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首先,我要说的是,我没有被卡住,因为我有很多解决方法!最好的一点是我不再需要 1Byte Pack 了:P

但老实说,我对这种行为感到很困惑。我正在使用 Unity,它在 Windows 上完美运行,但在 Android(单声道)上失败

  • 我写了什么无效的东西吗?
  • 我是否在 Mono 上出现了错误?!

评论绝对欢迎!

public class TEST
{
    [StructLayout(LayoutKind.Sequential, Pack = 1)]
    private struct MyStruct {
        public float   field1;
        public float   field2;
    };

    //This order sucess on windows, but failed on android
    private byte oneByte = 0x00;
    private MyStruct mMyStruct;


    public bool doTest()
    {
        try {
            mMyStruct.field1  = (oneByte++);
        } catch {
            // System.NullReferenceException: Object reference not set to an instance of an object
            return false;
        }
        return true;
    }           
}

一些额外的信息/线索:

  • Android/Windows 之间的差异可能来自处理器架构差异 Android ARM(RISC),假设 4Bytes alignement (或至少 2Bytes in thumb mode)

  • [StructLayout(LayoutKind.Sequential, Pack = 1)] 似乎影响的不仅仅是结构。

内存对齐可能变成:

[ onByte    ]  [ field1 #0 ] [ field1 #1 ] [ field1 #2 ]
[ field1 #3 ]  [ field2 #1 ] [ field2 #1 ] [ field2 #3 ]
[ field2 #4 ]  [ *pad*     ] [ *pad*     ] [ *pad*     ]

我期待更多这样的东西:

[ onByte    ] [ *pad*     ] [ *pad*     ] [ *pad*     ]
[ field1 #0 ] [ field1 #1 ] [ field1 #2 ] [ field1 #3 ]
[ field2 #1 ] [ field2 #1 ] [ field2 #3 ][ field2 #4 ] 
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