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	<title>維尼的蜂巢</title>
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		<title>維尼的蜂巢</title>
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		<title>wired pointer</title>
		<link>http://kevincg.wordpress.com/2010/10/01/wired-pointer/</link>
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		<pubDate>Fri, 01 Oct 2010 08:50:37 +0000</pubDate>
		<dc:creator>kevinlin</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

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		<description><![CDATA[why after delete a pointer , it&#8217;s not be null?????// * 0xABABABAB : Used by Microsoft&#8217;s HeapAlloc() to mark 『no man&#8217;s land』 guard bytes after allocated heap memory * 0xABADCAFE : A startup to this value to initialize all free memory to catch errant pointers * 0xBAADF00D : Used by Microsoft&#8217;s LocalAlloc(LMEM_FIXED) to mark uninitialised [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=kevincg.wordpress.com&amp;blog=849406&amp;post=476&amp;subd=kevincg&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>why after delete a pointer , it&#8217;s not be null?????//</p>
<p>* 0xABABABAB : Used by Microsoft&#8217;s HeapAlloc() to mark 『no man&#8217;s land』 guard bytes after allocated heap memory<br />
* 0xABADCAFE : A startup to this value to initialize all free memory to catch errant pointers<br />
* 0xBAADF00D : Used by Microsoft&#8217;s LocalAlloc(LMEM_FIXED) to mark uninitialised allocated heap memory<br />
* 0xBADCAB1E : Error Code returned to the Microsoft eVC debugger when connection is severed to the debugger<br />
* 0xBEEFCACE : Used by Microsoft .NET as a magic number in resource files<br />
* 0xCCCCCCCC : Used by Microsoft&#8217;s C++ debugging runtime library to mark uninitialised stack memory<br />
* 0xCDCDCDCD : Used by Microsoft&#8217;s C++ debugging runtime library to mark uninitialised heap memory<br />
* 0xDEADDEAD : A Microsoft Windows STOP Error code used when the user manually initiates the crash.<br />
* 0xFDFDFDFD : Used by Microsoft&#8217;s C++ debugging heap to mark 『no man&#8217;s land』 guard bytes before and after allocated heap memory<br />
* 0xFEEEFEEE : Used by Microsoft&#8217;s HeapFree() to mark freed heap memory </p>
<p>reference: http://www.codeguru.com/forum/archive/index.php/t-325259.html</p>
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			<media:title type="html">kevinlin</media:title>
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		<title>VS 2010: 修改VC++的繼承的inclde目錄跟Lib目錄</title>
		<link>http://kevincg.wordpress.com/2010/09/06/vs-2010-%e4%bf%ae%e6%94%b9vc%e7%9a%84%e7%b9%bc%e6%89%bf%e7%9a%84inclde%e7%9b%ae%e9%8c%84%e8%b7%9flib%e7%9b%ae%e9%8c%84/</link>
		<comments>http://kevincg.wordpress.com/2010/09/06/vs-2010-%e4%bf%ae%e6%94%b9vc%e7%9a%84%e7%b9%bc%e6%89%bf%e7%9a%84inclde%e7%9b%ae%e9%8c%84%e8%b7%9flib%e7%9b%ae%e9%8c%84/#comments</comments>
		<pubDate>Mon, 06 Sep 2010 03:46:52 +0000</pubDate>
		<dc:creator>kevinlin</dc:creator>
				<category><![CDATA[VC++/C++/C]]></category>
		<category><![CDATA[vs2010]]></category>

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		<description><![CDATA[vs2010拿掉了Tools-&#62;裡面的設定VC++Directories 全部移到Porject自己個別設定，那如果我有4-50個project不就要設定到死 所以他有一個GLOBAL的設定，直接選擇VC++ directories Inherit 就能使用 檔名是這樣的 Microsoft.cpp.[Platform].users.props (會在安裝時產生) 位置在$(USERPROFILE)\appdata\local\microsoft\msbuild\v4.0 我是用notepad++直接開起來改，存檔 用property manager編輯也是可以 參考: http://blogs.msdn.com/b/vcblog/archive/2010/03/02/visual-studio-2010-c-project-upgrade-guide.aspx<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=kevincg.wordpress.com&amp;blog=849406&amp;post=474&amp;subd=kevincg&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>vs2010拿掉了Tools-&gt;裡面的設定VC++Directories</p>
<p>全部移到Porject自己個別設定，那如果我有4-50個project不就要設定到死</p>
<p>所以他有一個GLOBAL的設定，直接選擇VC++ directories Inherit 就能使用</p>
<p>檔名是這樣的 Microsoft.cpp.[Platform].users.props  (會在安裝時產生)</p>
<p>位置在$(USERPROFILE)\appdata\local\microsoft\msbuild\v4.0</p>
<p>我是用notepad++直接開起來改，存檔</p>
<p>用property manager編輯也是可以</p>
<p>參考: <a href="http://blogs.msdn.com/b/vcblog/archive/2010/03/02/visual-studio-2010-c-project-upgrade-guide.aspx">http://blogs.msdn.com/b/vcblog/archive/2010/03/02/visual-studio-2010-c-project-upgrade-guide.aspx</a></p>
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			<media:title type="html">kevinlin</media:title>
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		<title>OGRE的換裝系統Memo</title>
		<link>http://kevincg.wordpress.com/2009/12/12/ogre%e7%9a%84%e6%8f%9b%e8%a3%9d%e7%b3%bb%e7%b5%b1memo/</link>
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		<pubDate>Sat, 12 Dec 2009 10:50:14 +0000</pubDate>
		<dc:creator>kevinlin</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[avatar]]></category>
		<category><![CDATA[ogre]]></category>

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		<description><![CDATA[Q: I am currently working on the equipping technique for the characters in our game. Regarding the paint-on-armor(cloth leather chain) it is rather easy by assigning different materials to the desired SubEntities. For the modelled armor pieces like plate armor I am a little bit stuck now, I have searched around on the boards and [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=kevincg.wordpress.com&amp;blog=849406&amp;post=472&amp;subd=kevincg&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Q:<br />
I am currently working on the equipping technique for the characters in our game. Regarding the paint-on-armor(cloth leather chain) it is rather easy by assigning different materials to the desired SubEntities. For the modelled armor pieces like plate armor I am a little bit stuck now, I have searched around on the boards and in the wiki but cannot find the real clue. Attaching to bone doesnt seem to be a good option.</p>
<p>Is it possible to load a different mesh into a submesh and how does it work? Should I load all the gear in one go from the start and set the SubEntities to invisible untill i need them or what would be the best method to change the equipment on a game-character?</p>
<p>Thanks in advance</p>
<p>A:You&#8217;re on the right track.</p>
<p>Attaching to bones is not the way to go for clothing. It works well for equipment (guns, swords, etc) and maybe some accesories (hat, holster, etc) but woul dnot work well for armour.</p>
<p>Building your model with all conceivable geometries (leather vs plate vs robe) in seperate subentities and then enabling/disabling as needed is a good way to go. A lot of games go this way.</p>
<p>You could also building your character out of components (leather torso vs plate torso vs robe torso) and attach/assembled limbs and heads as needed. A lot of game go this way (probably more than above).</p>
<p>Each has pros and cons. The first has some more overhead in terms of animation and vert/poly counts &#8212; not sure how 『smart』 OGRE is in ignoring/optimising invisible subentities (but I would guess pretty smart).</p>
<p>The second way can be harder in terms of managing animation (crashing polys, seams, etc), but has some added benefits in terms of being able to easily detach components (i.e. decapitation and dismemberment), plus customizability options may be easier to do.</p>
<p>If you want something fast/eas(ish), go with 1. If you want something a little more robust/extensible, go with two.</p>
<p>A:<br />
You can&#8217;t 『swap』 them but you can set them visible/invisible using</p>
<p>entity-&gt;getSubEntity(0)-&gt;setVisible(false);</p>
<p>You could do it this way if you have a low number of combinations, but it&#8217;s a bad idea if you have hundreds of pieces of clothing. With a few pieces, it&#8217;s a decent idea though.</p>
<p>If you have lots of combinations, I think your best bet is to have a base character mesh, with bones and skeleton, animations, etc. Then have additional pieces that you share the skeleton with.</p>
<p>So for example, if a naked character is ok for your base mesh, use it. Let&#8217;s say you want your character wearing armor. You&#8217;d model your armor in your 3d program and bind it to the same skeleton structure as your base mesh. All bones have to exist with the same names, positions and orientations.</p>
<p>Then in Ogre you can use:</p>
<p>entity-&gt;shareSkeletonInstanceWith(otherEntity);</p>
<p>That means as one animates, it animates both at the same time. I got this working through a bit of trial and error. I can&#8217;t remember the problems I had but they were minor.</p>
<p>In the end, for a full system, you probably need a combination of the following:</p>
<p>1. Attaching certain pieces to bones<br />
2. Sharing the skeleton between some pieces<br />
3. Attaching equipment to the same scene node as the base mesh and playing the same animation name. For example, let&#8217;s say you have a robe that has special animation for the robe cloth, you can&#8217;t use #2 because it&#8217;ll have different bones and special skeletal animation.</p>
<p>Anyhow, good luck. Also you should look into the Ogre files yourself &#8211; you could have found the answer to the SubEntity-&gt;setVisible problem in like 2 seconds.</p>
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			<media:title type="html">kevinlin</media:title>
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		<title>macos profile 備忘</title>
		<link>http://kevincg.wordpress.com/2009/08/05/macos-profile-%e5%82%99%e5%bf%98/</link>
		<comments>http://kevincg.wordpress.com/2009/08/05/macos-profile-%e5%82%99%e5%bf%98/#comments</comments>
		<pubDate>Wed, 05 Aug 2009 02:13:31 +0000</pubDate>
		<dc:creator>kevinlin</dc:creator>
				<category><![CDATA[Mac]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[macOS]]></category>

		<guid isPermaLink="false">http://kevincg.wordpress.com/2009/08/05/macos-profile-%e5%82%99%e5%bf%98/</guid>
		<description><![CDATA[MacOSX 10.5.7的環境變數設定檔是 ~/.profile 好像舊的版本是~/.base_profile 跟我不太一樣<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=kevincg.wordpress.com&amp;blog=849406&amp;post=464&amp;subd=kevincg&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>MacOSX 10.5.7的環境變數設定檔是 ~/.profile</p>
<p>好像舊的版本是~/.base_profile 跟我不太一樣</p>
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			<media:title type="html">kevinlin</media:title>
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		<title>SVN-Server on Macbook</title>
		<link>http://kevincg.wordpress.com/2009/08/03/svnserver-on-macbook/</link>
		<comments>http://kevincg.wordpress.com/2009/08/03/svnserver-on-macbook/#comments</comments>
		<pubDate>Mon, 03 Aug 2009 14:17:58 +0000</pubDate>
		<dc:creator>kevinlin</dc:creator>
				<category><![CDATA[Mac]]></category>
		<category><![CDATA[Subversion]]></category>

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		<description><![CDATA[很久以前用微軟的vss做版本控制，後來改用公司的SVN。 自己寫程式要做版本控制只有自己架svn server來用。因為Leopard已經內建了svn 1.4.4跟apache所以使用mac不失為一個好方法。 步驟很簡單 1. 隨意一個地方建立 # mkdir /users/kevin/repos 2. 建立第一個專案 # svnadmin create /users/kevin/repos/myfirstproject 3.如果要給多人用就要去做ㄧ些這個project的config # mate /users/kevin/repos/myfirstproject/conf/svnserve.conf # svnserve -d &#8211;listen-port=3690  (開啓ＳＶＮ伺服器服務) # killall svnserve(刪掉svn server) 4.不過沒有要給多人使用就跳過第三個步驟。 # cd /users/kevin/repos # mkdir myNowWork (目前的工作目錄) # cd myNowWork # sudo svn co file:///users/kevin/repos/myfirstproject (從指定的路徑checkout出最新版本) # cd myfirstproject (剛剛抓下來的專案) # sudo svn mkdir  trunk (隨便建一個目錄) # [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=kevincg.wordpress.com&amp;blog=849406&amp;post=460&amp;subd=kevincg&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>很久以前用微軟的vss做版本控制，後來改用公司的SVN。  自己寫程式要做版本控制只有自己架svn server來用。因為Leopard已經內建了svn 1.4.4跟apache所以使用mac不失為一個好方法。</p>
<p>步驟很簡單</p>
<p>1. 隨意一個地方建立<br />
# mkdir /users/kevin/repos</p>
<p>2. 建立第一個專案<br />
# svnadmin create /users/kevin/repos/myfirstproject</p>
<p>3.如果要給多人用就要去做ㄧ些這個project的config<br />
# mate /users/kevin/repos/myfirstproject/conf/svnserve.conf<br />
# svnserve -d &#8211;listen-port=3690  (開啓ＳＶＮ伺服器服務)<br />
# killall svnserve(刪掉svn server)</p>
<p>4.不過沒有要給多人使用就跳過第三個步驟。<br />
# cd /users/kevin/repos<br />
# mkdir myNowWork (目前的工作目錄)<br />
# cd myNowWork<br />
# sudo svn co file:///users/kevin/repos/myfirstproject (從指定的路徑checkout出最新版本)<br />
# cd myfirstproject (剛剛抓下來的專案)<br />
# sudo svn mkdir  trunk (隨便建一個目錄)<br />
# sudo svn ci -m 『first commit』 把剛剛建好的目錄commit回去</p>
<p>經過上面的步驟就能自己在local使用svn了</p>
<p>改天再來做 svn server讓多人使用的</p>
<p>網路上參考到<a href="http://asuralyc.blogspot.com/2009/05/svn-websvn-ssl-trac-on-leopard.html">這篇 http://asuralyc.blogspot.com/2009/05/svn-websvn-ssl-trac-on-leopard.html</a></p>
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			<media:title type="html">kevinlin</media:title>
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		<title>Ruby, Rails and MySQL with Leopard 10.5.2 and XCode 3.0</title>
		<link>http://kevincg.wordpress.com/2009/07/13/ruby-rails-and-mysql-with-leopard-10-5-2-and-xcode-3-0/</link>
		<comments>http://kevincg.wordpress.com/2009/07/13/ruby-rails-and-mysql-with-leopard-10-5-2-and-xcode-3-0/#comments</comments>
		<pubDate>Mon, 13 Jul 2009 12:20:31 +0000</pubDate>
		<dc:creator>kevinlin</dc:creator>
				<category><![CDATA[Mac]]></category>
		<category><![CDATA[Rails]]></category>
		<category><![CDATA[rails mysql leopard xcode]]></category>

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		<description><![CDATA[其實本來用MAMP(apache+mysql)跟Locomotive(ruby,rails) 這樣是可以run的 但是我想要解決為什麼我的mysql跟rails就是連接有問題 上一篇似乎解決了安裝gem mysql但是&#8230; 還是有錯誤 上網找了一下 發現原來是XCode裝的Ruby搞的鬼 解決方法是給多點參數,然後rebuild一下gem的mysql 1. 先打mysql_config可以看到一些參數 lin-kevinde-macbook:music_library Kevin$ mysql_config Usage: /usr/local/mysql/bin/mysql_config [OPTIONS] Options: &#8211;cflags [-I/usr/local/mysql/include -g -Os -arch i386 -fno-common -D_P1003_1B_VISIBLE -DSIGNAL_WITH_VIO_CLOSE -DSIGNALS_DONT_BREAK_READ -DIGNORE_SIGHUP_SIGQUIT -DDONT_DECLARE_CXA_PURE_VIRTUAL] &#8211;include [-I/usr/local/mysql/include] &#8211;libs [-L/usr/local/mysql/lib -lmysqlclient -lz -lm -lmygcc] &#8211;libs_r [-L/usr/local/mysql/lib -lmysqlclient_r -lz -lm -lmygcc] &#8211;plugindir [/usr/local/mysql/lib/plugin] &#8211;socket [/tmp/mysql.sock] &#8211;port [0] &#8211;version [5.1.36] &#8211;libmysqld-libs [-L/usr/local/mysql/lib -lmysqld [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=kevincg.wordpress.com&amp;blog=849406&amp;post=459&amp;subd=kevincg&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>其實本來用MAMP(apache+mysql)跟Locomotive(ruby,rails)<br />
這樣是可以run的</p>
<p>但是我想要解決為什麼我的mysql跟rails就是連接有問題</p>
<p>上一篇似乎解決了安裝gem mysql但是&#8230;<br />
還是有錯誤</p>
<p>上網找了一下 發現原來是XCode裝的Ruby搞的鬼</p>
<p>解決方法是給多點參數,然後rebuild一下gem的mysql</p>
<p>1. 先打mysql_config可以看到一些參數<br />
lin-kevinde-macbook:music_library Kevin$ mysql_config<br />
Usage: /usr/local/mysql/bin/mysql_config [OPTIONS]<br />
Options:<br />
&#8211;cflags         [-I/usr/local/mysql/include  -g -Os -arch i386 -fno-common   -D_P1003_1B_VISIBLE -DSIGNAL_WITH_VIO_CLOSE -DSIGNALS_DONT_BREAK_READ -DIGNORE_SIGHUP_SIGQUIT  -DDONT_DECLARE_CXA_PURE_VIRTUAL]<br />
&#8211;include        [-I/usr/local/mysql/include]<br />
&#8211;libs           [-L/usr/local/mysql/lib -lmysqlclient -lz -lm     -lmygcc]<br />
&#8211;libs_r         [-L/usr/local/mysql/lib -lmysqlclient_r -lz -lm     -lmygcc]<br />
&#8211;plugindir      [/usr/local/mysql/lib/plugin]<br />
&#8211;socket         [/tmp/mysql.sock]<br />
&#8211;port           [0]<br />
&#8211;version        [5.1.36]<br />
&#8211;libmysqld-libs [-L/usr/local/mysql/lib -lmysqld -ldl  -lz -lm       -lmygcc]</p>
<p>2. 把cflags的都複製起來，放到ARCHFLAGS裡<br />
sudo env ARCHFLAGS=』-g -Os -arch i386 -fno-common   -D_P1003_1B_VISIBLE -DSIGNAL_WITH_VIO_CLOSE -DSIGNALS_DONT_BREAK_READ -DIGNORE_SIGHUP_SIGQUIT  -DDONT_DECLARE_CXA_PURE_VIRTUAL』 gem install mysql &#8212; &#8211;with-mysql-config=/usr/local/mysql/bin/mysql_config</p>
<p>3.然後去/Library/Ruby/Gems/1.8/gems/mysql-*/<br />
再打下面這堆<br />
sudo env ARCHFLAGS=』-g -Os -arch i386 -fno-common   -D_P1003_1B_VISIBLE -DSIGNAL_WITH_VIO_CLOSE -DSIGNALS_DONT_BREAK_READ -DIGNORE_SIGHUP_SIGQUIT  -DDONT_DECLARE_CXA_PURE_VIRTUAL』 ruby extconf.rb &#8211;with-mysql-include=/usr/local/mysql/include &#8211;with-mysql-lib=/usr/local/mysql/lib &#8211;with-mysql-dir=/usr/local/mysql &#8211;with-mysql-config=/usr/local/mysql/bin/mysql_config</p>
<p>4. 接著就<br />
make<br />
make install 就成功了</p>
<p>參考 http://cho.hapgoods.com/wordpress/?p=158</p>
<p>ps.其實我本來是裝64bit的mysql照著這樣的步驟都不能成功，改裝32bit的mysql就成功了,真奇怪</p>
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			<media:title type="html">kevinlin</media:title>
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		<title>finally work</title>
		<link>http://kevincg.wordpress.com/2009/07/13/finally-work/</link>
		<comments>http://kevincg.wordpress.com/2009/07/13/finally-work/#comments</comments>
		<pubDate>Mon, 13 Jul 2009 08:35:01 +0000</pubDate>
		<dc:creator>kevinlin</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[RoR mysql]]></category>

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		<description><![CDATA[Ror in mac connect to mysql #gem install mysql — —with-mysql-config=/usr/local/mysql/bin/mysql_config<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=kevincg.wordpress.com&amp;blog=849406&amp;post=458&amp;subd=kevincg&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Ror in mac connect to mysql</p>
<p>#gem install mysql — —with-mysql-config=/usr/local/mysql/bin/mysql_config</p>
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			<media:title type="html">kevinlin</media:title>
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		<title>C++ 仿函数(functor)</title>
		<link>http://kevincg.wordpress.com/2009/06/04/c-%e4%bb%bf%e5%87%bd%e6%95%b0functor/</link>
		<comments>http://kevincg.wordpress.com/2009/06/04/c-%e4%bb%bf%e5%87%bd%e6%95%b0functor/#comments</comments>
		<pubDate>Thu, 04 Jun 2009 09:07:34 +0000</pubDate>
		<dc:creator>kevinlin</dc:creator>
				<category><![CDATA[VC++/C++/C]]></category>

		<guid isPermaLink="false">http://kevincg.wordpress.com/?p=455</guid>
		<description><![CDATA[仿函數跟callback函數很類似，但是有本質上的不太一樣 仿函數似乎就是把Struct或Class假裝成一個函式的樣子。 舉個例，有這樣的一個struct struct test {        int a;        int b; } 有個sort排列要求按a的大小來排，就是 struct sortfunction { bool operator()( const test &#38;ta, const test &#38;tb ) {return ta.a &#60; tb.a; } } 接著就能這樣使用了 std::vector&#60;test &#62; v; std:: sort( v.begin(), v.end(), sortfunction() ) 為什麼不把sortfunction直接寫成一個Function就好，也是可以，但是以類或者結構來處理可以得到更多彈性。 仿函數(functor)的優點 如果可以用仿函數實現，那麼你應該用仿函數，而不要用CallBack。原因在於： 仿函數可以不帶痕跡地傳遞上下文參數。而CallBack技術通常使用一個額外的void*參數傳遞。這也是多數人認為CallBack技術醜陋的原因。 更好的性能。 仿函數技術可以獲得更好的性能，這點直觀來講比較難以理解。你可能說，CallBack函數都寫成inline了，怎麼會性能比仿函數差？我們這裡來分析下。我們假設某個函數func（例如上面的std::sort）調用中傳遞了一個CallBack函數，那麼可以分為兩種情況： func是inline函數，並且比較簡單，func呼叫最後被展開了，那麼其中對CallBack函數的呼叫也成為一普通函數呼叫（而不是通過函數指標的間接呼叫），並且如果這個CallBack函數很簡單，那麼也可能同時被展開。在這種情形下，CallBack函數與仿函數性能相同。 func是非inline函數的話，或者比較複雜而無法展開（例如上面的std::sort，我們知道它是快速排序，函數因為存在遞回而無法展開）。此時CallBack函數作為一個函數指標傳入，他的程式碼也是無法被展開。而仿函數則不同。雖然func本身複雜不能展開，但是func函數中對仿函數的呼叫是編譯器編譯期間就可以確定並進行inline展開的。因此在這種情形下，仿函數比之於CallBack函數，有著更好的性能。並且，這種性能優勢有時是一種無可比擬的優勢（對於std::sort就是如此，因為元素比較的次數非常巨大，是否可以進行inline展開導致了一種雪崩效應）。 仿函數(functor)不能做的？ 話又說回來了，仿函數並不能完全取代CallBack函數所有的應用場合。例如，我在std::AutoFreeAlloc中使用了CallBack函數，而不是仿函數，這是因為AutoFreeAlloc要容納異質的解構函數，而不是只支持某一種類的解構。這和模板（template）不能在同一個容器中支持異質類型，是一樣的。<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=kevincg.wordpress.com&amp;blog=849406&amp;post=455&amp;subd=kevincg&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>仿函數跟callback函數很類似，但是有本質上的不太一樣</p>
<p>仿函數似乎就是把Struct或Class假裝成一個函式的樣子。</p>
<p>舉個例，有這樣的一個struct<br />
struct test<br />
{<br />
       int a;<br />
       int b;<br />
}</p>
<p>有個sort排列要求按a的大小來排，就是<br />
struct sortfunction<br />
{<br />
bool operator()( const test &amp;ta, const test &amp;tb )<br />
{return ta.a &lt; tb.a; }<br />
}</p>
<p>接著就能這樣使用了<br />
std::vector&lt;test &gt; v;<br />
std:: sort( v.begin(), v.end(), sortfunction() )</p>
<p>為什麼不把sortfunction直接寫成一個Function就好，也是可以，但是以類或者結構來處理可以得到更多彈性。</p>
<h1>仿函數(functor)的優點</h1>
<p>如果可以用仿函數實現，那麼你應該用仿函數，而不要用CallBack。原因在於：</p>
<ul>
<li>仿函數可以不帶痕跡地傳遞上下文參數。而CallBack技術通常使用一個額外的void*參數傳遞。這也是多數人認為CallBack技術醜陋的原因。</li>
<li>更好的性能。</li>
</ul>
<p>仿函數技術可以獲得更好的性能，這點直觀來講比較難以理解。你可能說，CallBack函數都寫成inline了，怎麼會性能比仿函數差？我們這裡來分析下。我們假設某個函數func（例如上面的std::sort）調用中傳遞了一個CallBack函數，那麼可以分為兩種情況：</p>
<ul>
<li>func是inline函數，並且比較簡單，func呼叫最後被展開了，那麼其中對CallBack函數的呼叫也成為一普通函數呼叫（而不是通過函數指標的間接呼叫），並且如果這個CallBack函數很簡單，那麼也可能同時被展開。在這種情形下，CallBack函數與仿函數性能相同。</li>
<li>func是非inline函數的話，或者比較複雜而無法展開（例如上面的std::sort，我們知道它是快速排序，函數因為存在遞回而無法展開）。此時CallBack函數作為一個函數指標傳入，他的程式碼也是無法被展開。而仿函數則不同。雖然func本身複雜不能展開，但是func函數中對仿函數的呼叫是編譯器編譯期間就可以確定並進行inline展開的。因此在這種情形下，仿函數比之於CallBack函數，有著更好的性能。並且，這種性能優勢有時是一種無可比擬的優勢（對於std::sort就是如此，因為元素比較的次數非常巨大，是否可以進行inline展開導致了一種雪崩效應）。</li>
</ul>
<h1>仿函數(functor)不能做的？</h1>
<p>話又說回來了，仿函數並不能完全取代CallBack函數所有的應用場合。例如，我在<a href="http://www.winxgui.cn/blog/?page_id=41">std::AutoFreeAlloc</a>中使用了CallBack函數，而不是仿函數，這是因為AutoFreeAlloc要容納異質的解構函數，而不是只支持某一種類的解構。這和模板（template）不能在同一個容器中支持異質類型，是一樣的。</p>
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		<title>Wii&#8217;s Usb Loader</title>
		<link>http://kevincg.wordpress.com/2009/04/20/wiis-usb-loader/</link>
		<comments>http://kevincg.wordpress.com/2009/04/20/wiis-usb-loader/#comments</comments>
		<pubDate>Mon, 20 Apr 2009 08:43:10 +0000</pubDate>
		<dc:creator>kevinlin</dc:creator>
				<category><![CDATA[Wii]]></category>

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		<description><![CDATA[usb loader目前最新版是1.5 作者有提供原始碼，所以可以做的事情很多。 用devkitPro就可以編譯了 還有人作出可以用金手指的usb loader出來，各式各樣琳瑯滿目， link http://www.teknoconsolas.es/blog/wan&#8230;usb-loader-v15 Description: SD / USB Loader is an application for the Nintendo Wii that allows you to install and load your backups from a USB storage device or SD / SDHC. Changelog: - Fixed bug when installing games on partitions larger than 512GB. - Fixed bug when mounting [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=kevincg.wordpress.com&amp;blog=849406&amp;post=453&amp;subd=kevincg&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>usb loader目前最新版是1.5</p>
<p>作者有提供原始碼，所以可以做的事情很多。 用devkitPro就可以編譯了</p>
<p>還有人作出可以用金手指的usb loader出來，各式各樣琳瑯滿目，</p>
<p>link<br />
<a href="http://www.teknoconsolas.es/blog/wan...usb-loader-v15" target="_blank">http://www.teknoconsolas.es/blog/wan&#8230;usb-loader-v15</a></p>
<p>Description:</p>
<p>SD / USB Loader is an application for the Nintendo Wii that allows you to install and load your backups from a USB storage device or SD / SDHC.</p>
<p>Changelog:</p>
<p>- Fixed bug when installing games on partitions larger than 512GB.<br />
- Fixed bug when mounting the devices.<br />
- Fixed bug which prevented loading Excite Truck (the game can not be loaded from SD because the game needs to access the music).<br />
- Improved speed of installation.<br />
- Update partitions / channels / VC is not ignored in future installations (in previous versions were copied but the partitions are removed from the partition table and therefore no longer exist).<br />
- Arrangements and various optimizations.</p>
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			<media:title type="html">kevinlin</media:title>
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		<title>製作WII遊戲頻道</title>
		<link>http://kevincg.wordpress.com/2009/04/20/%e8%a3%bd%e4%bd%9cwii%e9%81%8a%e6%88%b2%e9%a0%bb%e9%81%93/</link>
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		<pubDate>Mon, 20 Apr 2009 04:19:11 +0000</pubDate>
		<dc:creator>kevinlin</dc:creator>
				<category><![CDATA[Wii]]></category>

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		<description><![CDATA[上一篇使用usb loader玩遊戲，已經很方便了，不過每次都要進去usb loader然後再選擇要執行哪一個遊戲，是有一點麻煩 所以現在介紹，用WII頻道直接玩遊戲，安裝完開機後的畫面會長下面這樣，只要直接點看要玩哪一種遊戲就可以直接進入遊戲 所需軟體：      1、trucha      2、編譯過的USB-Loader dol文件      3、16進位編輯器軟體一份      4、wad打包軟體、最小的wad包和vc injector軟體       5、WII安裝wad軟體（如CFM、WM等） 步驟: 1.使用trucha提取出遊戲光碟或ISO中的opening.bnr及遊戲的專屬ID 上圖紅色圈圈起來的兩個地方RBME5G就是ID ，然後在opening.bnr按右鍵就能儲存到硬碟中 2.用16進位軟體打開usb_loader_channel的BOOT.dol，我是直接搜尋 wii 這個單字，找到如下圖 會看到如上圈起來的地方有RMCP01字樣，把它改成剛剛第一步得到的RBME5G，然後存檔 3.把剛剛的opening.bnr和boot.dol複製到wadtools資料夾裡面，再點擊』遊戲頻道製作.BAT』，有個選項就選3，還有個選項要你打4個字母(必須大寫），前面3位隨便，後面一位要以E或J結尾(注意你做的每個遊戲這四個字母必須不一樣，不然每次安裝wad都會被覆蓋)，最後會產生一個title.wad。 4.複製title.wad(可以重新命名)到SD卡裡面，用CFM或WM將他安裝進WII，就完成了。 我把所需的檔案都傳到便當狗去 http://www.badongo.com/file/14545138<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=kevincg.wordpress.com&amp;blog=849406&amp;post=443&amp;subd=kevincg&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>上一篇使用usb loader玩遊戲，已經很方便了，不過每次都要進去usb loader然後再選擇要執行哪一個遊戲，是有一點麻煩</p>
<p>所以現在介紹，用WII頻道直接玩遊戲，安裝完開機後的畫面會長下面這樣，只要直接點看要玩哪一種遊戲就可以直接進入遊戲</p>
<div id="attachment_447" class="wp-caption alignnone" style="width: 490px"><img class="size-full wp-image-447" title="20090406_73bec838d570015c501dycuyyi05ivmv" src="http://kevincg.files.wordpress.com/2009/04/20090406_73bec838d570015c501dycuyyi05ivmv.jpg?w=480&#038;h=261" alt="wii畫面" width="480" height="261" /><p class="wp-caption-text">wii畫面</p></div>
<p><span style="color:#ff6600;">所需軟體：<br />
     1、trucha<br />
     2、編譯過的<span class="t_tag">USB</span>-<span class="t_tag">Loader</span> dol文件<br />
     3、16進位編輯器軟體一份<br />
     4、wad打包軟體、最小的wad包和vc injector軟體 <br />
     5、WII安裝wad軟體（如CFM、WM等）</span><br />
步驟:</p>
<p>1.使用trucha提取出遊戲光碟或ISO中的opening.bnr及遊戲的專屬ID</p>
<div id="attachment_448" class="wp-caption alignnone" style="width: 490px"><img class="size-full wp-image-448" title="trucha" src="http://kevincg.files.wordpress.com/2009/04/trucha.jpg?w=480&#038;h=275" alt="提取ID跟opening.bnr" width="480" height="275" /><p class="wp-caption-text">提取ID跟opening.bnr</p></div>
<p>上圖紅色圈圈起來的兩個地方RBME5G就是ID ，然後在opening.bnr按右鍵就能儲存到硬碟中</p>
<p>2.用16進位軟體打開usb_loader_channel的BOOT.dol，我是直接搜尋 wii 這個單字，找到如下圖</p>
<div id="attachment_449" class="wp-caption alignnone" style="width: 490px"><img class="size-full wp-image-449" title="modify_boot" src="http://kevincg.files.wordpress.com/2009/04/modify_boot.jpg?w=480&#038;h=352" alt="搜尋WII，找到下面像ID的6個英數的字碼" width="480" height="352" /><p class="wp-caption-text">搜尋WII，找到下面像ID的6個英數的字碼</p></div>
<p>會看到如上圈起來的地方有RMCP01字樣，把它改成剛剛第一步得到的RBME5G，然後存檔</p>
<p>3.把剛剛的opening.bnr和boot.dol複製到wadtools資料夾裡面，再點擊』遊戲頻道製作.BAT』，有個選項就選3，還有個選項要你打4個字母(必須大寫），前面3位隨便，後面一位要以E或J結尾(注意你做的每個遊戲這四個字母必須不一樣，不然每次安裝wad都會被覆蓋)，最後會產生一個title.wad。<br />
4.複製title.wad(可以重新命名)到SD卡裡面，用CFM或WM將他安裝進WII，就完成了。</p>
<p>我把所需的檔案都傳到便當狗去<br />
<a href="http://www.badongo.com/file/14545138">http://www.badongo.com/file/14545138</a></p>
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