我有一些jQuery代码:
$(function(){
function someFunc(){
/*do something*/
};
.............
});
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现在我想从JavaScript调用someFunc,如下所示:
function test(){
$.fn.someFunc();
}
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但它不起作用!我已经看过一篇文章如何从javascript中调用jquery中的函数.可能吗?
如果浏览器不支持html5 canvas,我想测试网站的行为.所以我需要禁用画布.
<canvas id="myCanvas" width="800" height="600">
<!-- Insert fallback content here -->
<!-- I NEED TO GET HERE!!! -->
</canvas>
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有办法做到这一点吗?
我需要将2个(或更多)纹理传递给一个着色器.此外,我必须在渲染方法中绑定纹理,因为我使用FrameBuffer并尝试在飞行中绑定纹理.所以,我的代码如下:
@Override
public void show () {
fbo = new FrameBuffer(Format.RGB565, Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), false);
shader = new ShaderProgram(Gdx.files.internal("shaders/vertex.glsl"), Gdx.files.internal("shaders/test_fragment.glsl"));
...
}
@Override
public void render(float delta) {
fbo.begin();
Gdx.graphics.getGL20().glClearColor( 0.0f, 0.0f, 0.0f, 1f );
Gdx.graphics.getGL20().glClear( GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT );
cam.update();
spriteBatch.setProjectionMatrix(cam.combined);
spriteBatch.begin();
spriteBatch.draw(someImage, 0, 0, width, height);
spriteBatch.end();
fbo.end();
Texture texture = fbo.getColorBufferTexture();
time+=Gdx.graphics.getDeltaTime();
shader.begin();
shader.setUniformMatrix(u_wview, cam.projection);
Gdx.graphics.getGL20().glActiveTexture(GL20.GL_TEXTURE0);
texture.bind(0);
shader.setUniformi("u_texture", 0); //passing first texture!!!
Gdx.graphics.getGL20().glActiveTexture(GL20.GL_TEXTURE1);
tex2.bind(1);
shader.setUniformi("u_texture2", 1); //passing second texture!!!
shader.setUniformf(u_res, new Vector2(Gdx.graphics.getWidth(),Gdx.graphics.getHeight()));
shader.setUniformf(u_time, time);
mesh.render(shader, GL20.GL_TRIANGLES); …Run Code Online (Sandbox Code Playgroud) 我必须接收系统发送的隐式广播(ACTION_PACKAGE_ADDED),以检测应用程序的安装并执行一些代码。我使用下面的代码:
public class Receiver extends BroadcastReceiver{
@Override
public void onReceive(Context context, Intent intent) {
// It will trigger when any app is installed
Uri data = intent.getData();
String packageAdv = data.getEncodedSchemeSpecificPart();
//some code...
}
}
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在我的Manifest文件中,我声明了接收者:
<receiver android:name="com.myapp.Receiver">
<intent-filter>
<action android:name="android.intent.action.PACKAGE_ADDED" />
<data android:scheme="package"/>
</intent-filter>
</receiver>
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在8.0 Oreo之前,它可以完美工作。现在,我必须使用来使接收者明确registerReceiver。我怎样才能做到这一点?示例代码将不胜感激。
我尝试创建AlertDialog.它工作但setMessage不刷新消息.以下代码段:
@Override
protected Dialog onCreateDialog(int id) {
super.onCreateDialog(id);
switch (id) {
case CONFIRM:
confirmView = new LinearLayout(this);
return new AlertDialog.Builder(this)
.setIcon(android.R.drawable.ic_dialog_info)
.setView(confirmView)
.setCancelable(false)
.setTitle("The WiFi")
.setMessage(infoMsg);
.setPositiveButton("Ok", new DialogInterface.OnClickListener() {
public void onClick(DialogInterface dialog, int whichButton) {
Functionality.StartWiFiManager(ControllerService.this);
}
})
.setNegativeButton("Cancel", new OnClickListener() {
@Override
public void onClick(DialogInterface dialog, int which) {
}
})
.create();
}
}
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调用:
infoMsg = "My message";
showDialog(CONFIRM);
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因此,当我更改我的infoMsg并再次调用showDialog时,消息是相同的.我究竟做错了什么?请帮我.
我创造Polygon了包裹我的飞机的物体(飞机的大小TextureRegion是256x74,但是在游戏中这个尺寸是70x20).所以:
TextureRegion[] texRegsAirplane = TextureRegion.split(textureAirplane, 256, 74);
Rectangle bounds = new Rectangle(0, 0, 70, 20);
Polygon polygon = new Polygon(new float[]{0,0,bounds.width,0,bounds.width,bounds.height,0,bounds.height,0,0});
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在我的update函数之后,我更新它的位置:
public void update(float delta){
Vector2 v = getPosition();
v.add(velocity);
polygon.setPosition(v.x, v.y);
}
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然后我渲染多边形以了解它的位置:
public void render(SpriteBatch spriteBatch, float pixelPerUnitX, float pixelPerUnitY){
spriteBatch.draw(testTexture,polygon.getX()*pixelPerUnitX, polygon.getY()*pixelPerUnitY,
polygon.getBoundingRectangle().width*pixelPerUnitX,polygon.getBoundingRectangle().height*pixelPerUnitY);
}
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最后,我创建了2架飞机,让它们相互飞行,每次迭代我都会尝试检测碰撞,如下所示:
public void detectCollision(){
for(Airplane airplane1 : Airplanes){
for(Airplane airplane2 : Airplanes){
if(Intersector.overlapConvexPolygons(airplane1.getPolygon(), airplane2.getPolygon())){
//COLLISION DON'T HAPPEN!!!
}
}
}
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我看到2个矩形相互移动并相交,但overlapConvexPolygons功能不起作用!为什么?
我想知道如何转换URI:
%D1%80%D1%83%D1%81%D1%81%D0%BA%D0%B8%D0%B9%20%D1%8F%D0%B7%D1%8B%D0%BA
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至
??????? ????
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我知道urldecodePHP中的函数.我在Java(Android)中寻找相同的功能.有人能帮助我吗?谢谢.
我需要改变PNG图片的背景颜色(https://chart.googleapis.com/chart?cht=lxy&chd=e:AACIERGZIiKqMzO7RETMVVXdZmbud3f.iIkQmZohqqsyu7xDzM1U3d5l7u92,hhiIivfFmZZmcCY.YYZmTgdQjWd3kk6g880asfu7r4sf4E22tGtGsfzzmZj9&chds=0.0,1.0&chs=105x75&chma=1,0,1,1&chco = 42b6c9ff&chls = 2.5,1.0,0.0&chxl = 0:%7C%7C1:%7C%7C2:%7C)至透明.我使用以下代码,这在我看来是正确的:
$picture = imagecreatefrompng("https://chart.googleapis.com/chart?cht=lxy&chd=e:AACIERGZIiKqMzO7RETMVVXdZmbud3f.iIkQmZohqqsyu7xDzM1U3d5l7u92,hhiIivfFmZZmcCY.YYZmTgdQjWd3kk6g880asfu7r4sf4E22tGtGsfzzmZj9&chds=0.0,1.0&chs=105x75&chma=1,0,1,1&chco=42b6c9ff&chls=2.5,1.0,0.0&chxl=0:%7C%7C1:%7C%7C2:%7C");
$img_w = imagesx($picture);
$img_h = imagesy($picture);
imagealphablending($picture, false);
imagesavealpha($picture, true);
$rgb = imagecolorexact ($picture, 255,255,255);//imagecolorat($picture, 50, 50);
imagecolortransparent($picture, $rgb);
imagepng($picture, '../images/chart2.png');
imagedestroy($picture);
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我也用它imagecolorat来检测准确的颜色,但结果是一样的 - 它不起作用(背景为白色(不透明))!我的错是什么?
可能的重复:PHP:如何使图像中的绿色区域(背景)透明? 和 PHP中的imagecolortransparent无法正常工作
如何color picker在LibGDX中实现如下:

任何帮助将不胜感激.
我正在使用LibGDX 0.9.9.我正在尝试渲染立方体贴图和雾.所以我的代码片段如下:
public void show() {
modelBatch = new ModelBatch();
environment = new Environment();
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 1.0f, 0.4f, 0.4f, 1f));
environment.set(new ColorAttribute(ColorAttribute.Fog, 0.9f, 1f, 0f, 1f));
environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -1f, -0.8f, -0.2f));
cubemap = new Cubemap(Gdx.files.internal("cubemap/pos-x.png"),
Gdx.files.internal("cubemap/neg-x.png"),
Gdx.files.internal("cubemap/pos-y.png"),
Gdx.files.internal("cubemap/neg-y.png"),
Gdx.files.internal("cubemap/pos-z.png"),
Gdx.files.internal("cubemap/neg-z.png"));
environment.set(new CubemapAttribute(CubemapAttribute.EnvironmentMap, cubemap));
cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
cam.position.set(1f, 1f, 1f);
cam.lookAt(0,0,0);
cam.near = 0.1f;
cam.far = 300f;
cam.update();
ModelLoader loader = new ObjLoader();
model = loader.loadModel(Gdx.files.internal("earth/earth.obj"));
instance = new ModelInstance(model);
NodePart blockPart = model.nodes.get(0).parts.get(0);
renderable = …Run Code Online (Sandbox Code Playgroud) android ×6
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