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[求助]windbg dt 显示结果中出现等号代表什么意思?
发表于: 2012-7-17 19:36 7768

[求助]windbg dt 显示结果中出现等号代表什么意思?

2012-7-17 19:36
7768
0:032> dt tgame!UIntProperty
   +0x000 __VFN_table : Ptr32 
   =0156d38c UObject::PrivateStaticClass : Ptr32 UClass
   +0x004 Index            : Int4B
   +0x008 ObjectFlags      : Uint8B
   +0x010 HashNext         : Ptr32 UObject
   +0x014 HashOuterNext    : Ptr32 UObject
   +0x018 StateFrame       : Ptr32 FStateFrame
   +0x01c _Linker          : Ptr32 ULinkerLoad
   +0x020 _LinkerIndex     : Int4B
   +0x024 NetIndex         : Int4B
   +0x028 Outer            : Ptr32 UObject
   +0x02c Name             : FName
   +0x034 Class            : Ptr32 UClass
   +0x038 ObjectArchetype  : Ptr32 UObject
   =0156d2f8 UObject::GObjInitialized : Uint4B
   =0156d2fc UObject::GObjNoRegister : Uint4B
   =0156d300 UObject::GObjBeginLoadCount : Int4B
   =0156d304 UObject::GIsSavingPackage : Uint4B
   =0156d308 UObject::GObjRegisterCount : Int4B
   =0156d30c UObject::GImportCount : Int4B
   =0156d310 UObject::GForcedExportCount : Int4B
   =015652f8 UObject::GObjHash : [8192] Ptr32 UObject
   =0155d2f8 UObject::GObjHashOuter : [8192] Ptr32 UObject
   =0156d314 UObject::GAutoRegister : Ptr32 UObject
   =0156d390 UObject::GObjLoaded : TArray<UObject *,FDefaultAllocator>
   =0156d39c UObject::GObjConstructedDuringAsyncLoading : TArray<UObject *,FDefaultAllocator>
   =0156d3a8 UObject::GObjObjects : TArray<UObject *,FDefaultAllocator>
   =0156d3b4 UObject::GObjAvailable : TArray<int,FDefaultAllocator>
   =0156d3c0 UObject::GObjLoaders : TArray<ULinkerLoad *,FDefaultAllocator>
   =0156d318 UObject::GObjTransientPkg : Ptr32 UPackage
   =0156d320 UObject::GObjCachedLanguage : [32] Wchar
   =0156d3cc UObject::GObjRegistrants : TArray<UObject *,FDefaultAllocator>
   =0156d3d8 UObject::GObjAsyncPackages : TArray<FAsyncPackage,FDefaultAllocator>
   =0156d3e4 UObject::GObjAsyncObjects : TArray<FAsyncObject,FDefaultAllocator>
   =014b9930 UObject::GLanguage : [64] Wchar
   =0156d31c UObject::GObjIncrementalPurgeIsInProgress : Uint4B
   =0156d360 UObject::GObjFinishDestroyHasBeenRoutedToAllObjects : Uint4B
   =0156d364 UObject::GObjPurgeIsRequired : Uint4B
   =0156d368 UObject::GObjCurrentPurgeObjectIndex : Int4B
   =0156d36c UObject::GObjFirstGCIndex : Int4B
   =014b99b0 UObject::GObjLastNonGCIndex : Int4B
   =0156d370 UObject::GPermanentObjectPoolSize : Int4B
   =0156d374 UObject::GPermanentObjectPool : Ptr32 UChar
   =0156d378 UObject::GPermanentObjectPoolTail : Ptr32 UChar
   =0156d3f0 UObject::GGCObjectsPendingDestruction : TArray<int,FDefaultAllocator>
   =0156d37c UObject::GGCObjectsPendingDestructionCount : Int4B
   =0156d3fc UObject::GSavePackagePathRedirections : TMap<FString,FString,FDefaultSetAllocator>
   =0156d380 UObject::GExclusiveResourceSizeMode : Uint4B
   =0150b730 UObject::StartupPackageToWarnState : TMap<UPackage *,unsigned int,FDefaultSetAllocator>
   =01511e20 UField::PrivateStaticClass : Ptr32 UClass
   +0x03c Next             : Ptr32 UField
   =0156d4d0 UProperty::PrivateStaticClass : Ptr32 UClass
   +0x040 ArrayDim         : Int4B
   +0x044 ElementSize      : Int4B
   +0x048 PropertyFlags    : Uint8B
   +0x050 RepOffset        : Uint2B
   +0x052 RepIndex         : Uint2B
   +0x054 Category         : FName
   +0x05c ArraySizeEnum    : Ptr32 UEnum
   +0x060 Offset           : Int4B
   +0x064 PropertyLinkNext : Ptr32 UProperty
   +0x068 ConfigLinkNext   : Ptr32 UProperty
   +0x06c ConstructorLinkNext : Ptr32 UProperty
   +0x070 NextRef          : Ptr32 UProperty
   +0x074 RepOwner         : Ptr32 UProperty
   +0x078 ComponentPropertyLinkNext : Ptr32 UProperty
   +0x07c TransientPropertyLinkNext : Ptr32 UProperty
   +0x080 bDemoRecordingCompress : Uint4B
   =0156d4d8 UIntProperty::PrivateStaticClass : Ptr32 UClass


如上面所显示  读了windbg的文档,搜索了半天找不到结果 只能看来问一下了

[招生]科锐逆向工程师培训(2024年11月15日实地,远程教学同时开班, 第51期)

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雪    币: 229
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类的函数地址是固定的 所以用“=”
成员变量地址因每个对象的实例不同而不同所以用“+”
2012-7-17 20:11
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雪    币: 229
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静态变量应该也是“=”
纯属猜测
2012-7-17 20:13
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雪    币: 114
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==# 我觉得猜union还靠谱点吧
2012-7-17 20:40
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雪    币: 207
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1楼是正解啊~
2012-7-17 21:17
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雪    币: 114
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6
猜中了~
我测试了一下,的确是静态成员变量, 等号就是表示静态成员变量,和函数没关系~
2012-7-18 16:21
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雪    币: 163
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逆战...虚幻3....unreal script vm ....好东西
2013-6-18 14:54
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雪    币: 163
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8
很好奇楼主的符号文件怎么来的
2013-6-18 15:06
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