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2銆佹渶鐭彲鎺ュ彈鐨勫伐浣滄椂闄?/p>
浣犳湁娌℃湁緇熻榪囷紝鍏徃鍒嗘淳緇欎綘涓涓伐浣滄椂鍊欙紝涓婄駭鎸囧畾鐨勮繖欏瑰伐浣滆鍒掑仛澶氫箙鐨勯璁★紝璺熶綘鑷繁鐨勯璁℃湁澶氬ぇ宸紓錛?/p>
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瀵逛簬鍒氬伐浣滅殑錛屾洿澶氱殑鏄綘琛ㄧ幇鍑烘潵鐨勫伐浣滆兘鍔涘湪鍏徃鐨勫鉤鍧囧伐浣滆兘鍔涗箣涓嬨傚悓鏃跺叕鍙歌寰椾綘瀵瑰伐浣滄病鏈夎〃鐜板嚭瓚沖鐨勭儹鎯呫?涓涓兘鍔涘湪騫沖潎姘村鉤涓嬮潰錛屽張緙轟箯宸ヤ綔嬋鎯呯殑浜猴紝浠栫殑鍓嶉斿湪閭i噷錛燂紵 濡傛灉榪欎釜浜鴻繕娌℃湁琛ㄧ幇鍑哄嚑涓湀鍚庤兘杈懼埌騫沖潎姘村鉤涔嬩笂鐨勫笇鏈涳紝涓哄暐浼氱暀榪欐牱涓涓漢鍛紵 3銆佸伐浣滆兘鍔涗笉絳変簬鎶鏈按騫?/p>
鎴戞浘鐪嬪埌榪囨湁浜烘姳鎬ㄨ澶у叕鍙哥殑鍛樺伐涔熶笉榪囨槸榪欐妧鏈按騫籌紝 榪欎箞綆鍗曠殑鎶鏈棶棰橀兘涓嶄細銆傛垜鑷繁鏃╂湡涔熸湁榪欐牱鎯蟲硶錛屽悗鏉ュ彂鐜版槸涓嶅鐨勩?/p>
涓嶈澶у叕鍙歌繕鏄皬鍏徃錛岃寰楁槸瑙e喅闂鐨勫伐浣滆兘鍔涖?鎴戠殑鏇劇粡鎵嬩笅灝辨湁濂藉嚑涓妧鏈按騫沖緢鐗涚殑錛屼絾鏄綔鍑烘潵鐨勫簲鐢ㄥ嵈涓嬈℃榪斿伐鐨勩備負鍟ワ紝宸ヤ綔鑳藉姏榪欎簺闈炴妧鏈洜绱犱粬浠仛鐨勫緢涓嶅ソ銆?/p>
宸ヤ綔鑳藉姏鐨勯潪鎶鏈洜绱犲寘鎷殑寰堝錛?璐d換蹇冿紝琛ㄧ幇灝辨槸瀵硅嚜宸卞啓鍑烘潵鐨勪唬鐮佹湁涓瀹氳璁╀漢鏀懼績鐨勮矗浠伙紱 娌熼氳兘鍔涳紝涓涓吀鍨嬬殑琛ㄧ幇灝辨槸闇姹備笉鐞嗚В鎴栬呴渶姹備笉鏄庢椂錛屽強鏃跺緱璺熺浉鍏充漢娌熼氾紝鑰屼笉鏄嚜宸卞厛鎸夎嚜宸辨兂娉曞疄鐜幫紝閫犳垚浠g爜鍐欏畬鍚庡啀榪斿伐鐨勬伓鏋滅瓑絳夈? 鎶鏈按騫充綆錛屼絾鏄В鍐抽棶棰樿兘鍔涘己鐨勶紝鎴戜篃紕板埌榪囦竴浜涗漢銆?宸ヤ綔鐨勮兘鍔涙洿閲嶈鐨勬槸榪欎簺闈炴妧鏈殑宸ヤ綔鑳藉姏錛岃屼笉鏄妧鏈按騫熾傛妧鏈漢鍛樺緢瀹規槗鎶鏈按騫抽珮錛屼絾鏄潪鎶鏈殑宸ヤ綔鑳藉姏宸?榪欐槸寰堢碂緋曠殑銆?/p>
4銆佸彂灞曟綔鍔涳紝瀛︿範鑳藉姏 鍏徃浣跨敤鐨勬妧鏈笉鍙兘涓鐩翠笉鍙橈紝涓鐩翠笉鍙樼殑鍏徃鍙兘鎱㈡參琚競鍦烘窐姹般傝繖灝辮姹傚憳宸ヨ兘涓嶆柇鐨勫涔犳柊鐨勭煡璇嗭紝騫跺簲鐢ㄥ埌宸ヤ綔涓潵銆?/p>
瑕佹兂涓嶄細鍑虹幇鍑犲勾鍚庯紝鑷繁鍙戠幇璺蟲Ы鎵句釜宸ヤ綔閮芥病浜鴻錛岃刀蹇涔犲惂銆?/p>
鍧氭寔錛屾槸涓涓漢鏈闅懼仛鍒扮殑銆?浣嗘槸涓嶅潥鎸侊紝閭e氨絳夌潃鐏骸鍚с?/p>
5銆佺楦熷厛椋?/p>
涓涓漢錛屽湪鍏徃錛屽鏋滃伐浣滆兘鍔涘湪騫沖潎綰夸互涓嬶紝 鍔犵彮鍚э紝 涓嶈鏈変換浣曞夠鎯熾?/p>
鏈鍙曠殑鏄嚜宸辨病榪欎釜鎰忚瘑錛?鑷涓鴻嚜宸辨妧鏈按騫沖緢鐗涳紝 浣嗘槸瑙e喅闂鐨勫伐浣滆兘鍔涘嵈鍦ㄥ鉤鍧囨按騫崇嚎浠ヤ笅錛?鐪奸珮鎵嬩綆 錛?榪欐牱鐨勪漢錛?鍏徃鏄笉鑳界暀鐨勩?/p>
6銆佹壙璇哄埌鐨勪簨鎯呬竴瀹氳鍋氬埌錛屼笉瑕佹壘鐞嗙敱 涓浠朵簨鎯呮病鏈夎鍋氬畬錛屾兂鎵劇悊鐢辮兘鎵懼緢澶氱殑銆傛棦鐒朵綘鎵胯浜嗘煇涓椂闂寸偣鍓嶅畬鎴愶紝灝變笉瑕佸啀鎵懼悇縐嶇悊鐢辨帹鑴便?/p>
鍏徃鍚屼簨鍜屼笂綰ц櫧鐒跺彲鑳借繖嬈℃帴鍙椾簡浣犵殑鐞嗙敱錛屼絾鏄笅嬈″憿錛?鎱㈡參鐨勫氨浼氳浣犵殑涓婄駭錛屽悓浜嬭寰椾綘鏄竴涓枩嬈㈡帹鎵樼殑浜恒?鎰熻浣犲共浜嬫槸闈炲父涓嶅彲闈犵殑銆備笉鐭ラ亾閭f灝變細涓嶅畬鎴愶紝涓嬫璋佹暍鍐嶆壘浣犲共浜嬶紵 鏂拌ˉ鍏呯殑錛?/strong> 7銆佹湁鑳藉姏鑰呬笉鐢ㄥ姞鐝紝鑳藉姏鍦ㄥ鉤鍧囩嚎涔嬩笅鐨勮嚜瑙夊姞鐝惂 浠嶤SDN鐨勮瘎璁轟腑錛屼簤璁渶澶х殑涓涓湪鍔犵彮銆傛垜榪欓噷灝辮ˉ鍏呬竴涓嬫垜瀵瑰姞鐝殑鐪嬫硶銆?/p>
棣栧厛錛屾墍鏈変漢鍔犵彮錛岃繖鑲畾鏄瀵艱呯殑璐d換錛?鏁翠綋鐨勫伐浣滆繘搴﹀帇鍔涜繃澶т簡銆?/p>
榪炵畫鐨勪笉闂存柇鐨勫姞鐝紝榪欎篃鏄瀵艱呯殑璐d換錛屼漢涓嶅彲鑳戒竴鐩村浜庣嚎緇戠揣鐨勭姸鎬併?/p>
浣嗘槸錛屽鏋滀竴涓儴闂紝閮ㄥ垎浜哄姞鐝紝閮ㄥ垎浜轟笉鍔犵彮錛岃屼笖騫朵笉鏄洜涓洪瀵煎急鏅虹殑鎶婁竴浜涗漢宸ヤ綔鍒嗘淳澶氾紝涓浜涗漢宸ヤ綔鍒嗘淳灝戝鑷寸殑銆傚姞鐝殑浜哄彧鑳借鏄庝粬鐨勫伐浣滆兘鍔涘湪閮ㄩ棬鐨勫鉤鍧囩嚎涔嬩笅銆? 榪欏氨鏄垜鎵璇寸殑 錛?鏈夎兘鍔涜呬笉鐢ㄥ姞鐝紝鑳藉姏鍦ㄥ鉤鍧囩嚎涔嬩笅鐨勮嚜瑙夊姞鐝?/p>
鍚屼竴涓伐浣滐紝 A 鍛樺伐騫茬殑璇?3 澶╁畬鎴愶紝 B 鍛樺伐騫茬殑璇?5澶╁畬鎴愩?鏈鍚庡鏋滆繖涓伐浣滃垎媧劇粰 B 鍛樺伐錛?寰堝彲鑳芥槸瑕佹眰浠?4澶╁畬鎴愩?鑰屼笖浠栧繀欏昏嚜瑙夊姞鐝?/p>
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鎯寵搗鍐欒繖綃囨枃绔犳槸鍦ㄧ湅
涓銆佷功綾嶏細
綆楁硶涓庢暟鎹粨鏋勶細
銆婃暟鎹粨鏋勶紙C璇█鐗堬級銆嬧斺斾弗钄氭晱銆佸惔浼熸皯 娓呭崕鍑虹増紺?/span>
鎴戣寰楀叾閰嶅涔犻闆嗙敋鑷蟲瘮鍘熶功鏇存湁浠峰鹼紝姣忎釜杈冮毦鐨勯閮藉煎緱鍋氫竴涓嬨?/span>
銆?span>Introduction to Algorithms銆嬬浜岀増 涓枃鍚嶃婄畻娉曞璁恒?/span>
鍏充簬綆楁硶鐨勬爣鍑嗗涔犳暀鏉愪笌宸ョ▼鍙傝冩墜鍐岋紝鍦ㄥ幓騫?span>CSDN緗戠珯涓婂叾緲昏瘧鐗堢珶鐒惰瘎涓哄勾搴︿簩鍗佸ぇ鎶鏈晠閿涔︼紝鍚屾椂銆婄▼搴忓憳銆嬫潅蹇椾笂寮璁句簡“綆楁硶鎿傚彴”鏍忕洰錛岃繖浜涙函婧愬浐鏈殑涓懼姩錛屼笉鐢卞緱浣夸漢瀵逛腑鍥界幇浠婃誕韜佷笉鍫殑鎵璋?#8220;IT”涓氬張浜х敓浜嗕竴綰垮笇鏈涖傝繖鏈帤鍘氱殑涔︼紝騫鎬簭鎵撴姌鎴戞墠涔板緱璧楓傝櫧鐒跺帤杈懼崈欏碉紝浣嗗叾鑻辨枃閫氫織鏅撶晠錛屽唴瀹規繁鍏ユ祬鍑猴紝鍙緇忓吀涔嬩綔寰寰姣斾竴鑸按鍑嗙殑涔﹁繕鑰愯銆傝繕鑳芥壘鍒?span>MIT鐨勮棰戞暀紼嬶紝絎竴鑺傝
MFC:
銆婃繁鍏ユ祬鍑?span>MFC銆?/span>
鎴戝疄鍦ㄤ互涓烘病鏈夌湅榪?st1:personname w:st="on" productid="渚嵎">渚嵎鍏堢敓鐨勩婃繁鍏ユ祬鍑?span>MFC銆嬬殑浜哄鍗婁笉浼氭噦寰?span>MFC緙栫▼銆傚叾瀹炴垜鏄墦綆楃敤涓騫村鐨勬椂闂村啓涓涓粰娓告垙緹庡伐鐢ㄧ殑涓夌淮緙栬緫鍣紝欏轟究浣滀負姣曚笟璁捐銆傚浘褰㈠簱灝辯敤MFC鍚э紝鍙嶆涔熸病寰楅夋嫨銆傚鏋滆鐢?span>wxWidgets鏃犻潪鏄寧濂囪屽凡錛岃繕涓嶆槸MFC鐨勭炕鐗堬紝褰撶劧瀹冭法騫沖彴浜嗐傚氨璞¢樆鍑繪墜瀵硅嚜宸辨灙姊扮殑闆朵歡浜嗗鎸囨帉涓鏍鳳紝瑕佹兂鐢?span>MFC鍐欏嚭闈炵帺鍏風▼搴忕殑浜轟竴瀹氳浜嗚В鍏跺唴閮ㄦ瀯閫犮傝繕鏈変竴鏈功鍙?span>MFC娣卞叆嫻呭嚭銆嬶紝騫朵笉鏄悓涓鏈?/span>
IDE:
銆?span>Microsoft Visual Studio 2005 Unleashed銆?/span>
宸ユ鍠勫叾浜嬶紝蹇呭厛鍒╁叾鍣ㄣ傚綋鐒舵垜璁や負涓庡叾鐢ㄥ艦濡?span>Source Insight銆?span>Slick Edit銆?span>Code Visualizer涔嬬被鐨勪唬鐮侀槄璇誨櫒銆佸浘褰㈠寲宸ュ叿錛岃繕涓嶅鐢ㄨ嚜宸辯殑澶ц剳銆備絾濡傛灉浣犲珜鎵撴簮浠g爜鎱㈢殑璇濓紝鍙互鐢?span>Visual AssistX銆傚鏋滃珜鑰佹槸鍐欓噸澶嶇浉浼肩殑浠g爜鐨勮瘽錛屽彲浠ョ敤Code Smith銆傚崟鍏冩祴璇曞彲浠ョ敤CppUnit錛?span>Boost搴撲腑鐨勬祴璇曟鏋朵篃涓嶉敊銆傛湁蹇冩儏鍙互鍚?span>Visual Studio澶栨帴Intel鐨?span>Compiler錛屽唴宓?span>STLport錛屼絾涓嶆槸澶у伐紼嬶紝鎬ц兘鍒嗘瀽娌″繀瑕佸姩涓嶅姩灝辯敤涓?span>VTune鍚с?/span>
紼嬪簭鍛樹箣璺細
銆婃父鎴忎箣鏃呪斺旀垜鐨勭紪紼嬫劅鎮熴?/span>
浜戦澶у摜銆傚湪鎴戝績鐩腑娓告垙紼嬪簭鍛樺浗澶栭鎺ㄥ崱椹厠錛屽浗鍐呴鎺ㄤ簯椋庛備篃璁歌繃涓ゅ勾鎴戜細鍒扮綉鏄撳綋浜戦澶у摜鐨勫姪鐞嗙▼搴忓憳鍚с?span>It’s my dream.錛?span>^-^錛変粬鍐欒繖鏈功鐨勬椂鍊欐湰鐫鍙湁閫忓交鐞嗚В鐨勪笢瑗挎墠鍐欏嚭鏉ワ紝鍥犳鍐呭涓嶄細寰堥叿鏂幫紝浣嗘槸鐩鎬俊鎴戯紝姣忚涓閬嶉兘鏈夋柊鐨勬敹鑾鳳紝涓昏榪樹笉鏄煡璇嗕笂鐨勶紝鍥犱負鐭ヨ瘑鏄鏃犳澧冪殑錛屾巿浜轟互楸間笉濡傛巿浜轟互娓旓紝綺劇涓婄殑鍚開鎵嶆槸闀夸箙鐨勩傝瘹濡傜粡鍏告父鎴忋婁粰鍓戝渚犱紶銆嬬殑涓誨姏紼嬪簭鍛樺吋緹庢湳鎸囧濮氬.瀹紙浜虹О濮氫粰錛夊湪搴忚█涓墍璇寸殑“浜戦寰楀埌鐨勫彧鏄竴浜涚ǹ璐癸紝鑰屾暣涓腑鍥芥皯鏃忔父鎴忎駭涓氬緱鍒扮殑灝嗘槸涓嬈$煡璇嗙殑鎺ㄥ姩”錛屾璦涓嶈櫄鐭c?/span>
銆婄紪紼嬮珮鎵嬬璦銆?/span>
姊佽倗鏂版槸璞澃瓚呯駭瑙i湼鐨勪綔鑰咃紝鏈潵姣忎釜鍚堟牸鐨勭▼搴忓憳錛?span>Programmer , 鑰岄潪Coder錛夐兘搴旇鎺屾彙鐨勪笢瑗匡紝鐜板湪鍙樻垚浜嗙紪紼嬮珮鎵嬬殑鐙綆磋█銆備笉鐭ユ槸浣滆呯殑騫歌繍榪樻槸涓浗IT涓氱殑鎮插搥銆傜煡璇嗙偣榪樻槸璁插緱铔鐨勶紝涓嶈繃瀵?span>MFC鐨勫湴浣嶉鏈夊井璇嶃傛垜瀹炲湪璁や負MFC鐨勫悕澹板氨鏄偅浜涗笉鎳傚緱鐢ㄥ畠鐨勪漢鎼炶嚟鐨勩備笉榪囦綔鑰呯殑鐗㈤獨涔熸儏鏈夊彲鍘燂紝姣忎釜鍏鋒湁鍒涢犲姏鐨勭▼搴忓憳閮藉簲璇ヤ笉澶枩嬈?span>framework銆?/span>
銆?span>Masters of DOOM: How Two Guys Created an Empire and Transformed Pop Culture銆嬩腑鏂囧悕銆?span>DOOM鍚笘褰曘?/span>
鍗¢┈鍏嬶紝緗楁礇鏂紝榪欎簺娓告垙鍙蹭笂濡傞浄璐崇殑鍚嶅瓧銆傦紙鐜板湪鍗¢┈鍏嬪凡涓撴敞浜庣伀綆埗閫犱笂錛岀綏媧涙柉鍒欐惡濡誨洖涔¢殣灞咃級瑕佷笉鏄病涓婅繃澶у鐨勫崱椹厠鍜屽浘褰㈠澶у笀浜氫集鎷夌綍鐨勫姛鍕嬶紝鍙兘鍒扮幇鍦ㄦ父鎴忎腑榪樹笉鐭ヤ笁緇翠負浣曠墿銆傚嬁搴哥疆鐤戯紝鍦ㄨ綆楁満鐣屽巻鍙叉槸鑻遍泟浠墍鎺ㄥ姩鐨勩傝繖鏈功鐪熷疄鐨勮褰曚簡榪欎簺灝樹笘鑻遍泟鐨勬墍涓烘墍鎬濄?/span>
浣滀負紼嬪簭鍛樼殑鎴戝榪欏嚑鏈瓥鍒掍笌緹庡伐鐨勪功涔熶駭鐢熶簡嫻撳帤鍏磋叮錛屼互鍓嶆悶榪囦竴涓ゅ勾鐨?span>3DS MAX鎻掍歡緙栫▼錛岃寰楃敤maxscript榪樻槸濂借繃MaxSDK錛屾瘯绔熸父鎴忓紑鍙戜腑鎵澶氱殑鏄ā鍨嬪満鏅暟鎹殑瀵煎叆瀵煎嚭錛屽ぇ鍙笉蹇呭ぇ鍔ㄥ共鎴堛?/span>
絳栧垝錛?/span>
銆?span>Creating Emotion in Games : The Craft and Art of Emotioneering銆?/span>
鍦ㄥ.涓界厞鐩殑瀹忎紵涓夌淮涓栫晫鑳屽悗錛屽湪孌嬮叿鐨勬潃鎴紝鍔ㄤ漢蹇冮瓌鐨勬儏鑺傝儗鍚庯紝鎴戜滑榪橀渶瑕佷粈涔堟潵鎶撲綇鐜╁鐨勫績錛熺瓟瀵逛簡錛屽氨鏄?span>emotion.鐪熸鎵撳姩浜哄績鐨勶紝鎵嶆槸娣卞叆楠ㄩ珦鐨勩?/span>
銆?span>Ultimate Game Design : Building Game Worlds銆?/span>
浠庡悕瀛楀彲浠ョ湅鍑猴紝鍐欑粰鍏沖崱璁捐甯堢殑錛岀壒鍒槸璁插澶栬嚜鐒跺満鏅殑鏋勫緩棰囨湁鍙彇涔嬪銆?/span>
銆?span>Developing Online Games : An Insider’s Guide銆?/span>
灝辮薄鍚嶄負鍙嶆ā寮忕殑涔﹁杞歡鍥㈤槦榪愯惀涓鏍鳳紝榪欐湰涔﹁鍟嗕笟榪愪綔澶氳繃鎶鏈備竴涓巻緇忚壈闅撅紝鐜板湪鐩涘ぇ鐨勬父鎴忕▼搴忓憳錛岀炕璇戜簡榪欐湰涔︺?/span>
緹庡伐錛?/span>
銆?span>Digital Cinematography & Directing銆?/span>
鏁板瓧鎽勫獎瀵兼紨鏈紝姣忓綋浣犲湪3DS MAX鎴栬?span>Maya絳変笁緇村垱浣滆蔣浠朵腑鎽嗘斁鎽勫獎鏈猴紝璁捐鍏惰繍鍔ㄨ建榪規椂錛屼綘鍙浘鎯寵繃浣犱篃绔欏湪瀵兼紨鐨勪綅緗笂浜嗭紵
銆?span>The Animator’s Survival Kit銆?/span>
鐪嬬潃榪欐湰璁插崱閫氳鑹茶繍鍔ㄨ寰嬬殑涔︼紝涓杈逛駭鐢熸俯涔犮婄尗鍜岃侀紶銆嬬殑蹇靛ご錛屼竴杈圭戶緇鍓嶄笉涔呮柊闂昏仈鎾腑鍏充簬涓浗浜х敓浜嗘煇璁$畻鏈鴻嚜鍔ㄥ崱閫氬姩鐢葷敓鎴愯蔣浠舵姤閬撶殑钄戣錛岃繖鏉℃姤閬撶О姝や婦鍙ぇ澶у姞蹇腑鍥藉崱閫氬姩鐢葷殑浜ч噺銆傛垜涓斾笉浠庢妧鏈笂鎺㈣鍏舵槸鍚︽槸鍦ㄦ斁鍗槦錛堝叾瀹炴垜鐭ラ亾寰楀緢娓呮錛屽墠鏂囧凡琛紝鏈漢鎼炶繃涓涓ゅ勾鐨勫崱閫氬姩鐢昏緟鍔╄蔣浠剁紪紼嬶級錛屼絾璁$畻鏈烘満姊扮敓鎴愮殑鍔ㄧ敾鎬庡彲浠f浛浜虹被鍏呮弧鐏墊х殑鍒涗綔錛?/span>
銆?span>The Dark Side of Game Texturing銆?/span>
鐢?span>Photoshop鍒朵綔鏉愯川璐村浘錛岃繕鐪熸湁浜涘闂?/span>
涓夌淮鍥懼艦瀛︼細
鎼炰笁緇村浘褰㈠棣栧厛榪樻槸瑕佹墡鎵庡疄瀹炵殑鍏堢湅瑙f瀽鍑犱綍銆佺嚎鎬т唬鏁般佽綆楀嚑浣曠殑鏁欐潗錛屽悗闈㈢殑涔犻涓涓兘涓嶈兘灝戙傚浗鍐呮暟瀛︿功榪樻槸铔ソ鐨勩傝嫃姝ラ潚澶у笀鐨勩婅綆楀嚑浣曘嬬О寰椾笂鍏鋒湁涓栫晫綰ф按鍑嗭紝鍙儨涓浗CAD鐨勫畯鍥捐鐩楃増緇欏嚮鍨簡銆傜幇鍦ㄦ槸鎴戜滑鎺ヨ繃鎺ュ姏媯掔殑鏃跺欎簡銆?span>It’s time!
銆?span>Computer Graphics Geometrical Tools銆?span>
銆婅綆楁満鍥懼艦瀛﹀嚑浣曞伐鍏風畻娉曡瑙c嬬畻娉曞緢澶氾紝綰版紡澶勪篃涓嶅皯銆?/span>
銆?span>3D Math Primer for Graphics and Game Development銆?/span>
嫻呮槗錛屽彲浣滀負涓夌淮鏁板鐨?#8220;閫熼“銆?/span>
銆?span>Mathematics for 3D Game Programming & Computer Graphics銆嬬浜岀増
姣斾笂闈㈤偅鏈繁鍏ヤ竴浜涳紝璇佹槑鎺ㄧ悊鐨勬暟瀛︽皵涔熸祿涓浜涳紝鍙綔涓轟笓涓氱殑鏁板涔︿笌緙栫▼瀹炶返涓涓繃娓$殑妗ユ鍚с傚唴瀹規秹鐚庝篃騫匡紝灝勭嚎榪借釜錛屽厜鐓ц綆楋紝鍙瑁佸壀錛岀鎾炴嫻嬶紝澶氳竟褰㈡妧鏈紝闃村獎綆楁硶錛屽垰浣撶墿鐞嗭紝嫻佷綋姘存嘗錛屾暟鍊兼柟娉曪紝鏇茬嚎鏇查潰錛岃繕鐪熷涓板瘜銆?/span>
銆?span>Vector Game Math Processors銆?/span>
鎯沖MMX,SSE鍚楋紝閭e氨鐪嬪畠鍚э紝涓嶈繃浠庡熀紜璁茶搗鐨勶紝瑕佽愬績鍝︺?/span>
DirectX:
銆?span>Introduction to 3D Game Programming with DirectX 9.0銆?/span>
DirectX鍏ラ棬鐨勯緳涔︼紝浣滆呰嚜宸卞啓鐨勭畝鍗曠ず渚嬫鏋訛紝鍚庨潰鎴戝共鑴嗙敤State妯″紡錛屾妸鎵鏈変緥瀛愮粦鍒頒竴鍧楀効鍘諱簡銆?/span>
銆?span>Beginning Direct3D Game Programming銆?/span>
浣滆呭彇寰楀緥甯堝浣嶅悗鍙樻垚浜嗘父鎴忕▼搴忓憳錛岀湡鏄篃鍝夈傛湰涔﹁櫧瀹氫綅涓哄叆闂ㄧ駭涔︼紝鍐呭棰囨湁鐙壒鍙彇涔嬪銆傚畠鐢ㄥ埌鐨勭ず渚嬫鏋舵槸DXSDK Sample Framework錛岃屼笉鏄幇鍦ㄩ氳鐨?span>DXUT銆傝鎯崇紪璇戞湁涓ょ鍔炴硶鍚э紝涓鏄嚜宸辨敼鍐欐垚鐢?span>DXUT鐨勩備簩鏄壘鏃х殑Sample Framework銆傛垜鍙堟噿寰椾負浜嗕竴涓ず渚嬫鏋朵笅杞芥暣涓棭鏈熺増鏈殑DirectX錛屽悗闈㈠湪Nvidia SDK 9.5涓彂鐜頒簡銆?/span>
銆?span>Advanced Animation with DirectX銆?/span>
DirectX楂樼駭鍔ㄧ敾鎶鏈傞楠肩郴緇燂紝娓愬彉鍏抽敭甯у姩鐢伙紝鍋朵漢鎶鏈紝琛ㄦ儏鍙樺艦錛岀矑瀛愮郴緇燂紝甯冩枡鏌斾綋錛屽姩鎬佹潗璐紝涓嶄竴鑰岃凍銆傛垜甯稿父鍦ㄦ兂錛屼粠涓夌淮鍒涗綔杞歡瀵煎嚭鐨勭縐嶆晥鏋滐紝鍙樻垚涓鍫?span>text鎴?span>binary錛屽厛鍔犲瘑鍘嬬緝鎵撳寘鍐嶈В鍖呰В鍘嬭В瀵嗭紝鍐嶇敤娓告垙紼嬪簭閲嶅緩涓涓?span>Lite鍔ㄧ敾緋葷粺錛屾父鎴忕▼搴忓憳涔熺湡鏄緵鑻︺?/span>
OpenGL:
銆?span>NeHe OpenGL Tutorials銆?/span>
铏芥槸緗戠粶鏁欑▼錛屼笉姣旀寮忕殑涔﹂婏紝鏈潵瀛?span>OpenGL灝變笉榪囨槸鐪嬬櫨鏉ユ潯C鍑芥暟鏂囨。鐨勫伐澶惂,濡傛灉鍥懼艦瀛﹀熀紜鐭ヨ瘑鎵庡疄鐨勮瘽銆?/span>
銆?span>OpenGL Shading Language銆?/span>
OpenGL鏀寔鏈鏂版樉鍗℃妧鏈闈犱慨淇ˉ琛ョ殑鎻掍歡鎵╁睍錛屾墍浠ヨ繕瑕侀厤鍚?/span>
銆?span>Nvidia OpenGL Extension Specifications銆?/span>
鏉ョ湅涓轟笂銆?/span>
銆?span>Focus on 3D Models銆?/span>
銆?span>Focus on 3D Terrain Programming銆?/span>
銆?span>Focus on Curves and Surfaces銆?span>
欏懼悕鎬濅箟錛屼笁鏈笓璁猴紝铏界劧閮藉緢涓嶆繁錛屼絾瑕佸鏈煡涓夌淮妯″瀷鏍煎紡浣滃弽鍚戝伐紼嬪墠錛岀爺璇?span>Geomipmapping鍦板艦綆楁硶璁烘枃鍓嶏紝CAD鍓嶏紝榪樻槸瑕佺湅鐪嬪畠浠負涓婏紝濡傛灉娌′粠鍒寰楄繃鍒板熀紜鐨勮瘽銆?/span>
鑴氭湰錛?/span>
鍏堢湅
銆?span>Game Scripting Mastery銆?span>
絳夎嚜宸變簡瑙d簡铏氭嫙鏈虹殑鏋勯狅紝鍙互璁捐鍑虹畝鍗曠殑鑴氭湰瑙i噴鎵ц緋葷粺浜嗐?/span>
鍐嶅幓鏌?span>Python , Lua 錛?span>Ruby鐨勬墜鍐屽惂錛屼細浜嬪崐鍗婂姛鍊嶅嶇殑銆?/span>
銆?span>Programming Role Playing Games with DirectX 8.0銆?/span>
涓杈規暀瀛︿竴杈圭敤DirectX鍐欏嚭浜嗕竴涓?span>GameCore搴擄紝鍒濆叿寮曟搸紼氬艦銆?/span>
銆?span>Isometric Game Programming with DirectX 7.0銆?/span>
涓夌淮涔熸槸寤虹珛鍦ㄤ簩緇寸殑鍩虹涓婏紝榪欏氨鏄繖鏈功鐜板湪榪樺煎緱鐪嬬殑鍘熷洜銆?/span>
銆?span>Visual C++緗戠粶娓告垙寤烘ā涓庡疄鐜般?/span>
鑱斾紬鐨勭▼搴忓憳鍐欑殑錛屽姛鍔涘緢鎵庡疄錛岃媯嬬墝綾繪父鎴忕紪紼嬶紝鐗瑰埆璁蹭簡UML寤烘ā鍜?span>Rotional Rose銆?/span>
銆?span>Object-Oriented Game Development銆?/span>
濂楃敤鏌愪漢鐨勮瘽錛?#8220;I like this book.”
Shader:
瑕佸叆闂ㄥ彲鍏堢湅
銆?span>Shaders for Game Programmers and Artists銆?/span>
璁插湪RenderMonkey涓敤HLSL楂樼駭鐫鑹茶璦鍐?span>Shader.
鍐嶇湅
銆?span>Direct3D ShaderX : Vertex and Pixel Shander Tips and Tricks銆?/span>
鐢ㄦ眹緙栫潃鑹茶璦錛岀函閾惰丹閲戙?/span>
涓夊ぇ瀹濆簱錛?/span>
銆?span>Game Programming Gems銆?/span>
鎴戝彧瑙佸埌1-6鏈紝鎹絎?span>7銆?span>8鏈篃鍑烘潵浜嗭紵闄勫甫鐨勬簮浠g爜甯告湁bug錛屼笉榪囩憰涓嶆帺鐟滐紝榪欏涓栫晫欏剁駭娓告垙紼嬪簭鍛樻瘡騫翠竴搴︾殑鎶鏈枃闆嗭紝娑夊強娓告垙寮鍙戠殑鍚勪釜鏂歸潰錛屾垜瑙夊緱瀵屾湁寮鍙戠粡楠岀殑浜烘洿鑳藉湪鍏朵腑鎵懼埌鍏遍福銆?/span>
銆?span>Graphics Gems銆嬪叏浜旀湰
鍥懼艦瀛︾紪紼?span>Bible錛岀湅浜嗚繖濂椾功浣犱細鏄庣櫧璁$畻鏈洪鍩熺殑縐戝瀹跺拰宸ョ▼甯堝尯鍒箣鎵鍦ㄣ傜瀛﹀鎬繪槸璇達紝榪欎釜涓滆タ鍦ㄧ悊璁轟笂鍙銆傚伐紼嬪笀浼氳錛岃浣塊棶棰樺湪logN鐨勬椂闄愬唴瑙e喅鎴戝彧鑳藉繊鐥涘壊鐖憋紝鑸嶇箒瓚嬬畝銆?/span>
銆?span>GPU Gems銆嬪嚭浜嗕簩鏈?/span>
Nvidia鍏徃鍙泦鍥懼艦瀛?span>Gurus鍐欑殑錛岀瓑鍒扮湅鎳傜殑閭d竴澶╋紝鎴戜篃鏈夊績鎯呰窇鍘?span>Siggraph鍥介檯鍥懼艦瀛﹀ぇ浼氫笂鎶曟枃绔犵榪愭皵銆?/span>
娓告垙寮曟搸緙栫▼錛?/span>
銆?span>3D Game Engine Programming銆?/span>
鏄?span>ZFXEngine寮曟搸鐨勮璁℃濊礬闃愰噴錛屽緢騫沖疄錛屽唶澶鎯婂枩銆?/span>
銆?span>3D Game Engine Design銆?/span>
鏁板鐗╃悊鐨勭悊璁虹煡璇嗚瑙h緝澶氾紝鏈潵榪欐牱灝卞浜嗭紝榪樿兘鏈熷緟鏇村鍚楋紵
浜哄伐鏅鴻兘錛?/span>
銆?span>AI Techniques for Game Programming銆?/span>
璁查仐浼犵畻娉曪紝浜哄伐紲炵粡緗戠粶錛屼富瑕佺敤鍒頒綅鏁扮粍錛屽浘綆楁硶銆備功鐨勫師鍨嬫槸鏍規嵁浣滆呭彂琛ㄥ埌GameDev.net璁哄潧涓婄殑鍐呭鏁寸悊鍑烘潵鐨勶紝榪樻瘮杈冨垏涓疄闄呫?/span>
銆?span>AI Game Programming Wisdom銆?/span>
鐩稿綋浜?span>AI緙栫▼鐨?span>Gems銆?/span>
銆?span>PC娓告垙緙栫▼(浜烘満鍗氬紙)銆?/span>
浠ヨ薄媯嬬▼搴忎負钃濇湰錛屼粙緇嶄簡寰堝縐嶆悳绱㈢畻娉曪紝闄や簡甯歌鐨勬瀬澶ф瀬灝忓肩畻娉曞強鍏舵敼榪?span>--璐熸瀬澶у肩畻娉曪紝榪樻湁娣卞害浼樺厛鎼滅儲浠ュ銆傛洿鎻愪緵浜嗗縐嶆敼榪涚畻娉曪紝濡傦細Alpha-Beta,Fail-soft alpha-beta,Aspiration Search, Minimal Window Search,Zobrist Hash,Iterative Deepening,History Heuristic,Killer Heuristic,SSS*,DUAL*,MFD and more.鐞崇悈婊$洰錛屽疄灞為毦寰椼?/span>
鍙嶅鎸傦細
銆婂姞瀵嗕笌瑙e瘑(絎簩鐗?span>)銆?鐪嬮洩璁哄潧绔欓暱 孌甸挗
鐮磋В搴忓垪鍙蜂笌鍙嶅鎸傛湁鍏崇郴涔堬紵涓嶈繃錛屼笘涓婂摢涓や歡浜嬫儏涔嬮棿鍙堟病鏈夊叧緋誨憿錛?/span>
銆?span>UML Distilled銆?Martin Fowler
寰堝浜虹洿鍒扮湅浜嗚繖鏈功鎵嶇湡姝e鎳?span>UML銆?/span>
Martin Fowler鏄湡姝g殑澶у笀,浠庢棭鏈熺殑鍒嗘瀽妯″紡,鍒拌繖鏈?span>UML綺劇補,闈╁懡鎬х殑閲嶆瀯閮芥槸浠栨彁鍑虹殑,鍚庢潵鍙堝啓浜嗕紒涓氭ā寮忎竴涔︺傜幇鍦ㄩ瀵間竴涓蔣浠跺紑鍙戝挩璇㈠叕鍙革紝鍘誨勾JavaOne涓浗澶т細浠栦綔涓轟笓瀹舵潵鍗庝簡鍚с備釜浜虹綉绔欙細MartinFowler.com
璁捐妯″紡涓夊墤瀹細
銆?span>Design Patterns Elements of Reusable Object-Oriented Software銆?/span>
銆?span>Design Patterns Explained銆?/span>
銆?span>Head First Design Patterns銆?span>
閲嶆瀯涓夋澘鏂э細
銆?span>Refactoring : Improving the Design of Existing Code銆?/span>
銆?span>Refactoring to Patterns銆?/span>
銆?span>Refactoring Workbook銆?/span>
杞歡宸ョ▼:
銆?span>Extreme Programming Explained : Embrace Change銆嬬浜岀増
鍏朵腑Simplicity鐨?span>Value鐪熸槸鎸亱鍙戣仼錛岃繖灝辨槸鎴戜粈涔堥兘鍠滄杞婚噺綰х殑鍘熷洜銆?/span>
銆?span>Agile Software Development Principles,Patterns,and Practices銆?/span>
鏁忔嵎鐪熸槸鐐掑緱澶熺伀鐨勶紝榪炰紒涓氶兘鏈夋晱鎹蜂竴璇達紝涓嶈繃澶у笀鏄笉浼氳繖涔?span>advertising鐨勩?/span>
銆?span>Code Complete銆嬬浜岀増
鍚嶈憲銆?/span>
鏁板錛?/span>
銆婃暟瀛︼紝紜畾鎬х殑涓уけ銆?span>M.鍏嬭幈鍥?/span>
鍘熸潵鏁板涔熷彧涓嶈繃鏄漢綾葷殑鍙戞槑涓庤噯閫狅紝鐢ㄤ笉鐫渚涘叆紲炴錛屾兂璧峰巻鍙蹭笂閭d箞澶氫笉椋熶漢闂寸儫鐏殑縐戝瀹訛紙澶氬崐鏄暟瀛﹀錛夛紝鑷互涓哄彂鐜頒簡瀹囧畽榪愪綔鐨勫ゥ縐橈紝鏄椂鍊欒蛋涓嬬鍧涗簡銆?/span>
鐗╃悊錛?/span>
銆婃櫘閫氱墿鐞嗗銆嬬涓鍐?span> += 銆?span>Physics for Game Developers銆?/span>
鐗╃悊鎴戞兂灝卞埌姝や負姝ゅ惂錛屽啀澶嶆潅鎴戝彲瑕佺敤Newton Engine,ODE浜嗭紝絳夊緟鐗╃悊鍗?span>PPU鏅強鐨勯偅澶╋紝灝卞彲鍏呭垎鍙戞尌PhysX鐨勫姛鏁堜簡錛岀湅榪囨渶鏂扮殑銆婄粏鑳炲垎瑁傘嬫父鎴?span>Demo婕旂ず錛屾垚鍗冧笂涓囦釜Box鐤媯Collide錛岄鐏扮駭鐜╁璇ヤ竴杈規懜閽卞寘涓杈規祦鍙f按浜嗐?/span>
浜屻佸紑婧愪唬鐮侊細
Irrlicht
钁楀悕鐨勯鐏紩鎿庯紝浠庝袱騫村墠絎竴鐪肩湅鍒板畠錛岃繖涓交閲忕駭鐨勪笁緇村浘褰㈠紩鎿庯紝灝卞枩嬈笂浜嗗畠銆傛簮浠g爜浼橀泤錛岄珮鏁堬紝涓斾笉鏁呭紕鐜勮櫄銆傚煎緱姣忎釜C++紼嬪簭鍛樹竴璇伙紝騫朵笉闄愪簬鍥懼艦緙栫▼鑰呫傚畠鐨勫懆杈逛腑涔熸湁涓嶅皯杞婚噺綰х殑涓滆タ銆傚Lightfeather鎵╁睍寮曟搸錛?span>ICE銆?span>IrrlichtRPG銆?span>IrrWizard.榪樻湁IrrEdit銆?span>IrrKlang銆?span>IrrXML鍙敤銆傦紙鍙兘鏄負浜嗘晥鐜囧師鍥狅紝寰堝寮婧愪綔鑰呭線寰鍠滄鑷繁鍐?span>XML瑙f瀽搴擄紝濡備互涓婄殑IrrXML搴?span>,鍗充嬌鏈夌幇鎴愮殑tinyXML搴撳彲鐢ㄣ傝繖鐪熶細璁?span>tomcat閲岄潰濉?span>Axis錛?span>Axis閲岄潰濉?span>JUDDI錛屽紕寰楀儚淇勭綏鏂濞冪帺鍏風殑Java Web Service Coder浠睏棰溿傦級
OGRE
鎺掑悕絎竴鐨勫紑婧愬浘褰㈠紩鎿庯紝褰撶劧瑙勬ā鏄緢澶х殑錛屽懆杈逛篃寰堝銆傞櫎浜嗕互C#鍐欏氨鐨?span>OgreStudio 錛?span>ofusion宓屽叆3DS MAX浣滀負WYSWYG寮忕殑涓夌淮緙栬緫鍣ㄤ篃鏄媯掔殑錛岀壒鍒槸鍏跺嚑涓満鏅佸湴褰㈡彃浠跺煎緱鐮旂┒銆備互鑷充簬銆?span>Pro OGRE 3D Programming銆嬩竴涔︿笓璁哄叾鐢ㄦ硶銆傛悳鐙愮殑銆婂ぉ榫欏叓閮ㄣ嬫父鎴忓氨鏄互鍏朵綔涓哄浘褰㈠紩鎿庯紝褰撶劧榪樺彟澶栧紑鍙戜簡寮曟搸鎻掑潡鍟︺傛垜鏃╃煡閬?span>OGRE寮鍙戠粍涓湁涓涓腑鍥戒漢璋㈢▼搴忓憳錛屼粬浠ュ墠鍋氫簡寰堝騫寸殑浼犵粺杞歡緙栫▼銆傛湁涓嬈″ぉ榫欏叓閮ㄦ父鎴忕殑鍥懼艦妯″潡鐨勫嚭閿欎俊鎭腑鍖呭惈浜嗕竴涓叉煇紼嬪簭鍛樼殑宸ヤ綔鐩綍錛屾湁涓涓枃浠跺す鍚嶅嵆鏄阿紼嬪簭鍛樼殑鑻辨枃鍚嶏紝鎴戞嵁姝ゆ帹鏂阿紼嬪簭鍛樺嵆鏄悳鐙愬寳浜殑涓葷▼銆傜湅鏉ヤ腑鍥藉寮婧愪簨涓氳繕鏄湁鎵璐$尞鐨勫槢錛岀帇寮婧愬摜鍝ョ殑鍔姏鐪嬫潵涓嶄細鐧借垂錛侊紙^-^錛変笉榪囨垜渚︽祴鐨勬墜娉曚篃鏈変簺鍍忕綉绔欐暟鎹簱鐖嗗簱浜嗭紝闈炲悰瀛愪箣鎵涓轟綔銆?/span>
RakNet
鍩轟簬UDI鐨勭綉緇滃簱錛岀珶榪樻敮鎸佸0闊充紶杈擄紝浠ュ悗鍜?span>OpenVision緇撳悎璧鋒潵鍋氫釜瑙嗚亰紼嬪簭璇曡瘯銆?/span>
Blender
澹拌獕鏈鐩涚殑寮婧愪笁緇村姩鐢昏蔣浠訛紝绔熻繕甯︿竴涓父鎴忓紩鎿庛傝櫧鐒舵搷浣滀互蹇嵎閿┍鍔紝涔熷氨鏄瑕佽儗涓婄櫨鏉ヤ釜蹇嵎閿墠鑳界啛緇冧嬌鐢ㄣ備絾鏄綔涓轟粠鍟嗕笟浠g爜鍙樹負寮婧愪箣浣滐紝濞佽儊涓夌淮鍟嗕笟宸ㄥご鐨勮交楠戝叺錛屽巻緇忓崄騫撮敜鐐鹼紝浠g爜杈劇櫨涓囪錛屾浠g爜鍙簲澶╀笂鏈夛紝浜洪棿鍝緱鍑犲洖鐪嬶紝鎬庡彲涓嶄綔涓洪暱鏈熺殑婧愮爜鍙傝冿紵
椋庨瓊
浜岀淮鍥懼艦搴撱備簯椋庡ぇ鍝ョ殑鎴愬悕涔嬩綔銆傝櫧鐒朵笉浠h〃鍏舵渶楂樻按騫籌紙鏈楂樻按騫充綔涓哄晢涓氫唬鐮佷繚瀛樺湪騫垮窞緗戞槗浜掑姩鐨?span>SVN閲屽憿錛夛紝浣嗘槸涔熷彲浠ヤ竴浠伴閲囦簡銆?/span>
鍦e墤鑻遍泟浼?/span>
浜岀淮RPG銆傚嚑涓綔鑰呭凡鎴愪負鎴愰兘閿﹀ぉ鐨勪富鍔涚▼搴忓憳銆傞敠澶╃殑鑰佹諱粠涓鐧句竾鍙戝錛屼笁騫存椂闂磋韓浠瘋繃浜匡紝涔熸槸涓浠f灜闆勪簡銆傝繖浠戒唬鐮佷綔涓哄嚑騫村墠鐨勫鐢熶綔鍝佷篃綆楀彲浠ヤ簡錛屽洜涓轟竴涓伐紼嬭絀剁殑鏄洓騫沖叓紼籌紝騫朵笉涓瀹氳鍝釜妯″潡澶氫箞鍑哄僵銆傚弽姝f垜鏄病鏈夋椂闂村啓榪欎箞涓涓笢涓滐紝榪炰釜緹庡伐閮芥壘涓嶅埌錛屽彧鑳芥暣澶╂兂鐫鐮磋В鍒漢鐨勮祫婧愶紙^-^錛夈?/span>
Boost
C++鍑嗘爣鍑嗗簱錛屾垜鎯蟲洿澶氱殑鏃跺欏彲浠ュ弬鑰冨涔犲叾婧愪唬鐮併?/span>
Yake
鎴戦亣鍒扮殑鏈濂界殑杞婚噺綰ф父鎴忔鏋朵簡銆傚湪浠ュ墠鎶婁竴涓伐紼嬩腑鐨勫浘褰㈠紩鎿庝粠Irrlicht鎹㈡垚OGRE鐨勫皾璇曚腑錛岄亣鍒頒簡瀹冦?span>OGRE鐨勫懆杈瑰伐紼嬪湪鎴戠湅鏉ラ兘寰堝焊鑲匡紝娌℃湁瀹屽杽鏂囨。鐨勬儏鍐典笅鐪嬭搗鏉ュ拰Linux鍐呮牳宸笉澶氥備笉榪囪繖涓?span>Yake寮曟搸鍊掓槸寰堝枩嬈€傚畠浠ヤ竴涓?span>FSM鏈夐檺鐘舵佹満浣滀負瀹炴椂紼嬪簭鐨勮皟搴︽牳蹇冿紝鐒跺悗姣忎釜妯″潡錛氱墿鐞嗐佸浘褰€佺綉緇溿佽剼鏈?span>GUI銆佽緭鍏ョ瓑絳夐兘鎻愪緵涓涓帴鍙o紝鎺ュ彛涔嬩笅鍐嶆彁渚涘埌姣忕鍏蜂綋寮婧愬紩鎿庣殑鎺ュ彛錛岀劧鍚庡啀鎺ュ叿浣撳紩鎿庛傞氳繃榪欐牱灞傚眰鎶借薄錛屾鏃朵綘鏄帴Newton Engine,ODE榪樻槸PysX閮藉彲浠ワ紱鏄帴OGRE,Crystal Space榪樻槸Irrlicht閮藉彲浠ワ紱鏄帴RakNet榪樻槸LibCurl閮藉彲浠ワ紱鏄帴Python錛?span>Lua榪樻槸Ruby閮藉彲浠ワ紝鏄帴CEGUI榪樻槸others錛屾槸鎺?span>OIS榪樻槸others錛堝懙鍛?span>,璁頒笉璧鋒潵others錛夐兘鍙互銆傛墍浠?span>Yake鏈川涓婁笉鏄?span>OGRE鐨勫懆杈廣傝櫧鐒剁敤Neoengine鐨勪漢閮藉掑悜浜嗗畠錛屼絾鏄幇鍦ㄧ増鏈繕寰堟棭銆傜壒鍒槸鎴戣涓猴紝瀛︿範鐮旂┒鏃朵竴瀹氳鏈夎繖縐嶆娊璞′箣鎶借薄錛屾帴鍙d箣鎺ュ彛鐨勪笢瑗挎妸鎬濈淮浠庡叿浣撶殑緇戝畾鎵撳紑錛岃屽紑鍙戞椂鎶借薄瑕佹湁闄愬害鐨勶紝灝卞儚钄″闀涘湪銆?span>Java澶滄湭鐪犮嬩腑璁茬殑錛岄潰鍚戝璞$敤寰楄繃婊ヤ篃浼氬緱OOOO鐥?span>(闈㈠悜瀵硅薄榪囨晱寮鴻揩鐥?span>)銆?/span>
Quake Doom緋誨垪
鎹寰堢粡鍏革紝鍗¢┈鍏嬭繖縐嶅紑婧愮殑榛戝綺劇灝卞煎緱璧炶銆傛妸鍟嗕笟婧愪唬鐮佹斁鍑烘潵錛岃蛋鑷繁鐨勫垱鏂頒箣璺紝璁╁埆浜鴻拷鍘誨惂銆備笉榪?span>Quake涓?span>Unreal寮曟搸鐨勪笁緇寸紪杈戝櫒鏄幇鍦ㄦ墍鏈夌紪杈戝櫒鐨勯薊紲栵紝鐪嬫潵瑕佸ソ濂界湅鐪嬩簡銆?/span>
Nvidia SDK 9.X
涓夌淮鍥懼艦緙栫▼鐨勫ぇ瀹濆簱錛岃繖浜?span>Diret3D涓?span>OpenGL鐨勭ず渚嬬▼搴忛兘鏄敤鏉ュ睍紺哄叾鏈鏂扮殑鏄懼崱鎶鏈殑銆傜‖浠跺巶鍟嗗線寰瀵硅蔣浠朵駭鍝佷笉鐢氬湪鎰忥紝婧愪唬鐮佺粰浣犵湅,涓滆タ緇欎綘鐢ㄥ幓鍚э紝瀛﹀畬浜嗚繕寰椾拱鎴戠殑紜歡銆?span>Intel鐨勭紪璇戝櫒錛?span>PhysX鐗╃悊寮曟搸澶ф涔熼兘鏄繖鏍楓?span>Havok浼氭妸瀹冪殑Havok鐗╃悊寮曟搸鍏嶈垂緇欏埆浜虹敤鍚楋紵鍒璇曠敤鐗堬紝榪炰釜Demo閮界湅涓嶅埌銆傛墍浠ヨ繖濂?span>SDK鐨勫唴瀹瑰彲姣?span>MS DirectX SDK閲岄潰閭d簺鍏ラ棬綰х殑紺轟緥閰峰浜嗭紝鍙嶆鎴戞槸濡傝幏鑷沖疂錛屼笁鏈堜笉鐭ユ剚婊嬪懗銆備笉榪囨樉鍗¤so-so鍝︺傛垜鐨?span>GeForce 6600鏈変袱涓変釜璺戜笉榪囧幓,宸己浜烘剰銆?/span>
涓夈佺綉绔欙細
www.CSDN.net
紼嬪簭鍛樺ぇ鏈惀鍚э紝杞枃涓?#8220;鏂版妧鏈”璁ㄥ帉浜嗙偣錛?span>blog鍜岀ぞ鍖烘槸綺懼崕涔嬫墍鍦ㄣ?/span>
www.GameRes.com
娓告垙紼嬪簭鍛樺熀鍦幫紝鏂囨。搴撲腑榪樻湁鐐逛笢瑗褲傛姇紼跨殑鎺ユ敹鑰?span>Seabug涓庡湥鍓戣嫳闆勪紶鐨勪富紼?span>Seabug浼氭槸鍚屼竴涓漢鍚楋紵涓涓湪鎴愰兘閿﹀ぉ鎷呭綋鎶鏈噸鎷呯殑楂樻墜榪樻湁鏃墮棿緇存姢緗戠珯鍚楋紵鎴戜笉寰楄岀煡銆?/span>
“浣曡嫤鍋氭父鎴?#8221;緗戠珯
鍚嶅瓧寰堜釜鎬э紝绔欓暱涔熸槸鍘嗗敖鍑犲勾鍓嶄駭涓氬彂灞曞垵鏈熺殑鑹伴毦鎵嶅嚭姝ゅ悕瀛椼?/span>
www.66rpg.com
浜岀淮娓告垙鍥劇墖璧勬簮寰堝錛岀珯闀挎煶鏌充富鎺ㄧ殑RPGMaker 杞歡涔熷彲浠ョ帺涓鐜╁惂錛屼絾瀵逛簬涓撲笟寮鍙戣呮潵璇翠笉鍙綋鐪熴?/span>
www.GameDev.net
璁哄潧涓湁涓嶅皯鐑績鐨勫浗澶栭珮鎵嬪湪媧誨姩銆?/span>
www.SourceForge.net
涓嶇敤璇翠簡錛屼笘鐣屾渶澶х殑寮婧愪唬鐮佸簱錛屽叆閲戝北鎬庡彲絀烘墜鑰岃繑錛熺湅鍒板浗澶栭偅浜涘鐢熼」鐩姩涓嶅姩灝卞儚妯″儚鏍風殑銆傦紙DirectX鐨勭褰㈠氨鏄嫳鍥界殑瀛︾敓欏圭洰錛屽湪瀛︽牎榪樿鍒や負涓嶅悎鏍箋傦級
www.koders.com
婧愪唬鐮佹悳绱㈠紩鎿?span>,鏀寔姝e垯琛ㄨ揪寮?span>,google Lab涓篃鏈夈傚綋浣犳煇縐嶅姛鑳藉啓涓嶅嚭鏉ユ椂,鍙互鐪嬩竴涓嬪紑婧愪唬鐮佹庝箞鍐欑殑,褰撶劧涓嶈繃鏄粎渚涘弬鑰?span>,寮婧愪唬鐮佹湭蹇呴兘鏈変駭鍝佺駭鐨勫己搴︺傝鍒?span>google,鍙湅銆?span>Google Power Tools Bible銆嬩竴涔︼紝浣犱細鍙戠幇錛?span>google鐨勪紬澶氫駭鍝佸師鏉ヤ篃鏈夎繖涔堝浣跨敤闂ㄩ亾銆?/span>
榪欑瘒灝忔枃瓚寵凍鍐欎簡涓澶╁崐鐨勬椂闂達紝涓嶇敱寰椾嬌鎴戝渚嵎涓鏍風殑鎶鏈綔瀹墮暱鏈熶紡妗堣緵鍕ゅ姵浣滄繁娣辨暚浣╀簡銆傜湅鏉ュ浜庝功綾嶆垨鑰呰蔣浠訛紝閮藉簲璇ュ皧閲嶄綔鑰呮垨鑰?span>programmer鐨勬墠鏅哄姵鍔?/span>
涓銆佸墫鏋怌++鏍囧噯搴撴櫤鑳芥寚閽?std::auto_ptr)
1.Do you Smart Pointer?
2.std::auto_ptr鐨勮璁″師鐞?br> 3.std::auto_ptr楂樼駭浣跨敤鎸囧崡
4.浣犳槸鍚﹁寰梥td::auto_ptr榪樹笉澶熷畬緹?
浜屻丆++鏉′歡,瀵繪壘鏋勯犳洿寮哄ぇ鐨勬櫤鑳芥寚閽?Smart Pointer)鐨?br> 絳栫暐
1.鏀寔寮曠敤璁版暟鐨勫縐嶈璁$瓥鐣?br> 2.鏀寔澶勭悊澶氱璧勬簮
3.鏀寔Subclassing
4.鏀寔澶氱嚎紼嬫潯浠朵笅,綰跨▼瀹夊叏鐨勫縐嶈璁$瓥鐣?br> 5.鍏跺畠澶氱鐗規畩瑕佹眰涓?鍐嶆瀯閫?/p>
涓夈丟eneric Programming鍩虹鎶鏈拰Smart Pointer
1.鍥為澶勭悊璧勬簮涓殑Traits鎶鏈?br> 2.鍥為澶氱嚎紼嬫敮鎸佺殑璁捐
鍥涖丆OM瀹炵幇涓?Smart Pointer璁捐鍘熺悊
浜斻佽憲鍚岰++搴?鏍囧噯鍜岄潪鏍囧噯)涓殑Smart Pointer鐜扮姸
---------------------------------------------------------------------
涓銆佸墫鏋怌++鏍囧噯搴撴櫤鑳芥寚閽?std::auto_ptr)
1.Do you Smart Pointer?
Smart Pointer,涓枃鍚嶏細鏅鴻兘鎸囬拡, 鑸舵潵鍝?
涓嶅彲鍚﹁,璧勬簮娉勯湶(resource leak)鏇劇粡鏄疌++紼嬪簭鐨勪竴澶у櫓姊?鍨冨溇鍥炴敹
鏈哄埗(Garbage Collection)涓鏃墮鍙楁敞鐩?鐒惰屽瀮鍦捐嚜鍔ㄥ洖鏀舵満鍒跺茍涓嶈兘
婊¤凍鍐呭瓨綆$悊鐨勫嵆鏃舵у拰鍙鎬?寰寰浣塊珮鍌茬殑紼嬪簭璁捐鑰呮劅鍒頒笉鑷湪.
鍐典笖,C++瀹炵幇娌℃湁寮曞叆榪欑鏈哄埗.鍦ㄦ帰绱腑,C++紼嬪簭鍛樺垱閫犱簡閿嬪埄鐨?br> "Smart Pointer".涓瀹氱▼搴︿笂,瑙e喅浜嗚祫婧愭硠闇查棶棰?
涔熻,緇忓父鐨?浣犱細鍐欒繖鏍風殑浠g爜錛?br> //x鎷熶負class:
// class x{
// public:
// int m_Idata;
// public:
// x(int m_PARAMin):m_Idata(m_PARAMin){}
// void print(){ cout<<m_Idata<<endl; }
// .....
// }
//
void fook(){
x* m_PTRx = new A(m_PARAMin);
m_PTRx->DoSomething(); //#2
delete m_PTRx;
}
鏄殑,榪欓噷鍙兘娌′粈涔堥棶棰?鍙湪澶嶆潅銆丯琛屻乵_PTRclassobj鎵鎸囧璞$敓鍛藉懆
鏈熻姹傝緝闀跨殑鎯呭喌涓?浣犺兘淇濊瘉浣犱笉浼氬繕璁癲elete m_PTRclassobj鍚?鐢熸椿涓?
鎴戜滑寰寰涓嶅簲璇ユ湁澶鐨勫彛澶翠繚璇?鎴戜滑闇瑕佸仛浜涚湡姝f湁鐢ㄧ殑涓滆タ.榪樻湁涓涓?br> 鏇存晱鎰熺殑闂錛氬紓甯?鍋囧鍦?2鏂規硶鎵ц鏈熷紓甯稿彂鐢?鍑芥暟鎵ц緇堟,閭d箞new
鍑虹殑瀵硅薄灝變細娉勯湶.浜庢槸,浣犲彲鑳戒細璇達細閭d箞灝辨崟鑾峰紓甯告潵淇濊瘉瀹夊叏鎬уソ浜?
浣犲啓榪欐牱鐨勭▼寮忥細
void fook(){
A* m_PTRx = new A(m_PARAMin);
try{
m_PTRx->DoSomething();
}
catch(..){
delete m_PTRx;
throw;
}
delete m_PTRx;
}
鍝?澶╁摢!鎯寵薄涓涓?浣犵殑緋葷粺,鏄惁浼氳薄涓撲負鎹曡幏寮傚父鑰岃璁$殑.
涓澶?鏈変漢緇欎綘寤鴻:"鐢⊿mart Pointer,閭e緢瀹夊叏.".浣犲彲浠ヨ繖鏍烽噸鍐欎綘鐨勭▼搴忥細
void fook(){
auto_ptr<x> m_SMPTRx(new x(m_PARAMin));
m_SMPTRx->DoSomething();
}
OK!浣犱笉澶浉淇?涓嶇敤delete鍚?
鏄殑.涓嶇敤鏁村ぉ鎻愬績鍚婅儐鐨勯棶鑷繁:"鎴戝叏閮╠elete浜嗗悧?",鑰屼笖姣斾綘鐨刣elete
絳栫暐鏇村畨鍏?
鐒跺悗,榪樻湁浜哄憡璇変綘,鍙互榪欐牱鐢ㄥ憿錛?br> ok1.
auto_ptr<x> m_SMPTR1(new x(m_PARAMin));
auto_ptr<x> m_SMPTR2(m_SMPTR1); //#2
May be you can code #2 like this :
auto_ptr<x> m_SMPTR2;
m_SMPTR2 = m_SMPTR1;
ok2.
auto_ptr<int> m_SMPTR1(new int(32));
ok3.
auto_ptr<int> m_SMPTR1;
m_SMPTR1 = auto_ptr<int>(new int(100));
涔熷彲浠ワ細
auto_ptr<int> m_SMPTR1(auto_ptr<int>(new int(100)));
ok4.
auto_ptr<x> m_SMPTR1(new x(m_PARAMin));
m_SMPTR1.reset(new x(m_PARAMin1));
ok5.
auto_ptr<x> m_SMPTR1(new x(m_PARAMin));
auto_ptr<x> m_SMPTR2(m_SMPTR.release());
cout<<(*m_SMPTR2).m_Idata<<endl;
ok6.
auto_ptr<int> fook(){
return auto<int>(new int(100));
}
ok7.............and so on
浣嗕笉鍙繖鏍風敤錛?br>
no1.
char* chrarray = new char[100];
strcpy(chrarray,"I am programming.");
auto_ptr<char*> m_SMPTRchrptr(chrarray);
//auto_ptr騫朵笉鍙府浣犵鐞嗘暟緇勮祫婧?nbsp;
no2.
vector<auto_ptr<x>> m_VECsmptr;
m_VECsmptr.push_back(auto_ptr<int>(new int(100)));
//auto_ptr騫朵笉閫傚悎STL鍐呭.
no3.
const auto_ptr<x> m_SMPTR1(new x(100));
auto_ptr<x> m_SMPTR(new x(200));
no4.
x m_OBJx(300);
auto_ptr<x> m_SMPTR(&m_OBJx);
no5
x* m_PTR = new x(100);
auto_ptr<x> m_SMPTR = m_pTR;
no6..........and so on
棰勫厛鎻愬強鎵鏈夋潈鐨勯棶棰?浠ヤ究涓嬮潰甯︾潃鐤戦棶鍓栨瀽浠g爜?
power1.
auto_ptr<x> m_SMPTR1(new x(100));
auto_ptr<x> m_SMPTR2 = m_SMPTR1;
m_SMPTR2->print();
//杈撳嚭錛?00.
m_SMPTR1->print();
//!! 闈炴硶鐨?
power2.
auto_ptr<x> m_SMPTR(new x(100));
auto_ptr<x> returnfun(auto_ptr<x> m_SMPTRin){
return m_SMPTRin;
}
auto_ptr<x> = returnfun(m_SMPTR); //#5
//鍦ㄤ笂闈㈢殑#5涓?鎴戣鍛婅瘔浣犲璞℃墍鏈夋潈杞Щ浜嗕袱嬈?
//浠涔堝彨瀵硅薄鎵鏈夋潈鍛?
2. std::auto_ptr鐨勮璁″師鐞?/strong>
涓婇潰鐨勪竴鐗囨紜敤娉?瀹冧滑鍦ㄥ共浜涗粈涔?
涓鐗囬潪娉?瀹冧滑鐘簡浠涔堢姜?
涓鐗囦粈涔堟墍鏈夋潈杞Щ,瀹冪殑鍐呴儴鏈烘櫤鏄粈涔?
鍝?涓澶撮浘姘?涓嬮潰鎴戜滑灝辨潵鍓栨瀽鍏跺疄鐜版満鍒?
鍩虹鐭ヨ瘑錛?br> a.鏅鴻兘鎸囬拡鐨勫叧閿妧鏈細鍦ㄤ簬鏋勯犳爤涓婂璞$殑鐢熷懡鏈熸帶鍒?br> 鍫嗕笂鏋勯犵殑瀵硅薄鐨勭敓鍛芥湡.鍥犱負鍦ㄦ櫤鑳芥寚閽堢殑鍐呴儴,瀛樺偍
鐫鍫嗗璞$殑鎸囬拡,鑰屼笖鍦ㄦ瀯鏋愬嚱鏁頒腑璋冪敤delete琛屼負.
澶ц嚧鏈烘瀯濡備笅錛?br> x* m_PTRx = new x(100);//#1
template<typename T>
auto_ptr{
private:
T* m_PTR;//緇存姢鎸囧悜鍫嗗璞$殑鎸囬拡,鍦╝uto_ptr瀹氫綅鍚?nbsp;
.... //瀹冨簲璇ユ寚鍚?1鏋勯犵殑瀵硅薄,鍗蟲嫢鏈夋墍鏈夋潈.
~auto(){ delete m_PTR; }
....
}
b.鎵鏈夋潈杞Щ涔嬭
涓婇潰鏇炬湁涓闈炴硶鐨勭▼寮忕墖孌靛涓嬶細
auto_ptr<x> m_SMPTR1(new x(100));
auto_ptr<x> m_SMPTR2 = m_SMPTR1;
m_SMPTR2->print();
//杈撳嚭錛?00.
m_SMPTR1->print();
//!! 闈炴硶鐨?
鎸夊父鐞嗘潵璇?m_SMPTR->print();鎬庝箞鏄潪娉曠殑鍛?
閭f槸鍥犱負鏈潵,m_SMPTR1緇存姢鎸囧悜new x(100)鐨勬寚閽?
鍙槸m_SMPTR2 = m_SMPTR1;auto_ptr鍐呴儴鏈哄埗浣垮緱m_SMPTR1灝嗗璞$殑鍦板潃
浼犵粰m_SMPTR2,鑰屽皢鑷繁鐨勫璞℃寚閽堢疆涓?.
閭d箞鑷劧m_SMPTR->print();澶辮觸.
榪欓噷紼嬪簭璁捐鑰呰璐熸槑鏄劇殑鑱岃矗鐨?
閭d箞auto_ptr涓轟粈涔堥噰鍙栬繖鏍風殑絳栫暐錛氫繚璇佹墍鏈夋潈鐨勫崟涓鎬?
浜︿繚璇佷簡緋葷粺瀹夊叏鎬?
濡傛灉澶氫釜鏈夊叏鏉冪殑auto_ptr緇存姢涓涓璞?閭d箞鍦ㄤ綘娑堥櫎涓涓?br> auto_ptr鏃?灝嗗鑷村涓猘uto_ptr鐨勬綔鍦ㄥ嵄闄?
涓嬮潰鎴戜滑浠GI-STL鐨刟uto_ptr璁捐涓烘牱鏈?鍘繪帀浜嗘棤鍏沖垎鏋愮殑瀹?,鏉ュ墫鏋愬叾鍘熺悊.
#1 template <class _Tp> class auto_ptr {
#2 private:
#3 _Tp* _M_ptr; //瀹氫箟灝嗙淮鎶ゅ爢瀵硅薄鐨勬寚閽?/p>
#4 public:
#5 typedef _Tp element_type; //鐩稿叧綾誨瀷瀹氫箟
#6 explicit auto_ptr(_Tp* __p = 0) __STL_NOTHROW : _M_ptr(__p) {}
#7 auto_ptr(auto_ptr& __a) __STL_NOTHROW : _M_ptr(__a.release()) {}
#8 template <class _Tp1> auto_ptr(auto_ptr<_Tp1>& __a) __STL_NOTHROW
: _M_ptr(__a.release()) {}
//#6銆?7銆?8鏄痑uto_ptr鏋勯犲嚱鏁扮殑涓変釜鐗堟湰.
//#6娉ㄩ噴錛氫紶鍏ュ璞$殑鎸囬拡,鏋勯燼uto_ptr.explicit鍏抽敭瀛?紱佹闅愬紡杞崲.
// 榪欏氨鏄痮k2姝g‘,鑰宯o5(闅愬紡杞崲)閿欒鐨勫師鍥?
//#7娉ㄩ噴錛氭嫹璐濇瀯閫犲嚱鏁?
// 浼犲叆auto_ptr瀹炰緥,鏋勯燼uto_ptr. ok1銆乷k3浣跨敤浜嗚繖涓瀯閫犲紡.
// 瀹冩槸涓涓緢鍏抽敭鐨勬瀯閫犲嚱鏁?鍦ㄥ叿浣撴儏鍐典笅,鎴戜滑鍐嶅垎鏋?br> //#8娉ㄩ噴錛歛uto_ptr鐨勬ā鏉挎垚鍛?鍙湪緇ф壙瀵硅薄閲嶈澆鐨勫熀紜涓?瀹炵幇鐗規畩鍔熻兘.
//
// 涓句緥錛?br> // class A{ public:
// virtual void fook(){cout<<"I am programming"<<endl;
// /*..........*/ };
// class B : public A {
// virtual void fook(){ cout<<"I am working"<<endl;
// /*...........*/ };
// auto_ptr<A> m_SMPTRa(new A(33));//瀹炶川錛?br> // auto_ptr<B> m_SMPTRb(m_SMPTRa); //鍩虹被鐨勬寚閽堝彲浠ヨ祴緇欐淳鐢熺被鐨勬寚閽?nbsp;
//
// auto_ptr<B> m_SMPTRb(new B(44));//瀹炶川錛?br> // auto_ptr<A> m_SMPTRa(m_SMPTRb); //媧劇敓綾葷殑鎸囬拡涓嶅彲璧嬬粰鍩虹被鐨勬寚閽?br> //
// auto_ptr<A> m_SMPTRa(new B(33)); // ok!
// m_SMPTRa->fook()灝嗚皟鐢ㄦ淳鐢熺被B鐨刦ook()
// m_SMPTRa->A::fook()灝嗚皟鐢ㄥ熀綾籄鐨刦ook()
//
// auto_ptr<B> m_SMPTRb(new A(33)); // wrong!
//
//
#9 auto_ptr& operator=(auto_ptr& __a) __STL_NOTHROW {
#10 if (&__a != this) { delete _M_ptr; _M_ptr = __a.release(); }
#11 return *this;
#12 }
#13 template <class _Tp1>
#14 auto_ptr& operator=(auto_ptr<_Tp1>& __a) __STL_NOTHROW {
#15 if (__a.get() != this->get()) { delete _M_ptr; _M_ptr = __a.release(); }
#16 return *this;
#16 }
//
// #9~~#16 涓や釜鐗堟湰鐨勬寚媧懼嚱鏁?
// delete _M_ptr; 鍦ㄦ寚媧懼墠,閿姣佸師緇存姢鐨勫璞?
// _a.release() ; release鎿嶄綔,璇︾粏浠g爜鍙傝#20~~#23.
// 鐢ㄤ簬*this鑾峰緱琚寚媧懼璞?
// 涓斿皢鍘熺淮鎶uto_ptr緗┖.
// no3浣跨敤浜嗙涓縐嶆寚媧?
// 鑰屾潈闄愯漿縐繪鏄痏a.release()鐨勭粨鏋?
#17 ~auto_ptr() __STL_NOTHROW { delete _M_ptr; }
//鏋勬瀽鍑芥暟.娑堥櫎瀵硅薄.娉ㄦ剰榪欓噷瀵瑰璞$殑瑕佹眰!
#17 _Tp& operator*() const __STL_NOTHROW { return *_M_ptr; }
#18 _Tp* operator->() const __STL_NOTHROW { return _M_ptr; }
#19 _Tp* get() const __STL_NOTHROW { return _M_ptr; }
//
// 鎿嶄綔絎﹂噸杞?
// #17娉ㄩ噴錛氭彁棰嗘搷浣?dereference),鑾峰緱瀵硅薄. 瑙乷k5鐢ㄦ硶.
// #18娉ㄩ噴錛氭垚鍛樿繍綆楃閲嶈澆,榪斿洖瀵硅薄鎸囬拡.
// #19娉ㄩ噴錛氭櫘閫氭垚鍛樺嚱鏁?浣滅敤鍚屼簬閲嶈澆->榪愮畻絎?br> //
#20 _Tp* release() __STL_NOTHROW {
#21 _Tp* __tmp = _M_ptr;
#22 _M_ptr = 0;
#23 return __tmp; }
//涓婇潰宸茬粡璇﹁В
#24 void reset(_Tp* __p = 0) __STL_NOTHROW {
#25 delete _M_ptr;
#26 _M_ptr = __p; }
//
//浼犲叆瀵硅薄鎸囬拡,鏀瑰彉auto_ptr緇存姢鐨勫璞?br> // 涓旇揩浣縜uto_ptr娑堥櫎鍘熸潵緇存姢鐨勫璞?br> // 瑙乷k3鐢ㄦ硶.
// According to the C++ standard, these conversions are required. Most
// present-day compilers, however, do not enforce that requirement---and,
// in fact, most present-day compilers do not support the language
// features that these conversions rely on.
//涓嬮潰榪欑墖孌電敤浜庣被鍨嬭漿鍖?鐩墠娌℃湁浠諱綍緙栬瘧鍣ㄦ敮鎸?br> //鍏蜂綋鎶鏈粏鑺備笉璇?
#ifdef __SGI_STL_USE_AUTO_PTR_CONVERSIONS
#27 private:
#28 template<class _Tp1>
#29 struct auto_ptr_ref { _Tp1* _M_ptr; auto_ptr_ref(_Tp1* __p) : _M_ptr(__p) {}
};
#30 public:
#31 auto_ptr(auto_ptr_ref<_Tp> __ref) __STL_NOTHROW
: _M_ptr(__ref._M_ptr) {}
#32 template <class _Tp1>
#33 operator auto_ptr_ref<_Tp1>() __STL_NOTHROW
#34 { return auto_ptr_ref<_Tp>(this->release()); }
#35 template <class _Tp1> operator auto_ptr<_Tp1>() __STL_NOTHROW
#36 { return auto_ptr<_Tp1>(this->release()); }
#37 #endif /* __SGI_STL_USE_AUTO_PTR_CONVERSIONS */
#38 };
OK!灝辨槸榪欐牱浜?
姝e涓婇潰鍘熺悊浠嬬粛澶勫彊璇?
浣犻渶瑕佹瑙嗕袱澶х壒鎬э細
1.鏋勯犳爤瀵硅薄鐨勭敓鍛芥湡鎺у埗鍫嗕笂鏋勯犵殑瀵硅薄鐨勭敓鍛芥湡
2.閫氳繃release鏉ヤ繚璇乤uto_ptr瀵瑰璞$殑鐙潈.
鍦ㄦ垜浠婧愮爜鍒嗘瀽鐨勫熀紜涓?閲嶇偣鐪嬬湅錛?br> no緋誨垪閿欒鍦ㄤ綍澶?
no1.
鎴戜滑鐪嬪埌鏋勬瀽鍑芥暟template<class _Tp>
~auto_ptr() _STL_NOTHROW
{ delete _M_ptr; }
鎵浠ュ畠涓嶈兘緇存姢鏁扮粍,
緇存姢鏁扮粍闇瑕佹搷浣滐細delete[] _M_ptr;
no2.
鍏堟彁閮ㄥ垎vector鍜宎uto_ptr浠g爜錛?br> a.鎻恆uto_ptr浠g爜
auto_ptr(auto_ptr& __a) __STL_NOTHROW : _M_ptr(__a.release()) {}
b.鎻恦ector浠g爜
Part1:
void push_back(const _Tp& __x) {
if (_M_finish != _M_end_of_storage) {
construct(_M_finish, __x);
++_M_finish;
}
else
_M_insert_aux(end(), __x);
}
Part2:
template <class _T1, class _T2>
inline void construct(_T1* __p,
//++++++++++++++++++++++++++++++++
// const _T2& __value) { +
//++++++++++++++++++++++++++++++++
// new (__p) _T1(__value); +
//++++++++++++++++++++++++++++++++
}
Part3.
template <class _Tp, class _Alloc>
void
vector<_Tp, _Alloc>::_M_insert_aux
(iterator __position,
//++++++++++++++++++++++++++++++++
// const _Tp& __x) ++
//++++++++++++++++++++++++++++++++
{
if (_M_finish != _M_end_of_storage) {
construct(_M_finish, *(_M_finish - 1));
++_M_finish;
//++++++++++++++++++++++++++++++++
// _Tp __x_copy = __x; +
//++++++++++++++++++++++++++++++++
copy_backward(__position, _M_finish - 2, _M_finish - 1);
*__position = __x_copy;
}
else {
const size_type __old_size = size();
const size_type __len = __old_size != 0 ? 2 * __old_size : 1;
iterator __new_start = _M_allocate(__len);
iterator __new_finish = __new_start;
__STL_TRY {
__new_finish = uninitialized_copy
(_M_start, __position, __new_start);
construct(__new_finish, __x);
++__new_finish;
__new_finish = uninitialized_copy
(__position, _M_finish, __new_finish);
}
__STL_UNWIND((destroy(__new_start,__new_finish),
_M_deallocate(__new_start,__len)));
destroy(begin(), end());
_M_deallocate(_M_start, _M_end_of_storage - _M_start);
_M_start = __new_start;
_M_finish = __new_finish;
_M_end_of_storage = __new_start + __len;
}
}
浠庢彁鍙栫殑vector浠g爜,Part1鍙湅鍑?push_back鐨勬搷浣滆涓?
鍏靛垎涓よ礬,鍙槸鍐嶅悜涓嬬湅,浣犱細鍙戠幇,鏃犱竴渚嬪,閮?br> 閫氳繃const _Tp& 榪涜鎷瘋礉琛屼負,閭d箞浠巃uto_ptr鎻愬嚭鐨勭墖孌靛氨
媧句笂鐢ㄥ満浜?
鍙綘鐭ラ亾鐨?auto_ptr鎬繪槸鍧氭寔瀵瑰璞$殑鐙潈.閭e繀欏諱慨鏀?br> 鍘熸潵緇存姢鐨勫璞?鑰寁ector琛屼負瑕佹眰const _Tp&,榪欐牱鑷劧浼氫駭鐢?br> 闂.涓鑸紪璇戝櫒鏄彲浠ュ彂瑙夎繖縐嶉敊璇殑.
鍏跺疄,STL鎵鏈夌殑瀹瑰櫒綾婚兘閲囩敤const _Tp&絳栫暐.
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ 鐪嬩簡sutter鍜孞osuttis鐨勪袱綃囨枃绔犱腑,閮芥彁鍙婏細 +
+ STL瀹瑰櫒涓嶆敮鎸乤uto_ptr鍘熷洜鍦ㄤ簬copy鐨勫璞″彧鏄幏寰楁墍鏈夋潈鐨勫璞? +
+ 榪欑瀵硅薄涓嶇鍚圫TL鐨勮姹?鍙槸鏈漢鎬繪劅瑙夊嵆鏃朵笉鏄湡姝g殑澶嶅埗瀵硅薄,+
+ 浣嗘垜鐢╲ector<auto_ptr<x> >鐨勭洰鐨勫氨鍦ㄤ簬緇存姢瀵硅薄,騫朵笉鍦ㄤ箮 +
+ 鎵璋撶殑瀹屽叏瀵硅薄.鑰屼笖鎴戠敤鑷繁鍐欑殑Smart Pointer閰嶅悎STL瀹瑰櫒宸ヤ綔, +
+ 寰堟甯?閭i渶瑕佹敞鎰忕殑浠呬粎鏄痗onst闂. +
+ +
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
no3.
榪欎釜涔熸槸auto_ptr闅愬惈鐨勬墍鏈夋潈闂寮曡搗鐨?
const auto_ptr涓嶅厑璁鎬慨鏀?
闅忎究鎻愬強錛歝onst瀵硅薄涓嶄唬琛ㄥ璞′竴鐐逛笉鍙互鏀瑰彉.
鍦ㄤ袱縐峜onst璇箟涓?閮芥湁鏂規硶淇敼瀵硅薄鎴栧璞″唴閮ㄦ寚閽堢淮鎶ょ殑瀵硅薄
鎴栧叾瀹冭祫婧?
no4.
鍐嶇湅auto_ptr鐨勬瀯鏋愬嚱鏁?
delete涓嶅彲浠ユ秷闄ゆ爤涓婅祫婧?
no5.
渚濊禆浼犲叆瀵硅薄鎸囬拡鐨勬瀯閫犲嚱鏁拌澹版槑涓篹xplicit,紱佹闅愬紡杞崲.
3.auto_ptr楂樼駭浣跨敤鎸囧崡
a.綾繪垚鍛榓uto_ptr,紱佹鏋勯犲嚱鏁頒互鏋勫緩"瀹屽叏瀵硅薄"
Programme1:
struct Structx{
int m_Idata;
char m_CHRdata;
/* and so on */
};
鍑轟簬瀵硅薄緙栫▼鐨勭悊蹇?
鎴戜滑灝哠tructx鎵撻犳垚鍖呰9綾伙細
class StructWrapper{
private:
Structx* m_STRTxptr;
public:
StructWrapper():m_STRTxptr(new Structx){}
~StructWrapper(){delete m_SMRTxptr; }
public:
void Soperator1(){ /* 閽堝Structx瀵硅薄鐨勭壒鎬ф搷浣?*/}
void Soperator2(){ /* 閽堝Structx瀵硅薄鐨勭壒鎬ф搷浣?*/}
/* and so on */
};
Programme2:
class StructWrapper{
private:
auto_ptr<Structx> m_SMPTRx;
public:
StructWrapper():m_SMPTRAx(new Structx){}
public:
void Soperator1(){ /* 閽堝Structx瀵硅薄鐨勭壒鎬ф搷浣?*/}
void Soperator2(){ /* 閽堝Structx瀵硅薄鐨勭壒鎬ф搷浣?*/}
/* and so on */
};
Programme3:
StructWrapper::StructWrapper(const StructWrapper& other)
: M_SMPTRx(new Struct(*other.m_SMPTRx)) { }
StructWrapper& StructWrapper::operator=(const StructWrapper &other){
*m_SMPTRx = *other.m_SMPTRx;
};
澶勪簬瀵規瀯寤轟簬鍫嗕腑鐨勫璞?new Structx)鏅鴻兘緇存姢鐨勯渶瑕?
鎴戜滑灝唒rogramme1鏀歸犱負programme2錛?br> 涓嶉敊,瀵硅薄鏄彲浠ユ櫤鑳界淮鎶や簡.
瀵逛簬鍖呰9綾?StructWrapper)浣犳槸鍚︿細鏈夎繖鏍風殑鏋勯犳垨鎸囨淳鎿嶄綔錛?br> StructWrapper m_SMPTRWrapper2(m_SMPTRWrapper1);
StructWrapper mSMPTRWrapper2 = m_SMPTRWrapper1;
閭d箞璇鋒敞鎰忥細
褰撲綘鍧︾劧鐨勬潵涓涓細M_SMPTRWrapper1->Soperator1();鐨勬椂鍊?
緋葷粺宕╂簝浜?
涓嶅繀鎯婅,鎵鏈夋潈榪樻槸鎵鏈夋潈闂.
闂竴涓嬭嚜宸憋細褰損rogramme2榛樿鎷瘋礉鏋勯犲嚱鏁頒綔鐢ㄦ椂,鍙堣皟鐢ㄤ簡auto_ptr鐨?br> 榛樿鏋勯犲嚱鏁?閭d箞auto_ptr鎵鏈夌殑榛樿琛屼負閮介伒寰嫭鏉冪瓥鐣?瀵?灝辮繖鏍?
m_SMPTRWrapper1鐨勫璞℃墍鏈夋潈杞Щ緇欎簡m_SMPTRWrapper2.
M_SMPTRWrapper1->Soperator1();閭d箞鎿嶄綔鍙樻垚浜嗗湪NULL涓婄殑.
鍝?緋葷粺涓嶅穿婧冩墠鎬?
閭d箞浣犻渶瑕佹兂,programme3閭f牱鍒╃敤auto_ptr鐨勬彁棰嗘搷浣滅鑷繁鐨?br> 鏋勯?瀹屽叏瀵硅薄".
b.鍒╃敤const鍏抽敭瀛?闃叉涓嶇粡鎰忕殑鏉冮檺杞Щ
浠庝笂闈㈢殑鍙欒堪,浣犲彲鐪嬪嚭,鎵鏈夋潈杞Щ鍒板鍙互閰挎垚澶хジ.
鑰屽浜庝竴鑸簲鐢ㄦ潵璇?鐙潈鍙堟槸寰堝ソ鐨勫畨鍏ㄦх瓥鐣?
閭d箞鎴戜滑灝辯敤const鏉ヤ慨楗癮uto_ptr,紱佹涓嶇粡鎰忕殑閿欒.
褰撶劧涓婇潰鎻愬強錛氬茍涓嶄唬琛╝uto_ptr鏄笉鍙慨鏀圭殑.
澶勪簬闇瑕?浠庝袱縐峜onst璇箟,浣犻兘鍙疄鐜頒慨鏀?
鐒?浣犺繕甯屾湜鍦ㄥ嚱鏁頒紶鍏ヤ紶鍑篴uto_ptr閭d箞浣犲彲浼犻抋uto_ptr鐨勫紩鐢?
閭e氨涓囨棤涓澶變簡: void fook(const auto_ptr<x>& m_PARAMin);
鍦ㄨ繑鍥炲悗璧嬩簣鍏跺畠鏃?浣跨敤寮曠敤鏄笉琛岀殑.浣犲緱鐢ㄦ寚閽?
鍥犱負寮曠敤鏃犺浣滀負lvalue榪樻槸rvaluev,閮戒細璋冪敤鏋勯犳垨鎸囨淳鍑芥暟.
4.浣犳槸鍚﹁寰梥td::auto_ptr榪樹笉澶熷畬緹?/font>
鍦ㄥ疄璺典腑,std::auto_ptr鑳芥弧瓚充綘鐨勯渶姹傚悧?
Andrei Alexandrescu鍦ㄤ竴綃囨枃绔犱腑,鎻愬強錛氭湁鍏砈mart Pointer鐨勬妧鏈氨鍍?br> 宸湳.Smart Pointer浣滀負C++鍨冨溇鍥炴敹鏈哄埗鐨勬牳蹇?瀹冨繀欏昏凍澶熷己澶х殑銆佸叿鏈夊伐涓氬己搴﹀拰瀹夊叏鎬?
浣嗕負浜嗗彲涓鍔蟲案閫告垜浠繕闇瑕佹姭鑽嗘柀媯樼戶緇帰绱?
涓嬮潰鍦ㄩ渶姹傚眰闈笂,鎴戜滑鎬濈儲涓涓嬫垜浠殑鏅鴻兘鎸囬拡榪橀渶瑕佷簺浠涔?
a. std::auto_ptr 鑳藉澶勭悊鏁扮粍鍚?鎴戜滑鍙互鐢ㄦ櫤鑳芥寚閽堟潵綆$悊鍏跺畠鐨勮祫婧愬悧?
璀涓涓嚎紼嬪彞鏌勩佷竴涓枃浠跺彞鏌?and so on !
b. 瀵逛簬鎴戜滑鐨勫璞$湡鐨勬案榪滃疄琛岀嫭鏉冩斂絳栧悧?
c. Our 鏅鴻兘鎸囬拡榪橀渶瑕佸湪緇ф壙鍜岃櫄鎷熷眰闈笂鍙戞尌濞佸姏 !
d. 寰寰,闇瑕佹墿灞昈ur 鏅鴻兘鎸囬拡鐨勫姛鑳芥垚鍛樺嚱鏁版潵婊¤凍鍔ㄦ佺殑闇瑕?!
e. 涔熻,浣犻渶瑕佺殑榪樺緢澶?
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[涓嬬畫]
浜屻丆++鏉′歡,瀵繪壘鏋勯犳洿寮哄ぇ鐨勬櫤鑳芥寚閽?Smart Pointer)鐨?br> 絳栫暐
1.鏀寔寮曠敤璁版暟鐨勫縐嶈璁$瓥鐣?br> 2.鏀寔澶勭悊澶氱璧勬簮
3.鏀寔Subclassing
4.鏀寔澶氱嚎紼嬫潯浠朵笅,綰跨▼瀹夊叏鐨勫縐嶈璁$瓥鐣?br> 5.鍏跺畠澶氱鐗規畩瑕佹眰涓?鍐嶆瀯閫?/p>
涓夈丟eneric Programming鍩虹鎶鏈拰Smart Pointer
1.鍥為澶勭悊璧勬簮涓殑Traits鎶鏈?br> 2.鍥為澶氱嚎紼嬫敮鎸佺殑璁捐
鍥涖丆OM瀹炵幇涓?Smart Pointer璁捐鍘熺悊
浜斻佽憲鍚岰++搴?鏍囧噯鍜岄潪鏍囧噯)涓殑Smart Pointer鐜扮姸
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閮戦噸澹版槑錛?br> 鍏佽澶嶅埗銆佷慨鏀廣佷紶閫掓垨鍏跺畠琛屼負
浣嗕笉鍑嗙敤浜庝換浣曞晢涓氱敤閫?
鍐欎簬 20/3/2003
鏈鍚庝慨鏀癸細 20/3/2003
By RedStar81
81_RedStar@163.com
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