ogre sdk vs20133怎么配置ogre,我是新手求教

Ogre1.8.1不需要配置vssp1;
“伟大航路,我把世界上的一切都放在了那里,有种的话就去领取吧”
这是OGRE中文网的一则广告,我想,无论作为OGRE的学习者还是漫漫人生的一名旅人,这句话都是非常不错的激励语。放在这,是否能够让你隐约看到属于自己的新世界?
Ogre(Object-oriented Graphics Rendering Engine)是一款优秀的C++开源图形渲染引擎。OGRE主要提供渲染引擎,但是在系统API,文件管理以及范例中都提供的非常丰富的接口和范例,在设计模式上也有很多考究,代码书写的也比较规范,无论是作为使用还是学习,都有着非常不错的价值。
============================正文============================ &&
&瞎折腾了好几天终于搞定了OGRE与VS2010的配置,在配置过程中也遇到了许多问题在这里写下来,跟大家分享!
1.下载列表:
(1)OGRE SDK:&(我用的OGRE版本为OGRE 1.8.1 SDK for Visual C++ .Net 2010 (32-bit))。
(2)OGRE Dependencies:
(3)OGRE 工程向导:
(4)cmake:
2.配置步骤:
(1)将OGRE SDK解压到你要安装的目录(例如:G:\Ogre),解压完成后:G:\Ogre\OgreSDK_vc10_v1-8-1,确认环境变量多了一项OGRE_HOME:G:\Ogre\OgreSDK_vc10_v1-8-1;
(2)解压OGRE&Dependencies到G:\Ogre\OgreSDK_vc10_v1-8-1目录下,会发现G:\Ogre\OgreSDK_vc10_v1-8-1、目录下多了一个Dependencies文件夹,在\Dependencies\src下打开OgreDependencies.VS2010.sln,分别在Debug和Release下编译(生成解决方案)
OGRE Dependencies是Ogre进行编译时需要的支持文件,一般包括OIS库,CG库,GUI库,这些库在Ogre中均经常用到。如果缺少这些文件,则源码无法进行编译,后期编译出来的Ogre也无法使用OIS、CG、GUi等。
(3)使用Cmake 编译 OGRE SDK
两下Configure,一下Generate:提示Generate Done,成功。
(4)回到OGRE SDK目录,运行OGRE.sln,编译(生成解决方案),然后将SampleBrowser设为启动项,运行查看这些有趣的Demo。下面是一个demo的截图:
这有两点要特别注意:&1&将SampleBrowser设为启动项,原来是默认ALL_BUILD为启动项;&&2&一定要回到OGRE SDK目录运行SDK自带的那个OGRE.sln,而不是到cmake build的目录下,我在这里纠结了好久,一直编译cmake build的目录下的OGRE.sln,编译成功,但是运行SampleBrowser能启动但是里面的sample列表时空的,查看不了别的demo,让我上蹿下跳的扒拉了好久,终于在ogre的国外论坛上找到了问题所在(再一次的敬仰google的强大,技术资料也面临被和谐的悲哀啊~)。
(5)安装Ogre工程向导,解压,安装Ogre_VC10_AppWizard_1.8.0.exe到SDK目录下。启动VS2010:
新建项目就可以看得OGRE的工程模版了:
&&& 设置好之后点击“确定”:
点击Finish即可。最后,编译运行,效果如下图:
====================================================================== OGRE的配置到此完成,终于开启OGRE的编程之旅了。
“伟大航路,我把世界上的一切都放在了那里,有种的话就去领取吧”
4311人阅读&
话说万事开头难还真没错,我弄这个OGRE的安装竟然浪费我2天时间,好几次差点就砸机了.
不过弄完后有种说不出的成就感,好了废话不多说了.
一. 安装VS 2008
二.安装VS 2008的SP1补丁
注意:这里就会提示错了,这个错主要是因为SP1补丁安装程序没法判定你已经装了Framework 3.5的中文语言包,所以才出错.
这里我们需要跳过这个语言包的安装.
一种方法是复制安装文件夹里VC_x86Runtime.exe,重命名成dotnetfx35langpack_x86zh-CHS.exe后覆盖掉原来的dotnetfx35langpack_x86zh-CHS.exe.
另一种方法就是改ParameterInfo.xml安装配置文件了(这种没试过)
三.接下来安装 DirectX SDK
注意:如果发现工具/选项/VC++目录里面的包含文件和库文件没有你安装的DirectX SDK的话你就要手动添加了
1.把DirectX SDK里的include文件夹添加进包含文件中
2.把DirectX SDK里的Lib/x86文件夹添加进库文件中
3.把DirectX SDK里的Utilities/Bin/x86添加进可执行文件中
四.下载OGRE SDK 1.7并安装
OGRE SDK下载地址
五.配置OGRE
1.把OgreSDK_vc9_v1-7-0/include/OGRE添加进包含文件中
2.把OgreSDK_vc9_v1-7-0/boost_1_42添加进包含文件中(注意:由于ORGE中使用了boost不添加这个的话就会提示少tss.hpp)
3.把OgreSDK_vc9_v1-7-0/lib/debug添加进库文件中
4.把OgreSDK_vc9_v1-7-0/boost_1_42/lib添加进库文件中
接下来就看你手动编写ORGE项目,还是使用向导创建ORGE项目了
不过不管使用哪种你都得
1.把OgreSDK_vc9_v1-7-0/bin/debug中的resources_d.cfg跟plugins_d.cfg文件重命名为resources.cfg和plugins.cfg
2.看你想把OgreMain_d.dll,OIS_d.dll,RenderSystem_Direct3D9_d.dll,RenderSystem_GL_d.dll跟resources_d.cfg跟plugins_d.cfg拷贝到你的项目的Debug中还是把项目/属性/调试/中的工作目录设置成OgreSDK_vc9_v1-7-0/bin/debug
如果你想使用向导的话可以先到:http://sourceforge.net/projects/ogreconglo/files/下载,然后把我的电脑/属性/高级/环境变量/用户变量中添加一变量名为OGRE_HOME,变量值为你的OGRESDK安装跟径.最后在解压的向导文件夹中右击VC9_Setup.js选在命令提示符中运行就可安装完毕.接下来打开VS 2008后新建项目在VC++中可以找到OGRE SDK Application模板了.使用它创建项目编译就可成功了.
& Backlinks...&
& Help - Wiki Plugins&
& Setting Up An Application - Windows&
Setting Up An Application With Visual Studio
This set of instructions will walk you through setting up a Visual Studio C++ project from scratch. An alternative to this tutorial is to use the&instead. This tutorial is still useful if you wish to understand what the Application Wizard does for you. When you have finished this tutorial you will be able to compile a working Ogre Application and you will be ready to start the&.
Table of contents
Guide for setting up an Ogre application using Visual Studio 2010 (VC10).
Visual Studio 2010 must be installed. Express and higher.
The Ogre SDK version 1.7 or greater must be installed.
Installing the Ogre SDK:&
Build Ogre from source with CMake:&&If you are building Ogre from source, you must build the debug and release targets and execute the Install script for both targets as well. This will create a directory structure that is identical to the binary install structure.
Run&setx OGRE_HOME path_to_ogre_sdk&in a command console (cmd.exe):& & Alternatively, create this handy batch script:
setx OGRE_HOME %CD%
Save it as&OGRE_HOME.bat&and put it in the root directory of the Ogre SDK.& Run it, and the OGRE_HOME environment variable points to that directory.& Handy when you switch between several Ogre SDKs.
Create a new Win32 project (File -& New -& Project):& & Make sure that&Windows Application&is selected and&Empty Project&is checked:& & Tutorial Framework:& & Download the&&here:& No such attachment on this page
Edit:&If you are using Ogre 1.9, download this updated&
Extract Tutorial Framework:&
Add Existing Items to Project:& & Select Files:&
Project Properties:&
Switching to All Configurations:&
Set&Character Set&to&Use Multi-Byte Character Set&on the General Configuration Properties page:
$(OGRE_HOME)\Bin\$(Configuration)\$(ProjectName).exe
Working Directory:
$(OGRE_HOME)\Bin\$(Configuration)
$(OGRE_HOME)\include
$(OGRE_HOME)\include\OIS
$(OGRE_HOME)\include\OGRE
$(OGRE_HOME)\Samples\Common\include
$(OGRE_HOME)\boost
Note:&If you are using Ogre &1.9 also add "$(OGRE_HOME)\include\OGRE\Overlay"&
$(OGRE_HOME)\lib\$(Configuration)
$(OGRE_HOME)\boost\lib
copy "$(OutDir)\$(TargetFileName)" "$(OGRE_HOME)\Bin\$(Configuration)"
Switch configuration to "Active(Debug)".&
Add input libraries for debug:
OgreMain_d.lib
Note:&If you are using Ogre &1.9, also add "OgreOverlay_d.lib".
Switch configuration from "Active(Debug)" to "Active(Release)".& Add input libraries for release:
OgreMain.lib
Note: If you are using Ogre &1.9, also add " OgreOverlay.lib".
You've set up an Ogre project succesfully.& All that remains is to build and run it.&
Note:&If you are running Ogre 1.9 and are getting a runtime error saying: "Cannot locate resource shadows.glsl in resource group Popular or any...", you have to edit "resources_d.cfg" and "resources.cfg" and add "FileSystem=../../media/materials/programs/GLSL" to the files. See this&&if you can not find the files.
If you are getting errors like: "The program can't start because d3dx9_43.dll (or d3dcompiler_43.dll) is missing from your computer...." try to install the, if you want to use a DirectX renderer. If you only want to use the OpenGL-renderer, edit the "plugins_d.cfg" and "plugins.cfg" files, and edit out the lines
Plugin=RenderSystem_Direct3D9_d& Plugin=RenderSystem_Direct3D11_d
(Put a # in front of them, or delete them!)
&& & Make sure you optimize your build time with&
Render System=Direct3D9 Rendering Subsystem
[Direct3D9 Rendering Subsystem]
Allow NVPerfHUD=No
Floating-point mode=Fastest
Full Screen=No
Rendering Device=NVIDIA GeForce FX 5200
Video Mode=800 x 600 @ 32-bit colour
[OpenGL Rendering Subsystem]
Colour Depth=32
Display Frequency=60
Full Screen=Yes
RTT Preferred Mode=FBO
Video Mode=1024 x 768
&& Note: If you hear your graphics card squealing when showing the Ogre head, turn Vsync to "yes" in ogre.cfg! Your graphics card will squeal when there are too many frames per second being rendered.
If you're still having problems building an application, then check&&to make sure your compiler is set up properly. You can also&. It is likely that another user has already solved a similar problem. You can also look in the Ogre.log file in your 'dist/bin' directory for more detailed information about a failed build. This information can be very helpful when posting to the&.&
This troubleshooting will not be provided in later tutorials. Make sure you get things running smoothly before moving on.
If you are using Visual Studio with unicode support turned on, then you may encounter this error:
error C2664: 'MessageBoxW' : cannot convert parameter 2 from 'const char *' to 'LPCWSTR'
Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or
function-style cast
The problem is that the MessageBox function is expecting unicode input, and we are giving it an ANSI string. To fix this, find the following line:
MessageBox(NULL, e.what(), "An exception has occurred!", MB_OK | MB_IConerror | MB_TASKMODAL);
And change it to this:
MessageBoxA(NULL, e.what(), "An exception has occurred!", MB_OK | MB_IConerror | MB_TASKMODAL);
We are now calling MessageBoxA instead of MessageBox. The reason for this is that MessageBox is automatically either resolved to MessageBoxA (ANSI) or MessageBoxW (Wide/Unicode), depending on the project configuration. We fix the error by explicitly calling the ANSI function.
If your application has missings DLLs or .cfg files, then you probably need to copy them over from the OgreSDK folder.
In Visual Studio, when you build your application in release mode, it puts the release executable in the '\bin\release' folder and the debug executable in the '\bin\debug' folder. You must copy all of the DLL and .cfg files from the OgreSDK into the appropriate folders. You would copy the files from '[OgreSDK]\bin\release' into '\bin\release' in your project. You will also need to edit the resources.cfg file to point to the correct paths. See the next section for more information on this.
First, make sure you have 'plugins.cfg' and 'resources.cfg' in the same directory as your exectuable. The 'plugins.cfg' file tells Ogre which rendering libraries are available (Direct3D9, OpenGL, etc.). The 'resources.cfg' file is used to specify the locations of textures, meshes, scripts, and other resources. Both are simple text files. Open them up and make sure they contain the correct paths. Otherwise, you might get errors that look something like this:
Description: ../../Media/packs/OgreCore.zip - error whilst opening archive: Unable to read zip file
If this is the case, then open up 'resources.cfg' and correct the paths and make sure the resource actually exists. Note: You can't use environment variables such as ${OGRE_HOME} in these paths.
One reason this may be happening is that Ogre expects certain files to be in the same directory as the executable. If we do not set the working directory for our IDE to the location of these files, then it won't see that they exist because it expects them to be in the working directory. So we must make sure to get our working directory set up correctly.
The exact solution will vary based on which version of Visual Studio you are using, but the basic steps should be similar. Right click on your project in the solution explorer (not the solution itself), and go to the properties. Somewhere in the configuration properties should be options for "Debugging". Then look for a field called "Working Directory". This should be set to the location of your executable file.
If you are having trouble figuring out what to put there, try to mimic the "Command" field, which should be in the debugging options. For example, in Visual C++ 2003, the "Command" field should be something like "..\..\bin\$(ConfigurationName)\$(TargetFileName)". For the Working Directory, we need to remove the TargetFileName part. In this case, the working directory would be "..\..\bin\$(ConfigurationName)". The exact string you have to put there&may&vary based on your version of Visual C++ and your build environment. Be sure to check what the Command field is before doing this. Make sure to change the Working Directory for both the Release and Debug configuration.
In Visual C++ 2005 it will probably be something different entirely. I've found the "..\..\bin\$(ConfigurationName)" directory a good thing to try first, if it still does not work you may have to play with it some, or get help on the Ogre forums.
The content on this page is licensed under the terms of the&
As an exception, any source code contributed within the content is released into the&
1.到ogre官网上下载ogre的SDK和对应的Dependencies,当然这两个程序包要和你的VS版本对应。下载一个DirectX包。
2.将SDK解压到某一目录下,将Dependencies解压后所得到的文件夹内的两个文件拷贝到SDK解压后的文件夹内。解压DirectX包到某一目录下。
3.打开VS,选择tools-&options-&projects and solutions-&vc++ directories目录下,添加相应的include和
lib文件如下:
D:/OgreSDK/include D:/OgreSDK/include/CEGUI D:/OgreSDK/samples/include D:/Program Files/Microsoft DirectX SDK (August 2009)/Include D:/OgreSDK/samples/Common/CEGUIRenderer/include
D:/Program Files/Microsoft DirectX SDK (August 2009)/Lib/x86 D:/OgreSDK/lib D:/OgreSDK/samples/Common/CEGUIRenderer/lib
这样ogre配置就算完成了。
我们刚开始写的ogre程序基本上是win32程序。
我们新建一个win32工程,选择“空工程”选项,添加.cpp和.h文件后,
还要进行一些设置步骤:
1.选择“工程属性”-&“配置属性”-&“Debugging”-&“工作目录”:添加为D:/OgreSDK/bin/debug(对应debug模式)
或者D:/OgreSDK2008/bin/release(对应release模式)。
2.选择“工程属性”-&“配置属性”-&“General”:选择多字节。
这样就可以正常运行你的ogre程序了。
1:在MFC中,要将程序的 工作目录设置为:debug:&OgreSDK\OgreSDK_vc10_v1-8-1\bin\debug
2:教程:http://www.ogre3d.org/tikiwiki/tiki-index.php?page=Basic%20Tutorials
3:PRO OGRE 3D PROGRAMMING.pdf &这本书很好,讲的比较基础入门;可以在调试一个简单的示例后,阅读这本书,有中文版;
相关标签/搜索Ogre1.9+vs2012环境搭建时的一些问题 - zichao.liu - 博客园
最近在学习Ogre,编译Ogre时遇到了很多坑,也学到了很多知识,写下来供以后查看和给大家分享。
环境搭建目标:可运行Ogre程序(废话),可在源代码中进行调试
遇到的问题:
1、在CMake Ogre时提示少工程依赖的源码:
答:首先要编译Dependencies。这也是开源大工程普遍做法,把其他依赖的开源库(源代码或是编译好的include+dll+lib)放在一个Dependencies文件中,给CMake congfigure和generate。一定要保证CMake时配置列表都变白,不能有红色。
2、CMake Dependencies时提示少SDL2:
答:需要下载SDL2源代码放在Dependencies的src中的相应位置。
3、编译好Dependencies,再编译Ogre时提示Obj文件的_MSC_VER不对
答:这是因为编译Dependencies和编译Ogre时使用的VS平台工具集不一样。
4、如何获得不同版本的VS平台工具集
答:只能下载对应的VS
5、如何在VS中跨解决方案进行调试
答:这个可以实现,只要把编译Ogre debug版本时的pdb拷到目标解决方案的工作目录里边就行
6、如何在VS中跨解决方案在头文件中按F12查看源代码
答:这个实现不了,因为在目标解决方案中,只能引用另一个解决方案的include、lib和使用另一个解决方案的dll。拿不到另一个解决方案的cpp。除非是vs帮我们生成的pdb中,有cpp的副本。所以实现按F12查看源代码只能再同一个解决方案下。
7、在编译官方ogre tutorial framework时,报Link错误
1&Main.obj : error LNK2019: 无法解析的外部符号 "__declspec(dllimport) public: static void * __cdecl Ogre::NedPoolingPolicy::allocateBytes(unsigned int,char const *,int,char const *)" (__imp_?allocateBytes@NedPoolingPolicy@Ogre@@SAPAXIPBDH0@Z),该符号在函数 "public: struct std::_Container_proxy * __thiscall Ogre::STLAllocator&struct std::_Container_proxy,class Ogre::CategorisedAllocPolicy&0& &::allocate(unsigned int,void const *)" (?allocate@?$STLAllocator@U_Container_proxy@std@@V?$CategorisedAllocPolicy@$0A@@Ogre@@@Ogre@@QAEPAU_Container_proxy@std@@IPBX@Z) 中被引用1&Main.obj : error LNK2019: 无法解析的外部符号 "__declspec(dllimport) public: static void __cdecl Ogre::NedPoolingPolicy::deallocateBytes(void *)" (__imp_?deallocateBytes@NedPoolingPolicy@Ogre@@SAXPAX@Z),该符号在函数 "public: void __thiscall Ogre::STLAllocator&struct std::_Container_proxy,class Ogre::CategorisedAllocPolicy&0& &::deallocate(struct std::_Container_proxy *,unsigned int)" (?deallocate@?$STLAllocator@U_Container_proxy@std@@V?$CategorisedAllocPolicy@$0A@@Ogre@@@Ogre@@QAEXPAU_Container_proxy@std@@I@Z) 中被引用1&E:\ogre\OgreLearn\Debug\OgreLearn.exe : fatal error LNK1120: 2 个无法解析的外部命令
google了一下午也没找到,自己注释代码,找错误语句,分析了半天代码才明白。
出错的代码是Ogre::StringV 这句话,当ogre要给如vector,queue,map,mutipleMap这样的数据结构分配内存时,分配的方式有4种,在OgreConfig中定义:
#define OGRE_MEMORY_ALLOCATOR_STD 1#define OGRE_MEMORY_ALLOCATOR_NED 2#define OGRE_MEMORY_ALLOCATOR_USER 3#define OGRE_MEMORY_ALLOCATOR_NEDPOOLING 4
NEDPOOLING这种内存分配方式的函数没有在OgreMain_d.lib中,所以报了那个错误。
官方Sample没有报错的方式是因为把内存分配方式设置为了1,而自己建的工程,默认是4。
修改的地方时自己工程的外部依赖项中的OgreBuildSetting.h,把OGRE_MEMORY_ALLOCATOR调成1就可以了
原来在同一个解决方案中,不同工程引用同一个外部依赖项文件,那个文件的代码也可以是不一样的。
阅读(...) 评论()[原]关于Ogre 1.9 SDK + VS2012 OGRE环境搭建的图文教程
阅读9809 评论8
1.首先需要准备预编译的OGRE SDK以及相关的VS系列开发集成环境IDE。
你可以选择
OGRE 1.9 SDK for Visual C++ 2008 (32-bit) 或者
OGRE 1.9 SDK for Visual C++ 2010 (32-bit) 或者
OGRE 1.9 SDK for Visual C++ 2012 (32-bit) 。
(注意事项:最好不要尝试用官方推荐以外版本的VS编译器去编译不相应的SDK,
即便升级了编译项目,也会出现boost库链接与VS版本不符等其他的情况,非常不建议。)
先给出官方的下载地址
在这里,我们打算使用Ogre 1.9 SDK + VS2012。
2.打开您所下载的OGRE SDK安装包,将其安装到你所需要的目录,
在这里,我将其安装到了G:\根目录下。(请注意,这时在环境变量下会出现OGRE_HOME,
如果没有出现可以手动设置,不过不设置也没有关系,主要用作VS环境下的宏,呵呵!)
3.用VS2012打开OGRE.sln,此处的目录地址是G:\OgreSDK_vc11_v1-9-0,打开之后会看到这样的界面
4.然后右击解决方案‘OGRE’,点击生成解决方案。(建议用Release模式)
(注意:经过尝试,在Debug模式下调用OGRE引擎运行自己写的DEMO速度非常慢,大概运行时间是Release下的4,5倍左右,
可能跟我的电脑有关,不过还是建议先生成Release下的解决方案,或者Debug和Release都生成。)
5.当所有项目都生成以后,右键点击解决方案'OGRE',然后点击属性,点属性页,
将单启动项目调至SampleBrowser,点击确定后,按F5启动程序。
6.运行成功后,遍可以看到这样的画面。
(另外,你也可以从目录下的bin\Release或bin\debug下来运行SampleBrowser.exe,
此处是G:\OgreSDK_vc11_v1-9-0\bin\Release\SampleBrowser.exe。
PS:对比下debug和release下的SampleBrowser.exe加载速度和DirectX 9.0下FPS帧率
大概就知道运行速度的效果了,我之前的建议没错吧??)
好了,今天OGRE 1.9 SDK + VS2012 环境搭建的图文教程就到这里,
祝大家都运行成功!!!
本文转载自:
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/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info......
SkyPlane.h /* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the ......
SkyPlane.h /* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the ......
因为最近在做水,所以这篇海洋的例子是必须要读懂的。 耐着性子看了一下,还是能看懂的。现在将代码解析放上来。 程序共有四个文件: MaterialControls.h : MaterialControls.cpp 包含一个S...
因为最近在做水,所以这篇海洋的例子是必须要读懂的。 耐着性子看了一下,还是能看懂的。现在将代码解析放上来。 程序共有四个文件: MaterialControls.h : MaterialControls.cpp 包含一个S...
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