基于 ArcGlobe/Globecontrol 三维地理信息系统开发之显示优化

基于 ArcGlobe/Globecontrol 三维地理信息系统开发之显示优化

  How to Optimizing the drawing sequence  
      
   蒋践  20070709  MSN:crazyspace@126.com
[summary]  
本文对ArcGlobe/Globecontrol 中的重画方法的优化提出了四种解决方案。对各
自方案的提出背景及其原理进行了简短的解释,同时给出了实例,值得仔细研究!
 Implementation of custom layers for ArcGlobe/GlobeControl would
probably be done for real-time applications. Usually, such applications are
required to match a very high standard of performance, whether it is the ability
to display thousands of elements that pertain to one data feed or update
objects in a very high frequency.
 
Although efficient, caching your symbol inside a display list is not always
enough to get the best performance. The following are the major techniques to
a display    list.
 
optimize the drawing sequence:
 
  1、 Minimizing the computation load inside DrawImmediate  
  2 、Scaling and aggregating the drawn symbology  
  3、 Screening out objects outside of the display viewport  
  4、 Using a global timer to redraw the display  
一一、、Minimizing the computation load inside DrawImmediate  
一一、、
Tip:
1、  一个对象可能在一个绘制周期中需要重画多次,如果每一次都去计算地心坐标和
方向将会影响效率。
2、  解决:当我们对某一个对象进行更新时,将其地心坐标和方向保存。
 In most cases, the layer’s drawing frequency does not match the
object’s update rate. An object is usually subjected to update every several
drawing cycles. For that reason, calculating the object’s geocentric
coordinate and orientation only when the element gets updated significantly
decreases the computations that must be done on each drawing cycle.(引
出背景)  
    
        To draw the object, you will have to cache its calculated geocentric
coordinate and orientation so it can be used inside the DrawImmediate
method.  
        为了去画出某个对象,你将首先保存其计算出的地心坐标及其方向,使它能够调
用内部的DrawImmediate 方法。
   
The following code shows how to minimize the computation load:  
    
   [C#]  

  public bool AddItem(long zipCode, double lat, double lon)  
  {
   double X = 0.0, Y = 0.0, Z = 0.0;     
   . . .
   DataRow r = m_table.Rows.Find(zipCode);
   if (null != r) //If the record with this ZIP Code already
exists.
   {
     //Cache the item’s geocentric coordinate to save the
calculation inside method  
  DrawImmediate ().
  globeViewUtil.GeographicToGeocentric(lon, lat, 1000.0, out X,
out Y, out Z);
     //Update the record.
     r[3] = lat;
     r[4] = lon;
     r[5] = X;
     r[6] = Y;
     r[7] = Z;
   
     lock (m_table)
     {
        r.AcceptChanges();
     }
   }
  . . .
  }
  二二、、Scaling and aggregating symbols  
二二、、
   Tip:
  1、可以通过一定方法计算每一个 symbol 的当前显示 scale、
  2、当某一个符号在当前显示小于一定比例的时候,我们将一样简单的符号如点来表示它!
        Usually, one of the first techniques learned in a geographic information
system (GIS) class for drawing spatially enabled data is to use aggregated
symbology (as scale ratio becomes small when zooming out可伸缩性符号). 3D
drawing is no exception. However, in a 3D environment, the scale constantly

varies since there is no reference surface that can calculate a scale accordingly.
Therefore, the distance from the globe’s camera of each object determines a
reference scale.(相对比例由全球幕布 globe camera的距离来决定) The distance from
the object to the camera can be calculated both in geographical units and in
geocentric units.(对象到全球幕布的距离在地心坐标和地理坐标下都可以计算)
    
      The following shows calculating the scale (magnitude) according to the
distance from the camera to the object using geocentric units and taking into
consideration the elevation exaggeration:
  这个例子 show通过从幕布到对象的距离(地心坐标下)来计算放大比例,同是考虑到高程的
发达!
    [C#]  
  double dblObsX, dblObsY, dblObsZ, dMagnitude;
  //获取当前全球幕布
  ICamera camera = pGlobeViewer.GlobeDisplay.ActiveViewer.Camera;
  //Get the camera location in a geocentric coordinate (OpenGL coordsystem).
得到地心坐标系用于OpenGL
  camera.Observer.QueryCoords(out dblObsX, out dblObsY);
  dblObsZ = camera.Observer.Z;
  //QA
  IGlobeDisplayRendering globeDisplayRendering =
IGlobeDisplayRendering)m_globeDisplay;
  //得到基本的起始放大点
  double baseExaggeration = globeDisplayRendering.BaseExaggeration;
  //
  double X = 0.0, Y = 0.0, Z = 0.0;
  X = Convert.ToDouble(rec[5]);
  Y = Convert.ToDouble(rec[6]);
  Z = Convert.ToDouble(rec[7]);
  //
  m_ipVector3D.SetComponents(dblObsX - X,  
                             dblObsY - Y,  
                             dblObsZ - Z);
  //
  dMagnitude = m_ipVector3D.Magnitude;
  //

  double scale = dblMagnitude * baseExagFactor;
  //当得到的比例比较小时,可以用一个符号表示,只有到达一定比例是才在幕布上 draw一个
full symbol。  
       Setting the scale threshold, which determines whether to draw a full symbol
or an aggregated symbol is up to the developer, usually according to a
requirement defined as a geographical distance. In many cases, setting the
threshold is done empirically to get the best balance between the aggregated
symbols and the full symbol that looks best and gives the best performance. The
aggregated symbol can be any type of symbol, cached as a display list or a simple
OpenGL geometry. There is no limit to the number of aggregated symbol levels
that can be set to an object.
    
  The following code shows how to set the scale threshold:
    [C#]  
  //If far away from the object, draw it as a simple OpenGL point.
  if(scale > 2.5)
  {
     GL.glPointSize(5.0f);
     GL.glColor3ub(0, 255, 0);
     GL.glBegin(GL.GL_POINTS);
        GL.glVertex3f(Convert.ToSingle(X), Convert.ToSingle(Y),   
Convert.ToSingle(Z));
     GL.glEnd();
  }
  else //When close enough, draw the full symbol.
  {
    GL.glPushMatrix();
    {
       //Translate and orient the object into place.
       TranslateAndRotate(X,Y, Z, wksSymbolOrientation, dSymbolAngle);
       //Scale the object.
       GL.glScaled(dObjScale, dObjScale, dObjScale);  
         //Draw the object.        
       GL.glCallList(m_intMainSymbolDisplayList);
    }
    GL.glPopMatrix();   

  }
    
  三三。。Screening out objects outside the display viewport  
三三。。
    
   
     Tip:
  1、可以计算某一个对象是否在我们的展示幕布中、
  2、当不在幕布中时,我们就不让他显示
         Drawing dynamic objects usually involves a large amount of computation.
In addition, drawing a complex full-resolution model that contains a large amount
of triangles can take a considerable amount of resources. The camera’s field of
view is limited to a certain degree. Therefore, many objects get drawn despite the
fact they are not visible inside the viewport. Although OpenGL will not draw these
objects, the computation required to draw an object might be quite expensive. For
that reason, screening out objects outside the viewport is a good practice to
preserve resources and make your code more efficient.(为什么要这样做?)
    
       To screen out objects, you need to convert the object’s coordinate into the
window’s coordinate and test whether it is inside the viewport. There are two ways
to convert a coordinate into a window coordinate. You can use the IGlobeViewUtil
interface to convert a coordinate from each of the other coordinate systems used
by globe (geographic or geocentric) into the window system or you can use
OpenGL to convert from a geocentric coordinate into a window coordinate.(怎么
去计算得到是否在当前可是窗体中)
        通过 OpenGL 的方法从地理坐标到地心坐标的转换需要你去获取如下 feed:OpenGL
的投影 matrix,模型 matrix ,及其视角matrix,这些feed 只能在 DrawImmediate方
法 (globe’s custom layer 情况下)及其 IGlobeDisplayEvents::BeforeDraw and
IGlobeDisplayEvents::AfterDraw方法下才能获取。虽然,这种方法比较快速同时精度比
较高并且可以用来估计外部的快速展示面,但是当你转变到选择模式下时,投影 matrix将改
变同时结果将出现计算错误。
      所以:建议尽可能的使用model of ArcObjects和 OpenGL 模式相结合。
     使用方法:当 OpenGL 处于选择模式下时,我们就使用 IGlobeViewUtil 接口来把结果转
变到窗体坐标。其他情况下通通用 OpenGL的模式。
      Calling OpenGL to project a coordinate from geocentric into a window
coordinate system requires you to get from OpenGL the projection matrix, model
matrix, and the viewport matrix. This can only be done inside the DrawImmediate
method (in the case of a globe’s custom layer) or inside
IGlobeDisplayEvents::BeforeDraw and IGlobeDisplayEvents::AfterDraw.
        Although, using OpenGL to convert from geocentric coordinates into window
coordinates is very fast and accurate (it also allows you to screen out objects
outside the clipping planes), when switched into selection mode, the projection
matrix changes and results in erroneous calculations.  
    

  For that reason, it is possible to use a mixed model of ArcObjects together with
OpenGL to test if an object is inside the viewport. When OpenGL is in selection
mode, use IGlobeViewUtil to convert into a window coordinate and the rest of the
time, use OpenGL.
    
  The following code shows testing an object inside the viewport:
    [C#]  
  private bool InsideViewport(double x, double y, double z, double clipNear,
uint mode)
  {
  bool inside = true;
     //In selection mode, the projection matrix is changed.
     //Therefore, use the GlobeViewUtil because calling gluProject gives
unexpected results.
     if (GL.GL_SELECT == mode)
     {
       int winX, winY;
       m_globeViewUtil.GeocentricToWindow(x, y, z, out winX, out winY);
        
       inside = (winX >= m_viewport[0] && winX <= m_viewport[2]) &&  
                (winY >= m_viewport[1] && winY <= m_viewport[3]);
     }
     else
     {
         //Use gluProject to convert into the window’s coordinate.
        unsafe
        {
           double winx, winy, winz;
           GLU.gluProject(x, y, z,  
                          m_modelViewMatrix,  
                          m_projMatrix,  
                          m_viewport,  
                          &winx, &winy, &winz);
           inside = (winx >= m_viewport[0] && winx <= m_viewport[2]) &&

                    (winy >= m_viewport[1] && winy <= m_viewport[3] &&
                    (winz >= clipNear && winz <= 1.0));
          }         
     }
     return inside;
  }
   The following code filters out objects outside of the viewport:
   
[C#]  
  //Get the OpenGL matrices.
  GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, m_modelViewMatrix);
  GL.glGetIntegerv(GL.GL_VIEWPORT, m_viewport);
  GL.glGetDoublev(GL.GL_PROJECTION_MATRIX, m_projMatrix);
   
  //Get the OpenGL rendering mode.
  uint mode;
  unsafe
  {
     int m;
     GL.glGetIntegerv(GL.GL_RENDER_MODE, &m);
     mode = (uint)m;
  }
  //Get the globe’s near clipping plane. The ClipNear value is required
for the viewport filtering  
  (since we don’t want to draw an item beyond the clipping planes).
  IGlobeAdvancedOptions advOpt = m_globeDisplay.AdvancedOptions;
   
  double clipNear = advOpt.ClipNear;
   
  //Ensure the object is within the viewport.
  if (!InsideViewport(X, Y, Z, clipNear, mode))
     continue;
  //Continue with the drawings here.

  . . .
  四四、、Using a single timer to redraw the display  
四四、、
   Tip:
  1、动态效果的制作方法。使用 timer来控制
  2、及其需要注意的问题:所以的 customer layer 公用一个timer
      Since the data managed by a custom layer or in custom drawings is usually
dynamic, you need to constantly redraw the globe display to reflect changes to
that data. The redraw frequency should be determined by the amount of time it
takes each object to update, as well as the amount of objects that you have to
address in the application.(引出问题,需要动态效果)
    
       Since Window’s operating system cannot support a true real-time application,
it is usually acceptable to have a delay of a few milliseconds between the time that
an object gets updated and the time that it gets drawn in the globe display.
Therefore, having a timer in your application that constantly redraws the display is
usually the best solution when your data is dynamic. (解决方法:使用 timer)
    
     The timer's elapsed event 通过进程池来引发,所以没有在主线程下执行。
     The timer's elapsed event is raised on a ThreadPool’s thread. This means it is
executed on another thread that is not the main thread. The solution is to treat an
ArcObjects component like a user interface (UI) control by using the Invoke
method to delegate the call to the main thread (where the ArcObjects component
was created) and prevent making cross apartment calls.(原理)  
    
    To support the Invoke method, your class needs to implement the
ISynchronizeInvoke .NET interface. Alternatively, your class can inherit from the
System.Windows.Forms.Control .NET interface. This way, your class automatically
supports the Invoke method.(怎么做)
    
  The following shows a class inheriting the System.Windows.Forms.Control
interface:
    [C#]  
  //Class definition.
  public abstract class GlobeCustomLayerBase : Control,
                                               ILayer,
                                               IGeoDataset,
                                               . . .
     //Class constructor.
     public GlobeCustomLayerBase()
     {   
        //Call CreateControl to create the handle.

        this.CreateControl();
     }
   
  . . .
  The following code shows using the timer to redraw the GlobeDisplay:
    
   
[C#]  
  //Redraw delegate invokes the timer's event handler on the main thread.
  private delegate void RedrawEventHandler();
   
  //Set the layer’s redraw timer.
  private System.Timers.Timer m_redrawTimer = null;
   
  //Initialize the redraw timer.
  m_redrawTimer = new System.Timers.Timer(200);
  m_redrawTimer.Enabled = false;
  //Wire the timer’s elapsed event handler.
  m_redrawTimer.Elapsed += new
ElapsedEventHandler(OnRedrawUpdateTimer);
   
  //Redraw the timer’s elapsed event handler.
  private void OnRedrawUpdateTimer(object sender, ElapsedEventArgs e)
  {
     //Since this is the timer’s event handler, it gets executed on a
different thread than the  
  main one. Therefore, the Invoke call is required to force the call on
the main thread  
  and prevent cross apartment calls.
     if(m_bTimerIsRunning)
        base.Invoke(new RedrawEventHandler(OnRedrawEvent));   
  }
   

  //This method invoked by the timer’s elapsed event handler and gets
executed on the  
  main thread.
  void OnRedrawEvent()
  {
     m_globeDisplay.RefreshViewers();
  }
    译: 另外一种可选方案是当元素更新时,在一次重新画,弊端:当对象很多是不停的重画
将可能把资源全部耗掉。
      Another alternative is to redraw the globe display each time an element gets
updated. However, this approach can lead to a nonstop redraw of the display when
there are a large number of objects and could consume all of the system
resources.
    
  总结:当有很多动态图层时,如果每一个图层都给一个 timer,那么,可以会失去控制,所以,
所有的图层公用一个timer。
      When there is more than one dynamic layer, having multiple timers for each
layer can result in a constructive interference of the timers, which may lead to
excessive uncontrolled redrawing of the globe display. For that reason, the best
solution is to implement a common singleton object that serves all layers that
require constant drawing. This way, no matter how many dynamic layers get
added to the globe, the drawing rate remains constant.
    
  The following C++ active template library (ATL) class declaration code
shows how the global timer singleton is declared: ((to look for help9.2for
((
engine net))
))
    
   但是没有找到相关的接口但是没有找到相关的接口 Engine9.2 中中
但是没有找到相关的接口但是没有找到相关的接口 中中
  The following code to use the global timer class is straightforward:  
    [C#]  
  //Declare the global timer.
  private IGlobalTimer m_globalTimer = null;
   
  public void DrawImmediate(IGlobeViewer pGlobeViewer)
  {
     if(!m_bVisible || !m_bValid)
        return;
     . . .
   

     if(null == m_globalTimer)
     {
        m_globalTimer = new GlobalTimerClass();
        m_globalTimer.GlobeDisplay = pGlobeViewer.GlobeDisplay;
        if(m_globalTimer.RedrawInterval > 200)
           m_globalTimer.RedrawInterval = 200;
        m_globalTimer.Start();
     }
     . . .
联系方式:  
    MSN:crazyspace@126.com
    QQ:85655873
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代码转载自:https://pan.quark.cn/s/46fd08fb879c 网管教程 从入门到精通软件篇 ★一。★详尽的xp修复控制台指令及其应用!!! 放入xp(2000)的光盘,安装时选择R,执行修复! Windows XP(涵盖 Windows 2000)的控制台指令是在系统遭遇某些意外状况时的一种极具效用的诊断、检测以及恢复系统功能的工具。笔者确实一直期望能够将这方面的指令进行归纳,此次由老范辛苦整理了这份极具价值的秘籍。 Bootcfg bootcfg 命令用于启动配置与故障恢复(对大多数计算机而言,即 boot.ini 文件)。 带有特定参数的 bootcfg 命令仅在运用故障恢复控制台时方可使用。能够在命令行界面下运用带有不同参数的 bootcfg 命令。 用法: bootcfg /default 设定默认引导选项。 bootcfg /add 向引导清单中增添 Windows 安装。 bootcfg /rebuild 重复整个 Windows 安装流程并让用户选择需添加的项目。 注意:运用 bootcfg /rebuild 之前,应先借助 bootcfg /copy 命令备份 boot.ini 文件。 bootcfg /scan 探查用于 Windows 安装的全部磁盘并展示结果。 注意:这些结果被静态存储,并用于当前会话。若在当前会话期间磁盘配置发生变动,为获取更新的探查结果,必须先重启计算机,然后再次探查磁盘。 bootcfg /list 列示引导清单中已有的项目。 bootcfg /disableredirect 在启动引导程序中禁用重定向。 bootcfg /redirect [ PortBaudRrate] |[ useBio...
代码下载链接: https://pan.quark.cn/s/fc524f791b68 AA制程,即Active Alignment,被理解为主动对准,是一种用于确定零部件装配中相对位置的方法。在摄像头封装阶段,涉及图像传感器、镜座、马达、镜头、线路板等多个部件的重复组装,而传统的封装设备如CSP及COB等,均是依据设备设定的参数进行零部件的移动装配,因而零部件的叠加误差会逐渐增大,最终在摄像头上表现为拍照最清晰的位置可能偏离画面中心、四边清晰度不均等现象。伴随智能手机和其他高端电子产品的普及,摄像头模组的性能正日益受到重视。高分辨率、卓越的低光表现以及稳定视频输出是现代用户所期望的。在摄像头模组的制造环节,各部件的精准定位对成像质量具有决定性作用。因此,一种名为“AA制程”(Active Alignment)的前沿技术被开发出来,成为摄像头精密对准的核心技术。 AA制程,即Active Alignment,是一种在摄像头封装过程中应用的主动对准方法。该方法在多个组件装配阶段发挥作用,涵盖图像传感器、镜座、马达、镜头和线路板等部件。传统的封装方式,例如CSP(Chip Scale Package)和COB(Chip On Board),依赖于设备预设的参数进行组装,但随着组件数量的增加,误差也会累积,最终影响摄像头的表现。例如在成像质量上可能出现中心位置偏移、四角清晰度不一致等问题。 AA制程技术的核心在于实时监测与主动调整。在组装过程中,它借助先进的检测设备持续监控半成品的状态,并根据实时信息对组装部件进行精确修正,从而显著降低装配误差。通过这种技术,能够确保摄像头模组中各组件的相对位置准确无误,从而使得最终的成像效果更加稳定,特别是在中心区域和四角的清晰度上...
内容概要:本文介绍了一套基于Matlab实现的光子晶体90度弯曲波导的二维时域有限差分法(2D FDTD)仿真代码,旨在通过数值模拟手段深入研究光子晶体波导中的光传播特性。该资源聚焦于电磁场与光子学领域的仿真技术应用,系统实现了FDTD算法在复杂介质结构中的建模过程,涵盖空间网格剖分、时间步进迭代、完美匹配层(UPML)边界条件处理、总场散射场(TFSF)激励源设置、介电常数分布定义及电磁场演化可视化等核心模块,能够有效分析光在90度弯曲波导中的传输效率、模式分布与反射损耗等关键性能指标。; 适合人群:具备电磁场理论基础和Matlab编程能力的研究生、科研人员以及从事光子晶体器件设计与仿真的工程技术人员。; 使用场景及目标:①用于教学演示FDTD方法的基本原理与算法流程,帮助理解麦克斯韦方程的离散化求解过程;②支撑科研工作中对光子晶体弯曲波导结构的传输特性进行仿真分析与性能优化;③作为开发更复杂光子集成器件(如分束器、滤波器)数值仿真工具的基础框架; 阅读建议:建议使用者结合经典FDTD教材(如Taflove著作)深入理解算法理论,并在Matlab环境中逐模块调试代码,重点关注电场与磁场的交替更新过程、UPML吸收边界的设计实现以及TFSF源的引入方式,从而全面提升对时域电磁仿真机制的掌握与应用能力。
内容概要:本文围绕直驱式永磁同步电机(PMSM)的矢量控制仿真模型展开研究,基于Simulink平台构建了完整的电机控制系统仿真模型,涵盖电机本体建模、坐标变换(如Clark变换与Park变换)、磁场定向控制(FOC)、电流环与速度环的PI调节、空间矢量脉宽调制(SVPWM)等核心技术环节,旨在实现对电机转矩与转速的高精度、动态响应良好的控制。通过系统化仿真验证控制策略的有效性与鲁棒性,深入分析各模块间的信号流向与控制逻辑,为电机驱动系统的设计与优化提供理论依据和技术支撑,是理论联系工程实践的重要桥梁。; 适合人群:具备电机学、电力电子与自动控制基础知识,熟悉Simulink/MATLAB仿真环境,从事电气工程、自动化、新能源车辆、智能制造等方向的研究生、科研人员及工程技术人员。; 使用场景及目标:①深入理解永磁同步电机矢量控制的核心原理与系统架构;②掌握在Simulink中从零开始搭建复杂电机控制系统的方法与技巧;③应用于课程设计、毕业论文、科研项目中的控制算法验证、参数整定与性能优化;④为后续的硬件在环(HIL)测试或实物系统开发奠定仿真基础。; 阅读建议:建议结合经典电机控制理论教材同步学习,注重理论推导与仿真实现的对应关系,动手实践模型搭建、参数调试与波形分析,特别关注PI控制器参数整定对系统稳定性、动态响应速度和抗干扰能力的影响,通过反复仿真迭代加深对控制机理的理解。
代码下载地址: https://pan.quark.cn/s/a4b39357ea24 Subversion,即 SVN,是一种在软件开发行业中普遍应用的版本管理工具。它支持团队成员之间的协作,用于管理和监控项目文件的历史版本,并保证多人同时编辑时的数据一致性。本指南将深入讲解 SVN 的核心概念、主要目录的权限设置、用户身份验证方式以及基础操作步骤,是初学者入门的理想学习资料。 一、SVN概述 SVN的中心是版本库,它负责存储所有文件和目录,并构建成文件树的结构。版本库能够允许多个客户端进行连接,执行数据的读取或写入。用户可以通过写操作将自己的修改同步至版本库,而其他用户则可以通过读操作来查看这些变更。这种集中式的版本管理机制使团队协作更加高效和有序。 二、SVN的访问权限配置 在 SVN 系统中,不同的用户或用户团队会被分配不同的访问权限。以质量管理部门的 SVN 实例为例: - 主管朱猛、张凯峰、吕鑫、张颂、马凌具备读写权限。 - 员工陈玲及其他成员仅拥有读权限。 - 项毓毅享有读写权限,主管团队则只有读权限。 - 张凯峰同样拥有读写权限,而其他同事仅能进行读取操作。 三、登录凭证 用户在访问 SVN 时,需要使用基于姓名拼音的用户名和符合特定规则的密码。例如,用户张三的登录名设定为"zhangs",密码为"zhangs#123",这样的设置旨在简化记忆和管理工作。 四、基础操作指南 1. 安装 SVN 客户端:本教程推荐采用 TortoiseSVN 进行安装,可以从指定的 FTP 地址获取安装包。 2. 读取操作: - 项毓毅和管理团队可以直接检出到"质量管理部"目录。 - 其他员工需要分别检出到"部门财富库"和"产品线管理"子目录,因为他们无法访问"部...
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