锘??xml version="1.0" encoding="utf-8" standalone="yes"?> Chromium緙栬瘧錛?/span> Visual Studio 2008 sp1寮鍙戠幆澧冨噯澶囷細 1.寮虹儓寤鴻鍦?4浣嶇郴緇熶笂榪涜緙栬瘧璋冭瘯錛屽唴瀛樿嚦灝?G錛岀‖鐩樿嚦灝?0~30G錛屽鏋滄湁SSD紜洏鍙互澶уぇ鍔犲揩緙栬瘧閫熷害 2.瀹夎windows 7 SDK http://www.microsoft.com/en-us/download/details.aspx?id=8442 GRMSDK_EN_DVD.iso 3.涓嬭澆depot_tools https://src.chromium.org/svn/trunk/tools/depot_tools.zip depot_tools娣誨姞鍒癙ATH鐜鍙橀噺 4.涓嬭澆chromium浠g爜 鏂板緩鏂囦歡澶?/span>chromium-release鐢ㄤ簬瀛樻斁chromium浠g爜錛屽湪鍛戒護琛屽垏鎹㈠埌榪欎釜鏂囦歡澶癸紝 鎵ц鍛戒護錛?/span> 4.1 gclient config http://src.chromium.org/svn/releases/16.0.904.0 濡傛灉鎯寵幏鍙栧叾浠栫増鏈紝鍦ㄦ祻瑙堝櫒涓墦寮http://src.chromium.org/svn/releases/錛屾壘鍒版兂鑾峰彇鐨勭増鏈紝灝嗕笂闈㈠懡浠や腑鐨勫湴鍧鏇挎崲鍗沖彲銆傚叾浠栫増鏈笉淇濊瘉鑳藉湪姝ゆ楠や笅鎴愬姛緙栬瘧 4.2 緙栬緫鐢熸垚鐨?gclient鏂囦歡錛屼互鍑忓皯涓嬭澆涓浜涙祴璇曞伐紼?/span> "src/third_party/WebKit/LayoutTests": None, "src/content/test/data/layout_tests/LayoutTests": None, "src/chrome/tools/test/reference_build/chrome_win": None, "src/chrome_frame/tools/test/reference_build/chrome_win": None, "src/chrome/tools/test/reference_build/chrome_linux": None, "src/chrome/tools/test/reference_build/chrome_mac": None, "src/third_party/hunspell_dictionaries": None, }, 4.3 鎵ц鍛戒護gclient sync鏇存柊浠g爜錛屽ぇ綰﹁姳璐?/span>2~3灝忔椂錛熷鏋滅綉緇滀笉濂斤紝鏇存柊鏈熼棿鏈夊彲鑳戒腑鏂紝鍐嶉噸鏂版墽琛屽懡浠?/span>gclient sync銆?/span>鏇存柊瀹屾垚鍚庯紝浼?/span>鑷姩鐢熸垚騫沖彴鐩稿叧鐨勫伐紼嬫枃浠訛紝濡傛灉娌℃湁鐢熸垚鍙墽琛屼互涓嬪懡浠ゆ潵鐢熸垚錛?/font> set GYP_MSVS_VERSION=2008 gclient runhooks --force 5.鎵撳紑src/chrome/chrome.sln錛屽皢chrome宸ョ▼璁劇疆涓哄惎鍔ㄩ」鐩?/span>錛岀紪璇?/span> 鍏朵粬鍙傝冿細http://www.wangth.com/?p=264 綆浠?/strong> 2011騫?1鏈?3鏃ワ紝id Software渚濈収鎯緥鍙戝竷浜嗗墠涓浠e紩鎿庣殑婧愮爜錛岃繖嬈″彂甯冪殑鏄疍oom3寮曟搸錛?a >id Tech 4銆? Within hours the GitHub repository was forked more than 400 times錛屽ぇ瀹跺湪涓嶅悓鐨勫鉤鍙頒笂緙栬瘧騫朵笖鏌ョ湅娓告垙鐨勫唴閮ㄥ疄鐜版満鍒躲傛垜涔熼┈涓婂紑濮嬩簡Mac鐗堟湰浠g爜鐨勫涔犮? 榪欎喚浠g爜鍦ㄦ竻鏅板害鍜屾敞閲婃柟闈紝鏄戶id Software鍙戝竷Doom iPhone浠g爜鍚庯紝鏈濂界殑涓浠戒唬鐮併傛垜寤鴻姣忎竴涓埍濂借呴兘鍘昏涓璇伙紝騫剁爺涔犺繖浠戒唬鐮佺殑瀹炵幇銆? 榪欓噷鏄垜鐨勭瑪璁幫紝閲岄潰璁板綍浜嗘垜鐞嗚В鍒扮殑涓浜涘唴瀹廣傚儚寰甯鎬竴鏍鳳紝鎴戝皢鍏舵暣鐞嗗湴娓呮櫚浜嗕竴浜涳紝鎴戝笇鏈涘畠鑳藉府鍔╀竴浜涙湅鍙嬭妭鐪佷竴浜涙椂闂達紝騫朵笖鎴戜篃甯屾湜瀹冭兘淇冧嬌鎴戜滑闃呰鏇村鐨勪唬鐮侊紝騫舵垚涓烘洿浼樼鐨勭▼搴忓憳銆? 鑳屾櫙 鎷垮埌榪欎喚鍏鋒湁寮鍒涙х殑寮曟搸浠g爜鏄竴浠跺緢浠や漢鍏村鐨勪簨鎯呫傛棭鍦?004騫碊oom3鍙戣鏃訛紝瀹冪‘绔嬩簡瀹炴椂3D鍥懼艦鍜岄煶棰戠殑鏂版爣鍑嗐傚畠棣栨浣挎妧鏈笂鍏佽緹庢湳鍒涗綔浜哄憳鍍忓ソ鑾卞潪妯″紡閭f牱鍘昏〃杈捐嚜宸辯殑鎯蟲硶銆傚敖綆?騫磋繃鍘諱簡錛岄嬈″湪Delta Labs 4閬囪HellKnight鐨勬儏鏅粛鐒跺緢闇囨捈: 瑙嗛鍦?a target="_blank">榪欓噷 鐢卞崱椹厠鍒涢犵殑“緇熶竴鐨勭収鏄庡拰闃村獎”姒傚康鍦ㄨ繖涓棰戦噷琛ㄧ幇寰楀緢鏈夋椿鍔涳紝鎴戝皢鍦ㄥ悗闈㈢殑娓叉煋閮ㄥ垎鍐嶄粙緇嶈繖閮ㄥ垎鍐呭銆? 鍒濇鐨勬帴瑙?/strong> Doom3婧愪唬鐮佸彂甯冪幇鍦ㄥ紑濮嬬敤github錛岃屼笉鍐嶆槸浠ュ墠鐨刦tp server銆? 浠嶵Timo鍙戝竷鐨勫師濮嬩唬鐮佸緢瀹規槗鍦╒isual Studio 2010涓婄紪璇戙備笉騫哥殑鏄紝涓嶈兘鐢╒isual Studio 2010 Express鐗堢紪璇戯紝鍥犱負Doom3浠g爜涓嬌鐢ㄤ簡MFC錛岃孍xpress鐗堟病鏈夈? windows浠g爜鍦ㄨ繖閲岋細git clone https://github.com/TTimo/doom3.gpl.git 鎴戝枩嬈㈠湪Mac緋葷粺涓嬬敤XCode嫻忚浠g爜銆傜浉姣斾簬Visual Studio錛屽畠鍦ㄦ悳绱㈤熷害鍜屽彉閲忕殑楂樹寒鏂歸潰閮界粰鎴戝緢浜彈鐨勪綋楠屻傛垜鎯崇敤XCode鏉ョ紪璇戠▼搴忥紝浣嗘槸欏圭洰璁劇疆鏈変竴浜涢棶棰樸備笉榪囧緢瀹規槗閫氳繃鍑犱釜綆鍗曠殑姝ラ淇濂姐傝繖閲屾湁涓涓猤ithub宸插寘鍚簡鎵鏈夌殑淇敼銆? git clone https://github.com/badsector/Doom3-for-MacOSX- 榪欎袱浠戒唬鐮侀兘寰堝鏄撶紪璇戯紝鍙互涓閿畬鎴愩? 鏉傝錛氫負浜嗚繍琛屾父鎴忥紝base鏂囦歡澶逛笅闇瑕佸寘鍚獶oom3 鐨勮祫婧愩傜敱浜庢垜鐨勬満鍣ㄤ笂娌℃湁cd椹卞姩鍣紝鎵浠ユ垜涓嬭澆浜哠team鐗堟湰銆備技涔巌d Software涔熷仛浜嗗悓鏍風殑浜嬶紝鍦╒isual Studio鐨勯」鐩緗噷浠嶇劧鍖呭惈浜嗚繖鏍風殑瀛楃"+set fs_basepath C:\Program Files (x86)\Steam\steamapps\common\doom 3" ! 鏋舵瀯 瑙e喅鏂規錛坰olution錛変腑欏圭洰鐨勫垝鍒嗗弽鏄犱簡鏁翠釜寮曟搸鐨勬灦鏋? 涓嬮潰浠ユ洿鍙鍖栫殑鏂瑰紡鏉ユ鎷繖涓灦鏋? Doom3鐨勫ぇ閮ㄥ垎浠g爜鍦?004騫?0鏈堢殑鏃跺欏彲浠ラ氳繃鍙戝竷鐨?a >Doom3 SDK涓湅鍒幫紝浣嗘槸SDK閲屾病鏈塂oom3鎵ц鏂囦歡閮ㄥ垎浠g爜銆傚湪SDK涓彲浠ユ瀯寤篿dLib閮ㄥ垎鍜実amex86閮ㄥ垎錛屾牳蹇冨紩鎿庨儴鍒嗛偅鏃朵粛鐒舵槸闂簮鐨勩? 娉ㄦ剰錛氬湪娓告垙妯″潡(gamex86)錛屾瘡涓涓被閮芥槸浠巌dClass緇ф壙鐨勶紝榪欐牱寮曟搸鍙互鎵ц鍐呴儴RTTI錛屽茍涓斾篃鍙互閫氳繃綾誨悕瀛楁潵瀹炰緥鍖栫被銆? 鏉傝錛氫綘浠旂粏瑙傚療涓婇潰鐨勬灦鏋勫浘錛屽彲鑳戒細鍙戠幇鏈変竴浜涘熀鏈鏋訛紙渚嬪FileSystem錛夊彧鍦―oom3.exe涓傝繖閲屽氨浼氭湁涓涓棶棰橈紝灝辨槸褰揼amex86涔熻鍔犺澆璧勬簮鐨勬椂鍊欍? 闂細閭d箞gamex86鏄浣曞鐞嗙殑鍛紵 絳旓細榪欎簺瀛愮郴緇熸槸浠嶥oom3.exe涓姩鎬佸姞杞藉埌gamex86.dll涓殑錛岃繖涔熸槸鎸囩ず綆ご鍑虹幇鐨勫師鍥犮? 濡傛灉鎴戜滑浣跨敤PE explorer絳夊伐鍏鋒煡鐪媑amex86.dll錛屾垜浠細鐪嬪埌gamex86.dll瀵煎嚭浜嗕竴涓嚱鏁幫細GetGameAPI: 榪欐槸鍚孮uake2鍔犺澆renderer鍜実ame 鍔ㄦ佸簱鏂瑰紡涓妯′竴鏍鳳細褰揇oom3鍚姩gamex86.dll鐨勬椂鍊欙紝浼氫氦鎹㈠璞$殑鎸囬拡 gameExport_t * GetGameAPI_t( gameImport_t *import ); 鍦ㄦ渶鍚庡畬鎴?#8220;鎻℃墜”鏃訛紝Doom3.exe鏈変竴涓寚閽堟寚鍚慽dGame瀵硅薄錛実amex86.dll鏈変竴涓寚閽堟寚鍚慻ameImport_t瀵硅薄錛岃繖涓璞″寘鍚簡gamex86.dll涓病鏈夌殑瀛愮郴緇燂紝姣斿idFileSystem銆? typedef struct { int version; // API version idSys * sys; // non-portable system services idCommon * common; // common idCmdSystem * cmdSystem; // console command system idCVarSystem * cvarSystem; // console variable system idFileSystem * fileSystem; // file system idNetworkSystem * networkSystem; // network system idRenderSystem * renderSystem; // render system idSoundSystem * soundSystem; // sound system idRenderModelManager * renderModelManager; // render model manager idUserInterfaceManager * uiManager; // user interface manager idDeclManager * declManager; // declaration manager idAASFileManager * AASFileManager; // AAS file manager idCollisionModelManager * collisionModelManager; // collision model manager } gameImport_t; typedef struct { int version; // API version idGame * game; // interface to run the game idGameEdit * gameEdit; // interface for in-game editing } gameExport_t; 娉ㄦ剰錛氫竴涓ソ娑堟伅鏄紝id tech4鐨勫紑鍙戣呭湪Doom3 SDK 鏂囨。欏靛緢濂界殑鎻忚堪浜嗗悇涓瓙緋葷粺銆? C… ++ ?! " Hello John, I wonder what motivated to move the team to C++ for idtech4. Fab " " There was a sense of inevitability to it at that point, but only about half the programmers really had C++ background in the beginning. I had C and Objective-C background, and I sort of "slid into C++" by just looking at the code that the C++ guys were writing. In hindsight, I wish I had budgeted the time to thoroughly research and explore the language before just starting to use it. You may still be able to tell that the renderer code was largely developed in C, then sort of skinned into C++. Today, I do firmly believe that C++ is the right language for large, multi-developer projects with critical performance requirements, and Tech 5 is a lot better off for the Doom 3 experience. John Carmack " 浠栦篃鍦?004騫寸殑鏃跺欐湁璇勮錛?/p> " " " Yes, it is. I'm not a fan of the more complex features of C++, but grouping things into classes is a Good Thing. John Carmack " 涓誨驚鐜瑙?/strong> 榪欓噷鏄富寰幆灞曞紑鍚庣殑浠g爜錛氾紙鏇磋緇嗙殑鍦?a >榪欓噷錛?/p> idCommonLocal commonLocal; // OS Specialized object idCommon * common = &commonLocal; // Interface pointer (since Init is OS dependent it is an abstract method int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow ) { Sys_SetPhysicalWorkMemory( 192 << 20, 1024 << 20 ); //Min = 201,326,592 Max = 1,073,741,824 Sys_GetCurrentMemoryStatus( exeLaunchMemoryStats ); Sys_CreateConsole(); SetErrorMode( SEM_FAILCRITICALERRORS ); for ( int i = 0; i < MAX_CRITICAL_SECTIONS; i++ ) { InitializeCriticalSection( &win32.criticalSections[i] ); } Sys_Milliseconds(); common->Init( 0, NULL, lpCmdLine ); // Assess how much VRAM is available (not done via OpenGL but OS call) Sys_StartAsyncThread() // 寮鍚紓姝ョ嚎紼? { // 寮傛綰跨▼灞曞紑錛堣瘧娉細寮傛綰跨▼涓茍娌℃湁鎵懼埌綾諱技鐨勪唬鐮侊級 while ( 1 ) { usleep( 16666 ); // Run at 60Hz common->Async(); // Do the job Sys_TriggerEvent( TRIGGER_EVENT_ONE ); // Unlock other thread waiting for inputs pthread_testcancel(); // Check if we have been cancelled by the main thread (on shutdown). } } Sys_ShowConsole while ( 1 ) { Win_Frame(); common->Frame(); } } 榪欐槸id Software寮曟搸鐨勬爣鍑嗕富寰幆錛岄櫎浜哠ys_StartAsyncThread鍑芥暟琛ㄦ槑Doom3鏄綰跨▼鐨勶紝榪欎釜綰跨▼鐨勭洰鐨勬槸涓轟簡澶勭悊鏃墮棿鏁忔劅鐨勫姛鑳斤紝寮曟搸涓嶅笇鏈涜繖閮ㄥ垎琚撫鐜囬檺鍒朵綇銆? 鏉傝錛歩d Tech4鐨勯珮灞傚璞¢兘鏄娊璞$被錛岃繖灝嗕細浣跨▼搴忓湪榪愯鏃朵粠铏氬嚱鏁拌〃涓煡鎵捐櫄鍑芥暟鍦板潃鑰屽鑷存ц兘闂銆備絾鏄繖閲屾湁涓涓?#8220;鎶宸?#8221;鏉ラ伩鍏嶈繖涓棶棰樸傛墍鏈夌殑瀵硅薄琚互闈欐佺殑鏂瑰紡瀹炰緥鍖栵紝濡備笅錛? idCommonLocal commonLocal; // Implementation idCommon * common = &commonLocal; // Interface manipulated in the code 榪欐牱緙栬瘧鍣ㄥ湪緙栬瘧鏃跺氨鍙互鍐沖畾琚皟鐢ㄧ殑鍑芥暟錛屼粠鑰屼笉鐢ㄥ幓鏌ユ壘铏氬嚱鏁拌〃銆傝繖瀹為檯涓婃槸涓涓弻璧紝since the pointer does not have to be dereferenced at runtime either since its address is known at compile time. 鏉傝錛氬凡緇忚榪?銆?嬈緄d Software寮曟搸鐨勬垜鍙戠幇錛屾湁涓浜涘嚱鏁板悕浠巇oom1寮濮嬪氨涓鐩存病鏈夋敼鍙樿繃錛氳礋璐e鐞嗛紶鏍囧拰娓告垙鏉嗚緭鍏ョ殑鍑芥暟浠嶇劧鍙獻N_frame() 娓叉煋鍣?/strong> Doom3涓渶浠や漢鍏村鐨勫綋鐒舵槸娓叉煋鍣ㄩ儴鍒嗐傝繖閲屾湁澶鐨勫唴瀹癸紝鎵浠ユ垜灝嗚繖閮ㄥ垎鐨勭瑪璁板垎鍒板彟涓綃囨枃绔犻噷浜嗐傚湪榪欓噷 鏂扮殑鏍囧噯 鏂扮殑鏍囧噯鍙互姒傛嫭涓轟竴涓瘝錛歎nification 鍓嶄竴浠e紩鎿庡湪娓叉煋鎵鏈夊厓绱犵殑鏃跺欙紝浣跨敤鐨勬槸涓嶅悓鐨勬柟寮忥紝緇忓父瑕佽姳璐瑰緢闀挎椂闂寸殑棰勫鐞嗐俀uake2涓殑鍩轟簬鍏夎兘浼犻掔殑lightmap錛屽湪璁捐鑰呰兘鐪嬪埌鏈緇堢殑鏁堟灉鍓嶉渶瑕佺瓑寰堥暱鏃墮棿銆? 鐗╃悊寮曟搸 錛堣瘧娉細鍘熸枃榪欓噷娌℃湁鍐呭錛屽ぇ姒傝繕娌″啓濂斤級 鑴氭湰鍜岃櫄鎷熸満 錛堣瘧娉細鍘熸枃榪欓噷娌℃湁鍐呭錛屽ぇ姒傝繕娌″啓濂斤級 鍦板浘鍔犺澆 鎴戣蹇嗕腑錛屽姞杞芥墍娑堣楃殑鏃墮棿寰堥暱錛屾垜涓鐩存兂鐭ラ亾鍦ㄥ姞杞藉満鏅殑鏃跺欙紝紼嬪簭鑳屽悗閮藉仛浜嗕簺浠涔堛? 緇撹 It was not always easy to focus... But overall it was very educationnal to read most of it.
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Is C++ a better language for developing games than C? Today, most games are developed in C++, and I know that Doom 3 was developed in C++. Having worked with both C and C++ for quite a while, do you think C++ is really a better language for developing games?
濡傛灉浣犲錛堝満鏅級棰勫鐞嗗拰鍏ュ彛緋葷粺錛坧ortal system錛夊緢鎰熷叴瓚o紝鍙互鐪?a >榪欓噷銆?
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闄や簡媯嫻嬫湭鍒濆鍖栫殑鍐呭瓨錛屽叾浠栨柟闈㈢殑搴旂敤錛屽彲浠ヤ粠TypeInfo.h涓殑鍑犱釜鍑芥暟鍙互鐣ョ涓浜屻?/span>
緇忚繃鍑犲ぉ鐨勫姫鍔涳紝鎴戝皢TypfInfo鐩稿叧鐨勪唬鐮佹彁鍙栧嚭錛屽崟鐙垱寤轟簡宸ョ▼鏂囦歡錛屽茍鍋氫簡綆鍗曠殑浠g爜婕旂ず銆傛湁鐖卞ソ鐨勫悓瀛﹀彲浠ユ繁鍏ョ爺絀躲傜偣鍑?a title="榪欓噷" href="http://www.shnenglu.com/Files/zgpxgame/TypeInfo.rar">榪欓噷涓嬭澆銆傚湪宸ョ▼錛?/span>
vs2010錛?/span> 涓紝Example鏄竴涓畝鍗曠殑婕旂ず紼嬪簭錛宨dLib鏄Doom3婧愮爜涓璱dLib鐨勫垹鍑忕増鏈俆ypeInfo鏄敓鎴怗ameTypeInfo.h綾誨瀷淇℃伅鐨勬帶鍒跺彴宸ュ叿銆?br />
TypeInfo鐨勭敤娉曚負 typeinfo.exe [source_code_path] [out_file_name]
瀹炵幇錛?/span>
TypeInfo媯嫻嬫湭鍒濆鍖栧唴瀛樺疄鐜板師鐞嗕負錛屽浠g爜涓墍鏈夌殑澶存枃浠舵壂鎻忓垎鏋愶紝騫跺皢綾誨瀷涓紝鍙橀噺鍚嶏紝鍙橀噺綾誨瀷絳変俊鎭褰曠敓鎴愪竴涓?/span>GameTypeInfo.h鏂囦歡銆傜劧鍚庡湪new涓涓璞℃椂錛屼細鍏堝皢榪欎釜瀵硅薄鐨勫唴瀛樺垵濮嬪寲涓?/span>0xcdcdcdcd銆傚綋瀵硅薄鏋勯犲畬鎴愭椂錛屾嫻嬪璞″唴瀛樹腑鏄惁鏈夋煇鍊間負0xcdcdcdcd錛屽鏋滄湁錛屽氨閫氳繃GameTypeInfo.h涓褰曠殑綾誨瀷錛屽彉閲忓悕錛屽亸縐葷瓑淇℃伅灝嗘湭鍒濆鍖栫殑鍙橀噺淇℃伅鎵撳嵃鍑烘潵銆?/span>
灝嗕笂榪拌繃紼嬪垎涓轟笁孌靛唴瀹癸細1. 瑙f瀽 2. 鐢熸垚綾誨瀷淇℃伅 3. 鍒╃敤綾誨瀷淇℃伅
1. 瑙f瀽錛?/span>
鍩烘湰鐨勮瘝娉曡В鏋愬湪idLib涓疄鐜幫紝鐩稿叧綾諱負idToken, idLexer, idParser銆?/span>
2. 鐢熸垚綾誨瀷淇℃伅
idTypeInfoGen鍒╃敤idParser鏉ヨВ鏋愪唬鐮佸ご鏂囦歡錛岃褰曠浉鍏崇被鍨嬩俊鎭紝綾誨瀷淇℃伅鍖呮嫭錛氬父閲忥紝鏋氫婦閲忓拰綾伙紙鍖呮嫭緇撴瀯浣擄級
鎵鏈変俊鎭褰曞湪GameTypeInfo.h涓紝璇︾粏鍐呭鍙互鏌ラ槄婧愪唬鐮併?br />
3. 瀵圭被鍨嬩俊鎭殑鍒╃敤
3.1 閫氳繃綾誨瀷鍚嶅垱寤哄疄渚嬨傚湪Doom3紼嬪簭鐨?/span>GamePlay灞傦紝涓昏鐨勭被閮芥槸浠?/span>idClass緇ф壙涓嬫潵鐨勶紝騫朵笖鍦ㄧ被澹版槑鍜屽畾涔夋椂錛岄氳繃idTypeInfo璁板綍綾誨瀷淇℃伅錛屽寘鎷褰曠被涔嬮棿鐨勭埗瀛愬叧緋匯傚湪綾諱腑鍔犲叆瀹?/span>CLASS_PROTOTYPE錛?/span> CLASS_DECLARATION鏉ュ疄鐜般?br />鍒涘緩綾誨疄渚嬫椂鏄繖鏍風殑錛?/span>
3.2 杈撳嚭鏈垵濮嬪寲鍙橀噺鐨勫悕縐般?/span>
idClass涓噸杞戒簡new鎿嶄綔絎︼紝浠ヤ究璁板綍鍐呭瓨鐨勪嬌鐢ㄩ噺鍜屽垱寤虹殑瀵硅薄涓暟錛屽鏋滈渶瑕佹嫻嬫湭鍒濆鍖栫殑鍐呭瓨錛岃繕浼氬皢鍐呭瓨鍒濆鍖栦負0xcdcdcdcd銆?br />
瀵硅薄鍒涘緩鍚庯紝璋冪敤FindUninitializedMemory鏉ユ嫻嬫湭鍒濆鍖栫殑鍐呭瓨
浠g爜瀹炵幇鍦═ypeInfo.cpp鏂囦歡涓紝娌℃湁浠旂粏鐮旂┒榪欐浠g爜瀹炵幇錛屽氨涓嶅湪榪欓噷鍗曞垪浜嗐?/p>