Source: https://imzlp.me/notes/
Timestamp: 2019-04-21 11:08:00+00:00

Document:
LogOutputDevice: Error: Attempt to detach SceneComponent 'Cube' owned by 'Weapon_C_0' from AttachParent 'Scene' while not attached.
// load the main .ini files (unless we're running a program or a gameless UE4Editor.exe, DefaultEngine.ini is required).
// Load user game settings .ini, allowing merging. This also updates the user .ini if necessary.
* @param bRequireDefaultIni If true, the Default*.ini file is required to exist when generating the final ini file.
* @param GeneratedConfigDir The location where generated config files are made.
* @return true if the final ini was created successfully.
* Load an ini file directly into an FConfigFile, and nothing is written to GConfig or disk.
* @param IniName Either a Base ini name (Engine) or a full ini name (WrangleContent). NO PATH OR EXTENSION SHOULD BE USED!
* @param bIsBaseIniName true if IniName is a Base name, which can be overridden on commandline, etc.
* Load an ini file directly into an FConfigFile from the specified config folders, optionally writing to disk.
* @param EngineConfigDir Engine config directory.
* @param SourceConfigDir Game config directory.
// don't write anything to disk in cooked builds - we will always use re-generated INI files anyway.
// otherwise we get file contention in XGE shader builds.
// Check the config system for any changes made to defaults and propagate through to the saved.
* @param GeneratedConfigDir The base folder that will contain the generated config files.
// Only handle failure at this level for game or pending net drivers.
// If this net driver has already been unregistered with this world, then don't handle it.
// Give the GameInstance a chance to handle the failure.
// go through the world contexts until we find the one with this net driver.
// Use the GameInstance from the current context.
5.设k为标量，向量$u=(u_x,u_y,u_z)$。求证$\left| \left| k \right| \right|\left| \left| u \right| \right|$.
[2019.03.18-06.02.22:971]LogOnline: Warning: STEAM: Steamworks: SteamUtils() failed!
[2019.03.18-06.02.22:971]LogOnline: Warning: STEAM: Steamworks: SteamUser() failed!
[2019.03.18-06.02.22:972]LogOnline: Warning: STEAM: Steamworks: SteamFriends() failed!
[2019.03.18-06.02.22:972]LogOnline: Warning: STEAM: Steamworks: SteamRemoteStorage() failed!
[2019.03.18-06.02.22:973]LogOnline: Warning: STEAM: Steamworks: SteamUserStats() failed!
[2019.03.18-06.02.22:973]LogOnline: Warning: STEAM: Steamworks: SteamMatchmakingServers() failed!
[2019.03.18-06.02.22:973]LogOnline: Warning: STEAM: Steamworks: SteamApps() failed!
[2019.03.18-06.02.22:973]LogOnline: Warning: STEAM: Steamworks: SteamNetworking() failed!
[2019.03.18-06.02.22:974]LogOnline: Warning: STEAM: Steamworks: SteamMatchmaking() failed!
[2019.03.18-06.02.22:975]LogOnline: Warning: STEAM: Steam API failed to initialize!
@="\"C:\\Program Files (x86)\\Epic Games\\Launcher\\Engine\\Binaries\\Win64\\UnrealVersionSelector.exe\" /editor \"%1\""
@="\"C:\\Program Files (x86)\\Epic Games\\Launcher\\Engine\\Binaries\\Win64\\UnrealVersionSelector.exe\" /game \"%1\""
@="Generate Visual Studio project files"
@="\"C:\\Program Files (x86)\\Epic Games\\Launcher\\Engine\\Binaries\\Win64\\UnrealVersionSelector.exe\" /projectfiles \"%1\""
@="\"C:\\Program Files (x86)\\Epic Games\\Launcher\\Engine\\Binaries\\Win64\\UnrealVersionSelector.exe\" /switchversion \"%1\""
Lock down the serialization code paths at the time of release.
Keep the released cooked content, as the UnrealPak tool uses this to determine which content should be in the patch package file.
At runtime, mount both pak files, with a higher priority for the patch file so any content within it is loaded first.
[ISO/IEC 9899:1999 §6.4.4.4.2]An identifier declared as an enumeration constant has type int.
[ISO/IEC 9899:1999 §6.7.2.2.3]The identifiers in an enumerator list are declared as constants that have type int and may appear wherever such are permitted.
[ISO/IEC 14882:2014 §10.4]A function declaration cannot provide both a pure-specifier and a definition.
if true,this actor is only relevant its owner,if this flag is changed during play,all non-owner channels would need to be explicitly close.
if true,replicate movement/location related properties.
Actor must also be set to replicate.
This actor will be loaded on network clients during map load.
Dormancy setting for actor ro take itself off the replication list without being destory on clients.
// This actor can go dormant,but is not currently dormant,Game code will tell it when it go dormant.
DORM_Never: This actor can never go network dormant.
DORM_Awake: This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.
DORM_DormantAll: This actor wants to go fully dormant for all connections.
DORM_DormantPartial: This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.
DORM_Initial: This actor is initially dormant for all connection if it was placed in map.
Suqare of the max distance from the client's viewpoint that this actor is relevant and will be replicated.
how often(per second) this actor will be considered for replication,used to determine NetUpdateTime.
Used to determine what rate to throttle down to when replicated properties are changing infrequently.
Priority for this actor when checking for replication in a low bandwidth or saturated siuation,higher priority means it is more likely to replicate.
RoundWholeNumber: Each vector component will be rounded to the nearest whole number.
RoundOneDecimal: Each vector component will be rounded, preserving one decimal place.
RoundTwoDecimals: Each vector component will be rounded, preserving two decimal places.
ByteComponents: The rotator will be compressed to 8 bits per component.
ShortComponents: The rotator will be compressed to 16 bits per component.
Allow turing the compression level for replicated rotation.You should only need to change this from the default if you see visual artfacts.
来源：Regex to pull out C function prototype declarations?
[ISO/IEC 14882:2014 §1.9.4]This International Standard imposes no requirements on the behavior of programs that contain undefined behavior.
[ISO/IEC 14882:2014(E) §9.0.2]The class-name is also inserted into the scope of the class itself; this is known as the injected-class-name. For purposes of access checking, the injected-class-name is treated as if it were a public member name.
[ISO/IEC 14882:2014(E) §11.1.5]In a derived class, the lookup of a base class name will find the injected-class-name instead of the name of the base class in the scope in which it was declared.
pval contain address is 61fe38.
cast uint64_t* to uint64_t resault is 61fe38.
cast uint64_t to uint64_t* resault is 61fe38.
除非转换类型pointer to T1到pointer to T2(T1和T2是函数类型)，并且转换回它的源类型产生源指针值，这样的指针转换的结果是未指定的(unspecified).
Tracert 命令使用用 IP 生存时间 (TTL) 字段和 ICMP 错误消息来确定从一个主机到网络上其他主机的路由.
[ISO/IEC 14882:2014 §18.2.4]:The macro offsetof(type, member-designator) accepts a restricted set of type arguments in this International Standard. If type is not a standard-layout class (Clause 9), the results are undefined.The expression offsetof(type, member-designator) is never type-dependent (14.6.2.2) and it is value-dependent (14.6.2.3) if and only if type is dependent. The result of applying the offsetof macro to a field that is a static data member or a function member is undefined. No operation invoked by the offsetof macro shall throw an exception and noexcept(offsetof(type, member-designator)) shall be true.
Note that offsetof is required to work as specified even if unary operator& is overloaded for any of the types involved.
[ISO/IEC 14882:2014 §3.9.9]:Scalar types, standard-layout class types (Clause 9), arrays of such types and cv-qualified versions of these types (3.9.3) are collectively called standard-layout types.
has no base classes of the same type as the first non-static data member.
-nostdlib: Do not use the standard system startup files or libraries when linking.
-nolibc: Do not use the C library or system libraries tightly coupled with it when linking.
[ISO/IEC 14882:2014]A virtual function call (10.3) uses the default arguments in the declaration of the virtual function determined by the static type of the pointer or reference denoting the object.
$ cmake -G "MinGW Makefiles" -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=D:\LLVM -DCMAKE_MAKE_PROGRAM=mingw32-make.exe ..
[ISO/IEC 14882:2014 §8.3.5.10]A typedef of function type may be used to declare a function but shall not be used to define a function (8.4).
[!] --version -V    print package version.
Unable to attach to the process.The Visual Studio 2017 remote Debugger(MSVCMON.EXE) does not appear to be running on the remote computer.This may be because a firewall is preventing communication to the remote computer.Please see Help for assistance on configuring remote debugging.
contains four separate memory locations: The field a and bit-fields d and e.ee are each separate memory locations, and can be modified concurrently without interfering with each other. The bit-fields b and c together constitute the fourth memory location. The bit-fields b and c cannot be concurrently modified, but b and a, for example, can be.
NOTE 1 It is possible to express the address of each individual byte of an object uniquely.
NOTE 2 A byte is composed of a contiguous sequence of bits, the number of which is implementation-defined. The least significant bit is called the low-order bit; the most significant bit is called the high-order bit.
An individually addressable unit of data storage that is exactly an octet, used to store a character or a portion of a character; see also Section 3.87 (on page 47). A byte is composed of a contiguous sequence of 8 bits. The least significant bit is called the ‘‘low-order’’ bit; the most significant is called the ‘‘high-order’’ bit.
Note: The definition of byte from the ISO C standard is broader than the above and might accommodate hardware architectures with different sized addressable units than octets.
\quad、1em、em、m代表当前字体下接近字符‘M’的宽度(approximately the width of an "M" in the current font).
What is Translation Unit in C/C++?
A source file together with all the headers and source files included via the preprocessing directive #include is known as a preprocessing translation unit. After preprocessing, a preprocessing translation unit is called a translation unit.
start /b cmd.exe /c ""
A logical flow whose execution overlaps in time with another flow is called a concurrent flow, and the two flows are said to run concurrently. More precisely, flows X and Y are concurrent with respect to each other if and only if X begins after Y begins and before Y finishes, or Y begins after X begins and before X finishes. For example, in Figure 8.12, processes A and B run concurrently, as do A and C. On the other hand, B and C do not run concurrently, because the last instruction of B executes before the first instruction of C.
The general phenomenon of multiple flows executing concurrently is known as concurrency. The notion of a process taking turns with other processes is also known as multitasking. Each time period that a process executes a portion of its flow is called a time slice. Thus, multitasking is also referred to as time slicing. For example, in Figure 8.12, the flow for Process A consists of two time slices.
Notice that the idea of concurrent flows is independent of the number of processor cores or computers that the flows are running on. If two flows overlap in time, then they are concurrent, even if they are running on the same processor. However, we will sometimes find it useful to identify a proper subset of concurrent flows known as parallel flows. If two flows are running concurrently on different processor cores or computers, then we say that they are parallel flows, that they are running in parallel, and have parallel execution.
in_addr_t Equivalent to the type uint32_t as described in <inttypes.h>.
[IEEE Std 1003.1™ 2008]The implementation shall support one or more programming environments in which the widths of blksize_t, pid_t, size_t, ssize_t, and suseconds_t are no greater than the width of type long.
108. What is Translation Unit in C/C++?

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