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当我尝试初始化和 directX 11 时,出现以下错误:
'Engine.exe': Loaded 'C:\Users\JayRavi\Desktop\Directx 11 Tutorials\Engine\Debug\Engine.exe', Symbols loaded.
'Engine.exe': Loaded 'C:\Windows\SysWOW64\ntdll.dll', Cannot find or open the PDB file
'Engine.exe': Loaded 'C:\Windows\SysWOW64\kernel32.dll', Cannot find or open the PDB file
'Engine.exe': Loaded 'C:\Windows\SysWOW64\KernelBase.dll', Cannot find or open the PDB file
'Engine.exe': Loaded 'C:\Windows\SysWOW64\user32.dll', Cannot find or open the PDB file
'Engine.exe': Loaded 'C:\Windows\SysWOW64\gdi32.dll', Cannot find or open the PDB file
'Engine.exe': Loaded 'C:\Windows\SysWOW64\lpk.dll', Cannot find or open the PDB file
'Engine.exe': Loaded 'C:\Windows\SysWOW64\usp10.dll', Cannot find or open the PDB file
'Engine.exe': Loaded 'C:\Windows\SysWOW64\msvcrt.dll', Cannot find or open the PDB file
'Engine.exe': Loaded 'C:\Windows\SysWOW64\advapi32.dll', Cannot find or open the PDB file
'Engine.exe': Loaded 'C:\Windows\SysWOW64\sechost.dll', Cannot find or open the PDB file
'Engine.exe': Loaded 'C:\Windows\SysWOW64\rpcrt4.dll', Cannot find or open the PDB file
'Engine.exe': Loaded 'C:\Windows\SysWOW64\sspicli.dll', Cannot find or open the PDB file
'Engine.exe': Loaded 'C:\Windows\SysWOW64\cryptbase.dll', Cannot find or open the PDB file
'Engine.exe': Loaded 'C:\Windows\SysWOW64\dxgi.dll', Cannot find or open the PDB file
'Engine.exe': Loaded 'C:\Windows\SysWOW64\version.dll', Cannot find or open the PDB file
'Engine.exe': Loaded 'C:\Windows\SysWOW64\dwmapi.dll', Cannot find or open the PDB file
'Engine.exe': Loaded 'C:\Windows\SysWOW64\d3d11.dll', Cannot find or open the PDB file
'Engine.exe': Loaded 'C:\Windows\SysWOW64\d3dx10_43.dll', Cannot find or open the PDB file
'Engine.exe': Loaded 'C:\Windows\SysWOW64\ole32.dll', Cannot find or open the PDB file
'Engine.exe': Loaded 'C:\Windows\SysWOW64\msvcr100d.dll', Symbols loaded.
'Engine.exe': Loaded 'C:\Windows\SysWOW64\imm32.dll', Cannot find or open the PDB file
'Engine.exe': Loaded 'C:\Windows\SysWOW64\msctf.dll', Cannot find or open the PDB file
'Engine.exe': Loaded 'C:\Windows\SysWOW64\nvinit.dll', Cannot find or open the PDB file
'Engine.exe': Loaded 'C:\Program Files (x86)\NVIDIA Corporation\coprocmanager\detoured.dll', Cannot find or open the PDB file
'Engine.exe': Loaded 'C:\Program Files (x86)\NVIDIA Corporation\coprocmanager\Nvd3d9wrap.dll', Cannot find or open the PDB file
'Engine.exe': Loaded 'C:\Windows\SysWOW64\setupapi.dll', Cannot find or open the PDB file
'Engine.exe': Loaded 'C:\Windows\SysWOW64\cfgmgr32.dll', Cannot find or open the PDB file
'Engine.exe': Loaded 'C:\Windows\SysWOW64\oleaut32.dll', Cannot find or open the PDB file
'Engine.exe': Loaded 'C:\Windows\SysWOW64\devobj.dll', Cannot find or open the PDB file
'Engine.exe': Loaded 'C:\Program Files (x86)\NVIDIA Corporation\coprocmanager\nvdxgiwrap.dll', Cannot find or open the PDB file
'Engine.exe': Loaded 'C:\Windows\SysWOW64\uxtheme.dll', Cannot find or open the PDB file
'Engine.exe': Loaded 'C:\ProgramData\Real\RealPlayer\BrowserRecordPlugin\Chrome\Hook\rpchrome150browserrecordhelper.dll', Cannot find or open the PDB file
'Engine.exe': Loaded 'C:\Windows\winsxs\x86_microsoft.vc90.crt_1fc8b3b9a1e18e3b_9.0.30729.6161_none_50934f2ebcb7eb57\msvcr90.dll', Cannot find or open the PDB file
'Engine.exe': Loaded 'C:\Windows\SysWOW64\shell32.dll', Cannot find or open the PDB file
'Engine.exe': Loaded 'C:\Windows\SysWOW64\shlwapi.dll', Cannot find or open the PDB file
First-chance exception at 0x00cb2efe in Engine.exe: 0xC0000005: Access violation writing location 0x00000000.
Unhandled exception at 0x773315de in Engine.exe: 0xC0000005: Access violation writing location 0x00000000.
The program '[5604] Engine.exe: Native' has exited with code -1073741819 (0xc0000005).
当然没有语法错误。操作系统:Windows 7 Premium 64 位。DirectX 版本:11(好吧,呃!)IDE:Visual Studio 2010(VC++)
#ifndef _D3DCLASS_H_
#define _D3DCLASS_H_
//Linking libraries for direct 3d
#pragma comment(lib, "dxgi.lib")
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "d3dx11.lib")
#pragma comment(lib, "d3dx10.lib")
#include <dxgi.h>
#include <D3Dcommon.h>
#include <d3d11.h>
#include <D3DX10.h>
class D3DClass
{
public:
D3DClass();
D3DClass(const D3DClass&);
~D3DClass();
bool Initialize(int, int, bool, HWND, bool, float,float);
void Shutdown();
void BeginScene(float, float, float, float);
void EndScene();
ID3D11Device* GetDevice();
ID3D11DeviceContext* GetDeviceContext();
void GetProjectionMatrix(D3DXMATRIX&);
void GetWorldMatrix(D3DXMATRIX&);
void GetOrthoMatrix(D3DXMATRIX&);
void GetVideoCardInfo(char*, int&);
private:
bool m_vsync_enabled;
int m_videoCardMemory;
char m_videoCardDescription[128];
IDXGISwapChain* m_swapChain;
ID3D11Device* m_device;
ID3D11DeviceContext* m_deviceContext;
ID3D11RenderTargetView* m_renderTargetView;
ID3D11Texture2D* m_depthStencilBuffer;
ID3D11DepthStencilState* m_depthStencilState;
ID3D11DepthStencilView* m_depthStencilView;
ID3D11RasterizerState* m_rasterState;
D3DXMATRIX m_projectionMatrix;
D3DXMATRIX m_worldMatrix;
D3DXMATRIX m_orthoMatrix;
};
#endif
#include "d3dclass.h"
D3DClass::D3DClass()
{
m_swapChain = 0;
m_device = 0;
m_deviceContext = 0;
m_renderTargetView = 0;
m_depthStencilBuffer = 0;
m_depthStencilState = 0;
m_depthStencilView = 0;
m_rasterState = 0;
}
D3DClass::D3DClass(const D3DClass& other)
{
}
D3DClass::~D3DClass()
{
}
bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync,
HWND hwnd, bool fullscreen, float screenDepth, float screenNear)
{
HRESULT result;
IDXGIFactory* factory;
IDXGIAdapter* adapter;
IDXGIOutput* adapterOutput;
unsigned int numModes, i, numerator, denominator, stringLength;
DXGI_MODE_DESC* displayModeList;
DXGI_ADAPTER_DESC adapterDesc;
int error;
DXGI_SWAP_CHAIN_DESC swapChainDesc;
D3D_FEATURE_LEVEL featureLevel;
ID3D11Texture2D* backBufferPtr;
D3D11_TEXTURE2D_DESC depthBufferDesc;
D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
D3D11_RASTERIZER_DESC rasterDesc;
D3D11_VIEWPORT viewport;
float fieldOfView, screenAspect;
//store the vsync setting.
m_vsync_enabled = vsync;
//Create a directX graphics interface factory
result = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
if(FAILED(result))
{
return false;
}
//Use the factory to create an adapter for the primary graphics interface(video card).
result = factory->EnumAdapters(0, &adapter);
if(FAILED(result))
{
return false;
}
//Enumerate the primary adapter output (monitor).
result = adapter->EnumOutputs(0, &adapterOutput);
if(FAILED(result))
{
return false;
}
//Get the number of modes that fit the DXGI_FORMAT_R8G8B8A8_UNORM display format for the adapter output(monitor).
result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, NULL);
if(FAILED(result))
{
return false;
}
//create a list to hold all the possible display modes for this monitor/video card combination
displayModeList = new DXGI_MODE_DESC[numModes];
if(!displayModeList)
{
return false;
}
//Now fill the display mode list strutures
result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, displayModeList);
if(FAILED(result))
{
return false;
}
//Now go through all the display modes and find the one that matches the
//screen width and height. When a match is found store the numerator and
//denominator of the refresh rate for that monitor.
for(i=0; i<numModes; i++)
{
if(displayModeList[i].Width == (unsigned int)screenWidth)
{
if(displayModeList[i].Height == (unsigned int)screenHeight)
{
numerator = displayModeList[i].RefreshRate.Numerator;
denominator = displayModeList[i].RefreshRate.Denominator;
}
}
}
//Get the adapter (video card) description
result = adapter->GetDesc(&adapterDesc);
if(FAILED(result))
{
return false;
}
//Store the dedicated video card memory in megabytes.
m_videoCardMemory = (int)(adapterDesc.DedicatedVideoMemory / 1024 / 1024);
//Convert the name of the video card to a character array and store it.
error = wcstombs_s(&stringLength, m_videoCardDescription, 128, adapterDesc.Description, 128);
if(error!=0)
{
return false;
}
//Release the display mode list.
delete [] displayModeList;
displayModeList = 0;
//Release the adapter output.
adapterOutput->Release();
adapterOutput = 0;
//Release the adapter.
adapter->Release();
adapter = 0;
//Release the factory.
factory->Release();
factory = 0;
//Initialize the swap chain description.
ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));
//Set to a single back buffer.
swapChainDesc.BufferCount = 1;
//Set the width and height of the back buffer.
swapChainDesc.BufferDesc.Width = screenWidth;
swapChainDesc.BufferDesc.Height = screenHeight;
//Set regular 32Bit surface for the back buffer.
swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
//Set the refresh rate of the back buffer.
if(m_vsync_enabled)
{
swapChainDesc.BufferDesc.RefreshRate.Numerator = numerator;
swapChainDesc.BufferDesc.RefreshRate.Denominator = denominator;
}
else
{
swapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
}
//Set the usage of the back buffer.
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
//set the handle for the window to render to .
swapChainDesc.OutputWindow = hwnd;
//turn multisampling off.
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
//Set to full screen or windowed mode.
if(fullscreen)
{
swapChainDesc.Windowed = false;
}
else
{
swapChainDesc.Windowed = true;
}
//Set the scan line ordering and scaling to unspecified.
swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
//Discard the back buffer contents after presenting.
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
//Dont set the advanced flags.
swapChainDesc.Flags = 0;
//Set the feature level to DirectX 11.
featureLevel = D3D_FEATURE_LEVEL_11_0;
//Create the swap chain, Direct 3D device and direct 3d device context.
result = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL,0,
&featureLevel, 1, D3D11_SDK_VERSION, &swapChainDesc, &m_swapChain, &m_device, NULL, &m_deviceContext);
if(FAILED(result))
{
return false;
}
//Get the pointer to the back buffer.
result = m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr);
if(FAILED(result))
{
return false;
}
//Create the render target view with the back buffer pointer.
result = m_device->CreateRenderTargetView(backBufferPtr, NULL, &m_renderTargetView);
if(FAILED(result))
{
return false;
}
//Release pointer to the back buffer as we no longer need it.
backBufferPtr->Release();
backBufferPtr = 0;
//Initialize the description of the depth buffer.
ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));
//Set up the description of the depth buffer.
depthBufferDesc.Width = screenWidth;
depthBufferDesc.Height = screenHeight;
depthBufferDesc.MipLevels = 1;
depthBufferDesc.ArraySize = 1;
depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthBufferDesc.SampleDesc.Count = 1;
depthBufferDesc.SampleDesc.Quality = 0;
depthBufferDesc.Usage = D3D11_USAGE_DEFAULT;
depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
depthBufferDesc.CPUAccessFlags = 0;
depthBufferDesc.MiscFlags = 0;
//Create the texture for the depth buffer using the filled out description.
result = m_device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer);
if(FAILED(result))
{
return false;
}
//Initialize the description of the stencil state.
ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc));
//Set up the description of the stencil state.
depthStencilDesc.DepthEnable = true;
depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
depthStencilDesc.StencilEnable = true;
depthStencilDesc.StencilReadMask = 0xFF;
depthStencilDesc.StencilWriteMask = 0xFF;
//Stencil operations if pixel is front facing.
depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
//Stencil operations if pixel is back-facing.
depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
//Create the depth stencil state.
result = m_device->CreateDepthStencilState(&depthStencilDesc, &m_depthStencilState);
if(FAILED(result))
{
return false;
}
//Set the depth stencil state.
m_deviceContext->OMSetDepthStencilState(m_depthStencilState, 1);
//Initialize the depth stencil view.
ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc));
//Set up the depth Stencil view description.
depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
depthStencilViewDesc.Texture2D.MipSlice = 0;
//Create the depth stencil view.
result = m_device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView);
if(FAILED(result))
{
return false;
}
//Bind the render target view and depth stencil buffer to the output render pipeline.
m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);
//Setup the raster description which will determine how and what polygons will be drawn
rasterDesc.AntialiasedLineEnable = false;
rasterDesc.CullMode = D3D11_CULL_BACK;
rasterDesc.DepthBias = 0;
rasterDesc.DepthBiasClamp = 0.0f;
rasterDesc.DepthClipEnable = true;
rasterDesc.FillMode = D3D11_FILL_SOLID;
rasterDesc.FrontCounterClockwise = false;
rasterDesc.MultisampleEnable = false;
rasterDesc.ScissorEnable = false;
rasterDesc.SlopeScaledDepthBias = 0.0f;
//Create the rasterizer state from the description we just filled out.
result = m_device->CreateRasterizerState(&rasterDesc, &m_rasterState);
if(FAILED(result))
{
return false;
}
//Now set the rasterizer state.
m_deviceContext->RSSetState(m_rasterState);
//Setup the viewport for rendering.
viewport.Width = (float)screenWidth;
viewport.Height = (float)screenHeight;
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
viewport.TopLeftX = 0.0f;
viewport.TopLeftY = 0.0f;
//Create the viewport.
m_deviceContext->RSSetViewports(1, &viewport);
//Setupthe project matrix.
fieldOfView = (float)D3DX_PI / 4.0f;
screenAspect = (float)screenWidth / (float)screenHeight;
//Create the project matrix for 3D rendering.
D3DXMatrixPerspectiveFovLH(&m_projectionMatrix, fieldOfView, screenAspect, screenNear, screenDepth);
//Initialize the world matrix to the identity matrix.
D3DXMatrixIdentity(&m_worldMatrix);
//Create an orthographic projection matrix for 2D rendering.
D3DXMatrixOrthoLH(&m_orthoMatrix, (float)screenWidth, (float)screenHeight, screenNear, screenDepth);
return true;
}
void D3DClass::Shutdown()
{
//Before shutting down set to windowed mode or when you release the swap chain
//it will throw an exception
if(m_swapChain)
{
m_swapChain->SetFullscreenState(false,NULL);
}
if(m_rasterState)
{
m_rasterState->Release();
m_rasterState = 0;
}
if(m_depthStencilView)
{
m_depthStencilView->Release();
m_depthStencilView = 0;
}
if(m_depthStencilState)
{
m_depthStencilState->Release();
m_depthStencilState = 0;
}
if(m_depthStencilBuffer)
{
m_depthStencilBuffer->Release();
m_depthStencilBuffer = 0;
}
if(m_renderTargetView)
{
m_renderTargetView->Release();
m_renderTargetView = 0;
}
if(m_deviceContext)
{
m_deviceContext->Release();
m_deviceContext = 0;
}
if(m_device)
{
m_device->Release();
m_device = 0;
}
if(m_swapChain)
{
m_swapChain->Release();
m_swapChain = 0;
}
return;
}
void D3DClass::BeginScene(float red, float green, float blue, float alpha)
{
float color[4];
//setup the color to clear the buffer to.
color[0] = red;
color[1] = green;
color[2] = blue;
color[3] = alpha;
//Clear the back buffer
m_deviceContext->ClearRenderTargetView(m_renderTargetView, color);
//Clear the depth buffer
m_deviceContext->ClearDepthStencilView(m_depthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);
return;
}
void D3DClass::EndScene()
{
//present the back buffer to the screen since rendering is complete
if(m_vsync_enabled)
{
//Lock to screen refresh rate
m_swapChain->Present(1,0);
}
else
{
//Present as fast as possible.
m_swapChain->Present(0,0);
}
return;
}
ID3D11Device* D3DClass::GetDevice()
{
return m_device;
}
ID3D11DeviceContext* D3DClass::GetDeviceContext()
{
return m_deviceContext;
}
void D3DClass::GetProjectionMatrix(D3DXMATRIX& projectionMatrix)
{
projectionMatrix = m_projectionMatrix;
return;
}
void D3DClass::GetWorldMatrix(D3DXMATRIX& worldMatrix)
{
worldMatrix = m_worldMatrix;
return;
}
void D3DClass::GetOrthoMatrix(D3DXMATRIX& orthoMatrix)
{
orthoMatrix = m_orthoMatrix;
return;
}
void D3DClass::GetVideoCardInfo(char* cardName, int& memory)
{
strcpy_s(cardName, 128, m_videoCardDescription);
memory = m_videoCardMemory;
return;
}
一点更新:我有一个名为 m_D3D 的变量(指针),它是从另一个名为 graphics.cpp 的文件中声明的。在 D3DClass 中调用构造函数将所有变量初始化为 0(NULL) 时发生错误。当我在此指针处检查 m_D3D 的值时,我发现了以下消息:
m_D3D CXX0017:错误:找不到符号“”
请指教。
干杯
最佳答案
编译为调试版本,在IDE中运行。它会告诉您错误发生的位置。
(msvcr90.dll
告诉我你正在运行一个发布版本)。
关于c++ - 初始化 directX 11 时出现未处理的异常错误,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/9360674/
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我使用的是编写糟糕的第 3 方 (C/C++) Api。我从托管代码(C++/CLI)中使用它。有时会出现“访问冲突错误”。这使整个应用程序崩溃。我知道我无法处理这些错误[如果指针访问非法内存位置等,
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我有一些 C 代码,将使用 P/Invoke 从 C# 调用。我正在尝试为这个 C 函数定义一个 C# 等效项。 SomeData* DoSomething(); struct SomeData {
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