ImGUI 它是与平台无关的C++轻量级跨平台图形界面库,没有任何第三方依赖,可以将ImGUI的源码直接加到项目中使用,该框架通常会配合特定的D3Dx9等图形开发工具包一起使用,ImGUI常用来实现进程内的菜单功能,而有些辅助开发作者也会使用该框架开发菜单页面,总体来说这是一个很不错的绘图库,如下将公开新版ImGUI如何实现绘制外部菜单的功能。
ImGUI官方下载地址:https://github.com/ocornut/imgui/releases
在使用ImGUI页面之前需要先来实现一个简单的附着功能,即如何将一个窗体附着到另一个窗体之上,其实代码很简单,如下所示当用户输入进程PID时,会自动跟随窗体并附着在窗体顶部。
#include <Windows.h>
#include <iostream>
struct handle_data
{
unsigned long process_id;
HWND best_handle;
};
// By: LyShark
BOOL IsMainWindow(HWND handle)
{
return GetWindow(handle, GW_OWNER) == (HWND)0 && IsWindowVisible(handle);
}
BOOL CALLBACK EnumWindowsCallback(HWND handle, LPARAM lParam)
{
// By: LyShark
handle_data& data = *(handle_data*)lParam;
unsigned long process_id = 0;
GetWindowThreadProcessId(handle, &process_id);
if (data.process_id != process_id || !IsMainWindow(handle)) {
return TRUE;
}
data.best_handle = handle;
return FALSE;
}
// By: LyShark
HWND FindMainWindow(unsigned long process_id)
{
handle_data data;
data.process_id = process_id;
data.best_handle = 0;
EnumWindows(EnumWindowsCallback, (LPARAM)&data);
return data.best_handle;
}
int main(int argc, char* argv[])
{
DWORD pid = 28396;
std::cout << "输入进程PID: " << std::endl;
std::cin >> pid;
// 获取屏幕宽和高
int iWidth = ::GetSystemMetrics(SM_CXSCREEN);
int iHeight = ::GetSystemMetrics(SM_CYSCREEN);
// 根据PID寻找游戏窗口
HWND hwnd = FindMainWindow(pid);
while (1)
{
SetTimer(hwnd, 1, 150, NULL);
// 实现透明必须设置WS_EX_LAYERED标志
LONG lWinStyleEx = GetWindowLong(hwnd, GWL_EXSTYLE);
lWinStyleEx = lWinStyleEx | WS_EX_LAYERED;
SetWindowLong(hwnd, GWL_EXSTYLE, lWinStyleEx);
SetLayeredWindowAttributes(hwnd, 0, RGB(40, 40, 40), LWA_ALPHA);
// 去掉标题栏及边框
LONG_PTR Style = GetWindowLongPtr(hwnd, GWL_STYLE);
Style = Style & ~WS_CAPTION & ~WS_SYSMENU & ~WS_SIZEBOX;
SetWindowLongPtr(hwnd, GWL_STYLE, Style);
// 至顶层窗口 最大化
SetWindowPos(hwnd, HWND_TOPMOST, 0, 0, iWidth, iHeight, SWP_SHOWWINDOW);
// 设置窗体可穿透鼠标
SetWindowLong(hwnd, GWL_EXSTYLE, WS_EX_TRANSPARENT | WS_EX_LAYERED);
// 绘图
HDC hdc = ::GetDC(hwnd);
HDC mdc = ::CreateCompatibleDC(hdc);
// 创建画笔
HPEN hpen = CreatePen(PS_SOLID, 10, RGB(0, 255, 0));
// DC 选择画笔
SelectObject(hdc, hpen);
// (画笔)从初始点移动到 50,50
MoveToEx(hdc, 100, 100, NULL);
// (画笔)从初始点画线到 100,100
LineTo(hdc, 1000, 1000);
RECT rect = {0};
rect.bottom = 10;
rect.left = 20;
rect.right = 20;
rect.top = 15;
DrawText(hdc, L"hello lyshark.com", strlen("hello lyshark.com"), &rect, DT_CALCRECT | DT_CENTER | DT_SINGLELINE);
}
return 0;
}
绘制效果图:

接着我们使用Imgui绘制一个动态菜单,首先下载imgui并打开项目中的examples目录,找到example_win32_directx9打开后自己配置好dx9SDK开发工具包。

代码直接调用,并附加到Counter-Strike Source游戏窗体之上即可,这段代码也很简单。
#include "imgui.h"
#include "imgui_impl_dx9.h"
#include "imgui_impl_win32.h"
#include <d3d9.h>
#include <tchar.h>
#include <iostream>
#pragma execution_character_set("utf-8")
// 全局变量
// lyshark.com
static HWND hwnd;
static HWND GameHwnd;
static RECT WindowRectangle;
static int WindowWide, WindowHeight;
static LPDIRECT3D9 g_pD3D = NULL;
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
static D3DPRESENT_PARAMETERS g_d3dpp = {};
// 单选框设置状态
bool show_another_window = false;
// imgui 回调函数
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// By: LyShark
bool CreateDeviceD3D(HWND hWnd)
{
if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
{
return false;
}
ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
g_d3dpp.Windowed = TRUE;
g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
g_d3dpp.EnableAutoDepthStencil = TRUE;
g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
{
return false;
}
return true;
}
void CleanupDeviceD3D()
{
if (g_pd3dDevice)
{
g_pd3dDevice->Release();
g_pd3dDevice = NULL;
}
if (g_pD3D)
{
g_pD3D->Release();
g_pD3D = NULL;
}
}
void ResetDevice()
{
ImGui_ImplDX9_InvalidateDeviceObjects();
HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
if (hr == D3DERR_INVALIDCALL)
{
IM_ASSERT(0);
}
ImGui_ImplDX9_CreateDeviceObjects();
}
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
{
return true;
}
switch (msg)
{
case WM_SIZE:
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
{
g_d3dpp.BackBufferWidth = LOWORD(lParam);
g_d3dpp.BackBufferHeight = HIWORD(lParam);
ResetDevice();
}
return 0;
case WM_SYSCOMMAND:
if ((wParam & 0xfff0) == SC_KEYMENU)
{
return 0;
}
break;
case WM_DESTROY:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
// 绘制主方法
// www.cnblogs.com/lyshark
void DrawImGUI()
{
// 启动IMGUI自绘
ImGui_ImplDX9_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();
static float f = 0.0f;
static int counter = 0;
static char sz[256] = { 0 };
ImGui::Begin("LyShark 辅助GUI主菜单");
ImGui::Text("这是一段测试字符串");
ImGui::Checkbox("弹出子窗口", &show_another_window);
ImGui::SliderFloat("浮点条", &f, 0.0f, 1.0f);
ImGui::InputText("输入内容", sz, 256, 0, 0, 0);
if (ImGui::Button("点我触发"))
counter++;
ImGui::SameLine();
ImGui::Text("触发次数 = %d", counter);
ImGui::Text("当前FPS: %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
if (show_another_window)
{
ImGui::Begin("我是子窗体", &show_another_window);
ImGui::Text(" 您好,LyShark !");
if (ImGui::Button("关闭窗体"))
show_another_window = false;
ImGui::End();
}
ImGui::EndFrame();
}
// 自身窗口循环事件
void WindowMessageLoop()
{
bool done = false;
while (!done)
{
// 每次都将窗体置顶并跟随游戏窗体移动
GetWindowRect(GameHwnd, &WindowRectangle);
WindowWide = (WindowRectangle.right) - (WindowRectangle.left);
WindowHeight = (WindowRectangle.bottom) - (WindowRectangle.top);
DWORD dwStyle = GetWindowLong(GameHwnd, GWL_STYLE);
if (dwStyle & WS_BORDER)
{
WindowRectangle.top += 23;
WindowHeight -= 23;
}
// 跟随窗口移动
MoveWindow(hwnd, WindowRectangle.left + 8, WindowRectangle.top + 8, WindowWide - 11, WindowHeight - 11, true);
// 开始消息循环
MSG msg;
while (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
if (msg.message == WM_QUIT)
{
done = true;
}
}
if (done)
{
break;
}
// 开始绘制
DrawImGUI();
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0, 1.0f, 0);
if (g_pd3dDevice->BeginScene() >= 0)
{
ImGui::Render();
ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
g_pd3dDevice->EndScene();
}
HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
{
ResetDevice();
}
}
}
int main(int argc, char *argv[])
{
// 注册窗体类
WNDCLASSEX wc;
// 附加到指定窗体上
wc.cbClsExtra = NULL;
wc.cbSize = sizeof(WNDCLASSEX);
wc.cbWndExtra = NULL;
wc.hbrBackground = (HBRUSH)CreateSolidBrush(RGB(0, 0, 0));
wc.hCursor = LoadCursor(0, IDC_ARROW);
wc.hIcon = LoadIcon(0, IDI_APPLICATION);
wc.hIconSm = LoadIcon(0, IDI_APPLICATION);
wc.hInstance = GetModuleHandle(NULL);
wc.lpfnWndProc = (WNDPROC)WndProc;
wc.lpszClassName = L" ";
wc.lpszMenuName = L" ";
wc.style = CS_VREDRAW | CS_HREDRAW;
RegisterClassEx(&wc);
// 得到窗口句柄
GameHwnd = FindWindowA(NULL, "Counter-Strike Source");
GetWindowRect(GameHwnd, &WindowRectangle);
WindowWide = WindowRectangle.right - WindowRectangle.left;
WindowHeight = WindowRectangle.bottom - WindowRectangle.top;
// 创建窗体
hwnd = CreateWindowEx(WS_EX_TOPMOST | WS_EX_LAYERED | WS_EX_TOOLWINDOW, L" ", L" ", WS_POPUP, 1, 1, WindowWide, WindowHeight, 0, 0, wc.hInstance, 0);
// 显示窗口
SetLayeredWindowAttributes(hwnd, 0, RGB(0, 0, 0), LWA_ALPHA);
SetLayeredWindowAttributes(hwnd, 0, RGB(0, 0, 0), LWA_COLORKEY);
ShowWindow(hwnd, SW_SHOW);
// 初始化D3D
if (!CreateDeviceD3D(hwnd))
{
CleanupDeviceD3D();
UnregisterClass(wc.lpszClassName, wc.hInstance);
return 0;
}
// 更新窗体
UpdateWindow(hwnd);
// 初始化ImGUI
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.Fonts->AddFontFromFileTTF("c:/windows/fonts/simhei.ttf", 13.0f, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
ImGui::StyleColorsDark();
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX9_Init(g_pd3dDevice);
// 开始执行绘制循环事件
WindowMessageLoop();
ImGui_ImplDX9_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
CleanupDeviceD3D();
DestroyWindow(hwnd);
UnregisterClass(wc.lpszClassName, wc.hInstance);
return 0;
}
绘制效果如下:

另外,Imgui也支持绘制到整个屏幕上,也可以当作全局GUI界面来使用。
#include "imgui.h"
#include "imgui_impl_dx9.h"
#include "imgui_impl_win32.h"
#include <d3d9.h>
#include <tchar.h>
#include <iostream>
#pragma execution_character_set("utf-8")
// 全局变量
static HWND hwnd;
static HWND GameHwnd;
static RECT WindowRectangle;
static int WindowWide, WindowHeight;
static LPDIRECT3D9 g_pD3D = NULL;
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
static D3DPRESENT_PARAMETERS g_d3dpp = {};
// 单选框设置状态
bool show_another_window = false;
// imgui 回调函数
// By: LyShark
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
bool CreateDeviceD3D(HWND hWnd)
{
if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
{
return false;
}
ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
g_d3dpp.Windowed = TRUE;
g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
g_d3dpp.EnableAutoDepthStencil = TRUE;
g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
{
return false;
}
return true;
}
void CleanupDeviceD3D()
{
if (g_pd3dDevice)
{
g_pd3dDevice->Release();
g_pd3dDevice = NULL;
}
if (g_pD3D)
{
g_pD3D->Release();
g_pD3D = NULL;
}
}
// https://www.cnblogs.com/lyshark
void ResetDevice()
{
ImGui_ImplDX9_InvalidateDeviceObjects();
HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
if (hr == D3DERR_INVALIDCALL)
{
IM_ASSERT(0);
}
ImGui_ImplDX9_CreateDeviceObjects();
}
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
{
return true;
}
switch (msg)
{
case WM_SIZE:
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
{
g_d3dpp.BackBufferWidth = LOWORD(lParam);
g_d3dpp.BackBufferHeight = HIWORD(lParam);
ResetDevice();
}
return 0;
case WM_SYSCOMMAND:
if ((wParam & 0xfff0) == SC_KEYMENU)
{
return 0;
}
break;
case WM_DESTROY:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
// 绘制主方法
// lyshark.com
void DrawImGUI()
{
// 启动IMGUI自绘
ImGui_ImplDX9_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();
static float f = 0.0f;
static int counter = 0;
static char sz[256] = { 0 };
ImGui::Begin("LyShark 辅助GUI主菜单");
ImGui::Text("这是一段测试字符串");
ImGui::Checkbox("弹出子窗口", &show_another_window);
ImGui::SliderFloat("浮点条", &f, 0.0f, 1.0f);
ImGui::InputText("输入内容", sz, 256, 0, 0, 0);
if (ImGui::Button("点我触发"))
counter++;
ImGui::SameLine();
ImGui::Text("触发次数 = %d", counter);
ImGui::Text("当前FPS: %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
if (show_another_window)
{
ImGui::Begin("我是子窗体", &show_another_window);
ImGui::Text(" 您好,LyShark !");
if (ImGui::Button("关闭窗体"))
show_another_window = false;
ImGui::End();
}
ImGui::EndFrame();
}
// 自身窗口循环事件
void WindowMessageLoop()
{
bool done = false;
while (!done)
{
// 每次都将窗体置顶并跟随游戏窗体移动
GetWindowRect(GameHwnd, &WindowRectangle);
WindowWide = (WindowRectangle.right) - (WindowRectangle.left);
WindowHeight = (WindowRectangle.bottom) - (WindowRectangle.top);
DWORD dwStyle = GetWindowLong(GameHwnd, GWL_STYLE);
if (dwStyle & WS_BORDER)
{
WindowRectangle.top += 23;
WindowHeight -= 23;
}
// 跟随窗口移动
MoveWindow(hwnd, WindowRectangle.left + 8, WindowRectangle.top + 8, WindowWide - 11, WindowHeight - 11, true);
// 开始消息循环
MSG msg;
while (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
if (msg.message == WM_QUIT)
{
done = true;
}
}
if (done)
{
break;
}
// 开始绘制
DrawImGUI();
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0, 1.0f, 0);
if (g_pd3dDevice->BeginScene() >= 0)
{
ImGui::Render();
ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
g_pd3dDevice->EndScene();
}
HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
{
ResetDevice();
}
}
}
int main(int argc, char *argv[])
{
// 注册窗体类
WNDCLASSEX wc;
// 附加到整个屏幕上
wc.cbClsExtra = NULL;
wc.cbSize = sizeof(WNDCLASSEX);
wc.cbWndExtra = NULL;
wc.hbrBackground = (HBRUSH)CreateSolidBrush(RGB(0, 0, 0));
wc.hCursor = LoadCursor(0, IDC_ARROW);
wc.hIcon = LoadIcon(0, IDI_APPLICATION);
wc.hIconSm = LoadIcon(0, IDI_APPLICATION);
wc.hInstance = GetModuleHandle(NULL);
wc.lpfnWndProc = (WNDPROC)WndProc;
wc.lpszClassName = L" ";
wc.lpszMenuName = L" ";
wc.style = CS_VREDRAW | CS_HREDRAW;
::RegisterClassEx(&wc);
// 屏幕宽度和高度
WindowWide = GetSystemMetrics(SM_CXSCREEN);
WindowHeight = GetSystemMetrics(SM_CYSCREEN);
// 创建窗体
HWND hwnd = CreateWindowEx(WS_EX_TOPMOST | WS_EX_LAYERED | WS_EX_TOOLWINDOW, L" ", L" ", WS_POPUP, 1, 1, WindowWide, WindowHeight, 0, 0, wc.hInstance, 0);
// 显示窗口
SetLayeredWindowAttributes(hwnd, 0, 1.0f, LWA_ALPHA);
SetLayeredWindowAttributes(hwnd, 0, RGB(0, 0, 0), LWA_COLORKEY);
ShowWindow(hwnd, SW_SHOW);
// 初始化D3D
if (!CreateDeviceD3D(hwnd))
{
CleanupDeviceD3D();
UnregisterClass(wc.lpszClassName, wc.hInstance);
return 0;
}
// 更新窗体
UpdateWindow(hwnd);
// 初始化ImGUI
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.Fonts->AddFontFromFileTTF("c:/windows/fonts/simhei.ttf", 13.0f, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
ImGui::StyleColorsDark();
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX9_Init(g_pd3dDevice);
// 开始执行绘制循环事件
WindowMessageLoop();
ImGui_ImplDX9_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
CleanupDeviceD3D();
DestroyWindow(hwnd);
UnregisterClass(wc.lpszClassName, wc.hInstance);
return 0;
}
绘制效果如下:

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本教程将在Unity3D中混合Optitrack与数据手套的数据流,在人体运动的基础上,添加双手手指部分的运动。双手手背的角度仍由Optitrack提供,数据手套提供双手手指的角度。 01 客户端软件分别安装MotiveBody与MotionVenus并校准人体与数据手套。MotiveBodyMotionVenus数据手套使用、校准流程参照:https://gitee.com/foheart_1/foheart-h1-data-summary.git02 数据转发打开MotiveBody软件的Streaming,开始向Unity3D广播数据;MotionVenus中设置->选项选择Unit
Unity自动旋转动画1.开门需要门把手先动,门再动2.关门需要门先动,门把手再动3.中途播放过程中不可以再次进行操作觉得太复杂?查看我的文章开关门简易进阶版效果:如果这个门可以直接打开的话,就不需要放置"门把手"如果门把手还有钥匙需要旋转,那就可以把钥匙放在门把手的"门把手",理论上是可以无限套娃的可调整参数有:角度,反向,轴向,速度运行时点击Test进行测试自己写的代码比较垃圾,命名与结构比较拉,高手轻点喷,新手有类似的需求可以拿去做参考上代码usingSystem.Collections;usingSystem.Collections.Generic;usingUnityEngine;u
之前说过10之后的版本没有3dScan了,所以还是9.8的版本或者之前更早的版本。 3d物体扫描需要先下载扫描的APK进行扫面。首先要在手机上装一个扫描程序,扫描现实中的三维物体,然后上传高通官网,在下载成UnityPackage类型让Unity能够使用这个扫描程序可以从高通官网上进行下载,是一个安卓程序。点到Tools往下滑,找到VuforiaObjectScanner下载后解压数据线连接手机,将apk文件拷入手机安装然后刚才解压文件中的Media文件夹打开,两个PDF图打印第一张A4-ObjectScanningTarget.pdf,主要是用来辅助扫描的。好了,接下来就是扫描三维物体。将瓶
我理解(我认为)Ruby中类变量和类的实例变量之间的区别。我想知道如何从该类外部访问该类的实例变量。从内部(即在类方法中而不是实例方法中),它可以直接访问,但是从外部,有没有办法做MyClass.class.[@$#]variablename?我没有任何具体原因要这样做,只是学习Ruby并想知道是否可行。 最佳答案 classMyClass@my_class_instance_var="foo"class上述yield:>>foo我相信Arkku演示了如何从类外部访问类变量(@@),而不是类实例变量(@)。我从这篇文章中提取了上述内
我想在Windows7上安装带有ruby1.9.3的rspec-railsgem。我收到一些错误消息,提示无法安装某些json库。所以,我使用下面的说明来解决它。来源=The'json'nativegemrequiresinstalledbuildtools从[rubyinstaller.org][3]下载[Ruby1.9.3][2]从[rubyinstaller.org][3]下载DevKit文件对于Ruby1.9.3,使用[DevKit-tdm-32-4.5.2-20110712-1620-sfx.exe][4]将DevKit解压到路径C:\Ruby193\DevKit运行cd
是否有可能以某种方式访问Class.new范围内的a?a=5Class.new{defb;aend}.new.b#NameError:undefinedlocalvariableormethod`a'for#:0x007fa8b15e9af0>#:in`b' 最佳答案 即使@MarekLipka的回答是正确的——改变变量范围总是有风险的。这是可行的,因为每个block都带有创建它的上下文,因此您的局部变量a突然变得不那么局部了——它变成了一个“隐藏的”全局变量:a=5object=Class.new{define_method(
关闭。这个问题不符合StackOverflowguidelines.它目前不接受答案。要求我们推荐或查找工具、库或最喜欢的场外资源的问题对于StackOverflow来说是偏离主题的,因为它们往往会吸引自以为是的答案和垃圾邮件。相反,describetheproblem以及迄今为止为解决该问题所做的工作。关闭9年前。Improvethisquestion是否有适用于这些的3d游戏引擎?
我正在尝试在Ruby中创建一个菜单,以便根据用户输入的内容,取决于调用的类。然后在这种情况下它将返回到“Main”或类“Options”。我希望有人能帮助我。这是我的代码。modulePhysicsG=21C=20000Pi=3.14D=100endclassOptionsputs"Pleaseselect1forAccelerationand2forEnergy."option=gets()ifoption==1thenputs"AccelCalc"#ThisisthebitthatneedstodirecttheusertotheclassAccelCalcelseputs"Ene
如果我构建了一个应用程序来访问来自Gmail、Twitter和Facebook的一些数据,并且我希望用户只需输入一次他们的身份验证信息,并且在几天或几周后重置,那会怎样是在Ruby中动态执行此操作的最佳方法吗?我看到很多人只是拥有他们客户/用户凭证的配置文件,如下所示:gmail_account:username:myClientpassword:myClientsPassword这看起来a)非常不安全,b)如果我想为成千上万的用户存储此类信息,它就无法工作。推荐的方法是什么?我希望能够在这些服务之上构建一个界面,因此每次用户进行交易时都必须输入凭据是不可行的。