Slam-js 一个用于在服务器端生成静态HTML的Javascript库。 Slam-js旨在完全替代HTML模板引擎,例如 , 或 。 特征 简单的模板 基于组件 无需学习新的语言/语法 准确的类型声明 令人印象深刻的性能和速度 SVG标签支持。 安装 npm install -D slam-js 程式码范例 在此示例中,函数Document返回一个基于使用的标记函数构造的字符串。 import { html , head , title , meta , link , body , h1 , p } from "slam-js" ; const Document = ( ) => { return html ( { lang : "en" } , head ( title ( "Jordan Latimer" ) , meta ( {
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运行环境; Windows 7(sp1)x64及以上 如何使用; 下载压缩包 解压压缩包,建议不要放到中文目录下 双击运行目录下的RePKG-GUI.exe 更新内容; 不再支持32位操作系统 支持MPKG文件提取(注;不是所有都可以提取) 支持将壁纸导入到壁纸编辑器 支持提取内容仅保留图片文件(默认已开启)。 使用.NET4.6.1构建 适配Windows11 调整UI以直观方式展示本地已订阅(场景类型)壁纸 修复部分Bug
2023-01-05 17:24:55 2.79MB 壁纸文件提取工具
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放到unity 工程library目录下
2023-01-02 19:22:02 137.4MB vuforia9.8.8
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包含报告,源程序,介绍视频。注意地图好像我用的是绝对路径,可能到你的电脑下需要重新设置数据的源路径。以下是报告节选:第三章 逻辑实现和物理实现 17 3.1逻辑模型 17 3.2 物理模型 18 第四章 系统初始化介绍 19 4.1需要软件 19 4.2 初始化以及数据导入 19 第五章 主要功能与代码 21 5.1 自定义类 21 5.1.1 SQL类用来方便数据库的链接 21 5.1.2 STATIC类用来存储一些全局变量: 23 5.2 登录与注册界面 24 5.2.1 登录 24 5.2.2 注册 26 5.3 普通人员系统 28 5.3.1 首页 28 5.3.2 修改和保存个人信息 29 5.3.3 记录和排名 32 5.4 采样人员系统 34 5.4.1 首页 34 5.4.2上传信息 35 5.4.3任务和申请 37 5.4.4工作记录 38 5.5 检测人员系统 43 5.5.1首页 43 5.5.2上传检测信息 44 5.5.3个人信息 44 5.5.4检测记录 45 5.6 管理人员系统 46 5.6.1(表格)人员管理 46 5.6.2(表格)任务管理 49 5
2023-01-02 19:16:15 295.07MB 数据库 Engine 源程序 报告
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Cottle:紧凑的对象到文本的转换语言 总览 Cottle是C#.NET的开放源代码(MIT)模板引擎,旨在轻巧(无外部依赖和简单的API),快速(请参阅)和可扩展(请参阅)。 样品 Hello, {name} ! {if len(messages) > 0: You have {len(messages)} new message{if len(messages) > 1:s} in your mailbox ! | else: You have no new message. } var document = Document . CreateDefault ( tem
2022-12-31 19:17:20 278KB html c-sharp template template-engine
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Inside Microsoft SQL Server 2005-The Storage Engine.pdf
2022-12-30 17:42:25 5.21MB SQL Storage Engine
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Microsoft.Press.Inside.Microsoft.SQL.Server.2005.The.Storage.Engine
2022-12-30 17:41:01 3.06MB SQL Program
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这是修改单机游戏数值的一个软件,非常好用。
2022-12-29 16:40:14 16.91MB 游戏
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Cheat Engine 7.4
2022-12-22 16:03:43 46.66MB 内存管理
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This book, the third volume in the popular Game Engine Gems series, is composed of short articles that focus on a particular technique, describe a clever trick, or offer practical advice within the subject of game engine development. The 22 chapters cover four broad categories—graphics and rendering, physics, general programming, and artificial intelligence. Professional game developers, students of game development and computer science, and anyone interested in learning how the pros tackle specific problems that arise during game engine development will find useful gems in this collection. TABLE OF CONTENTS AND CONTRIBUTORS Part I — Graphics and Rendering 1. The Open Game Engine Exchange Format Eric Lengyel (Series Editor / Terathon Software LLC) OpenGEX official website 2. Realistic Blending of Skies, Water, and Terrain Frank Kane (Sundog Software, LLC) 3. Fog with a Linear Density Function Eric Lengyel (Series Editor / Terathon Software LLC) 4. Vegetation Management in Leadwerks Game Engine 4 Josh Klint (Leadwerks Software) Download supplementary files for Chapter 4 5. Smooth Horizon Mapping Eric Lengyel (Series Editor / Terathon Software LLC) Download supplementary files for Chapter 5 6. Buffer-Free Generation of Triangle Strip Cube Vertices Don Williamson (Celtoys) 7. Edge-Preserving Smoothing Filter for Particle Based Rendering Kin-Ming Wong (The Chinese University of Hong Kong) Tien-Tsin Wong (The Chinese University of Hong Kong) Download supplementary files for Chapter 7 8. Variable Precision Pixel Shading for Improved Power Efficiency Rahul P. Sathe (Intel) 9. A Fast and High-Quality Texture Atlasing Algorithm Manny Ko (Activision Blizzard Inc.) Part II — Physics 10. Rotational Joint Limits in Quaternion Space Gino van den Bergen (Dtecta) Download supplementary files for Chapter 10 11. Volumetric Hierarchical Approximate Convex Decomposition Khaled Mamou (AMD) 12. Simulating Soft Bodies Using Strain Based Dynamics Muhammad Mobeen Movania (DHA Suffa University) Download supplementary files for Chapter 12 Part III — General Programming 13. Generic, Lightweight, and Fast Delegates in C++ Stefan Reinalter (Molecular Matters) Download supplementary files for Chapter 13 14. Compile-Time String Hashing in C++ Stefan Reinalter (Molecular Matters) Download supplementary files for Chapter 14 15. Static Reflection in C++ Using Tuples Nicolas Guillemot (Intel) 16. Portable SIMD Programs Using ISPC Nicolas Guillemot (Intel) Marc Fauconneau Dufresne (Intel) 17. Shared Network Arrays as an Abstraction of Network Code from Game Code Logic João Lucas Guberman Raza (Microsoft) Part IV — Character Control and Artificial Intelligence 18. Vision Based Local Collision Avoidance Teófilo Bezerra Dutra (Universidade Federal do Ceará) Ricardo Marques (Universitat Pompeu Fabra) Julien Pettré (INRIA) Jan Ondřej (Disney Research) 19. A Programming Framework for Autonomous NPCs Artur de Oliveira da Rocha Franco (Federal University of Ceará) José Gilvan Rodrigues Maia (Federal University of Ceará) Fernando Antonio de Carvalho Gomes (Federal University of Ceará) 20. Beyond Smart Objects: Behavior-Oriented Programming for NPCs in Large Open Worlds Martin Černý (Charles University in Prague) Tomáš Plch (Charles University in Prague / Warhorse Studios) Cyril Brom (Charles University in Prague) 21. A Control System for Enhancing Entity Behavior Mike Ramsey (Ramsey Research, LLC) 22. A Control System Based Approach to Entity Behavior Mike Ramsey (Ramsey Research, LLC)
2022-12-21 00:46:32 11.18MB Game Engine Gems Eric
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