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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
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
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
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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