<?xml version="1.0" encoding="utf-8"?><?xml-stylesheet href='http://feeds.feedsky.com/styles/temp01.xsl' type='text/xsl' ?><!--这是一个由Feedsy提供技术支持的Feed，为了提高读者阅读的体验，以及满足用户美化自己Feed的需要，我们设计了多种精美的Feed模板，提供给大家选择，所有最终呈现出来的样式，皆由用户自愿选择使用，未经许可，任何团体和个人，请不要擅自修改样式或者盗用，这是对于用户选择权的尊重。--><rss xmlns:atom="http://www.w3.org/2005/Atom" xmlns:fs="http://www.feedsky.com/namespace/feed" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:trackback="http://madskills.com/public/xml/rss/module/trackback/" xmlns:dc="http://purl.org/dc/elements/1.1/" version="2.0"><channel><atom:link href="http://feeds.feedsky.com/csdn.net/future_fighter" type="application/rss+xml" rel="self"></atom:link><fs:self_link href="http://feeds.feedsky.com/csdn.net/future_fighter" type="application/rss+xml"></fs:self_link><lastBuildDate>Wed, 01 Apr 2009 23:04:00 GMT</lastBuildDate><title>游戏开发</title><description>keep eyes on the star and feet on the ground !</description><link>http://blog.csdn.net/future_fighter/</link><item><title>Kernel. EXPORT_SYMBOL解析</title><link>http://blog.csdn.net/future_fighter/archive/2009/04/01/4042197.aspx</link><wfw:comment>http://blog.csdn.net/future_fighter/comments/4042197.aspx</wfw:comment><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/future_fighter/comments/commentRss/4042197.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=4042197</trackback:ping><description>Kernel. EXPORT_SYMBOL解析 Code Segment： include/module.h: struct kernel_symbol {    unsigned long value;       const char *name;};/* For every exported symbol, place a struct in the __ksymtab section */#define __EXPORT_SYMBOL(sym, sec)               \    __CRC_SYMBOL(sym, sec)                  \    static const char __kstrtab_##sym[]         \    __attribute__((section(&quot;__ksymtab_strings&quot;)))       \    = MODULE_SYMBOL_P&lt;img src =&quot;http://blog.csdn.net/future_fighter/aggbug/4042197.aspx&quot; width = &quot;1&quot; height = &quot;1&quot; /&gt;</description><pubDate>Thu, 02 Apr 2009 07:04:00 +0800</pubDate><author>David</author><comments>http://blog.csdn.net/future_fighter/archive/2009/04/01/4042197.aspx#Feedback</comments><guid isPermaLink="false">http://blog.csdn.net/future_fighter/archive/2009/04/01/4042197.aspx</guid><dc:creator>David</dc:creator><fs:srclink>http://blog.csdn.net/future_fighter/archive/2009/04/01/4042197.aspx</fs:srclink><fs:srcfeed>http://blog.csdn.net/future_fighter/rss.aspx</fs:srcfeed><fs:itemid>csdn.net/future_fighter/~1293389/206265547/1296217</fs:itemid></item><item><title>Linux线程技术的概念与技术发展</title><link>http://blog.csdn.net/future_fighter/archive/2009/02/26/3940443.aspx</link><wfw:comment>http://blog.csdn.net/future_fighter/comments/3940443.aspx</wfw:comment><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/future_fighter/comments/commentRss/3940443.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=3940443</trackback:ping><description>Linux是一个多用户、多任务的操作系统。多用户是指多个用户可以在同一时间使用计算机系统；多任务是指Linux可以同时执行几个任务，它可以在还未执行完一个任务时又执行另一项任务。在操作系统设计上，从进程（Process）演化出线程（Thread），最主要的目的就是更好地支持多处理器，并且减小（进程/线程）上下文切换的开销。&lt;img src =&quot;http://blog.csdn.net/future_fighter/aggbug/3940443.aspx&quot; width = &quot;1&quot; height = &quot;1&quot; /&gt;</description><pubDate>Fri, 27 Feb 2009 03:33:00 +0800</pubDate><author>David</author><comments>http://blog.csdn.net/future_fighter/archive/2009/02/26/3940443.aspx#Feedback</comments><guid isPermaLink="false">http://blog.csdn.net/future_fighter/archive/2009/02/26/3940443.aspx</guid><dc:creator>David</dc:creator><fs:srclink>http://blog.csdn.net/future_fighter/archive/2009/02/26/3940443.aspx</fs:srclink><fs:srcfeed>http://blog.csdn.net/future_fighter/rss.aspx</fs:srcfeed><fs:itemid>csdn.net/future_fighter/~1293389/206265548/1296217</fs:itemid></item><item><title>深入Pthread(五)：线程属性</title><link>http://blog.csdn.net/future_fighter/archive/2009/02/18/3907085.aspx</link><wfw:comment>http://blog.csdn.net/future_fighter/comments/3907085.aspx</wfw:comment><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/future_fighter/comments/commentRss/3907085.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=3907085</trackback:ping><description>POSIX定义的线程属性有：可分离状态（detachstate）, 线程栈大小（stacksize）,线程栈地址（ stackaddr）,作用域（scope）, 继承调度（inheritsched）, 调度策略（schedpolicy）和调度参数（ schedparam）。 有些系统并不支持所有这些属性，使用前注意查看系统文档。&lt;img src =&quot;http://blog.csdn.net/future_fighter/aggbug/3907085.aspx&quot; width = &quot;1&quot; height = &quot;1&quot; /&gt;</description><pubDate>Thu, 19 Feb 2009 03:31:00 +0800</pubDate><author>David</author><comments>http://blog.csdn.net/future_fighter/archive/2009/02/18/3907085.aspx#Feedback</comments><guid isPermaLink="false">http://blog.csdn.net/future_fighter/archive/2009/02/18/3907085.aspx</guid><dc:creator>David</dc:creator><fs:srclink>http://blog.csdn.net/future_fighter/archive/2009/02/18/3907085.aspx</fs:srclink><fs:srcfeed>http://blog.csdn.net/future_fighter/rss.aspx</fs:srcfeed><fs:itemid>csdn.net/future_fighter/~1293389/206265549/1296217</fs:itemid></item><item><title>深入Pthread(四)：一次初始化-pthread_once_t</title><link>http://blog.csdn.net/future_fighter/archive/2009/02/16/3897183.aspx</link><wfw:comment>http://blog.csdn.net/future_fighter/comments/3897183.aspx</wfw:comment><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/future_fighter/comments/commentRss/3897183.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=3897183</trackback:ping><description>有些事需要一次且仅需要一次执行。通常当初始化应用程序时，可以比较容易地将其放在main函数中。但当你写一个库时，就不能在main里面初始化了，你可以用静态初始化，但使用一次初始化（pthread_once_t）会比较容易些。&lt;img src =&quot;http://blog.csdn.net/future_fighter/aggbug/3897183.aspx&quot; width = &quot;1&quot; height = &quot;1&quot; /&gt;</description><pubDate>Tue, 17 Feb 2009 02:27:00 +0800</pubDate><author>David</author><comments>http://blog.csdn.net/future_fighter/archive/2009/02/16/3897183.aspx#Feedback</comments><guid isPermaLink="false">http://blog.csdn.net/future_fighter/archive/2009/02/16/3897183.aspx</guid><dc:creator>David</dc:creator><fs:srclink>http://blog.csdn.net/future_fighter/archive/2009/02/16/3897183.aspx</fs:srclink><fs:srcfeed>http://blog.csdn.net/future_fighter/rss.aspx</fs:srcfeed><fs:itemid>csdn.net/future_fighter/~1293389/206265550/1296217</fs:itemid></item><item><title>深入Phtread(三)：线程的同步-Condition Variables</title><link>http://blog.csdn.net/future_fighter/archive/2009/02/12/3883415.aspx</link><wfw:comment>http://blog.csdn.net/future_fighter/comments/3883415.aspx</wfw:comment><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/future_fighter/comments/commentRss/3883415.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=3883415</trackback:ping><description>当线程互斥地访问一些共享的状态时，往往会有些线程需要等到这些状态改变后才应该继续执行。如：有一个共享的队列，一个线程往队列里面插入数据，另一个线程从队列中取数据，当队列为空的时候，后者应该等待队列里面有值才能取数据。而共享数据（队列）应该用mutex来保护，为了检查共享数据的状态（队列是否为空），线程必须先锁定mutex，然后检查，最后解锁mutex。&lt;img src =&quot;http://blog.csdn.net/future_fighter/aggbug/3883415.aspx&quot; width = &quot;1&quot; height = &quot;1&quot; /&gt;</description><pubDate>Fri, 13 Feb 2009 04:28:00 +0800</pubDate><author>David</author><comments>http://blog.csdn.net/future_fighter/archive/2009/02/12/3883415.aspx#Feedback</comments><guid isPermaLink="false">http://blog.csdn.net/future_fighter/archive/2009/02/12/3883415.aspx</guid><dc:creator>David</dc:creator><fs:srclink>http://blog.csdn.net/future_fighter/archive/2009/02/12/3883415.aspx</fs:srclink><fs:srcfeed>http://blog.csdn.net/future_fighter/rss.aspx</fs:srcfeed><fs:itemid>csdn.net/future_fighter/~1293389/206265551/1296217</fs:itemid></item><item><title>深入Phtread(二)：线程的同步-Mutex</title><link>http://blog.csdn.net/future_fighter/archive/2009/02/11/3878386.aspx</link><wfw:comment>http://blog.csdn.net/future_fighter/comments/3878386.aspx</wfw:comment><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/future_fighter/comments/commentRss/3878386.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=3878386</trackback:ping><description>并行的世界，没有同步，就失去了秩序，就会乱作一团！试想，交通没有红绿灯，生产线产品装配没有一定的顺序... 结果是显而易见的。多个线程也需要同步，否则程序运行起来结果不可预测，这是我们最不能容忍的。交通的同步机制就是红绿灯，Pthread提供了互斥量（mutex）和条件变量（Condition Variables）两种机制去同步线程。&lt;img src =&quot;http://blog.csdn.net/future_fighter/aggbug/3878386.aspx&quot; width = &quot;1&quot; height = &quot;1&quot; /&gt;</description><pubDate>Thu, 12 Feb 2009 03:30:00 +0800</pubDate><author>David</author><comments>http://blog.csdn.net/future_fighter/archive/2009/02/11/3878386.aspx#Feedback</comments><guid isPermaLink="false">http://blog.csdn.net/future_fighter/archive/2009/02/11/3878386.aspx</guid><dc:creator>David</dc:creator><fs:srclink>http://blog.csdn.net/future_fighter/archive/2009/02/11/3878386.aspx</fs:srclink><fs:srcfeed>http://blog.csdn.net/future_fighter/rss.aspx</fs:srcfeed><fs:itemid>csdn.net/future_fighter/~1293389/206265552/1296217</fs:itemid></item><item><title>深入Phtread(一)：线程的一生</title><link>http://blog.csdn.net/future_fighter/archive/2009/02/10/3875057.aspx</link><wfw:comment>http://blog.csdn.net/future_fighter/comments/3875057.aspx</wfw:comment><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/future_fighter/comments/commentRss/3875057.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=3875057</trackback:ping><description>我们每个人都并行地活在这个世界上 ，每一天每个人都干着不同的事情。每个人的人生都是不同的，从出生 -&gt; 活着 -&gt; 死去， 个中滋味，只能自己体味了。我们的线程兄弟也一样，只不过它的环境没有人类社会这么复杂，它的一生，被操作系统控制，被我们程序员控制着！呵呵,想想都觉得这兄弟可怜啊！不过这哥们可不许小瞧了，功能大了去了！具体线程的定义和好处参考其它关于线程的资料。该篇主要讲线程兄弟的大体的一生（从被创建到销毁）。进入正题：&lt;img src =&quot;http://blog.csdn.net/future_fighter/aggbug/3875057.aspx&quot; width = &quot;1&quot; height = &quot;1&quot; /&gt;</description><pubDate>Wed, 11 Feb 2009 03:41:00 +0800</pubDate><author>David</author><comments>http://blog.csdn.net/future_fighter/archive/2009/02/10/3875057.aspx#Feedback</comments><guid isPermaLink="false">http://blog.csdn.net/future_fighter/archive/2009/02/10/3875057.aspx</guid><dc:creator>David</dc:creator><fs:srclink>http://blog.csdn.net/future_fighter/archive/2009/02/10/3875057.aspx</fs:srclink><fs:srcfeed>http://blog.csdn.net/future_fighter/rss.aspx</fs:srcfeed><fs:itemid>csdn.net/future_fighter/~1293389/206265553/1296217</fs:itemid></item><item><title>磁盘</title><link>http://blog.csdn.net/future_fighter/archive/2009/02/07/3867790.aspx</link><wfw:comment>http://blog.csdn.net/future_fighter/comments/3867790.aspx</wfw:comment><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/future_fighter/comments/commentRss/3867790.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=3867790</trackback:ping><description>硬盘（英语：Hard Disk Drive，简称HDD）是电脑上使用坚硬的旋转盘片为基础的非挥发性（non-volatile）存储设备。它在平整的磁性表面存储和检索数字数据。信息通过离磁性表面很近的写头，由电磁流来改变极性方式被电磁流写到磁盘上。信息可以通过相反的方式回读，例如磁场导致线圈中电气的改变或读头经过它的上方。早期的硬盘储存媒介是可替换的，不过今日典型的硬盘是固定的储存媒介，被封在硬盘里 （除了一个过滤孔，用来平衡空气压力）。&lt;img src =&quot;http://blog.csdn.net/future_fighter/aggbug/3867790.aspx&quot; width = &quot;1&quot; height = &quot;1&quot; /&gt;</description><pubDate>Sun, 08 Feb 2009 02:19:00 +0800</pubDate><author>David</author><comments>http://blog.csdn.net/future_fighter/archive/2009/02/07/3867790.aspx#Feedback</comments><guid isPermaLink="false">http://blog.csdn.net/future_fighter/archive/2009/02/07/3867790.aspx</guid><dc:creator>David</dc:creator><fs:srclink>http://blog.csdn.net/future_fighter/archive/2009/02/07/3867790.aspx</fs:srclink><fs:srcfeed>http://blog.csdn.net/future_fighter/rss.aspx</fs:srcfeed><fs:itemid>csdn.net/future_fighter/~1293389/206265554/1296217</fs:itemid></item><item><title>initramfs 简介，一个新的 initial RAM disks 模型</title><link>http://blog.csdn.net/future_fighter/archive/2009/02/06/3866073.aspx</link><wfw:comment>http://blog.csdn.net/future_fighter/comments/3866073.aspx</wfw:comment><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/future_fighter/comments/commentRss/3866073.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=3866073</trackback:ping><description>当 Linux 内核启动系统时，它必须找到并执行第一个用户程序，通常是 init。用户程序存在于文件系统，故 Linux 内核必须找到并挂载上第一个(根)文件系统，方能成功开机。通常，可用的文件系统都列在 /etc/fstab，所以 mount 可以找到它们。但 /etc/fstab 它本身就是一个文件，存在于文件系统中。找到第一个文件系统成为鸡生蛋蛋生鸡的问题，而且为了解决它，内核开发者建立内核命令列选项 root=，用来指定 root 文件系统存在于哪个设备上。&lt;img src =&quot;http://blog.csdn.net/future_fighter/aggbug/3866073.aspx&quot; width = &quot;1&quot; height = &quot;1&quot; /&gt;</description><pubDate>Fri, 06 Feb 2009 22:00:00 +0800</pubDate><author>David</author><comments>http://blog.csdn.net/future_fighter/archive/2009/02/06/3866073.aspx#Feedback</comments><guid isPermaLink="false">http://blog.csdn.net/future_fighter/archive/2009/02/06/3866073.aspx</guid><dc:creator>David</dc:creator><fs:srclink>http://blog.csdn.net/future_fighter/archive/2009/02/06/3866073.aspx</fs:srclink><fs:srcfeed>http://blog.csdn.net/future_fighter/rss.aspx</fs:srcfeed><fs:itemid>csdn.net/future_fighter/~1293389/206265555/1296217</fs:itemid></item><item><title>Introducing initramfs, a new model for initial RAM disks</title><link>http://blog.csdn.net/future_fighter/archive/2009/02/06/3866068.aspx</link><wfw:comment>http://blog.csdn.net/future_fighter/comments/3866068.aspx</wfw:comment><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/future_fighter/comments/commentRss/3866068.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=3866068</trackback:ping><description>When the Linux kernel boots the system, it must find and run the first user program, generally called &quot;init&quot;. User programs live in filesystems, so the Linux kernel must find and mount the first (or &quot;root&quot;) filesystem in order to boot successfully.&lt;img src =&quot;http://blog.csdn.net/future_fighter/aggbug/3866068.aspx&quot; width = &quot;1&quot; height = &quot;1&quot; /&gt;</description><pubDate>Fri, 06 Feb 2009 21:57:00 +0800</pubDate><author>David</author><comments>http://blog.csdn.net/future_fighter/archive/2009/02/06/3866068.aspx#Feedback</comments><guid isPermaLink="false">http://blog.csdn.net/future_fighter/archive/2009/02/06/3866068.aspx</guid><dc:creator>David</dc:creator><fs:srclink>http://blog.csdn.net/future_fighter/archive/2009/02/06/3866068.aspx</fs:srclink><fs:srcfeed>http://blog.csdn.net/future_fighter/rss.aspx</fs:srcfeed><fs:itemid>csdn.net/future_fighter/~1293389/206265556/1296217</fs:itemid></item></channel></rss>