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基于python win32setpixel api 实现计算机图形学相关操作(推荐)

2024-04-02 19:04:59 286人浏览 八月长安

Python 官方文档:入门教程 => 点击学习

摘要

最近读研期间上了计算机可视化的课,老师也对计算机图形学的实现布置了相关的作业。虽然我没有系统地学过图形可视化的课,但是我之前逆向过一些游戏引擎,除了保护驱动之外,因为要做透视,接触过

最近读研期间上了计算机可视化的课,老师也对计算机图形学的实现布置了相关的作业。虽然我没有系统地学过图形可视化的课,但是我之前逆向过一些游戏引擎,除了保护驱动之外,因为要做透视,接触过一些计算机图形学的基础常识。这次的作业主要分为2个主要模块,一个是实现画线,画圆的算法,还有填充的算法,以及裁剪的算法。
之前工作的时候虽然参与过一些数据可视化大屏的设计,但是当时主要的工作使用Echarts或者G2做业务组件开发,并没有对画线,填充,裁剪等基础算法做过实现。这次就着这个机会我就想了解一些。实现的效果如下(动图加载可能有些慢):

扫描线填充过程

裁剪过程(根据鼠标位置,实时裁剪多边形,右边的蓝色是裁剪后的图形)

为什么选择win32 api画图

选择win32的原因是我想做一些与众不同的实现方法,比起用D3或者Echarts这种webGL的实现方式,我更想直接在显示器上画出图像,看起来更极客一些。这也导致了录屏软件没办法捕捉,只能用手机来录制?

为什么不选c++而选择python

主要是Python能对内存做个管理,C++直接调这种底层的接口会把内存搞坏掉,导致电脑变得特别卡。。不信大家可以在电脑上编译运行这段代码2分钟试一试,如果你电脑没炸,算你有钱。。


#include <windows.h>
// g++ a.cpp -o a.exe -lgdi32 && a.exe
void bresenham(int x0,int y0,int x1,int y1){
    int dx = abs(x1-x0);
    int dy = abs(y1-y0);
    int sx = x0<x1 ? 1 : -1;
    int sy = y0<y1 ? 1 : -1;
    int err = dx-dy;
    int e2;
    while(1){
        SetPixel(GetDC(0),x0,y0,RGB(255,0,0));
        if(x0==x1 && y0==y1) break;
        e2 = 2*err;
        if(e2>-dy){
            err = err-dy;
            x0 = x0+sx;
        }
        if(e2<dx){
            err = err+dx;
            y0 = y0+sy;
        }
    }
}


void draw_polyGon(int x[], int y[], int n)
{
    int i;
    for (i = 0; i < n - 1; i++)
        bresenham(x[i], y[i], x[i + 1], y[i + 1]);
    bresenham(x[n - 1], y[n - 1], x[0], y[0]);
}

int main()
{
    HDC hdc = GetDC(0);
    int x[4] = {100,200,300,100};
    int y[4] = {100,100,200,200};
    while (1)
    {
        draw_polygon(x,y,4);
        ReleaseDC(0, hdc);
    }
    return 0;
}

画线

对于画线部分,我这里使用了一个叫bresenham算法。。虽然我念不出名字,但是这个算法能够帮助我们实现画线运算,还有后面的中心圆填充,多边形绘画等方法。而且不通过浮点数的运算,直接变成整数运算,算法实现的函数如下所示,看起来比较简单,运行速度也很快。


def bresenham(x0, y0, x1, y1 , color):
    dx = abs(x1 - x0)
    dy = abs(y1 - y0)
    sx = 1 if x0 < x1 else -1
    sy = 1 if y0 < y1 else -1
    err = dx - dy
    while True:
        win32gui.SetPixel(dc, x0, y0, color)
        if x0 == x1 and y0 == y1:
            break
        e2 = 2 * err
        if e2 > -dy:
            err -= dy
            x0 += sx
        if e2 < dx:
            err += dx
            y0 += sy

我的屏幕分辨率是1920x1080的,只要在电脑里调用这个函数,把两个点的坐标填进去,就可以在显示器屏幕上画一条线。

中心圆算法

这个中心圆算法相对来说就比画线的算法在理解上面难很多,但是实现起来更简单一些,分成8个关于直线的和坐标轴对称的区域画圆,因此知道一个就可以画出其他几个,下面是实现过程。


def draw_circle(x, y, r):
    x0 = 0
    y0 = r
    d = 3 - 2 * r
    while x0 <= y0:
        win32gui.SetPixel(dc, x + x0, y + y0, 0xffffff)
        win32gui.SetPixel(dc, x + y0, y + x0, 0xffffff)
        win32gui.SetPixel(dc, x - y0, y + x0, 0xffffff)
        win32gui.SetPixel(dc, x - x0, y + y0, 0xffffff)
        win32gui.SetPixel(dc, x - x0, y - y0, 0xffffff)
        win32gui.SetPixel(dc, x - y0, y - x0, 0xffffff)
        win32gui.SetPixel(dc, x + y0, y - x0, 0xffffff)
        win32gui.SetPixel(dc, x + x0, y - y0, 0xffffff)
        if d < 0:
            d += 4 * x0 + 6
        else:
            d += 4 * (x0 - y0) + 10
            y0 -= 1
        x0 += 1

在中心圆填充这里,可以取个巧,把几个顶点直接用画线的算法一行一行填充上去。就可以实现下面的效果。代码如下


# 画实心圆
def draw_circle_fill(x0, y0, r):
    x = 0
    y = r
    d = 3 - 2 * r
    while x <= y:
        time.sleep(0.01)
        bresenham(x0 + x, y0 + y, x0 - x, y0 + y)
        time.sleep(0.01)
        bresenham(x0 + x, y0 - y, x0 - x, y0 - y)
        time.sleep(0.01)
        bresenham(x0 + y, y0 + x, x0 - y, y0 + x)
        time.sleep(0.01)
        bresenham(x0 + y, y0 - x, x0 - y, y0 - x)
        if d < 0:
            d += 4 * x + 6
        else:
            d += 4 * (x - y) + 10
            y -= 1
        x += 1

扫描线填充

扫描线填充的算法就比较难实现了,需要找到起始的种子,还有每行的种子,因为我这里仅仅用顶点实现起来过于复杂,就索性偷懒用了数组。下面的算法实现部分仅供参考,具体的实现包括种子的选择等等,可以更好一些。


maps = [[0 for x in range(0,400)] for x in range(0,400)]

for i in range(200,300):
    maps[i][200] = 1
    maps[200][i] = 1
    maps[i][300] = 1
    maps[300][i] = 1
for i in range(230,270):
    maps[i][230] = 1
    maps[i][270] = 1
    maps[230][i] = 1
    maps[270][i] = 1
# 扫描填充maps
def scan_fill():
    seed = (271,296)
    stack = []
    stack.append(seed)
    while len(stack) > 0:
        (x,y) = stack.pop()
        # 如果已经被填充过,则跳过
        if(maps[x][y] == 1):
            continue
        # 横向填充并记录lx rx
        i=0
        time.sleep(0.01)
        while(maps[x+i][y] == 0):
            maps[x+i][y] = 1
            win32gui.SetPixel(dc, x+i, y, 0xffffff)
            i += 1
        rx = x+i-1
        i=1
        while(maps[x-i][y] == 0):
            maps[x-i][y] = 1
            win32gui.SetPixel(dc, x-i, y, 0xffffff)
            i+=1
        lx = x-i+1
        # 下一个种子
        if y+1>=300:
            continue
        i=0
        while(maps[lx+i][y+1] == 0):
            if(maps[lx+i+1][y+1]==1):
                stack.append((lx+i,y+1))
                break
            i+=1
        i=0
        while(maps[rx-i][y+1] == 0):
            if(maps[rx-i-1][y+1]==1):
                stack.append((rx-i,y+1))
                break
            i+=1
        if y-1<=0:
            continue
        i=0
        while(maps[lx+i][y-1] == 0):
            if(maps[lx+i+1][y-1]==1):
                stack.append((lx+i,y-1))
                break
            i+=1
        i=0
        while(maps[rx-i][y-1] == 0):
            if(maps[rx-i-1][y-1]==1):
                stack.append((rx-i,y-1))
                break
            i+=1
scan_fill()

这里是所有代码

上面的代码都是剪切过的,完整的代码如下所示,运行后大家就可以在显示器上看到运行过程:


import time
import win32gui
dc = win32gui.GetDC(0)
maps = [[0 for x in range(0,400)] for x in range(0,400)]

for i in range(200,300):
    maps[i][200] = 1
    maps[200][i] = 1
    maps[i][300] = 1
    maps[300][i] = 1
for i in range(230,270):
    maps[i][230] = 1
    maps[i][270] = 1
    maps[230][i] = 1
    maps[270][i] = 1
# 中点算法画圆
def draw_circle(x, y, r):
    x0 = 0
    y0 = r
    d = 3 - 2 * r
    while x0 <= y0:
        time.sleep(0.01)
        win32gui.SetPixel(dc, x + x0, y + y0, 0xffffff)
        time.sleep(0.01)
        win32gui.SetPixel(dc, x + y0, y + x0, 0xffffff)
        time.sleep(0.01)
        win32gui.SetPixel(dc, x - y0, y + x0, 0xffffff)
        time.sleep(0.01)
        win32gui.SetPixel(dc, x - x0, y + y0, 0xffffff)
        time.sleep(0.01)
        win32gui.SetPixel(dc, x - x0, y - y0, 0xffffff)
        time.sleep(0.01)
        win32gui.SetPixel(dc, x - y0, y - x0, 0xffffff)
        time.sleep(0.01)
        win32gui.SetPixel(dc, x + y0, y - x0, 0xffffff)
        time.sleep(0.01)
        win32gui.SetPixel(dc, x + x0, y - y0, 0xffffff)
        if d < 0:
            d += 4 * x0 + 6
        else:
            d += 4 * (x0 - y0) + 10
            y0 -= 1
        x0 += 1
# 画线
def bresenham(x0, y0, x1, y1):
    dx = abs(x1 - x0)
    dy = abs(y1 - y0)
    sx = 1 if x0 < x1 else -1
    sy = 1 if y0 < y1 else -1
    err = dx - dy

    while True:
        #time.sleep(0.01)
        win32gui.SetPixel(dc, x0, y0, 0xffffff)
        if x0 == x1 and y0 == y1:
            break
        e2 = 2 * err
        if e2 > -dy:
            err -= dy
            x0 += sx
        if e2 < dx:
            err += dx
            y0 += sy

# 画实心圆
def draw_circle_fill(x0, y0, r):
    x = 0
    y = r
    d = 3 - 2 * r
    while x <= y:
        time.sleep(0.01)
        bresenham(x0 + x, y0 + y, x0 - x, y0 + y)
        time.sleep(0.01)
        bresenham(x0 + x, y0 - y, x0 - x, y0 - y)
        time.sleep(0.01)
        bresenham(x0 + y, y0 + x, x0 - y, y0 + x)
        time.sleep(0.01)
        bresenham(x0 + y, y0 - x, x0 - y, y0 - x)
        if d < 0:
            d += 4 * x + 6
        else:
            d += 4 * (x - y) + 10
            y -= 1
        x += 1
# 画多边形
def draw_polygon(points):
    for i in range(len(points)):
        x0 = points[i][0]
        y0 = points[i][1]
        x1 = points[(i + 1) % len(points)][0]
        y1 = points[(i + 1) % len(points)][1]
        bresenham(x0, y0, x1, y1)

# 画椭圆
def draw_ellipse(x0, y0, a, b):
    x = 0
    y = b
    a2 = a * a
    b2 = b * b
    d = b2 - a2 * b + a2 / 4
    while b2 * x <= a2 * y:
        win32gui.SetPixel(dc, x0 + x, y0 + y, 0xffffff)
        win32gui.SetPixel(dc, x0 - x, y0 + y, 0xffffff)
        win32gui.SetPixel(dc, x0 + x, y0 - y, 0xffffff)
        win32gui.SetPixel(dc, x0 - x, y0 - y, 0xffffff)
        if d < 0:
            d += b2 * (2 * x + 3)
        else:
            d += b2 * (2 * x - 2 * y + 5)
            y -= 1
        x += 1
    d1 = b2 * (x + 0.5) * (x + 0.5) + a2 * (y - 1) * (y - 1) - a2 * b2
    while y >= 0:
        win32gui.SetPixel(dc, x0 + x, y0 + y, 0xffffff)
        win32gui.SetPixel(dc, x0 - x, y0 + y, 0xffffff)
        win32gui.SetPixel(dc, x0 + x, y0 - y, 0xffffff)
        win32gui.SetPixel(dc, x0 - x, y0 - y, 0xffffff)
        if d1 > 0:
            d1 -= a2 * (2 * y - 1)
        d1 += b2 * (2 * x + 3)
        x += 1
        y -= 1
# 画矩形
def draw_rectangle(x0, y0, x1, y1):
    bresenham(x0, y0, x1, y0)
    bresenham(x1, y0, x1, y1)
    bresenham(x1, y1, x0, y1)
    bresenham(x0, y1, x0, y0)

# 扫描填充maps
def scan_fill():
    seed = (271,296)
    stack = []
    stack.append(seed)
    while len(stack) > 0:
        (x,y) = stack.pop()
        # 如果已经被填充过,则跳过
        if(maps[x][y] == 1):
            continue
        # 横向填充并记录lx rx
        i=0
        time.sleep(0.01)
        while(maps[x+i][y] == 0):
            maps[x+i][y] = 1
            win32gui.SetPixel(dc, x+i, y, 0xffffff)
            i += 1
        rx = x+i-1
        i=1
        while(maps[x-i][y] == 0):
            maps[x-i][y] = 1
            
            win32gui.SetPixel(dc, x-i, y, 0xffffff)
            i+=1
        lx = x-i+1
        # 下一个种子
        if y+1>=300:
            continue
        i=0
        while(maps[lx+i][y+1] == 0):
            if(maps[lx+i+1][y+1]==1):
                stack.append((lx+i,y+1))
                break
            i+=1
        i=0
        while(maps[rx-i][y+1] == 0):
            if(maps[rx-i-1][y+1]==1):
                stack.append((rx-i,y+1))
                break
            i+=1
        if y-1<=0:
            continue
        i=0
        while(maps[lx+i][y-1] == 0):
            if(maps[lx+i+1][y-1]==1):
                stack.append((lx+i,y-1))
                break
            i+=1
        i=0
        while(maps[rx-i][y-1] == 0):
            if(maps[rx-i-1][y-1]==1):
                stack.append((rx-i,y-1))
                break
            i+=1
scan_fill()
while True:
    # 画线
    
    bresenham(400, 900, 1000, 700)
    # 填充圆
    draw_circle_fill(900, 500, 100)
    # 中心圆
    draw_circle(1000, 200, 100)
    # 椭圆
    draw_ellipse(1500, 200, 100, 100)
    # 矩形
    draw_rectangle(1100, 400, 1200, 500)
    # 多边形
    draw_polygon([(900, 1000), (800, 800), (1000, 900), (1100, 1000)])
    #三角形
    draw_polygon([(400, 200), (500, 300), (600, 200)])

裁剪

裁剪这里简直就是我的噩梦,因为我之前为了极客选择了仅仅知道顶点就画出裁剪过的多边形,导致我没有数组,只能设计更极客的算法。
最后我找到了一种裁剪凸多边形的办法,大致就是找到每个线段的交点,然后顺时针方向对交点和在主多边形,副多边形的顶点排序,最后就可以实现裁剪。代码超级复杂,


import win32gui
import math
import pygame
dc = win32gui.GetDC(0)
# 获取鼠标的位置
mouse_x=win32gui.GetCursorPos()[0]
mouse_y=win32gui.GetCursorPos()[1]
temp = win32gui.GetCursorPos()
def get_mouse_pos():
    global mouse_x, mouse_y
    mouse_x = win32gui.GetCursorPos()[0]
    mouse_y = win32gui.GetCursorPos()[1]
clock = pygame.time.Clock()

temp2 = []
def bresenham(x0, y0, x1, y1 , color):
    dx = abs(x1 - x0)
    dy = abs(y1 - y0)
    sx = 1 if x0 < x1 else -1
    sy = 1 if y0 < y1 else -1
    err = dx - dy
    while True:
        win32gui.SetPixel(dc, x0, y0, color)
        if x0 == x1 and y0 == y1:
            break
        e2 = 2 * err
        if e2 > -dy:
            err -= dy
            x0 += sx
        if e2 < dx:
            err += dx
            y0 += sy


def draw_rectangle(x0, y0, x1, y1):
    bresenham(x0, y0, x1, y0,0xffffff)
    bresenham(x1, y0, x1, y1,0xffffff)
    bresenham(x1, y1, x0, y1,0xffffff)
    bresenham(x0, y1, x0, y0,0xffffff)


def draw_polygon(points):
    for i in range(len(points)):
        x0 = points[i][0]
        y0 = points[i][1]
        x1 = points[(i + 1) % len(points)][0]
        y1 = points[(i + 1) % len(points)][1]
        bresenham(x0, y0, x1, y1,0x00ff00)
def draw_polygon_black(points):
    for i in range(len(points)):
        x0 = points[i][0]
        y0 = points[i][1]
        x1 = points[(i + 1) % len(points)][0]
        y1 = points[(i + 1) % len(points)][1]
        bresenham(x0, y0, x1, y1,0x000000)
# 线段是否相交
def IsRectCross(p1x, p1y, p2x, p2y, q1x, q1y, q2x, q2y):
    return min(p1x,p2x) <= max(q1x,q2x) and min(q1x,q2x) <= max(p1x,p2x) and min(p1y,p2y) <= max(q1y,q2y) and min(q1y,q2y) <= max(p1y,p2y)


def IsLineSegmentCross(pFirst1x,pFirst1y,pFirst2x,pFirst2y,pSecond1x,pSecond1y,pSecond2x,pSecond2y):
    line1 = pFirst1x * (pSecond1y - pFirst2y) + pFirst2x * (pFirst1y - pSecond1y) + pSecond1x * (pFirst2y - pFirst1y)
    line2 = pFirst1x * (pSecond2y - pFirst2y) + pFirst2x * (pFirst1y - pSecond2y) + pSecond2x * (pFirst2y - pFirst1y)
    if (((line1 ^ line2) >= 0) and not (line1 == 0 and line2 == 0)):
        return False

    line1 = pSecond1x * (pFirst1y - pSecond2y) + pSecond2x * (pSecond1y - pFirst1y) + pFirst1x * (pSecond2y - pSecond1y)
    line2 = pSecond1x * (pFirst2y - pSecond2y) + pSecond2x * (pSecond1y - pFirst2y) + pFirst2x * (pSecond2y - pSecond1y)
    if (((line1 ^ line2) >= 0) and not (line1 == 0 and line2 == 0)):
        return False
    return True

def GetCrossPoint(p1x, p1y, p2x, p2y, q1x, q1y, q2x, q2y):
    if(IsRectCross(p1x, p1y, p2x, p2y, q1x, q1y, q2x, q2y)):
        if (IsLineSegmentCross(p1x, p1y, p2x, p2y, q1x, q1y, q2x, q2y)):
            tmpLeft = (q2x - q1x) * (p1y - p2y) - (p2x - p1x) * (q1y - q2y)
            tmpRight = (p1y - q1y) * (p2x - p1x) * (q2x - q1x) + q1x * (q2y - q1y) * (p2x - p1x) - p1x * (p2y - p1y) * (q2x - q1x)
            if (tmpLeft == 0):
                return None
            x = (int)(tmpRight/tmpLeft)
            tmpLeft = (p1x - p2x) * (q2y - q1y) - (p2y - p1y) * (q1x - q2x)
            tmpRight = p2y * (p1x - p2x) * (q2y - q1y) + (q2x- p2x) * (q2y - q1y) * (p1y - p2y) - q2y * (q1x - q2x) * (p2y - p1y)
            if (tmpLeft == 0):
                return None
            y = (int)(tmpRight/tmpLeft)
            return (x,y)
        else:
            return None
    else:
        return None

def draw_rectangle_black(x0, y0, x1, y1):
    bresenham(x0, y0, x1, y0,0x000000)
    bresenham(x1, y0, x1, y1,0x000000)
    bresenham(x1, y1, x0, y1,0x000000)
    bresenham(x0, y1, x0, y0,0x000000)

# 判断点是否在多边形内
def IsPointInPolygon(points, x, y):
    nCross = 0
    for i in range(len(points)):
        p1x = points[i][0]
        p1y = points[i][1]
        p2x = points[(i + 1) % len(points)][0]
        p2y = points[(i + 1) % len(points)][1]
        if (y > min(p1y, p2y)):
            if (y <= max(p1y, p2y)):
                if (x <= max(p1x, p2x)):
                    if (p1y != p2y):
                        xinters = (y - p1y) * (p2x - p1x) / (p2y - p1y) + p1x
                    if (p1x == p2x or x <= xinters):
                        nCross += 1
    if (nCross % 2 == 0):
        return False
    else:
        return True
def getNonRepeatList(data):
    new_data = []
    for i in range(len(data)):
        if data[i] not in new_data:
            new_data.append(data[i])
    return new_data


# 判断两多边形重叠部分 返回一个多边形
def IsPolygonCross(points1, points2):
    result = []
    for i in range(len(points1)):
        p1x = points1[i][0]
        p1y = points1[i][1]
        p2x = points1[(i + 1) % len(points1)][0]
        p2y = points1[(i + 1) % len(points1)][1]
        for j in range(len(points2)):
            q1x = points2[j][0]
            q1y = points2[j][1]
            q2x = points2[(j + 1) % len(points2)][0]
            q2y = points2[(j + 1) % len(points2)][1]
            if (IsPointInPolygon(points1, q1x, q1y) and (q1x, q1y) not in result):
                result.append((q1x, q1y))
            if (IsPointInPolygon(points1, q2x, q2y) and (q2x, q2y) not in result):
                result.append((q2x, q2y))
            if (IsPointInPolygon(points2, p1x, p1y) and (p1x, p1y) not in result):
                result.append((p1x, p1y))
            if (IsPointInPolygon(points2, p2x, p2y) and (p2x, p2y) not in result):
                result.append((p2x, p2y))
            if (IsRectCross(p1x, p1y, p2x, p2y, q1x, q1y, q2x, q2y)):
                if  GetCrossPoint(p1x, p1y, p2x, p2y, q1x, q1y, q2x, q2y) != None:
                    (x, y) = GetCrossPoint(p1x, p1y, p2x, p2y, q1x, q1y, q2x, q2y)
                    result.append((x, y))
    if (result == []):
        return result
    return (sort_points_in_clockwise_order(result))

w = 60
h = 100

def draw_polygon_red(points):
    for i in range(len(points)):
        x0 = points[i][0]
        y0 = points[i][1]
        x1 = points[(i + 1) % len(points)][0]
        y1 = points[(i + 1) % len(points)][1]
        bresenham(x0, y0, x1, y1,0xff0000)

def sort_points_in_clockwise_order(points):
    center = (0, 0)
    for point in points:
        center = (center[0] + point[0], center[1] + point[1])
    center = (center[0] / len(points), center[1] / len(points))
    points_copy = list(points)
    points_copy.sort(key=lambda point: math.atan2(point[0] - center[0], point[1] - center[1]))
    res = []
    for i in points_copy:
       res.append((i[0]+500,i[1]))
    return res

polygon_Points = [(600,500), (800,500), (900, 600), (900, 400),(600,300)]

while True:
    draw_rectangle_black(temp[0],temp[1],temp[0]+w,temp[1]+h)
    draw_rectangle(mouse_x,mouse_y,mouse_x+w,mouse_y+h)
    temp = (mouse_x,mouse_y)
    get_mouse_pos()
    draw_polygon(polygon_Points)
    res =  IsPolygonCross(polygon_Points,[(mouse_x,mouse_y),(mouse_x+w,mouse_y),(mouse_x+w,mouse_y+h),(mouse_x,mouse_y+h)]) 
    print(res)
    if temp2 != []:
        draw_polygon_black(temp2)
    if res != [] and res != None:
        draw_polygon_red(res)
        temp2 = res
    clock.tick(120)# 60帧
    
    

总结

计算机图形学并没有我之前想的那么好学,踩了很多坑,也补了很多知识。希望后面能再接再厉

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