当前位置:网站首页>Minecraft 1.18.1、1.18.2模组开发 22.狙击枪(Sniper Rifle)
Minecraft 1.18.1、1.18.2模组开发 22.狙击枪(Sniper Rifle)
2022-07-06 02:00:00 【Jay_fearless】
Minecraft 1.18.1、1.18.2模组开发 05.发射器+投掷物
我们今天在模组中实现一把狙击枪。
1.与第5期教程类似,我们需要首先制作枪械的模型和子弹的模型:
不过我们本次希望狙击枪在副手时就进入开镜状态,所以我们要专门设置一个副手形态的狙击枪的第一人称视野。
之后导出为.json文件,将导出的.json文件放入resources\assets\你的模组名称\models\item
中:
2.在Items包中新建一个我们子弹的物品类ItemSniperAmmo
:
ItemSniperAmmo
package com.joy187.re8joymod.items;
import com.joy187.re8joymod.Main;
import com.joy187.re8joymod.entity.EntitySniperAmmo;
import net.minecraft.world.entity.LivingEntity;
import net.minecraft.world.item.Item;
import net.minecraft.world.item.ItemStack;
import net.minecraft.world.item.Item.Properties;
import net.minecraft.world.level.Level;
public class ItemSniperAmmo extends Item {
public ItemSniperAmmo() {
super(new Properties().tab(Main.TUTORIAL_TAB).stacksTo(16));
}
public EntitySniperAmmo createArrow(Level p_200887_1_, ItemStack p_200887_2_, LivingEntity p_200887_3_) {
EntitySniperAmmo arrowentity = new EntitySniperAmmo(p_200887_1_, p_200887_3_);
return arrowentity;
}
public boolean isInfinite(ItemStack stack, ItemStack bow, net.minecraft.world.entity.player.Player player) {
int enchant = net.minecraft.world.item.enchantment.EnchantmentHelper.getItemEnchantmentLevel(net.minecraft.world.item.enchantment.Enchantments.INFINITY_ARROWS, bow);
return enchant <= 0 ? false : this.getClass() == ItemSniperAmmo.class;
}
}
在Init包的ItemInit类中添加我们的投掷物物品声明:
ItemInit.java
public class ItemInit {
public static final DeferredRegister<Item> ITEMS = DeferredRegister.create(ForgeRegistries.ITEMS,
Main.MOD_ID);
//我们的投掷物品声明
public static RegistryObject<Item> SNIPERAMMO = ITEMS.register("sniperammo",()->
{
return new ItemSniperAmmo();
});
private static <T extends Item> RegistryObject<T> register(final String name, final Supplier<T> item) {
return ITEMS.register(name, item);
}
}
3.在entity包中新建我们的子弹实体类EntitySniperAmmo
EntitySniperAmmo.java
package com.joy187.re8joymod.entity;
import com.joy187.re8joymod.init.EntityInit;
import com.joy187.re8joymod.init.ItemInit;
import io.netty.buffer.Unpooled;
import net.minecraft.network.FriendlyByteBuf;
import net.minecraft.network.protocol.Packet;
import net.minecraft.network.syncher.EntityDataAccessor;
import net.minecraft.network.syncher.EntityDataSerializers;
import net.minecraft.network.syncher.SynchedEntityData;
import net.minecraft.world.damagesource.DamageSource;
import net.minecraft.world.entity.Entity;
import net.minecraft.world.entity.EntityType;
import net.minecraft.world.entity.LivingEntity;
import net.minecraft.world.entity.monster.AbstractSkeleton;
import net.minecraft.world.entity.monster.Blaze;
import net.minecraft.world.entity.monster.Ravager;
import net.minecraft.world.entity.projectile.ThrowableItemProjectile;
import net.minecraft.world.item.Item;
import net.minecraft.world.level.Level;
import net.minecraft.world.phys.EntityHitResult;
import net.minecraftforge.network.NetworkHooks;
public class EntitySniperAmmo extends ThrowableItemProjectile{
public int explosionPower = 1,id=91082;
public double damage;
private int ticksInGround;
private static final EntityDataAccessor<Integer> ID_EFFECT_COLOR = SynchedEntityData.defineId(EntitySniperAmmo.class, EntityDataSerializers.INT);
public EntitySniperAmmo(EntityType<?> entityIn, Level level) {
super((EntityType<? extends EntitySniperAmmo>) entityIn, level);
//this.size(1.0F, 1.0F);
this.damage = 24D;
// TODO Auto-generated constructor stub
}
public EntitySniperAmmo(Level world, LivingEntity entity) {
super(EntityInit.SNIPERAMMO.get(), entity, world);
this.damage= 24D;
}
//我们的子弹与之前的物品绑定
@Override
protected Item getDefaultItem() {
return ItemInit.SNIPERAMMO.get();
}
//当物体打击到实体上造成的伤害
protected void onHitEntity(EntityHitResult result) {
super.onHitEntity(result);
Entity entity = result.getEntity();
int i = 24;
if(entity instanceof Blaze || entity instanceof Ravager){
i = 28;
}
if(entity instanceof EntityBei || entity instanceof EntityHeisen){
i= 35;
}
if(entity instanceof EntityUrias || entity instanceof EntityUriass){
i= 25;
}
if(entity instanceof EntityLycana || entity instanceof AbstractSkeleton){
i= 45;
}
entity.hurt(DamageSource.thrown(this, this.getOwner()), (float)(i+random.nextFloat()*0.5*this.damage));
}
protected void onHit(EntityHitResult p_70227_1_) {
super.onHit(p_70227_1_);
if (!this.level.isClientSide) {
this.level.broadcastEntityEvent(this, (byte)3);
this.remove(Entity.RemovalReason.KILLED);
}
}
@Override
public Packet<?> getAddEntityPacket() {
FriendlyByteBuf pack = new FriendlyByteBuf(Unpooled.buffer());
pack.writeDouble(getX());
pack.writeDouble(getY());
pack.writeDouble(getZ());
pack.writeInt(getId());
pack.writeUUID(getUUID());
return NetworkHooks.getEntitySpawningPacket(this);
}
}
4.为我们的投掷物进行渲染,render包中新建一个渲染类RenderSniperAmmo
RenderSniperAmmo.java
package com.joy187.re8joymod.entity.render;
import com.joy187.re8joymod.Main;
import com.joy187.re8joymod.entity.EntitySniperAmmo;
import com.mojang.blaze3d.vertex.PoseStack;
import com.mojang.blaze3d.vertex.VertexConsumer;
import com.mojang.math.Matrix3f;
import com.mojang.math.Matrix4f;
import com.mojang.math.Vector3f;
import net.minecraft.client.renderer.MultiBufferSource;
import net.minecraft.client.renderer.RenderType;
import net.minecraft.client.renderer.block.model.ItemTransforms;
import net.minecraft.client.renderer.entity.EntityRenderer;
import net.minecraft.client.renderer.entity.EntityRendererProvider;
import net.minecraft.client.renderer.entity.ItemRenderer;
import net.minecraft.client.renderer.texture.OverlayTexture;
import net.minecraft.core.BlockPos;
import net.minecraft.resources.ResourceLocation;
public class RenderSniperAmmo extends EntityRenderer<EntitySniperAmmo> {
//你的子弹的贴图位置
public static final ResourceLocation TEXTURE = new ResourceLocation(Main.MOD_ID ,"textures/item/zhihu.png");
private static final float MIN_CAMERA_DISTANCE_SQUARED = 12.25F;
private final ItemRenderer itemRenderer;
private final float scale;
private final boolean fullBright;
public RenderSniperAmmo(EntityRendererProvider.Context manager) {
//this.itemRenderer = manager.getItemRenderer();
super(manager);
this.itemRenderer=manager.getItemRenderer();
this.scale=0.25F;
this.fullBright=false;
}
private static final RenderType field_229044_e_ = RenderType.entityCutoutNoCull(TEXTURE);
protected int getSkyLightLevel(EntitySniperAmmo p_239381_1_, BlockPos p_239381_2_) {
return 1;
}
@Override
public ResourceLocation getTextureLocation(EntitySniperAmmo p_110775_1_) {
return TEXTURE;
}
public void render(EntitySniperAmmo entityIn, float entityYaw, float partialTicks, PoseStack poseStackIn, MultiBufferSource bufferIn, int packedLightIn) {
if (entityIn.tickCount >= 2 || !(this.entityRenderDispatcher.camera.getEntity().distanceToSqr(entityIn) < 12.25D)) {
poseStackIn.pushPose();
poseStackIn.scale(this.scale, this.scale, this.scale);
poseStackIn.mulPose(this.entityRenderDispatcher.cameraOrientation());
poseStackIn.mulPose(Vector3f.YP.rotationDegrees(180.0F));
this.itemRenderer.renderStatic(entityIn.getItem(), ItemTransforms.TransformType.GROUND, packedLightIn, OverlayTexture.NO_OVERLAY, poseStackIn, bufferIn, entityIn.getId());
poseStackIn.popPose();
super.render(entityIn, entityYaw, partialTicks, poseStackIn, bufferIn, packedLightIn);
}
}
private static void vertexRender(VertexConsumer p_229045_0_, Matrix4f p_229045_1_, Matrix3f p_229045_2_, int p_229045_3_, float p_229045_4_, int p_229045_5_, int p_229045_6_, int p_229045_7_) {
p_229045_0_.vertex(p_229045_1_, p_229045_4_ - 0.5F, (float)p_229045_5_ - 0.25F, 0.0F).color(255, 255, 255, 255).overlayCoords(OverlayTexture.NO_OVERLAY).normal(p_229045_2_, 0.0F, 1.0F, 0.0F).endVertex();
}
}
在ClientModEventSubscriber.java
中添加我们的投掷物的渲染事件注册:
ClientModEventSubscriber.java
package com.joy187.re8joymod;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.Mod.EventBusSubscriber;
import net.minecraftforge.fml.event.lifecycle.FMLClientSetupEvent;
import com.joy187.re8joymod.entity.EntityRe8Dimi;
import com.joy187.re8joymod.entity.model.ModelRe8Dimi;
import com.joy187.re8joymod.entity.render.RenderMoSpitter;
import com.joy187.re8joymod.entity.render.RenderRe8Dimi;
import com.joy187.re8joymod.init.EntityInit;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.entity.EntityRendererProvider;
import net.minecraft.client.renderer.entity.ThrownItemRenderer;
import net.minecraft.world.entity.Entity;
import net.minecraft.world.entity.EntityType;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.client.event.EntityRenderersEvent;
import net.minecraftforge.event.entity.EntityAttributeCreationEvent;
import net.minecraftforge.eventbus.api.SubscribeEvent;
@Mod.EventBusSubscriber(modid = Main.MOD_ID, value = Dist.CLIENT, bus = Mod.EventBusSubscriber.Bus.MOD)
public class ClientModEventSubscriber
{
@SubscribeEvent
public static void onRegisterLayers(EntityRenderersEvent.RegisterLayerDefinitions event) {
event.registerLayerDefinition(ModelRe8Dimi.LAYER_LOCATION, ModelRe8Dimi::createBodyLayer);
}
@SubscribeEvent
public static void onRegisterRenderer(EntityRenderersEvent.RegisterRenderers event) {
event.registerEntityRenderer(EntityInit.RE8DIMI.get(), RenderRe8Dimi::new);
//添加我们的投掷物的渲染事件
event.registerEntityRenderer(EntityInit.SNIPERAMMO.get(), RenderSniperAmmo::new);
}
@SubscribeEvent
public static void onAttributeCreate(EntityAttributeCreationEvent event) {
event.put(EntityInit.RE8DIMI.get(), EntityRe8Dimi.prepareAttributes().build());
}
}
5.子弹制作完成,来到枪械部分。在Item中新建我们狙击枪类ItemF2
ItemF2.java
package com.joy187.re8joymod.items;
import java.util.List;
import java.util.function.Predicate;
import javax.annotation.Nullable;
import com.joy187.re8joymod.ClientModEventSubscriber;
import com.joy187.re8joymod.Main;
import com.joy187.re8joymod.entity.EntitySniperAmmo;
import com.joy187.re8joymod.init.ItemInit;
import com.joy187.re8joymod.init.SoundInit;
import net.minecraft.ChatFormatting;
import net.minecraft.client.Minecraft;
import net.minecraft.core.particles.ParticleTypes;
import net.minecraft.network.chat.Component;
import net.minecraft.network.chat.TextComponent;
import net.minecraft.sounds.SoundSource;
import net.minecraft.stats.Stats;
import net.minecraft.world.InteractionHand;
import net.minecraft.world.InteractionResultHolder;
import net.minecraft.world.entity.Entity;
import net.minecraft.world.entity.LivingEntity;
import net.minecraft.world.entity.player.Player;
import net.minecraft.world.item.Item;
import net.minecraft.world.item.ItemStack;
import net.minecraft.world.item.ProjectileWeaponItem;
import net.minecraft.world.item.TooltipFlag;
import net.minecraft.world.item.Vanishable;
import net.minecraft.world.item.enchantment.EnchantmentHelper;
import net.minecraft.world.item.enchantment.Enchantments;
import net.minecraft.world.level.Level;
public class ItemF2 extends ProjectileWeaponItem implements Vanishable {
public ItemF2() {
super(new ItemF2.Properties().tab(Main.TUTORIAL_TAB).stacksTo(1));
}
public ItemF2(Item.Properties name) {
super(name);
}
public void releaseUsing(ItemStack p_77615_1_, Level level, LivingEntity p_77615_3_, int p_77615_4_) {
if (p_77615_3_ instanceof Player) {
Player Player = (Player)p_77615_3_;
//OneHandedPose.renderFirstPersonArms(Player, Player.HAND_SLOTS, p_77615_1_, Player.getPose(), Player.buffer, p_77615_4_, p_77615_4_);
boolean flag = Player.getAbilities().instabuild || EnchantmentHelper.getItemEnchantmentLevel(Enchantments.INFINITY_ARROWS, p_77615_1_) > 0;
// ItemStack itemstack = Player.getProjectile(p_77615_1_);
ItemStack itemstack = this.findAmmo(Player);
int i = this.getUseDuration(p_77615_1_) - p_77615_4_;
i = net.minecraftforge.event.ForgeEventFactory.onArrowLoose(p_77615_1_, level, Player, i, !itemstack.isEmpty() || flag);
if (i < 0) return;
if (!itemstack.isEmpty() || flag) {
if (itemstack.isEmpty()) {
itemstack = new ItemStack(ItemInit.SNIPERAMMO.get().asItem());
}
float f = getPowerForTime(i);
if (!((double)f < 0.1D)) {
boolean flag1 = Player.getAbilities().instabuild || (itemstack.getItem() instanceof ItemSniperAmmo && ((ItemSniperAmmo)itemstack.getItem()).isInfinite(itemstack, p_77615_1_, Player));
if (!level.isClientSide) {
ItemSniperAmmo arrowitem = (ItemSniperAmmo)(itemstack.getItem() instanceof ItemSniperAmmo ? itemstack.getItem() : ItemInit.SNIPERAMMO.get().asItem());
EntitySniperAmmo abstractarrowentity = arrowitem.createArrow(level, itemstack, Player);
abstractarrowentity = customArrow(abstractarrowentity);
//abstractarrowentity.setItem(itemstack);
abstractarrowentity.shootFromRotation(Player, Player.getXRot(), Player.getYRot(), 0.2F, f * 30.0F, 0.75F);
abstractarrowentity.level.addParticle(ParticleTypes.FLAME, abstractarrowentity.getX(), abstractarrowentity.getY(), abstractarrowentity.getZ(), abstractarrowentity.position().x , abstractarrowentity.position().y, abstractarrowentity.position().z);
abstractarrowentity.playSound(SoundInit.R2FIRE.get(), 4.5F,4.5F);
if (EnchantmentHelper.getItemEnchantmentLevel(Enchantments.FLAMING_ARROWS, p_77615_1_) > 0) {
abstractarrowentity.setSecondsOnFire(100);
}
p_77615_1_.hurtAndBreak(1, Player, (p_220009_1_) -> {
p_220009_1_.broadcastBreakEvent(Player.getUsedItemHand());
});
abstractarrowentity.level.addParticle(ParticleTypes.FLAME, abstractarrowentity.getX(), abstractarrowentity.getY(), abstractarrowentity.getZ(), abstractarrowentity.position().x * -0.2D, 0.08D, abstractarrowentity.position().z * -0.2D);
level.addFreshEntity(abstractarrowentity);
}
//发射的声音
level.playSound((Player)null, Player.getX(), Player.getY(), Player.getZ(), SoundInit.R2FIRE.get(), SoundSource.PLAYERS, 4.5F, 4.5F / (Player.getRandom().nextFloat() * 0.2F + 1.2F) + f * 0.5F);
if (!flag1 && !Player.getAbilities().instabuild) {
itemstack.shrink(1);
if (itemstack.isEmpty()) {
Player.getInventory().removeItem(itemstack);
}
}
//每次发射成功后就间隔1.5s再发射(30=20*1.5)
Player.getCooldowns().addCooldown(this, 30);
Player.awardStat(Stats.ITEM_USED.get(this));
}
}
}
}
public InteractionResultHolder<ItemStack> use(Level level, Player palyerIn, InteractionHand handIn) {
ItemStack itemstack = palyerIn.getItemInHand(handIn);
boolean flag = !this.findAmmo(palyerIn).isEmpty();
InteractionResultHolder<ItemStack> ret = net.minecraftforge.event.ForgeEventFactory.onArrowNock(itemstack, level, palyerIn, handIn, flag);
if (ret != null) return ret;
if (!palyerIn.getAbilities().instabuild && !flag) {
return InteractionResultHolder.fail(itemstack);
} else {
palyerIn.startUsingItem(handIn);
return InteractionResultHolder.consume(itemstack);
}
}
public static float getPowerForTime(int p_185059_0_) {
float f = (float)p_185059_0_ / 20.0F;
f = (f * f + f * 2.0F) / 3.0F;
if (f > 1.0F) {
f = 1.0F;
}
return f;
}
public int getUseDuration(ItemStack p_77626_1_) {
return 500;
}
public Predicate<ItemStack> getAllSupportedProjectiles() {
return ARROW_OR_FIREWORK;
}
public EntitySniperAmmo customArrow(EntitySniperAmmo arrow) {
return arrow;
}
public int getDefaultProjectileRange() {
return 15;
}
//判断是否能找到我们的专属子弹
protected ItemStack findAmmo(Player player)
{
if (this.isSniperAmmo(player.getItemInHand(InteractionHand.OFF_HAND)))
{
return player.getItemInHand(InteractionHand.OFF_HAND);
}
else if (this.isSniperAmmo(player.getItemInHand(InteractionHand.MAIN_HAND)))
{
return player.getItemInHand(InteractionHand.MAIN_HAND);
}
else
{
for (int i = 0; i < player.getInventory().getContainerSize(); ++i)
{
ItemStack itemstack = player.getInventory().getItem(i);
if (this.isSniperAmmo(itemstack))
{
return itemstack;
}
}
return ItemStack.EMPTY;
}
}
protected boolean isSniperAmmo(ItemStack stack)
{
return stack.getItem() instanceof ItemSniperAmmo;
}
@Override
public boolean onEntitySwing(ItemStack stack, LivingEntity entity)
{
return true;
}
public void initializeClient(java.util.function.Consumer<net.minecraftforge.client.IItemRenderProperties> consumer) {
}
//对枪械的状态进行监视
public void inventoryTick(ItemStack p_77663_1_, Level p_77663_2_, Entity p_77663_3_, int p_77663_4_, boolean p_77663_5_) {
if(p_77663_3_ instanceof Player)
{
ItemStack item = ((Player)p_77663_3_).getItemInHand(InteractionHand.OFF_HAND);
//如果玩家副手装备了这把枪
if(item.getItem() == ItemInit.F2RIFLE.get())
{
//让视野变成开镜状态(数值越小放大越大)
Minecraft.getInstance().options.fov=12;
}
else {
//不在副手就回复视野范围
Minecraft.getInstance().options.fov=70;
}
}
}
@Override
public void appendHoverText(ItemStack stack, @Nullable Level worldIn, List<Component> tooltip, TooltipFlag flagIn) {
tooltip.add(Component.nullToEmpty(ChatFormatting.GOLD+"Press 'F' to offhand for scoping."));
tooltip.add(Component.nullToEmpty(ChatFormatting.GOLD+"Ammo Type:Sniper Rifle Ammo"));
}
}
在ItemInit
类中添加我们枪械的声明:
ItemInit.java
public static RegistryObject<Item> SA110 = ITEMS.register("sa110",()->
{
return new ItemF2();
});
6.我们为自己的枪械设计了专门的声音,在SoundInit中进行注册:
SoundInit.java
package com.joy187.re8joymod.init;
import net.minecraftforge.registries.RegistryObject;
import com.joy187.re8joymod.Main;
import net.minecraft.resources.ResourceLocation;
import net.minecraft.sounds.SoundEvent;
import net.minecraftforge.registries.DeferredRegister;
import net.minecraftforge.registries.ForgeRegistries;
public class SoundInit {
public static final DeferredRegister<SoundEvent> SOUNDS = DeferredRegister.create(ForgeRegistries.SOUND_EVENTS, Main.MOD_ID);
//我们的枪械声音
public static final RegistryObject<SoundEvent> R2FIRE = build("entity.m1851.f2rifle");
private static RegistryObject<SoundEvent> build(String id)
{
return SOUNDS.register(id, () -> new SoundEvent(new ResourceLocation(Main.MOD_ID, id)));
}
}
在项目主类的Main函数中将SoundInit
类进行注册:
public Main() {
IEventBus bus = FMLJavaModLoadingContext.get().getModEventBus();
ItemInit.ITEMS.register(bus);
BlockInit.BLOCKS.register(bus);
EntityInit.ENTITY_TYPES.register(bus);
EffectInit.EFFECTS.register(bus);
PotionInit.POTIONS.register(bus);
//添加这个
SoundInit.SOUNDS.register(bus);
}
将声音文件转换为.ogg
格式,放入src\main\resources\assets\你的modid\sounds\entity\m1851
路径下。
7.代码部分结束,进入资源包制作环节。在resources包中的sounds.json
文件中添加我们的枪械声音:
sounds.json
"entity.m1851.f2rifle":{
"category":"entity",
"subtitle" :"entity.m1851.f2rifle.sub",
"sounds":[{ "name": "re8joymod:entity/m1851/f2rifle", "stream":true }]
},
在lang包中的en_us.json
中添加枪械、子弹物品、子弹实体的英文名称:
en_us.json
"entity.re8joymod.sniperammo": "Sniper Rifle Ammo",
"item.re8joymod.f2rifle": "F2 Rifle",
"item.re8joymod.sniperammo": "Sniper Rifle Ammo",
在lang包中的zh_cn.json
中添加枪械、子弹物品、子弹实体的中文名称:
zh_cn.json
"item.re8joymod.sniperammo": "狙击枪子弹",
"item.re8joymod.f2rifle": "F2 狙击枪",
"entity.re8joymod.sniperammo": "狙击枪子弹",
8.保存项目,运行游戏测试:
主手时狙击枪形态:
按’F’键切换至副手时狙击枪形态
Pong! Pong!
边栏推荐
- Leetcode sum of two numbers
- NLP第四范式:Prompt概述【Pre-train,Prompt(提示),Predict】【刘鹏飞】
- Extracting key information from TrueType font files
- Flutter Doctor:Xcode 安装不完整
- Unreal browser plug-in
- Mongodb problem set
- FTP server, ssh server (super brief)
- Virtual machine network, networking settings, interconnection with host computer, network configuration
- Visualstudio2019 compilation configuration lastools-v2.0.0 under win10 system
- RDD partition rules of spark
猜你喜欢
Card 4G industrial router charging pile intelligent cabinet private network video monitoring 4G to Ethernet to WiFi wired network speed test software and hardware customization
Using SA token to solve websocket handshake authentication
Know MySQL database
0211 embedded C language learning
Basic operations of databases and tables ----- primary key constraints
Leetcode3, implémenter strstr ()
Folio. Ink is a free, fast and easy-to-use image sharing tool
How to upgrade kubernetes in place
Visualstudio2019 compilation configuration lastools-v2.0.0 under win10 system
SQL statement
随机推荐
You are using pip version 21.1.1; however, version 22.0.3 is available. You should consider upgradin
It's wrong to install PHP zbarcode extension. I don't know if any God can help me solve it. 7.3 for PHP environment
How to improve the level of pinduoduo store? Dianyingtong came to tell you
Ali test open-ended questions
Maya hollowed out modeling
How does redis implement multiple zones?
通过PHP 获取身份证相关信息 获取生肖,获取星座,获取年龄,获取性别
Alibaba canal usage details (pit draining version)_ MySQL and ES data synchronization
A basic lintcode MySQL database problem
Redis守护进程无法停止解决方案
Comments on flowable source code (XXXV) timer activation process definition processor, process instance migration job processor
Concept of storage engine
Use image components to slide through photo albums and mobile phone photo album pages
dried food! Accelerating sparse neural network through hardware and software co design
NumPy 数组索引 切片
【clickhouse】ClickHouse Practice in EOI
【Flask】静态文件与模板渲染
Redis key operation
2 power view
Jisuanke - t2063_ Missile interception