Sunday, June 14, 2026

Garden (2026 June 13) - New Experience

2026 年头二月开始萌生了种菜的念头。
看见到处打仗,油价上升,进口蔬菜减少,蔬菜水果农药等等事件。为何自己也不来种菜试试看?
搜索了很多资料和YouTube的视频。慢慢整理后,发现最适合自己的是最方便最简单最接近大自然的方法种菜方法。就是Charles Dowding的方法。不用化学肥,不用农药,只是用有机肥和大自然的方法来控制害虫。
但是有个问题就是,这里没有人做堆肥。只是找到了油棕堆肥,10Kg需要RM20。一半以上都是硬壳和石头类,有时候还蛮无奈。
无论如何,消费了将近RM600买了有机肥,泥土等等。种菜真的不便宜。
前园的变化:

第一次玩种植,手忙脚乱地匆匆忙忙弄好了。
不知道接下来会发生什么事情。
一个月后发现种的菜好像不是很理想。
现在六月了,才明白前园严重太阳不足。不适合种植。除了靠近外部的部位。

后院的变化(3月2026):
要开始下手做才比较快学习一门手艺。

Saturday, June 13, 2026

Day Trading Journal - 2026 June 13

很久没更新了。忘记有这个blogger了。

自学日内交易将近九年了,算是可以平稳地盈利了。同时,也带走了一些东西。

已经记不起当初开始时的当下的好奇,紧张,情绪波动,等等的感觉。是开始平稳盈利,开始发现有点无聊了。

有时候坐在电脑前看着K线上上下下,好像毫无目的地虚度光阴。但是又不能放下,不然没饭吃。

无论如何,还是需要再坚持下去赚到一笔才可以停止。

希望,大家快乐开心每一天。

更新一些事件:

  • 之前用Interactive Broker,界面太老旧了,新的界面又太简易了,所以不用。
  • 2026年六月PDT规则被移除了。
  • TOS 被 Charles Schwab收购了,本来需要$25000开国际户口,也突然间变$0就可以开户口了。谢天谢地。
  • 目前还是用着TradeZero和TOS做交易。一开始这旅程也是这两个平台,到现在还是。
  • TradeZero做空有做更改,有了margin requirement,一个复杂又麻烦的顾虑。对小账户不利。
  • 接下来就这样一直平稳地赚到$25000先。资金越大就越快成长资金。
  • 希望明年尾2027就可以赚到了$100,000。这样一切事情就简单了。
  • $100,000成长到$200,000应该不需要一年了那时候。
暂时就这样。

Friday, June 21, 2024

Godot - Self learn Godot Journal / 自学Godot日记

Since PC struggles to run UE5.

Why not learn Godot?

Let's the Godot journey begins.

Have fun.

UE5 - Stop learning temporary due to hardware struggles to run UE5 / 由于硬件难以运行UE5而暂时停止学习

 Continue to learn UE5 again when have better PC.

Stop at 2024 June 22.

UE5 - 0006 - How to create movable player from scratch / 如何从头开始创建可移动的玩家

Source learn from https://youtu.be/Tf4rpJfOy54?si=IuD-Q9hpoXZbu_H0

Open "Content Browser", create "Blueprint Class".

Choose "Game Mode Base" to create a blueprint class.

Rename the 1st blueprint class to any name you wanted. 
And create second "Blueprint Class" again.

Choose "Character" for 2nd blueprint class.

Rename 2nd blueprint class to any name you like. And leave it there for now.

Now, assign movement to Keyboard at "Project Settings".

Go to "Input" > Axis Mapping" & add each key for each different movement.

Add keyboard one by one according to the picture.

Adjust "Scale" accordingly. (Test each key when assigned. If any key movement is in reversed, change Scale accordingly.)

Double click "Character Blueprint Class"

Go to "Event Graph"

In Event Graph. Delete everything.

Right click in empty space and search for word accordingly in the image.

Follow image 



Search "Get Actor Forward Vector" & connect to World Direction

Do for Strafe Left Right according to the image.

2 keys done.

Highlight both groups and give it a Description about what it is.

Change background color of the comment box.


After setting up. "Compile" & "Save" always.

Back to the "Level" scene.

Drag & Drop the "Character Blueprint Class" into the level.

Go to World Setting. Change the settings accordingly.

World setting. Choose the customized blueprint class accordingly into the settings.

After setup world settings. Go to "Details" setting, Pawn > Auto Possess Player > Player 0. 


Now back to "Character Blueprint Class" for "Mouse" movement.
Setup accordingly to the image.

After "Compile" & "Save". Test the game. If the direction is moving opposite, go to Project Setting > Input> Axis > Scale to adjust positive or negative value to the right direction.

Back to Character Event Graph for Jump Event (Space bar)

Create "Variable" for easier access to adjust the value for later stage. 

Give it a name & choose "Float" as class.

Choose Variable > Compile first before you can adjust the value in the Details.
Adjust the value in number.4.
And Drag & Drop the Variable into the Event Graph

Choose Get.

Search the keyword according to the image. Get first, Set second.

Jump event overall setup.

For Run event.

Check the Default character movement.
So that, can setup higher walking speed for RUN.

Search keywords accordingly. Untick Context Sensitive to unhide some hidden extra actions.

Create a new Variable for Run again. Repeat the process just like Jump Event.

Sometime the Actions need Target to something. So Character needs to have the Run event.
Hold Control & Click the Character Movement, & Drag & Drop to the Event Graph.

Compile first & access to Details setting. Adjust the speed faster than Default Walking Speed.

After the release the Run key. Adjust the Speed back to Walking Speed.

Crouch Event. Check the Default Crouch Value in Details Setting.

Again. Create a new Variable for customized Crouch Value.

Drag & drop Crouch Variable into Event Graph. Choose Get.

Search keyword accordingly in the image.

Crouch Event overview.

All Events overview. 

Benefits of using Variable. Turn the EYES on in Variable. Therefore, user can adjust the variable value at the Editor without going into Event Graph.

Compile & Save always.

Back to Level scene. Choose Character in the Outliner. User can adjust the Variable in at the Editor.

Save & Run the game. Now the character can move accordingly.

The End.