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ARMBook arm汇编从零入门

ARMBook是arm汇编语言从零入门的pdf,个人推荐,本来想免费的,csdn限制了5分下载,没办法 1 Introduction 1.1 The Meaning of Instructions . . . . . . . . . . . 1.1.1 Binary Instructions . . . . . . . . . . . . 1.2 A Computer Program . . . . . . . . . . . . . . 1.3 The Binary Programming Problem . . . . . . . 1.4 Using Octal or Hexadecimal . . . . . . . . . . . 1.5 Instruction Code Mnemonics . . . . . . . . . . 1.6 The Assembler Program . . . . . . . . . . . . . 1.6.1 Additional Features of Assemblers . . . 1.6.2 Choosing an Assembler . . . . . . . . . 1.7 Disadvantages of Assembly Language . . . . . . 1.8 High-Level Languages . . . . . . . . . . . . . . 1.8.1 Advantages of High-Level Languages . . 1.8.2 Disadvantages of High-Level Languages 1.9 Which Level Should You Use? . . . . . . . . . . 1.9.1 Applications for Machine Language . . . 1.9.2 Applications for Assembly Language . . 1.9.3 Applications for High-Level Language . 1.9.4 Other Considerations . . . . . . . . . . 1.10 Why Learn Assembler? . . . . . . . . . . . . . . 2 Assemblers 2.1 Fields . . . . . . . . . . . . . . . . . . . . . . . . . . 2.1.1 Delimiters . . . . . . . . . . . . . . . . . . . . 2.1.2 Labels . . . . . . . . . . . . . . . . . . . . . . 2.2 Operation Codes (Mnemonics) . . . . . . . . . . . . 2.3 Directives . . . . . . . . . . . . . . . . . . . . . . . . 2.3.1 The DEFINE CONSTANT (Data) Directive 2.3.2 The EQUATE Directive . . . . . . . . . . . . 2.3.3 The AREA Directive . . . . . . . . . . . . . . 2.3.4 Housekeeping Directives . . . . . . . . . . . . 2.3.5 When to Use Labels . . . . . . . . . . . . . . 2.4 Operands and Addresses . . . . . . . . . . . . . . . . 2.4.1 Decimal Numbers . . . . . . . . . . . . . . . 2.4.2 Other Number Systems . . . . . . . . . . . . 2.4.3 Names . . . . . . . . . . . . . . . . . . . . . . 2.4.4 Character Codes . . . . . . . . . . . . . . . . .

2019-01-25

An Introduction to Fluid Dynamics (Batchelor)

This book gives an excellent introduction to fluid dynamics First published in 1967, Professor Batchelor's classic work is still one of the foremost texts on fluid dynamics. His careful presentation of the underlying theories of fluids is still timely and applicable, even in these days of almost limitless computer power. This reissue ensures that a new generation of graduate students experiences the elegance of Professor Batchelor's writing. ... many interesting and important photographs of fluid flows are included in order to help the students who do not have an opportunity of observing flow phenomena in a laboratory. The book also contains exercises at the end of each chapter. In comparison with many currently available books, I find this book by Batchelor especially stimulating and useful for students of applied mathematics and engineering.' L. Debnath, Zentralblatt MATH

2011-09-18

程序员能力矩阵(中英文对照)

对照着看一下吧,比较全面的介绍了程序员应具备的能力。

2011-06-29

The Python Standard Library by Example

python高端书籍,英文原版教材,值得想深入研究python的同学们看

2011-06-29

The Scientist and Engineer's Guide to Digital Signal Processing

http://www.dspguide.com/pdfbook.htm FOUNDATIONS Chapter 1 - The Breadth and Depth of DSP The Roots of DSP Telecommunications Audio Processing Echo Location Image Processing Chapter 2 - Statistics, Probability and Noise Signal and Graph Terminology Mean and Standard Deviation Signal vs. Underlying Process The Histogram, Pmf and Pdf The Normal Distribution Digital Noise Generation Precision and Accuracy Chapter 3 - ADC and DAC Quantization The Sampling Theorem Digital-to-Analog Conversion Analog Filters for Data Conversion Selecting The Antialias Filter Multirate Data Conversion Single Bit Data Conversion Chapter 4 - DSP Software Computer Numbers Fixed Point (Integers) Floating Point (Real Numbers) Number Precision Execution Speed: Program Language Execution Speed: Hardware Execution Speed: Programming Tips FUNDAMENTALS Chapter 5 - Linear Systems Signals and Systems Requirements for Linearity Static Linearity and Sinusoidal Fidelity Examples of Linear and Nonlinear Systems Special Properties of Linearity Superposition: the Foundation of DSP Common Decompositions Alternatives to Linearity Chapter 6 - Convolution The Delta Function and Impulse Response Convolution The Input Side Algorithm The Output Side Algorithm The Sum of Weighted Inputs Chapter 7 - Properties of Convolution Common Impulse Responses Mathematical Properties Correlation Speed Chapter 8 - The Discrete Fourier Transform The Family of Fourier Transform Notation and Format of the Real DFT The Frequency Domain's Independent Variable DFT Basis Functions Synthesis, Calculating the Inverse DFT Analysis, Calculating the DFT Duality Polar Notation Polar Nuisances Chapter 9 - Applications of the DFT Spectral Analysis of Signals Frequency Response of Systems Convolution via the Frequency Domain Chapter 10 - Fourier Transform Properties Linearity of the Fourier Transform Characteristics of the Phase Periodic Nature of the DFT Compression and Expansion, Multirate methods Multiplying Signals (Amplitude Modulation) The Discrete Time Fourier Transform Parseval's Relation Chapter 11 - Fourier Transform Pairs Delta Function Pairs The Sinc Function Other Transform Pairs Gibbs Effect Harmonics Chirp Signals Chapter 12 - The Fast Fourier Transform Real DFT Using the Complex DFT How the FFT works FFT Programs Speed and Precision Comparisons Further Speed Increases Chapter 13 - Continuous Signal Processing The Delta Function Convolution The Fourier Transform The Fourier Series DIGITAL FILTERS Chapter 14 - Introduction to Digital Filters Filter Basics How Information is Represented in Signals Time Domain Parameters Frequency Domain Parameters High-Pass, Band-Pass and Band-Reject Filters Filter Classification Chapter 15 - Moving Average Filters Implementation by Convolution Noise Reduction vs. Step Response Frequency Response Relatives of the Moving Average Filter Recursive Implementation Chapter 16 - Windowed-Sinc Filters Strategy of the Windowed-Sinc Designing the Filter Examples of Windowed-Sinc Filters Pushing it to the Limit Chapter 17 - Custom Filters Arbitrary Frequency Response Deconvolution Optimal Filters Chapter 18 - FFT Convolution The Overlap-Add Method FFT Convolution Speed Improvements Chapter 19 - Recursive Filters The Recursive Method Single Pole Recursive Filters Narrow-band Filters Phase Response Using Integers Chapter 20 - Chebyshev Filters The Chebyshev and Butterworth Responses Designing the Filter Step Response Overshoot Stability Chapter 21 - Filter Comparison Match #1: Analog vs. Digital Filters Match #2: Windowed-Sinc vs. Chebyshev Match #3: Moving Average vs. Single Pole APPLICATIONS Chapter 22 - Audio Processing Human Hearing Timbre Sound Quality vs. Data Rate High Fidelity Audio Companding Speech Synthesis and Recognition Nonlinear Audio Processing Chapter 23 - Image Formation & Display Digital Image Structure Cameras and Eyes Television Video Signals Other Image Acquisition and Display Brightness and Contrast Adjustments Grayscale Transforms Warping Chapter 24 - Linear Image Processing Convolution 3x3 Edge Modification Convolution by Separability Example of a Large PSF: Illumination Flattening Fourier Image Analysis FFT Convolution A Closer Look at Image Convolution Chapter 25 - Special Imaging Techniques Spatial Resolution Sample Spacing and Sampling Aperture Signal-to-Noise Ratio Morphological Image Processing Computed Tomography Chapter 26 - Neural Networks (and more!) Target Detection Neural Network Architecture Why Does it Work? Training the Neural Network Evaluating the Results Recursive Filter Design Chapter 27 - Data Compression Data Compression Strategies Run-Length Encoding Huffman Encoding Delta Encoding LZW Compression JPEG (Transform Compression) MPEG Chapter 28 - Digital Signal Processors How DSPs are Different from Other Microprocessors Circular Buffering Architecture of the Digital Signal Processor Fixed versus Floating Point C versus Assembly How Fast are DSPs? The Digital Signal Processor Market Chapter 29 - Getting Started with DSPs The ADSP-2106x family The SHARC EZ-KIT Lite Design Example: An FIR Audio Filter Analog Measurements on a DSP System Another Look at Fixed versus Floating Point Advanced Software Tools COMPLEX TECHNIQUES Chapter 30 - Complex Numbers The Complex Number System Polar Notation Using Complex Numbers by Substitution Complex Representation of Sinusoids Complex Representation of Systems Electrical Circuit Analysis Chapter 31 - The Complex Fourier Transform The Real DFT Mathematical Equivalence The Complex DFT The Family of Fourier Transforms Why the Complex Fourier Transform is Used Chapter 32 - The Laplace Transform The Nature of the s-Domain Strategy of the Laplace Transform Analysis of Electric Circuits The Importance of Poles and Zeros Filter Design in the s-Domain Chapter 33 - The z-Transform The Nature of the z-Domain Analysis of Recursive Systems Cascade and Parallel Stages Spectral Inversion Gain Changes Chebyshev-Butterworth Filter Design The Best and Worst of DSP Chapter 34 - Explaining Benford's Law Frank Benford's Discovery Homomorphic Processing The Ones Scaling Test Writing Benford's Law as a Convolution Solving in the Frequency Domain Solving Mystery #1 Solving Mystery #2 More on Following Benford's law Analysis of the Log-Normal Distribution The Power of Signal Processing copyright � 1997-2007 by California Technical Pub

2010-12-29

Enable .net按键突破

网上有很多使灰色按钮变为可以使用的按钮的工具,比如win按钮突破专家, 这些软件都有相同的用途,但是这些软件对于.NET编写的软件则无能为力,这个软件就 可以突破.NET写的程序的按钮。 使用方法:将软件内图标上的”射击”图标拖动到你希望按钮突破的窗口上,再点击”按键突破!”即可

2010-09-26

武汉大学论文反抄袭软件

货真价实的武汉大学开发的论文反抄袭系统 反剽窃系统是通过比对源文档和目标文档的相似性给出相似度结果的一种信息处理系统。由武汉大学信息管理学院出版科学系教师沈阳副教授研发的ROST 文档相似性检测工具可以有效检测论文的抄袭相似情况,经过六年的研发,终于推出了功能强劲的6.0版本,在定版过程中得到了武汉大学信息管理学院多位专家教授的宝贵意见。 目前ROST 反剽窃系统6.0版已经投入多家单位进行使用,反应良好,最大程度地杜绝了有抄袭可能的论文发表问世。 ROST反剽窃系统的技术特点: 1.覆盖面广,通过混合引擎覆盖约188亿个网页和490万篇论文。系统采用自研的ROST WebSpider算法实现了对互联网和期刊网的广度覆盖。但需要提醒您的是,本反剽窃系统不能覆盖所有文献。 2.模糊检测,柔性匹配,不管抄袭者如何替换部分字符,删除部分标点符号,系统都能通过相似度来进行判定,让抄袭者无所遁形。系统采用自研的ROST Similar算法实现高速相似性检测和度量。系统采用自研的QingQing算法提取信息指纹,在P3、512MBPC上,分词速度为13MB/S,已在互联网提供评测版供业内评测。 3.引文及参考文献去除,使得误判的可能性降至最低。

2010-04-10

机动车驾驶员文科考试模拟系统(全)

从光盘上拷贝下来的 放心使用吧 一共1463道题目

2010-03-02

iTunesConnect_DeveloperGuide.pdf

iTunes Connect Home Page ................................................................................................ Sales/Trend Reports" 11 .................................................................. Contracts, Tax, & Banking Information" 12 ..................................................................................................... Financial Reports" 13 ........................................................................................................... Manage Users" 13 ...................................................................................... Manage Your Applications" 19 ............................................................................. Manage Your In App Purchases" 19 ................................................................................... Request Promotional Codes" 20 ................................................................................................................ Contact Us" 21 Add New Application .............................................................................................. Setting Defaults Page" 24 ....................................................................................... Export Compliance Pages" 25 ......................................................................................................... Overview Page" 28 ............................................................................................................ Ratings Page" 35 ............................................................................................................. Upload Page" 36

2010-01-18

ActionScript 3.0 Cookbook 中文完整版

整体来说比较一般 翻译过来的 适合当手册用

2009-12-22

暴强单词,新东方8000词汇讲义.doc

第一部分 通过词缀认识单词(常用前缀一) 1、a- ① 加在单词或词根前面,表示"不,无,非" acentric 无中心的(a+centric中心的) asocial 不好社交的(a+social好社交的) amoral 非道德性的(a+moral道德的;注意:immoral不道德的) apolitical. 不关政治的(a+political政治的) anemia 反常的(a+nomal正常的+ous) ② 加在单词前,表示"在…,…的" asleep 睡着的(a+sleep睡觉) aside 在边上(a+side旁边) ahead 在前地(a+head头) alive 活的(a+live活) awash .泛滥的(a+wash冲洗) 2、ab-,abs-加在词根前,表示"相反,变坏,离去"等 abnormal 反常的(ab+normal正常的) abuse 滥用(ab+use用→用坏→滥用) absorb 吸收(ab+sorb吸收→吸收掉) absent 缺席的(ab+sent出现→没有出现→缺席的) abduct 诱拐(ab+duct引导→引走→诱拐) abject 可怜的(ab+ject抛→抛掉→可怜的) abstract 抽象的;心不在焉的(abs+tract拉→被拉开→心不在焉) abstain 戒绝(abs+tain拿住→不再拿住→戒

2009-12-20

The C Programming Language(2nd Edition).pdf

C语言白皮书 绝对值得一看 Preface......................................................... Preface

2009-12-07

O'Reilly - iPhone Game Development (2009)

介绍iphone上pdf开发相关资料 1. Introduction to the iPhone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Apple Developer Account and Downloading the SDK 1 Application Bundles 2 Xcode and Interface Builder 4 Views and Controllers 13 Loading Devices 22 Certificates and Profiles 22 Xcode Configuration 24 Objective-C Primer 25 Classes 27 Instantiation 31 Messaging 31 Member Variables 32 Memory Management 33 Constructors and Destructors 33 Interface Builder Integration 34 Mixed C++ and Objective-C 34 Conclusion 34 2. Game Engine Anatomy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Application Framework 35 Main Loop 36 Game State Manager 37 State Machine 38 Graphics Engine 41 Texturing 41 Animation 46 Physics Engine 51 Audio Engine 56 Player Input 58 Game Logic 61 Conclusion 68 3. The Framework . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69 Game State Management 70 Implementation 71 Removing the Status Bar 73 The App Delegate 73 Frames per Second 75 Event Handling 76 The Resource Manager 78 Texture Format 78 Sound Format 78 Deploying Resources 79 Management 79 The Render Engine 80 GLESGameState 81 Textures 82 Font Textures 83 Example State 85 The Sound Engine 87 Example State 88 The Data Store 89 Storing Simple Data 89 Storing Complex Data 90 Example State 90 The Skeleton Application 93 Conclusion 95 4. 2D Game Engine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97 Game Design 97 Feature List 98 User Input Scheme 99 Learning Curve 100 Tile Engine 102 Unique Tiles 102 Drawing Tiles 104 TileWorld Class 105 Animation 110 Animation and Sprite Classes 111 Physics 121 Entities 121 Entity-to-World 122 Special Tiles 126 Entity-to-Entity 126 Level 1 Implementation 127 gsEmuLevel 127 TileWorld 128 Main Character 128 Emu Chicks 131 Emu Mother 137 Game Logic 139 Sound 140 Level 2 Implementation 141 gsLionLevel 141 TileWorld 142 McGuffin 143 Main Character 143 Lion Entities 144 Game Logic 151 Sound 152 Level 3 Implementation 152 gsMazeLevel 153 TileWorld 154 Buttons 155 Doors 156 Cat and Mouse 157 User Input 157 Game Logic 158 Sounds 164 Level 4 Implementation 164 gsRiverLevel 165 TileWorld 165 Crocodiles 167 Logs 168 Tom 169 User Input 171 Game Logic 172 Sounds 175 Game State Serialization 175 Initialize Storage 175 End Game 176 Modify UI 179 Conclusion 180

2009-12-07

BecomeAnXcoderTC.pdf

這本書個人覺得非常的好,整本書翻譯成繁體中文 1-4 章是 Objective-C 語法介紹 後面的章節也有實際作法來一步步寫個程式 看很多apple的書,這一本很適合初,中階的新手 有需要的努力推阿 天啊!pdf檔上傳不了,以重傳三次都失敗,我快要瘋了

2009-11-27

Beginning iPhone 3 Development Exploring the iPhone SDK.part2.rar

Beginning iPhone 3 Development Exploring the iPhone SDK.part2.rar

2009-11-14

Beginning iPhone 3 Development Exploring the iPhone SDK.part1.rar

Beginning iPhone 3 Development Exploring the iPhone SDK.part1.rar

2009-11-14

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