Unity 面试精选

Unity3D面试题知识点

2020-03-16  本文已影响0人  asadadasw

感谢各位大佬的文章,实在学到许多。

CSAPP、OS

什么是内存对齐,原理你真的了解吗?

https://www.jianshu.com/p/37409be16a37

(史上最详细的解释看过来)深入理解函数栈帧

https://blog.csdn.net/qq_40550018/article/details/81225519

float类型在内存中的表示

https://blog.csdn.net/netHibernate/article/details/6120382

编译和链接的过程

https://blog.csdn.net/guaiguaihenguai/article/details/81160310

静态链接与动态链接的区别

https://blog.csdn.net/lisongjia123/article/details/49003159

进程间的五种通信方式介绍

https://blog.csdn.net/wh_sjc/article/details/70283843

为什么会引入线程(进程,优缺点,模型)!!!

https://blog.csdn.net/msdnwolaile/article/details/52106242?depth_1-utm_source=distribute.pc_relevant_right.none-task&utm_source=distribute.pc_relevant_right.none-task

进程与线程的概念,为什么要有进程线程?有什么区别?各自又是怎么同步的?

https://blog.csdn.net/Aspiration_1314/article/details/89932147

进程在内存中的结构

https://blog.csdn.net/jason_cuijiahui/article/details/82632325

深入理解虚拟内存机制

https://www.jianshu.com/p/13e337312651



C++

memset函数及其用法,C语言memset函数详解

http://c.biancheng.net/view/231.html

memmove 和 memcpy的区别以及处理内存重叠问题

https://blog.csdn.net/li_ning_/article/details/51418400

C++中Struct与Class的区别与比较

https://blog.csdn.net/weixin_39640298/article/details/84349171

C++中的类——类的定义和声明

https://blog.csdn.net/qq_37568748/article/details/81938275

C++类的定义和对象

https://www.cnblogs.com/Zak-NoS/p/11673933.html

const关键字作用总结

https://blog.csdn.net/lf1570180470/article/details/56677748?depth_1-utm_source=distribute.pc_relevant.none-task&utm_source=distribute.pc_relevant.none-task

lib和dll文件的初了解

https://www.cnblogs.com/KillerAery/p/9097541.html

C/C++ assert()函数用法总结

https://www.cnblogs.com/lvchaoshun/p/7816288.html

extern和extern "C"

https://blog.csdn.net/qq_30891813/article/details/87631651

extern和static使用

https://www.cnblogs.com/helloworldcode/p/11191231.html

C++函数重载详解

http://c.biancheng.net/view/201.html

重载、重写和隐藏三者的区别

https://www.cnblogs.com/evenleee/p/10933793.html

C语言为什么不支持函数重载

https://blog.csdn.net/qq_43503315/article/details/89714020

如何重载前置++和后置++

https://blog.csdn.net/wang664626482/article/details/52353828

C++:为什么在继承关系中,父类的析构函数最好定义为虚函数?

https://blog.csdn.net/han8040laixin/article/details/81704165

简单的程序诠释C++ STL算法系列之十五:swap

https://blog.csdn.net/jerryjbiao/article/details/7389233

C++中的new用法总结

https://www.cnblogs.com/lustar/p/10717502.html

C++ 内存管理之重载operator new 和operator delete

https://blog.csdn.net/u014303647/article/details/80328317

C++中volatile的作用

https://blog.csdn.net/weixin_41656968/article/details/80958973

C++四种cast操作符

https://blog.csdn.net/starryheavens/article/details/4617637

进程地址空间分布

https://blog.csdn.net/wangxiaolong_china/article/details/6844325#0-qzone-1-20215-d020d2d2a4e8d1a374a433f596ad1440

C++11 之 lambda函数的详细使用

https://blog.csdn.net/lixiaogang_theanswer/article/details/80905445

C++11 lambda表达式使用场景解析

https://blog.csdn.net/qq_34199383/article/details/80469780

c++11中using的使用

https://blog.csdn.net/zzyczzyc/article/details/94290574

c++中sizeof()的用法介绍

https://www.cnblogs.com/huolong-blog/p/7587711.html

使用sizeof计算类对象所占空间大小-sizeof总结

https://blog.csdn.net/qq_40416052/article/details/82916033

typedef和define的区别

https://blog.csdn.net/xing1314/article/details/2336269

智能指针(三):unique_ptr使用简介

https://blog.csdn.net/weiwenhp/article/details/8708281?depth_1-utm_source=distribute.pc_relevant.none-task&utm_source=distribute.pc_relevant.none-task

C++虚函数(10) - 虚函数能否为inline?

https://blog.csdn.net/shltsh/article/details/45999947

函数返回值和返回引用的 区别

https://blog.csdn.net/weixin_41413441/article/details/79180951

shared_ptr的引用计数原理

https://blog.csdn.net/qq_29108585/article/details/78027867

[c++11]我理解的右值引用、移动语义和完美转发

https://www.jianshu.com/p/d19fc8447eaa

STL之vector的push_back过程详解

https://blog.csdn.net/cxc576502021/article/details/83020617

构造函数能不能声明为虚函数,析构函数呢?为什么?

https://blog.csdn.net/m0_37925202/article/details/81413693

C++中的虚函数(表)实现机制以及用C语言对其进行的模拟实现

https://blog.twofei.com/496/

C++面试题

https://shimo.im/docs/yKTRGv3KcVwGHYgw/read

C++面试题

https://www.cnblogs.com/weiweng/p/12493588.html

虚拟继承

https://blog.csdn.net/a15929748502/article/details/80898126

C++-Record42—对象中的VPTR指针什么时候被初始化?

https://blog.csdn.net/qq_17846375/article/details/104112771

虚函数表存放在哪里

https://blog.csdn.net/jiary5201314/article/details/52627630

09 构造函数能调用虚函数吗?

https://www.cnblogs.com/hellogiser/p/whether-constructor-can-call-virtual-function.html

析构函数声明为私有的作用

https://blog.csdn.net/xin_y/article/details/78658094

C++智能指针(auto_ptr)详解

http://blog.sina.com.cn/s/blog_7708265a01010lyv.html

递归太深会导致栈溢出

https://blog.csdn.net/hellolib/article/details/50663793

vector扩容原理说明

https://blog.csdn.net/yangshiziping/article/details/52550291



C#

浅析C# Dictionary实现原理

https://www.cnblogs.com/InCerry/p/10325290.html

IEnumerable和IEnumerator 详解

https://blog.csdn.net/byondocean/article/details/6871881

C#集合--ICollection接口和IList接口

https://www.cnblogs.com/yang_sy/p/3598970.html

C#集合--Dictionary

https://www.cnblogs.com/yang_sy/p/3678905.html

Unity C#笔记 容器类

https://www.cnblogs.com/KillerAery/p/10586659.html

C# delegate event Lambda 匿名函数

https://blog.csdn.net/tran119/article/details/81365423

C#中的 out、ref、param 参数

https://blog.csdn.net/svendson/article/details/85057633

C# 扩展方法

https://www.cnblogs.com/senyier/p/6617772.html

深入理解C#中的String

https://www.cnblogs.com/qingsp/p/6907553.html

C#反射详解

https://blog.csdn.net/gnd15732625435/article/details/78587483

C#析构函数(destructor)和终结器(Finalizer)

https://www.cnblogs.com/zhangq/p/3922123.html

Dispose and Finalizer in C#

https://www.cnblogs.com/wangguangxin/p/4155932.html

C# 是使用引用计数来发现垃圾对象的吗?

https://www.zhihu.com/question/39684394/answer/82585599



Lua

如何实现多继承

https://www.jianshu.com/p/c5ea502a001d

C++与Lua交互之配置&交互原理&示例

https://www.cnblogs.com/KillerAery/p/9249145.html

unity面试——Lua 实现简单的面向对象

https://blog.csdn.net/qq_30585525/article/details/90902556

unity面试——Lua 元表

https://blog.csdn.net/qq_30585525/article/details/90897394

lua的ipairs与pairs究竟有什么区别

https://blog.csdn.net/booirror/article/details/39215741?utm_source=blogxgwz6

C#与Lua交互原理

https://blog.csdn.net/UnityHUI/article/details/79752296



Unity

Unity资源打包(AssetBundle)

https://blog.csdn.net/qq_29266497/article/details/82587584

Unity新版AssetBundle打包API以及使用策略

https://www.jianshu.com/p/565d02b180ff

Unity3D动态读取外部MP3文件给AudioSource

https://www.cnblogs.com/CodeGize/p/5785435.html

Unity3d 浅析Animation与Animator组件

https://www.cnblogs.com/posts/p/8246039.html

IK

https://www.jianshu.com/p/7aec3699f29c

Unity C#笔记 协程

https://www.cnblogs.com/KillerAery/p/10336388.html

unity3D 插件plugins

https://blog.csdn.net/u014761712/article/details/50604865

Unity技术面试题100问

https://gameinstitute.qq.com/community/detail/108207

Unity3D常见面试题

https://blog.csdn.net/qq_25601345/article/details/77102775

Unity,C#各种管理类(一)--音频管理

https://blog.csdn.net/gaoheshun/article/details/66975254

AudioSource中的PlayClipAtPoint()和PlayOneShot()

UnityDocumentation/Documentation/en/ScriptReference/AudioSource.html

unity中Coroutines与Invoke

https://tieba.baidu.com/p/3580402038?red_tag=2964232279

Unity某个向量围绕某个轴旋转多少度

https://blog.csdn.net/qq_14838361/article/details/84874215

Unity ZTest 深度测试 & ZWrite 深度写入

https://www.cnblogs.com/ljx12138/p/5341381.html



Graphics

关于齐次坐标的理解

https://www.cnblogs.com/btgyoyo/p/7085264.html

常见的三个光照模型:Lambert,Phong,BlinnPhong

https://blog.csdn.net/taoqilin/article/details/52800702

Phong和Blinn-Phong光照模型

https://www.cnblogs.com/bluebean/p/5299358.html

光线与包围盒(AABB)的相交检测算法

https://blog.csdn.net/u012325397/article/details/50807880?locationNum=6&fps=1

3D空间中的AABB(轴向平行包围盒, Aixe align bounding box)的求法

https://blog.csdn.net/i_dovelemon/article/details/33303473

码农干货系列1--方向包围盒(OBB)碰撞检测

https://www.cnblogs.com/iamzhanglei/archive/2012/06/07/2539751.html

空间划分的数据结构(四叉树/八叉树/BVH树/BSP树/k-d树)

https://www.cnblogs.com/KillerAery/p/10878367.html

游戏场景管理的八叉树算法是怎样的?

https://www.jianshu.com/p/07a927e41cd5

从0开始的OpenGL学习(二十五)-几何着色器

https://www.jianshu.com/p/ccda806df511

前向渲染和延迟渲染的区别

https://blog.csdn.net/qq_26900671/article/details/100984838

射线与三角形求交

https://blog.csdn.net/linolzhang/article/details/55548707

判断点是否在三角形内

https://www.cnblogs.com/graphics/archive/2010/08/05/1793393.html

OpenGL与Unity Shader常用基础面试题

https://blog.csdn.net/qq_32418469/article/details/81449592

OpenGL中的模板测试有哪些实际应用?

https://www.zhihu.com/question/319943763/answer/650199573

OpenGL中的Alpha测试,深度测试,模板测试,裁减测试

https://blog.csdn.net/Crazyjumper/article/details/1968567

PBR的基本理论

https://gameinstitute.qq.com/community/detail/113198

图形学可能会问到的数学知识

https://shimo.im/docs/RDKhW69yDdRCjHYC/read

图形学x计算几何

https://shimo.im/docs/TJK6DCWHHrdtDx6p/read



Algorithm

快速排序和堆排序的使用场景比较

https://blog.csdn.net/tumaolin94/article/details/53693625

堆排序中建堆过程的时间复杂度O(n)的证明

https://blog.csdn.net/anonymalias/article/details/8807895?depth_1-utm_source=distribute.pc_relevant.none-task&utm_source=distribute.pc_relevant.none-task

在海量数据中找到最大的前K个数(top K问题)

https://blog.csdn.net/m0_38109046/article/details/88656492

N个降序数组,找到最大的K个数TOP K

https://blog.csdn.net/qq_33166535/article/details/77747879

判断两个链表是否相交

https://blog.csdn.net/sinat_36722750/article/details/82228416

基于双向链表的增删改查和排序(C++实现)

https://www.cnblogs.com/flypie/p/5015711.html

各种字符串Hash函数(转)

https://www.cnblogs.com/zl1991/p/11820922.html

数据结构 Hash表(哈希表)

https://blog.csdn.net/u011109881/article/details/80379505

合并两个升序数组

https://www.jianshu.com/p/56f82e5412a6

智能指针原理及实现(1)shared_ptr

https://www.cnblogs.com/howo/p/8468713.html

strcpy函数的实现

https://www.cnblogs.com/chenyg32/p/3739564.html

C++笔试题之String类的实现

https://blog.csdn.net/caoshangpa/article/details/51530482

设计并实现一个LRU Cache

https://www.cnblogs.com/wuchanming/p/4789499.html

面试题——轻松搞定面试中的红黑树问题

https://www.cnblogs.com/wuchanming/p/4444961.html

30张图带你彻底理解红黑树

https://www.jianshu.com/p/e136ec79235c

红黑树 插入调整步骤终极详解

https://blog.csdn.net/anliayx/article/details/86476838

数据结构和算法 O(1)时间取得栈中的最大 / 最小元素值

https://www.cnblogs.com/cuish/p/3670655.html

三种洗牌算法shuffle

https://blog.csdn.net/qq_26399665/article/details/79831490

上千万数据的IP取前100个出现次数最多的

https://blog.csdn.net/Iloveyougirls/article/details/81814524

(二叉树)二叉树的最近公共祖先

https://blog.csdn.net/qq_28114615/article/details/85715017

超有爱的并查集~

https://blog.csdn.net/niushuai666/article/details/6662911

重复的数字

https://www.cnblogs.com/zemliu/archive/2012/09/30/2709012.html

判断一个图是否有环 无向图 有向图

https://www.cnblogs.com/xwdreamer/archive/2011/06/11/2297008.html

总结A*,Dijkstra,广度优先搜索,深度优先搜索的复杂度比较

https://www.cnblogs.com/yunerlalala/p/6155931.html

Dijkstra算法图文详解

https://blog.csdn.net/lbperfect123/article/details/84281300

Dijkstra不能得到含有负权边图的单源最短路径

https://www.cnblogs.com/tanhehe/archive/2013/02/03/2890767.html

时间复杂度:O(log1+log2+...+logn)=O(log(n!))=O(nlogn)

https://blog.csdn.net/hzh_0000/article/details/80955511

二叉树顺序存储之 前序,中序 ,后序遍历

https://blog.csdn.net/weixin_41316824/article/details/88721467

二叉树的中序遍历非递归算法

https://blog.csdn.net/Billy1900/article/details/86229656?depth_1-utm_source=distribute.pc_relevant.none-task&utm_source=distribute.pc_relevant.none-task

3阶以内的矩阵求逆矩阵的3种手算方法

https://jingyan.baidu.com/article/1709ad8095e1924634c4f03a.html

牛人解释哈希的开放寻址法

https://blog.csdn.net/shaobingj126/article/details/8156675

开放寻址法

https://blog.csdn.net/xiaojiasheng/article/details/47208041

Hash树(散列树)和Trie树(字典树、前缀树)

https://blog.51cto.com/tianxingzhe/1720067

详谈树结构(传统树、字典树、hash 树、Merkle Patricia Tree)

https://blog.csdn.net/smilejiasmile/article/details/82843278#_268

动态规划——DP算法(Dynamic Programing)

https://www.cnblogs.com/xiaoboge/p/10509619.html

动态规划入门之硬币问题

https://blog.csdn.net/kerryfish/article/details/25563937



Design Pattern

游戏设计模式——有限状态机

https://www.cnblogs.com/KillerAery/p/9680303.html

游戏设计模式——黑板模式

https://www.cnblogs.com/KillerAery/p/10054558.html

游戏设计模式——内存池管理

https://www.cnblogs.com/KillerAery/p/10765893.html

游戏设计模式——面向数据编程

https://www.cnblogs.com/KillerAery/p/9685004.html

设计模式之工厂模式(factory pattern)

https://www.cnblogs.com/yssjun/p/11102162.html

面试必备:常用的设计模式总结

https://blog.csdn.net/onlyoncelove/article/details/81456024

策略模式

https://www.runoob.com/design-pattern/strategy-pattern.html



Network

TCP的三次握手与四次挥手理解及面试题(很全面)

https://www.cnblogs.com/bj-mr-li/p/11106390.html

详解TCP中的拥塞控制

https://blog.csdn.net/m0_37962600/article/details/79993310

解析TCP之滑动窗口(动画演示)

https://blog.csdn.net/yao5hed/article/details/81046945

可靠UDP,KCP协议快在哪?

https://www.cnblogs.com/wetest/p/9190786.html

不为人知的网络编程(七):如何让不可靠的UDP变的可靠?

https://www.jianshu.com/p/4d12ad2e7500

TCP,UDP,IP包头格式及说明

https://blog.csdn.net/qq_30549833/article/details/60139328

tcp与http keep-alive机制的区别

http://www.tianshouzhi.com/api/tutorials/netty/406

HTTP长连接、短连接究竟是什么?

https://www.cnblogs.com/gotodsp/p/6366163.html

TCP如何保证消息顺序以及可靠性到达

https://blog.csdn.net/dccmxj/article/details/52103800



Others

git revert git reset

https://blog.csdn.net/qq8427003/article/details/64920987

《人月神话》读书笔记

https://blog.csdn.net/y_f_raquelle/article/details/82938145

数据库索引的实现原理(面试问题:请说出数据库索引实现原理)

https://blog.csdn.net/hxpjava1/article/details/55803923?depth_1-utm_source=distribute.pc_relevant.none-task&utm_source=distribute.pc_relevant.none-task

十二球问题

https://baike.baidu.com/item/%E7%A7%B0%E7%90%83%E9%97%AE%E9%A2%98/16038399?fr=aladdin

AB抛硬币,先抛到正面的人赢,问A赢的概率

https://zhidao.baidu.com/question/183622751.html

背题大纲

https://shimo.im/docs/yrc8QCKTgprGcW9c/read

最后一面《HR面》------十大经典提问

https://www.cnblogs.com/wuchanming/p/4442813.html

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