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isPermaLink="true">https://dyz.io/article/meta/2025/debut/</guid><description>My new blog debut, with a new theme and a new look.</description><pubDate>Sat, 23 Aug 2025 00:00:00 GMT</pubDate><category>Life</category><category>Typst</category></item><item><title>Hello</title><link>https://dyz.io/article/meta/2025/hello-world/</link><guid isPermaLink="true">https://dyz.io/article/meta/2025/hello-world/</guid><description>My new blog debut, with a new theme and a new look.</description><pubDate>Sun, 24 Aug 2025 00:00:00 GMT</pubDate><category>Life</category><category>Typst</category></item><item><title>Typst Syntax</title><link>https://dyz.io/article/meta/2025/syntaxes/</link><guid isPermaLink="true">https://dyz.io/article/meta/2025/syntaxes/</guid><description>List of Typst Syntax, for rendering tests.</description><pubDate>Tue, 27 May 2025 00:00:00 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isPermaLink="true">https://dyz.io/article/tutorials/2021/wsl2-firewall-fix/</guid><description>WSL2被防火墙阻挡无法连接网络</description><pubDate>Mon, 02 Aug 2021 00:00:00 GMT</pubDate><category>Windows</category><category>WSL</category></item><item><title>让Windows的Git使用代理</title><link>https://dyz.io/article/tutorials/2021/windows-git-proxy/</link><guid isPermaLink="true">https://dyz.io/article/tutorials/2021/windows-git-proxy/</guid><description>让Windows的Git使用代理</description><pubDate>Mon, 02 Aug 2021 00:00:00 GMT</pubDate><category>Windows</category><category>Git</category></item><item><title>从零开始的MMORPG游戏服务器(5) - Scene Server(3) - 对时</title><link>https://dyz.io/article/mmo-server-from-scratch/2022/20221024-mmo-server-from-scratch5-scene-server-timesync/</link><guid isPermaLink="true">https://dyz.io/article/mmo-server-from-scratch/2022/20221024-mmo-server-from-scratch5-scene-server-timesync/</guid><description>今天实现了一个简单的功能 —— 对时。 对时 所谓对时，不是让客户端和服务器的时钟完全一致，而是通过二</description><pubDate>Mon, 24 Oct 2022 00:00:00 GMT</pubDate><category>Programming</category><category>MMO</category><category>Game</category><category>Server</category><category>Elixir</category></item><item><title>UE5 客户端对时实现 &amp; 非玩家角色移动问题解决</title><link>https://dyz.io/article/mmo-server-from-scratch/2022/20221025-ue5-timesync-and-npc-movement-fix/</link><guid isPermaLink="true">https://dyz.io/article/mmo-server-from-scratch/2022/20221025-ue5-timesync-and-npc-movement-fix/</guid><description>对时 联动：从零开始的MMORPG游戏服务器(5) - Scene Server(3) - 对时 -</description><pubDate>Tue, 25 Oct 2022 00:00:00 GMT</pubDate><category>Programming</category><category>MMO</category><category>Game</category><category>UE5</category></item><item><title>从零开始的MMORPG游戏服务器(7) - Scene Server(5) - 移动同步(1) - 玩家进入场景 - 服务器部分</title><link>https://dyz.io/article/mmo-server-from-scratch/2022/20221028-mmo-server-from-scratch7-scene-server-movement-sync-1-enter-scene-server/</link><guid isPermaLink="true">https://dyz.io/article/mmo-server-from-scratch/2022/20221028-mmo-server-from-scratch7-scene-server-movement-sync-1-enter-scene-server/</guid><description>移动同步需要同步的东西很多，今天先研究玩家进入场景的时候如何同步给其他的玩家。 功能解析 当一个玩家进</description><pubDate>Fri, 28 Oct 2022 00:00:00 GMT</pubDate><category>Programming</category><category>MMO</category><category>Game</category><category>Server</category><category>Elixir</category></item><item><title>从零开始的MMORPG游戏服务器(6) - Scene Server(4) - 移动同步(0)</title><link>https://dyz.io/article/mmo-server-from-scratch/2022/20221026-mmo-server-from-scratch6-scene-server-movement-sync-0/</link><guid isPermaLink="true">https://dyz.io/article/mmo-server-from-scratch/2022/20221026-mmo-server-from-scratch6-scene-server-movement-sync-0/</guid><description>本节开始研究客户端与服务端角色移动同步问题。 功能解析 多人游戏之所以是多人游戏，就是因为每个玩家的动</description><pubDate>Wed, 26 Oct 2022 00:00:00 GMT</pubDate><category>Programming</category><category>MMO</category><category>Game</category><category>Server</category><category>Elixir</category><category>Rust</category></item><item><title>从零开始的MMORPG游戏服务器(8) - Scene Server(6) - 移动同步(2) - 玩家进入场景 - 客户端部分</title><link>https://dyz.io/article/mmo-server-from-scratch/2022/20221122-mmo-server-from-scratch8-scene-server-movement-sync-2-enter-scene-client/</link><guid isPermaLink="true">https://dyz.io/article/mmo-server-from-scratch/2022/20221122-mmo-server-from-scratch8-scene-server-movement-sync-2-enter-scene-client/</guid><description>今天探讨一下当有玩家进入 AOI 范围时客户端如何处理。在上一节—— 从零开始的MMORPG游戏服务器(6</description><pubDate>Tue, 22 Nov 2022 00:00:00 GMT</pubDate><category>Programming</category><category>MMO</category><category>Game</category><category>Server</category><category>UE5</category></item><item><title>从零开始的MMORPG游戏服务器(10) - Scene Server(8) - 移动同步(4) - 移动同步 - 玩家移动 - 客户端部分</title><link>https://dyz.io/article/mmo-server-from-scratch/2022/20221124-mmo-server-from-scratch10-scene-server-movement-sync-4-player-movement-client/</link><guid isPermaLink="true">https://dyz.io/article/mmo-server-from-scratch/2022/20221124-mmo-server-from-scratch10-scene-server-movement-sync-4-player-movement-client/</guid><description>从本节开始，我决定尽量就不贴代码了，除非我觉得逻辑特别复杂不好解释的地方。因为目前是在想法验证阶段，所以代</description><pubDate>Thu, 24 Nov 2022 00:00:00 GMT</pubDate><category>Programming</category><category>MMO</category><category>Game</category><category>Server</category><category>Protobuf</category><category>UE5</category></item><item><title>从零开始的MMORPG游戏服务器(9) - Scene Server(7) - 移动同步(3) - 玩家移动 - 服务器部分</title><link>https://dyz.io/article/mmo-server-from-scratch/2022/20221123-mmo-server-from-scratch9-scene-server-movement-sync-3-player-movement-server/</link><guid isPermaLink="true">https://dyz.io/article/mmo-server-from-scratch/2022/20221123-mmo-server-from-scratch9-scene-server-movement-sync-3-player-movement-server/</guid><description>今天实现重头戏——移动同步。当玩家发生位移时，需要通知服务器，服务器存储了所有客户端的移动状态。服务器定时</description><pubDate>Wed, 23 Nov 2022 00:00:00 GMT</pubDate><category>Programming</category><category>MMO</category><category>Game</category><category>Server</category><category>Elixir</category></item><item><title>从零开始的MMORPG游戏服务器(13) - Rustler 介绍</title><link>https://dyz.io/article/mmo-server-from-scratch/2022/20221127-mmo-server-from-scratch13-rustler-introduction/</link><guid isPermaLink="true">https://dyz.io/article/mmo-server-from-scratch/2022/20221127-mmo-server-from-scratch13-rustler-introduction/</guid><description>Rustler 是一个用 Rust 语言来写 Erlang NIF 函数的库。 NIF(Native Im</description><pubDate>Sun, 27 Nov 2022 00:00:00 GMT</pubDate><category>Programming</category><category>MMO</category><category>Game</category><category>Server</category><category>Elixir</category><category>Rust</category></item><item><title>从零开始的MMORPG游戏服务器(12) - Scene Server(10) - 角色进程重整(1)</title><link>https://dyz.io/article/mmo-server-from-scratch/2022/20221126-mmo-server-from-scratch12-scene-server-player-process-reorg-1/</link><guid isPermaLink="true">https://dyz.io/article/mmo-server-from-scratch/2022/20221126-mmo-server-from-scratch12-scene-server-player-process-reorg-1/</guid><description>本节主要讲一下如何重新规整角色相关功能。 角色属性 我们的角色具备多种属性，这些属性需要在服务器中被实时调</description><pubDate>Sat, 26 Nov 2022 00:00:00 GMT</pubDate><category>Programming</category><category>MMO</category><category>Game</category><category>Server</category><category>Elixir</category><category>Rust</category></item><item><title>从零开始的MMORPG游戏服务器(11) - Scene Server(9) - 角色进程重整(0)</title><link>https://dyz.io/article/mmo-server-from-scratch/2022/20221125-mmo-server-from-scratch11-scene-server-player-process-reorg-0/</link><guid isPermaLink="true">https://dyz.io/article/mmo-server-from-scratch/2022/20221125-mmo-server-from-scratch11-scene-server-player-process-reorg-0/</guid><description>本篇主要探讨一下 PlayerCharacter 相关进程的数据存储和逻辑结构调整。在上一篇 [[📄从零开</description><pubDate>Fri, 25 Nov 2022 00:00:00 GMT</pubDate><category>Programming</category><category>MMO</category><category>Game</category><category>Server</category><category>Elixir</category><category>Rust</category></item><item><title>从零开始的MMORPG游戏服务器(14) - Scene Server(11) - 角色进程重整(2)</title><link>https://dyz.io/article/mmo-server-from-scratch/2022/20221128-mmo-server-from-scratch14-scene-server-player-process-reorg-2/</link><guid isPermaLink="true">https://dyz.io/article/mmo-server-from-scratch/2022/20221128-mmo-server-from-scratch14-scene-server-player-process-reorg-2/</guid><description>上节我说明了自己选择Rustler作为架构一部分的原因，本节详细介绍如何将角色的移动计算搬到 Rust N</description><pubDate>Mon, 28 Nov 2022 00:00:00 GMT</pubDate><category>Programming</category><category>MMO</category><category>Game</category><category>Server</category><category>Elixir</category><category>Rust</category></item><item><title>从零开始的MMORPG游戏服务器(15) - 关于物理引擎的思考</title><link>https://dyz.io/article/mmo-server-from-scratch/2022/20221129-mmo-server-from-scratch15-physics-engine-notes/</link><guid isPermaLink="true">https://dyz.io/article/mmo-server-from-scratch/2022/20221129-mmo-server-from-scratch15-physics-engine-notes/</guid><description>这几天在把移动计算逻辑向 NIF 迁移的过程中，我一直在思考一个问题：要不要为服务器加上物理引擎？ 为服务</description><pubDate>Tue, 29 Nov 2022 00:00:00 GMT</pubDate><category>Programming</category><category>MMO</category><category>Game</category><category>Server</category><category>Rust</category></item><item><title>从零开始的MMORPG游戏服务器(16) - Scene Server(12) - 移动误差思考</title><link>https://dyz.io/article/mmo-server-from-scratch/2022/20221130-mmo-server-from-scratch16-scene-server-movement-error-notes/</link><guid isPermaLink="true">https://dyz.io/article/mmo-server-from-scratch/2022/20221130-mmo-server-from-scratch16-scene-server-movement-error-notes/</guid><description>今天突发奇想，想看看服务器上玩家角色的位置与客户端差多少。 移动误差 误差，实际上就是在某个时机把 客户端</description><pubDate>Wed, 30 Nov 2022 00:00:00 GMT</pubDate><category>Programming</category><category>MMO</category><category>Game</category><category>Server</category><category>Elixir</category><category>Software</category><category>Frontend</category></item><item><title>从零开始的MMORPG游戏服务器(17) - Visualize Server(0) - Tailwind 与 Phoenix 集成</title><link>https://dyz.io/article/mmo-server-from-scratch/2022/20221201-mmo-server-from-scratch17-visualize-server-tailwind-phoenix/</link><guid isPermaLink="true">https://dyz.io/article/mmo-server-from-scratch/2022/20221201-mmo-server-from-scratch17-visualize-server-tailwind-phoenix/</guid><description>上节说了我想要能够让服务端的玩家移动数据变得直观，那么 Web 就是我第一个想到的方式。所以从本节开始我</description><pubDate>Thu, 01 Dec 2022 00:00:00 GMT</pubDate><category>Programming</category><category>MMO</category><category>Game</category><category>Server</category><category>Elixir</category><category>Tooling</category><category>Software</category><category>Frontend</category></item><item><title>从零开始的MMORPG游戏服务器(20) - Visualize Server(3) - 获取玩家角色列表</title><link>https://dyz.io/article/mmo-server-from-scratch/2022/20221204-mmo-server-from-scratch20-visualize-server-character-list/</link><guid isPermaLink="true">https://dyz.io/article/mmo-server-from-scratch/2022/20221204-mmo-server-from-scratch20-visualize-server-character-list/</guid><description>本节我将为 SceneServer 建立接口，用来向 VisulizeServer 提供数据。 在 Sc</description><pubDate>Sun, 04 Dec 2022 00:00:00 GMT</pubDate><category>Programming</category><category>MMO</category><category>Game</category><category>Server</category><category>Elixir</category><category>Frontend</category></item><item><title>从零开始的MMORPG游戏服务器(18) - Visualize Server(1) - PIXI.js 场景搭建</title><link>https://dyz.io/article/mmo-server-from-scratch/2022/20221202-mmo-server-from-scratch18-visualize-server-pixijs-scene-setup/</link><guid isPermaLink="true">https://dyz.io/article/mmo-server-from-scratch/2022/20221202-mmo-server-from-scratch18-visualize-server-pixijs-scene-setup/</guid><description>本节开始专注于前端可视化实现。 渲染库 我搜索了一大堆 2D、Web、引擎 等关键字，发现 PixiJS</description><pubDate>Fri, 02 Dec 2022 00:00:00 GMT</pubDate><category>Programming</category><category>MMO</category><category>Game</category><category>Server</category><category>UE5</category><category>Tooling</category><category>Software</category><category>Frontend</category></item><item><title>从零开始的MMORPG游戏服务器(19) - Visualize Server(2) - 服务端数据推送机制</title><link>https://dyz.io/article/mmo-server-from-scratch/2022/20221203-mmo-server-from-scratch19-visualize-server-push-mechanism/</link><guid isPermaLink="true">https://dyz.io/article/mmo-server-from-scratch/2022/20221203-mmo-server-from-scratch19-visualize-server-push-mechanism/</guid><description>本节我们探讨关于数据如何定时从服务端推送到客户端的问题。 对于 Phoenix Liveview 来说，</description><pubDate>Sat, 03 Dec 2022 00:00:00 GMT</pubDate><category>Programming</category><category>MMO</category><category>Game</category><category>Server</category><category>Elixir</category><category>Software</category><category>Frontend</category></item><item><title>从零开始的MMORPG游戏服务器(21) - Visualize Server(4) - 获取玩家角色坐标并发至前端</title><link>https://dyz.io/article/mmo-server-from-scratch/2022/20221205-mmo-server-from-scratch21-visualize-server-character-coordinate-sync/</link><guid isPermaLink="true">https://dyz.io/article/mmo-server-from-scratch/2022/20221205-mmo-server-from-scratch21-visualize-server-character-coordinate-sync/</guid><description>上一节我们获取到了玩家角色的 cid 和进程列表，本节我们获取所有的坐标数据并发送给前端。 获取位置 我</description><pubDate>Mon, 05 Dec 2022 00:00:00 GMT</pubDate><category>Programming</category><category>MMO</category><category>Game</category><category>Server</category><category>Elixir</category><category>Rust</category><category>Tooling</category><category>Software</category><category>Frontend</category></item><item><title>从零开始的MMORPG游戏服务器(22) - Visualize Server(5) - 前端坐标修正</title><link>https://dyz.io/article/mmo-server-from-scratch/2022/20221213-mmo-server-from-scratch22-visualize-server-frontend-coordinate-correction/</link><guid isPermaLink="true">https://dyz.io/article/mmo-server-from-scratch/2022/20221213-mmo-server-from-scratch22-visualize-server-frontend-coordinate-correction/</guid><description>上节我们说到，玩家角色的位置已经能够显示在网页上了，但是位置是错位的，因此本节我们来分析产生这个问题的原</description><pubDate>Tue, 13 Dec 2022 00:00:00 GMT</pubDate><category>Programming</category><category>MMO</category><category>Game</category><category>Server</category><category>Tooling</category><category>Frontend</category></item><item><title>从零开始的MMORPG游戏服务器(23) - Visualize Server(6) - 角色图标朝向问题修正</title><link>https://dyz.io/article/mmo-server-from-scratch/2022/20221214-mmo-server-from-scratch23-visualize-server-icon-facing-fix/</link><guid isPermaLink="true">https://dyz.io/article/mmo-server-from-scratch/2022/20221214-mmo-server-from-scratch23-visualize-server-icon-facing-fix/</guid><description>上节我们让玩家角色的指示图标以正确的位置显示在了网页中，但是当角色移动时，图标的方向并没有随着移动的方向</description><pubDate>Wed, 14 Dec 2022 00:00:00 GMT</pubDate><category>Programming</category><category>MMO</category><category>Game</category><category>Server</category><category>Tooling</category><category>Frontend</category></item><item><title>从零开始的MMORPG游戏服务器(24) - Scene Server(13) - 物理引擎Rapier简介</title><link>https://dyz.io/article/mmo-server-from-scratch/2022/20221216-mmo-server-from-scratch24-scene-server-rapier-introduction/</link><guid isPermaLink="true">https://dyz.io/article/mmo-server-from-scratch/2022/20221216-mmo-server-from-scratch24-scene-server-rapier-introduction/</guid><description>让我们继续回到场景服务器 scene_server 的编写上来。之前提到过，我打算向服务器增加物理引擎用</description><pubDate>Fri, 16 Dec 2022 00:00:00 GMT</pubDate><category>Programming</category><category>MMO</category><category>Game</category><category>Server</category><category>Rust</category></item><item><title>从零开始的MMORPG游戏服务器(25) - Scene Server(14) - Rapier角色控制器</title><link>https://dyz.io/article/mmo-server-from-scratch/2022/20221217-mmo-server-from-scratch25-scene-server-rapier-character-controller/</link><guid isPermaLink="true">https://dyz.io/article/mmo-server-from-scratch/2022/20221217-mmo-server-from-scratch25-scene-server-rapier-character-controller/</guid><description>本节我将简单介绍我们要用到的主要工具：Character Controller Character Co</description><pubDate>Sat, 17 Dec 2022 00:00:00 GMT</pubDate><category>Programming</category><category>MMO</category><category>Game</category><category>Server</category><category>Rust</category></item><item><title>从零开始的MMORPG游戏服务器(27) - Scene Server(16) - 创建物理系统及其管理器</title><link>https://dyz.io/article/mmo-server-from-scratch/2022/20221219-mmo-server-from-scratch27-scene-server-physics-system-manager/</link><guid isPermaLink="true">https://dyz.io/article/mmo-server-from-scratch/2022/20221219-mmo-server-from-scratch27-scene-server-physics-system-manager/</guid><description>上节提到了物理系统对象 PhySys ，这节我们来实现 PhySys 以及 Elixir 端的管理进程。</description><pubDate>Mon, 19 Dec 2022 00:00:00 GMT</pubDate><category>Programming</category><category>MMO</category><category>Game</category><category>Server</category><category>Elixir</category><category>Rust</category></item><item><title>从零开始的MMORPG游戏服务器(28) - Scene Server(17) - 更新相关NIF接口</title><link>https://dyz.io/article/mmo-server-from-scratch/2022/20221220-mmo-server-from-scratch28-scene-server-update-nif-interfaces/</link><guid isPermaLink="true">https://dyz.io/article/mmo-server-from-scratch/2022/20221220-mmo-server-from-scratch28-scene-server-update-nif-interfaces/</guid><description>上节我们将物理系统创建完成，本节就开始利用物理系统对移动相关的 NIF 函数进行修改。 基本思路就是在涉</description><pubDate>Tue, 20 Dec 2022 00:00:00 GMT</pubDate><category>Programming</category><category>MMO</category><category>Game</category><category>Server</category><category>Elixir</category><category>Rust</category></item><item><title>从零开始的MMORPG游戏服务器(26) - Scene Server(15) - 创建角色物理组件</title><link>https://dyz.io/article/mmo-server-from-scratch/2022/20221218-mmo-server-from-scratch26-scene-server-physics-component/</link><guid isPermaLink="true">https://dyz.io/article/mmo-server-from-scratch/2022/20221218-mmo-server-from-scratch26-scene-server-physics-component/</guid><description>本节开始我们来对之前已有的移动组件进行改造。 当前的移动组件，位置是直接存储为结构体内一个字段的： 但是</description><pubDate>Sun, 18 Dec 2022 00:00:00 GMT</pubDate><category>Programming</category><category>MMO</category><category>Game</category><category>Server</category><category>Elixir</category><category>Rust</category></item><item><title>使用FFmpeg合并视频及字幕</title><link>https://dyz.io/article/tutorials/2023/ffmpeg-merge-video-and-subtitles/</link><guid isPermaLink="true">https://dyz.io/article/tutorials/2023/ffmpeg-merge-video-and-subtitles/</guid><description>有的播放器无法识别外置字幕或者内置轨道，需要将字幕内容“烧录”到视频上。 命令： 内置字幕 外置字幕</description><pubDate>Tue, 24 Oct 2023 00:00:00 GMT</pubDate><category>FFmpeg</category><category>Tooling</category></item><item><title>Mac下luatex找不到系统字体解决</title><link>https://dyz.io/article/tutorials/2023/mac-luatex-system-font-fix/</link><guid isPermaLink="true">https://dyz.io/article/tutorials/2023/mac-luatex-system-font-fix/</guid><description>参考链接：https://zhuanlan.zhihu.com/p/42434849 执行以下命令： 其中，Assets 和 com_apple_MobileAsset_Font4 随系统版本变化。比</description><pubDate>Fri, 17 Mar 2023 00:00:00 GMT</pubDate><category>Tooling</category></item><item><title>Elixir+OTP简单实践</title><link>https://dyz.io/article/tutorials/2022/elixir-otp-quickstart/</link><guid isPermaLink="true">https://dyz.io/article/tutorials/2022/elixir-otp-quickstart/</guid><description>在这里，我们来看一个使用 Elixir 和 OTP 开发的完整例子，这个例子实现了一个简单的计数器服务器</description><pubDate>Tue, 27 Dec 2022 00:00:00 GMT</pubDate><category>Elixir</category><category>Server</category></item><item><title>搭建Elixir开发环境</title><link>https://dyz.io/article/tutorials/2022/setup-elixir-development-environment/</link><guid isPermaLink="true">https://dyz.io/article/tutorials/2022/setup-elixir-development-environment/</guid><description>本文对 Linux、WSL、macOS 基本通用。 1. 安装 Elixir 由于 Elixir 是存在</description><pubDate>Tue, 27 Dec 2022 00:00:00 GMT</pubDate><category>Elixir</category><category>Tooling</category></item><item><title>设计模式（4）——建造者模式</title><link>https://dyz.io/article/study/2022/design-pattern-builder/</link><guid isPermaLink="true">https://dyz.io/article/study/2022/design-pattern-builder/</guid><description>建造者模式是一种设计模式，它可以帮助你创建复杂的对象。它通过将对象的创建过程封装在一个专门的建造者对象中</description><pubDate>Sat, 31 Dec 2022 00:00:00 GMT</pubDate><category>Software Engineering</category><category>Rust</category><category>Programming</category></item><item><title>设计模式（4）——责任链模式</title><link>https://dyz.io/article/study/2022/design-pattern-chain-of-responsibility/</link><guid isPermaLink="true">https://dyz.io/article/study/2022/design-pattern-chain-of-responsibility/</guid><description>责任链模式是一种软件设计模式，用于对请求进行处理，并将请求的处理责任分派给一系列的处理器。 在责任链模式</description><pubDate>Sat, 31 Dec 2022 00:00:00 GMT</pubDate><category>Software Engineering</category><category>Rust</category><category>Programming</category></item><item><title>设计模式（0）——工厂模式</title><link>https://dyz.io/article/study/2022/design-pattern-factory/</link><guid isPermaLink="true">https://dyz.io/article/study/2022/design-pattern-factory/</guid><description>工厂模式是一种软件设计模式，它属于创建型模式的一种。工厂模式的目的是通过抽象工厂类来创建一系列的相关或者</description><pubDate>Fri, 30 Dec 2022 00:00:00 GMT</pubDate><category>Software Engineering</category><category>Rust</category><category>Programming</category></item><item><title>设计模式（1）——单例模式</title><link>https://dyz.io/article/study/2022/design-pattern-singleton/</link><guid isPermaLink="true">https://dyz.io/article/study/2022/design-pattern-singleton/</guid><description>单例模式是一种常见的设计模式，它保证一个类只有一个实例，并提供一个全局访问点来访问这个实例。这样做的目的</description><pubDate>Sat, 31 Dec 2022 00:00:00 GMT</pubDate><category>Software Engineering</category><category>Rust</category><category>Programming</category></item><item><title>设计模式（3）——策略模式</title><link>https://dyz.io/article/study/2022/design-pattern-strategy/</link><guid isPermaLink="true">https://dyz.io/article/study/2022/design-pattern-strategy/</guid><description>策略模式是一种常用的设计模式，它定义了一系列算法，并将每个算法封装起来，使它们可以相互替换。策略模式让算</description><pubDate>Sat, 31 Dec 2022 00:00:00 GMT</pubDate><category>Software Engineering</category><category>Rust</category><category>Programming</category></item><item><title>初见Elixir</title><link>https://dyz.io/article/study/2022/elixir-first-look/</link><guid isPermaLink="true">https://dyz.io/article/study/2022/elixir-first-look/</guid><description>在我的《从零开始的MMORPG游戏服务器》系列中，我使用 Elixir 作为服务端的主要开发语言。本节我</description><pubDate>Mon, 26 Dec 2022 00:00:00 GMT</pubDate><category>Elixir</category><category>Software</category></item><item><title>Elixir中的GenServer</title><link>https://dyz.io/article/study/2022/elixir-genserver/</link><guid isPermaLink="true">https://dyz.io/article/study/2022/elixir-genserver/</guid><description>Elixir 语言中的 GenServer 是用于实现并发编程的抽象模型。GenServer 提供了统一</description><pubDate>Thu, 29 Dec 2022 00:00:00 GMT</pubDate><category>Elixir</category><category>Programming</category></item><item><title>Elixir 模块</title><link>https://dyz.io/article/study/2022/elixir-modules/</link><guid isPermaLink="true">https://dyz.io/article/study/2022/elixir-modules/</guid><description>Elixir 的模块是用来组织代码的工具，可以帮助开发人员将代码分割成可管理的单元。 在 Elixir</description><pubDate>Mon, 26 Dec 2022 00:00:00 GMT</pubDate><category>Elixir</category><category>Programming</category></item><item><title>Elixir中的监督树（Supervision Tree）</title><link>https://dyz.io/article/study/2022/elixir-supervision-tree/</link><guid isPermaLink="true">https://dyz.io/article/study/2022/elixir-supervision-tree/</guid><description>在 Elixir 中，监督树是一种用于管理进程的数据结构。它允许我们将进程组织成一个树形结构，使得我们可</description><pubDate>Wed, 28 Dec 2022 00:00:00 GMT</pubDate><category>Elixir</category></item><item><title>做题思路——执行操作后的变量值 &amp; 不同的平均值数目</title><link>https://dyz.io/article/study/2022/final-value-after-operations-and-distinct-averages/</link><guid isPermaLink="true">https://dyz.io/article/study/2022/final-value-after-operations-and-distinct-averages/</guid><description>执行操作后的变量值 难度：简单 题目： 存在一种仅支持 4 种操作和 1 个变量 X 的编程</description><pubDate>Fri, 23 Dec 2022 00:00:00 GMT</pubDate><category>Algorithm</category></item><item><title>设计模式（2）——原型模式</title><link>https://dyz.io/article/study/2022/design-pattern-prototype/</link><guid isPermaLink="true">https://dyz.io/article/study/2022/design-pattern-prototype/</guid><description>原型模式是一种创建型设计模式，它允许你复制一个对象，而不是创建新的对象。原型模式对于创建复杂对象的场景很</description><pubDate>Sat, 31 Dec 2022 00:00:00 GMT</pubDate><category>Software Engineering</category><category>Rust</category><category>Programming</category></item><item><title>Erlang/OTP 介绍</title><link>https://dyz.io/article/study/2022/erlang-otp-introduction/</link><guid isPermaLink="true">https://dyz.io/article/study/2022/erlang-otp-introduction/</guid><description>OTP (Open Telecom Platform) 是一组用于构建可伸缩、高可用系统的标准库和工具，</description><pubDate>Tue, 27 Dec 2022 00:00:00 GMT</pubDate><category>Erlang</category><category>Elixir</category><category>Software</category></item><item><title>gRPC与REST API对比</title><link>https://dyz.io/article/study/2022/grpc-vs-rest-api/</link><guid isPermaLink="true">https://dyz.io/article/study/2022/grpc-vs-rest-api/</guid><description>REST API REST (Representational State Transfer) API</description><pubDate>Fri, 30 Dec 2022 00:00:00 GMT</pubDate><category>Server</category><category>Software</category><category>Protobuf</category><category>Programming</category></item><item><title>函数式编程简介</title><link>https://dyz.io/article/study/2022/functional-programming-introduction/</link><guid isPermaLink="true">https://dyz.io/article/study/2022/functional-programming-introduction/</guid><description>函数式编程是一种编程范式，它强调使用函数来解决问题。在函数式编程中，我们通常使用递归来实现算法，而不是使</description><pubDate>Thu, 29 Dec 2022 00:00:00 GMT</pubDate><category>Programming</category><category>Elixir</category></item><item><title>N 次操作后的最大分数和</title><link>https://dyz.io/article/study/2022/max-score-after-n-operations/</link><guid isPermaLink="true">https://dyz.io/article/study/2022/max-score-after-n-operations/</guid><description>N 次操作后的最大分数和 难度：困难 题目： 给你 nums ，它是一个大小为 2 * n</description><pubDate>Thu, 22 Dec 2022 00:00:00 GMT</pubDate><category>Algorithm</category></item><item><title>单调栈</title><link>https://dyz.io/article/study/2022/monotonic-stack/</link><guid isPermaLink="true">https://dyz.io/article/study/2022/monotonic-stack/</guid><description>单调栈是一种常用的数据结构，其中的元素满足单调性。单调栈常用于解决一些复杂的问题，例如求最大子序列和、求</description><pubDate>Wed, 28 Dec 2022 00:00:00 GMT</pubDate><category>Algorithm</category></item><item><title>LeetCode每日一题-1768-交替合并字符串</title><link>https://dyz.io/article/study/2022/leetcode-1768-merge-strings-alternately/</link><guid isPermaLink="true">https://dyz.io/article/study/2022/leetcode-1768-merge-strings-alternately/</guid><description>题目 给你两个字符串 word1 和 word2 。请你从 word1 开始，通过交替添加字母来合并字</description><pubDate>Sun, 23 Oct 2022 00:00:00 GMT</pubDate><category>Rust</category><category>Algorithm</category></item><item><title>Phoenix Framework 简介</title><link>https://dyz.io/article/study/2022/phoenix-framework-introduction/</link><guid isPermaLink="true">https://dyz.io/article/study/2022/phoenix-framework-introduction/</guid><description>Phoenix Framework 是一个用于构建高性能 Web 应用程序的 Elixir 语言框架。它</description><pubDate>Sat, 24 Dec 2022 00:00:00 GMT</pubDate><category>Elixir</category><category>Software</category></item><item><title>Phoenix Liveview 介绍</title><link>https://dyz.io/article/study/2022/phoenix-liveview-introduction/</link><guid isPermaLink="true">https://dyz.io/article/study/2022/phoenix-liveview-introduction/</guid><description>上篇文章介绍了 Phoenix 框架，本节来介绍一个它的加强版库—— Liveview。 Phoenix</description><pubDate>Sun, 25 Dec 2022 00:00:00 GMT</pubDate><category>Elixir</category><category>Software</category></item><item><title>RabbitMQ、RocketMQ、Kafka对比</title><link>https://dyz.io/article/study/2022/rabbitmq-vs-rocketmq-vs-kafka/</link><guid isPermaLink="true">https://dyz.io/article/study/2022/rabbitmq-vs-rocketmq-vs-kafka/</guid><description>RabbitMQ是一个开源的消息代理和队列服务器，它主要用于在分布式系统之间传输消息，以解决应用程序的可</description><pubDate>Fri, 30 Dec 2022 00:00:00 GMT</pubDate><category>Server</category><category>Elixir</category><category>Software</category></item><item><title>Redis简介</title><link>https://dyz.io/article/study/2022/redis-introduction/</link><guid isPermaLink="true">https://dyz.io/article/study/2022/redis-introduction/</guid><description>Redis 是一种基于内存的键值对存储系统，它的名字是 REmote DIctionary Server</description><pubDate>Fri, 30 Dec 2022 00:00:00 GMT</pubDate><category>Redis</category><category>Software</category></item><item><title>跳表学习（0）</title><link>https://dyz.io/article/study/2022/skip-list-learning-0/</link><guid isPermaLink="true">https://dyz.io/article/study/2022/skip-list-learning-0/</guid><description>跳表是一种数据结构，它的目的是改进数组或链表的查询效率。跳表的工作原理是通过构建多级索引，使得查询操作可</description><pubDate>Thu, 15 Dec 2022 00:00:00 GMT</pubDate><category>Algorithm</category><category>Rust</category></item><item><title>尾递归介绍</title><link>https://dyz.io/article/study/2022/tail-recursion-introduction/</link><guid isPermaLink="true">https://dyz.io/article/study/2022/tail-recursion-introduction/</guid><description>尾递归是一种递归函数的写法，它的特点是在函数的末尾调用自身。这种写法的好处在于，它可以让编译器优化代码，</description><pubDate>Thu, 29 Dec 2022 00:00:00 GMT</pubDate><category>Algorithm</category><category>Elixir</category><category>Programming</category></item></channel></rss>