<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[A_Pointer的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/A_Pointer</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; A_Pointer]]></copyright><item><title><![CDATA[观察者模式（sigslot in C++）]]></title><link>https://blog.youkuaiyun.com/A_Pointer/article/details/144588688</link><guid>https://blog.youkuaiyun.com/A_Pointer/article/details/144588688</guid><author>A_Pointer</author><pubDate>Thu, 19 Dec 2024 16:37:20 +0800</pubDate><description><![CDATA[大家，我是东风，今天抽点时间整理一下我很久前关注的一个不错的库，sigslot 官网： http://sigslot.sourceforge.net/]]></description><category></category></item><item><title><![CDATA[UE5.2 AI实时抠像(无需绿幕) + OBS推流直播 全流程]]></title><link>https://blog.youkuaiyun.com/A_Pointer/article/details/140198854</link><guid>https://blog.youkuaiyun.com/A_Pointer/article/details/140198854</guid><author>A_Pointer</author><pubDate>Fri, 05 Jul 2024 09:31:07 +0800</pubDate><description><![CDATA[UE5.2插件实现从AI实时抠像到OBS推流直播的全流程搭建]]></description><category></category></item><item><title><![CDATA[发布-订阅(ZeroMQ) C++实现]]></title><link>https://blog.youkuaiyun.com/A_Pointer/article/details/139356642</link><guid>https://blog.youkuaiyun.com/A_Pointer/article/details/139356642</guid><author>A_Pointer</author><pubDate>Fri, 31 May 2024 17:49:45 +0800</pubDate><description><![CDATA[自从发了《发布-订阅（Publish-Subscribe）C++实现》博文，收到不少反馈：主要的问题就是无法跨主机使用。]]></description><category></category></item><item><title><![CDATA[发布-订阅（Publish-Subscribe）C++实现]]></title><link>https://blog.youkuaiyun.com/A_Pointer/article/details/138617089</link><guid>https://blog.youkuaiyun.com/A_Pointer/article/details/138617089</guid><author>A_Pointer</author><pubDate>Thu, 09 May 2024 15:52:27 +0800</pubDate><description><![CDATA[发布-订阅（Publish-Subscribe）模式是一种消息传递模式，用于构建分布式系统中的通信机制。在这种模式下，消息的发送者（发布者）和消息的接收者（订阅者）之间通过一个称为“主题（Topic）”的中介进行通信。发布者将消息发布到特定的主题上，而订阅者可以选择订阅感兴趣的主题，并在消息发布到该主题时接收消息。假设我们有一个名为"NewsHub"的新闻平台，它采用发布-订阅模式来传递新闻。在这个平台上，有多个新闻频道发布各种类型的新闻，比如"政治新闻"、"体育新闻"、"娱乐新闻"等。]]></description><category></category></item><item><title><![CDATA[UE5集成gRPC]]></title><link>https://blog.youkuaiyun.com/A_Pointer/article/details/137975562</link><guid>https://blog.youkuaiyun.com/A_Pointer/article/details/137975562</guid><author>A_Pointer</author><pubDate>Fri, 19 Apr 2024 20:56:15 +0800</pubDate><description><![CDATA[最近有项目需要在UE5里做RPC，对比了thrift、gRPC、rcplib等开源rpc框架，由于习惯使用protobuf，故选择了gRPC。然而，Google出品也是一言难尽啊，最起码编译太繁琐了。本次使用的gRPC版本为1.62.1，UE5.2，以插件的形式集成，支持DebugGame/DebugGame Editor/Development/Development Editor/Shipping（目前只测试这几个）。]]></description><category></category></item><item><title><![CDATA[UE4/UE5 日志插件（基于spdlog）]]></title><link>https://blog.youkuaiyun.com/A_Pointer/article/details/135016645</link><guid>https://blog.youkuaiyun.com/A_Pointer/article/details/135016645</guid><author>A_Pointer</author><pubDate>Fri, 15 Dec 2023 15:03:44 +0800</pubDate><description><![CDATA[大概目录：SpdlogLibC目录下是对spdlog的封装：bin里是.dll，lib放是.lib，include是.h文件。]]></description><category></category></item><item><title><![CDATA[afsim 仿真运行软件]]></title><link>https://blog.youkuaiyun.com/A_Pointer/article/details/134390070</link><guid>https://blog.youkuaiyun.com/A_Pointer/article/details/134390070</guid><author>A_Pointer</author><pubDate>Tue, 14 Nov 2023 04:51:15 +0800</pubDate><description><![CDATA[afsim的仿真运行软件，用于仿真运行推演。]]></description><category></category></item><item><title><![CDATA[大数计算：e^1000/300！]]></title><link>https://blog.youkuaiyun.com/A_Pointer/article/details/133814946</link><guid>https://blog.youkuaiyun.com/A_Pointer/article/details/133814946</guid><author>A_Pointer</author><pubDate>Fri, 13 Oct 2023 17:33:34 +0800</pubDate><description><![CDATA[当单独计算，因为，double的最大取值为1.79769e+308，所以肯定超过了double的表示范围。同样，对于300！也是如此。那我们应该怎么去计算和存储结果呢？]]></description><category></category></item><item><title><![CDATA[基于libharu的PDF操作]]></title><link>https://blog.youkuaiyun.com/A_Pointer/article/details/124089972</link><guid>https://blog.youkuaiyun.com/A_Pointer/article/details/124089972</guid><author>A_Pointer</author><pubDate>Mon, 11 Apr 2022 04:46:18 +0800</pubDate><description><![CDATA[输出PDF评估报告。支持页边距、字号、行间距设置，页码采用自动编号（从1开始），可以缩放图片、自适应表格行高等。]]></description><category></category></item><item><title><![CDATA[UE4 实时AI抠像 -- 不需绿幕]]></title><link>https://blog.youkuaiyun.com/A_Pointer/article/details/123978256</link><guid>https://blog.youkuaiyun.com/A_Pointer/article/details/123978256</guid><author>A_Pointer</author><pubDate>Tue, 05 Apr 2022 22:17:34 +0800</pubDate><description><![CDATA[近期，有个活是要用到NVIDIA MAXINE-VFX-SDK的AI实时抠像。以下记录一下使用过程。]]></description><category></category></item><item><title><![CDATA[UE5 QRCode插件使用]]></title><link>https://blog.youkuaiyun.com/A_Pointer/article/details/122911449</link><guid>https://blog.youkuaiyun.com/A_Pointer/article/details/122911449</guid><author>A_Pointer</author><pubDate>Sun, 13 Feb 2022 17:32:31 +0800</pubDate><description><![CDATA[本插件是我用源码重新封装的，不依赖静态库，纯源码，适用于多个UE版本，编辑器与打包发布都没有问题。本人在UE5EA上测试通过。]]></description><category></category></item><item><title><![CDATA[UE4 UE5 opencv插件 获取摄像头画面]]></title><link>https://blog.youkuaiyun.com/A_Pointer/article/details/122909311</link><guid>https://blog.youkuaiyun.com/A_Pointer/article/details/122909311</guid><author>A_Pointer</author><pubDate>Sun, 13 Feb 2022 15:26:50 +0800</pubDate><description><![CDATA[本插件在UE4.26、UE4.27、UE5.0.3等版本亲测有效，谢谢各位前辈朋友，这里就不一一鸣谢了。]]></description><category></category></item><item><title><![CDATA[Unity4.3.1引擎源码编译过程]]></title><link>https://blog.youkuaiyun.com/A_Pointer/article/details/121766157</link><guid>https://blog.youkuaiyun.com/A_Pointer/article/details/121766157</guid><author>A_Pointer</author><pubDate>Tue, 07 Dec 2021 12:58:25 +0800</pubDate><description><![CDATA[源码获取

**开源网等网站都可以拿到，毕竟好久的版本了。不想麻烦的可以参见文末源码百度云链接，不过一些修改需要自己做了。（实在不会的可以评论留言，本人提供远程编译调试服务）



编译准备


	Visual Studio 2010
	
	
	Visual Studio 2010 SP1
	
	
	Perl 5.24.3
	
	
	Python 2.7
	
	
	7z-zip
	
源码工程准备






]]></description><category></category></item><item><title><![CDATA[C/C++封装多维数组给其他语言调用]]></title><link>https://blog.youkuaiyun.com/A_Pointer/article/details/111936421</link><guid>https://blog.youkuaiyun.com/A_Pointer/article/details/111936421</guid><author>A_Pointer</author><pubDate>Tue, 29 Dec 2020 20:20:11 +0800</pubDate><description><![CDATA[要求其他语言传的数组必须是内存是连续分配的。


#include &lt;vector&gt;
template&lt;typename Ret&gt;
bool FindArrayMember(void* array, std::vector&lt;int&gt;&amp; dims, std::vector&lt;int&gt;&amp; submarks, Ret&amp; result)
{
	if (submarks.size() == 0 || dims.size() == 0 || (sub]]></description><category></category></item><item><title><![CDATA[从蓝图到C++]]></title><link>https://blog.youkuaiyun.com/A_Pointer/article/details/110583934</link><guid>https://blog.youkuaiyun.com/A_Pointer/article/details/110583934</guid><author>A_Pointer</author><pubDate>Thu, 03 Dec 2020 23:02:19 +0800</pubDate><description><![CDATA[[for UE4 4.25.3]

01 定制UE4 C++开发环境

（1）VS2017 或 VS2019，选择组件：使用C++进行桌面开发；

（2）插件 VAssitX

（3）UE4 中配置：Editor Preferences&gt;&gt;source code editor&gt;&gt;选择VS版本。



02 从蓝图跳转到C++源码

（1）4.18版本以后须进行相关设置，之前版本可以直接调转；

（2）设置步骤：

           1）在launch 里下...]]></description><category></category></item><item><title><![CDATA[UE4插件开发]]></title><link>https://blog.youkuaiyun.com/A_Pointer/article/details/110521605</link><guid>https://blog.youkuaiyun.com/A_Pointer/article/details/110521605</guid><author>A_Pointer</author><pubDate>Thu, 03 Dec 2020 10:31:17 +0800</pubDate><description><![CDATA[[for UE4 4.25.3]

01 最常见的插件类型

步骤：

（1）Editor&gt;&gt;Plugins&gt;&gt;New Plugin

（2）最常见的蓝图、资源（材质、图片和模型等）使用Content Only类型

（3）插件中，可创建BlueprintFunctionLibrary类型，其他蓝图类即可使用它，无需其他操作。

（4）将插件给其他工程用：右键资源&gt;&gt;show in explore，将工程文件夹Plugins下的插件名文件夹直接复制到其他工程中的相似文件夹]]></description><category></category></item><item><title><![CDATA[Dedicated Server Guide (Windows)]]></title><link>https://blog.youkuaiyun.com/A_Pointer/article/details/109473714</link><guid>https://blog.youkuaiyun.com/A_Pointer/article/details/109473714</guid><author>A_Pointer</author><pubDate>Tue, 03 Nov 2020 17:56:20 +0800</pubDate><description><![CDATA[Dedicated Server Guide (Windows)

Guide on building Unreal Engine and project in the Dedicated server configuration.

In order to build dedicated servers for Windows, you need a source build of Unreal Engine. Check outBuilding Unreal Engine from Source. I.]]></description><category></category></item><item><title><![CDATA[C++ OOP思想随手笔记]]></title><link>https://blog.youkuaiyun.com/A_Pointer/article/details/108084096</link><guid>https://blog.youkuaiyun.com/A_Pointer/article/details/108084096</guid><author>A_Pointer</author><pubDate>Fri, 09 Oct 2020 14:09:50 +0800</pubDate><description><![CDATA[#ifdef __cplusplus
extern "C" {
#endif // __cplusplus
#include &lt;stdio.h&gt;


/*虚函数指针类型定义
*由于定义类型相互嵌套，只能在实际用的时候将 void* this 强转成 CFront*。
*/
typedef void (*pVirtualFun)(void* this, int, int);

//虚表
typedef struct
{
	//一系列函数指针
	pVirtualFun v;
}vtb;

//类定.]]></description><category></category></item><item><title><![CDATA[UE4 调用dll]]></title><link>https://blog.youkuaiyun.com/A_Pointer/article/details/108635673</link><guid>https://blog.youkuaiyun.com/A_Pointer/article/details/108635673</guid><author>A_Pointer</author><pubDate>Tue, 29 Sep 2020 09:16:28 +0800</pubDate><description><![CDATA[UE4调用dll的方法和标准的c及c++相同，核心代码如下：


//包含dll的头文件
#include "C:/Users/openeb/Documents/Unreal Projects/MyProject01/MyPlugins/IGaussDiffusion.h"
#include "C:/Users/openeb/Documents/Unreal Projects/MyProject01/MyPlugins/IFactor.h"

//定义dll里的函数指针
typedef void (* de]]></description><category></category></item><item><title><![CDATA[exe文件运行窗口嵌入Qt窗口]]></title><link>https://blog.youkuaiyun.com/A_Pointer/article/details/108794613</link><guid>https://blog.youkuaiyun.com/A_Pointer/article/details/108794613</guid><author>A_Pointer</author><pubDate>Tue, 29 Sep 2020 09:15:39 +0800</pubDate><description><![CDATA[原理就是使用3个函数 FindWindow 、QWindow::fromWinId 和QWidget::createWindowContainer，具体实现如下：


#pragma once

#include &lt;QtWidgets/QMainWindow&gt;
#include &lt;QProcess&gt;
#include "ui_UE42Qt.h"


class UE42Qt : public QMainWindow
{
    Q_OBJECT

public:
    UE4...]]></description><category></category></item></channel></rss>