http://shedingkong.lofter.com/post/302b9d_16dab28
作者:caihaibin
网速测试工具编写
一、网速的测速原理为计算上传某一大小文件和下载某一大小文件时:
速度=大小/时间
二、误差影响多种:
网络环境(包括dns、执行脚本所需时间(包括服务器,客户端)、精细情况下,还包括文件头得相关信息。。。)、本地环境(不解释)
特别需要注意 gzip
三、设计:
1.把文件上传分两步来执行。第一步空上传。得到所需时间.
2.生成指定大小长度的文件,如:1024000长的字符串.
3.进行二次提交。后者时间减去第一次空上传的时间。得到1024000所需的实际时间。估算出上传的速度。
4.因为各种因素干扰。重复提交3~5次。取平均值。即当前客户端相对服务器的网速。
5.gzip解决方式(压缩算法大都是对相同内容进行压缩)
压缩过的文件。本身不容易再压缩,如jpg之类文件,测试下载,可以通过直接输出个定长的jpg文件。测试即可.
四、考虑网络不稳定:
1.剔除负值(头次请求高,二次请求慢,就会出现)
2.设置一个误差值。如 :30% 将多次的结果平均化,超过这误差值的结果剔除。再计算平均。
五、优化
1.使用swfupload 直接解析出上传时间。相对较准。
【转】265行代码实现第一人称游戏引擎 + 个人详细注解
http://www.php100.com/html/it/mobile/2014/0612/6971.html
玩才是学习的动力
背景分析
//一个圆圈弧度
//用来识别用户可视弧度 等等,绘制skybox时做图片截取处理.
var CIRCLE = Math.PI * 2;
var MOBILE = /Android|webOS|iPhone|iPad|iPod|BlackBerry/i
.test(navigator.userAgent)
function Controls() {
this.codes = {
37 : 'left',
39 : 'right',
38 : 'forward',
40 : 'backward'
};
this.states = {
'left' : false,
'right' : false,
'forward' : false,
'backward' : false
};
document.addEventListener('keydown', this.onKey.bind(this, true), false);
document.addEventListener('keyup', this.onKey.bind(this, false), false);
document.addEventListener('touchstart', this.onTouch.bind(this), false);
document.addEventListener('touchmove', this.onTouch.bind(this), false);
document.addEventListener('touchend', this.onTouchEnd.bind(this), false);
}
Controls.prototype.onTouch = function(e) {
var t = e.touches[0];
this.onTouchEnd(e);
if (t.pageY < window.innerHeight * 0.5)
this.onKey(true, {
keyCode : 38
});
else if (t.pageX < window.innerWidth * 0.5)
this.onKey(true, {
keyCode : 37
});
else if (t.pageY > window.innerWidth * 0.5)
this.onKey(true, {
keyCode : 39
});
};
Controls.prototype.onTouchEnd = function(e) {
this.states = {
'left' : false,
'right' : false,
'forward' : false,
'backward' : false
};
// 关闭默认事件
e.preventDefault();
// 关闭事件传递
e.stopPropagation();
};
Controls.prototype.onKey = function(val, e) {
var state = this.codes[e.keyCode];
if (typeof state === 'undefined')
return;
this.states[state] = val;
e.preventDefault && e.preventDefault();
e.stopPropagation && e.stopPropagation();
};
function Bitmap(src, width, height) {
this.image = new Image();
this.image.src = src;
this.width = width;
this.height = height;
}
/**
*
* @param x
* 坐标
* @param y
* 坐标
* @param direction
* 方向
* @returns {Player}
*/
function Player(x, y, direction) {
this.x = x;
this.y = y;
this.direction = direction;
// 武器
this.weapon = new Bitmap('knife_hand.png', 319, 320);
this.paces = 0;
}
/**
* 旋转
*
* @param angle
* 角度
*/
Player.prototype.rotate = function(angle) {
// 方向
this.direction = (this.direction + angle + CIRCLE) % (CIRCLE);
};
/**
* @param distance
* 距离
*/
Player.prototype.walk = function(distance, map) {
var dx = Math.cos(this.direction) * distance;
var dy = Math.sin(this.direction) * distance;
if (map.get(this.x + dx, this.y) <= 0)
this.x += dx;
if (map.get(this.x, this.y + dy) <= 0)
this.y += dy;
this.paces += distance;
};
Player.prototype.update = function(controls, map, seconds) {
if (controls.left)
this.rotate(-Math.PI * seconds);
if (controls.right)
this.rotate(Math.PI * seconds);
if (controls.forward)
this.walk(3 * seconds, map);
if (controls.backward)
this.walk(-3 * seconds, map);
};
function Map(size) {
// 地区大小
this.size = size;
// 地区网格大小
this.wallGrid = new Uint8Array(size * size);
// 天空画布大小
this.skybox = new Bitmap('deathvalley_panorama_sky.jpg', 4000, 1290);
// 墙体画布大小
this.wallTexture = new Bitmap('wall_texture.jpg', 1024, 1024);
this.light = 0;
}
Map.prototype.get = function(x, y) {
x = Math.floor(x);
y = Math.floor(y);
if (x < 0 || x > this.size - 1 || y < 0 || y > this.size - 1)
return -1;
return this.wallGrid[y * this.size + x];
};
Map.prototype.randomize = function() {
for ( var i = 0; i < this.size * this.size; i++) {
this.wallGrid[i] = Math.random() < 0.3 ? 1 : 0;
}
};
/**
* @point
* @angle
* @range 范围
*/
Map.prototype.cast = function(point, angle, range) {
var self = this;
var sin = Math.sin(angle);
var cos = Math.cos(angle);
var noWall = {
length2 : Infinity
};
return ray({
x : point.x,
y : point.y,
height : 0,
distance : 0
});
function ray(origin) {
var stepX = step(sin, cos, origin.x, origin.y);
var stepY = step(cos, sin, origin.y, origin.x, true);
var nextStep = stepX.length2 < stepY.length2 ? inspect(stepX, 1, 0,
origin.distance, stepX.y) : inspect(stepY, 0, 1,
origin.distance, stepY.x);
if (nextStep.distance > range)
return [ origin ];
return [ origin ].concat(ray(nextStep));
}
function step(rise, run, x, y, inverted) {
if (run === 0)
return noWall;
var dx = run > 0 ? Math.floor(x + 1) - x : Math.ceil(x - 1) - x;
var dy = dx * (rise / run);
return {
x : inverted ? y + dy : x + dx,
y : inverted ? x + dx : y + dy,
length2 : dx * dx + dy * dy
};
}
function inspect(step, shiftX, shiftY, distance, offset) {
var dx = cos < 0 ? shiftX : 0;
var dy = sin < 0 ? shiftY : 0;
step.height = self.get(step.x - dx, step.y - dy);
step.distance = distance + Math.sqrt(step.length2);
if (shiftX)
step.shading = cos < 0 ? 2 : 0;
else
step.shading = sin < 0 ? 2 : 1;
step.offset = offset - Math.floor(offset);
return step;
}
};
/**
* 模拟闪电的时间间隔 this.light 为当前地区的亮度值
*/
Map.prototype.update = function(seconds) {
return;
if (this.light > 0)// 按时间把亮度调低.当为最暗时,用0表示
this.light = Math.max(this.light - 10 * seconds, 0);
else if (Math.random() * 5 < seconds)
this.light = 2;// 按某概率 出现闪电
};
function Camera(canvas, resolution, fov) {
// 画布
this.ctx = canvas.getContext('2d');
// 通过style 将 画面强制放大,填充屏幕。画面越精细,速度越慢,反之则画面模糊,但是速度快。默认大小为0.5
this.width = canvas.width = window.innerWidth * 0.5;
this.height = canvas.height = window.innerHeight * 0.5;
this.resolution = resolution;
this.spacing = this.width / resolution;
// 视角 为固定 0.4*pi
this.fov = fov;
this.range = MOBILE ? 8 : 14;
this.lightRange = 5;
//
this.scale = (this.width + this.height) / 1200;
}
Camera.prototype.render = function(player, map) {
// 单纯只是计算出闭合后。图片的相关特征,做背景
this.drawSky(player.direction, map.skybox, map.light);
// 重点计算
// this.drawColumns(player, map);
// 玩家武器图,只是 一张晃动的图
// this.drawWeapon(player.weapon, player.paces);
};
/**
* direction 方向 (摄像头[用户角度方向]) sky 天空元素 (闭合状态下[图,首尾相连,形成的一圈为360度,即2*pi=CIRCLE ]。)
* ambient 环境 (遮罩层,用来降低光线)
*/
Camera.prototype.drawSky = function(direction, sky, ambient) {
// 计算出当前背景图的可视范围 this.fov(可视范围)
// 不清楚这里的计算原理。
var width = this.width * (CIRCLE / this.fov); // 2/0.4
// 旋转偏角 图片左边的部分偏移
// 宽度 direction 为当前视角弧度
var left = -width * direction / CIRCLE;
this.ctx.save();
this.ctx.drawImage(sky.image, left, 0, width, this.height);
if (left < width - this.width) {
// console.log(left,direction / CIRCLE);
this.ctx.drawImage(sky.image, left + width, 0, width, this.height);
}
// 一个遮罩层。让背景变亮或暗 , 即 map.ligth 配合闪电,做地面的渲染处理
if (ambient > 0) {
this.ctx.fillStyle = '#ffffff';
this.ctx.globalAlpha = ambient * 0.1;
this.ctx.fillRect(0, this.height * 0.5, this.width, this.height * 0.5);
}
this.ctx.restore();
};
Camera.prototype.drawColumns = function(player, map) {
this.ctx.save();
for ( var column = 0; column < this.resolution; column++) {
var angle = this.fov * (column / this.resolution - 0.5);
var ray = map.cast(player, player.direction + angle, this.range);
this.drawColumn(column, ray, angle, map);
}
this.ctx.restore();
};
Camera.prototype.drawWeapon = function(weapon, paces) {
var bobX = Math.cos(paces * 2) * this.scale * 6;
var bobY = Math.sin(paces * 4) * this.scale * 6;
var left = this.width * 0.66 + bobX;
var top = this.height * 0.6 + bobY;
this.ctx.drawImage(weapon.image, left, top, weapon.width * this.scale,
weapon.height * this.scale);
};
Camera.prototype.drawColumn = function(column, ray, angle, map) {
var ctx = this.ctx;
var texture = map.wallTexture;
var left = Math.floor(column * this.spacing);
var width = Math.ceil(this.spacing);
var hit = -1;
while (++hit < ray.length && ray[hit].height <= 0)
;
for ( var s = ray.length - 1; s >= 0; s--) {
var step = ray[s];
var rainDrops = Math.pow(Math.random(), 3) * s;
var rain = (rainDrops > 0) && this.project(0.1, angle, step.distance);
if (s === hit) {
var textureX = Math.floor(texture.width * step.offset);
var wall = this.project(step.height, angle, step.distance);
ctx.globalAlpha = 1;
ctx.drawImage(texture.image, textureX, 0, 1, texture.height, left,
wall.top, width, wall.height);
ctx.fillStyle = '#000000';
ctx.globalAlpha = Math.max((step.distance + step.shading)
/ this.lightRange - map.light, 0);
ctx.fillRect(left, wall.top, width, wall.height);
}
ctx.fillStyle = '#ffffff';
ctx.globalAlpha = 0.15;
while (--rainDrops > 0)
ctx.fillRect(left, Math.random() * rain.top, 1, rain.height);
}
};
Camera.prototype.project = function(height, angle, distance) {
var z = distance * Math.cos(angle);
var wallHeight = this.height * height / z;
var bottom = this.height / 2 * (1 + 1 / z);
return {
top : bottom - wallHeight,
height : wallHeight
};
};
function GameLoop() {
this.frame = this.frame.bind(this);
this.lastTime = 0;
this.callback = function() {
};
}
GameLoop.prototype.start = function(callback) {
this.callback = callback;
requestAnimationFrame(this.frame);
};
GameLoop.prototype.frame = function(time) {
var seconds = (time - this.lastTime) / 1000;
this.lastTime = time;
if (seconds < 0.2)
this.callback(seconds);
requestAnimationFrame(this.frame);
};
var display = document.getElementById('display');
var player = new Player(15.3, -1.2, Math.PI * 0.3);
var map = new Map(32);
var controls = new Controls();
var camera = new Camera(display, MOBILE ? 160 : 320, Math.PI * 0.4);
var loop = new GameLoop();
map.randomize();
// 系统自动循环时,自动调整时间 seconds 时间间隔长度 .
loop.start(function frame(seconds) {
map.update(seconds);
player.update(controls.states, map, seconds);
camera.render(player, map);
});
武器分析
//一个圆圈弧度
//用来识别用户可视弧度 等等,绘制skybox时做图片截取处理.
var CIRCLE = Math.PI * 2;
var MOBILE = /Android|webOS|iPhone|iPad|iPod|BlackBerry/i
.test(navigator.userAgent)
function Controls() {
this.codes = {
37 : 'left',
39 : 'right',
38 : 'forward',
40 : 'backward'
};
this.states = {
'left' : false,
'right' : false,
'forward' : false,
'backward' : false
};
document.addEventListener('keydown', this.onKey.bind(this, true), false);
document.addEventListener('keyup', this.onKey.bind(this, false), false);
document.addEventListener('touchstart', this.onTouch.bind(this), false);
document.addEventListener('touchmove', this.onTouch.bind(this), false);
document.addEventListener('touchend', this.onTouchEnd.bind(this), false);
}
Controls.prototype.onTouch = function(e) {
var t = e.touches[0];
this.onTouchEnd(e);
if (t.pageY < window.innerHeight * 0.5)
this.onKey(true, {
keyCode : 38
});
else if (t.pageX < window.innerWidth * 0.5)
this.onKey(true, {
keyCode : 37
});
else if (t.pageY > window.innerWidth * 0.5)
this.onKey(true, {
keyCode : 39
});
};
Controls.prototype.onTouchEnd = function(e) {
this.states = {
'left' : false,
'right' : false,
'forward' : false,
'backward' : false
};
// 关闭默认事件
e.preventDefault();
// 关闭事件传递
e.stopPropagation();
};
Controls.prototype.onKey = function(val, e) {
var state = this.codes[e.keyCode];
if (typeof state === 'undefined')
return;
this.states[state] = val;
e.preventDefault && e.preventDefault();
e.stopPropagation && e.stopPropagation();
};
function Bitmap(src, width, height) {
this.image = new Image();
this.image.src = src;
this.width = width;
this.height = height;
}
/**
*
* @param x
* 坐标
* @param y
* 坐标
* @param direction
* 方向
* @returns {Player}
*/
function Player(x, y, direction) {
this.x = x;
this.y = y;
this.direction = direction;
// 武器
this.weapon = new Bitmap('knife_hand.png', 319, 320);
this.paces = 0;
}
/**
* 旋转
*
* @param angle
* 角度
*/
Player.prototype.rotate = function(angle) {
// 方向
this.direction = (this.direction + angle + CIRCLE) % (CIRCLE);
};
/**
* @param distance
* 距离
*/
Player.prototype.walk = function(distance, map) {
var dx = Math.cos(this.direction) * distance;
var dy = Math.sin(this.direction) * distance;
if (map.get(this.x + dx, this.y) <= 0)
this.x += dx;
if (map.get(this.x, this.y + dy) <= 0)
this.y += dy;
//前进的距离。步数
//旋转不算
this.paces += distance;
};
Player.prototype.update = function(controls, map, seconds) {
if (controls.left)
this.rotate(-Math.PI * seconds);
if (controls.right)
this.rotate(Math.PI * seconds);
if (controls.forward)
this.walk(3 * seconds, map);
if (controls.backward)
this.walk(-3 * seconds, map);
};
function Map(size) {
// 地区大小
this.size = size;
// 地区网格大小
this.wallGrid = new Uint8Array(size * size);
// 天空画布大小
this.skybox = new Bitmap('deathvalley_panorama.jpg', 4000, 1290);
// 墙体画布大小
this.wallTexture = new Bitmap('wall_texture.jpg', 1024, 1024);
this.light = 0;
}
Map.prototype.get = function(x, y) {
x = Math.floor(x);
y = Math.floor(y);
if (x < 0 || x > this.size - 1 || y < 0 || y > this.size - 1)
return -1;
return this.wallGrid[y * this.size + x];
};
Map.prototype.randomize = function() {
for ( var i = 0; i < this.size * this.size; i++) {
this.wallGrid[i] = Math.random() < 0.3 ? 1 : 0;
}
};
/**
* @point
* @angle
* @range 范围
*/
Map.prototype.cast = function(point, angle, range) {
var self = this;
var sin = Math.sin(angle);
var cos = Math.cos(angle);
var noWall = {
length2 : Infinity
};
return ray({
x : point.x,
y : point.y,
height : 0,
distance : 0
});
function ray(origin) {
var stepX = step(sin, cos, origin.x, origin.y);
var stepY = step(cos, sin, origin.y, origin.x, true);
var nextStep = stepX.length2 < stepY.length2 ? inspect(stepX, 1, 0,
origin.distance, stepX.y) : inspect(stepY, 0, 1,
origin.distance, stepY.x);
if (nextStep.distance > range)
return [ origin ];
return [ origin ].concat(ray(nextStep));
}
function step(rise, run, x, y, inverted) {
if (run === 0)
return noWall;
var dx = run > 0 ? Math.floor(x + 1) - x : Math.ceil(x - 1) - x;
var dy = dx * (rise / run);
return {
x : inverted ? y + dy : x + dx,
y : inverted ? x + dx : y + dy,
length2 : dx * dx + dy * dy
};
}
function inspect(step, shiftX, shiftY, distance, offset) {
var dx = cos < 0 ? shiftX : 0;
var dy = sin < 0 ? shiftY : 0;
step.height = self.get(step.x - dx, step.y - dy);
step.distance = distance + Math.sqrt(step.length2);
if (shiftX)
step.shading = cos < 0 ? 2 : 0;
else
step.shading = sin < 0 ? 2 : 1;
step.offset = offset - Math.floor(offset);
return step;
}
};
/**
* 模拟闪电的时间间隔
* this.light 为当前地区的亮度值
*/
Map.prototype.update = function(seconds) {
if (this.light > 0)//按时间把亮度调低.当为最暗时,用0表示
this.light = Math.max(this.light - 10 * seconds, 0);
else if (Math.random() * 5 < seconds)
this.light = 2;//按某概率 出现闪电
};
function Camera(canvas, resolution, fov) {
// 画布
this.ctx = canvas.getContext('2d');
// 通过style 将 画面强制放大,填充屏幕。画面越精细,速度越慢,反之则画面模糊,但是速度快。默认大小为0.5
this.width = canvas.width = window.innerWidth * 0.5;
this.height = canvas.height = window.innerHeight * 0.5;
//分辨率
this.resolution = resolution;
this.spacing = this.width / resolution;
// 视角 为固定 0.4*pi
this.fov = fov;
this.range = MOBILE ? 8 : 14;
this.lightRange = 5;
//只用来识别武器的分变率。或者说,大小
this.scale = (this.width + this.height) / 1200;
}
Camera.prototype.render = function(player, map) {
// 单纯只是计算出闭合后。图片的相关特征,做背景
this.drawSky(player.direction, map.skybox, map.light);
// 重点计算
this.drawColumns(player, map);
// 玩家武器图,只是 一张晃动的图
//旋转时不晃动。晃动的幅度根据当前前进的步数或者后腿时的步数
this.drawWeapon(player.weapon, player.paces);
};
/**
* direction 方向 (摄像头[用户角度方向]) sky 天空元素 (闭合状态下[图,首尾相连,形成的一圈为360度,即2*pi=CIRCLE ]。)
* ambient 环境 (遮罩层,用来降低光线)
*/
Camera.prototype.drawSky = function(direction, sky, ambient) {
// 计算出当前背景图的可视范围 this.fov(可视范围)
//不清楚这里的计算原理。
var width = this.width * (CIRCLE / this.fov); // 2/0.4
// 旋转偏角 图片左边的部分偏移
// 宽度 direction 为当前视角弧度
var left = -width * direction / CIRCLE;
this.ctx.save();
this.ctx.drawImage(sky.image, left, 0, width, this.height);
if (left < width - this.width) {
//console.log(left,direction / CIRCLE);
this.ctx.drawImage(sky.image, left + width, 0, width, this.height);
}
if (ambient > 0) {
this.ctx.fillStyle = '#ffffff';
this.ctx.globalAlpha = ambient * 0.1;
this.ctx.fillRect(0, this.height * 0.5, this.width, this.height * 0.5);
}
this.ctx.restore();
};
Camera.prototype.drawColumns = function(player, map) {
this.ctx.save();
for ( var column = 0; column < this.resolution; column++) {
var angle = this.fov * (column / this.resolution - 0.5);
var ray = map.cast(player, player.direction + angle, this.range);
this.drawColumn(column, ray, angle, map);
}
this.ctx.restore();
};
Camera.prototype.drawWeapon = function(weapon, paces) {
//利用cos 的正弦和余弦的波动范围为1至-1,加上对应的识别大小做抖动
//模拟人走动时,摆动的弧度.曲线.
var bobX = Math.cos(paces * 2) * this.scale * 6;
var bobY = Math.sin(paces * 4) * this.scale * 6;
var left = this.width * 0.66 + bobX;
var top = this.height * 0.6 + bobY;
this.ctx.drawImage(weapon.image, left, top, weapon.width * this.scale,
weapon.height * this.scale);
};
Camera.prototype.drawColumn = function(column, ray, angle, map) {
var ctx = this.ctx;
var texture = map.wallTexture;
var left = Math.floor(column * this.spacing);
var width = Math.ceil(this.spacing);
var hit = -1;
while (++hit < ray.length && ray[hit].height <= 0)
;
for ( var s = ray.length - 1; s >= 0; s--) {
var step = ray[s];
var rainDrops = Math.pow(Math.random(), 3) * s;
var rain = (rainDrops > 0) && this.project(0.1, angle, step.distance);
if (s === hit) {
var textureX = Math.floor(texture.width * step.offset);
var wall = this.project(step.height, angle, step.distance);
ctx.globalAlpha = 1;
ctx.drawImage(texture.image, textureX, 0, 1, texture.height, left,
wall.top, width, wall.height);
ctx.fillStyle = '#000000';
ctx.globalAlpha = Math.max((step.distance + step.shading)
/ this.lightRange - map.light, 0);
ctx.fillRect(left, wall.top, width, wall.height);
}
ctx.fillStyle = '#ffffff';
ctx.globalAlpha = 0.15;
while (--rainDrops > 0)
ctx.fillRect(left, Math.random() * rain.top, 1, rain.height);
}
};
Camera.prototype.project = function(height, angle, distance) {
var z = distance * Math.cos(angle);
var wallHeight = this.height * height / z;
var bottom = this.height / 2 * (1 + 1 / z);
return {
top : bottom - wallHeight,
height : wallHeight
};
};
function GameLoop() {
this.frame = this.frame.bind(this);
this.lastTime = 0;
this.callback = function() {
};
}
GameLoop.prototype.start = function(callback) {
this.callback = callback;
requestAnimationFrame(this.frame);
};
GameLoop.prototype.frame = function(time) {
var seconds = (time - this.lastTime) / 1000;
this.lastTime = time;
if (seconds < 0.2)
this.callback(seconds);
requestAnimationFrame(this.frame);
};
var display = document.getElementById('display');
var player = new Player(15.3, -1.2, Math.PI * 0.3);
var map = new Map(32);
var controls = new Controls();
var camera = new Camera(display, MOBILE ? 160 : 320, Math.PI * 0.4);
var loop = new GameLoop();
map.randomize();
//系统自动循环时,自动调整时间 seconds 时间间隔长度 .
loop.start(function frame(seconds) {
map.update(seconds);
player.update(controls.states, map, seconds);
camera.render(player, map);
});
小试 javafx
安装:
http://www.oracle.com/technetwork/java/javase/downloads/jdk7-downloads-1880260.html
引入:
jdkjrelibjfxrt.jar
demo
http://docs.oracle.com/javase/8/javafx/get-started-tutorial/get_start_apps.htm#JFXST804
浏览器demo
package helloworld;
import javafx.application.Application;
import javafx.geometry.HPos;
import javafx.geometry.VPos;
import javafx.scene.Node;
import javafx.scene.Scene;
import javafx.scene.layout.HBox;
import javafx.scene.layout.Priority;
import javafx.scene.layout.Region;
import javafx.scene.paint.Color;
import javafx.scene.web.WebEngine;
import javafx.scene.web.WebView;
import javafx.stage.Stage;
public class WebViewSample extends Application {
private Scene scene;
@Override
public void start(Stage stage) {
// create the scene
stage.setTitle("Web View");
scene = new Scene(new Browser(), 750, 500, Color.web("#666970"));
stage.setScene(scene);
scene.getStylesheets().add("webviewsample/BrowserToolbar.css");
stage.show();
}
public static void main(String[] args) {
launch(args);
}
}
class Browser extends Region {
final WebView browser = new WebView();
final WebEngine webEngine = browser.getEngine();
public Browser() {
// apply the styles
getStyleClass().add("browser");
// load the web page
webEngine.load("http://blog.martoo.cn");
getStyleClass().add("webviewsample/BrowserToolbar.css");
// add the web view to the scene
getChildren().add(browser);
}
private Node createSpacer() {
Region spacer = new Region();
HBox.setHgrow(spacer, Priority.ALWAYS);
return spacer;
}
@Override
protected void layoutChildren() {
double w = getWidth();
double h = getHeight();
layoutInArea(browser, 0, 0, w, h, 0, HPos.CENTER, VPos.CENTER);
}
@Override
protected double computePrefWidth(double height) {
return 750;
}
@Override
protected double computePrefHeight(double width) {
return 500;
}
}
scene.getStylesheets().add("webviewsample/BrowserToolbar.css");
相对当前包的根目录。
如:
/helloworld/WebViewSample.java
/webviewsample/BrowserToolbar.css
样式文件demo:
/src/helloworld/HelloWorld.java
package helloworld;
import javafx.application.Application;
import javafx.event.ActionEvent;
import javafx.event.EventHandler;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.layout.StackPane;
import javafx.stage.Stage;
public class HelloWorld extends Application {
public static void main(String[] args) {
launch(args);
}
@Override
public void start(Stage primaryStage) {
primaryStage.setTitle("Hello World!");
Button btn = new Button();
btn.setText("Say 'Hello World'");
btn.setOnAction(new EventHandler<ActionEvent>() {
@Override
public void handle(ActionEvent event) {
System.out.println("Hello World!");
}
});
StackPane root = new StackPane();
root.getChildren().add(btn);
Scene scene = new Scene(root, 300, 250);
scene.getStylesheets().add(
HelloWorld.class.getResource("../test.css").toExternalForm());
primaryStage.setScene(scene);
primaryStage.show();
}
}
/src/test.css
.root {
-fx-background-image: url("background.jpg");
}
.label {
-fx-font-size: 12px;
-fx-font-weight: bold;
-fx-text-fill: #333333;
-fx-effect: dropshadow( gaussian , rgba(255,255,255,0.5) , 0,0,0,1 );
}
.button {
-fx-font-size: 19px;
-fx-font-weight: bold;
-fx-text-fill: #333333;
-fx-effect: dropshadow( gaussian , rgba(255,255,255,0.5) , 0,0,0,1 );
}
编写 PHP 为程序逻辑代码的 SWING客户端
首先,需要确保目的程序 ,php能独立执行。能输出。
纯粹只是因为用java写复杂逻辑代码比较蛋疼,或者说,因为有现成的代码是php的,重写需要花大量的时间。所以以java 的命令形式进行调用。
步骤 :
1.php代码一份
2.php运行环境一份
2.1 如果非指定形式调用。默认配置文件需要为 : php.ini ,不能有别名
2.2 配置内部内容需要清理不必要的配置,引用路径调整
2.3 单独执行一个文件,调整到不出问题,能正常执行为止
c:ooxxphp.exe “c:aabbindex.php”
3.用java Swing 绘制一个壳,用myeclipse ,前提需要有java 基础,或类似的winform基础比较容易上手,不然适当进行学习即可.
4.用exe4j 打包
参考:http://blog.martoo.cn/?p=613
补充相关代码:
一、命令调用
try {
String php_exe = System.getProperty("user.dir")
+ "/php/php/php.exe";
String php_file = System.getProperty("user.dir")
+ "/php/exec.php";
if (!filexists(php_exe)) {
JOptionPane.showMessageDialog(null,
"The php.exe file is not exist");
System.exit(0);
}
if (!filexists(php_file)) {
JOptionPane
.showMessageDialog(null, "The php file is not exist");
System.exit(0);
}
String shell = php_exe + " "" + php_file + """;
Process ps = Runtime.getRuntime().exec(shell);
ps.waitFor();
BufferedReader br = new BufferedReader(new InputStreamReader(
ps.getInputStream()));
StringBuffer sb = new StringBuffer();
String line;
String contentempty = "";
while ((line = br.readLine()) != null) {
contentempty += line;
sb.append(line).append("n");
}
String result = sb.toString();
if (!contentempty.isEmpty()) {
recordinfo(result);
JOptionPane.showMessageDialog(null, result);
}
} catch (Exception e) {
recordinfo(e.getMessage());
}
public static void recordinfo(String log) {
String path = System.getProperty("user.dir") + "/php_log.txt";
try {
FileWriter fw = new FileWriter(path, true);
PrintWriter pw = new PrintWriter(fw);
pw.println(log);
pw.close();
// bw.close();
fw.close();
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
public static boolean filexists(String filename) {
return new File(filename).exists();
}
输出信息可直接用于弹出框提示。
也可以记录为日志。
二、通讯操作
使用java properties
properties 保存和读取代码
Properties prop = new Properties();
FileInputStream fis;
FileOutputStream fos;
try {
fis = new FileInputStream(System.getProperty("user.dir")
+ "/php/prop.properties");
fos = new FileOutputStream(System.getProperty("user.dir")
+ "/php/prop.properties");
prop.load(fis);
prop.setProperty("csvpath", jfc.getSelectedFile()
.getAbsolutePath());
prop.save(fos, " config file");
// System.out.println(prop.getProperty("a"));
} catch (FileNotFoundException e) {
// TODO Auto-generated catch block
e.printStackTrace();
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
php 获取代码:
参考:http://blog.martoo.cn/?p=825
三:常用功能代码
文件选择框
JFileChooser jfc = new JFileChooser();
if (jfc.showOpenDialog(this) == JFileChooser.APPROVE_OPTION) {
//获取路径
System.out.println(jfc.getSelectedFile().getAbsolutePath());
}
弹出提示框
JOptionPane .showMessageDialog(null, "The php file is not exist");
补充 : 意大利操作系统(win7 64x)关闭不了问题
Process ps;
try {
ps = Runtime.getRuntime().exec("taskkill /f /im xxx.exe");
ps.waitFor();
BufferedReader br = new BufferedReader(new InputStreamReader(
ps.getInputStream()));
StringBuffer sb = new StringBuffer();
String line;
String contentempty = "";
while ((line = br.readLine()) != null) {
contentempty += line;
sb.append(line).append("n");
}
String result = sb.toString();
if (!contentempty.isEmpty()) {
recordinfo(result);
JOptionPane.showMessageDialog(null, result);
}
} catch (IOException e2) {
e2.printStackTrace();
} catch (InterruptedException xe) {
xe.printStackTrace();
}
转发请注明出处http://blog.martoo.cn
如有漏缺,请联系我 QQ 243008827
php get java properties fix(utf-8)
$properties = parse_properties ( 'prop.properties' );
var_export ( $properties );
function unicode2utf8($str) {
if (! $str)
return $str;
$decode = json_decode ( $str );
if ($decode)
return $decode;
$str = '["' . $str . '"]';
$decode = json_decode ( $str );
if (count ( $decode ) == 1) {
return $decode [0];
}
return $str;
}
function parse_properties($propertiespath) {
$txtProperties = file_get_contents ( $propertiespath );
$result = array ();
$lines = split ( "n", $txtProperties );
$key = "";
$isWaitingOtherLine = false;
foreach ( $lines as $i => $line ) {
if (empty ( $line ) || (! $isWaitingOtherLine && strpos ( $line, "#" ) === 0))
continue;
if (! $isWaitingOtherLine) {
$key = substr ( $line, 0, strpos ( $line, '=' ) );
$value = substr ( $line, strpos ( $line, '=' ) + 1, strlen ( $line ) );
} else {
$value .= $line;
}
/* Check if ends with single '' */
if (strrpos ( $value, "" ) === strlen ( $value ) - strlen ( "" )) {
$value = substr ( $value, 0, strlen ( $value ) - 1 ) . "n";
$isWaitingOtherLine = true;
} else {
$isWaitingOtherLine = false;
}
$value = trim ( $value );
$value = preg_replace ( "/(\uw{4})/e", "unicode2utf8('1')", $value );
$value = preg_replace ( "/\\/", "", $value );
$value = preg_replace ( "/\:/", ":", $value );
$result [$key] = $value;
unset ( $lines [$i] );
}
return $result;
}
转发请注明出处http://blog.martoo.cn
如有漏缺,请联系我 QQ 243008827
【转】Zend Studio / Ecliplse插件EasyExplorer,打开资源文件所在的文件夹
http://blog.snsgou.com/post-145.html
个人设置为:
explorer.exe /e,{0}
【转】每个程序员都必读的10篇文章
http://it.deepinmind.com/%E5%85%B6%E5%AE%83/2014/05/15/10-articles-every-programmer-must-read.html
感悟:路漫漫其修远兮,吾将上下而求索
支付宝 错误代码 ILLEGAL_SIGN
签名异常,不解释。
静排查。可导入异常的参数有
body
subject
一开始以为长度限制,因为官方文档申明
body (string 1000)
subject (string 256)
截取,依旧出问题
经各种排查,发现问题原因为参数出现特殊字符。现提供特殊字符的过滤处理
处理一:
$parameter['subject']=preg_replace('/s/', '', $parameter['subject']);
$parameter['body']=preg_replace('/s/', '', $parameter['body']);
处理二:
//限制提交字符长度
//过滤特殊字符 s 否则识别有问题
$parameter['subject']= preg_split('/[^())(【】.!!w+-*^x{4e00}-x{9fa5}]+/u', $parameter['subject']);
$parameter['subject']=implode(' ', $parameter['subject']);
$parameter['body']= preg_split('/[^())(【】.!!w+-*^x{4e00}-x{9fa5}]+/u', $parameter['body']);
$parameter['body']=implode(' ', $parameter['body']);
转发请注明出处http://blog.martoo.cn
如有漏缺,请联系我 QQ 243008827
Sqlite 使用
官网:https://bitbucket.org/xerial/sqlite-jdbc
jar:https://bitbucket.org/xerial/sqlite-jdbc/downloads
mysql 转 sqlite 相关处理
基本上语法通用,需要特殊处理的有.
用navicat premium 导出两种数据库,比较后,需要处理的有
1. ` 全部替换成 ”
2. 类型只有 text integer blob real 这些。根据需要进行处理。
异常判断
encrypted sqlite db
如果用 navicat premium 打开正常,直接用记事本看下当前的 sqlite 的版本是多少.
这边的是php 5.2 默认的扩展是 sqlite 2.0
需要打开,然后做下转换处理.
blob类型取出时,被转码成
需要做特殊处理
stripcslashes()
这边只是普通的查询,具体情况自行判断.
转发请注明出处http://blog.martoo.cn
如有漏缺,请联系我 QQ 243008827