征信,信审的意思

1.征信

查<<新華字典>>,征字有證明、證驗的意思;信字有消息和信用的意思。可見徵信是查證、查核信用的意思。 並且引申為調查真相的意思。在現代語中,調查、偵查、偵察、查證都是徵信的近義詞。並且,徵信也引申為偵探。為何現代社會卻要使用徵信社這樣古意的詞呢? 台湾用的多

2.度娘:

征信就是专业化的、独立的第三方机构为个人或企业建立信用档案,依法采集、客观记录其信用信息,并依法对外提供信用信息服务的一种活动,它为专业化的授信机构提供了一个信用信息共享的平台。

转自:http://my.icxo.com/?uid-455765-action-viewspace-itemid-1213547

ADT连接不到手机

今日碰到一个情况,ADT的Devices里面死活看不到LG L24的手机,但是手机能连上,其他手机也可以,又没提示找不到设备的

后来重新安装了一个他的官方驱动就KO了

logcat没有输出

简单的恢复方法: 1、clean logcat的内容 2、在Android 的 Devices视图,对自己的应用点一下debug。 一般这样以后Logcat 里就会突然出现很多消失了很久的log了。

多是这样引起的: 1.logcat那里可能选’V’显示全部;其它的是特定的信息。 2.device栏里,应该选中emulator,而不是下面正在运行的各个app。

来自:http://www.eoeandroid.com/thread-866-1-1.html

OpenGL绘图初学习

源起 0107 想要一个蒙板效果:

    if not found then 
      self._Canvas:setCascadeColorEnabled(true)
--整个变个半黑色,注意这人_canvas结构不能再有目录了,只对他目录下的层有效,目前的cocos2dx是这样
      self._Canvas:setColor(ccc3(80, 80, 80))
    else 
--显示原来颜色
      self._Canvas:setColor(display.COLOR_WHITE)
    end 

1.关于OpenGL与DirectX的故事:>>>

2.混合:有时候想使新画的颜色和已经有的颜色按照一定的方式进行混合,比如想使物体拥有半透明的效果,或者绘制叠加光亮的效果,这时候就要用到glBlendFunc()函数 >>>

3.蒙板的使用 >>>

4.Cocos2dx绘图机制 >>>

利用CCRenderTexture渲染文理的方式生成带有描边效果的文字

这种方式难点在于,很多人不了解OpenGl的绘图着色机制,不过也不要紧,这里只用到了一点着色知识,就是颜色的混合,这个大多数的人都知道,红色和绿色混合会变成黄色,黑色和任何颜色混合还是黑色(0*任何数=0),任何颜色和白色的混合不改变颜色。

绘图时,OpenGL会把源颜色和目标颜色各自取出,并乘以一个系数(源颜色乘以的系数称为“源因子”,目标颜色乘以的系数称为“目标因子”),然后做运算得到新的颜色值,并按照新的颜色来绘制。

比如,RGB格式,原来的颜色是(255,0,0)–红色,目标颜色是(0,255,0)–绿色,加入系数为{1,0},运算方式为颜色的叠加,这意味着新的颜色为(255,0,0)*1+(0,255,0)*0=(255,0,0)–红色,就是完全不用目标颜色的值,相当于没变色,系数中源因子为前者:1,目标因子为后者:0,这是{1,0}的混合机制。

android项目编译有时会出奇怪的问题

id/Android.mk: Cannot find module with tag ‘android’ in import path
Android NDK: Are you sure your NDK_MODULE_PATH variable is properly defined ?



其实不是没有android模块也不是ndk_module_path没配置,其实是其他一个.a文件没加进来,去掉编译,又报这个错,加上这个.a文件就OK了,也不报这个错了,libPluginProtocolStatic.a 文件

手动档开车,离合器,换档

——-转的

http://a.xcar.com.cn/bbs/thread-17342709-0-2.html

这个看速度,如果速度慢到要降档了,就要踩离合,如果1挡,没法降了,就踩住离合。

我说详细点吧,如果路上你跑100,要刹车了,就踩刹车,不用踩离合。 一直刹车到速度大概40多,你车子还在5档,明显撑不住了,赶紧踩离合,判断路况,如果觉得车子还要降速度,就换4挡,如果速度可以起来了,就控制离合保持5档,如果加油没力,就换4档冲起来,具体路况灵活应用。

如果急刹车也一样,直接采刹车,不踩离合,速度慢到车子抖动了,前面没危险了,可以踩离合换挡。如果前面还有危险,管他死火不死火,别踩离合。

刹车踩不踩离合制动距离差很远。

开始玩GitHub了

1.TortoiseGit比官方的要好用,因为用他的SVN管理嘛
从这里开始配置
http://blog.csdn.net/jarelzhou/article/details/8256169

还有密钥: http://rongjih.blog.163.com/blog/static/335744612010619111042465/

as3 mouseover roll_over

good example : http://www.zedia.net/2008/difference-between-mouseeventroll_over-and-mouseeventmouse_over-in-as3/

Difference between MouseEvent.ROLL_OVER and MouseEvent.MOUSE_OVER in AS3 This was a question that has been in my head for a long time: what is the difference between MouseEvent.ROLL_OVER and MouseEvent.MOUSE_OVER. I have been using MouseEvent.MOUSE_OVER for all my rollOvers up to now without really thinking about it, but I think it would be interesting to know the difference for something so basic.

If you look at the documentation that comes with Flash CS3. You will find very little help. There are no examples explaining the difference between the two. The only difference you will find there is that the MOUSE_OVER event has the bubbles property set to true and the ROLL_OVER to false. I don’t know how much that property impacts on the behavior of the event, but I am keeping event bubbling for another post (I have been postponing that post for a long time).

Where I found there was a difference between the two events is in the way they handle children of the display object you added the listener too. I have made a simple example to show this:

In that flash example, be sure to roll over the blue part of the button to really see the difference(note that the blue rectangle is inside the black rectangle movieClip, not just over). In the MOUSE_OVER example, the event is fired for every children of the display object that the listener was added to. This does not happen with the ROLL_OVER event. If you move your mouse from the exterior of the button to the blue part MOUSE_OVER will generate 3 times the events that ROLL_OVER will. One way to make MOUSE_OVER act as ROLL_OVER is to set mouseChildren = false but as a consequences: the first is that it will disable all mouse events from children which I think might help the CPU but at the same time you won’t be able to interact with the children with the mouse.

In our previous example, it didn’t really matter how many events where fired because we used a tween to do the rollover and we weren’t able to see the difference visually, but there might be times where you will want all the different events. Like if you want the mouse cursor to change when over a movieClip and still want rollOver effects from children of that movieClip, you would use the MouseEvent.ROLL_OVER to change the mouse cursor and MouseEvent.MOUSE_OVER for the children movieClips rollOver effects.

As a side note on cpu efficiency, it doesn’t really matter if you listen to MouseEvent.ROLL_OVER or MouseEvent.MOUSE_OVER events, they are both as efficient. What will save you cpu cycles is if you disable the children of a movieClip from sending events if you don’t need them (even if you don’t listen to them events are still fired) using mouseChildren = false.

I hope this shed some light on the subject.