1、在对应需要拨打电话的标签那里绑定事件(使用的标签不固定,可以是text、view等) 例子: 400-9121-211 2、在对应的事件方法里面写入 wx.makePhoneCall方法 例子: callPhone() { wx.makePhoneCall({ phoneNumber: '400-9121-211' //仅为示例,并非真实的电话号码 }) }, 3、效果图 在电脑上: 在手机上的效果: PS:下面在通过一段代码给大家详细介绍下微信小程序–实现拨打电话功能: 我
2022-07-11 15:38:28 157KB 小程序 微信 微信小程序
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先上代码: wxml: <!-- 顶部搜索框 --> 搜索商品 <form bindsubmit=inputSearch bindreset=inputReset> <input focus=true type=text name=s
2022-07-10 10:03:00 53KB 小程序 微信 微信小程序
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工程优化一维搜索算法C程序实现.pdf
2022-07-09 19:08:29 491KB 文档资料
编写一个客户端和服务器程序实现
2022-07-09 09:02:06 37KB 文档资料
IOS应用源码之第一个iphone小程序(实现聊天功能) .zip
2022-07-08 18:09:04 1.52MB IOS
对以字符串输入的长度100以内的大整数进行乘法运算,结果也以字符串输出 例char *mulit1=“1234567890123456789012345678901234567890” char *mulit2=“12345678901234567890” 结果为:“15241578753238836750342935775034293577501905199875019052100” 长度为59
2022-07-05 21:29:21 1KB 大整数相乘 C语言
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摘要 通信的目的是要把信息及时可靠地传送给对方,因此要求一个通信系统传输消息必须可靠与快速,在数字通信系统中可靠与快速往往是一对矛盾。为了解决可靠性,通信系统都采用了差错控制。本文详细介绍了循环冗余校验CRC(Cyclic Redundancy Check)的差错控制原理及其算法实现。 关键字 通信 循环冗余校验 CRC-32 CRC-16 CRC-4 概述 。。。。。
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For those that do not know me: My name is Jacco Bikker, also known as 'Phantom'. I work as '3D tech guy' at Overloaded, a company that develops and distributes games for mobile phones. I specialize at 3D Symbian games, which require highly optimized fixed-point, non-HW-accelerated 3D engines, crammed into 250Kb installers. So basically I'm having fun. As software rendering used to be my spare time activity, I was looking for something else. I tried some AI, which was great fun, and recently I dove into a huge pile of research papers on raytracing and related topics; such as global illumination, image based lighting, photon maps and so on. One document especially grabbed my attention. It's titled: "State-of-the-Art in Interactive Ray Tracing", and was written by Wald & Slusallek. I highly recommend this paper. Basically, it summarizes recent efforts to improve the speed of raytracing, and adds a couple of tricks too. But it starts with a list of benefits of raytracing over rasterization-based algorithms. And one of those benefits is that when you go to extremes, raytracing is actually faster than rasterizing. And they prove it: Imagine a huge scene, consisting of, say, 50 million triangles. Toss it at a recent GeForce with enough memory to store all those triangles, and write down the frame rate. It will be in the vicinity of 2-5. If it isn't, double the triangle count. Now, raytrace the same scene. These guys report 8 frames per second on a dual PIII/800. Make that a quad PIII/800 and the speed doubles. Raytracing scales linearly with processing power, but only logarithmically with scene complexity. Now that I got your attention, I would like to move on to the intended contents of this crash course in raytracing.
2022-06-27 15:58:00 12.2MB 光线追踪 raytracing
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本文为大家分享了微信小程序人脸识别的具体代码,供大家参考,具体内容如下
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本文主要介绍在Ubuntu 上为Android系统编写Linux内核驱动程序,这里对编写驱动程序做了详细的说明,对研究Android源码和HAL都有巨大的帮助,有需要的小伙伴可以参考下
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