在 Jetbrains Toolbox 的帮助下安装的 Goland 在我/usr/share/applications
从它工作的管理员运行 nautilus 的文件夹中创建了一个快捷方式,对于普通用户,在 Show Applications 中没有也没有程序。试图给chmod 777
没有帮助。
操作系统 Ubuntu 18.04
主页
/
user-270671
Angel Pensive's questions
尝试创建表但抱怨没有匹配的唯一键或主键。
CREATE TABLE category
(
id NUMBER GENERATED ALWAYS as IDENTITY(START WITH 1 INCREMENT by 1),
name VARCHAR(100),
cat_id VARCHAR(20),
CONSTRAINT pk_category PRIMARY KEY (id, name, cat_id)
);
CREATE TABLE manufacturer
(
id NUMBER GENERATED ALWAYS as IDENTITY(START WITH 1 INCREMENT by 1),
name VARCHAR(100),
site VARCHAR(255),
description BLOB,
CONSTRAINT pk_manufacturer PRIMARY KEY (id, name)
);
CREATE TABLE product
(
id NUMBER GENERATED ALWAYS as IDENTITY(START WITH 1 INCREMENT by 1),
name VARCHAR(100),
model VARCHAR(100),
quantity NUMBER,
price DEC(9,2),
availability VARCHAR(1) CHECK(availability IN('y','n')),
cat_id VARCHAR(20),
manufacturer VARCHAR(100),
CONSTRAINT pk_product PRIMARY KEY (id, cat_id, manufacturer),
CONSTRAINT fk_product_cat_id FOREIGN KEY (cat_id)
REFERENCES category(cat_id),
CONSTRAINT fk_product_manufacturer FOREIGN KEY (manufacturer)
REFERENCES manufacturer(name)
);
当您尝试登录管理员时,会弹出一个窗口,其中包含用户名和密码。默认登录是root,密码应该是空的,但是我无法登录。我像这样通过docker链接安装所有东西
docker run --link mysqlserver:db -p 8080:8080 adminer
我试图找到如何在单击并悬停在按钮上时设置按钮动画的示例。到目前为止没有成功。
请分享秘密手稿。
理想情况下,我想将qss
动画与 c结合起来QPushButton
。
我正在尝试设置我写这一行的阴影:
renderer.shadowMap.enabled = true;
什么都没有出现,之后编译器会写一个错误:
TypeError: Cannot set property 'enabled' of undefined
完整代码:
var camera, controls, scene, renderer;
var plane
var shoulder, cubit, wrist;
var root_beam, top_beam;
var claw_base, claw_one, claw_two;
function init() {
// create a scene, that will hold all our elements such as objects, cameras and lights.
scene = new THREE.Scene();
// create a camera, which defines where we're looking at.
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
// create a render and set the size
renderer = new THREE.WebGLRenderer();
renderer.setClearColorHex();
renderer.setClearColor(new THREE.Color(0x000000));
renderer.setSize(window.innerWidth-350, window.innerHeight-65);
// show axes in the screen
var axes = new THREE.AxisHelper(20);
scene.add(axes);
// create the ground plane
var planeGeometry = new THREE.PlaneGeometry(60, 60);
var planeMaterial = new THREE.MeshBasicMaterial({color: 0xffffff});
plane = new THREE.Mesh(planeGeometry, planeMaterial);
// rotate and position the plane
plane.rotation.x = -0.5 * Math.PI;
plane.position.x = 0;
plane.position.y = 0;
plane.position.z = 0;
// add the plane to the scene
scene.add(plane);
var sphereGeometry = new THREE.SphereGeometry(2, 20, 20);
var sphereMaterial = new THREE.MeshBasicMaterial({color: 0x8B0000, wireframe: false});
shoulder = new THREE.Mesh(sphereGeometry, sphereMaterial);
shoulder.position.z = 2;
plane.add(shoulder);
var geometry = new THREE.CylinderGeometry( 1.5, 1.5, 20, 32 );
var material = new THREE.MeshBasicMaterial( {color: 0x778899} );
root_beam = new THREE.Mesh( geometry, material );
root_beam.rotation.x = 0.5 * Math.PI;
root_beam.position.z = 10;
shoulder.add(root_beam);
cubit = new THREE.Mesh(sphereGeometry, sphereMaterial);
cubit.position.y = 10;
root_beam.add(cubit);
top_beam = new THREE.Mesh( geometry, material );
top_beam.position.y = 10;
cubit.add(top_beam);
wrist = new THREE.Mesh(sphereGeometry, sphereMaterial);
wrist.position.y = 10;
top_beam.add(wrist);
var cubeGeometry = new THREE.BoxGeometry(12, 1, 4);
var cubeMaterial = new THREE.MeshBasicMaterial({color: 0x778899, wireframe: false});
claw_base = new THREE.Mesh(cubeGeometry, cubeMaterial);
claw_base.position.y = 2;
wrist.add(claw_base);
cubeGeometry = new THREE.BoxGeometry(6, 1, 4);
cubeMaterial = new THREE.MeshBasicMaterial({color: 0xFF0000, wireframe: false});
claw_one = new THREE.Mesh(cubeGeometry, cubeMaterial);
claw_one.rotation.z = 0.5 * Math.PI;
claw_one.position.y = 3.5;
claw_one.position.x = 5.5;
claw_base.add(claw_one);
cubeMaterial = new THREE.MeshBasicMaterial({color: 0x0000FF, wireframe: false});
claw_two = new THREE.Mesh(cubeGeometry, cubeMaterial);
claw_two.rotation.z = 0.5 * Math.PI;
claw_two.position.y = 3.5;
claw_two.position.x = -5.5;
claw_base.add(claw_two);
shoulder.rotation.y = 0.5;
cubit.rotation.z = 1.5;
wrist.rotation.y = 0.8;
// position and point the camera to the center of the scene
camera.position.x = -30;
camera.position.y = 40;
camera.position.z = 30;
camera.lookAt(scene.position);
// add the output of the renderer to the html element
document.getElementById("imterBody").appendChild(renderer.domElement);
controls = new THREE.OrbitControls( camera, renderer.domElement );
//controls.addEventListener( 'change', render ); // call this only in static scenes (i.e., if there is no animation loop)
controls.enableDamping = true; // an animation loop is required when either damping or auto-rotation are enabled
controls.dampingFactor = 0.25;
controls.screenSpacePanning = false;
controls.minDistance = 100;
controls.maxDistance = 500;
controls.maxPolarAngle = Math.PI / 2;
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
//renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
controls.update();
render();
}
function render() {
renderer.render( scene, camera );
}
function start(){
init();
animate();
}
window.onload = start;
css文件中有一个动画:
.pointImg{
position: absolute ;
width: 8%;
margin: 1% 1% 1% 1%;
-webkit-animation: pulsing 1s infinite;
animation: pulsing 1s infinite;
}
@-webkit-keyframes pulsing {
0% {
-webkit-transform: scale(0, 0);
transform: scale(0, 0)
}
50% {
-webkit-transform: scale(1.0, 1.0);
transform: scale(1.0, 1.0);
}
100% {
-webkit-transform: scale(0, 0);
transform: scale(0, 0);
}
}
@keyframes pulsing{
0% {
-webkit-transform: scale(0, 0);
transform: scale(0, 0)
}
50% {
-webkit-transform: scale(1.0, 1.0);
transform: scale(1.0, 1.0);
}
100% {
-webkit-transform: scale(0, 0);
transform: scale(0, 0);
}
}
单击另一个图像(不是 pointImg 类)时,如何从脚本中启用和禁用此动画?我知道 .onclick 事件,但我不知道如何再次启用动画。
实际上写没有这样的插槽
void runA(long &a, long &b, int end);
我想像这样递归调用它
QTimer::singleShot(300, this, SLOT(runA(a,b,end)));
在此之前,项目没有问题。现场检查了Q_OBJECT,试图将插槽移至公共插槽并没有像在公共Q_OBJECT中那样有帮助。
rotate.onclick = function () {
setTimeout(clickC(rotate),5000);
};
每次迭代后如何在循环中进行延迟?
void Programma::on_pushButton_clicked()
{
while (true) {
//задержка
// исполняемый код
}
}
读取文件:
if (V_on(stream1.readLine(),stream2.readLine()))
{
stream << (stream1.readLine() + "\n");
}
并且我需要在满足条件后再次读取这一行,而不将指针移动到下一行并且不创建缓冲区变量。是否有可能做到这一点?
无法为结构重载 = 运算符。程序可以编译,但在执行直接合并时会崩溃。
结构:
struct Student
{
QString fio;
int group;
int ysp[5];
Student& operator = (const Student &s)
{
fio = s.fio;
group = s.group;
ysp[0] = s.ysp[0];
ysp[1] = s.ysp[1];
ysp[2] = s.ysp[2];
ysp[3] = s.ysp[3];
ysp[4] = s.ysp[4];
ysp[5] = s.ysp[5];
return (*this);
}
};
直接归并排序:
void MainWindow::Merge(Student *list_S, int left, int right)
{
if (right == left) return;
if (right - left == 1)
{
if (ui->Ascending->isChecked())
{
if (list_S[right].group < list_S[left].group) swap(list_S[right], list_S[left]);
}
if (ui->Descending->isChecked())
{
if (list_S[right].group > list_S[left].group) swap(list_S[right], list_S[left]);
}
return;
}
int m = (right + left) / 2;
Merge(list_S,left, m);
Merge(list_S,m + 1, right);
Student buf[right];
int xl = left;
int xr = m + 1;
int cur = 0;
while (right - left + 1 != cur)
{
if (xl > m) buf[cur++] = list_S[xr++];
else if (xr > right) buf[cur++] = list_S[xl++];
else if (ui->Ascending->isChecked() && list_S[xl].group > list_S[xr].group)buf[cur++] = list_S[xr++];
else if (ui->Descending->isChecked() && list_S[xl].group < list_S[xr].group)buf[cur++] = list_S[xr++];
else buf[cur++] = list_S[xl++];
}
for (int i = 0; i < cur; i++) list_S[i + left] = buf[i];
}
如果在排序中更正,一切都会正常工作:
Student buf[right+1];