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所以,我阅读了大量相同的主题,但我无法找到解决方案。我已经使用 C++ 制作了一个导入程序(二进制到结构)代码,现在我想制作 Shiny 的表格并正确传输我的代码。在这种情况下,C# 与 C++ 有很大不同,所以我不得不重做很多东西,而且还会有更多。这是我的 C++ 代码:
#include "stdafx.h"
#include "half.h"
#include <fstream>
#include <iostream>
#include <vector>
using namespace std;
using half_float::half;
#pragma pack(push, 1)
struct Group {
uint8_t Name[32];
};
struct WeaponBonesData {
uint8_t WeaponBoneName[32];
uint8_t Unknown5[48];
uint32_t WeaponBoneID;
};
struct TexturesData {
uint32_t TextureType;
uint8_t TextureName[256];
};
struct Shader {
float DetailTileU;
uint32_t Unknown7;
float DetailTileV;
uint32_t Unknown8;
uint32_t DirtTileU;
uint32_t Unknown9;
uint32_t DirtTileV;
uint32_t Unknown10;
};
struct VertexData {
half X;
half Y;
half Z;
half Sep1;
bool bone0;
bool bone1;
bool weight;
bool Sep2;
bool normX;
bool normY;
bool normZ;
bool Sep3;
half U;
half V;
uint32_t Unknown11[2];
};
struct IndexData {
uint16_t ind1;
uint16_t ind2;
uint16_t ind3;
};
struct Geometry {
vector<VertexData> Vertices;
vector<IndexData> Indices;
};
struct rigid_model {
uint32_t rigid_material_ID;
vector<uint32_t> LodSize;
vector<uint32_t> LodVerticesOffset;
vector<uint32_t> VerticesCount;
vector<uint32_t> LodIndicesOffset;
vector<uint32_t> IndicesCount;
vector<float> GroupMinX;
vector<float> GroupMinY;
vector<float> GroupMinZ;
vector<float> GroupMaxX;
vector<float> GroupMaxY;
vector<float> GroupMaxZ;
uint8_t ShaderMaterial[12];
uint8_t Unknown1[20];
uint16_t Unknown2;
vector<Group> GroupName;
uint8_t TexturesDir[256];
uint8_t Unknown3[422];
uint32_t WeaponBonesCount;
uint32_t TexturesCount;
uint8_t Unknown4[140];
WeaponBonesData WeaponBones[5];
vector<TexturesData> TexData;
uint32_t NullMask;
Shader ShaderParams;
uint32_t AlphaMode;
vector<Geometry> Mesh;
};
struct RMV2 {
uint8_t Signature[4];
uint32_t ModelType;
uint32_t LodsCount;
uint8_t SkeletonName[128];
vector<uint32_t> GroupsCount;
vector<uint32_t> VDCount;
vector<uint32_t> IDCount;
vector<uint32_t> StartOffset;
vector<float> ZoomFactor;
vector<rigid_model> lod;
};
#pragma pack(pop)
ostream& operator<<(ostream& os, const WeaponBonesData& WBD) {
return os << WBD.WeaponBoneName << WBD.Unknown5 << WBD.WeaponBoneID;
}
ostream& operator<<(ostream& os, const Group& g) {
return os << g.Name;
}
void read(RMV2 &rmv2, char filename[128]) {
ifstream model(filename, ios::in | ios::binary);
if (model.fail()) {
cout << "ERROR! Invalid file name" << endl;
system("pause");
exit(0);
}
model.read((char*)&rmv2, 140);
rigid_model data;
uint32_t temp;
float temp2;
TexturesData TD;
VertexData vertex;
IndexData index;
Geometry geometry;
Group group;
for (size_t i = 0; i < rmv2.LodsCount; i++) {
model.read((char*)&temp, sizeof(uint32_t));
rmv2.GroupsCount.push_back(temp);
model.read((char*)&temp, sizeof(uint32_t));
rmv2.VDCount.push_back(temp);
model.read((char*)&temp, sizeof(uint32_t));
rmv2.IDCount.push_back(temp);
model.read((char*)&temp, sizeof(uint32_t));
rmv2.StartOffset.push_back(temp);
model.read((char*)&temp2, sizeof(float));
rmv2.ZoomFactor.push_back(temp2);
}
for (size_t i = 0; i < rmv2.LodsCount; i++) {
for (size_t j = 0; j < rmv2.GroupsCount[i]; j++) {
model.read((char*)&data.rigid_material_ID, sizeof(data.rigid_material_ID));
model.read((char*)&temp, sizeof(uint32_t));
data.LodSize.push_back(temp);
model.read((char*)&temp, sizeof(uint32_t));
data.LodVerticesOffset.push_back(temp);
model.read((char*)&temp, sizeof(uint32_t));
data.VerticesCount.push_back(temp);
model.read((char*)&temp, sizeof(uint32_t));
data.LodIndicesOffset.push_back(temp);
model.read((char*)&temp, sizeof(uint32_t));
data.IndicesCount.push_back(temp);
model.read((char*)&temp2, sizeof(float));
data.GroupMinX.push_back(temp2);
model.read((char*)&temp2, sizeof(float));
data.GroupMinY.push_back(temp2);
model.read((char*)&temp2, sizeof(float));
data.GroupMinZ.push_back(temp2);
model.read((char*)&temp2, sizeof(float));
data.GroupMaxX.push_back(temp2);
model.read((char*)&temp2, sizeof(float));
data.GroupMaxY.push_back(temp2);
model.read((char*)&temp2, sizeof(float));
data.GroupMaxZ.push_back(temp2);
model.read((char*)&data.ShaderMaterial, sizeof(data.ShaderMaterial));
model.read((char*)&data.Unknown1, sizeof(data.Unknown1));
model.read((char*)&data.Unknown2, sizeof(data.Unknown2));
model.read((char*)&group, sizeof(group));
data.GroupName.push_back(group);
model.read((char*)&data.TexturesDir, sizeof(data.TexturesDir));
model.read((char*)&data.Unknown3, sizeof(data.Unknown3));
model.read((char*)&data.WeaponBonesCount, sizeof(data.WeaponBonesCount));
model.read((char*)&data.TexturesCount, sizeof(data.TexturesCount));
model.read((char*)&data.Unknown4, sizeof(data.Unknown4));
for (size_t k = 0; k < data.WeaponBonesCount; k++) {
model.read((char*)&data.WeaponBones[k].WeaponBoneName, sizeof(data.WeaponBones[k].WeaponBoneName));
model.read((char*)&data.WeaponBones[k].Unknown5, sizeof(data.WeaponBones[k].Unknown5));
model.read((char*)&data.WeaponBones[k].WeaponBoneID, sizeof(data.WeaponBones[k].WeaponBoneID));
}
for (size_t k = 0; k < data.TexturesCount; k++) {
model.read((char*)&TD, sizeof(TD));
data.TexData.push_back(TD);
}
model.read((char*)&data.NullMask, sizeof(data.NullMask));
if (data.rigid_material_ID == 79) {
model.read((char*)&data.ShaderParams.DetailTileU, sizeof(data.ShaderParams.DetailTileU));
model.read((char*)&data.ShaderParams.Unknown7, sizeof(data.ShaderParams.Unknown7));
model.read((char*)&data.ShaderParams.DetailTileV, sizeof(data.ShaderParams.DetailTileV));
model.read((char*)&data.ShaderParams.Unknown8, sizeof(data.ShaderParams.Unknown8));
model.read((char*)&data.ShaderParams.DirtTileU, sizeof(data.ShaderParams.DirtTileU));
model.read((char*)&data.ShaderParams.Unknown9, sizeof(data.ShaderParams.Unknown9));
model.read((char*)&data.ShaderParams.DirtTileV, sizeof(data.ShaderParams.DirtTileV));
model.read((char*)&data.ShaderParams.Unknown10, sizeof(data.ShaderParams.Unknown10));
}
model.read((char*)&data.AlphaMode, sizeof(data.AlphaMode));
for (size_t k = 0; k < data.VerticesCount[j]; k++) {
model.read((char*)&vertex, sizeof(vertex));
geometry.Vertices.push_back(vertex);
}
for (size_t k = 0; k < data.IndicesCount[j] / 3; k++) {
model.read((char*)&index, sizeof(index));
geometry.Indices.push_back(index);
}
data.Mesh.push_back(geometry);
geometry = {};
}
rmv2.lod.push_back(data);
data = {};
}
model.close();
}
void to_rmv2(RMV2 &rmv2, char filename[128]) {
ofstream model(filename, ios::out | ios::binary);
model.write((char*)&rmv2, 140);
for (size_t i = 0; i < rmv2.LodsCount; i++) {
model.write((char*)&rmv2.GroupsCount[i], sizeof(uint32_t));
model.write((char*)&rmv2.VDCount[i], sizeof(uint32_t));
model.write((char*)&rmv2.IDCount[i], sizeof(uint32_t));
model.write((char*)&rmv2.StartOffset[i], sizeof(uint32_t));
model.write((char*)&rmv2.ZoomFactor[i], sizeof(float));
}
for (size_t i = 0; i < rmv2.LodsCount; i++) {
for (size_t j = 0; j < rmv2.GroupsCount[i]; j++) {
model.write((char*)&rmv2.lod[i].rigid_material_ID, sizeof(rmv2.lod[i].rigid_material_ID));
model.write((char*)&rmv2.lod[i].LodSize[j], sizeof(rmv2.lod[i].LodSize[j]));
model.write((char*)&rmv2.lod[i].LodVerticesOffset[j], sizeof(rmv2.lod[i].LodVerticesOffset[j]));
model.write((char*)&rmv2.lod[i].VerticesCount[j], sizeof(rmv2.lod[i].VerticesCount[j]));
model.write((char*)&rmv2.lod[i].LodIndicesOffset[j], sizeof(rmv2.lod[i].LodIndicesOffset[j]));
model.write((char*)&rmv2.lod[i].IndicesCount[j], sizeof(rmv2.lod[i].IndicesCount[j]));
model.write((char*)&rmv2.lod[i].GroupMinX[j], sizeof(rmv2.lod[i].GroupMinX[j]));
model.write((char*)&rmv2.lod[i].GroupMinY[j], sizeof(rmv2.lod[i].GroupMinY[j]));
model.write((char*)&rmv2.lod[i].GroupMinZ[j], sizeof(rmv2.lod[i].GroupMinZ[j]));
model.write((char*)&rmv2.lod[i].GroupMaxX[j], sizeof(rmv2.lod[i].GroupMaxX[j]));
model.write((char*)&rmv2.lod[i].GroupMaxY[j], sizeof(rmv2.lod[i].GroupMaxY[j]));
model.write((char*)&rmv2.lod[i].GroupMaxZ[j], sizeof(rmv2.lod[i].GroupMaxZ[j]));
model.write((char*)&rmv2.lod[i].ShaderMaterial, sizeof(rmv2.lod[i].ShaderMaterial));
model.write((char*)&rmv2.lod[i].Unknown1, sizeof(rmv2.lod[i].Unknown1));
model.write((char*)&rmv2.lod[i].Unknown2, sizeof(rmv2.lod[i].Unknown2));
model.write((char*)&rmv2.lod[i].GroupName[j], sizeof(rmv2.lod[i].GroupName[j]));
model.write((char*)&rmv2.lod[i].TexturesDir, sizeof(rmv2.lod[i].TexturesDir));
model.write((char*)&rmv2.lod[i].Unknown3, sizeof(rmv2.lod[i].Unknown3));
model.write((char*)&rmv2.lod[i].WeaponBonesCount, sizeof(rmv2.lod[i].WeaponBonesCount));
model.write((char*)&rmv2.lod[i].TexturesCount, sizeof(rmv2.lod[i].TexturesCount));
model.write((char*)&rmv2.lod[i].Unknown4, sizeof(rmv2.lod[i].Unknown4));
for (size_t k = 0; k < rmv2.lod[i].WeaponBonesCount; k++) {
model.write((char*)&rmv2.lod[i].WeaponBones[k], sizeof(rmv2.lod[i].WeaponBones[k]));
}
for (size_t k = 0; k < rmv2.lod[i].TexturesCount; k++) {
model.write((char*)&rmv2.lod[i].TexData[k], sizeof(rmv2.lod[i].TexData[k]));
}
model.write((char*)&rmv2.lod[i].NullMask, sizeof(rmv2.lod[i].NullMask));
if (rmv2.lod[i].rigid_material_ID == 79) {
model.write((char*)&rmv2.lod[i].ShaderParams.DetailTileU, sizeof(rmv2.lod[i].ShaderParams.DetailTileU));
model.write((char*)&rmv2.lod[i].ShaderParams.Unknown7, sizeof(rmv2.lod[i].ShaderParams.Unknown7));
model.write((char*)&rmv2.lod[i].ShaderParams.DetailTileV, sizeof(rmv2.lod[i].ShaderParams.DetailTileV));
model.write((char*)&rmv2.lod[i].ShaderParams.Unknown8, sizeof(rmv2.lod[i].ShaderParams.Unknown8));
model.write((char*)&rmv2.lod[i].ShaderParams.DirtTileU, sizeof(rmv2.lod[i].ShaderParams.DirtTileU));
model.write((char*)&rmv2.lod[i].ShaderParams.Unknown9, sizeof(rmv2.lod[i].ShaderParams.Unknown9));
model.write((char*)&rmv2.lod[i].ShaderParams.DirtTileV, sizeof(rmv2.lod[i].ShaderParams.DirtTileV));
model.write((char*)&rmv2.lod[i].ShaderParams.Unknown10, sizeof(rmv2.lod[i].ShaderParams.Unknown10));
}
model.write((char*)&rmv2.lod[i].AlphaMode, sizeof(rmv2.lod[i].AlphaMode));
for (size_t k = 0; k < rmv2.lod[i].VerticesCount[j]; k++) {
model.write((char*)&rmv2.lod[i].Mesh[j].Vertices[k], sizeof(rmv2.lod[i].Mesh[j].Vertices[k]));
}
for (size_t k = 0; k < rmv2.lod[i].IndicesCount[j] / 3; k++) {
model.write((char*)&rmv2.lod[i].Mesh[j].Indices[k], sizeof(rmv2.lod[i].Mesh[j].Indices[k]));
}
}
}
model.close();
}
struct DAE {
vector<char> Signature;
};
void convert(RMV2 &rmv2, DAE &dae) {
// dae.Signature[0] = "<?xml version='1.0' encoding='utf - 8'?>";
}
void to_dae(DAE &dae, char filename[128]) {
ofstream model(filename, ios::out | ios::binary);
model.write((char*)&dae, 140);
model.close();
}
int main(int argc, char *argv[])
{
RMV2 rmv2;
DAE dae;
char filename[128], daeFilename[128];
cout << "Filename: ";
gets_s(filename, sizeof(filename));
strcpy_s(daeFilename, filename);
strcat_s(filename, ".rigid_model_v2");
strcat_s(daeFilename, ".dae");
read(rmv2, filename);
convert(rmv2, dae);
to_dae(dae, daeFilename);
// to_rmv2(rmv2, daeFilename);
// cout << rmv2.lod[0].Mesh[0].Vertices[0].X << endl;
cout << "Successfully converted to .dae" << endl;
system("pause");
return 0;
}
这是我的 C# 尝试:
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.IO;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using System.Runtime.InteropServices;
namespace RMV2Convertor
{
public partial class ConvertorForm : Form
{
public ConvertorForm()
{
InitializeComponent();
}
[StructLayout(LayoutKind.Sequential, Pack = 1)]
struct Group
{
public Group(int size = 32)
{
sbyte[] Name = new sbyte[size];
}
};
[StructLayout(LayoutKind.Sequential, Pack = 1)]
struct WeaponBonesData
{
sbyte[] WeaponBoneName;
sbyte[] Unknown5;
uint WeaponBoneID;
public WeaponBonesData(int size = 32)
{
WeaponBoneName = new sbyte[size];
Unknown5 = new sbyte[48];
WeaponBoneID = new uint();
}
}
[StructLayout(LayoutKind.Sequential, Pack = 1)]
struct TexturesData
{
uint TextureType;
sbyte[] TextureName;
public TexturesData(int size = 256)
{
TextureType = new uint();
TextureName = new sbyte[size];
}
};
[StructLayout(LayoutKind.Sequential, Pack = 1)]
struct Shader
{
float DetailTileU;
uint Unknown7;
float DetailTileV;
uint Unknown8;
uint DirtTileU;
uint Unknown9;
uint DirtTileV;
uint Unknown10;
};
[StructLayout(LayoutKind.Sequential, Pack = 1)]
struct VertexData
{
Half X;
Half Y;
Half Z;
Half Sep1;
bool bone0;
bool bone1;
bool weight;
bool Sep2;
bool normX;
bool normY;
bool normZ;
bool Sep3;
Half U;
Half V;
ulong Unknown11;
};
[StructLayout(LayoutKind.Sequential, Pack = 1)]
struct IndexData
{
ushort ind1;
ushort ind2;
ushort ind3;
};
[StructLayout(LayoutKind.Sequential, Pack = 1)]
struct Geometry
{
List<VertexData> Vertices;
List<IndexData> Indices;
};
[StructLayout(LayoutKind.Sequential, Pack = 1)]
struct rigid_model
{
uint rigid_material_ID;
List<uint> LodSize;
List<uint> LodVerticesOffset;
List<uint> VerticesCount;
List<uint> LodIndicesOffset;
List<uint> IndicesCount;
List<float> GroupMinX;
List<float> GroupMinY;
List<float> GroupMinZ;
List<float> GroupMaxX;
List<float> GroupMaxY;
List<float> GroupMaxZ;
sbyte[] ShaderMaterial;
sbyte[] Unknown1;
ushort Unknown2;
List<Group> GroupName;
sbyte[] TexturesDir;
sbyte[] Unknown3;
uint WeaponBonesCount;
uint TexturesCount;
sbyte[] Unknown4;
WeaponBonesData[] WeaponBones;
List<TexturesData> TexData;
uint NullMask;
Shader ShaderParams;
uint AlphaMode;
List<Geometry> Mesh;
public rigid_model(int size = 12)
{
rigid_material_ID = new uint();
LodSize = new List<uint>();
LodVerticesOffset = new List<uint>();
VerticesCount = new List<uint>();
LodIndicesOffset = new List<uint>();
IndicesCount = new List<uint>();
GroupMinX = new List<float>();
GroupMinY = new List<float>();
GroupMinZ = new List<float>();
GroupMaxX = new List<float>();
GroupMaxY = new List<float>();
GroupMaxZ = new List<float>();
ShaderMaterial = new sbyte[size];
Unknown1 = new sbyte[20];
Unknown2 = new ushort();
GroupName = new List<Group>();
TexturesDir = new sbyte[256];
Unknown3 = new sbyte[422];
WeaponBonesCount = new uint();
TexturesCount = new uint();
Unknown4 = new sbyte[140];
WeaponBones = new WeaponBonesData[5];
TexData = new List<TexturesData>();
NullMask = new uint();
ShaderParams = new Shader();
AlphaMode = new uint();
Mesh = new List<Geometry>();
}
};
[StructLayout(LayoutKind.Sequential, Pack = 1)]
struct RMV2
{
public char[] Signature;
public uint ModelType;
public uint LodsCount;
public char[] SkeletonName;
public List<uint> GroupsCount;
public List<uint> VDCount;
public List<uint> IDCount;
public List<uint> StartOffset;
public List<float> ZoomFactor;
public List<rigid_model> lod;
public RMV2(int size = 4)
{
Signature = new char[size];
ModelType = new uint();
LodsCount = new uint();
SkeletonName = new char[128];
GroupsCount = new List<uint>();
VDCount = new List<uint>();
IDCount = new List<uint>();
StartOffset = new List<uint>();
ZoomFactor = new List<float>();
lod = new List<rigid_model>();
}
};
void read(RMV2 rmv2, string filename)
{
using (BinaryReader model = new BinaryReader(File.Open(filename, FileMode.Open, FileAccess.Read, FileShare.Read), Encoding.ASCII))
{
rmv2.Signature = model.ReadChars(4);
}
MessageBox.Show(rmv2.Signature.ToString());
}
private void bOpenFileDialog_Click(object sender, EventArgs e)
{
Stream myStream = null;
OpenFileDialog openFileDialog1 = new OpenFileDialog();
openFileDialog1.InitialDirectory = "c:\\";
openFileDialog1.Filter = "rigid_model_v2 files (*.rigid_model_v2)|*.rigid_model_v2|All files (*.*)|*.*";
openFileDialog1.FilterIndex = 1;
openFileDialog1.RestoreDirectory = true;
if (openFileDialog1.ShowDialog() == DialogResult.OK)
{
try
{
if ((myStream = openFileDialog1.OpenFile()) != null)
{
using (myStream)
{
RMV2 rmv2 = new RMV2();
string filename = openFileDialog1.FileName;
read(rmv2, filename);
}
}
}
catch (Exception ex)
{
MessageBox.Show("Error: Could not read file from disk. Original error: " + ex.Message);
}
}
}
}
}
所以我需要一个最重要的问题的解决方案:如何读取二进制文件进行结构化?
最佳答案
要读取文件,只需调用 ReadAllBytes
:
byte[] array = File.ReadAllBytes("file path");
您可以在您的结构中定义相应的属性。
关于c# - 写一个二进制文件到struct c#,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/39555461/
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我的工作区中有一些 java 文件。现在我想编写一个java程序,它可以读取来自不同源的文本文件,一次一个,一行一行,并将这些行插入到工作区中各自的java文件中。 文本文件会告诉我将哪个文件插入到哪
用户A要求系统读取文件foo,同时用户B想要将他或她的数据保存到同一个文件中。在文件系统级别如何处理这种情况? 最佳答案 大多数文件系统(但不是全部)使用锁定来保护对同一文件的并发访问。锁可以是独占的
我对保护移动应用程序的 firebase 数据库有一些疑问。 例如,在反编译Android应用程序后,黑客可以获取firebase api key 然后访问firebase数据库,这是正确的吗? 假设
我想让文件从外部不可删除,并希望使用java从程序对该文件进行读/写操作。 S0,我使用以下代码使用java创建了不可删除的文件: Process pcs = Runtime.getRunti
当 Selector.select() 以阻塞模式等待读/写操作时,是否可以将写消息推送到客户端?如何将选择器从阻塞模式移至写入模式?触发器可以是一个后台线程,用于放置需要写入给定 channel 的
我目前正在学习在 Linux 环境中使用 C 进行套接字编程。作为一个项目,我正在尝试编写一个基本的聊天服务器和客户端。 目的是让服务器为每个连接的客户端派生一个进程。 我遇到的问题是读取一个 chi
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