canvas.html#toc9

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    Canvas API

    来自《JavaScript 标准参考教程(alpha)》,by 阮一峰

    目录

    概述

    Canvas API(画布)用于在网页实时生成图像,并且可以操作图像内容,基本上它是一个可以用JavaScript操作的位图(bitmap)。

    使用前,首先需要新建一个<canvas>网页元素。

    <canvas id="myCanvas" width="400" height="200">  您的浏览器不支持canvas!</canvas>

    上面代码中,如果浏览器不支持这个API,则就会显示<canvas>标签中间的文字——“您的浏览器不支持canvas!”。

    每个canvas节点都有一个对应的context对象(上下文对象),Canvas API定义在这个context对象上面,所以需要获取这个对象,方法是使用getContext方法。

    var canvas = document.getElementById('myCanvas');if (canvas.getContext) {  var ctx = canvas.getContext('2d');}

    上面代码中,getContext方法指定参数2d,表示该canvas节点用于生成2D图案(即平面图案)。如果参数是webgl,就表示用于生成3D图像(即立体图案),这部分实际上单独叫做WebGL API(本书不涉及)。

    绘图方法

    canvas画布提供了一个用来作图的平面空间,该空间的每个点都有自己的坐标,x表示横坐标,y表示竖坐标。原点(0, 0)位于图像左上角,x轴的正向是原点向右,y轴的正向是原点向下。

    (1)绘制路径

    beginPath方法表示开始绘制路径,moveTo(x, y)方法设置线段的起点,lineTo(x, y)方法设置线段的终点,stroke方法用来给透明的线段着色。

    ctx.beginPath(); // 开始路径绘制ctx.moveTo(20, 20); // 设置路径起点,坐标为(20,20)ctx.lineTo(200, 20); // 绘制一条到(200,20)的直线ctx.lineWidth = 1.0; // 设置线宽ctx.lineCap = "butt"; //设置端点样式:butt(默认),round,squarectx.lineJoin = "miter"; //设置连接样式:miter(默认),bevel,roundctx.strokeStyle = '#CC0000'; // 设置线的颜色ctx.stroke(); // 进行线的着色,这时整条线才变得可见

    moveto和lineto方法可以多次使用。最后,还可以使用closePath方法,自动绘制一条当前点到起点的直线,形成一个封闭图形,省却使用一次lineto方法。

    (2)绘制矩形

    fillRect(x, y, width, height)方法用来绘制矩形,它的四个参数分别为矩形左上角顶点的x坐标、y坐标,以及矩形的宽和高。fillStyle属性用来设置矩形的填充色。

    ctx.fillStyle = 'yellow'; 
    ctx.fillRect(50, 50, 200, 100);

    strokeRect方法与fillRect类似,用来绘制空心矩形。

    ctx.strokeRect(10,10,200,100); 

    clearRect方法用来清除某个矩形区域的内容。

    ctx.clearRect(100,50,50,50);  

    (3)绘制文本

    fillText(string, x, y) 用来绘制文本,它的三个参数分别为文本内容、起点的x坐标、y坐标。使用之前,需用font设置字体、大小、样式(写法类似与CSS的font属性)。与此类似的还有strokeText方法,用来添加空心字。

    // 设置字体 
    ctx.font = "Bold 20px Arial";
    // 设置对齐方式
    ctx.textAlign = "left";
    // 设置填充颜色
    ctx.fillStyle = "#008600";
    // 设置字体内容,以及在画布上的位置
    ctx.fillText("Hello!", 10, 50);
    // 绘制空心字
    ctx.strokeText("Hello!", 10, 100);

    fillText方法不支持文本断行,即所有文本出现在一行内。所以,如果要生成多行文本,只有调用多次fillText方法。

    (4)绘制圆形和扇形

    arc方法用来绘制扇形。

    ctx.arc(x, y, radius, startAngle, endAngle, anticlockwise);

    arc方法的x和y参数是圆心坐标,radius是半径,startAngle和endAngle则是扇形的起始角度和终止角度(以弧度表示),anticlockwise表示做图时应该逆时针画(true)还是顺时针画(false)。

    下面是如何绘制实心的圆形。

    ctx.beginPath();  
    ctx.arc(60, 60, 50, 0, Math.PI*2, true);
    ctx.fillStyle = "#000000";
    ctx.fill();

    绘制空心圆形的例子。

    ctx.beginPath();  
    ctx.arc(60, 60, 50, 0, Math.PI*2, true);
    ctx.lineWidth = 1.0;
    ctx.strokeStyle = "#000";
    ctx.stroke();

    (5)设置渐变色

    createLinearGradient方法用来设置渐变色。

    var myGradient = ctx.createLinearGradient(0, 0, 0, 160); 

    myGradient.addColorStop(0, “#BABABA”);

    myGradient.addColorStop(1, “#636363”);

    createLinearGradient方法的参数是(x1, y1, x2, y2),其中x1和y1是起点坐标,x2和y2是终点坐标。通过不同的坐标值,可以生成从上至下、从左到右的渐变等等。

    使用方法如下:

    ctx.fillStyle = myGradient; 
    ctx.fillRect(10,10,200,100);

    (6)设置阴影

    一系列与阴影相关的方法,可以用来设置阴影。

    ctx.shadowOffsetX = 10; // 设置水平位移 
    ctx.shadowOffsetY = 10; // 设置垂直位移
    ctx.shadowBlur = 5; // 设置模糊度
    ctx.shadowColor = “rgba(0,0,0,0.5)”; // 设置阴影颜色

    ctx.fillStyle = “#CC0000”;
    ctx.fillRect(10,10,200,100);

    图像变换

    平移、旋转、缩放

    ctx.translate( x, y )//位移:把图像原点位移到(x, y)的位置ctx.rotate( deg )//旋转:旋转 deg 度数ctx.scale( sx, sy )//缩放:在横向进行 sx 倍的缩放,在纵向进行 sy 倍的缩放

    缩放出现的问题1.如果有lineWith,宽度也会缩放2.如果起始点不是0 0,起始点也会缩放

    变换矩阵

    ctx.transform(a, b, c, d, e, f);/*a:水平缩放(默认值1)b:水平倾斜(默认值0)c:垂直倾斜(默认值0)d:垂直缩放(默认值1)e:水平位移(默认值0)f:垂直位移(默认值0)*/

    context.transform()可以叠加使用,如果需要重新初始化矩阵变换的值,可以用:context.setTransform(a, b, c, d, e, f)它会使得之前设置的context.transform()失效,恢复为单位矩阵然后再transform

    图像处理方法

    drawImage方法

    Canvas API 允许将图像文件插入画布,做法是读取图片后,使用drawImage方法在画布内进行重绘。

    var img = new Image();img.src = 'image.png';ctx.drawImage(img, 0, 0); // 设置对应的图像对象,以及它在画布上的位置

    上面代码将一个PNG图像载入画布。drawImage()方法接受三个参数,第一个参数是图像文件的DOM元素(即<img>节点),第二个和第三个参数是图像左上角在画布中的坐标,上例中的(0, 0)就表示将图像左上角放置在画布的左上角。

    由于图像的载入需要时间,drawImage方法只能在图像完全载入后才能调用,因此上面的代码需要改写。

    var image = new Image();image.onload = function() {  var canvas = document.createElement('canvas');  canvas.width = image.width;  canvas.height = image.height;  canvas.getContext('2d').drawImage(image, 0, 0);  // 插入页面底部  document.body.appendChild(image);  return canvas;}image.src = 'image.png';

    getImageData方法,putImageData方法

    getImageData方法可以用来读取Canvas的内容,返回一个对象,包含了每个像素的信息。

    var imageData = context.getImageData(0, 0, canvas.width, canvas.height);

    imageData对象有一个data属性,它的值是一个一维数组。该数组的值,依次是每个像素的红、绿、蓝、alpha通道值,因此该数组的长度等于 图像的像素宽度 x 图像的像素高度 x 4,每个值的范围是0–255。这个数组不仅可读,而且可写,因此通过操作这个数组的值,就可以达到操作图像的目的。修改这个数组以后,使用putImageData方法将数组内容重新绘制在Canvas上。

    context.putImageData(imageData, 0, 0);

    toDataURL方法

    对图像数据做出修改以后,可以使用toDataURL方法,将Canvas数据重新转化成一般的图像文件形式。

    function convertCanvasToImage(canvas) {  var image = new Image();  image.src = canvas.toDataURL('image/png');  return image;}

    上面的代码将Canvas数据,转化成PNG data URI。

    save方法,restore方法

    save方法用于保存上下文环境,restore方法用于恢复到上一次保存的上下文环境。

    ctx.save();ctx.shadowOffsetX = 10;ctx.shadowOffsetY = 10;ctx.shadowBlur = 5;ctx.shadowColor = 'rgba(0,0,0,0.5)';ctx.fillStyle = '#CC0000';ctx.fillRect(10,10,150,100);ctx.restore();ctx.fillStyle = '#000000';ctx.fillRect(180,10,150,100);

    上面代码先用save方法,保存了当前设置,然后绘制了一个有阴影的矩形。接着,使用restore方法,恢复了保存前的设置,绘制了一个没有阴影的矩形。

    动画

    利用JavaScript,可以在canvas元素上很容易地产生动画效果。

    var posX = 20,    posY = 100;setInterval(function() {    context.fillStyle = "black";    context.fillRect(0,0,canvas.width, canvas.height);    posX += 1;    posY += 0.25;    context.beginPath();    context.fillStyle = "white";    context.arc(posX, posY, 10, 0, Math.PI*2, true);     context.closePath();    context.fill();}, 30);

    上面代码会产生一个小圆点,每隔30毫秒就向右下方移动的效果。setInterval函数的一开始,之所以要将画布重新渲染黑色底色,是为了抹去上一步的小圆点。

    通过设置圆心坐标,可以产生各种运动轨迹。

    先上升后下降。

    var vx = 10,    vy = -10,    gravity = 1;setInterval(function() {    posX += vx;    posY += vy;    vy += gravity;    // ...});

    上面代码中,x坐标始终增大,表示持续向右运动。y坐标先变小,然后在重力作用下,不断增大,表示先上升后下降。

    小球不断反弹后,逐步趋于静止。

    var vx = 10,    vy = -10,    gravity = 1;setInterval(function() {    posX += vx;    posY += vy;    if (posY > canvas.height * 0.75) {          vy *= -0.6;          vx *= 0.75;          posY = canvas.height * 0.75;    }    vy += gravity;    // ...});

    上面代码表示,一旦小球的y坐标处于屏幕下方75%的位置,向x轴移动的速度变为原来的75%,而向y轴反弹上一次反弹高度的40%。

    像素处理

    通过getImageData方法和putImageData方法,可以处理每个像素,进而操作图像内容。

    假定filter是一个处理像素的函数,那么整个对Canvas的处理流程,可以用下面的代码表示。

    if (canvas.width > 0 && canvas.height > 0) {

    <span class="kd">var</span> <span class="nx">imageData</span> <span class="o">=</span> <span class="nx">context</span><span class="p">.</span><span class="nx">getImageData</span><span class="p">(</span><span class="mi">0</span><span class="p">,</span> <span class="mi">0</span><span class="p">,</span> <span class="nx">canvas</span><span class="p">.</span><span class="nx">width</span><span class="p">,</span> <span class="nx">canvas</span><span class="p">.</span><span class="nx">height</span><span class="p">);</span><span class="nx">filter</span><span class="p">(</span><span class="nx">imageData</span><span class="p">);</span><span class="nx">context</span><span class="p">.</span><span class="nx">putImageData</span><span class="p">(</span><span class="nx">imageData</span><span class="p">,</span> <span class="mi">0</span><span class="p">,</span> <span class="mi">0</span><span class="p">);</span>

    }

    以下是几种常见的处理方法。

    灰度效果

    灰度图(grayscale)就是取红、绿、蓝三个像素值的算术平均值,这实际上将图像转成了黑白形式。假定d[i]是像素数组中一个象素的红色值,则d[i+1]为绿色值,d[i+2]为蓝色值,d[i+3]就是alpha通道值。转成灰度的算法,就是将红、绿、蓝三个值相加后除以3,再将结果写回数组。

    grayscale = function (pixels) {

    <span class="kd">var</span> <span class="nx">d</span> <span class="o">=</span> <span class="nx">pixels</span><span class="p">.</span><span class="nx">data</span><span class="p">;</span><span class="k">for</span> <span class="p">(</span><span class="kd">var</span> <span class="nx">i</span> <span class="o">=</span> <span class="mi">0</span><span class="p">;</span> <span class="nx">i</span> <span class="o">&lt;</span> <span class="nx">d</span><span class="p">.</span><span class="nx">length</span><span class="p">;</span> <span class="nx">i</span> <span class="o">+=</span> <span class="mi">4</span><span class="p">)</span> <span class="p">{</span>  <span class="kd">var</span> <span class="nx">r</span> <span class="o">=</span> <span class="nx">d</span><span class="p">[</span><span class="nx">i</span><span class="p">];</span>  <span class="kd">var</span> <span class="nx">g</span> <span class="o">=</span> <span class="nx">d</span><span class="p">[</span><span class="nx">i</span> <span class="o">+</span> <span class="mi">1</span><span class="p">];</span>  <span class="kd">var</span> <span class="nx">b</span> <span class="o">=</span> <span class="nx">d</span><span class="p">[</span><span class="nx">i</span> <span class="o">+</span> <span class="mi">2</span><span class="p">];</span>  <span class="nx">d</span><span class="p">[</span><span class="nx">i</span><span class="p">]</span> <span class="o">=</span> <span class="nx">d</span><span class="p">[</span><span class="nx">i</span> <span class="o">+</span> <span class="mi">1</span><span class="p">]</span> <span class="o">=</span> <span class="nx">d</span><span class="p">[</span><span class="nx">i</span> <span class="o">+</span> <span class="mi">2</span><span class="p">]</span> <span class="o">=</span> <span class="p">(</span><span class="nx">r</span><span class="o">+</span><span class="nx">g</span><span class="o">+</span><span class="nx">b</span><span class="p">)</span><span class="o">/</span><span class="mi">3</span><span class="p">;</span><span class="p">}</span><span class="k">return</span> <span class="nx">pixels</span><span class="p">;</span>

    };

    复古效果

    复古效果(sepia)则是将红、绿、蓝三个像素,分别取这三个值的某种加权平均值,使得图像有一种古旧的效果。

    sepia = function (pixels) {

    <span class="kd">var</span> <span class="nx">d</span> <span class="o">=</span> <span class="nx">pixels</span><span class="p">.</span><span class="nx">data</span><span class="p">;</span><span class="k">for</span> <span class="p">(</span><span class="kd">var</span> <span class="nx">i</span> <span class="o">=</span> <span class="mi">0</span><span class="p">;</span> <span class="nx">i</span> <span class="o">&lt;</span> <span class="nx">d</span><span class="p">.</span><span class="nx">length</span><span class="p">;</span> <span class="nx">i</span> <span class="o">+=</span> <span class="mi">4</span><span class="p">)</span> <span class="p">{</span>  <span class="kd">var</span> <span class="nx">r</span> <span class="o">=</span> <span class="nx">d</span><span class="p">[</span><span class="nx">i</span><span class="p">];</span>  <span class="kd">var</span> <span class="nx">g</span> <span class="o">=</span> <span class="nx">d</span><span class="p">[</span><span class="nx">i</span> <span class="o">+</span> <span class="mi">1</span><span class="p">];</span>  <span class="kd">var</span> <span class="nx">b</span> <span class="o">=</span> <span class="nx">d</span><span class="p">[</span><span class="nx">i</span> <span class="o">+</span> <span class="mi">2</span><span class="p">];</span>  <span class="nx">d</span><span class="p">[</span><span class="nx">i</span><span class="p">]</span>     <span class="o">=</span> <span class="p">(</span><span class="nx">r</span> <span class="o">*</span> <span class="mf">0.393</span><span class="p">)</span><span class="o">+</span><span class="p">(</span><span class="nx">g</span> <span class="o">*</span> <span class="mf">0.769</span><span class="p">)</span><span class="o">+</span><span class="p">(</span><span class="nx">b</span> <span class="o">*</span> <span class="mf">0.189</span><span class="p">);</span> <span class="c1">// red</span>  <span class="nx">d</span><span class="p">[</span><span class="nx">i</span> <span class="o">+</span> <span class="mi">1</span><span class="p">]</span> <span class="o">=</span> <span class="p">(</span><span class="nx">r</span> <span class="o">*</span> <span class="mf">0.349</span><span class="p">)</span><span class="o">+</span><span class="p">(</span><span class="nx">g</span> <span class="o">*</span> <span class="mf">0.686</span><span class="p">)</span><span class="o">+</span><span class="p">(</span><span class="nx">b</span> <span class="o">*</span> <span class="mf">0.168</span><span class="p">);</span> <span class="c1">// green</span>  <span class="nx">d</span><span class="p">[</span><span class="nx">i</span> <span class="o">+</span> <span class="mi">2</span><span class="p">]</span> <span class="o">=</span> <span class="p">(</span><span class="nx">r</span> <span class="o">*</span> <span class="mf">0.272</span><span class="p">)</span><span class="o">+</span><span class="p">(</span><span class="nx">g</span> <span class="o">*</span> <span class="mf">0.534</span><span class="p">)</span><span class="o">+</span><span class="p">(</span><span class="nx">b</span> <span class="o">*</span> <span class="mf">0.131</span><span class="p">);</span> <span class="c1">// blue</span><span class="p">}</span><span class="k">return</span> <span class="nx">pixels</span><span class="p">;</span>

    };

    红色蒙版效果

    红色蒙版指的是,让图像呈现一种偏红的效果。算法是将红色通道设为红、绿、蓝三个值的平均值,而将绿色通道和蓝色通道都设为0。

    red = function (pixels) {

    <span class="kd">var</span> <span class="nx">d</span> <span class="o">=</span> <span class="nx">pixels</span><span class="p">.</span><span class="nx">data</span><span class="p">;</span><span class="k">for</span> <span class="p">(</span><span class="kd">var</span> <span class="nx">i</span> <span class="o">=</span> <span class="mi">0</span><span class="p">;</span> <span class="nx">i</span> <span class="o">&lt;</span> <span class="nx">d</span><span class="p">.</span><span class="nx">length</span><span class="p">;</span> <span class="nx">i</span> <span class="o">+=</span> <span class="mi">4</span><span class="p">)</span> <span class="p">{</span>  <span class="kd">var</span> <span class="nx">r</span> <span class="o">=</span> <span class="nx">d</span><span class="p">[</span><span class="nx">i</span><span class="p">];</span>  <span class="kd">var</span> <span class="nx">g</span> <span class="o">=</span> <span class="nx">d</span><span class="p">[</span><span class="nx">i</span> <span class="o">+</span> <span class="mi">1</span><span class="p">];</span>  <span class="kd">var</span> <span class="nx">b</span> <span class="o">=</span> <span class="nx">d</span><span class="p">[</span><span class="nx">i</span> <span class="o">+</span> <span class="mi">2</span><span class="p">];</span>  <span class="nx">d</span><span class="p">[</span><span class="nx">i</span><span class="p">]</span> <span class="o">=</span> <span class="p">(</span><span class="nx">r</span><span class="o">+</span><span class="nx">g</span><span class="o">+</span><span class="nx">b</span><span class="p">)</span><span class="o">/</span><span class="mi">3</span><span class="p">;</span>        <span class="c1">// 红色通道取平均值</span>  <span class="nx">d</span><span class="p">[</span><span class="nx">i</span> <span class="o">+</span> <span class="mi">1</span><span class="p">]</span> <span class="o">=</span> <span class="nx">d</span><span class="p">[</span><span class="nx">i</span> <span class="o">+</span> <span class="mi">2</span><span class="p">]</span> <span class="o">=</span> <span class="mi">0</span><span class="p">;</span> <span class="c1">// 绿色通道和蓝色通道都设为0</span><span class="p">}</span><span class="k">return</span> <span class="nx">pixels</span><span class="p">;</span>

    };

    亮度效果

    亮度效果(brightness)是指让图像变得更亮或更暗。算法将红色通道、绿色通道、蓝色通道,同时加上一个正值或负值。

    brightness = function (pixels, delta) {

    <span class="kd">var</span> <span class="nx">d</span> <span class="o">=</span> <span class="nx">pixels</span><span class="p">.</span><span class="nx">data</span><span class="p">;</span><span class="k">for</span> <span class="p">(</span><span class="kd">var</span> <span class="nx">i</span> <span class="o">=</span> <span class="mi">0</span><span class="p">;</span> <span class="nx">i</span> <span class="o">&lt;</span> <span class="nx">d</span><span class="p">.</span><span class="nx">length</span><span class="p">;</span> <span class="nx">i</span> <span class="o">+=</span> <span class="mi">4</span><span class="p">)</span> <span class="p">{</span>      <span class="nx">d</span><span class="p">[</span><span class="nx">i</span><span class="p">]</span> <span class="o">+=</span> <span class="nx">delta</span><span class="p">;</span>     <span class="c1">// red</span>      <span class="nx">d</span><span class="p">[</span><span class="nx">i</span> <span class="o">+</span> <span class="mi">1</span><span class="p">]</span> <span class="o">+=</span> <span class="nx">delta</span><span class="p">;</span> <span class="c1">// green</span>      <span class="nx">d</span><span class="p">[</span><span class="nx">i</span> <span class="o">+</span> <span class="mi">2</span><span class="p">]</span> <span class="o">+=</span> <span class="nx">delta</span><span class="p">;</span> <span class="c1">// blue   </span><span class="p">}</span><span class="k">return</span> <span class="nx">pixels</span><span class="p">;</span>

    };

    反转效果

    反转效果(invert)是指图片呈现一种色彩颠倒的效果。算法为红、绿、蓝通道都取各自的相反值(255-原值)。

    invert = function (pixels) {

    <span class="kd">var</span> <span class="nx">d</span> <span class="o">=</span> <span class="nx">pixels</span><span class="p">.</span><span class="nx">data</span><span class="p">;</span><span class="k">for</span> <span class="p">(</span><span class="kd">var</span> <span class="nx">i</span> <span class="o">=</span> <span class="mi">0</span><span class="p">;</span> <span class="nx">i</span> <span class="o">&lt;</span> <span class="nx">d</span><span class="p">.</span><span class="nx">length</span><span class="p">;</span> <span class="nx">i</span> <span class="o">+=</span> <span class="mi">4</span><span class="p">)</span> <span class="p">{</span>    <span class="nx">d</span><span class="p">[</span><span class="nx">i</span><span class="p">]</span> <span class="o">=</span> <span class="mi">255</span> <span class="o">-</span> <span class="nx">d</span><span class="p">[</span><span class="nx">i</span><span class="p">];</span>    <span class="nx">d</span><span class="p">[</span><span class="nx">i</span><span class="o">+</span><span class="mi">1</span><span class="p">]</span> <span class="o">=</span> <span class="mi">255</span> <span class="o">-</span> <span class="nx">d</span><span class="p">[</span><span class="nx">i</span> <span class="o">+</span> <span class="mi">1</span><span class="p">];</span>    <span class="nx">d</span><span class="p">[</span><span class="nx">i</span><span class="o">+</span><span class="mi">2</span><span class="p">]</span> <span class="o">=</span> <span class="mi">255</span> <span class="o">-</span> <span class="nx">d</span><span class="p">[</span><span class="nx">i</span> <span class="o">+</span> <span class="mi">2</span><span class="p">];</span><span class="p">}</span><span class="k">return</span> <span class="nx">pixels</span><span class="p">;</span>

    };

    参考链接

    • David Walsh, JavaScript Canvas Image Conversion
    • Matt West, Getting Started With The Canvas API
    • John Robinson, How You Can Do Cool Image Effects Using HTML5 Canvas
    • Ivaylo Gerchev, HTML5 Canvas Tutorial: An Introduction
    • Donovan Hutchinson, Particles in canvas

    留言

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