类服务器进行通讯,支持很多协议,如HTTP.FTP.TELNET等. curl_ini ...
- django 项目使用setting文件里定义的变量方法
1.在Django项目的settings文件里定义里变量 REDIS_CONN = { 'HOST':'127.0.0.1', 'PORT':6379, 'DB':0,} 2.函数需要使用settin ...
- python 2 控制台传参,解包,编码问题初探
python 2 控制台传参,需要从sys模块中导入argv,argv返回的第一个参数当前脚本(script)的文件名,后面是参数,参数个数必须和解包(unpack)时使用的参数个数一致 1.本例子演 ...
- cogs 双服务点设置
4. 双服务点设置 ☆ 输入文件:djsb.in 输出文件:djsb.out 简单对比时间限制:1 s 内存限制:128 MB 问题描述为了进一步普及九年义务教育,政府要在某乡镇建立两 ...
- java应用高内存占用
在java虚拟机中,内存分为三个代:新生代(New), 老生代(Old).永久代(Perm) 新生代: 新建的对象都存放这里老生代:存放从新生代中迁移过来的生命周期较久的对象.新生代和老生代共同组成了 ...
- Windows 环境下 Redis 安装
1.redis官方下载地址:https://redis.io/download,redis 64位下载地址:https://github.com/MicrosoftArchive/redis/rele ...