本教程基于Unity2017.2及Visual Studio 2017
本教程编写时间:2017年12月7日

本文内容提要

  • 当跟踪到用户的手时提供反馈
  • 使用导航手势旋转hologram
  • 当用户的手要离开视线时提供反馈
  • 使用操作事件(manipulation events)让用户使用手势移动hologram

预备知识

  • 开发环境
  • 已完成入门篇的学习
  • 已完成高级篇1凝视的学习

资源下载

本文使用了官方教程的资源
原地址
如果下载有困难,百度云地址

0 创建工程

  1. 将下载资源的解压出来
  2. 打开Unitiy,选择Open,选择HolographicAcademy-Holograms-211-Gesture\Starting\ModelExplorer目录并打开
  3. 在Project面板中Scenes目录下,双击打开ModelExplorer场景
  4. 打开菜单File > Build Settings,选择Universal Windows Platform,点击Switch Platform按钮
  5. Target device设置为Hololens,选中Unity C# Projects
  6. 在Build Settings面板,点击Build,新建App文件夹并选择该文件夹
  7. Build完成后,打开App文件夹下的ModelExplorer.sln,将Debug改为Release,ARM改为x86,并选中Hololens Emulator
  8. 点击调试 > 开始执行(不调试)或者Ctrl+F5(注意:模拟器启动慢可能会引起部署超时,这时候不要关闭模拟器,直接再次Ctrl+F5即可)

1 手部检测反馈

  1. 在Hierarchy面板中选择Managers物体,在Inspector面板中点击Add Component按钮,搜索Hands Manager并添加
  2. 在Hierarchy面板中选择Cursor物体,在Inspector面板中点击Add Component按钮,搜索Cursor Feedback并添加
  3. 将Project面板Assets\HoloToolkit-Gesture-211\Input\Prefabs目录下的HandDetectedFeedback资源拖到Inspector面板的Hand Detected Asset属性上
  4. 在Hierarchy面板中,展开Cursor物体,将CursorBillboard物体拖到Cursor Feedback (脚本)的Feedback Parent属性上
  5. build看一下效果!
    在模拟器中,右键/空格/回车/alt按下并保持(不抬起),模拟Ready手势

2 导航

  1. 打开HandsManager.cs脚本,按照2.a注释提示补全代码,最终代码参考如下:
using UnityEngine;
using UnityEngine.XR.WSA.Input;namespace Academy.HoloToolkit.Unity
{/// <summary>/// HandsManager keeps track of when a hand is detected./// </summary>public class HandsManager : Singleton<HandsManager>{[Tooltip("Audio clip to play when Finger Pressed.")]public AudioClip FingerPressedSound;private AudioSource audioSource;/// <summary>/// Tracks the hand detected state./// </summary>public bool HandDetected{get;private set;}// Keeps track of the GameObject that the hand is interacting with.public GameObject FocusedGameObject { get; private set; }void Awake(){EnableAudioHapticFeedback();InteractionManager.InteractionSourceDetected += InteractionManager_InteractionSourceDetected;InteractionManager.InteractionSourceLost += InteractionManager_InteractionSourceLost;/* TODO: DEVELOPER CODE ALONG 2.a */// 2.a: Register for SourceManager.SourcePressed event.InteractionManager.InteractionSourcePressed += InteractionManager_InteractionSourcePressed;// 2.a: Register for SourceManager.SourceReleased event.InteractionManager.InteractionSourceReleased += InteractionManager_InteractionSourceReleased;// 2.a: Initialize FocusedGameObject as null.FocusedGameObject = null;}private void EnableAudioHapticFeedback(){// If this hologram has an audio clip, add an AudioSource with this clip.if (FingerPressedSound != null){audioSource = GetComponent<AudioSource>();if (audioSource == null){audioSource = gameObject.AddComponent<AudioSource>();}audioSource.clip = FingerPressedSound;audioSource.playOnAwake = false;audioSource.spatialBlend = 1;audioSource.dopplerLevel = 0;}}private void InteractionManager_InteractionSourceDetected(InteractionSourceDetectedEventArgs obj){HandDetected = true;}private void InteractionManager_InteractionSourceLost(InteractionSourceLostEventArgs obj){HandDetected = false;// 2.a: Reset FocusedGameObject.ResetFocusedGameObject();}private void InteractionManager_InteractionSourcePressed(InteractionSourcePressedEventArgs hand){if (InteractibleManager.Instance.FocusedGameObject != null){// Play a select sound if we have an audio source and are not targeting an asset with a select sound.if (audioSource != null && !audioSource.isPlaying &&(InteractibleManager.Instance.FocusedGameObject.GetComponent<Interactible>() != null &&InteractibleManager.Instance.FocusedGameObject.GetComponent<Interactible>().TargetFeedbackSound == null)){audioSource.Play();}// 2.a: Cache InteractibleManager's FocusedGameObject in FocusedGameObject.FocusedGameObject = InteractibleManager.Instance.FocusedGameObject;}}private void InteractionManager_InteractionSourceReleased(InteractionSourceReleasedEventArgs hand){// 2.a: Reset FocusedGameObject.ResetFocusedGameObject();}private void ResetFocusedGameObject(){// 2.a: Set FocusedGameObject to be null.FocusedGameObject = null;// 2.a: On GestureManager call ResetGestureRecognizers// to complete any currently active gestures.GestureManager.Instance.ResetGestureRecognizers();}void OnDestroy(){InteractionManager.InteractionSourceDetected -= InteractionManager_InteractionSourceDetected;InteractionManager.InteractionSourceLost -= InteractionManager_InteractionSourceLost;// 2.a: Unregister the SourceManager.SourceReleased event.InteractionManager.InteractionSourceReleased -= InteractionManager_InteractionSourceReleased;// 2.a: Unregister for SourceManager.SourcePressed event.InteractionManager.InteractionSourcePressed -= InteractionManager_InteractionSourcePressed;}}
}
  1. 在Hierarchy面板中点击Cursor物体
  2. 将HoloToolkit\Input\Prefabs目录下的ScrollFeedback资源拖到Cursor Feedback (Script) 组件的Scroll Detected Asset属性上
  3. 在Hierarchy面板中,点击AstroMan物体,在Inspector面板中点击Add Component按钮,搜索Gesture Action并添加
  4. 打开GestureManager.cs脚本,按照代码中注释2.b的提示补全代码,最终代码参考如下:
using UnityEngine;
using UnityEngine.XR.WSA.Input;namespace Academy.HoloToolkit.Unity
{public class GestureManager : Singleton<GestureManager>{// Tap and Navigation gesture recognizer.public GestureRecognizer NavigationRecognizer { get; private set; }// Manipulation gesture recognizer.public GestureRecognizer ManipulationRecognizer { get; private set; }// Currently active gesture recognizer.public GestureRecognizer ActiveRecognizer { get; private set; }public bool IsNavigating { get; private set; }public Vector3 NavigationPosition { get; private set; }public bool IsManipulating { get; private set; }public Vector3 ManipulationPosition { get; private set; }void Awake(){/* TODO: DEVELOPER CODING EXERCISE 2.b */// 2.b: Instantiate the NavigationRecognizer.NavigationRecognizer = new GestureRecognizer();// 2.b: Add Tap and NavigationX GestureSettings to the NavigationRecognizer's RecognizableGestures.NavigationRecognizer.SetRecognizableGestures(GestureSettings.Tap |GestureSettings.NavigationX);// 2.b: Register for the Tapped with the NavigationRecognizer_Tapped function.NavigationRecognizer.Tapped += NavigationRecognizer_Tapped;// 2.b: Register for the NavigationStarted with the NavigationRecognizer_NavigationStarted function.NavigationRecognizer.NavigationStarted += NavigationRecognizer_NavigationStarted;// 2.b: Register for the NavigationUpdated with the NavigationRecognizer_NavigationUpdated function.NavigationRecognizer.NavigationUpdated += NavigationRecognizer_NavigationUpdated;// 2.b: Register for the NavigationCompleted with the NavigationRecognizer_NavigationCompleted function. NavigationRecognizer.NavigationCompleted += NavigationRecognizer_NavigationCompleted;// 2.b: Register for the NavigationCanceled with the NavigationRecognizer_NavigationCanceled function. NavigationRecognizer.NavigationCanceled += NavigationRecognizer_NavigationCanceled;// Instantiate the ManipulationRecognizer.ManipulationRecognizer = new GestureRecognizer();// Add the ManipulationTranslate GestureSetting to the ManipulationRecognizer's RecognizableGestures.ManipulationRecognizer.SetRecognizableGestures(GestureSettings.ManipulationTranslate);// Register for the Manipulation events on the ManipulationRecognizer.ManipulationRecognizer.ManipulationStarted += ManipulationRecognizer_ManipulationStarted;ManipulationRecognizer.ManipulationUpdated += ManipulationRecognizer_ManipulationUpdated;ManipulationRecognizer.ManipulationCompleted += ManipulationRecognizer_ManipulationCompleted;ManipulationRecognizer.ManipulationCanceled += ManipulationRecognizer_ManipulationCanceled;ResetGestureRecognizers();}void OnDestroy(){// 2.b: Unregister the Tapped and Navigation events on the NavigationRecognizer.NavigationRecognizer.Tapped -= NavigationRecognizer_Tapped;NavigationRecognizer.NavigationStarted -= NavigationRecognizer_NavigationStarted;NavigationRecognizer.NavigationUpdated -= NavigationRecognizer_NavigationUpdated;NavigationRecognizer.NavigationCompleted -= NavigationRecognizer_NavigationCompleted;NavigationRecognizer.NavigationCanceled -= NavigationRecognizer_NavigationCanceled;// Unregister the Manipulation events on the ManipulationRecognizer.ManipulationRecognizer.ManipulationStarted -= ManipulationRecognizer_ManipulationStarted;ManipulationRecognizer.ManipulationUpdated -= ManipulationRecognizer_ManipulationUpdated;ManipulationRecognizer.ManipulationCompleted -= ManipulationRecognizer_ManipulationCompleted;ManipulationRecognizer.ManipulationCanceled -= ManipulationRecognizer_ManipulationCanceled;}/// <summary>/// Revert back to the default GestureRecognizer./// </summary>public void ResetGestureRecognizers(){// Default to the navigation gestures.Transition(NavigationRecognizer);}/// <summary>/// Transition to a new GestureRecognizer./// </summary>/// <param name="newRecognizer">The GestureRecognizer to transition to.</param>public void Transition(GestureRecognizer newRecognizer){if (newRecognizer == null){return;}if (ActiveRecognizer != null){if (ActiveRecognizer == newRecognizer){return;}ActiveRecognizer.CancelGestures();ActiveRecognizer.StopCapturingGestures();}newRecognizer.StartCapturingGestures();ActiveRecognizer = newRecognizer;}private void NavigationRecognizer_NavigationStarted(NavigationStartedEventArgs obj){// 2.b: Set IsNavigating to be true.IsNavigating = true;// 2.b: Set NavigationPosition to be Vector3.zero.NavigationPosition = Vector3.zero;}private void NavigationRecognizer_NavigationUpdated(NavigationUpdatedEventArgs obj){// 2.b: Set IsNavigating to be true.IsNavigating = true;// 2.b: Set NavigationPosition to be obj.normalizedOffset.NavigationPosition = obj.normalizedOffset;}private void NavigationRecognizer_NavigationCompleted(NavigationCompletedEventArgs obj){// 2.b: Set IsNavigating to be false.IsNavigating = false;}private void NavigationRecognizer_NavigationCanceled(NavigationCanceledEventArgs obj){// 2.b: Set IsNavigating to be false.IsNavigating = false;}private void ManipulationRecognizer_ManipulationStarted(ManipulationStartedEventArgs obj){if (HandsManager.Instance.FocusedGameObject != null){IsManipulating = true;ManipulationPosition = Vector3.zero;HandsManager.Instance.FocusedGameObject.SendMessageUpwards("PerformManipulationStart", ManipulationPosition);}}private void ManipulationRecognizer_ManipulationUpdated(ManipulationUpdatedEventArgs obj){if (HandsManager.Instance.FocusedGameObject != null){IsManipulating = true;ManipulationPosition = obj.cumulativeDelta;HandsManager.Instance.FocusedGameObject.SendMessageUpwards("PerformManipulationUpdate", ManipulationPosition);}}private void ManipulationRecognizer_ManipulationCompleted(ManipulationCompletedEventArgs obj){IsManipulating = false;}private void ManipulationRecognizer_ManipulationCanceled(ManipulationCanceledEventArgs obj){IsManipulating = false;}private void NavigationRecognizer_Tapped(TappedEventArgs obj){GameObject focusedObject = InteractibleManager.Instance.FocusedGameObject;if (focusedObject != null){focusedObject.SendMessageUpwards("OnSelect");}}}
}
  1. 打开 GestureAction.cs脚本,按照代码中注释2.c的提示补全代码,最终代码参考如下:
using Academy.HoloToolkit.Unity;
using UnityEngine;/// <summary>
/// GestureAction performs custom actions based on
/// which gesture is being performed.
/// </summary>
public class GestureAction : MonoBehaviour
{[Tooltip("Rotation max speed controls amount of rotation.")]public float RotationSensitivity = 10.0f;private Vector3 manipulationPreviousPosition;private float rotationFactor;void Update(){PerformRotation();}private void PerformRotation(){if (GestureManager.Instance.IsNavigating &&(!ExpandModel.Instance.IsModelExpanded ||(ExpandModel.Instance.IsModelExpanded && HandsManager.Instance.FocusedGameObject == gameObject))){/* TODO: DEVELOPER CODING EXERCISE 2.c */// 2.c: Calculate rotationFactor based on GestureManager's NavigationPosition.X and multiply by RotationSensitivity.// This will help control the amount of rotation.rotationFactor = GestureManager.Instance.NavigationPosition.x * RotationSensitivity;// 2.c: transform.Rotate along the Y axis using rotationFactor.transform.Rotate(new Vector3(0, -1 * rotationFactor, 0));}}void PerformManipulationStart(Vector3 position){manipulationPreviousPosition = position;}void PerformManipulationUpdate(Vector3 position){if (GestureManager.Instance.IsManipulating){/* TODO: DEVELOPER CODING EXERCISE 4.a */Vector3 moveVector = Vector3.zero;// 4.a: Calculate the moveVector as position - manipulationPreviousPosition.// 4.a: Update the manipulationPreviousPosition with the current position.// 4.a: Increment this transform's position by the moveVector.}}
}
  1. build测试一下吧!
    按下alt键,同时鼠标右键按下并移动,可以模拟此操作

3 手部引导

  1. 在Hierarchy面板中选中Managers,在Inspector面板中点击Add Component按钮,搜索Hand Guidance并添加
  2. 将Project面板下 HoloToolkit-Gesture-211\Input\Prefabs 文件夹下的HandGuidanceFeedback 资源拖到Inspector面板的Hand Guidance Indicator属性上
  3. 在Hierarchy面板中展开Cursor物体
  4. 在Hierarchy面板中选中Managers物体,将Cursor的子物体CursorBillboard 拖到Inspector面板中的Indicator Parent 属性上
  5. build测试一下吧!
    按住alt键,再按下鼠标右键并移动可以模拟此操作,但是模拟器中并不能模拟此功能

4 移动

使用使用手势来移动宇航员
移动手势可以使用时光标提供反馈
1. 在Hierarchy面板中选中Managers,在Inspector面板中点击Add Component按钮,搜索Astronaut Manager并添加
2. 在Hierarchy面板中选中 Cursor
3. 将Project面板中的 HoloToolkit-Gesture-211\Input\Prefabs文件夹下的PathingFeedback 资源拖到Inspector面板的Pathing Detected Asset属性上
4. 编辑 GestureAction.cs 脚本,按照代码中注释4.a的提示补全代码,最终代码参考如下:

using Academy.HoloToolkit.Unity;
using UnityEngine;/// <summary>
/// GestureAction performs custom actions based on
/// which gesture is being performed.
/// </summary>
public class GestureAction : MonoBehaviour
{[Tooltip("Rotation max speed controls amount of rotation.")]public float RotationSensitivity = 10.0f;private Vector3 manipulationPreviousPosition;private float rotationFactor;void Update(){PerformRotation();}private void PerformRotation(){if (GestureManager.Instance.IsNavigating &&(!ExpandModel.Instance.IsModelExpanded ||(ExpandModel.Instance.IsModelExpanded && HandsManager.Instance.FocusedGameObject == gameObject))){/* TODO: DEVELOPER CODING EXERCISE 2.c */// 2.c: Calculate rotationFactor based on GestureManager's NavigationPosition.X and multiply by RotationSensitivity.// This will help control the amount of rotation.rotationFactor = GestureManager.Instance.NavigationPosition.x * RotationSensitivity;// 2.c: transform.Rotate along the Y axis using rotationFactor.transform.Rotate(new Vector3(0, -1 * rotationFactor, 0));}}void PerformManipulationStart(Vector3 position){manipulationPreviousPosition = position;}void PerformManipulationUpdate(Vector3 position){if (GestureManager.Instance.IsManipulating){/* TODO: DEVELOPER CODING EXERCISE 4.a */Vector3 moveVector = Vector3.zero;// 4.a: Calculate the moveVector as position - manipulationPreviousPosition.moveVector = position - manipulationPreviousPosition;// 4.a: Update the manipulationPreviousPosition with the current position.manipulationPreviousPosition = position;// 4.a: Increment this transform's position by the moveVector.transform.position += moveVector;}}
}
  1. build测试一下吧!
    使用“Move Astronaut”语音控制从旋转切换为移动手势

5 模型展开/爆炸

将模型展开成碎片,每个小块都可以交互
每个碎片都可以单独旋转和移动
1. 编辑 AstronautManager.cs 脚本,按照注释5.a提示补全代码,最终代码如下:

using Academy.HoloToolkit.Unity;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Windows.Speech;public class AstronautManager : Singleton<AstronautManager>
{float expandAnimationCompletionTime;// Store a bool for whether our astronaut model is expanded or not.bool isModelExpanding = false;// KeywordRecognizer object.KeywordRecognizer keywordRecognizer;// Defines which function to call when a keyword is recognized.delegate void KeywordAction(PhraseRecognizedEventArgs args);Dictionary<string, KeywordAction> keywordCollection;void Start(){keywordCollection = new Dictionary<string, KeywordAction>();// Add keyword to start manipulation.keywordCollection.Add("Move Astronaut", MoveAstronautCommand);// Add keyword Expand Model to call the ExpandModelCommand function.keywordCollection.Add("Expand Model", ExpandModelCommand);// Add keyword Reset Model to call the ResetModelCommand function.keywordCollection.Add("Reset Model", ResetModelCommand);// Initialize KeywordRecognizer with the previously added keywords.keywordRecognizer = new KeywordRecognizer(keywordCollection.Keys.ToArray());keywordRecognizer.OnPhraseRecognized += KeywordRecognizer_OnPhraseRecognized;keywordRecognizer.Start();}private void KeywordRecognizer_OnPhraseRecognized(PhraseRecognizedEventArgs args){KeywordAction keywordAction;if (keywordCollection.TryGetValue(args.text, out keywordAction)){keywordAction.Invoke(args);}}private void MoveAstronautCommand(PhraseRecognizedEventArgs args){GestureManager.Instance.Transition(GestureManager.Instance.ManipulationRecognizer);}private void ResetModelCommand(PhraseRecognizedEventArgs args){// Reset local variables.isModelExpanding = false;// Disable the expanded model.ExpandModel.Instance.ExpandedModel.SetActive(false);// Enable the idle model.ExpandModel.Instance.gameObject.SetActive(true);// Enable the animators for the next time the model is expanded.Animator[] expandedAnimators = ExpandModel.Instance.ExpandedModel.GetComponentsInChildren<Animator>();foreach (Animator animator in expandedAnimators){animator.enabled = true;}ExpandModel.Instance.Reset();}private void ExpandModelCommand(PhraseRecognizedEventArgs args){// Swap out the current model for the expanded model.GameObject currentModel = ExpandModel.Instance.gameObject;ExpandModel.Instance.ExpandedModel.transform.position = currentModel.transform.position;ExpandModel.Instance.ExpandedModel.transform.rotation = currentModel.transform.rotation;ExpandModel.Instance.ExpandedModel.transform.localScale = currentModel.transform.localScale;currentModel.SetActive(false);ExpandModel.Instance.ExpandedModel.SetActive(true);// Play animation.  Ensure the Loop Time check box is disabled in the inspector for this animation to play it once.Animator[] expandedAnimators = ExpandModel.Instance.ExpandedModel.GetComponentsInChildren<Animator>();// Set local variables for disabling the animation.if (expandedAnimators.Length > 0){expandAnimationCompletionTime = Time.realtimeSinceStartup + expandedAnimators[0].runtimeAnimatorController.animationClips[0].length * 0.9f;}// Set the expand model flag.isModelExpanding = true;ExpandModel.Instance.Expand();}public void Update(){if (isModelExpanding && Time.realtimeSinceStartup >= expandAnimationCompletionTime){isModelExpanding = false;Animator[] expandedAnimators = ExpandModel.Instance.ExpandedModel.GetComponentsInChildren<Animator>();foreach (Animator animator in expandedAnimators){animator.enabled = false;}}}
}
  1. build来测试一下!

说“Expand Model”来展开模型
可以旋转单独的碎片
说“Move Astronaut”来移动碎片
说“Reset Model”来恢复模型整体


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