Ideal for graduate and senior undergraduate courses in computer arithmetic and advanced digital design, Computer Arithmetic: Algorithms and Hardware Designs, Second Edition, provides a balanced, comprehensive treatment of computer arithmetic. It covers topics in arithmetic unit design and circuit implementation that complement the architectural and algorithmic speedup techniques used in high-performance computer architecture and parallel processing. Using a unified and consistent framework, the text begins with number representation and proceeds through basic arithmetic operations, floating-point arithmetic, and function evaluation methods. Later chapters cover broad design and implementation topics-including techniques for high-throughput, low-power, fault-tolerant, and reconfigurable arithmetic. An appendix provides a historical view of the field and speculates on its future. An indispensable resource for instruction, professional development, and research, Computer Arithmetic: Algorithms and Hardware Designs, Second Edition, combines broad coverage of the underlying theories of computer arithmetic with numerous examples of practical designs, worked-out examples, and a large collection of meaningful problems. This second edition includes a new chapter on reconfigurable arithmetic, in order to address the fact that arithmetic functions are increasingly being implemented on field-programmable gate arrays (FPGAs) and FPGA-like configurable devices. Updated and thoroughly revised, the book offers new and expanded coverage of saturating adders and multipliers, truncated multipliers, fused multiply-add units, overlapped quotient digit selection, bipartite and multipartite tables, reversible logic, dot notation, modular arithmetic, Montgomery modular reduction, division by constants, IEEE floating-point standard formats, and interval arithmetic. Features: * Divided into 28 lecture-size chapters * Emphasizes both the underlying theories of computer arithmetic and actua
2019-12-21 20:59:16 8.14MB Computer Arithmetic Algorithms
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Reflectarray Antennas-Theory,Designs and Applications-Payam Nayeri-2018 pdf版本
2019-12-21 20:28:23 73.16MB reflect array antenna
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pdf版,相当不错的一个外文书,介绍SOC,建议有一定verilog经验,或做过相关东西后,再去读这本书,会有很深的启发,祝各位学习进步!
2019-12-21 20:07:21 6.42MB SOC verilog reuse 硬件
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经典好书,Computer Arithmetic--Algorithms and Hardware Designs--2nd Edition,文字版
2019-12-21 19:59:01 8.19MB COMPUTER ARITHMETIC Algorithms Hardware
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英文原版,经典, 中的经典2013年新出的书;
2019-12-21 19:35:21 8.58MB FPGA ASIC
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"Preproduction Blueprint" is a complete system for planning your game environments and level designs. This could be for a playable level or a game environment exploration to show off in a portfolio. Planning process is called pre-production and what you end up with is a "Preproduction Blueprint". It is an essential step to finishing your projects. Unfortunately, planning tends to be a rushed part of the process or completely ignored. Creating a game environment or a level design is very similar. Once you have an idea you have to go through the steps of: Knowing what you are going to create How the game environment is going to look How the level will play Location, theme and setting of your game environment or level design Creating a top-down layout Defining and designing objectives, obstacles and scripted events Knowing your project purpose Collecting photo reference Creating a story Visual development Creating to do lists, a plan of action Rushing into a level design or game environment without planning will most likely result in unfinished project. All you need is a solid plan of what your environment is going to look and play like prior to creating it. "Preproduction Blueprint" is the planning system and workbook. These are the same steps I use to design environments and levels. It took me years to figure out and to refine so you don’t have to. I laid everything out for you to use in a step-by-step process. After going through the book, you’ll be able to close your eyes and walk through the environment. The level will be finished in your mind. The next step will be to open up a level editor and begin construction. Table of Contents Inner Cover Legal: Copyright, Trademarks, Disclaimers Acknowledgements Table of Content: The Secret Behind Preproduction Blueprint 11 Step Planning Overview How to Follow “Preproduction Blueprint” Playable Level or Stand-Alone Game Environment Step 1: Ideas Step 2: Setting, Location and Theme Step 3: Project Purpose Step 4: Feat
2019-12-21 18:54:18 11.92MB Blueprint Game Designs
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集成电路设计中静态时序分析国外经典书籍,非常值得有志于ic设计的从业人员查看研究。
2019-12-21 18:52:30 15.01MB IC设计 静态时序分析
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Rahul Mukerjee 与 C.F. Jeff Wu关于试验设计的作品,理论性比较强
2019-08-13 14:12:02 1.62MB 试验设计 doe
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