I have a project that contains several submodules, that communicate using some objects that are serialized by one process and then deserialized by another process and used at this other point. So these objects need to contain logic for usage in the first process, in the second process as well as serialization and deserialization logic. To simplify building the project each process first builds
我有一个包含多个子模块的项目,这些子模块使用一些对象进行通信,这些对象由一个进程序列化,然后由另一个进程反序列化,并在另一个点使用。 因此这些对象需要包含第一个进程中的使用逻辑,第二个进程中的使用逻辑以及序列化和反序列化逻辑。 为了简化构建项目,每个过程首先构建一个库,然后与该库链接(使用专门的主库)来构建实际的过程。 所有处理通信的部分(即所有交叉对象)也包含在其他更通用的库中。 现在问题是
My multithread application (C++, SunOS) is dynamically linked with shared libraries. There are several threads in the program, some of them are from the libraries. One of such threads calls exit() and it results in generating core dump from another thread in shared library: (dbx) where [1] 0x0(0xbeee0b30, 0x0, 0x0, 0x1c00, 0x1, 0xbeee0b50), at 0x0 [2] STLCollectionWrapper<std::vector<
我的多线程应用程序(C ++,SunOS)与共享库动态链接。 程序中有几个线程,其中一些来自库。 其中一个线程调用exit() ,它会从共享库中的另一个线程生成核心转储: (dbx) where [1] 0x0(0xbeee0b30, 0x0, 0x0, 0x1c00, 0x1, 0xbeee0b50), at 0x0 [2] STLCollectionWrapper<std::vector<SM_Timer*,std::allocator<SM_Timer*> > >::empty(0xbeee0b30, 0x0, 0x0, 0x1c00, 0xbca12200, 0x0), at 0xbee0469
I have two use cases. A. I want to synchronise access by two threads to a queue. B. I want to synchronise access by two threads to a queue and use a condition variable because one of the threads will wait on content to be stored into the queue by the other thread. For use case AI see code example using std::lock_guard<> . For use case BI see code example using std::unique_lock<>
我有两个用例。 答:我想通过两个线程同步访问队列。 B.我想将两个线程的访问同步到一个队列中,并使用一个条件变量,因为其中一个线程将等待内容被另一个线程存储到队列中。 对于用例AI,请参阅使用std::lock_guard<>代码示例。 对于用例BI,请参阅使用std::unique_lock<>代码示例。 两者之间有什么区别,哪一个应该在哪个用例中使用? 区别在于你可以锁定和解锁std::unique_lock 。 std::lock_guard只
The common example for C++11 range-based for() loops is always something simple like this: std::vector<int> numbers = { 1, 2, 3, 4, 5, 6, 7 }; for ( auto xyz : numbers ) { std::cout << xyz << std::endl; } In which case xyz is an int . But, what happens when we have something like a map? What is the type of the variable in this example: std::map< foo, bar > testin
()循环的C ++ 11基于范围的常见示例总是如此简单: std::vector<int> numbers = { 1, 2, 3, 4, 5, 6, 7 }; for ( auto xyz : numbers ) { std::cout << xyz << std::endl; } 在这种情况下, xyz是一个int 。 但是,当我们有像地图一样的东西时会发生什么? 这个例子中变量的类型是什么: std::map< foo, bar > testing = { /*...blah...*/ }; for ( auto abc : testing ) { std::cout &l
What is the right way of initializing a static map? Do we need a static function that will initialize it? Using C++11: #include <map> using namespace std; map<int, char> m = {{1, 'a'}, {3, 'b'}, {5, 'c'}, {7, 'd'}}; Using Boost.Assign: #include <map> #include "boost/assign.hpp" using namespace std; using namespace boost::assign; map<int, char> m = map_list_of (1, '
什么是初始化静态地图的正确方法? 我们需要一个静态函数来初始化它吗? 使用C ++ 11: #include <map> using namespace std; map<int, char> m = {{1, 'a'}, {3, 'b'}, {5, 'c'}, {7, 'd'}}; 使用Boost.Assign: #include <map> #include "boost/assign.hpp" using namespace std; using namespace boost::assign; map<int, char> m = map_list_of (1, 'a') (3, 'b') (5, 'c') (7, 'd'); 最好的
There's tons of lists of 3D graphics engines out there, but my needs are a little restrictive and I can't decide on one by myself. I'm about to start working on a fairly simple ( C++ ) game that simulates realistically the motion of a spacecraft in the solar system. As you might guess, the graphics needed are very basic : The planets are just spheres with textures; The spacecra
有很多3D图形引擎的列表,但我的需求有一点限制,我不能自己决定。 我即将开始研究一个相当简单的( C ++ )游戏,它真实地模拟太阳系中航天器的运动。 您可能会猜到, 所需的图形非常基本 : 行星只是具有纹理的球体; 航天器几乎没有运动部件(只有旋转和平移); 我可能需要一些照明/动画效果才能使它更漂亮。 Celestia在美学上非常接近我的想法。 现在,问题是,到目前为止,我只用C ++进行科学模拟,而且在图形
Is there any way to inject x86 DLL from the WOW64 process to the x64 process? I know that according to MSDN it is not normally possible: On 64-bit Windows, a 64-bit process cannot load a 32-bit dynamic-link library (DLL). Additionally, a 32-bit process cannot load a 64-bit DLL but I've found the following code in the Metasploit's repository and wondered how to use it in my project:
有没有办法将x86 DLL从WOW64进程注入到x64进程? 我知道,根据MSDN,它通常不可能: 在64位Windows上,64位进程无法加载32位动态链接库(DLL)。 此外,32位进程无法加载64位DLL 但是我在Metasploit的仓库中找到了下面的代码,并想知道如何在我的项目中使用它: /* * Attempt to gain code execution in a native x64 process from a wow64 process by transitioning out of the wow64 (x86) * enviroment into a native
I have a DLL I inject into other processes using SetWindowsHookEx . Inside the DLL I increment the module's reference counter by calling GetModuleHandleEx so I can control when the module is unloaded. At this point the module reference count "should be" 2 from both of those API calls. When the calling process shuts down, it calls UnhookWindowsHookEx , decrementing the reference
我有一个使用SetWindowsHookEx注入其他进程的DLL。 在DLL内部,我通过调用GetModuleHandleEx增加模块的引用计数器,以便控制何时卸载模块。 此时,来自这两个API调用的模块引用计数“应该是2”。 当调用进程关闭时,它调用UnhookWindowsHookEx ,将引用计数递减为UnhookWindowsHookEx有一个线程等待几件事,其中一个是调用SetWindowsHookEx的进程的句柄。 当进程消失时,DLL会进行一些清理,终止所有线程,清理内存并处理,然
The problem was that the DLL which contains PR_Write() is called not npsr4.dll, but nss3.dll and hooks couldn't find GetProcAddress() from non-existing library. I'm trying to create Firefox hook, which collects data from the PR_Write() Firefox method (it is located in nspr4.dll). I googled much and tried many ways to do that, but unfortunately when I inject the hook, Firefox crashes.
问题是包含PR_Write()的DLL被称为不是npsr4.dll,但是nss3.dll和挂钩无法从不存在的库中找到GetProcAddress()。 我试图创建Firefox钩子,它从PR_Write()Firefox方法(它位于nspr4.dll)中收集数据。 我搜索了很多,并尝试了很多方法来做到这一点,但不幸的是,当我注入钩子时,Firefox崩溃了。 首先,我试图不使用DLL,使用这种方法http://redkiing.wordpress.com/2012/04/30/firefox-formgrabber-iii-code-injection
I have a program (NWShader) which hooks into a second program's OpenGL calls (NWN) to do post-processing effects and whatnot. NWShader was originally built for Windows, generally modern versions (win32), and uses both DLL exports (to get Windows to load it and grab some OpenGL functions) and Detours (to hook into other functions). I'm using the trick where Win will look in the current
我有一个程序(NWShader),它挂钩到第二个程序的OpenGL调用(NWN)中,以执行后期处理效果以及什么。 NWShader最初是为Windows构建的,通常是现代版本(win32),同时使用DLL导出(让Windows加载它并获取一些OpenGL函数)和Detours(挂钩到其他函数)。 我使用的技巧是,在检查sysdir之前,Win会在当前目录中查找任何DLL,因此会加载我的。 我使用这个方法重定向的DLL: #pragma comment(linker, "/export:oldFunc=nwshader