埃里克·罗伯茨(Eric S. Roberts)的C语言《编程抽象》中的练习和示例。 这是斯坦福大学于1998年为cs106b编写的一本C书。 用于运行所有示例的库在现代操作系统中可能无法正确运行。 尤其是一个库,甚至有一条评论说它存在内存泄漏。 这些库是在包含布尔类型之前和Valgrind存在之前编写的。 我的目标是将库更新为在现代C版本上运行,并在学习过程中将单元测试和文档构建到构建过程中。
2021-12-28 23:41:33 42KB Shell
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函数响应式编程 Functional Reactive Programming by Blackheath, Jones 2016 | ISBN: 1633430103 | English | 360 pages | PDF | 10 MB Summary Functional Reactive Programming teaches the concepts and applications of FRP. It offers a careful walk-through of core FRP operations and introduces the concepts and techniques you'll need to use FRP in any language. Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications. About the Technology Today's software is shifting to more asynchronous, event-based solutions. For decades, the Observer pattern has been the go-to event infrastructure, but it is known to be bug-prone. Functional reactive programming (FRP) replaces Observer, radically improving the quality of event-based code. About the Book Functional Reactive Programming teaches you how FRP works and how to use it. You'll begin by gaining an understanding of what FRP is and why it's so powerful. Then, you'll work through greenfield and legacy code as you learn to apply FRP to practical use cases. You'll find examples in this book from many application domains using both Java and JavaScript. When you're finished, you'll be able to use the FRP approach in the systems you build and spend less time fixing problems. What's Inside Think differently about data and events FRP techniques for Java and JavaScript Eliminate Observer one listener at a time Explore Sodium, RxJS, and Kefir.js FRP systems About the Reader Readers need intermediate Java or JavaScript skills. No experience with functional programming or FRP required. About the Authors Stephen Blackheath and Anthony Jones are experienced software developers and the creators of the Sodium FRP library for multiple languages. Foreword by Heinrich Apfelmus. Illustrated by Duncan Hill. Table of Contents Stop listening! Core FRP Some everyday widget stuff Writing a real application New concepts FRP on the web Switch Operational primitives Continuous time Battle of the paradigms Programming in the real world Helpers and patterns Refactoring Adding FRP to existing projects Future directions
2021-12-28 12:10:36 9.6MB Functional Reactive Programming 响应式编程
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Essentials of Programming in Mathematica 英文azw3 本资源转载自网络,如有侵权,请联系上传者或csdn删除 本资源转载自网络,如有侵权,请联系上传者或csdn删除
2021-12-28 10:28:05 4.77MB Essentials Programming Mathematica
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MTK_Wi-Fi_SoftAP_Software_Programming_Guide_v4.10
2021-12-27 15:49:29 2.04MB MTK
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Expert C Programming is a must read for anyone who wants to learn more about the implementation, practical use, and folklore of C.This is a very different book on the C language! In an easy, conversational style Expert C Programming explains the difficult areas of ANSI C that other books gloss over, like why C declarations are so complicated and how to code arrays that can grow and shrink in size.
2021-12-27 12:40:14 2.16MB C 原版
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CruiseYoung提供的带有详细书签的电子书籍目录 http://blog.csdn.net/fksec/article/details/7888251 该资料是《游戏编程精粹8》一书的随书光盘代码:共两部分,这是第1部分 游戏编程精粹8 基本信息 中文名: 游戏编程精粹8 原名: Game Programming Gems 8 作者: Adam Lake 图书分类: 软件 资源格式: PDF 版本: 插图版 出版社: Course Technology 书号: 1584507020 发行时间: 2010年03月01日 地区: 美国 语言: 英文 内容简介 本书为《Game Programming Gems》系列的第八卷。在这一版当中,我们将广泛地探讨重要的实时图形方面,如Larrabee, PlayStation 3, 以及DirectX 11计算着色器。此外在本书中,处在第一线的业内顶级开发商如:Blizzard,id, Bizarre Creations, Nexon,以及Intel's Advanced Visual Computing group,还分享了他们如何以最佳的方式利用图形硬件为游戏创建高品质视觉效果的真知灼见。 目录 Face -15 Contents -12 Preface -6 Contributors -1 Section 1 Graphics 1 Introduction 1 1.1 Fast Font Rendering with Instancing 3 1.2 Principles and Practice of Screen Space Ambient Occlusion 12 1.3 Multi-Resolution Deferred Shading 32 1.4 View Frustum Culling of Catmull-Clark Patches in DirectX 11 39 1.5 Ambient Occlusion Using DirectX Compute Shader 50 1.6 Eye-View Pixel Anti-Aliasing for Irregular Shadow Mapping 74 1.7 Overlapped Execution on Programmable Graphics Hardware 90 1.8 Techniques for Effective Vertex and Fragment Shading on the SPUs 101 Section 2 Physics and Animation 119 Introduction 119 2.1 A Versatile and Interactive Anatomical Human Face Model 121 2.2 Curved Paths for Seamless Character Animation 132 2.3 Non-Iterative, Closed-Form, Inverse Kinematic Chain Solver (NCF IK) 141 2.4 Particle Swarm Optimization for Game Programming 152 2.5 Improved Numerical Integration with Analytical Techniques 168 2.6 What a Drag: Modeling Realistic Three-Dimensional Air and Fluid Resistance 183 2.7 Application of Quasi-Fluid Dynamics for Arbitrary Closed Meshes 194 2.8 Approximate Convex Decomposition for Real-Time Collision Detection 202 Section 3 AI 211 Introduction 211 3.1 AI Level of Detail for Really Large Worlds 213 3.2 A Pattern-Based Approach to Modular AI for Games 232 3.3 Automated Navigation Mesh Generation Using Advanced Growth-Based Techniques 244 3.4 A Practical Spatial Architecture for Animal and Agent Navigation 256 3.5 Applying Control Theory to Game AI and Physics 264 3.6 Adaptive Tactic Selection in First-Person Shooter (FPS) Games 279 3.7 Embracing Chaos Theory: Generating Apparent Unpredictability through Deterministic Systems 288 3.8 Needs-Based AI 302 3.9 A Framework for Emotional Digital Actors 312 3.10 Scalable Dialog Authoring 323 3.11 Graph-Based Data Mining for Player Trace Analysis in MMORPGs 335 Section 4 General Programming 353 Introduction 353 4.1 Fast-IsA 355 4.2 Registered Variables 363 4.3 Efficient and Scalable Multi-Core Programming 373 4.4 Game Optimization through the Lens of Memory and Data Access 385 4.5 Stack Allocation 393 4.6 Design and Implementation of an In-Game Memory Profiler 402 4.7 A More Informative Error Log Generator 409 4.8 Code Coverage for QA 416 4.9 Domain-Specific Languages in Game Engines 428 4.10 A Flexible User Interface Layout System for Divergent Environments 442 4.11 Road Creation for Projectable Terrain Meshes 453 4.12 Developing for Digital Drawing Tablets 462 4.13 Creating a Multi-Threaded Actor-Based Architecture Using Intel® Threading Building Blocks 473 Section 5 Networking and Multiplayer 485 Introduction 485 5.1 Secure Channel Communication 487 5.2 Social Networks in Games: Playing with Your Facebook Friends 498 5.3 Asynchronous I/O for Scalable Game Servers 506 5.4 Introduction to 3D Streaming Technology in Massively Multiplayer Online Games 514 Section 6 Audio 539 Introduction 539 6.1 A Practical DSP Radio Effect 542 6.2 Empowering Your Audio Team with a Great Engine 553 6.3 Real-Time Sound Synthesis for Rigid Bodies 563 Section 7 General Purpose Computing on GPUs 573 Introduction 573 7.1 Using Heterogeneous Parallel Architectures with OpenCL 575 7.2 PhysX GPU Rigid Bodies in Batman: Arkham Asylum 590 7.3 Fast GPU Fluid Simulation in PhysX 602 Index 616 A 616 B 616 C 617 D 618 E 618 F 619 G 619 H 619 I 619 J 620 K 620 L 620 M 620 N 621 O 622 P 622 Q 623 R 623 S 623 T 624 U 625 V 625 W 625 X 625 Y 625 Z 625
2021-12-26 23:29:30 90MB 游戏编程精粹 Game Programming Gems
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GLSL-Shader-Includes:实用程序类,它添加了一种在着色器文件中包括外部文件的方法
2021-12-26 22:06:55 4KB opengl shaders glsl graphics-programming
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Addison.Wesley.UNIX.Network.Programming.Volume.1.3rd.Ed.The.Sockets.Networking.API.eBook-LiB
2021-12-26 09:22:37 83KB UNIX.Network
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关节空间规划规划matlab代码Robot-Modelling-Control-and-Programming-Assignment-2 作业 2:雅可比矩阵、轨迹规划和机器人编程 雅各比安 使用机械手的雅可比矩阵,我们可以根据关节空间中的速度计算笛卡尔速度中的速度。 解释机械手的 J0 和 Jn 之间的区别是什么,当它们用于计算关节速度之外的笛卡尔速度时 你如何将 J0 转换为 Jn ? 为什么根据帧 {0} 进行计算很重要? 轨迹规划 您的任务是规划由机器人完成的焊接轮廓。 执行此操作的机器人在其最后一个连杆上连接了一个焊枪。 ABB 机器人编程:快速编程 问题在“Questions_RMCP_Assignment_2.pdf”中,答案在“RMCP - A2”中。 Matlab 文件“Trajectory_RMCP_Assignment.m”包含 matlab 代码雅可比和轨迹规划。
2021-12-25 21:07:09 708KB 系统开源
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里面介绍有Unix的相关历史,介绍Unix的过去,现在和未来(1994年),Unix的使用以及一些编程和实现方法。
2021-12-24 13:01:26 917KB Unix History programming
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