1.nginx是源码什么?它有什么作用?
2.通俗易懂的api网关 kong 教程入门
3.word2013中如何使用代码高亮插件
4.vb问题 求各位帮忙
5.kong 网关插件快速开发指南
nginx是什么?它有什么作用?
NGINX是一个集静态资源、负载均衡于一身的修改Web服务器,主要支持HTTP/1、源码HTTP/2、修改MAIL邮件、源码TCP协议、修改blocklauncher源码下载UDP协议等。源码
在Web场景中,修改NGINX提供HTTP协议的源码支持,同时也能够通过其强大的修改文件读取能力,提供、源码JavaScript、修改CSS、源码HTML等资源的修改下载能力。NGINX通过零拷贝技术、源码Linux的原生异步IO和直接IO以及Nagle、Cork等算法,优化了文件发送和小报文的发送,使得性能显著提升,弹弹堂310.6源码相较于其他Web服务器如Tomcat、Netty、Apache等有明显优势。主流CDN服务都采用NGINX来实现。
NGINX的负载均衡功能强大,能够高效处理应用层协议,适用于分布式系统中的应用扩展。其支持多路复用、事件驱动技术,可轻松支持CM级别的并发,与操作系统紧密结合的架构使其能够充分利用CPU、内存等硬件资源,提供高效率的负载均衡服务。NGINX的架构灵活,允许第三方以C模块形式与官方模块协作,支持多种应用层协议,用户可自行开发C模块定制NGINX功能。NGINX使用开放的测试源码是什么2-clause BSD-like license源码许可协议,用户在修改源码后,可以作为商业用途发布,如TEngine、Openresty和Kong等。
总之,NGINX具备提供Web服务、处理静态资源和实现负载均衡的能力,尤其在处理文件发送和小报文发送方面表现出色,并支持多种协议和应用层处理,提供灵活的架构和开放的许可协议,使其在Web服务器领域具有显著优势。
通俗易懂的api网关 kong 教程入门
API-Gateway的引入是为了简化客户端的管理,提供接口重构的灵活性,并实现统一权限控制和日志统计,同时扮演着保护内部服务的安全屏障。Mashape开源的Kong以其基于Nginx的高性能和高可用性脱颖而出。Kong的核心在于其插件机制,通过Lua编写扩展功能,主从表erp源码如HTTP认证、CORS、流量控制、日志记录等,已支持大量基础操作。Kong的架构由Server(基于Nginx),数据存储(Cassandra或PostgreSQL)以及dashboard管理工具组成,支持横向扩展和负载均衡。
Kong的特性包括可扩展性,通过添加服务器轻松应对高流量,模块化设计使其能通过插件扩展功能,适用于各种环境部署。插件系统使得Kong能够提供身份认证、安全控制、流量管理、分析监控等功能。一个典型的请求流程是:Kong接收并代理API请求,同时执行预先配置的c语言管道源码插件,然后将请求转发到目标API。
学习Kong,可以从配置服务、添加路由,到启用认证插件和消费者管理,以及利用其RESTful管理API进行精细操控。Kong还提供了丰富的插件选项,如Key-Auth、CORS、限流和日志处理。通过监控和配置API,Kong成为高效、安全的API管理平台。要深入学习,可以参考相关视频教程,如分布式API网关Kong的原理与实践、Nginx源码实现等内容。
word中如何使用代码高亮插件
使用代码高亮插件的步骤如下:
步骤一:下载插件和源代码:SyntaxHighlighter4Word.zip
步骤二:下载文件后,解压,然后双击bin\word\Kong.SyntaxHighlighter.Word.vsto或bin\word\Kong.SyntaxHighlighter.Word.vsto,即可完成安装,当然前提是你装了.net framework 4.0。安装成功后的提示如下:
步骤三:安装插件后,会在word中多一个功能区(支持word和word):
步骤四:点击"设置"按钮,弹出设置界面:
步骤五:这里简化了配置,去掉了前一个版本中的一些设置。
步骤六:点击"插入代码"按钮,弹出如下界面:
步骤七:可以选择C#、Java、Xml、Javascript等多种语言。
步骤八:在word效果如下:
步骤九:发布到博客后的效果如下:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using Kong.SyntaxHighlighter.Winform;
using Microsoft.Office.Tools.Ribbon;
namespace Kong.SyntaxHighlighter.Word
{
public partial class Ribbon1
{
private void Ribbon1_Load(object sender, RibbonUIEventArgs e)
{
}
}
}
步骤十:我在Word中生成这段代码的时候,用了ol和li,并且设置了ol以及li的style,这样在word中就可以显示边框以及交替行的颜色,同时给ol设了一个class=codeBlock,妄想在发布到博客后可以通过这个样式名codeBlock来自定义自己喜欢的样式。我在word中生成的代码大概是这个样子:
步骤十一:所以我们在博客中,不得设置所有ol的style,幸好博客园的文章都是在一个id为cnblogs_post_body的div下的,所以我在我博客中加了下面的style:
#cnblogs_post_body ol
{
border: 1px dotted #;
line-height: %;
word-break: break-word;
font-family: Consolas, Verdana !important;
border-radius: 5px;
width: %;
background-color: #E3E3FF;
list-style-position: outside;
margin-left: 0px;
}
#cnblogs_post_body ol font
{
font-size: px !important;
}
#cnblogs_post_body ol li
{
background-color: #fff;
padding-left: 5px;
border-left: 1px solid #8A8AFF;
margin-left: 5px !important;
}
#cnblogs_post_body ol li:nth-child(even)
{
background-color: #9ac4e5;
}
步骤十二:补充一下,这段文本是加在这里的:
vb问题 求各位帮忙
网上转载的,呵呵,我也不太明白
'在窗体上加入以下控件
'image1(0),image1(0) - 黑白棋
'image2,image3(0)
'form中的picture为棋盘。因无法上传,请自行领会。
Option Explicit
Dim I, J, K, Counter, Firstmoved, Rt, Gen, r, flag As Integer
Dim Grid(), H(), V(), RL(), LR(), Tb(2), Order() As Integer
Private Sub Form_Initialize()
lblHelp.Top = 0
lblHelp.Left = 0
Image1(0).Top = -
Image1(1).Top = -
lblHelp.Left = -lblHelp.Width
lblHelp = vbCrLf + vbCrLf + " 游戏帮助" + vbCrLf _
+ vbCrLf + vbCrLf + "●游戏规则:黑方先行,轮流弈子,任一方向先连成五子者胜." _
+ vbCrLf + vbCrLf + vbCrLf + "●操作提示:①可选择[先后]、[难度]和[对手]菜单设置游戏," _
+ vbCrLf + vbCrLf + " 只有按[游戏]->[开始]后才可在棋盘上落子." _
+ vbCrLf + vbCrLf + " ②按[游戏]->[清盘]可重玩并设置游戏." _
+ vbCrLf + vbCrLf + " ③落子后按[动作]菜单下的选择可任意悔棋和恢复." _
+ vbCrLf + vbCrLf + " ④各功能菜单都提供了快捷键(Alt+相应字母)." _
+ vbCrLf + vbCrLf + vbCrLf + "●有什么问题请与本人联系.电子邮件:xwwxyz@sina.com." _
+ vbCrLf + vbCrLf + vbCrLf + "●本页面单击后隐藏."
End Sub
Private Sub Form_Resize()
Me.Height =
Me.Width =
End Sub
Private Sub lblHelp_Click()
lblHelp.Visible = False
End Sub
Private Sub mnuAfter_Click()
Firstmoved = 0
mnuAfter.Checked = True
mnuFirst.Checked = False
End Sub
Private Sub Form_Load()
Dim I As Integer
For I = 1 To
Load Image3(I) '加载棋子控件
Image3(I).Top = (I \ ) * + 5
Image3(I).Left = (I Mod ) * + 5
Image3(I).Visible = True
Next
Ini
End Sub
'游戏初始化
Sub Ini()
For I = 0 To
Image3(I) = Image2
Image3(I).Enabled = False
Grid(I) = 0
V(I) = 0
H(I) = 0
LR(I) = 0
RL(I) = 0
Next I
mnuBack.Enabled = False
Counter = 0
Gen = 0
If mnuAfter.Checked = True Then
Firstmoved = 0
Else
Firstmoved = 1
End If
mnuStart.Enabled = True
End Sub
'一方是否可获胜
Function LineWin(Piece As Integer) As Integer
Dim mun As Integer
LineWin =
'五子一线
mun = Piece * 5
For I = 0 To
If H(I) = mun Or V(I) = mun Or RL(I) = mun Or LR(I) = mun Then
LineWin = + Piece
Exit Function
End If
Next I
'四子一线
mun = Piece * 4
For I = 0 To
If H(I) = mun Then
For K = 0 To 4
If Grid(I + K) = 0 Then LineWin = I + K: Exit Function
Next K
End If
If V(I) = mun Then
For K = 0 To 4
If Grid(I + K * ) = 0 Then LineWin = I + K * : Exit Function
Next K
End If
If RL(I) = mun Then
For K = 0 To 4
If Grid(I + K * ) = 0 Then LineWin = I + K * : Exit Function
Next K
End If
If LR(I) = mun Then
For K = 0 To 4
If Grid(I + K * ) = 0 Then LineWin = I + K * : Exit Function
Next K
End If
Next I
End Function
'计算机走棋
Sub ComputerMove()
Dim ToMove As Integer
If Counter = 0 Then
Randomize
I = Int(Rnd * 7 + 4)
J = Int(Rnd * 7 + 4)
If Grid(I * + J) = 0 Then ToMove = I * + J
Else
If mnuLower.Checked = True Then ToMove = Defend Else ToMove = Attempt
End If
Counter = Counter + 1
If Firstmoved = 0 Then Image3(ToMove) = Image1(0) Else Image3(ToMove) = Image1(1)
Grid(ToMove) = 2
Order(Counter) = ToMove
LineGen ToMove, 6
If LineWin(6) = Then
MsgBox "您输了!"
Ini
Exit Sub
End If
If Counter = Then
MsgBox "和棋"
Ini
Exit Sub
End If
End Sub
'低级模式
Function Defend() As Integer
Rt = LineWin(6)
If Rt < Then Defend = Rt: Exit Function
Rt = LineWin(1)
If Rt < Then Defend = Rt: Exit Function
'查找落子位置
Rt = FindBlank
If Rt < Then Defend = Rt: Exit Function
End Function
'悔棋
Private Sub mnuBack_Click()
mnuComeback.Enabled = True
If (Counter + Firstmoved) Mod 2 = 0 Then Rt = -1 Else Rt = -6
Grid(Order(Counter)) = 0
Image3(Order(Counter)) = Image2
LineGen Order(Counter), Rt
Counter = Counter - 1
If mnuComputer.Checked = True Then
Grid(Order(Counter)) = 0
Image3(Order(Counter)) = Image2
LineGen Order(Counter), -1
Counter = Counter - 1
Else
flag = 1 - flag
End If
r = r + 1
If Counter = 1 And Firstmoved = 0 And mnuComputer.Checked = True Then mnuBack.Enabled = False
If Counter = 0 Then mnuBack.Enabled = False
End Sub
'恢复棋子
Private Sub mnuComeback_Click()
mnuBack.Enabled = True
Counter = Counter + 1
If (Counter + Firstmoved) Mod 2 = 0 Then
Grid(Order(Counter)) = 1
Image3(Order(Counter)) = Image1(1 - Firstmoved)
LineGen Order(Counter), 1
Else
Grid(Order(Counter)) = 2
Image3(Order(Counter)) = Image1(Firstmoved)
LineGen Order(Counter), 6
End If
If mnuComputer.Checked = True Then
Counter = Counter + 1
Grid(Order(Counter)) = 2
Image3(Order(Counter)) = Image1(Firstmoved)
LineGen Order(Counter), 6
Else
flag = 1 - flag
End If
r = r - 1
If r = 0 Then mnuComeback.Enabled = False
End Sub
Private Sub mnuComputer_Click() '对手
mnuComputer.Checked = True '电脑
mnuHuman.Checked = False '棋手
End Sub
Private Sub mnuClear_Click() '清盘
Ini
mnuFirst.Enabled = True
mnuAfter.Enabled = True
mnuLower.Enabled = True
mnuHigher.Enabled = True
mnuComputer.Enabled = True
mnuHuman.Enabled = True
End Sub
Private Sub mnuHuman_Click()
mnuHuman.Checked = True
mnuComputer.Checked = False
End Sub
Private Sub mnuStart_Click() '开始
lblHelp.Visible = False
For I = 0 To
Image3(I).Enabled = True
Next I
mnuFirst.Enabled = False
mnuAfter.Enabled = False
mnuLower.Enabled = False
mnuHigher.Enabled = False
mnuComputer.Enabled = False
mnuHuman.Enabled = False
If Firstmoved = 0 And mnuComputer.Checked = True Then ComputerMove
If Firstmoved = 0 And mnuHuman.Checked = True Then flag = 1 Else flag = 0
mnuStart.Enabled = False
End Sub
'玩家走棋
Private Sub image3_Click(Index As Integer)
If Grid(Index) <> 0 Then Exit Sub
Counter = Counter + 1
If Firstmoved = 0 Then
Image3(Index) = Image1(1 - flag)
Else
Image3(Index) = Image1(flag)
End If
Grid(Index) = 1 + flag
Order(Counter) = Index
mnuBack.Enabled = True
mnuComeback.Enabled = False
r = 0
LineGen Index, (1 + flag * 5)
If LineWin(1 + flag * 5) = + flag * 5 Then
If flag = 0 Then MsgBox "您赢了!" Else MsgBox "您输了!"
Ini
Exit Sub
End If
If Counter = Then
MsgBox "和棋"
Ini
Exit Sub
End If
If mnuComputer.Checked = True Then ComputerMove Else flag = 1 - flag
End Sub
'查找可以落子的空位
Function FindBlank() As Integer
Dim wz, fs, lz, RndNum As Integer
fs = -
For wz = 0 To
If Grid(wz) = 0 Then
Grid(wz) = 2
LineGen wz, 6
Rt = Gen
If Rt > fs Then fs = Rt: lz = wz
Grid(wz) = 0
LineGen wz, -6
End If
Next wz
FindBlank = lz
End Function
'高级模式
Function Attempt() As Integer
Dim wz As Integer
Rt = LineWin(6)
If Rt < Then Attempt = Rt: Exit Function
Rt = LineWin(1)
If Rt < Then Attempt = Rt: Exit Function
'查找落子位置
Rt = linethree(6)
If Rt < Then Attempt = Rt: Exit Function
Rt = linethree(1)
If Rt < Then
Grid(Tb(0)) = 2
LineGen Tb(0), 6
Rt = Gen: wz = Tb(0)
Grid(Tb(0)) = 0
LineGen Tb(0), -6
Grid(Tb(1)) = 2
LineGen Tb(1), 6
If Rt < Gen Then Rt = Gen: wz = Tb(1)
Grid(Tb(1)) = 0
LineGen Tb(1), -6
Grid(Tb(2)) = 2
LineGen Tb(2), 6
If Rt < Gen Then Rt = Gen: wz = Tb(2)
Grid(Tb(2)) = 0
LineGen Tb(2), -6
Attempt = wz
Exit Function
End If
Rt = FindBlank
If Rt < Then Attempt = Rt: Exit Function
End Function
Private Sub mnuFirst_Click() '先后手
Firstmoved = 1
mnuAfter.Checked = False
mnuFirst.Checked = True
End Sub
Private Sub mnuHigher_Click()
mnuLower.Checked = False
mnuHigher.Checked = True
End Sub
Private Sub mnuLower_Click() '难度
mnuLower.Checked = True
mnuHigher.Checked = False
End Sub
'局势评估
Function LineGen(ij, Piece)
Dim b, e, mun As Integer
I = ij \
J = ij Mod
'横线影响
b = IIf(J - 4 > 0, J - 4, 0)
e = IIf(J > , , J)
For K = b To e
mun = H(I * + K)
If mun < 6 Then Gen = Gen + mun * 2 ^ mun
If mun > 5 And mun Mod 6 = 0 Then mun = mun \ 6 - 1: Gen = Gen - mun * 2 ^ mun
H(I * + K) = H(I * + K) + Piece
mun = H(I * + K)
If mun < 6 Then Gen = Gen - mun * 2 ^ mun
If mun > 5 And mun Mod 6 = 0 Then mun = mun \ 6 - 1: Gen = Gen + mun * 2 ^ mun
Next K
'竖线影响
b = IIf(I - 4 > 0, I - 4, 0)
e = IIf(I > , , I)
For K = b To e
mun = V(K * + J)
If mun < 6 Then Gen = Gen + mun * 2 ^ mun
If mun > 5 And mun Mod 6 = 0 Then mun = mun \ 6 - 1: Gen = Gen - mun * 2 ^ mun
V(K * + J) = V(K * + J) + Piece
mun = V(K * + J)
If mun < 6 Then Gen = Gen - mun * 2 ^ mun
If mun > 5 And mun Mod 6 = 0 Then mun = mun \ 6 - 1: Gen = Gen + mun * 2 ^ mun
Next K
'撇线影响
b = IIf(I - 4 > 0, I - 4, 0)
e = IIf(I > , , I)
b = IIf(b > J + I - IIf(J + 4 > , , J + 4), b, J + I - IIf(J + 4 > , , J + 4))
e = IIf(e > J + I - IIf(J > 4, J, 4), J + I - IIf(J > 4, J, 4), e)
For K = b To e
mun = RL(K * + I + J - K)
If mun < 6 Then Gen = Gen + mun * 2 ^ mun
If mun > 5 And mun Mod 6 = 0 Then mun = mun \ 6 - 1: Gen = Gen - mun * 2 ^ mun
RL(K * + I + J - K) = RL(K * + I + J - K) + Piece
mun = RL(K * + I + J - K)
If mun < 6 Then Gen = Gen - mun * 2 ^ mun
If mun > 5 And mun Mod 6 = 0 Then mun = mun \ 6 - 1: Gen = Gen + mun * 2 ^ mun
Next K
'捺线影响
b = IIf(I - 4 > 0, I - 4, 0)
e = IIf(I > , , I)
b = IIf(b > I - J + IIf(J - 4 > 0, J - 4, 0), b, I - J + IIf(J - 4 > 0, J - 4, 0))
e = IIf(e > I - J + IIf(J > , , J), I - J + IIf(J > , , J), e)
For K = b To e
mun = LR(K * - I + J + K)
If mun < 6 Then Gen = Gen + mun * 2 ^ mun
If mun > 5 And mun Mod 6 = 0 Then mun = mun \ 6 - 1: Gen = Gen - mun * 2 ^ mun
LR(K * - I + J + K) = LR(K * - I + J + K) + Piece
mun = LR(K * - I + J + K)
If mun < 6 Then Gen = Gen - mun * 2 ^ mun
If mun > 5 And mun Mod 6 = 0 Then mun = mun \ 6 - 1: Gen = Gen + mun * 2 ^ mun
Next K
End Function
'是否存在三子一线(可发展成五子联线)
Function linethree(Piece As Integer) As Integer
Dim mun As Integer
linethree =
'三子一线
mun = Piece * 3
For I = 0 To
If H(I) = mun Then
If Grid(I) = 0 Then
If I Mod < Then
If Grid(I + 5) = 0 Then
For K = 1 To 4
If Grid(I + K) = 0 Then
Tb(0) = I + K
Tb(1) = I
Tb(2) = I + 5
linethree = Tb(0)
Exit Function
End If
Next K
End If
End If
End If
End If
If V(I) = mun Then
If Grid(I) = 0 Then
If (I \ ) < Then
If Grid(I + ) = 0 Then
For K = 1 To 4
If Grid(I + K * ) = 0 Then
Tb(0) = I + K *
Tb(1) = I
Tb(2) = I +
linethree = Tb(0)
Exit Function
End If
Next K
End If
End If
End If
End If
If RL(I) = mun Then
If Grid(I) = 0 Then
If (I \ ) < And I Mod > 4 Then
If Grid(I + ) = 0 Then
For K = 1 To 4
If Grid(I + K * ) = 0 Then
Tb(0) = I + K *
Tb(1) = I
Tb(2) = I +
linethree = Tb(0)
Exit Function
End If
Next K
End If
End If
End If
End If
If LR(I) = mun Then
If Grid(I) = 0 Then
If (I \ ) < And I Mod < Then
If Grid(I + ) = 0 Then
For K = 1 To 4
If Grid(I + K * ) = 0 Then
Tb(0) = I + K *
Tb(1) = I
Tb(2) = I +
linethree = Tb(0)
Exit Function
End If
Next K
End If
End If
End If
End If
Next I
End Function
Private Sub munHelp_Click() '帮助
lblHelp.Visible = True
End Sub
kong 网关插件快速开发指南
通过使用kong网关插件,开发流程变得简单明了且高效。kong插件项目主要包含三个文件:handler.lua负责处理插件逻辑,schema.lua定义配置文件,而rockspec文件用于插件安装。逻辑处理代码根据openresty的不同处理阶段分为不同函数,根据插件功能只需在相应函数内添加自定义业务逻辑。
以开发一个简单的灰度发布流量分发插件为例,其功能仅是根据http request头中的Authorization值,将流量分发至不同后端服务器。该插件配置包含两个选项:pattern和upstream。如果Authorization值匹配pattern,请求将代理至相应upstream。
首先,为插件命名为“huidu”,修改模版项目目录为“huidu”。接着,修改schema.lua添加配置代码,然后在handler.lua中添加处理逻辑。由于huidu插件逻辑只需在access阶段执行,可以移除多余注释和代码。至此,代码开发阶段完成。
进行插件安装调试。假设已搭建本地开发环境,手动指定目录安装插件。修改kong.conf文件配置插件,保存后启动kong。在启动日志中确认加载了插件。通过konga界面配置插件,创建服务并安装插件。配置后,数据将保存在kong后端数据库的plugins表中。进行测试以验证插件效果。
在测试阶段,若请求匹配插件配置,响应应符合预期;若不匹配或代码有误,则流量将走服务本身配置的upstream。配置后的数据保存在数据库中。
在正式环境部署时,通过luarocks安装插件。编辑rockspec文件修改配置,注意查看本地和linux安装路径差异。安装完成后,运行kong restart生效。开发完成后,建议参考官方插件开发文档和kong自带插件库源代码,优化插件功能。
基于此流程,简单功能的插件开发效率较高,可实现一天一个。开发时,应避免功能逻辑过于复杂,保持简单实用。示例插件代码和官方开发文档可参考指定链接。
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