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Martin Hope
ralph
Asked: 2025-02-24 14:36:27 +0000 UTC

重装windows后如何注册node、git等

  • 5

我将 Windows 重置为出厂设置,
我需要的所有应用程序都安装在 D 盘上(node、git、vsc、webstorm 等)。

但是现在它们在系统中“未注册”,并且 cmd 看不到命令​​,例如“node -v”
问题是,如何使所有这些变得“活跃”并正常工作,以便整个系统可以再次看到这些程序?
以及重置 Windows 后安装在其他磁盘上的任何程序

这是我的第一次经历,所以不要打败我)

node.js
  • 2 个回答
  • 92 Views
Martin Hope
Black Monk
Asked: 2025-02-24 05:26:04 +0000 UTC

C# HttpListener 或 PHP php-fpm:Linux 上的稳定性和性能问题 [关闭]

  • 4
已关闭。对这个问题不可能给出一个客观的答案。目前不接受对此问题的答复。

想改进这个问题吗? 重新构建问题,以便可以使用事实和引述来回答。

昨天休息。

改进问题

我使用服务器后面的 HttpListener 来实现 HTTPS,并没有引起任何抱怨。我想切换到 php-fpm,但我不知道它会有什么效果。有谁知道这个问题,告诉我 Linux 上最新版本的 php-fpm 有多可靠,相同算法在相同数据集上的性能是否可以比较?

php-fpm
  • 1 个回答
  • 18 Views
Martin Hope
Egor
Asked: 2025-02-24 00:53:28 +0000 UTC

为什么对话框无法在角度材料中打开?

  • 6

我有一个组件,当按下按钮时会出现一个对话框。此方法与按钮相连。

public onBurger() {
    const dialogRef = this.dialog.open(BurgerMenuComponent, {
      width: '100%',
      disableClose: true
    })
    dialogRef.afterOpened().subscribe(() => {
      console.log('Диалог открыт');
    });

    dialogRef.afterClosed().subscribe(result => {
      console.log('Диалог закрыт с результатом:', result);
    });
  }

在设计器中,MatDialog 与组件连接的模块相连的组件中导入的MatDialogModule 窗口没有打开,在控制台中我只看到

对话框关闭,结果为:undefind 我怎样才能使它在我单击按钮时打开一个对话框,其中包含我需要的组件

html
  • 1 个回答
  • 20 Views
Martin Hope
Streammer
Asked: 2025-02-23 23:01:29 +0000 UTC

卷在 Docker 中不起作用。更准确地说,在 Nest.js 项目中跟踪文件更改不起作用

  • 4

我正在使用 Docker 版本 20.10.21,构建 baeda1f。操作系统 Windows 11。决定在 Nest.js 上“dockerize”该应用程序。我通过 nest cli 创建了一个空项目并安装了 nodemon,虽然这里基本上不需要它,但没有它跟踪也可以工作。应用程序运行正常,一切正常。然后我决定创建一个 Docker 镜像和一个基于它的容器。这是我的Dockerfile

FROM node:latest

WORKDIR /app

RUN npm install -g nodemon

COPY package.json .

RUN npm install

COPY . .

EXPOSE 3030

CMD ["npm", "run", "start:dev"]

这是我的package.json

{
  "name": "nest_docker_setup",
  "version": "0.0.1",
  "description": "",
  "author": "",
  "private": true,
  "license": "UNLICENSED",
  "scripts": {
    "build": "nest build",
    "format": "prettier --write \"src/**/*.ts\" \"test/**/*.ts\"",
    "start": "nest start",
    "start:dev": "nodemon --config nodemon.json",
    "start:debug": "nest start --debug --watch",
    "start:prod": "node dist/main",
    "lint": "eslint \"{src,apps,libs,test}/**/*.ts\" --fix",
    "test": "jest",
    "test:watch": "jest --watch",
    "test:cov": "jest --coverage",
    "test:debug": "node --inspect-brk -r tsconfig-paths/register -r ts-node/register node_modules/.bin/jest --runInBand",
    "test:e2e": "jest --config ./test/jest-e2e.json"
  },
  "dependencies": {
    "@nestjs/common": "^11.0.1",
    "@nestjs/core": "^11.0.1",
    "@nestjs/platform-express": "^11.0.1",
    "reflect-metadata": "^0.2.2",
    "rxjs": "^7.8.1"
  },
  "devDependencies": {
    "@eslint/eslintrc": "^3.2.0",
    "@eslint/js": "^9.18.0",
    "@nestjs/cli": "^11.0.0",
    "@nestjs/schematics": "^11.0.0",
    "@nestjs/testing": "^11.0.1",
    "@swc/cli": "^0.6.0",
    "@swc/core": "^1.10.7",
    "@types/express": "^5.0.0",
    "@types/jest": "^29.5.14",
    "@types/node": "^22.10.7",
    "@types/supertest": "^6.0.2",
    "eslint": "^9.18.0",
    "eslint-config-prettier": "^10.0.1",
    "eslint-plugin-prettier": "^5.2.2",
    "globals": "^15.14.0",
    "jest": "^29.7.0",
    "nodemon": "^3.1.9",
    "prettier": "^3.4.2",
    "source-map-support": "^0.5.21",
    "supertest": "^7.0.0",
    "ts-jest": "^29.2.5",
    "ts-loader": "^9.5.2",
    "ts-node": "^10.9.2",
    "tsconfig-paths": "^4.2.0",
    "typescript": "^5.7.3",
    "typescript-eslint": "^8.20.0"
  },
  "jest": {
    "moduleFileExtensions": [
      "js",
      "json",
      "ts"
    ],
    "rootDir": "src",
    "testRegex": ".*\\.spec\\.ts$",
    "transform": {
      "^.+\\.(t|j)s$": "ts-jest"
    },
    "collectCoverageFrom": [
      "**/*.(t|j)s"
    ],
    "coverageDirectory": "../coverage",
    "testEnvironment": "node"
  }
}

main.ts 如下所示

import { NestFactory } from '@nestjs/core';
import { AppModule } from './app.module';

async function bootstrap() {
  const app = await NestFactory.create(AppModule);
  await app.listen(process.env.PORT ?? 3030);
}
bootstrap();

这就是我的app.service.ts文件的样子

import { Injectable } from '@nestjs/common';

@Injectable()
export class AppService {
  getHello(): string {
    return 'Hello World!2';
  }
}

这就是我创建图像的方式

docker build -t server-nest:v1.0 .

这就是我创建容器的方法

docker run --name test-nest2 -p 3002:3030 --rm -v C:\Users\Dmitrij\work\nest_docker_setup:/app -v /app/node_modules server-nest:v1.0

绝对路径是正确的。这是应用程序的文件结构 项目截图

究竟问题是什么?图像和容器已创建,但变更跟踪不起作用。那些。如果我更改 app.service.ts 文件中的行 return 'Hello World!2';然后通过 GET 请求 http://localhost:3002 我获得了之前的值。但即使没有 Docker,一切仍然正常。我想尝试安装 nodemon 并看看它是否可以工作,但是它没有工作。我尝试在容器运行时检查 nodemon 是否以这种方式安装。在 Docker 容器内,我运行命令来检查 nodemon 是否看到更改:

docker exec -it test-nest2 sh
nodemon --watch src --exec "nest start --watch"

我在控制台中收到了这个响应

[2:08:59 PM] Starting compilation in watch mode...

[2:09:01 PM] Found 0 errors. Watching for file changes.

[Nest] 99  - 02/23/2025, 2:09:01 PM     LOG [NestFactory] Starting Nest application...
[Nest] 99  - 02/23/2025, 2:09:01 PM     LOG [InstanceLoader] AppModule dependencies initialized +8ms
[Nest] 99  - 02/23/2025, 2:09:01 PM     LOG [RoutesResolver] AppController {/}: +3ms
[Nest] 99  - 02/23/2025, 2:09:01 PM     LOG [RouterExplorer] Mapped {/, GET} route +2ms
[Nest] 99  - 02/23/2025, 2:09:01 PM     LOG [NestApplication] Nest application successfully started +1ms
[Nest] 99  - 02/23/2025, 2:09:01 PM   ERROR [NestApplication] Error: listen EADDRINUSE: address already in use :::3030 +2ms
node:net:1937
    const ex = new UVExceptionWithHostPort(err, 'listen', address, port);
               ^

Error: listen EADDRINUSE: address already in use :::3030
    at Server.setupListenHandle [as _listen2] (node:net:1937:16)
    at listenInCluster (node:net:1994:12)
    at Server.listen (node:net:2099:7)
    at ExpressAdapter.listen (/app/node_modules/@nestjs/platform-express/adapters/express-adapter.js:109:32)
    at /app/node_modules/@nestjs/core/nest-application.js:183:30
    at new Promise (<anonymous>)
    at NestApplication.listen (/app/node_modules/@nestjs/core/nest-application.js:173:16)
    at async bootstrap (/app/src/main.ts:6:3) {
  code: 'EADDRINUSE',
  errno: -98,
  syscall: 'listen',
  address: '::',
  port: 3030
}

Node.js v23.8.0
PS C:\Users\Dmitrij\work\nest_docker_setup> 

我尝试更改端口,但没有什么帮助。我希望有人能提出一些建议。

node.js
  • 1 个回答
  • 31 Views
Martin Hope
Danish
Asked: 2025-02-23 18:45:33 +0000 UTC

我怎样才能制作一个计数器,以便当我进球时,结果就会显示在记分牌上?

  • 6

我怎样才能得分,以便当我进球时,记分牌上就会增加一分?

import pygame
from pygame import image


pygame.init()
# Константы
SCREEN_WIDTH, SCREEN_HEIGHT = 600, 800
FPS = 30
BLUE_WIDTH, BLUE_HEIGHT = 50, 50
PUCK_WIDTH, PUCK_HEIGHT = 35, 35
# Цвета
WHITE = (255, 255, 255)
GRAY = (50, 50, 50)
GREEN = (0, 200, 0)
BROWN = (139, 69, 19)
BLUE = (0, 0, 255)
ZONE_WIDTH = 400
ZONE_HEIGHT = 600

GATE_WIDTH, GATE_HEIGHT = 100, 10

# Настройка экрана
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("Air Hockey")
clock = pygame.time.Clock()
background = pygame.transform.scale(pygame.image.load("assets\\background.png"), (ZONE_WIDTH, ZONE_HEIGHT))
bluepad = pygame.transform.scale(pygame.image.load("assets\\bluepad.png"), (BLUE_WIDTH, BLUE_HEIGHT))
puck = pygame.transform.scale(pygame.image.load("assets\\puck.png"), (PUCK_WIDTH, PUCK_HEIGHT))
redpad = pygame.transform.scale(pygame.image.load("assets\\redpad.png"), (SCREEN_WIDTH, SCREEN_HEIGHT))
pos = pygame.mouse.get_pos()

STICK_RADIUS = 5
BALL_RADIUS = 10
bluepad_speed_y = 10
ball_speed_x = 2
ball_speed_y = 2
LOWER, UPPER = "lower", "upper"
HOME, AWAY = "Player 1", "Player 2"
START_SCORE = {HOME: 0, AWAY: 0}


class Ball():
    def __init__(self, x, y, radius):
        self.dx = 0
        self.dy = 0
        self.friction = 0.95
        self.rect = pygame.Rect(x, y, radius*2, radius*2)

    def draw(self):
        screen.blit(puck, self.rect.center)

    def update(self):
        # Добавляем инерцию
        self.dx *= self.friction
        self.dy *= self.friction
        self.rect.x += self.dx
        self.rect.y += self.dy

    def check_zone_collision(self, zone):
        if not self.rect.top > zone.rect.top:
            self.rect.top = zone.rect.top
            self.dy = -self.dy
        elif not self.rect.bottom < zone.rect.bottom:
            self.rect.bottom = zone.rect.bottom
            self.dy = -self.dy

        if not self.rect.left > zone.rect.left:
            self.rect.left = zone.rect.left
            self.dx = -self.dx
        elif not self.rect.right < zone.rect.right:
            self.rect.right = zone.rect.right
            self.dx = -self.dx


class Gate():
    def __init__(self, x, y):
        self.x = x
        self.y =  y
        self.rect = pygame.Rect(x,y,GATE_WIDTH, GATE_HEIGHT)

    def draw(self):
        pygame.draw.rect(screen, BROWN, self.rect)


class Stick():
    def __init__(self, x, y, radius):
        self.dragging = False
        self.dx = 0
        self.dy = 0
        self.friction = 0.95
        self.rect = pygame.Rect(x, y, radius*2, radius*2)

    def draw(self):
        pygame.draw.circle(screen, BROWN, self.rect.center, self.rect.width // 2)
        screen.blit(bluepad, self.rect.center)

    def update(self):
        if not self.dragging:
            # Добавляем инерцию
            self.dx *= self.friction
            self.dy *= self.friction
            self.rect.x += self.dx
            self.rect.y += self.dy

    def check_zone_collision(self, zone):
        if not self.rect.top > zone.rect.top:
            self.rect.top = zone.rect.top
            self.dy = -self.dy
        elif not self.rect.bottom < zone.rect.bottom:
            self.rect.bottom = zone.rect.bottom
            self.dy = -self.dy

        if not self.rect.left > zone.rect.left:
            self.rect.left = zone.rect.left
            self.dx = -self.dx
        elif not self.rect.right < zone.rect.right:
            self.rect.right = zone.rect.right
            self.dx = -self.dx

class Bot():
    def __init__(self, x, y, radius):
        self.dragging = False
        self.dx = 0
        self.dy = 0
        self.friction = 0.95
        self.redpad = pygame.transform.scale(pygame.image.load("assets\\redpad.png"), (BLUE_WIDTH, BLUE_HEIGHT))
        self.rect = pygame.Rect(x, y, radius*2, radius*2)

    def draw(self):
        screen.blit(self.redpad, self.rect.center)
        pygame.draw.circle(screen, GREEN, self.rect.center, self.rect.width // 2)

    def move_bot(self):
        if ball.rect.center > self.rect.center and ball.rect.centerx > 450:
            self.dy += 1
        if ball.rect.center < self.rect.center and ball.rect.centerx > 450:
            self.dy -= 1

    def update(self):
        if not self.dragging:
            # Добавляем инерцию
            self.dx *= self.friction
            self.dy *= self.friction
            self.rect.x += self.dx
            self.rect.y += self.dy

    def check_zone_collision(self, zone):
        if not self.rect.top > zone.rect.top:
            self.rect.top = zone.rect.top
            self.dy = -self.dy
        elif not self.rect.bottom < zone.rect.bottom:
            self.rect.bottom = zone.rect.bottom
            self.dy = -self.dy

        if not self.rect.left > zone.rect.left:
            self.rect.left = zone.rect.left
            self.dx = -self.dx
        elif not self.rect.right < zone.rect.right:
            self.rect.right = zone.rect.right
            self.dx = -self.dx


class Zone():
    def __init__(self, x, y, width, height):
        self.rect = pygame.Rect(x, y, width, height)

    def draw(self):
        screen.blit(background, self.rect)


stick = Stick(250, 500, STICK_RADIUS)
ball = Ball(275, 380, BALL_RADIUS)
zone = Zone(100, 100, ZONE_WIDTH, ZONE_HEIGHT)
bot = Bot(250, 250, STICK_RADIUS)
gate_enemy = Gate(250, 100)
gate_my = Gate(250, ZONE_HEIGHT+100)

# Основной цикл игры
running = True
game_status = 'game'
bluepad_speed_y = 0
font_score = pygame.font.Font(None, 20)
while running:
    screen.fill(BLUE)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.MOUSEBUTTONDOWN:
            if event.button == 1 and stick.rect.collidepoint(event.pos):
                stick.dragging = True
                bluepad_speed_y -= 1
                if game_status == 'menu':
                    game_status = 'game'
                    score = [0, 0]
        elif event.type == pygame.MOUSEBUTTONUP:
            stick.dragging = False
            bluepad_speed_y += 1
        elif event.type == pygame.MOUSEMOTION:
            if stick.dragging:
                dx, dy = event.rel
                stick.rect.x += dx
                stick.rect.y += dy
                stick.dx = dx
                stick.dy = dy

    zone.draw()

    gate_my.draw()
    gate_enemy.draw()

    stick.update()
    stick.draw()
    stick.check_zone_collision(zone)

    ball.update()
    ball.draw()
    ball.check_zone_collision(zone)

    bot.draw()
    bot.move_bot()

    if gate_enemy.rect.colliderect(ball.rect):
        running = False
    if gate_my.rect.colliderect(ball.rect):
        running = False

    if ball.rect.colliderect(stick.rect):
        ball.dx = stick.dx
        ball.dy = stick.dy
        stick.dx = -stick.dx
        stick.dy = -stick.dy
    keys = pygame.key.get_pressed()

    font_score.render(f"Score{score}", True, WHITE)

    message_score = font_score.render(f"Score {score}", True, WHITE)
    message_rect = message_score.get_rect(center=(290, SCREEN_HEIGHT - 50))
    screen.blit(message_score, message_rect)

    pygame.display.flip()
    clock.tick(FPS)

pygame.quit()
python
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