视点变换,旋转,加速减速,星空背景太阳,光晕各行星纹理#include#include#include#include#include#include#include#pragmacomment(lib,"winmm.lib")#pragmacomment(lib,"wininet")//纹理图像结构typedefstruct{intimgWidth;//纹理宽度intimgHeight;//纹理高度unsignedcharbyteCount;//每个象素对应的字节数,3:24位图,4:带alpha通道的24位图unsignedchar*data;//纹理数据}TEXTUREIMAGE;//BMP文件头#pragmapack(2)typedefstruct{unsignedshortbfType;//文件类型unsignedlongbfSize;//文件大小unsignedshortbfReserved1;//保留位unsignedshortbfReserved2;//保留位unsignedlongbfOffBits;//数据偏移位置}BMPFILEHEADER;#pragmapack()//BMP信息头typedefstruct{unsignedlongbiSize;//此结构大小longbiWidth;//图像宽度longbiHeight;//图像高度unsignedshortbiPlanes;//调色板数量unsignedshortbiBitCount;//每个象素对应的位数,24:24位图,32:带alpha通道的24位图unsignedlongbiCompression;//压缩unsignedlongbiSizeImage;//图像大小longbiXPelsPerMeter;//横向分辨率longbiYPelsPerMeter;//纵向分辨率unsignedlongbiClrUsed;//颜色使用数unsignedlongbiClrImportant;//重要颜色数}BMPINFOHEADER;//定义窗口的标题、宽度、高度、全屏布尔变量#defineWIN_TITLE"模拟太阳系各星球的转动"constintWIN_WIDTH=800;constintWIN_HEIGHT=600;BOOLisFullScreen=FALSE;//初始不为全屏#defineDEG_TO_RAD0.017453floatangle=0.0;staticGLdoubleviewer[]={0,0,0,0,0};//初始化视角GLUquadricObj*quadric;//建立二次曲面对象GLfloatangle_Z;//星空旋转角度boolg_bOrbitOn=true;//控制转动暂停floatg_fSpeedmodifier=1.0f;//时间控制floatg_fElpasedTime;doubleg_dCurrentTime;doubleg_dLastTime;GLfloatLightAmbient[]={1.0f,1.0f,1.0f,0.0f};//环境光参数GLfloatLightDiffuse[]={1.0f,1.0f,1.0f,0.0f};//漫射光参数GLfloatLightPosition[]={0.0f,0.0f,0.0f,1.0f};//光源的位置//纹理图象TEXTUREIMAGEskyImg;TEXTUREIMAGEsunImg;TEXTUREIMAGErayImg;TEXTUREIMAGEmercuImg;TEXTUREIMAGEvenusImg;TEXTUREIMAGEearthImg;TEXTUREIMAGEmarsImg;TEXTUREIMAGEjupiterImg;TEXTUREIMAGEsaturnImg;TEXTUREIMAGEuranusImg;TEXTUREIMAGEneptuneImg;TEXTUREIMAGEmoonImg;GLuinttexture[12];//纹理数组//星球速度定义staticfloatfSunSpin=0.0f;//太阳自转速度staticfloatfMercuSpin=0.0f;//水星自转速度staticfloatfMercuOrbit=0.0f;//水星公转速度staticfloatfVenusSpin=0.0f;//金星自转速度staticfloatfVenusOrbit=0.0f;//金星公转速度staticfloatfEarthSpin=0.0f;//地球自转速度staticfloatfEarthOrbit=0.0f;//地球公转速度staticfloatfMarsSpin=0.0f;//火星自转速度staticfloatfMarsOrbit=0.0f;//火星公转速度staticfloatfJupiterSpin=0.0f;//木星自转速度staticfloatfJupiterOrbit=0.0f;//木星公转速度staticfloatfSaturnSpin=0.0f;//土星自转速度staticfloatfSaturnOrbit=0.0f;//土星公转速度staticfloatfUranusSpin=0.0f;//天王星自转速度staticfloatfUranusOrbit=0.0f;//天王星公转速度staticfloatfNeptuneSpin=0.0f;//海王星自转速度staticfloatfNeptuneOrbit=0.0f;//海王星公转速度staticfloatfMoonSpin=0.0f;//月亮自转速度staticfloatfMoonOrbit=0.0f;//月亮公转速度voidMakeTexture(TEXTUREIMAGEtextureImg,GLuint*texName)//转换为纹理{glPixelStorei(GL_UNPACK_ALIGNMENT,1);//对齐像素字节函数glGenTextures(1,texName);//第一个参数指定表明获取多少个连续的纹理标识符glBindTexture(GL_TEXTURE_2D,*texName);glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,textureImg.imgWidth,textureImg.imgHeight,0,GL_RGB,GL_UNSIGNED_BYTE,textureImg.data);}//初始化OpenGLvoidInitGL(void){glClearColor(0.0f,0.0f,0.0f,0.5f);//设置黑色背景glClearDepth(2.0f);//设置深度缓存glEnable(GL_DEPTH_TEST);//启动深度测试glDepthFunc(GL_LEQUAL);//深度小或相等的时候渲染glShadeModel(GL_SMOOTH);//启动阴影平滑glEnable(GL_CULL_FACE);//开启剔除操作效果glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);//使用质量最好的模式指定颜色和纹理坐标的插值质量glLightfv(GL_LIGHT1,GL_AMBIENT,LightAmbient);//设置环境光glLightfv(GL_LIGHT1,GL_DIFFUSE,LightDiffuse);//设置漫反射光glEnable(GL_LIGHTING);//打开光照glEnable(GL_LIGHT1);//打开光源1//载入纹理glEnable(GL_TEXTURE_2D);//开启2D纹理映射MakeTexture(skyImg,&texture;[0]);MakeTexture(sunImg,&texture;[1]);MakeTexture(rayImg,&texture;[2]);MakeTexture(mercuImg,&texture;[3]);MakeTexture(venusImg,&texture;[4]);MakeTexture(earthImg,&texture;[5]);MakeTexture(marsImg,&texture;[6]);MakeTexture(jupiterImg,&texture;[7]);MakeTexture(saturnImg,&texture;[8]);MakeTexture(uranusImg,&texture;[9]);MakeTexture(neptuneImg,&texture;[10]);MakeTexture(moonImg,&texture;[11]);quadric=gluNewQuadric();//建立一个曲面对象指针gluQuadricTexture(quadric,GLU_TRUE);//建立纹理坐标gluQuadricDrawStyle(quadric,GLU_FILL);//面填充}voidDisplay(void){glLoadIdentity();//设置观察点的位置和观察的方向gluLookAt(viewer[0],viewer[1],viewer[2],viewer[3],viewer[4],-5,0,1,0);//摄像机x,摄像机y,摄像机z,目标点x,目标点y,目标点z,摄像机顶朝向x,摄像机顶朝向y,摄像机顶朝向z//获得系统时间使太阳系有动态效果g_dCurrentTime=timeGetTime();g_fElpasedTime=(float)((g_dCurrentTime-g_dLastTime)*0.0005);g_dLastTime=g_dCurrentTime;glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);glMatrixMode(GL_MODELVIEW);//指定GL_MODELVIEW是下一个矩阵操作的目标glTranslatef(0.0f,0.0f,-5.0f);//将坐标系移入屏幕5.0fglRotatef(10,1.0f,0.0f,0.0f);//将坐标系绕x轴旋转10度glEnable(GL_LIGHT0);//打开光源0/**********************************绘制背景星空********************************************/glPushMatrix();//当前模型矩阵入栈glTranslatef(-10.0f,3.0f,0.0f);glRotatef(angle_Z,0.0f,0.0f,1.0f);glEnable(GL_TEXTURE_2D);glBindTexture(GL_TEXTURE_2D,texture[0]);//星空纹理glBegin(GL_QUADS);glNormal3f(0.0f,0.0f,1.0f);glTexCoord2f(0.0f,0.0f);glVertex3f(-50.0f,-50.0f,-50.0f);glTexCoord2f(6.0f,0.0f);glVertex3f(50.0f,-50.0f,-50.0f);glTexCoord2f(6.0f,6.0f);glVertex3f(50.0f,50.0f,-50.0f);glTexCoord2f(0.0f,6.0f);glVertex3f(-50.0f,50.0f,-50.0f);glEnd();glBegin(GL_QUADS);glNormal3f(0.0f,0.0f,-1.0f);glTexCoord2f(6.0f,6.0f);glVertex3f(-50.0f,-50.0f,50.0f);glTexCoord2f(0.0f,6.0f);glVertex3f(50.0f,-50.0f,50.0f);glTexCoord2f(0.0f,0.0f);glVertex3f(50.0f,50.0f,50.0f);glTexCoord2f(6.0f,0.0f);glVertex3f(-50.0f,50.0f,50.0f);glEnd();glBegin(GL_QUADS);glNormal3f(0.0f,1.0f,0.0f);glTexCoord2f(0.0f,0.0f);glVertex3f(-50.0f,-50.0f,-50.0f);glTexCoord2f(6.0f,6.0f);glVertex3f(50.0f,-50.0f,50.0f);glTexCoord2f(6.0f,0.0f);glVertex3f(50.0f,-50.0f,-50.0f);glTexCoord2f(0.0f,6.0f);glVertex3f(-50.0f,-50.0f,50.0f);glEnd();glBegin(GL_QUADS);glNormal3f(0.0f,-1.0f,0.0f);glTexCoord2f(6.0f,6.0f);glVertex3f(-50.0f,50.0f,-50.0f);glTexCoord2f(0.0f,0.0f);glVertex3f(50.0f,50.0f,50.0f);glTexCoord2f(0.0f,6.0f);glVertex3f(50.0f,50.0f,-50.0f);glTexCoord2f(6.0f,0.0f);glVertex3f(-50.0f,50.0f,50.0f);glEnd();glBegin(GL_QUADS);glNormal3f(1.0f,0.0f,0.0f);glTexCoord2f(0.0f,0.0f);glVertex3f(-50.0f,-50.0f,-50.0f);glTexCoord2f(6.0f,6.0f);glVertex3f(-50.0f,50.0f,50.0f);glTexCoord2f(0.0f,6.0f);glVertex3f(-50.0f,-50.0f,50.0f);glTexCoord2f(6.0f,0.0f);glVertex3f(-50.0f,50.0f,-50.0f);glEnd();glBegin(GL_QUADS);glNormal3f(-1.0f,0.0f,0.0f);glTexCoord2f(6.0f,6.0f);glVertex3f(50.0f,-50.0f,-50.0f);glTexCoord2f(0.0f,0.0f);glVertex3f(50.0f,50.0f,50.0f);glTexCoord2f(6.0f,0.0f);glVertex3f(50.0f,-50.0f,50.0f);glTexCoord2f(0.0f,6.0f);glVertex3f(50.0f,50.0f,-50.0f);glEnd();glPopMatrix();//当前模型矩阵出栈/**********************************绘制太阳************************************************/glBindTexture(GL_TEXTURE_2D,texture[2]);//光晕纹理glEnable(GL_BLEND);//开启混合glDisable(GL_DEPTH_TEST);//关闭深度测试//绘制太阳光晕glDisable(GL_LIGHTING);//关闭光照glBlendFunc(GL_SRC_ALPHA,GL_ONE);//半透明混合函数glColor4f(1.0f,0.5f,0.0f,0.5f);//设置RGBA值glBegin(GL_QUADS);glNormal3f(0.0f,0.0f,1.0f);glTexCoord2f(0.0f,0.0f);glVertex3f(-1.0f,-1.0f,0.0f);glTexCoord2f(1.0f,0.0f);glVertex3f(1.0f,-1.0f,0.0f);glTexCoord2f(1.0f,1.0f);glVertex3f(1.0f,1.0f,0.0f);glTexCoord2f(0.0f,1.0f);glVertex3f(-1.0f,1.0f,0.0f);glEnd();glDisable(GL_BLEND);//关闭混合glEnable(GL_DEPTH_TEST);glEnable(GL_LIGHTING);//开启光照glLightfv(GL_LIGHT1,GL_POSITION,LightPosition);//设置光源1位置glBindTexture(GL_TEXTURE_2D,texture[1]);//太阳纹理//将坐标系绕Y轴旋转fSunSpin角度,控制太阳自转glRotatef(fSunSpin,0.0,1.0,0.0);gluSphere(quadric,0.3f,32,32);//绘制太阳球体/**********************************绘制水星************************************************/glDisable(GL_LIGHT0);glEnable(GL_TEXTURE_2D);//开启纹理glPushMatrix();//当前模型视图矩阵入栈//将坐标系绕Y轴旋转fMercuOrbit角度,控制水星公转glRotatef(fMercuOrbit,0.0f,1.0f,0.0f);glRotatef(-90.0f,1.0f,0.0f,0.0f);//将坐标系绕X轴旋转-90度glTranslatef(0.5f,0.0f,0.0f);//将坐标系右移0.5fglBindTexture(GL_TEXTURE_2D,texture[3]);//水星纹理//将坐标系绕Z轴旋转fMercuSpin角度控制水星自转glRotatef(fMercuSpin,0.0f,0.0f,1.0f);gluSphere(quadric,0.04f,32,32);//水星球体glPopMatrix();//当前模型视图矩阵出栈//绘制轨道glBegin(GL_LINE_LOOP);for(angle=0;angle=-6.0)viewer[0]-=0.5;break;case'u':case'U':if(viewer[1]=-6.0)viewer[1]-=0.1;break;case'+':case'='://加速,减速,暂停g_fSpeedmodifier+=1.0f;glutPostRedisplay();break;case'':g_bOrbitOn=!g_bOrbitOn;glutPostRedisplay();break;case'-'://按'-'减小运行速度g_fSpeedmodifier-=1.0f;glutPostRedisplay();break;caseVK_ESCAPE://按ESC键时退出exit(0);break;default:break;}}voidspecial_keys(ints_keys,intx,inty){switch(s_keys){caseGLUT_KEY_F1://按F1键时切换窗口/全屏模式if(isFullScreen){glutReshapeWindow(WIN_WIDTH,WIN_HEIGHT);glutPositionWindow(30,30);isFullScreen=FALSE;}else{glutFullScreen();isFullScreen=TRUE;}break;caseGLUT_KEY_RIGHT://视角上下左右旋转if(viewer[3]=-3.0)viewer[3]-=0.1;break;caseGLUT_KEY_UP:if(viewer[4]=-4.5)viewer[4]-=0.1;break;default:break;}}voidmouse(intbtn,intstate,intx,inty)//远近视角{if(btn==GLUT_RIGHT_BUTTON&&state==GLUT_DOWN)viewer[2]+=0.3;if(btn==GLUT_LEFT_BUTTON&&state==GLUT_DOWN&&viewer;[2]>=-3.9)viewer[2]-=0.3;}voidLoadBmp(char*filename,TEXTUREIMAGE*textureImg)//载入图片{inti,j;FILE*file;BMPFILEHEADERbmpFile;BMPINFOHEADERbmpInfo;intpixel_size;//初始化纹理数据textureImg->imgWidth=0;textureImg->imgHeight=0;if(textureImg->data!=NULL){delete[]textureImg->data;}//打开文件file=fopen(filename,"rb");if(file==NULL){return;}//获取文件头rewind(file);fread(&bmpFile;,sizeof(BMPFILEHEADER),1,file);fread(&bmpInfo;,sizeof(BMPINFOHEADER),1,file);//验证文件类型if(bmpFile.bfType!=0x4D42){return;}//获取图像色彩数pixel_size=bmpInfo.biBitCount>>3;//读取文件数据textureImg->data=newunsignedchar[bmpInfo.biWidth*bmpInfo.biHeight*pixel_size];for(i=0;idata+(i*bmpInfo.biWidth+j)*pixel_size+2,sizeof(unsignedchar),1,file);//绿色分量fread(textureImg->data+(i*bmpInfo.biWidth+j)*pixel_size+1,sizeof(unsignedchar),1,file);//蓝色分量fread(textureImg->data+(i*bmpInfo.biWidth+j)*pixel_size+0,sizeof(unsignedchar),1,file);//Alpha分量if(pixel_size==4){fread(textureImg->data+(i*bmpInfo.biWidth+j)*pixel_size+3,sizeof(unsignedchar),1,file);}}}//记录图像相关参数textureImg->imgWidth=bmpInfo.biWidth;textureImg->imgHeight=bmpInfo.biHeight;textureImg->byteCount=pixel_size;fclose(file);}//程序主函数voidmain(intargc,char**argv){//读图片LoadBmp("Picture//Sky.bmp",&skyImg;);LoadBmp("Picture//Sun.bmp",&sunImg;);LoadBmp("Picture//Ray.bmp",&rayImg;);LoadBmp("Picture//Mercu.bmp",&mercuImg;);LoadBmp("Picture//Venus.bmp",&venusImg;);//金星LoadBmp("Picture//Earth.bmp",&earthImg;);LoadBmp("Picture//Mars.bmp",&marsImg;);//火星LoadBmp("Picture//Jupiter.bmp",&jupiterImg;);//木星LoadBmp("Picture//Saturn.bmp",&saturnImg;);//土星LoadBmp("Picture//Uranus.bmp",&uranusImg;);//天王星LoadBmp("Picture//Neptune.bmp",&neptuneImg;);//海王星LoadBmp("Picture//Moon.bmp",&moonImg;);glutInit(&argc;,argv);//初始化GLUT库glutInitDisplayMode(GLUT_RGBA|GLUT_DOUBLE|GLUT_DEPTH);//初始化显示模式glutInitWindowSize(WIN_WIDTH,WIN_HEIGHT);//初始化窗口大小glutInitWindowPosition(20,20);//初始化窗口位置GLuintwindow=glutCreateWindow(WIN_TITLE);//建立窗口InitGL();//初始化OpenGLglutDisplayFunc(Display);glutReshapeFunc(Reshape);glutKeyboardFunc(keyboard);glutSpecialFunc(special_keys);glutMouseFunc(mouse);glutIdleFunc(Display);//设置窗口空闲时的处理函数glutMainLoop();//进入事件处理循环}
2025/6/8 20:47:10 3.53MB 三维动画 模拟太阳系
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Linux教程:books:linux-tutorial是一个Linux教程。
:repeat_button:项目同步维护在|:open_book:|:open_book:内容Linux命令学习Linux的第一步:当然是从入手了。
help-关键词:help,whatis,info,which,whereis,mancd,ls,pwd,mkdir,rmdir,tree,touch,ln,rename,stat,file,chmod,chown,locate,find,cp,mv,rm-关键词:cat,head,tail,more,less,sed,vi,grep-关键词:tar,gzip,zip,unzip-关键词:groupadd,groupdel,groupmod,useradd,userdel,usermod,passwd,su,sudo-关键词:reboot,
2024/10/10 15:46:38 1.39MB python git vim linux
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编译原理课设源码,报告和可执行文件,测试用例基本内容(1)扩充赋值运算:+=和-=(2)扩充语句(Pascal的FOR语句):①FOR:=TODO②FOR:=DOWNTODO其中,语句①的循环变量的步长为1,语句②的循环变量的步长为-1。
选做内容(1)增加运算:++和--。
(2)增加一维数组类型(可增加指令)。
(3)其他典型语言设施如repeat,,until语句。
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图像的重复边界条件,源自于XuZhou.Aboundaryconditionbaseddeconvolutionframeworkforimagedeblurring
2023/6/15 11:43:58 1KB 图像复原 边界条件 振铃效应
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编译原理课程方案,改善书后附录的pl0法度圭表标准,c语言版:1.扩展语句for(;

)2.扩展语句ifthenelse3.扩展语句repeat;
until4.削减自增自减运算++以及—以及+=,-=运算5.更正不等号#,为!=6.削减一维数组,申明格式:[/:/];
赋值格式:[]:=;
挪用格式:[]搜罗源代码,测试文件,课设报告,情景:vc6.0
2023/3/28 12:54:57 641KB 编译原理 PL0 词法分析 语法分析
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用于unity的6面天空盒子使用方式:一、Project属性栏-Creat-建树材质球Material-命名为Sky二、右侧材质球属性面板中(Inspector)-Shader下来菜单中遴选-Skybox-6Sided三、在Lighting属性面板中-Environment-SkyboxMaterail点击右侧小点点,选中咱们建树的Sky球四、留意事变:在Project属性栏里,选中齐全导入的6张图片,右侧Inspector面板中Advanced-FliterMode-遴选Clamp!!!若是默许的Repeat,天空
2023/3/26 1:33:50 103.77MB skybox
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包括:最小覆盖问题,最大边权最小生成树,字符串频率,字典问题,装箱问题,整数字典,旋转变换问题,图的2着色,同构二叉树,条形图,套汇问题,素数问题,双回路,石子合并,嵌套箱,前缀二叉树,离线最小值,进制方程,简单路径,赋权有向道路,非递归遍历,二叉树最短路径biminp,多机调度,等价类划分,wire小鼠迷宫,wait服务最优次序,waits多处服务最优次序,tape程序最优存储,switch电路板布线,subsize子树问题,stacks车皮编序,,repeat最长重复子串,rail车皮排序,railpk最优平行轨道车皮排序,railkk有限转轨栈车皮排序,post邮局选址,poly实系数一元式,pattern模式匹配,pipe油井选址,net集成电路等价类,paren括号匹配,maze小鼠迷宫,matchall所有匹配,jose陈列,inver逆序表,image图元识别,i2p,hanoi,glist广义表,gap间隙字符串匹配,expr波兰表达式,equiv等价类划分,cyc回文问题,count串计数,class向量分类,circle平面几何,cata高精度组合数,bilca_0最近公共祖先下载同时也支持下我的博客吧,关注最新的代码吧http://blog.csdn.net/msl1121
2023/2/19 23:03:06 7.52MB 算法 数据结构 源码
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在webForm中利用repeate控件做简单的增删改查操作,这是新手必备技能,这里面次要是用到了DBHelper类,dbhelper类有多个方法,我在此就写了两个。
2019/4/24 7:17:48 207KB 三层 repeat webFor
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很实用的Verilog实例!目录:王金明:《VerilogHDL程序设计教程》程序例子,带说明。
【例3.1】4位全加器【例3.2】4位计数器【例3.3】4位全加器的仿真程序【例3.4】4位计数器的仿真程序【例3.5】“与-或-非”门电路【例5.1】用case语句描述的4选1数据选择器【例5.2】同步置数、同步清零的计数器【例5.4】用initial过程语句对测试变量A、B、C赋值【例5.5】用begin-end串行块产生信号波形【例5.6】用fork-join并行块产生信号波形【例5.7】持续赋值方式定义的2选1多路选择器【例5.8】阻塞赋值方式定义的2选1多路选择器【例5.9】非阻塞赋值【例5.10】阻塞赋值【例5.11】模为60的BCD码加法计数器【例5.12】BCD码—七段数码管显示译码器【例5.13】用casez描述的数据选择器【例5.15】用for语句描述的七人投票表决器【例5.16】用for语句实现2个8位数相乘【例5.17】用repeat实现8位二进制数的乘法【例5.18】同一循环的不同实现方式【例5.19】使用了`include语句的16位加法器【例5.20】条件编译举例【例6.1】加法计数器中的进程【例6.2】任务举例【例6.3】测试程序【例6.4】函数【例6.5】用函数和case语句描述的编码器(不含优先顺序)【例6.6】阶乘运算函数【例6.7】测试程序【例6.8】顺序执行模块1【例6.9】顺序执行模块2【例6.10】并行执行模块1【例6.11】并行执行模块2【例7.1】调用门元件实现的4选1MUX【例7.2】用case语句描述的4选1MUX【例7.3】行为描述方式实现的4位计数器【例7.4】数据流方式描述的4选1MUX【例7.5】用条件运算符描述的4选1MUX【例7.6】门级结构描述的2选1MUX【例7.7】行为描述的2选1MUX【例7.8】数据流描述的2选1MUX【例7.9】调用门元件实现的1位半加器【例7.10】数据流方式描述的1位半加器【例7.11】采用行为描述的1位半加器【例7.12】采用行为描述的1位半加器【例7.13】调用门元件实现的1位全加器【例7.14】数据流描述的1位全加器【例7.15】1位全加器【例7.16】行为描述的1位全加器【例7.17】混合描述的1位全加器【例7.18】结构描述的4位级连全加器【例7.19】数据流描述的4位全加器【例7.20】行为描述的4位全加器【例8.1】$time与$realtime的区别【例8.2】$random函数的使用【例8.3】1位全加器进位输出UDP元件【例8.4】包含x态输入的1位全加器进位输出UDP元件【例8.5】用简缩符“?”表述的1位全加器进位输出UDP元件【例8.6】3选1多路选择器UDP元件【例8.7】电平敏感的1位数据锁存器UDP元件【例8.8】上升沿触发的D触发器UDP元件【例8.9】带异步置1和异步清零的上升沿触发的D触发器UDP元件【例8.12】延迟定义块举例【例8.13】激励波形的描述【例8.15】用always过程块产生两个时钟信号【例8.17】存储器在仿真程序中的使用【例8.18】8位乘法器的仿真程序【例8.19】8位加法器的仿真程序【例8.20】2选1多路选择器的仿真【例8.21】8位计数器的仿真【例9.1】基本门电路的几种描述方法【例9.2】用bufif1关键字描述的三态门【例9.3】用assign语句描述的三态门【例9.4】三态双向驱动器【例9.5】三态双向驱动器【例9.6】3-8译码器【例9.7】8-3优先编码器【例9.8】用函数定义的8-3优先编码器【例9.9】七段数码管译码器【例9.10】奇偶校验位产生器【例9.11】用if-else语句描述的4选1MUX【例9.12】用case语句描述的4选1MUX【例9.13】用组合电路实现的ROM【例9.14】基本D触发器【例9.15】带异步清0、异步置1的
2020/10/10 20:05:56 127KB Verilog 实例 经典
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PL/0扩充(C语言版本)扩充数组,if-then-else,repeat-until,for,正文,++,--,+=,-=,/+,×=等功能。
2022/9/3 17:10:50 266KB pl pl0 pl扩充
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在日常工作中,钉钉打卡成了我生活中不可或缺的一部分。然而,有时候这个看似简单的任务却给我带来了不少烦恼。 每天早晚,我总是得牢记打开钉钉应用,点击"工作台",再找到"考勤打卡"进行签到。有时候因为工作忙碌,会忘记打卡,导致考勤异常,影响当月的工作评价。而且,由于我使用的是苹果手机,有时候系统更新后,钉钉的某些功能会出现异常,使得打卡变得更加麻烦。 另外,我的家人使用的是安卓手机,他们也经常抱怨钉钉打卡的繁琐。尤其是对于那些不太熟悉手机操作的长辈来说,每次打卡都是一次挑战。他们总是担心自己会操作失误,导致打卡失败。 为了解决这些烦恼,我开始思考是否可以通过编写一个全自动化脚本来实现钉钉打卡。经过一段时间的摸索和学习,我终于成功编写出了一个适用于苹果和安卓系统的钉钉打卡脚本。
2024-04-09 15:03 15KB 钉钉 钉钉打卡