<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[ViaskY铸剑阁]]></title><description><![CDATA[记录成长点滴，享受进步乐趣]]></description><link>https://blog.youkuaiyun.com/webScaler</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; webScaler]]></copyright><item><title><![CDATA[Win32信号量实现生产者消费者模型]]></title><link>https://blog.youkuaiyun.com/webScaler/article/details/6775957</link><guid>https://blog.youkuaiyun.com/webScaler/article/details/6775957</guid><author>webScaler</author><pubDate>Wed, 14 Sep 2011 21:05:01 +0800</pubDate><description><![CDATA[生产者消费者模型简介
        1.如果共享的buffer中有空位，则生产者生产产品，放到空位中；
        2.如果共享的buffer中有产品，则消费者消费产品；


使用win32简单实现 多生产者/多消费者 模型如下


#include 
#i]]></description><category></category></item><item><title><![CDATA[C语言可变参数函数探秘]]></title><link>https://blog.youkuaiyun.com/webScaler/article/details/6680145</link><guid>https://blog.youkuaiyun.com/webScaler/article/details/6680145</guid><author>webScaler</author><pubDate>Thu, 11 Aug 2011 21:15:40 +0800</pubDate><description><![CDATA[C语言的可变参数函数看起来是不很酷，必须printf之类的，初学时，一头雾水，不禁感觉到宇宙的浩瀚和自己的渺小啊，但是等你知道其中原理之后，也就淡定了：）
 
下面首先看一个程序：
#include "stdarg.h"
#include 

double AddManyN]]></description><category></category></item><item><title><![CDATA[C/C++函数调用规则]]></title><link>https://blog.youkuaiyun.com/webScaler/article/details/6680043</link><guid>https://blog.youkuaiyun.com/webScaler/article/details/6680043</guid><author>webScaler</author><pubDate>Thu, 11 Aug 2011 20:29:44 +0800</pubDate><description><![CDATA[面试中被问到函数调用规则，不懂，所以查了资料，总结如下：





调用规则


__cdecl


__stdcall


__fastcall


__pascal


__thiscall




参数压栈顺序]]></description><category></category></item><item><title><![CDATA[深入分析C++引用]]></title><link>https://blog.youkuaiyun.com/webScaler/article/details/6577429</link><guid>https://blog.youkuaiyun.com/webScaler/article/details/6577429</guid><author>webScaler</author><pubDate>Thu, 30 Jun 2011 16:01:00 +0800</pubDate><description><![CDATA[   Normal  0        7.8 磅  0  2    false  false  false    EN-US  ZH-CN  X-NONE                                                    ]]></description><category></category></item><item><title><![CDATA[动态连接库(dll)生成及应用程序载入dll过程分析]]></title><link>https://blog.youkuaiyun.com/webScaler/article/details/6577128</link><guid>https://blog.youkuaiyun.com/webScaler/article/details/6577128</guid><author>webScaler</author><pubDate>Thu, 30 Jun 2011 14:36:00 +0800</pubDate><description><![CDATA[   Normal  0        7.8 磅  0  2    false  false  false    EN-US  ZH-CN  X-NONE                                                    ]]></description><category></category></item><item><title><![CDATA[ifstream & ofstream 打开中文路径失败的解决方案]]></title><link>https://blog.youkuaiyun.com/webScaler/article/details/6576622</link><guid>https://blog.youkuaiyun.com/webScaler/article/details/6576622</guid><author>webScaler</author><pubDate>Thu, 30 Jun 2011 10:50:00 +0800</pubDate><description><![CDATA[   Normal  0        7.8 磅  0  2    false  false  false    EN-US  ZH-CN  X-NONE                                                    ]]></description><category></category></item><item><title><![CDATA[[转]OpenGL Vertex Array]]></title><link>https://blog.youkuaiyun.com/webScaler/article/details/6446126</link><guid>https://blog.youkuaiyun.com/webScaler/article/details/6446126</guid><author>webScaler</author><pubDate>Wed, 25 May 2011 22:35:00 +0800</pubDate><description><![CDATA[<br />Related Topics:Vertex Buffer Object
, Display List<br />Download:vertexArray.zip<br />Instead you specify individual vertex data in immediate mode (between glBegin()
 and glEnd()
 pairs), you can store vertex data in a set of arrays including vert]]></description><category></category></item><item><title><![CDATA[[转]OpenGL Frame Buffer Object (FBO)]]></title><link>https://blog.youkuaiyun.com/webScaler/article/details/6446120</link><guid>https://blog.youkuaiyun.com/webScaler/article/details/6446120</guid><author>webScaler</author><pubDate>Wed, 25 May 2011 22:34:00 +0800</pubDate><description><![CDATA[<br />Related Topics:Pixel Buffer Object (PBO)<br />Download:fbo.zip
, fboDepth.zip
, fboStencil.zipOverviewCreating FBORenderbuffer ObjectChecking FBO StatusExample: Render To TextureOverview<br />In OpenGL rendering pipeline
,
 the geometry data and ]]></description><category></category></item><item><title><![CDATA[[转]OpenGL Pixel Buffer Object (PBO)]]></title><link>https://blog.youkuaiyun.com/webScaler/article/details/6446119</link><guid>https://blog.youkuaiyun.com/webScaler/article/details/6446119</guid><author>webScaler</author><pubDate>Wed, 25 May 2011 22:33:00 +0800</pubDate><description><![CDATA[<br />Related Topics:Vertex Buffer Object (VBO)
, Frame Buffer Object (FBO)<br />Download:pboUnpack.zip
, pboPack.zipOverviewCreating PBOMapping PBOExample: Streaming Texture Uploads with PBOExample: Asynchronous Readback with PBOOverview
 <br />OpenGL ]]></description><category></category></item><item><title><![CDATA[[转]OpenGL Vertex Buffer Object (VBO)]]></title><link>https://blog.youkuaiyun.com/webScaler/article/details/6446116</link><guid>https://blog.youkuaiyun.com/webScaler/article/details/6446116</guid><author>webScaler</author><pubDate>Wed, 25 May 2011 22:32:00 +0800</pubDate><description><![CDATA[<br />Related Topics:Vertex Array
, Display List
, Pixel Buffer Object<br />Download:vbo.zip
, vboSimple.zipCreating VBODrawing VBOUpdating VBOExample<br />GL_ARB_vertex_buffer_object
 extension is intended to enhance the performance of OpenGL by provi]]></description><category></category></item><item><title><![CDATA[Windows内存管理机制及C++内存分配实例]]></title><link>https://blog.youkuaiyun.com/webScaler/article/details/6438578</link><guid>https://blog.youkuaiyun.com/webScaler/article/details/6438578</guid><author>webScaler</author><pubDate>Sun, 22 May 2011 22:57:00 +0800</pubDate><description><![CDATA[<br />一位牛人的文章，写的很详细，收藏着多看几遍<br /> 进程空间<br />http://blog.youkuaiyun.com/yeming81/archive/2008/01/16/2046193.aspx内存状态查询<br />http://blog.youkuaiyun.com/yeming81/archive/2008/01/16/2046207.aspx虚拟内存<br />http://blog.youkuaiyun.com/yeming81/archive/2008/01/17/2047879.aspx内存映射文件<]]></description><category></category></item><item><title><![CDATA[最大子序列和问题（一维，二维）]]></title><link>https://blog.youkuaiyun.com/webScaler/article/details/6359079</link><guid>https://blog.youkuaiyun.com/webScaler/article/details/6359079</guid><author>webScaler</author><pubDate>Sun, 24 Apr 2011 17:07:00 +0800</pubDate><description><![CDATA[<br />源地址：http://blog.youkuaiyun.com/jeiwt/archive/2010/05/06/5561773.aspx<br /> <br />给定一个长度为n的一维的数组matrix[n]，让求其最大matrix[i] + matrix[i+1] + ... + matrix[j] = sum问题？<br />简单算法：<br />穷举法<br />先预处理map[n]表示从matrix[0]->matrix[n]的和<br />for(int i = 0 to n)<br />   f]]></description><category></category></item><item><title><![CDATA[c++内存布局浅探（二）]]></title><link>https://blog.youkuaiyun.com/webScaler/article/details/6303009</link><guid>https://blog.youkuaiyun.com/webScaler/article/details/6303009</guid><author>webScaler</author><pubDate>Tue, 05 Apr 2011 16:09:00 +0800</pubDate><description><![CDATA[<br /><br />该文为http://blog.youkuaiyun.com/webScaler/archive/2011/04/05/6302997.aspx的续篇<br /> <br />若对虚继承不是很了解，可以先参考下文<br />http://lingxiaoyequ.blog.163.com/blog/static/21639050200941941730984/<br /> <br /> <br />4 单虚继承<br /> <br /><br /> 测试代码：<br />class Base1
]]></description><category></category></item><item><title><![CDATA[c++内存布局浅探（一）]]></title><link>https://blog.youkuaiyun.com/webScaler/article/details/6302997</link><guid>https://blog.youkuaiyun.com/webScaler/article/details/6302997</guid><author>webScaler</author><pubDate>Tue, 05 Apr 2011 16:03:00 +0800</pubDate><description><![CDATA[<br /><br />一直对C++对象模型不是很了解，参考网上一些帖子，然后使用vs2003测试，结果如下，希望对大家有所帮助: )<br /> <br />参考链接：<br />http://blog.youkuaiyun.com/bluedog/archive/2009/10/22/4711169.aspx<br /> <br />说明：<br />1该文所给出代码只说明类的继承关系，具体测试输出代码不再详述；<br />2该文测试环境为vs2003，其他环境没测试；<br />3在下水平有限，本着学习的心态作此]]></description><category></category></item><item><title><![CDATA[阿里巴巴实习面经]]></title><link>https://blog.youkuaiyun.com/webScaler/article/details/6259884</link><guid>https://blog.youkuaiyun.com/webScaler/article/details/6259884</guid><author>webScaler</author><pubDate>Fri, 18 Mar 2011 20:03:00 +0800</pubDate><description><![CDATA[<br />直接说题目吧：<br /> <br />1. 自我介绍<br />    没有准备，乱说了几句就不知道说啥了。。。<br />2. 项目经验，从简历中选了一个讲一下，问的比较细，主要问项目的过程和思路<br />3. 问：玩微博么？<br />    答：玩的，腾讯微博<br />    问：用来干嘛？<br />    答：看别人分享的东西<br />    。。。。。。<br />4. 问：看技术论坛的么？<br />    答：看的（其实很久没怎么看了）<br />    问：一般看哪个？]]></description><category></category></item><item><title><![CDATA[链接错误LNK2005]]></title><link>https://blog.youkuaiyun.com/webScaler/article/details/6216612</link><guid>https://blog.youkuaiyun.com/webScaler/article/details/6216612</guid><author>webScaler</author><pubDate>Tue, 01 Mar 2011 21:53:00 +0800</pubDate><description><![CDATA[<br />原文地址：http://www.cnblogs.com/youyou/archive/2005/09/20/240266.html<br /> <br />libcpmtd.lib(xmutex.obj) : error LNK2005: "public: void __thiscall std::_Mutex::_Lock(void)" (?_Lock@_Mutex@std@@QAEXXZ
) 已经在 test_smilgen.obj 中定义<br />
libcpmtd.lib(xmut]]></description><category></category></item><item><title><![CDATA[std::auto_ptr 不能赋值 简析]]></title><link>https://blog.youkuaiyun.com/webScaler/article/details/5892590</link><guid>https://blog.youkuaiyun.com/webScaler/article/details/5892590</guid><author>webScaler</author><pubDate>Sat, 18 Sep 2010 12:28:00 +0800</pubDate><description><![CDATA[今天试用了下std::auto_ptr, 第一次使用就出错了，尴尬啊，先还原现场：类内声明：Std::auto_ptr m_pWgt;类构造函数内赋值：m_pWgt = new Widget;大概就是这样，编译很顺利通过，一运行，蹦出个run-time error, 错误显示m_pWgt里无对象，于是trace到auto_ptr的赋值构造函数，查看了auto_ptr源码发现问题所在，现将部分源码列出如下：template
	struct auto_ptr_ref
		{	// proxy referen]]></description><category></category></item><item><title><![CDATA[wglShareLists使用简介]]></title><link>https://blog.youkuaiyun.com/webScaler/article/details/5873179</link><guid>https://blog.youkuaiyun.com/webScaler/article/details/5873179</guid><author>webScaler</author><pubDate>Thu, 09 Sep 2010 13:32:00 +0800</pubDate><description><![CDATA[OpenGL中用到多线程和多render
context渲染的时候会用到wglsharelist进行资源共享，本文将对我本人在wglsharelist使用过程中的经验做个小总结：         首先翻译下msdn上对wglsharelist的说明：wglShareLists         
wglShareLists函数使多个OpenGL
render contexts可以共享一个显示列表空间。     BOOL wglShareLists(
   HGLR C   hglrc1 ,  // 提]]></description><category></category></item><item><title><![CDATA[C++存储类型]]></title><link>https://blog.youkuaiyun.com/webScaler/article/details/5704389</link><guid>https://blog.youkuaiyun.com/webScaler/article/details/5704389</guid><author>webScaler</author><pubDate>Wed, 30 Jun 2010 13:43:00 +0800</pubDate><description><![CDATA[前段时间查到这方面的东西，看这里讲的不错，就翻译了，第一次尝试 :)原文地址：http://www.informit.com/guides/content.aspx?g=cplusplus&seqNum=28内存管理         在C++中，一种存储类别(storage
class)定义了某个标志符的内存属性。同样它也决定了一个对象的内存生存期(storage duration):  自动存储生存期(automatic
storage duration)，线程存储生存期(thread storage]]></description><category></category></item><item><title><![CDATA[CreateThread, AfxBeginThread，_beginthread, _beginthreadex 区别]]></title><link>https://blog.youkuaiyun.com/webScaler/article/details/5641500</link><guid>https://blog.youkuaiyun.com/webScaler/article/details/5641500</guid><author>webScaler</author><pubDate>Wed, 02 Jun 2010 10:28:00 +0800</pubDate><description><![CDATA[<br />参考文章：<br />http://www.cnblogs.com/chuncn/archive/2009/03/08/1406096.html<br />http://space.itpub.net/10697500/viewspace-612085<br /> <br /> <br />CreateThread
是Windows的API函数(SDK函数
的标准形式,
直截了当的创建方式，任何场合都可以使用)，提供操作系统级别的创建线程的操作，且仅限于工作者线程。不调用MFC和RTL的函]]></description><category></category></item></channel></rss>