<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>姆姆极客分享</title><description>聚焦前端、移动客户端、后端架构与游戏开发的极客技术分享站</description><link>https://example.com/</link><language>zh-CN</language><item><title>React 19 新特性深度解析：从 Actions 到 Server Components</title><link>https://example.com/blog/react-19-new-features/</link><guid isPermaLink="true">https://example.com/blog/react-19-new-features/</guid><description>React 19 已正式稳定，本文系统梳理 Actions、useOptimistic、use、文档元数据、Server Components 等关键更新，并给出迁移建议与避坑指南。</description><pubDate>Sat, 18 Jul 2026 00:00:00 GMT</pubDate><category>前端开发</category><category>React</category><category>前端框架</category><category>Server Components</category><category>Hooks</category></item><item><title>Vue 3.5 响应式系统重构详解：从 ref 到 reactiveProps 的底层演进</title><link>https://example.com/blog/vue3-reactivity-system/</link><guid isPermaLink="true">https://example.com/blog/vue3-reactivity-system/</guid><description>Vue 3.5 对响应式系统做了一次&quot;不动声色&quot;的内部重构，本文从 ref 内存优化、props 解构响应性、SSR 改进等角度，深入解读这次升级的工程价值。</description><pubDate>Sun, 12 Jul 2026 00:00:00 GMT</pubDate><category>前端开发</category><category>Vue</category><category>响应式</category><category>前端框架</category></item><item><title>现代 CSS 容器查询与子网格实战：真正组件化的布局时代</title><link>https://example.com/blog/css-container-queries/</link><guid isPermaLink="true">https://example.com/blog/css-container-queries/</guid><description>容器查询与 subgrid 已全面落地主流浏览器，本文从真实场景出发，演示如何用它们写出真正&quot;与环境无关&quot;的组件，并对比传统方案的差异。</description><pubDate>Sun, 05 Jul 2026 00:00:00 GMT</pubDate><category>前端开发</category><category>CSS</category><category>响应式布局</category><category>组件化</category></item><item><title>Flutter 性能优化实战指南：从 60fps 到 120fps 的工程路径</title><link>https://example.com/blog/flutter-performance-optimization/</link><guid isPermaLink="true">https://example.com/blog/flutter-performance-optimization/</guid><description>Flutter 应用在低端机上常出现 jank，本文从渲染管线、shader 编译、内存、isolate 等角度，给出一套可量化的性能优化方法论。</description><pubDate>Thu, 02 Jul 2026 00:00:00 GMT</pubDate><category>移动客户端</category><category>Flutter</category><category>性能优化</category><category>移动端</category><category>渲染</category></item><item><title>SwiftUI 动画系统进阶：从 withAnimation 到 AnimationModifier 的底层机制</title><link>https://example.com/blog/swiftui-animation-advanced/</link><guid isPermaLink="true">https://example.com/blog/swiftui-animation-advanced/</guid><description>SwiftUI 的动画 API 表面上简单，但要做到&quot;丝滑且不失控&quot;需要对底层 transaction 与 animatable data 有清晰认知。本文从原理到实战一次讲清。</description><pubDate>Sun, 28 Jun 2026 00:00:00 GMT</pubDate><category>移动客户端</category><category>iOS</category><category>SwiftUI</category><category>动画</category><category>Apple</category></item><item><title>Jetpack Compose 状态管理深度剖析：从 remember 到 Snapshot State</title><link>https://example.com/blog/jetpack-compose-state/</link><guid isPermaLink="true">https://example.com/blog/jetpack-compose-state/</guid><description>Compose 的状态系统表面上是 remember + mutableStateOf，背后其实是一套基于 snapshot 的细粒度依赖追踪。理解它才能避免 recomposition 的常见陷阱。</description><pubDate>Mon, 22 Jun 2026 00:00:00 GMT</pubDate><category>移动客户端</category><category>Android</category><category>Jetpack Compose</category><category>状态管理</category><category>Kotlin</category></item><item><title>Go 1.22 性能提升与 range-over-func 详解：从语法糖到 GC 改进的全面解读</title><link>https://example.com/blog/go-1-22-performance/</link><guid isPermaLink="true">https://example.com/blog/go-1-22-performance/</guid><description>Go 1.22 不只是 range 语法糖，背后还有 P 改进、GC 内存占用降低、PGO 默认开启等关键变化。本文系统梳理这次升级的工程价值。</description><pubDate>Mon, 15 Jun 2026 00:00:00 GMT</pubDate><category>后端架构</category><category>Go</category><category>后端</category><category>性能优化</category><category>编译器</category></item><item><title>Node.js 流式处理与背压机制深度实践：从 fs 到 web stream</title><link>https://example.com/blog/nodejs-stream-backpressure/</link><guid isPermaLink="true">https://example.com/blog/nodejs-stream-backpressure/</guid><description>Stream 是 Node.js 最被低估的能力之一。本文从 backpressure 原理出发，对比 classic stream 与 web 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三件套到 System 编排，讲清楚何时该用 DOTS、何时不该用。</description><pubDate>Mon, 25 May 2026 00:00:00 GMT</pubDate><category>游戏开发</category><category>Unity</category><category>DOTS</category><category>ECS</category><category>游戏开发</category><category>性能优化</category></item><item><title>WebGPU 渲染管线初探：从 WebGL 到下一代浏览器图形 API</title><link>https://example.com/blog/webgpu-rendering-pipeline/</link><guid isPermaLink="true">https://example.com/blog/webgpu-rendering-pipeline/</guid><description>WebGPU 不只是&quot;更快的 WebGL&quot;，而是一套重新设计的现代图形 API。本文从管线、绑定、着色器三个维度，演示 WebGPU 的核心心智模型。</description><pubDate>Mon, 18 May 2026 00:00:00 GMT</pubDate><category>游戏开发</category><category>WebGPU</category><category>图形学</category><category>渲染</category><category>浏览器</category></item><item><title>实时阴影渲染技术深度对比：从 Shadow Map 到 Ray Tracing</title><link>https://example.com/blog/realtime-shadow-rendering/</link><guid isPermaLink="true">https://example.com/blog/realtime-shadow-rendering/</guid><description>阴影是真实感的灵魂。本文系统对比 Shadow Map、PCF、VSM、CSM、SDSM、Ray Traced Shadows 的原理、性能与适用场景，给出选型决策框架。</description><pubDate>Sun, 10 May 2026 00:00:00 GMT</pubDate><category>游戏开发</category><category>阴影</category><category>渲染</category><category>图形学</category><category>游戏开发</category></item></channel></rss>