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non合集27g解压码

发布时间:2022-08-10 11:29:58

1. 求织田NON漫画全集

望及时采纳,12点以后开始清理所有分享


解压码就是名字

2. 电脑蓝屏后显示“PAGE_FAULT_IN_NONPAGEG_AREA是怎么回事”电脑高手请帮忙

◆错误分析:有问题的内存(包括屋里内存、二级缓存、显存)、不兼容的软件(主要是远程控制和杀毒软件)、损坏的NTFS卷以及有问题的硬件(比如CI插卡本身已损坏)等都会引发这个错误.

◇解决方案:
1.卸掉所有的新近安装的硬件.
2.运行由计算机制造商提供的所有系统诊断软件.尤其是内存检查.
3.检查是否正确安装了所有新硬件或软件,如果这是一次全新安装,请与硬件或软件制造商联系,获得可能需要的任何Windows更新或驱动程序.
4.禁用或卸载所有的反病毒程序.
5.禁用BIOS内存选项,例如cache或shadow

方案里并非每一条都要做,只是每一条都有可能!蓝屏代码50是我看到现在最麻烦的,可能引起的原因非常多!即使那五条你都做了可能都解决不了,至少我以前解决过一次并不在这几条之中,你就先试试看吧!

3. 如何解压文件名是UTF8编码的压缩

UTF8其实和Unicode是同类,就是在编码方式上不同!
首先UTF8编码后的大小是不一定,不像Unicode编码后的大小是一样的!

我们先来看Unicode的编码:一个英文字母 “a” 和 一个汉字 “好”,编码后都是占用的空间大小是一样的,都是两个字节!

而UTF8编码:一个英文字母“a” 和 一个汉字 “好”,编码后占用的空间大小就不样了,前者是一个字节,后者是三个字节!

现在就让我们来看看UTF8编码的原理吧:
因为一个字母还有一些键盘上的符号加起来只用二进制七位就可以表示出来,而一个字节就是八位,所以UTF8就用一个字节来表式字母和一些键盘上的符号。然而当我们拿到被编码后的一个字节后怎么知道它的组成?它有可能是英文字母的一个字节,也有可能是汉字的三个字节中的一个字节!所以,UTF8是有标志位的!

当要表示的内容是 7位 的时候就用一个字节:0******* 第一个0为标志位,剩下的空间正好可以表示ASCII 0-127 的内容。

当要表示的内容在 8 到 11 位的时候就用两个字节:110***** 10****** 第一个字节的110和第二个字节的10为标志位。

当要表示的内容在 12 到 16 位的时候就用三个字节:1110***** 10****** 10****** 和上面一样,第一个字节的1110和第二、三个字节的10都是标志位,剩下的占湔�每梢员硎竞鹤帧?BR>
以此类推:
四个字节:11110**** 10****** 10****** 10******
五个字节:111110*** 10****** 10****** 10****** 10******
六个字节:1111110** 10****** 10****** 10****** 10****** 10******

UTF-7:A Mail-Safe Transformation Format of Unicode(RFC1642)。这是一种使用 7 位 ASCII 码对 Unicode 码进行转换的编码。它的设计目的仍然是为了在只能传递 7 为编码的邮件网关中传递信息。 UTF-7 对英语字母、数字和常见符号直接显示,而对其他符号用修正的 Base64 编码。符号 + 和 - 号控制编码过程的开始和暂停。所以乱码中如果夹有英文单词,并且相伴有 + 号和 - 号,这就有可能是 UTF-7 编码。

关于UTF7的更多资料如下(都是英语的,如果想具体了解再看):
UTF-7

A Mail-Safe Transformation Format of Unicode

Status of this Memo

This memo provides information for the Internet community. This memo
does not specify an Internet standard of any kind. Distribution of
this memo is unlimited.

Abstract

The Unicode Standard, version 2.0, and ISO/IEC 10646-1:1993(E) (as
amended) jointly define a character set (hereafter referred to as
Unicode) which encompasses most of the world's writing systems.
However, Internet mail (STD 11, RFC 822) currently supports only 7-
bit US ASCII as a character set. MIME (RFC 2045 through 2049) extends
Internet mail to support different media types and character sets,
and thus could support Unicode in mail messages. MIME neither defines
Unicode as a permitted character set nor specifies how it would be
encoded, although it does provide for the registration of additional
character sets over time.

This document describes a transformation format of Unicode that
contains only 7-bit ASCII octets and is intended to be readable by
humans in the limiting case that the document consists of characters
from the US-ASCII repertoire. It also specifies how this
transformation format is used in the context of MIME and RFC 1641,
"Using Unicode with MIME".

Motivation

Although other transformation formats of Unicode exist and could
conceivably be used in this context (most notably UTF-8, also known
as UTF-2 or UTF-FSS), they suffer the disadvantage that they use
octets in the range decimal 128 through 255 to encode Unicode
characters outside the US-ASCII range. Thus, in the context of mail,
those octets must themselves be encoded. This requires putting text
through two successive encoding processes, and leads to a significant
expansion of characters outside the US-ASCII range, putting non-
English speakers at a disadvantage. For example, using UTF-8 together

with the Quoted-Printable content transfer encoding of MIME
represents US-ASCII characters in one octet, but other characters may
require up to nine octets.

Overview

UTF-7 encodes Unicode characters as US-ASCII octets, together with
shift sequences to encode characters outside that range. For this
purpose, one of the characters in the US-ASCII repertoire is reserved
for use as a shift character.

Many mail gateways and systems cannot handle the entire US-ASCII
character set (those based on EBCDIC, for example), and so UTF-7
contains provisions for encoding characters within US-ASCII in a way
that all mail systems can accomodate.

UTF-7 should normally be used only in the context of 7 bit
transports, such as mail. In other contexts, straight Unicode or
UTF-8 is preferred.

See RFC 1641, "Using Unicode with MIME" for the overall specification
on usage of Unicode transformation formats with MIME.

Definitions

First, the definition of Unicode:

The 16 bit character set Unicode is defined by "The Unicode
Standard, Version 2.0". This character set is identical with the
character repertoire and coding of the international standard
ISO/IEC 10646-1:1993(E); Coded Representation Form=UCS-2;
Subset=300; Implementation Level=3, including the first 7
amendments to 10646 plus editorial corrections.

Note. Unicode 2.0 further specifies the use and interaction of
these character codes beyond the ISO standard. However, any valid
10646 sequence is a valid Unicode sequence, and vice versa;
Unicode supplies interpretations of sequences on which the ISO
standard is silent as to interpretation.

Next, some handy definitions of US-ASCII character subsets:

Set D (directly encoded characters) consists of the following
characters (derived from RFC 1521, Appendix B, which no longer
appears in RFC 2045): the upper and lower case letters A through Z
and a through z, the 10 digits 0-9, and the following nine special
characters (note that "+" and "=" are omitted):

Character ASCII & Unicode Value (decimal)
' 39
( 40
) 41
, 44
- 45
. 46
/ 47
: 58
? 63

Set O (optional direct characters) consists of the following
characters (note that "\" and "~" are omitted):

Character ASCII & Unicode Value (decimal)
! 33
" 34
# 35
$ 36
% 37
& 38
* 42
; 59
< 60
= 61
> 62
@ 64
[ 91
] 93
^ 94
_ 95
' 96
{ 123
| 124
} 125

Rationale. The characters "\" and "~" are omitted because they are
often redefined in variants of ASCII.

Set B (Modified Base 64) is the set of characters in the Base64
alphabet defined in RFC 2045, excluding the pad character "="
(decimal value 61).

Rationale. The pad character = is excluded because UTF-7 is designed
for use within header fields as set forth in RFC 2047. Since the only
readable encoding in RFC 2047 is "Q" (based on RFC 2045's Quoted-
Printable), the "=" character is not available for use (without a lot
of escape sequences). This was very unfortunate but unavoidable. The
"=" character could otherwise have been used as the UTF-7 escape
character as well (rather than using "+").

Note that all characters in US-ASCII have the same value in Unicode
when zero-extended to 16 bits.

UTF-7 Definition

A UTF-7 stream represents 16-bit Unicode characters using 7-bit US-
ASCII octets as follows:

Rule 1: (direct encoding) Unicode characters in set D above may be
encoded directly as their ASCII equivalents. Unicode characters in
Set O may optionally be encoded directly as their ASCII
equivalents, bearing in mind that many of these characters are
illegal in header fields, or may not pass correctly through some
mail gateways.

Rule 2: (Unicode shifted encoding) Any Unicode character sequence
may be encoded using a sequence of characters in set B, when
preceded by the shift character "+" (US-ASCII character value
decimal 43). The "+" signals that subsequent octets are to be
interpreted as elements of the Modified Base64 alphabet until a
character not in that alphabet is encountered. Such characters
include control characters such as carriage returns and line
feeds; thus, a Unicode shifted sequence always terminates at the
of a line. As a special case, if the sequence terminates with the
character "-" (US-ASCII decimal 45) then that character is
absorbed; other terminating characters are not absorbed and are
processed normally.

Note that if the first character after the shifted sequence is "-"
then an extra "-" must be present to terminate the shifted
sequence so that the actual "-" is not itself absorbed.

Rationale. A terminating character is necessary for cases where
the next character after the Modified Base64 sequence is part of
character set B or is itself the terminating character. It can
also enhance readability by delimiting encoded sequences.

Also as a special case, the sequence "+-" may be used to encode
the character "+". A "+" character followed immediately by any
character other than members of set B or "-" is an ill-formed
sequence.

Unicode is encoded using Modified Base64 by first converting
Unicode 16-bit quantities to an octet stream (with the most
significant octet first). Surrogate pairs (UTF-16) are converted
by treating each half of the pair as a separate 16 bit quantity
(i.e., no special treatment). Text with an odd number of octets is
ill-formed. ISO 10646 characters outside the range addressable via
surrogate pairs cannot be encoded.

Rationale. ISO/IEC 10646-1:1993(E) specifies that when characters
the UCS-2 form are serialized as octets, that the most significant
octet appear first. This is also in keeping with common network
practice of choosing a canonical format for transmission.

Rationale. The policy for code point allocation within ISO 10646
and Unicode is that the repertoires be kept synchronized. No code
points will be allocated in ISO 10646 outside the range
addressable by surrogate pairs.

Next, the octet stream is encoded by applying the Base64 content
transfer encoding algorithm as defined in RFC 2045, modified to
omit the "=" pad character. Instead, when encoding, zero bits are
added to pad to a Base64 character boundary. When decoding, any
bits at the end of the Modified Base64 sequence that do not
constitute a complete 16-bit Unicode character are discarded. If
such discarded bits are non-zero the sequence is ill-formed.

Rationale. The pad character "=" is not used when encoding
Modified Base64 because of the conflict with its use as an escape
character for the Q content transfer encoding in RFC 2047 header
fields, as mentioned above.

Rule 3: The space (decimal 32), tab (decimal 9), carriage return
(decimal 13), and line feed (decimal 10) characters may be
directly represented by their ASCII equivalents. However, note
that MIME content transfer encodings have rules concerning the use
of such characters. Usage that does not conform to the
restrictions of RFC 822, for example, would have to be encoded
using MIME content transfer encodings other than 7bit or 8bit,
such as quoted-printable, binary, or base64.

Given this set of rules, Unicode characters which may be encoded via
rules 1 or 3 take one octet per character, and other Unicode
characters are encoded on average with 2 2/3 octets per character

plus one octet to switch into Modified Base64 and an optional octet
to switch out.

Example. The Unicode sequence "A<NOT IDENTICAL TO><ALPHA>."
(hexadecimal 0041,2262,0391,002E) may be encoded as follows:

A+ImIDkQ.

Example. The Unicode sequence "Hi Mom -<WHITE SMILING FACE>-!"
(hexadecimal 0048, 0069, 0020, 004D, 006F, 006D, 0020, 002D, 263A,
002D, 0021) may be encoded as follows:

Hi Mom -+Jjo--!

Example. The Unicode sequence representing the Han characters for
the Japanese word "nihongo" (hexadecimal 65E5,672C,8A9E) may be
encoded as follows:

+ZeVnLIqe-

4. Mⅰgnon:n‘t是什么意思

大家好,早上好的意思

5. 装个N卡驱动,出现non7 zip archive怎么回事

装个N卡驱动,出现non7 zip archive说明安装失败;

N卡驱动也就是显卡驱动;许多显卡,特别是Matrox的显卡,需要在BIOS中设置相关项,才能保证显卡驱动的正确安装。所以在启动机器的时候,按“Del”键进入BIOS设置,找到“ChipsetFeaturesSetup”选项,将里面的“AssignIRQToVGA”设置为“Enable”,然后保存退出。

如果此项设置为“Disable”一般都无法正确安装其驱动。另外,对于ATI显卡,首先需要将显卡设置为标准VGA显卡后再安装附带驱动。

驱动程序的安装需要按一定的顺序进行,否则也可能导致安装失败。而对于显卡的安装,值得注意的是,在安装好操作系统以后,一定要安装主板芯片组补丁程序,特别是对于采用VIA芯片组的主板而言,一定要记住安装主板最新的4IN1补丁程序。

(5)non合集27g解压码扩展阅读:

一般会在电脑配置的附件光盘中带有显卡的驱动程序,可以直接安装。

在没有附件光盘的情况下安装显卡驱动,则先要确定显卡的品牌与型号的,如果记不得了,就打开机箱看那个竖插在主板上的较大板子(一般显卡有很大的散热片或风扇)上的型号品牌。如果是集成的显卡(在主板上看不到前面说的那样的电路板),就看主板上的型号品牌,记下来。然后到网络上搜索型号品牌,下载相应驱动程序并安装就可以了。

也有一些软件可以自动直接检测电脑所需的驱动程序,按照其操作流程使用即可。

需要注意的是,有些游戏需要特殊显卡支持,所以需要首先确定游戏不是非常新的或者显卡不是特别陈旧。

6. 在英文系统使用winrar查看/解压zip当中中文文件名乱码的问题

你只需要更改非unicode应用程序的语言 让系统能识别中文编码就行了


把Language for non-Unicode programs改成可以识别中文就行了

打开Control Panel→Region选项里

Administrative →Language for non-Unicode programs

改成Chinese (simplified,PRC)

-----------------------------------------------------------------------

之后会提示让你重启电脑,之后rar和zip压缩包里的中文就不会乱码了

-----------------------------------------------------------------------

7. 为什么我下载的文件在安装的时候说是non 7-zip archive,但是我已经下载了解压文件,而且

用winrar4.0

8. 无聊之作 对 手游十万个为什么 的解包分析笔记 游戏引

从神之刃开始,对这个游戏的引擎就充满了好奇,要什么样的手法把一个游戏包减少到40M。虽然有些童鞋总喜欢说无非就是压缩资源减少图片大小毫无技术含量这等话,但我们公司是做不到的。十万个为什么手游版的出现,让我想尽自己能力去分析看看。

文章出自
从网上下载十万个为什么的 APK 安装包后,直接改成ZIP进行解压。因为网上文章说神之刃 是 妙趣横生 的自研引擎,所以直接来看Libs文件夹吧。

Libs文件夹里面有4个不同CPU类型的子文件夹,只有 armeabi-v7a 中存在引擎相关的SO动态链接库文件。

无聊之作 对 手游十万个为什么(神之刃) 的解包分析笔记 (游戏引

看到这五个SO文件,给我这个半吊子游戏开发者造成的迷惑来说不亚于太阳从西边出来。

为什么这么说?

libcheck.so libentryex.so 这两个应该是腾讯的三方SDK所有。

libgnustl_shared.so 这个文件应该是使用了C++所以会有。

那么游戏所有的就只有 libmqcj.so libcompress.so 这两个动态链接库了。

直觉告诉我,,这两个动态链接库不可能是游戏主要的动态链接库文件。

至于SO文件的大小,Unity的 libunity.so + libmono.so 是14M,就连NDK的Sample都有47KB。难道十万个为什么整个游戏框架只有58+6KB?这明显不可能的。

文章出自
进一步,反编译APK,查看Manifest文件和java源代码。

上面是十万个为什么的Manifest文件,从中可以看出:

com.mqgame.lib.SLaunchActivity 这个是游戏的启动Activity 。

com.mqgame.lib.SNativeActivity 这个是NativiActivity ,并且指定动态链接库 mqcj ,就是上面6KB的那个文件。

来分析反编译出来的Java源代码。

首先来看 com.mqgame.lib.SLaunchActivity ,这个Activity 在游戏中就是 资源准备的界面。女王大人。

无聊之作 对 手游十万个为什么(神之刃) 的解包分析笔记 (游戏引

if (localIterator.hasNext()) { localRunningTaskInfo = (ActivityManager.RunningTaskInfo)localIterator.next(); if ((localRunningTaskInfo.topActivity.getPackageName().equals(getPackageName())) || (localRunningTaskInfo.baseActivity.getPackageName().equals(getPackageName()))) if ((localRunningTaskInfo.topActivity.getClassName().equals("com.mqgame.lib.SNativeActivity")) || (localRunningTaskInfo.baseActivity.getClassName().equals("com.mqgame.lib.SNativeActivity"))) if (localRunningTaskInfo.numRunning >= 1) { Log.d("sog_debug", "SOGActivity:Relaunch native"); localIntent2 = getIntent(); if (localIntent2 != null) { localIntent2.setClass(this, SNativeActivity.class); label194: localIntent2.setFlags(131072); startActivity(localIntent2); finish(); } } }
然后在加载任务执行完毕后,跳转到 SNativeActivity 。
在SNativeActivity中看到有一个 preRun函数

文章出自
public boolean preRun() { int i = 1; label323: int j; do { try { LinkedList localLinkedList = new LinkedList(); localLinkedList.add(new String("gnustl_shared")); localLinkedList.add(new String("openal")); localLinkedList.add(new String("compress")); localLinkedList.add(new String("script")); localLinkedList.add(new String("iconv")); localLinkedList.add(new String("ogg")); localLinkedList.add(new String("vorbis")); localLinkedList.add(new String("vorbisfile")); localLinkedList.add(new String("curl")); localLinkedList.add(new String("autoupdater")); localLinkedList.add(new String("speex")); localLinkedList.add(new String("mqcj")); Iterator localIterator = localLinkedList.iterator(); while (true) { if (!localIterator.hasNext()) break label323; String str1 = (String)localIterator.next(); str2 = new String(SUtility.getLibPath() + File.separator + "lib" + str1 + ".so"); if (new File(str2).exists()) break; System.loadLibrary(str1); } } catch (Exception localException) { while (true) { String str2; localException.printStackTrace(); SUtility.appendLog(localException.toString()); i = 0; return i; System.load(str2); } } catch (Error localError) { localError.printStackTrace(); SUtility.appendLog(localError.toString()); return i; } VoiceManager.init(this); SUtility.bNativeEntered = true; j = Settings.System.getInt(getContentResolver(), "accelerometer_rotation", 0); } while ((Build.VERSION.SDK_INT < 9) || (j != i)); setRequestedOrientation(6); return i; }
从代码上来理解,应该存在两个目录用于存放SO文件。

首先从默认的Libs目录查找,然后从第二个Libs文件夹中寻找是不是有这个SO文件,如果有就使用第二个的SO。于是开始在SDK卡中寻找。却没有搜索到,看样子并没有解压到SDK卡中。那就应该是解压到了APP的默认应用文件夹了。于是去找了一个Root的手机来安装游戏。
。。。。。。。文章出自

在玩游戏的时候正好电脑上开着Eclipse,看到了以下Log:

03-29 16:14:07.582: D/SOG(8950): Ready to show Game 03-29 16:14:07.587: D/dalvikvm(8950): Trying to load lib /data/app-lib/com.linekong.cjad.lk-1/libgnustl_shared.so 0x421565f0 03-29 16:14:07.597: D/dalvikvm(8950): Added shared lib /data/app-lib/com.linekong.cjad.lk-1/libgnustl_shared.so 0x421565f0 03-29 16:14:07.597: D/dalvikvm(8950): No JNI_OnLoad found in /data/app-lib/com.linekong.cjad.lk-1/libgnustl_shared.so 0x421565f0, skipping init 03-29 16:14:07.597: D/SOG_DEBUG(8950): Loading liberary from inner gnustl_shared 03-29 16:14:07.597: D/dalvikvm(8950): Trying to load lib /data/app-lib/com.linekong.cjad.lk-1/libcompress.so 0x421565f0 03-29 16:14:07.602: D/dalvikvm(2087): GC_CONCURRENT freed 24K, 28% free 17104K/23584K, paused 2ms+2ms, total 22ms 03-29 16:14:07.602: D/dalvikvm(2087): WAIT_FOR_CONCURRENT_GC blocked 19ms 03-29 16:14:07.607: D/dalvikvm(8950): Added shared lib /data/app-lib/com.linekong.cjad.lk-1/libcompress.so 0x421565f0 03-29 16:14:07.607: D/dalvikvm(8950): No JNI_OnLoad found in /data/app-lib/com.linekong.cjad.lk-1/libcompress.so 0x421565f0, skipping init 03-29 16:14:07.607: D/SOG_DEBUG(8950): Loading liberary from inner compress 03-29 16:14:07.607: D/dalvikvm(8950): Trying to load lib /data/data/com.linekong.cjad.lk/files/libs/libcurl.so 0x421565f0 03-29 16:14:07.607: D/dalvikvm(8950): GC_CONCURRENT freed 253K, 6% free 5156K/5480K, paused 6ms+2ms, total 17ms 03-29 16:14:07.612: D/dalvikvm(8950): Added shared lib /data/data/com.linekong.cjad.lk/files/libs/libcurl.so 0x421565f0 03-29 16:14:07.612: D/dalvikvm(8950): No JNI_OnLoad found in /data/data/com.linekong.cjad.lk/files/libs/libcurl.so 0x421565f0, skipping init 03-29 16:14:07.612: D/SOG_DEBUG(8950): Loading liberary from path:/data/data/com.linekong.cjad.lk/files/libs/libcurl.so 03-29 16:14:07.612: D/dalvikvm(8950): Trying to load lib /data/data/com.linekong.cjad.lk/files/libs/libautoupdater.so 0x421565f0 03-29 16:14:07.642: D/dalvikvm(8950): Added shared lib /data/data/com.linekong.cjad.lk/files/libs/libautoupdater.so 0x421565f0 03-29 16:14:07.642: D/dalvikvm(8950): No JNI_OnLoad found in /data/data/com.linekong.cjad.lk/files/libs/libautoupdater.so 0x421565f0, skipping init 03-29 16:14:07.642: D/SOG_DEBUG(8950): Loading liberary from path:/data/data/com.linekong.cjad.lk/files/libs/libautoupdater.so 03-29 16:14:07.677: D/libEGL(8950): loaded /system/lib/egl/libEGL_mali.so 03-29 16:14:07.677: D/libEGL(8950): loaded /system/lib/egl/libGLESv1_CM_mali.so 03-29 16:14:07.682: D/libEGL(8950): loaded /system/lib/egl/libGLESv2_mali.so 03-29 16:14:07.687: E/(8950): Device driver API match 03-29 16:14:07.687: E/(8950): Device driver API version: 401 03-29 16:14:07.687: E/(8950): User space API version: 401 03-29 16:14:07.687: E/(8950): mali: REVISION=linux-r4p0-00rel0 BUILD_DATE=Tue Jul 8 00:03:51 CST 2014 03-29 16:14:07.687: W/linker(8950): libion.so has text relocations. This is wasting memory and is a security risk. Please fix. 03-29 16:14:07.687: V/WindowAnimator(1979): No window is displayed, unset the SET_ORIENTATION_CHANGE_COMPLETE flag 03-29 16:14:07.742: D/OpenGLRenderer(8950): Enabling debug mode 0 03-29 16:14:07.757: D/SOG(8950): Total:1090 Sub:1080 SceenX:1280 SceenY:800 dX:76 dy:43 nProcess X:160 nProcess Width:770 LocaltionShow:0 03-29 16:14:07.782: D/dalvikvm(8950): GC_FOR_ALLOC freed 64K, 7% free 5140K/5480K, paused 9ms, total 9ms 03-29 16:14:07.787: I/dalvikvm-heap(8950): Grow heap (frag case) to 6.647MB for 1638544-byte allocation 03-29 16:14:07.797: D/dalvikvm(8950): GC_FOR_ALLOC freed <1K, 5% free 6740K/7084K, paused 13ms, total 13ms 03-29 16:14:07.812: D/dalvikvm(8950): GC_CONCURRENT freed 2K, 5% free 6771K/7084K, paused 1ms+2ms, total 16ms 03-29 16:14:07.817: D/sog_debug(8950): launch service 03-29 16:14:07.817: D/SOG(8661): sog service shutdown 03-29 16:14:07.817: D/SOG(8661): sog service startuping 03-29 16:14:07.817: D/Service Loading(8661): /data/data/com.linekong.cjad.lk/files/libs/libgnustl_shared.so 03-29 16:14:07.817: D/dalvikvm(8661): Trying to load lib /data/app-lib/com.linekong.cjad.lk-1/libgnustl_shared.so 0x421512b0 03-29 16:14:07.817: D/dalvikvm(8661): Shared lib '/data/app-lib/com.linekong.cjad.lk-1/libgnustl_shared.so' already loaded in same CL 0x421512b0 03-29 16:14:07.817: D/Service Loading(8661): /data/data/com.linekong.cjad.lk/files/libs/libcompress.so 03-29 16:14:07.817: D/dalvikvm(8661): Trying to load lib /data/app-lib/com.linekong.cjad.lk-1/libcompress.so 0x421512b0 03-29 16:14:07.817: D/dalvikvm(8661): Shared lib '/data/app-lib/com.linekong.cjad.lk-1/libcompress.so' already loaded in same CL 0x421512b0 03-29 16:14:07.817: D/Service Loading(8661): /data/data/com.linekong.cjad.lk/files/libs/libscript.so 03-29 16:14:07.822: D/dalvikvm(8661): Trying to load lib /data/data/com.linekong.cjad.lk/files/libs/libscript.so 0x421512b0 03-29 16:14:07.822: D/sog_debug(8950): launch game 03-29 16:14:07.822: D/dalvikvm(8661): Shared lib '/data/data/com.linekong.cjad.lk/files/libs/libscript.so' already loaded in same CL 0x421512b0 03-29 16:14:07.822: D/Service Loading(8661): /data/data/com.linekong.cjad.lk/files/libs/libiconv.so 03-29 16:14:07.822: D/dalvikvm(8661): Trying to load lib /data/data/com.linekong.cjad.lk/files/libs/libiconv.so 0x421512b0 03-29 16:14:07.822: D/dalvikvm(8661): Shared lib '/data/data/com.linekong.cjad.lk/files/libs/libiconv.so' already loaded in same CL 0x421512b0 03-29 16:14:07.822: D/Service Loading(8661): /data/data/com.linekong.cjad.lk/files/libs/libcurl.so 03-29 16:14:07.822: D/dalvikvm(8661): Trying to load lib /data/data/com.linekong.cjad.lk/files/libs/libcurl.so 0x421512b0 03-29 16:14:07.822: D/dalvikvm(8661): Shared lib '/data/data/com.linekong.cjad.lk/files/libs/libcurl.so' already loaded in same CL 0x421512b0 03-29 16:14:07.822: D/Service Loading(8661): /data/data/com.linekong.cjad.lk/files/libs/libpush.so 03-29 16:14:07.822: D/dalvikvm(8661): Trying to load lib /data/data/com.linekong.cjad.lk/files/libs/libpush.so 0x421512b0 03-29 16:14:07.822: D/dalvikvm(8661): Shared lib '/data/data/com.linekong.cjad.lk/files/libs/libpush.so' already loaded in same CL 0x421512b0 03-29 16:14:08.417: D/dalvikvm(8950): Trying to load lib /data/app-lib/com.linekong.cjad.lk-1/libgnustl_shared.so 0x421565f0 03-29 16:14:08.417: D/dalvikvm(8950): Shared lib '/data/app-lib/com.linekong.cjad.lk-1/libgnustl_shared.so' already loaded in same CL 0x421565f0 03-29 16:14:08.417: D/dalvikvm(8950): Trying to load lib /data/data/com.linekong.cjad.lk/files/libs/libopenal.so 0x421565f0 03-29 16:14:08.422: D/dalvikvm(8950): Added shared lib /data/data/com.linekong.cjad.lk/files/libs/libopenal.so 0x421565f0 03-29 16:14:08.422: D/dalvikvm(8950): Trying to load lib /data/app-lib/com.linekong.cjad.lk-1/libcompress.so 0x421565f0 03-29 16:14:08.422: D/dalvikvm(8950): Shared lib '/data/app-lib/com.linekong.cjad.lk-1/libcompress.so' already loaded in same CL 0x421565f0 03-29 16:14:08.422: D/dalvikvm(8950): Trying to load lib /data/data/com.linekong.cjad.lk/files/libs/libscript.so 0x421565f0 03-29 16:14:08.422: D/dalvikvm(8950): Added shared lib /data/data/com.linekong.cjad.lk/files/libs/libscript.so 0x421565f0 03-29 16:14:08.422: D/dalvikvm(8950): No JNI_OnLoad found in /data/data/com.linekong.cjad.lk/files/libs/libscript.so 0x421565f0, skipping init 03-29 16:14:08.422: D/dalvikvm(8950): Trying to load lib /data/data/com.linekong.cjad.lk/files/libs/libiconv.so 0x421565f0 03-29 16:14:08.422: D/dalvikvm(8950): Added shared lib /data/data/com.linekong.cjad.lk/files/libs/libiconv.so 0x421565f0 03-29 16:14:08.422: D/dalvikvm(8950): No JNI_OnLoad found in /data/data/com.linekong.cjad.lk/files/libs/libiconv.so 0x421565f0, skipping init 03-29 16:14:08.422: D/dalvikvm(8950): Trying to load lib /data/data/com.linekong.cjad.lk/files/libs/libogg.so 0x421565f0 03-29 16:14:08.427: D/dalvikvm(8950): Added shared lib /data/data/com.linekong.cjad.lk/files/libs/libogg.so 0x421565f0 03-29 16:14:08.427: D/dalvikvm(8950): No JNI_OnLoad found in /data/data/com.linekong.cjad.lk/files/libs/libogg.so 0x421565f0, skipping init 03-29 16:14:08.427: D/dalvikvm(8950): Trying to load lib /data/data/com.linekong.cjad.lk/files/libs/libvorbis.so 0x421565f0 03-29 16:14:08.427: D/dalvikvm(8950): Added shared lib /data/data/com.linekong.cjad.lk/files/libs/libvorbis.so 0x421565f0 03-29 16:14:08.427: D/dalvikvm(8950): No JNI_OnLoad found in /data/data/com.linekong.cjad.lk/files/libs/libvorbis.so 0x421565f0, skipping init 03-29 16:14:08.427: D/dalvikvm(8950): Trying to load lib /data/data/com.linekong.cjad.lk/files/libs/libvorbisfile.so 0x421565f0 03-29 16:14:08.427: D/dalvikvm(8950): Added shared lib /data/data/com.linekong.cjad.lk/files/libs/libvorbisfile.so 0x421565f0 03-29 16:14:08.427: D/dalvikvm(8950): No JNI_OnLoad found in /data/data/com.linekong.cjad.lk/files/libs/libvorbisfile.so 0x421565f0, skipping init 03-29 16:14:08.427: D/dalvikvm(8950): Trying to load lib /data/data/com.linekong.cjad.lk/files/libs/libcurl.so 0x421565f0 03-29 16:14:08.427: D/dalvikvm(8950): Shared lib '/data/data/com.linekong.cjad.lk/files/libs/libcurl.so' already loaded in same CL 0x421565f0 03-29 16:14:08.427: D/dalvikvm(8950): Trying to load lib /data/data/com.linekong.cjad.lk/files/libs/libautoupdater.so 0x421565f0 03-29 16:14:08.427: D/dalvikvm(8950): Shared lib '/data/data/com.linekong.cjad.lk/files/libs/libautoupdater.so' already loaded in same CL 0x421565f0 03-29 16:14:08.427: D/dalvikvm(8950): Trying to load lib /data/data/com.linekong.cjad.lk/files/libs/libspeex.so 0x421565f0 03-29 16:14:08.432: D/dalvikvm(8950): Added shared lib /data/data/com.linekong.cjad.lk/files/libs/libspeex.so 0x421565f0 03-29 16:14:08.432: D/dalvikvm(8950): No JNI_OnLoad found in /data/data/com.linekong.cjad.lk/files/libs/libspeex.so 0x421565f0, skipping init 03-29 16:14:08.432: D/dalvikvm(8950): Trying to load lib /data/data/com.linekong.cjad.lk/files/libs/libmqcj.so 0x421565f0 03-29 16:14:08.502: D/dalvikvm(8950): Added shared lib /data/data/com.linekong.cjad.lk/files/libs/libmqcj.so 0x421565f0 03-29 16:14:08.502: W/Looper(8950): Looper already prepared for this thread with a different value for the ALOOPER_PREPARE_ALLOW_NON_CALLBACKS option. 03-29 16:14:08.507: V/VoiceManager(8950): VoiceManager Init Finished! 03-29 16:14:08.712: I/MemTotal: 1723840 kB MemFree: 357384 kB(8950) 03-29 16:14:08.712: I/MemTotal: 1723840 kB MemFree: 357384 kB(8950): MemTotal: 03-29 16:14:08.712: I/MemTotal: 1723840 kB MemFree: 357384 kB(8950): 1723840 03-29 16:14:08.712: I/MemTotal: 1723840 kB MemFree: 357384 kB(8950): kB 03-29 16:14:08.712: I/MemTotal: 1723840 kB MemFree: 357384 kB(8950): MemFree: 03-29 16:14:08.712: I/MemTotal: 1723840 kB MemFree: 357384 kB(8950): 357384 03-29 16:14:08.712: I/MemTotal: 1723840 kB MemFree: 357384 kB(8950): kB 文章出自
顿时一切都明了了。
游戏分别从以下两个目录加载了SO文件

1、工程中的Libs文件夹,就是 /data/app-lib/,使用system.loadLibrary()加载

2、默认应用文件夹 /data/data/com.linekong.cjad.lk/files 中的 libs/* ,使用system.load() 加载
文章出自
在Root过的手机上安装ES文件管理器后,在/data/data/com.linekong.cjad.lk/files/libs中找到了游戏所使用的SO,

9. 英语Max Non Heap Memory怎么翻译

为什么要学习JVM?

深入理解JVM可以帮助我们从平台角度提高解决问题的能力,例如,有效防止内存泄漏(Memory leak),优化线程锁的使用 (Thread Lock),更加高效的进行垃圾回收 (Garbage collection),提高系统吞吐量 (throughput),降低延迟(Delay),提高其性能(performance)等。

你是如何理解JVM的?

JVM 是 Java Virtual Machine的缩写,顾名思义,它是一个虚拟计算机,是硬件计算机的抽象(虚构)实现,是JAVA平台的一部分,如图所示(见图中的最底端):

JVM是 Java 程序能够实现跨平台的基础(Java的跨平台本质上是通过不同平台的JVM实现的),它的作用是加载 Java 程序,把字节码(bytecode)翻译成机器码再交由 CPU 执行。如图所示:

程序在执行之前先要把 Java 代码(.java)转换成字节码(.class),JVM 通过类加载器(ClassLoader)把字节码加载到内存中,【关注尚硅谷,轻松学IT】但字节码文件是 JVM 的一套指令集规范,并不能直接交给底层操作系统去执行,因此需要特定的命令解析器执行引擎(Execution Engine) 将字节码翻译成底层机器码,再交由 CPU 去执行。

市场上有哪些主流的JVM呢?

JVM是一种规范,基于这种规范,不同公司做了具体实现,BEA公司研发JRockit VM,后在2008年由Oracle公司收购;IBM公司研发了J9 VM,只应用于IBM 内部。Sun公司研发了HotSpot VM,后在2010年由Oracle公司收购。目前是甲骨文公司最主流的一款JVM虚拟机,也是我们现在最常用的一种。

JVM的体系结构是怎样的?

JVM 的体系结构,如图所示:

类加载系统 (ClassLoader System)负责加载类到内存;运行时数据区 (Runtime Data Area)负责存储对象数据信息;执行引擎(Execution Engine)负责调用对象执行业务;本地库接口(Native Interface)负责融合不同的编程语言为 Java 所用。

JVM有哪些运行模式吗?

JVM有两种运行模式Server与Client。两种模式的区别在于,Client模式启动速度较快,Server模式启动较慢;但是启动进入稳定期之后Server模式的程序运行速度比Client要快很多。这是因为Server模式启动的JVM采用的是重量级的虚拟机,对程序采用了更多的优化;而Client模式启动的JVM采用的是轻量级的虚拟机。所以Server启动慢,但稳定后速度比Client远远要快。

现在64位的jdk中默认都是server模式(可通过 java -version进行查看)。当虚拟机运行在-client模式的时候,使用的是一个代号为C1的轻量级编译器, 而server模式启动的虚拟机采用相对重量级,代号为C2的编译器.c1、c2都是JIT编译器, C2比C1编译器编译的相对彻底,服务起来之后,性能更高。

JVM 运行时内存结构是怎样的?

不同虚拟机实现可能略微有所不同,但都会遵从 Java 虚拟机规范,Java 8 虚

拟机规范规定,Java 虚拟机所管理的内存将会包括以下几个区域,如图所示:


10. linux怎么安装软件

1、打开系统,可以看到桌面,找到软件中心,打开软件中心

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