算法
无重复字符的最长子串
给定一个字符串,请你找出其中不含有重复字符的 最长子串 的长度。
var lengthOfLongestSubstring = function(s) {
var res = 0;
var str = "";
var len = s.length;
for(var i = 0; i < len; i++) {
var char = s.charAt(i);
var index = str.indexOf(char);
if(index === -1) {
str += char;
res = res < str.length ? str.length : res;
} else {
str = str.substr(index + 1) + char;
}
}
return res;
};
webGL 动画
动画就是不断变化各个顶点的位置,然后进行重绘
/**
* Created by hushhw on 17/12/14.
*/
//RotatingTriangle.js
var VSHADER_SOURCE =
'attribute vec4 a_Position;\n' +
'uniform mat4 u_ModelMatrix;\n' +
'void main() {\n' +
'gl_Position = u_ModelMatrix * a_Position;\n' +
'}\n';
var FSHADER_SOURCE=
'void main(){'+
'gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);'+
'}';
var ANGLE_STEP = 45.0;
function main() {
var canvas = document.getElementById("webgl");
if (!canvas) {
console.log("Failed to retrieve the <canvas> element");
return;
}
var gl = getWebGLContext(canvas);
if (!gl) {
console.log("Failed to get the rendering context for WebGL");
return;
}
if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) {
console.log("Failed to initialize shaders.");
return;
}
//设置顶点位置
var n = initVertexBuffers(gl);
if (n < 0) {
console.log('Failed to set the positions of the vertices');
return;
}
gl.clearColor(0.0, 0.0, 0.0, 1.0);
var u_ModelMatrix = gl.getUniformLocation(gl.program, 'u_ModelMatrix');
if (u_ModelMatrix < 0) {
console.log("Failed to get the storage location of u_xformMatrix");
return;
}
var modelMatrix = new Matrix4();
var currentAngle = 0.0;
var tick = function () {
currentAngle = animate(currentAngle);
draw(gl, n, currentAngle, modelMatrix, u_ModelMatrix);
requestAnimationFrame(tick);
};
tick();
}
function initVertexBuffers(gl) {
var vertices = new Float32Array(
[0.0, 0.5, -0.5, -0.5, 0.5, -0.5]
);
var n=3; //点的个数
//创建缓冲区对象
var vertexBuffer = gl.createBuffer();
if(!vertexBuffer){
console.log("Failed to create thie buffer object");
return -1;
}
//将缓冲区对象保存到目标上
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
//向缓存对象写入数据
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
if(a_Position < 0){
console.log("Failed to get the storage location of a_Position");
return -1;
}
//将缓冲区对象分配给a_Postion变量
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);
//连接a_Postion变量与分配给它的缓冲区对象
gl.enableVertexAttribArray(a_Position);
return n;
}
function draw(gl, n, currentAngle, modelMatrix, u_ModelMatrix)
{
modelMatrix.setRotate(currentAngle, 0, 0, 1);
gl.uniformMatrix4fv( u_ModelMatrix, false, modelMatrix.elements);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, n);
}
var g_last = Date.now();
function animate(angle)
{
var now = Date.now();
var elapsed = now - g_last;
g_last = now;
var newAngle = angle + (ANGLE_STEP * elapsed) / 1000.0;
return newAngle %= 360;
}