Live Note

Remain optimistic

:class 绑定

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<div id="app">
<h1 :class="['italic', 'red', {'active': flag}]">Test H1 Message</h1>
<h1 :class="classObj">Test H1 Message</h1>
</div>
<script>
var vm = new Vue({
el: "#app",
data: {
flag: true,
classObj: { red: true, thin: true, italic: true, active: false },
},
})
</script>
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原理

通过改写[].__proto__上的方法,实现对Array原生方法的拦截。

源码位置为 /core/instance/observer/array.js

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// cache the original Array.prototype
const originalPrototype = Array.prototype

// create an object from original Array.prototype
const arrayMethods = Object.create(originalPrototype)

const methodsToPatch = [
"push",
"pop",
"shift",
"unshift",
"splice",
"sort",
"reverse",
]

methodsToPatch.forEach((method) => {
arrayMethods[method] = function (...args) {
// use original Array methods to get the result
const result = originalPrototype[method].apply(this, args)

// proxy here
console.log(`catch ${method}`)

return result
}
})

const a = [1, 2, 3]
a.__proto__ = arrayMethods

a.push(1)
a.reverse()
a.pop()

console.log(a)

computed

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<div id="app">
<input type="text" v-model="firstName">+
<input type="text" v-model="lastName">=
<input type="text" v-model="fullName">
</div>
<script>
var vm = new Vue({
el: "#app",
data: {
firstName: "",
lastName: "",
},
computed: {
// 使用计算属性不需要()
// 只要此function中使用的任何数据发生变化,就会重新计算值
fullName: function () {
return this.firstName + "-" + this.lastName
},
},
})
</script>
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filter

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Vue.filter("msgFormat", function (msg, arg) {
return msg.replace(/test/g, arg)
})
Vue.filter("test", function (msg) {
return msg + "===="
})
var vm = new Vue({
el: "#app",
data: { msg: "test1 test2 test3" },
})
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WebGL 中的矩阵是列主序的。

平移变换

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const vShaderSource = `
attribute vec4 a_Position;
uniform mat4 u_xFormMatrix;
void main() {
gl_Position = u_xFormMatrix * a_Position;
}
`

const fShaderSource = `
void main() {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
`

const Tx = 0.5,
Ty = 0.2,
Tz = 0

function main() {
const gl = document.querySelector("#canvas").getContext("webgl")
if (!initShaders(gl, vShaderSource, fShaderSource)) reutrn

let n = initVertexBuffers(gl)
if (n < 0) return

let xFormMatrix = new Float32Array([
1.0,
0,
0,
0,
0,
1.0,
0,
0,
0,
0,
1.0,
0,
Tx,
Ty,
Tz,
1.0,
])
let u_xFormMatrix = gl.getUniformLocation(gl.program, "u_xFormMatrix")
gl.uniformMatrix4fv(u_xFormMatrix, false, xFormMatrix)

gl.clearColor(0.0, 0.0, 0.0, 1.0)
gl.clear(gl.COLOR_BUFFER_BIT)

gl.drawArrays(gl.TRIANGLES, 0, n)
}
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