As we all know, UE does not provide a common container for priority queues. But there are some heap functions in TArray that can implement priority queue operations. A simple encapsulation is provided here, in which the smaller the Priority value, the higher the priority. template class TRFurPriorityQueue { public: FORCEINLINE TRFurPriorityQueue() = default;
Directory 1 Change the source 2 Install dependent packages 3 Process install.sh4 Install 5 Start the honeypot Domestic reasons: Github connection is extremely stuck. The virtual machine has been installed five or six times without success. I finally succeeded this morning and wrote this tutorial with emotion. Environment: Debian 10 Equipment: Huawei ECS 2-core 8G 50M Traffic accounting VNC console installation T-Pot project link source change Linux one-click source change bash <(curl -sSL https ://gitee.com/SuperManito/LinuxMirrors/raw/main/ChangeMirrors.sh) apt
Table of contents 1 Principles of locking 1.1 Rule 10.1 When multi-threaded processes access shared resources in parallel, they must be protected by locking 1.2 Rule 10.2 The lock has a single responsibility 1.3 Rule 10.3 Keep the lock scope as small as possible and only lock the corresponding resource operation code 1.4 Rule 10.4 Avoid nested locks If locking is necessary, be sure to ensure that the locking order in different places is the same 1.5 Recommendation 10.1 Use your own system to ensure mutual exclusion for inter-process communication 1.6 Recommendation 10.2 Try to use only local variables and function parameters for reentrant functions and use less global variables and static variables 1.7 Recommendation 10.3 Avoid calling functions during locks. If you must call a function, make sure it does not cause a deadlock. 1.8 Recommendation 10.4
Jump to the question with one click Question description There are $n$ tasks that need to be processed on the machine, and they form a sequence. The tasks are numbered $1$ to $n$, so the sequence is arranged as $1, 2, 3 \cdots n$. These $n$ tasks are divided into several batches, and each batch contains several adjacent tasks. Starting from time $0$, these tasks are processed in batches, and the time required to complete the ii-th task alone is $T_i$. Before each batch of tasks starts, the machine needs to start up time $s$, and the time required to complete this batch of tasks is the sum of the time required for each task. Note that the same batch of tasks will be completed at the same time. The cost of each task is its completion time multiplied by a fee
Table of Contents 1 Research Background 2 Research Content 2.1 Framework Design 2.2 Implementation Methods and Steps 2.3 Problems and Solutions 2.4 Project Innovation Points 3 Research Results 3.1 Core Code 3.2 Physical Display 3.3 Conclusion 4 References This article is used as a research study report during the summer vacation Don't take it seriously Abstract This article gives an implementation of the naive Marching Cubes algorithm voxel mesh in Unreal Engine 4, demonstrating the feasibility of the algorithm by generating a sphere with a "smooth" surface. Keywords MarchingCubes UnrealEngine Grid reconstruction game development research background "Minec
Table of Contents 1 Research Background 2 Research Content 2.1 Framework Design 2.2 Implementation Methods and Steps 2.3 Problems and Solutions 2.4 Project Innovation Points 3 Research Results 3.1 Physical Display 3.2 Results Analysis 3.3 Conclusion 4 References This article is used as a research study report during the summer vacation Abstract This article gives a simple construction model of a network threat capture and deception system based on HFish, and uses this system to capture some of the network attacks on the Internet today. Through simple organization and analysis of these data, it reveals the potential threats in the network. threaten. Keywords Network security Hacker attack Network attack and defense Password deciphering Research background As the owner of a small personal website, you may not feel that you
Catalog 1 UMaterialExpression2 UMaterialExpressionSphereMask2.1 Input and output pin definition 2.2 Parameter default definition 2.3 Compile function implementation 3 Class and function engine: UE4.26.2 build version The cause of the matter is that when writing the voxel builder, I wanted to generate a ball, so I thought of Copy the material's SphereMask node. Here we take the SphereMask node as an example to analyze the definition of the material blueprint node. The C++ parent class of UMaterialExpression material node is UMaterialExpression, defined in Ma
The problem is that after upgrading from UE4.24 to UE4.26, I want to package Android. I delete the previous NDK and then install the new NDK according to the instructions on the official website. When packaging, it prompts that the packaging fails. The key content of the Log is as follows. UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): ====2021-08-09 14:35:59====PERFORMING FINAL APK PACKAGE OPERATION=====-armv7==== ================================
Contents 1 Basic information 2 Hardware connection diagram 3 Software block diagram 3.1 Car 3.2 Control terminal 4 Software flow chart 4.1 Car speed measurement and counting thread 4.2 Car ultrasonic thread 4.3 Car motor thread 4.4 Car image acquisition thread 4.5 Car UDP thread 4.6 Control end 5 Implementation process 6 Key Code 7 Innovation Point 8 Market Prospect 9 Product Display This is the homework for the 2021 Shandong University Future Science Camp (Summer) - Artificial Intelligence and Invention to Create the Future Science Camp, so just take a look. Basic information name: Remote Intelligent Room Patrol Alarm Robot Solve Home/Room There is no one for a long time, but there are equipment operations or other needs that require remote monitoring. Convenient for remote
Suppose we have a structure with the USTRUCT macro, and we want to be able to make or break in our own way in the blueprint. This requirement is usually because we use members in the structure that do not support reflection in C++. USTRUCT(BlueprintType, Meta = (HasNativeMake, HasNativeBreak)) struct FMeshVertex { GENERATED_BODY() UPROPERTY(EditAnywhere) FVector Position; UPROPERTY(EditAnyw
Establish Battlefield Control, Stand By — Battlefield control is established, please wait. Battle Control Online — Battle Control Online. Incoming Transmission — Signal input. New Objective Received — A new objective was received. Objective Complete — The task objective is completed. Mission Accomplished — Mission accomplished. Missi
Lengyel-VoxelTerrain.pdf
ParallelFor is UE's built-in For loop that supports multi-threaded parallel processing tasks and is quite commonly used in rendering systems. Calling method function signature void ParallelFor(int32 Num, TFunctionRef Body, bool bForceSingleThread, bool bPumpRenderingThread = false); void ParallelFor(int32 Num, TFunctionRef
UFUNCTION() virtual void FunctionName(…) PURE_VIRTUAL(ClassName::FunctionName, … );
CornerCoordOffset[8] – represents the mapping of vertex index to vertex space position. For example, CornerCoordOffset[0] = (0,0,0) means that the position of vertex -0 is (0,0,0). Triangulation[256][5][3] – represents triangle splitting. The triangle can be split by vertex status (through bit mask) to obtain the edge index corresponding to the triangle, such as Triangulation[2][0][0] = 0 Indicates that the first vertex of the first triangle is on edge -1 while vertex -0 is "inside" and the rest of the vertices are "outside".
Vertices = { { -50.0f, -50.0f, -50.0f }, { 50.0f, -50.0f, -50.0f }, { 50.0f, 50.0f, -50.0f }, { 50.0f, 50.0f, - 50.0f }, { -50.0f, 50.0f, -50.0f }, { -50.0f, -50.0f, -50.0f }, { -50.0f, -50.0f, 50.0f }, { 50.0f, -50.0 f, 50.0f }, { 50.0f, 50.0f, 50.0f
Contents 1 Syntax 1.1 Class 2 Define class 3 Define class members 3.1 Return values 3.2 Generic types 3.3 Modification 4 Define relationships 4.1 Cardinality of relationships 5 Class annotations 6 Comments are based on the Mermaid class diagram specification: Mermaid: Class diagrams "In software engineering, A class diagram in Unified Modeling Language (UML) is a static structural diagram that describes the structure of a system by showing the classes in the system and their properties and operations (or methods) plus the relationships between the classes.” Wikipedia class diagrams are the primary building blocks of object-oriented modeling. It can be used for conceptual modeling of the general structure of an application, as well as detailed construction of the model into programming language code.
InsideUE4 – Unreal C++ basics, GamePlay architecture. Hand-roll Unreal Engine – disassemble the Unreal engine source code and share some cool operations. Analyze the Unreal rendering system – Unreal rendering system, rendering pipeline, and multi-threading. C# and Shader Tutorials for the Unity Engine – Unity C# and shader system tutorials. GAMES series of courses – graphics, model reconstruction, physics engine and game engine.
Catalog 1 Class Diagram 1.1 UStaticMesh Class Diagram 1.2 UStaticMeshComponent Class Diagram 2 Process 2.1 Dynamic Construction Process 2.2 Grid Application Process 2.3 Rendering Integration Process Engine: UE4.26.2 build version StaticMesh, referred to as SM, represents the static mesh in the engine. In the new version In the engine, SM is also allowed to be built at runtime. Rendering an SM requires the support of SMC. SMC uses static/dynamic rendering paths. When allowed, static rendering paths are used first and all rendering commands are cached. Class diagram UStaticMesh class diagram cla
Catalog 1 Class Structure 1.1 Game Class Diagram 1.2 Renderer Class Diagram 1.3 Introduction 2 Process 2.1 Segmentation Creation Process 2.2 Rendering Integration Process 2.3 Collision Construction Process 2.4 Segmentation Update Process Engine: UE4.26.2 build version ProceduralMeshComponent, referred to as PMC, provides a programmatic The mesh component can make renderable meshes from custom triangles, use dynamic rendering paths, and collect rendering data at each frame without any data caching. Class Structure Game Class Diagram classDiagram Interface_CollisionDataProvider <|..
Multiplayer online chicken game. Multiplayer online jump battle. Multiplayer online bumper battle. Multiplayer online territory battle. Multiplayer online starburst battle. Multiplayer online alley battle. Multiplayer online pendulum battle. Multiplayer online. Online strategy battle. Multiplayer online pirate battle. Multiplayer online animal battle. Multiplayer online battleship battle. Multiplayer online physics battle. Multiplayer online zombie battle. Multiplayer online vegetable chopping battle. Multiplayer online car racing battle. Multiplayer online battle. Enclosure Battle Multiplayer Online Tank Battle Multiplayer Online Crash Battle Multiplayer Online Crash Battle Multiplayer Online Clash Battle Multiplayer Online Elimination Battle Multiplayer Online Air Combat Multiplayer Online Ax Battle Multiplayer Online Tank Big Battle Multiplayer Online Snake Battle
As we all know, UE4 prohibits RTTI, which results in incomplete support for dynamic_cast, which means that conversion from base class to subclass is not supported. However, when reading the TSoftObjectPtr (SoftObjectPtr.h) code, I saw: /** * Dereference the soft pointer. * * @return nullptr if this object is gone or the lazy pointer was null, otherwise a valid UObject point
Start logging status to file stat startfile Stop logging status to file stat stopfile Convenient scope timer can be used directly QUICK_SCOPE_CYCLE_COUNTER(STAT_ClassName_FunctionName); Declare status group DECLARE_STATS_GROUP(TEXT("Group Name"), STATGROUP_GroupName, STATCAT_Advanced); Declare counter DECLARE_DWORD_ACCUMULATOR_S
Table of Contents 1 Achievements 1.0.1 Rendering 1.0.2 Code 1.0.2.1 Texture2DArrayWrapper.h1.0.2.2 Texture2DArrayWrapper.cpp2 Principle Analysis 2.0.1 FTexturePlatformData [Texture.h]2.0.2 FTexture2DMipMap [Texture.h]2.0.3 GPixelFormats [ RHI.h]2.0.4 Texture construction basic process result engine version 4.26.2 implements a UTexture2DArray wrapper. support
N North X+ S South X- E East Y+ W West Y- T Up Z+ B Down Z-
Performance Assertion failed: !FPaths::IsRelative(Dir) [File:/Engine/Source/Runtime/Projects/Private/ProjectDescriptor.cpp] [Line: 337] ../../../UGCExample/../RemappedPlugins / is not an absolute path. The solution is to modify line 143 of ProjectDescriptor.cpp: // If this is a pa
In order to prevent ICP information from being hard-coded, when I tried to modify the theme PHP code, I found that the theme comes with a bottom social menu, but the social menu will replace the menu items with images. This operation is completely done through CSS code, so you only need to customize it. Add the following CSS code to CSS to overwrite it. This code restores text display by resetting the social area's li a label settings. .social-menu li a { all: revert; all: unset; } .social-menu { display: -webkit-box; display: -ms-flexbox;
Portal
Luogu P4781 problem solving formula inline int FastPow(int x, int y) { if (y == 1) return x; if (!y) return 1; int tmp = FastPow(x, y >> 1) % mod; return tmp * tmp % mod * (y & 1 ? x : 1) % mod; } inline void Lagrange() { go(i, 1, n, 1) { up = down = 1; go(j, 1,
Luogu P3834 tutorial video #pragma once #include #include #include #include #include #include #include #include #include #include&
void AsyncTask(ENamedThreads::Type Thread, TUniqueFunction Function); General task thread: ENamedThreads::AnyHiPriThreadNormalTask General callback thread: ENamedThreads::GameThread
PRAGMA_DISABLE_OPTIMIZATION // Code PRAGMA_ENABLE_OPTIMIZATION
Original portal FRunnable & FRunnableThread FRunnable provides the most primitive thread support, similar to std::Thread, although not as elegant, but has slightly more functions than std::Thread FRunnable - carries business logic + [f] Init: initialization, can Failure+[f] Run: The thread runs the function and returns the exit code+[f] Stop: Terminates the thread early+[f] Exit: Cleans up before exit+[f] GetSingleThreadInterface: The platform does not support it
Native plug-in Adblock Plus – Universal ad blocker Adblock for Youtube™ – Youtube ad blocker Dark Reader – Adaptive dark theme Proxy SwitchyOmega – Network proxy intelligent control Tampermonkey – Oil monkey plug-in supports User-Agent Switcher and Manager – Fake client information Violentmonkey – Oil Monkey plug-in supports YouT
lli fac[maxn]; // factorial lli inv[maxn]; // inverse element lli invf[maxn]; // factorial of inverse element inline void init() { fac[0] = 1; for (lli i = 1 ; i < maxn; ++i) fac[i] = fac[i – 1] * i % mod; inv[1] = 1; for (lli i = 2; i < maxn; ++i) inv[i ] = inv[mod % i] * (mod – mod / i)
struct fenwick_tree_t { lli n; vector tre; fenwick_tree_t(lli n) : n(n), tre(n + 1, 0) { } lli lowbit(lli x) { return x & -x; } void build(lli* arr) { for (lli i = 1; i <= n; ++i) upd(i, arr[i]); } void upd(lli i, lli x) { for (; i
lli gcd(lli x, lli y) { return y ? gcd(y, x % y) : x; }
Use Tarjan algorithm lli fa[maxn]; lli dfn[maxn]; lli low[maxn]; bool cut[maxn]; void tarjan(lli u) { dfn[u] = ++cnt; low[u] = dfn[ u]; lli child = 0; for (lli i = 0; i < mp[u].size(); ++i) { lli v = mp[u][i]; if (!dfn[v]) { ++child; fa[v] = u; tarjan(v);
std::chrono::system_clock::time_point bt = std::chrono::system_clock::now(); std::chrono::system_clock::time_point et = std::chrono::system_clock::now(); std::chrono::nanoseconds dt = std::chrono::duration_cast (et – bt
[Luogu] lli dsu[maxn]; lli dis[maxn]; lli num[maxn]; void init_dsu() { for (lli i = 0; i < maxn; ++i) dsu[i] = i; for (lli i = 0; i < maxn; ++i) dis[i] = 0; for (lli i = 0; i < maxn; ++i) num[i] = 1; } lli find_dsu(lli x) { if (dsu[x] == x) r
It is agreed that the edge storage method is a directed edge from the left to the right, and the left and right point numbers are the same. Hungarian algorithm lli mch[maxn]; lli vis[maxn]; bool dfs_hun(lli u, lli dfn) { if (vis[u ] == dfn) return false; vis[u] = dfn; for (lli i = head[u]; ~i; i = edge[i].nxt) { lli v = edge[i].v; if ( mch[v] == 0 || dfs_hun(mch[v], dfn)) { mc
The doubling idea is modified from doubling LCA lli mw[32][maxn]; lli fa[32][maxn]; lli dep[maxn]; void dfs_mw(lli u) { dep[u] = dep[fa[0][ u]] + 1; for (lli i = 1; (1 << i) <= dep[u]; ++i) fa[i][u] = fa[i – 1][fa[i – 1 ][u]]; for (lli i = 1; (1 << i) <= dep[u]; ++
lli n; lli arr[maxn]; lli lg[maxn]; lli st[maxn][32]; inline lli flg(lli x) { if (lg[x]) return lg[x]; lli tmp = x; lli res = 0; while (tmp) tmp >>= 1, ++res; return lg[x] = res – 1; } inline void init_st() { for (lli i = 1; i <= n; ++ i) st[
vector bucket(1000001); void bsort(vector & arr) { fill(bucket.begin(), bucket.end(), 0); for (int i = 0; i < arr.size(); ++i) ++bucket[arr[i]]; for (int i = 0, tot = 0; i < bucket.size(); ++i) for (int j = 1; j <= b
The property of the portal in the question: For all subtrees obtained after deleting the center of gravity, the number of nodes does not exceed 1/2 of the original tree. A tree has at most two centers of gravity; 2. The sum of the distances from all nodes in the tree to the center of gravity is the smallest. If there are two centers of gravity, then the sum of their distances is equal; two trees are merged through an edge, and the new center of gravity is on the path of the two centers of gravity of the original tree; when a leaf node is deleted or added to a tree, the center of gravity can only move by one edge at most; a tree can have at most Two centers of gravity, adjacent to each other. The idea is that if you find that there is only one center of gravity, then just delete the directly connected edge of one center of gravity and add it back. If two centers of gravity are found, then if you find a direct connection point on one of the centers of gravity and not the other center of gravity, just delete the other one. How to find the center of gravity of a tree? Choose one first