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239源碼

發布時間: 2022-10-04 12:42:02

❶ Android的類:SimpleExpandableListAdapter

親,s note的程序之間是有區別的,如果你能告訴我手機型號和s note的內部樣板就更好了。
不過你說你建立了一個圖表,我不知道是不是那種像條形圖啊,表格啊之類的。如果是的話就好辦了。
比如條形圖,用手寫筆繪制一個柱形【項目1】,用拉動的方法調整大小【第一次用會有指南】。
如果要寫字的話,可以在項目1的右側發現筆的圖案。點擊一下來編輯名稱。
在完成的時候,會有一個條框出來。上面有大寫並且底部有一條顏色框的字母T,用那個可以寫字。【←我的型號是這樣的】不過我覺得如果真的是圖表的話只會顯示數據吧,你要是想寫字還是用備忘錄比較好

❷ 通達信金牛判勢指標源碼和機構震倉指標怎麼寫,如下圖效果

  1. 金牛判勢主圖公式:

  • DRAWGBK(C>O,RGB(60,0,0),RGB(0,0,0),1,2,1);

  • DRAWTEXT_FIX(1,0.88,5,0,'~☆~皓天~☆~'),COLORBLUE;

  • Z1:=STRCAT(HYBLOCK,' ');

  • Z2:=STRCAT(Z1,DYBLOCK);

  • Z3:=STRCAT(Z2,' ');

  • DRAWTEXT_FIX(ISLASTBAR,0,0,0,STRCAT(Z3,GNBLOCK)),COLORRED;

  • 金牛:(XMA(XMA(H,25),25)-XMA(XMA(L,25),25))*1+XMA(XMA(H,25),25),DOTLINE,COLORYELLOW;

  • 金鑽趨勢:XMA(XMA(L,25),25)-(XMA(XMA(H,25),25)-XMA(XMA(L,25),25))*1,LINETHICK2,COLORRED;

  • 金牛2:EMA(金鑽趨勢,25)COLORCYAN,LINETHICK2;

  • DRAWBAND(金鑽趨勢,RGB(55,0,0),金牛2,RGB(0,91,0));

  • DRAWKLINE(H,O,L,C);

  • STICKLINE(金鑽趨勢>LOW AND 金鑽趨勢<HIGH,金鑽趨勢,MIN(MIN(OPEN,CLOSE),金鑽趨勢),2,0),COLORYELLOW;

  • STICKLINE(金鑽趨勢>MIN(C,O) AND 金鑽趨勢<MAX(C,O),金鑽趨勢,MIN(OPEN,CLOSE),2,0),COLORYELLOW;

  • STICKLINE(金鑽趨勢>HIGH,OPEN,CLOSE,2,0),COLORYELLOW;

  • STICKLINE(金鑽趨勢>HIGH,HIGH,LOW,0,0),COLORYELLOW;

  • VAR23:=100*XMA(XMA((C-REF(C,1)),6),6)/XMA(XMA(ABS((C-REF(C,1))),6),6);

  • 回調買:=LLV(VAR23,2)=LLV(VAR23,7) AND COUNT(VAR23<0,2) AND CROSS(VAR23,MA(VAR23,2));

  • XG:=金鑽趨勢>HIGH AND 回調買 AND L<=金鑽趨勢;

  • DRAWTEXT(XG,L,'▲買入'),COLORRED;

  • JJ:=(HIGH+LOW+CLOSE)/3;

  • QJ0:=VOL/IF(HIGH=LOW,4,HIGH-LOW);

  • QJ1:=IF(CAPITAL=0,QJ0*(JJ-MIN(CLOSE,OPEN)),QJ0*IF(HIGH=LOW,1,(MIN(OPEN,CLOSE)-LOW)));

  • QJ2:=IF(CAPITAL=0,QJ0*(MIN(OPEN,CLOSE)-LOW),QJ0*IF(HIGH=LOW,1,(JJ-MIN(CLOSE,OPEN))));

  • QJ3:=IF(CAPITAL=0,QJ0*(HIGH-MAX(OPEN,CLOSE)),QJ0*IF(HIGH=LOW,1,(HIGH-MAX(OPEN,CLOSE))));

  • QJ4:=IF(CAPITAL=0,QJ0*(MAX(CLOSE,OPEN)-JJ),QJ0*IF(HIGH=LOW,1,(MAX(CLOSE,OPEN)-JJ)));

  • DDX:=((QJ1+QJ2)-(QJ3+QJ4))/IF(CAPITAL=0,10000,10000),COLOR00AAAA,LINETHICK;

  • V2:=SMA(IF(C>=REF(C,1),DDX,-DDX/100),2,1);

  • V5:=SMA(V2*120/FROMOPEN*5,2,1);

  • V10:=SMA(V5,5,1);

  • V20:=SMA(V10,5,1);

  • DY:=CURRBARSCOUNT=1 AND C<REF(C,1);

  • DY2:=REF(V2,1)-DY;

  • XG2:=C>O AND DY2<0.02 AND MA(C,5)>MA(C,60) AND C/REF(C,1)>=1.02 AND H<金牛;

  • {DRAWTEXT(XG2,L,'▲抓牛'),COLORYELLOW;}

  • DRAWTEXT(XG2 AND L<金鑽趨勢,L,'↖金鑽起漲'),COLORMAGENTA;


2機構震倉副圖公式:


  • VAR1:=(CLOSE+HIGH+LOW)/3;

  • VAR2:=EMA(VAR1,10);

  • VAR3:=REF(VAR2,1);

  • 綠探底震倉:IF(VAR2,10,DRAWNULL),COLORGREEN,LINETHICK9;

  • 紅買: IF(VAR2>VAR3,10,DRAWNULL), COLORRED,LINETHICK9;

  • 藍賣: IF(VAR2<VAR3,10,DRAWNULL),COLORFFFF00,LINETHICK9;

  • RSV:=(CLOSE-LLV(LOW,9))/(HHV(HIGH,9)-LLV(LOW,9))*100;

  • 上穿買:SMA(RSV,3,1),COLORRED;

  • 下穿賣:SMA(上穿買,3,1),COLORFFFF00;

希望我的回答能使你滿意。

❸ 易語言做DNF的加HP和MP的輔助、誰有源碼啊最好有編程

最新DNF代碼 人物基址 =「0115FEEC」』{236,254,21,1} 怪物基址 =「01587D74」『{116,125,88,1} 數量基址 =「01162010」 召喚基址 =「01587540」』 {64,117,88,1} 商店基址 =「0110BF18」 ' (公告入口) 賣修偏移 =「1BB8」 倉庫地址 =「009A5F20」『 {32,95,154,0} 賬號基址 =「01109104」 透明公告 =「009A5F20」 公告基址 =「00AC0B00」 技能Debug1 =「0102BAD0」』 {208,186,2,1} 技能Debug2 =「0102BAD4」『 {212,186,2,1} 加密ecx =「01322338」 ' (56, 35, 50, 1) 加密edi =「0132233C」 ' (60, 35, 50, 1) ' 下面是部分偏移 武器偏移=1E8C 衣服偏移=1E94 護腿偏移=1E9C 護肩偏移=1E98 腰帶偏移=1EA4 鞋子偏移=1EA0 稱號偏移=1E90 手鐲偏移=1EAC 項鏈偏移=1EA8 戒指偏移=1EB0 物品欄偏移:3804 技能欄偏移:3780 3F800000為100%,一般要增益就是要100%以上,比如暴擊108%,就是要寫大於3F800000的值! 求躲閃和命中的偏移呃! 2個偏移相差0x10的話,中間+0x8,就是 百分比增益的偏移, 10a0為 HP,那麼 10A8就是 HP 百分比的偏移了,虛弱時都是不足100%的 20 交易狀態 0=無限制 38 出售價格 44 重量 58 圖標指針 94 一個屬性指針 98 詳細說明屬性指針 EC 數量 144 最大耐久 18C +HP 19C +MP 1A4 +MP% 1AC +力量 1B4 +體力 1BC +智力 1CC +精神 1D4 +物理攻擊 1E4 +物理防禦 1F4 +魔法攻擊 204 +魔法防禦 234 +無視物擊 23C 減物傷害 244 減物理傷害% 24C +無視魔攻 254 減魔傷害 25C 減魔法傷害% 264 火抗 26C 冰抗 274 暗抗 27C 光抗 284 所有屬性抗性 28C 減速 294 冰凍抗性 29C 中毒抗性 ~ 2F4 迴避 ~ 30C 在抗性 314 所有抗異常 31C 負重 324 回HP 32C 回MP 334 回MP% 33C 移動速度 354 攻速 35C 釋放速度 364 硬直 36C 跳躍 374 物理暴擊 37C 魔法暴擊 380攻擊屬性 470 擊飛+ 478 浮空+ 480 -命中 48C 對人加?=010CF69C+380 494 攻城加?=010CF69C+380 4E0 城鎮移動+ = 010CF69C+380 = 100% 4F8硬直 500火屬性強化(配合改武器屬性,相當於倍攻) 508冰屬性強化 510暗屬性強化 518光屬性強化 520【減速】狀態變化幾率+?(武器特效的幾率+) 528【冰凍】狀態變化幾率+? 530【中毒】狀態變化幾率+? 538【眩暈】狀態變化幾率+? 540【詛咒】狀態變化幾率+? 548【失明】狀態變化幾率+? 550【感電】狀態變化幾率+? 558【石化】狀態變化幾率+? 560【睡眠】狀態變化幾率+? 568【灼傷】狀態變化幾率+? 570【弱點】狀態變化幾率+? 578【出血】狀態變化幾率+? 580【加速】狀態變化幾率+? 588【祝福】狀態變化幾率+? 590【元素】狀態變化幾率+? 598【混亂】狀態變化幾率+? 5A0【束縛】狀態變化幾率+? 5A8【在】狀態變化幾率+? 5B0【減速】狀態變化等級+(武器特效的等級+) 5B8【冰凍】狀態變化等級+ 5C0【中毒】狀態變化等級+ 5C8【眩暈】狀態變化等級+ 5D0【詛咒】狀態變化等級+ 5D8【失明】狀態變化等級+ 5E0【感電】狀態變化等級+ 5E8【石化】狀態變化等級+ 5F0【睡眠】狀態變化等級+ 5F8【灼傷】狀態變化等級+ 600【弱點】狀態變化等級+ 608【出血】狀態變化等級+ 610【加速】狀態變化等級+ 618【祝福】狀態變化等級+ 620【元素】狀態變化等級+ 628【混亂】狀態變化等級+ 630【束縛】狀態變化等級+ 638【在】狀態變化等級+ 640【減速】狀態變化持續時間+(武器特效的時間+) 648【冰凍】 650【中毒】 658【眩暈】 660【詛咒】 668【失明】 670【感電】 678【石化】 680【睡眠】 688【灼傷】 690【弱點】 698【出血】 6A0【加速】 6A8【祝福】狀態變化持續時間+ 6BC【元素】 6B8【混亂】 6C0【束縛】 6C8【在】狀態變化持續時間+ 6D0【中毒】傷害+(武器特效的傷害+) 6D8【感電】傷害+ 6E0【石化】傷害+ 6E8【灼傷】傷害+ 6F0【出血】傷害+ 704 強化等級(沒效果) 714 武器當前耐久 1098 等級 10a0 HP 10b0 MP 10c0 力量 10d0 體力 10e0 智力 10f0 精神 1100 火炕 1108 冰抗 1110 暗抗 1118 光抗 1140 火屬性強化 1148 冰屬性強化 1150 暗屬性強化 1158 光屬性強化 12a0 HP恢復量 12b0 MP恢復量 12c0 移動速度 12c8 % 3F800000為100% 12d0 攻擊速度 12d8 % 12e0 施放速度 12e8 % 12f0 硬直 1300 僵直度 1340 物攻 1350 物防 1360 魔攻 1370 魔防 1380 無視物防 1388 物防追加減少 1398 無視魔防 13a0 魔防追加減少 13b0 物理暴擊?% 13b8 魔法暴擊?% 13f8 物攻? 1400 物防? 1408 魔攻? 1410 魔防? .子程序 公告, , , 公告 .參數 msg, 文本型, , 公告內容 .參數 color, 整數型, , 顏色值 .局部變數 寬字元, 位元組集 .局部變數 消息地址, 整數型 .局部變數 CALL地址, 整數型 .局部變數 CALL, 整數型 .局部變數 CALL機械碼, 位元組集 .局部變數 商店, 整數型 CALL = 十六到十 (公告基址) ' 公告CALL 商店= 十六到十 (商店基址) ' 商店基址 CALL地址 = _取地址_整數型 (CALL) 寬字元 = 轉換Ansi轉Unicode (msg) 消息地址 = _取地址_位元組集 (寬字元) CALL機械碼 = { 96, 185 } + 到位元組集 (商店) + { 139, 9, 139, 73, 80, 106, 0, 106, 0, 106, 31, 104 } + 到位元組集 (color) + { 104 } + 到位元組集 (消息地址) + { 255, 21 } + 到位元組集 (CALL地址) + { 97, 195 } 調用子程序 (_取地址_位元組集 (CALL機械碼), , , ) .子程序 透明公告, , , 透明公告 .參數 msg, 文本型 .局部變數 寬字元, 位元組集 .局部變數 消息地址, 整數型 .局部變數 CALL地址, 整數型 .局部變數 CALL, 整數型 .局部變數 商店, 整數型 .局部變數 CALL機械碼, 位元組集 CALL = 十六到十 (透明公告) ' 公告CALL 商店= 十六到十 (商店基址) ' 商店基址 寬字元 = 轉換Ansi轉Unicode (msg) 消息地址 = _取地址_位元組集 (寬字元) CALL地址 = _取地址_整數型 (CALL) CALL機械碼 = { 96, 185 } + 到位元組集 (商店) + { 139, 9, 106, 0, 104 } + 到位元組集 (消息地址) + { 106, 43 } + { 255, 21 } + 到位元組集 (CALL地址) + { 97, 195 } 調用子程序 (_取地址_位元組集 (CALL機械碼), , , ) .子程序 _取地址_整數型, 整數型, , 公告 .參數 變數, 整數型, 參考 ' mov eax, [ebp+8] ' pop ebp ' retn 4 置入代碼 ({ 139, 69, 8, 139, 229, 93, 194, 4, 0 }) 返回(0) .子程序 _取地址_位元組集, 整數型, , 公告 .參數 變數, 位元組集, 參考 ' mov eax, [ebp+8] ' mov eax, [eax] ' add eax, 8 ' mov esp ,ebp ' pop ebp ' retn 4 置入代碼 ({ 139, 69, 8, 139, 0, 131, 192, 8, 139, 229, 93, 194, 4, 0 }) 返回(0) .子程序 _取地址_文本型, 整數型, , 公告 .參數 變數, 文本型, 參考 ' mov eax,[ebp+8] ' mov eax,[eax] ' leave ' retn 4 置入代碼 ({ 139, 69, 8, 139, 0, 201, 194, 4, 0 }) 返回(0) .子程序 嵌入機器碼, , , 公告 .參數 機器碼, 位元組集 .局部變數 首地址, 整數型 .局部變數 指令長度, 整數型 指令長度 = 取位元組集長度 (機器碼) 首地址 = 申請內存 (指令長度, ) 寫到內存 (機器碼, 首地址, ) 調用子程序 (首地址, , , ) 釋放內存 (首地址) .子程序 技能CALL, , , 技能CALL .參數 人物基址, 文本型 .參數 技能代碼, 整數型 .參數 傷害參數, 整數型 .局部變數 代碼, 位元組集 .如果真 (人物基址 =「」) 返回(假) .如果真結束 匯編.置代碼 ({ }) 匯編.Pushad () 匯編.Mov_ESI_DWORD_Ptr (十六到十 (人物基址)) 匯編.Push (0) 匯編.Push (0) 匯編.Mov_ECX_ESI () 匯編.Mov_EDX_DWORD_Ptr_ECX_Add (0) 匯編.Mov_EAX_EDX () 匯編.Add_EAX (十六到十 (「2D4」)) 匯編.Mov_EBX_DWORD_Ptr_EAX_Add (0) 匯編.Mov_EAX_DWORD_Ptr (十六到十 (「0102BAD0」)) 匯編.Mov_ECX_DWORD_Ptr (十六到十 (「0102BAD4」)) 匯編.Push_EAX () 匯編.Push_ECX () 匯編.Push (0) 匯編.Push (4) 匯編.Push (4) 匯編.Push (0) 匯編.Push (4) 匯編.Push (0) 匯編.Push (0) 匯編.Push (傷害參數) 匯編.Push (技能代碼) 匯編.Mov_ECX_ESI () 匯編.Call_EBX () 匯編.Popad () 匯編.ret () 代碼= 匯編.取代碼_ () 匯編.調用函數 (, 代碼) 返回(真) .子程序 加密寫入, , , 加密 .參數 寫到地址, 整數型 .參數 寫入數值, 整數型 置入代碼 ({ 199, 195, 8, 0, 0, 0, 199, 193, 56, 35, 50, 1, 139, 9, 54, 139, 60, 43, 139, 7, 139, 137, 68, 0, 0, 0, 199, 199, 60, 35, 50, 1, 139, 63, 193, 224, 2, 141, 52, 8, 51, 247, 54, 51, 180, 43, 4, 0, 0, 0, 137, 52, 8 }) .子程序 解密, 整數型, , DNF解密函數;可得到加密後的真值 .參數 地址, 整數型 .局部變數 解密值, 整數型 置入代碼 ({ 139, 13, 168, 69, 50, 1, 139, 189, 8, 0, 0, 0, 139, 29, 172, 69, 50, 1, 139, 7, 139, 145, 68, 0, 0, 0, 193, 224, 2, 139, 52, 16, 3, 208, 51, 242, 51, 243, 139, 198, 201, 195 }) 返回(0) .子程序 自定義CALL, , 公開, 自定義CALL .參數 人物基址, 整數型 .參數 X軸距離, 整數型 .參數 Y軸距離, 整數型 .參數 Z軸距離, 整數型 .參數 傷害值, 整數型 .參數 技能ID, 整數型 .局部變數 代碼1, 位元組集 置入代碼 ({ 139, 117, 8, 139, 54, 184, 152, 42, 2, 1, 139, 0, 185, 156, 42, 2, 1, 139, 9, 106, 0, 106, 0, 139, 22, 80, 81, 106, 0, 106, 4, 255, 117, 20, 255, 117, 16, 255, 117, 12, 106, 0, 106, 0, 255, 117, 24, 255, 117, 28, 139, 206, 255, 146, 212, 2, 0, 0 }) ' 自定義寫法:自定義CALL (十六到十 (到文本 (基址)), 到整數 (X), 到整數 (Y), 到整數 (Z), 到整數 (傷害), 到整數 (技能代碼)) .子程序 召喚怪物 .參數 Apc等級, 整數型 .參數 Apc代碼, 整數型 置入代碼 ({ 139, 53, 236, 254, 21, 1, 139, 6, 106, 0, 106, 0, 104, 8, 239, 18, 0, 106, 0, 106, 0, 104, 255, 255, 0, 0, 106, 0, 106, 0, 106, 4, 139, 206, 255, 144, 204, 0, 0, 0, 80, 139, 6, 106, 0, 106, 5, 106, 6, 255, 117, 8, 139, 206, 255, 144, 208, 1, 0, 0, 139, 22, 80, 255, 117, 12, 139 追問: 有注入器嗎?都打包發我郵箱可以不?

❹ 求助,當年ACM最經典的用匯編實現3D效果的程序。

本程序由國外的Vulture大哥編寫,並公布了源碼,這個是他95年的一個作品。真的很佩服他!太強了。好好學習啊!!!!

;編譯方法: 1 tasm 3d.asm
; 2 tlink 3d.obj
; 3 exe2bin 3d.exe 3d.com

; Assembler Program By Vulture. ;
; 3D-system example. Use the following formulas to rotate a point: ;
; ;
; Rotate around x-axis ;
; YT = Y * COS(xang) - Z * SIN(xang) / 256 ;
; ZT = Y * SIN(xang) Z * COS(xang) / 256 ;
; Y = YT ;
; Z = ZT ;
; ;
; Rotate around y-axis ;
; XT = X * COS(yang) - Z * SIN(yang) / 256 ;
; ZT = X * SIN(yang) Z * COS(yang) / 256 ;
; X = XT ;
; Z = ZT ;
; ;
; Rotate around z-axis ;
; XT = X * COS(zang) - Y * SIN(zang) / 256 ;
; YT = X * SIN(zang) Y * COS(zang) / 256 ;
; X = XT ;
; Y = YT ;
; ;
; Divide by 256 coz we have multiplyd our sin values with 256 too. ;
; This example isn』t too fast right now but it』ll work just fine. ;
; ;
; Current Date: 6-9-95 Vulture ;
; ;
IDEAL ; Ideal mode
P386 ; Allow 80386 instructions
JUMPS ; Tasm handles out of range jumps (rulez!:))

SEGMENT CODE ; Code segment starts
ASSUME cs:code,ds:code ; Let cs and ds point to code segment

ORG 100h ; Make a .COM file

START: ; Main program

mov ax,0013h ; Init vga
int 10h

mov ax,cs
mov ds,ax ; ds points to codesegment
mov ax,0a000h
mov es,ax ; es points to vga [Page]
lea si,[Palette] ; Set palette
mov dx,3c8h
xor al,al
out dx,al
mov dx,3c9h
mov cx,189*3
repz outsb
; === Set some variables ===
mov [DeltaX],1 ; Initial speed of rotation
mov [DeltaY],1 ; Change this and watch what
mov [DeltaZ],1 ; happens. It』s fun!
mov [Xoff],256
mov [Yoff],256 ; Used for calculating vga-pos
mov [Zoff],300 ; Distance from viewer
MainLoop:
call MainProgram ; Yep... do it all... ;-)
in al,60h ; Scan keyboard
cmp al,1 ; Test on ESCAPE
jne MainLoop ; Continue if not keypressed
; === Quit to DOS ===
mov ax,0003h ; Back to textmode
int 10h
lea dx,[Credits]
mov ah,9
int 21h
mov ax,4c00h ; Return control to DOS
int 21h ; Call DOS interrupt
; === Sub-routines ===

PROC WaitVrt ; Waits for vertical retrace to rece \"snow\"
mov dx,3dah
Vrt:
in al,dx
test al,8
jnz Vrt ; Wait until Verticle Retrace starts
NoVrt:
in al,dx
test al,8
jz NoVrt ; Wait until Verticle Retrace ends
ret ; Return to main program
ENDP WaitVrt
PROC UpdateAngles
; Calculates new x,y,z angles
; to rotate around
mov ax,[XAngle] ; Load current angles
mov bx,[YAngle]
mov cx,[ZAngle]

add ax,[DeltaX] ; Add velocity
and ax,11111111b ; Range from 0..255
mov [XAngle],ax ; Update X
add bx,[DeltaY] ; Add velocity
and bx,11111111b ; Range from 0..255
mov [YAngle],bx ; Update Y
add cx,[DeltaZ] ; Add velocity
and cx,11111111b ; Range from 0..255
mov [ZAngle],cx ; Update Z
ret
ENDP UpdateAngles
PROC GetSinCos
; Needed : bx=angle (0..255)
; Returns: ax=Sin bx=Cos
push bx ; Save angle (use as pointer)
shl bx,1 ; Grab a word so bx=bx*2 [Page]
mov ax,[SinCos bx] ; Get sine
pop bx ; Restore pointer into bx
push ax ; Save sine on stack
add bx,64 ; Add 64 to get cosine
and bx,11111111b ; Range from 0..255
shl bx,1 ; *2 coz it』s a word
mov ax,[SinCos bx] ; Get cosine
mov bx,ax ; Save it bx=Cos
pop ax ; Restore ax=Sin
ret
ENDP GetSinCos
PROC SetRotation
; Set sine & cosine of x,y,z
mov bx,[XAngle] ; Grab angle
call GetSinCos ; Get the sine&cosine
mov [Xsin],ax ; Save sin
mov [Xcos],bx ; Save cos
mov bx,[Yangle]
call GetSinCos
mov [Ysin],ax
mov [Ycos],bx
mov bx,[Zangle]
call GetSinCos
mov [Zsin],ax
mov [Zcos],bx
ret
ENDP SetRotation
PROC RotatePoint ; Rotates the point around x,y,z
; Gets original x,y,z values
; This can be done elsewhere
movsx ax,[Cube si] ; si = X (movsx coz of byte)
mov [X],ax
movsx ax,[Cube si 1] ; si 1 = Y
mov [Y],ax
movsx ax,[Cube si 2] ; si 2 = Z
mov [Z],ax
; Rotate around x-axis
; YT = Y * COS(xang) - Z * SIN(xang) / 256
; ZT = Y * SIN(xang) Z * COS(xang) / 256
; Y = YT
; Z = ZT
mov ax,[Y]
mov bx,[XCos]
imul bx ; ax = Y * Cos(xang)
mov bp,ax
mov ax,[Z]
mov bx,[XSin]
imul bx ; ax = Z * Sin(xang)
sub bp,ax ; bp = Y * Cos(xang) - Z * Sin(xang)
sar bp,8 ; bp = Y * Cos(xang) - Z * Sin(xang) / 256
mov [Yt],bp
mov ax,[Y]
mov bx,[XSin]
imul bx ; ax = Y * Sin(xang)
mov bp,ax
mov ax,[Z]
mov bx,[XCos]
imul bx ; ax = Z * Cos(xang)
add bp,ax ; bp = Y * SIN(xang) Z * COS(xang) [Page]
sar bp,8 ; bp = Y * SIN(xang) Z * COS(xang) / 256
mov [Zt],bp
mov ax,[Yt] ; Switch values
mov [Y],ax
mov ax,[Zt]
mov [Z],ax
; Rotate around y-axis
; XT = X * COS(yang) - Z * SIN(yang) / 256
; ZT = X * SIN(yang) Z * COS(yang) / 256
; X = XT
; Z = ZT
mov ax,[X]
mov bx,[YCos]
imul bx ; ax = X * Cos(yang)
mov bp,ax
mov ax,[Z]
mov bx,[YSin]
imul bx ; ax = Z * Sin(yang)
sub bp,ax ; bp = X * Cos(yang) - Z * Sin(yang)
sar bp,8 ; bp = X * Cos(yang) - Z * Sin(yang) / 256
mov [Xt],bp
mov ax,[X]
mov bx,[YSin]
imul bx ; ax = X * Sin(yang)
mov bp,ax
mov ax,[Z]
mov bx,[YCos]
imul bx ; ax = Z * Cos(yang)
add bp,ax ; bp = X * SIN(yang) Z * COS(yang)
sar bp,8 ; bp = X * SIN(yang) Z * COS(yang) / 256
mov [Zt],bp
mov ax,[Xt] ; Switch values
mov [X],ax
mov ax,[Zt]
mov [Z],ax
; Rotate around z-axis
; XT = X * COS(zang) - Y * SIN(zang) / 256
; YT = X * SIN(zang) Y * COS(zang) / 256
; X = XT
; Y = YT
mov ax,[X]
mov bx,[ZCos]
imul bx ; ax = X * Cos(zang)
mov bp,ax
mov ax,[Y]
mov bx,[ZSin]
imul bx ; ax = Y * Sin(zang)
sub bp,ax ; bp = X * Cos(zang) - Y * Sin(zang)
sar bp,8 ; bp = X * Cos(zang) - Y * Sin(zang) / 256
mov [Xt],bp
mov ax,[X]
mov bx,[ZSin]
imul bx ; ax = X * Sin(zang)
mov bp,ax
mov ax,[Y]
mov bx,[ZCos]
imul bx ; ax = Y * Cos(zang)
add bp,ax ; bp = X * SIN(zang) Y * COS(zang) [Page]
sar bp,8 ; bp = X * SIN(zang) Y * COS(zang) / 256
mov [Yt],bp
mov ax,[Xt] ; Switch values
mov [X],ax
mov ax,[Yt]
mov [Y],ax
ret
ENDP RotatePoint

PROC ShowPoint
; Calculates screenposition and
; plots the point on the screen
mov ax,[Xoff] ; Xoff*X / Z Zoff = screen x
mov bx,[X]
imul bx
mov bx,[Z]
add bx,[Zoff] ; Distance
idiv bx
add ax,[Mx] ; Center on screen
mov bp,ax
mov ax,[Yoff] ; Yoff*Y / Z Zoff = screen y
mov bx,[Y]
imul bx
mov bx,[Z]
add bx,[Zoff] ; Distance
idiv bx
add ax,[My] ; Center on screen

mov bx,320
imul bx
add ax,bp ; ax = (y*320) x
mov di,ax
mov ax,[Z] ; Get color from Z
add ax,100d ; (This piece of code could be improved)
mov [byte ptr es:di],al ; Place a dot with color al
mov [Erase si],di ; Save position for erase
ret
ENDP ShowPoint
PROC MainProgram
call UpdateAngles ; Calculate new angles
call SetRotation ; Find sine & cosine of those angles
xor si,si ; First 3d-point
mov cx,MaxPoints
ShowLoop:
call RotatePoint ; Rotates the point using above formulas
call ShowPoint ; Shows the point
add si,3 ; Next 3d-point
loop ShowLoop
call WaitVrt ; Wait for retrace
xor si,si ; Starting with point 0
xor al,al ; Color = 0 = black
mov cx,MaxPoints
Deletion:
mov di,[Erase si] ; di = vgapos old point
mov [byte ptr es:di],al ; Delete it
add si,3 ; Next point
loop Deletion
ret
ENDP MainProgram
; === DATA ===

Credits DB 13,10,\"Code by Vulture / Outlaw Triad\",13,10,\"$\"
Label SinCos Word ; 256 values
dw 0,6,13,19,25,31,38,44,50,56 [Page]
dw 62,68,74,80,86,92,98,104,109,115
dw 121,126,132,137,142,147,152,157,162,167
dw 172,177,181,185,190,194,198,202,206,209
dw 213,216,220,223,226,229,231,234,237,239
dw 241,243,245,247,248,250,251,252,253,254
dw 255,255,256,256,256,256,256,255,255,254
dw 253,252,251,250,248,247,245,243,241,239
dw 237,234,231,229,226,223,220,216,213,209
dw 206,202,198,194,190,185,181,177,172,167
dw 162,157,152,147,142,137,132,126,121,115
dw 109,104,98,92,86,80,74,68,62,56
dw 50,44,38,31,25,19,13,6,0,-6
dw -13,-19,-25,-31,-38,-44,-50,-
56,-62,-68
dw -74,-80,-86,-92,-98,-104,-109,-115,-121,-126
dw -132,-137,-142,-147,-152,-157,-162,-167,-172,-177
dw -181,-185,-190,-194,-198,-202,-206,-209,-213,-216
dw -220,-223,-226,-229,-231,-234,-237,-239,-241,-243
dw -245,-247,-248,-250,-251,-252,-253,-254,-255,-255
dw -256,-256,-256,-256,-256,-255,-255,-254,-253,-252
dw -251,-250,-248,-247,-245,-243,-241,-239,-237,-234
dw -231,-229,-226,-223,-220,-216,-213,-209,-206,-202
dw -198,-194,-190,-185,-181,-177,-172,-167,-162,-157
dw -152,-147,-142,-137,-132,-126,-121,-115,-109,-104
dw -98,-92,-86,-80,-74,-68,-62,-56,-50,-44
dw -38,-31,-25,-19,-13,-6
Label Cube Byte ; The 3d points
c = -35 ; 5x*5y*5z (=125) points
rept 5
b = -35
rept 5
a = -35
rept 5
db a,b,c
a = a 20
endm
b = b 20
endm
c = c 20
endm
Label Palette Byte ; The palette to use
db 0,0,0 ; 63*3 gray-tint
d = 63
rept 63
db d,d,d
db d,d,d
db d,d,d
d = d - 1
endm
X DW ? ; X variable for formula
Y DW ?
Z DW ?
Xt DW ? ; Temporary variable for x
Yt DW ?
Zt DW ?
XAngle DW 0 ; Angle to rotate around x
YAngle DW 0
ZAngle DW 0
DeltaX DW ? ; Amound Xangle is increased each time
DeltaY DW ?
DeltaZ DW ?
Xoff DW ?
Yoff DW ?
Zoff DW ? ; Distance from viewer
XSin DW ? ; Sine and cosine of angle to rotate around
XCos DW ?
YSin DW ? [Page]
YCos DW ?
ZSin DW ?
ZCos DW ?
Mx DW 160 ; Middle of the screen
My DW 100

MaxPoints EQU 125 ; Number of 3d Points
Erase DW MaxPoints DUP (?) ; Array for deletion screenpoints
ENDS CODE ; End of codesegment
END START ; The definite end.... :)

; You may use this code in your own proctions but
; give credit where credit is e. Only lamers steal
; code so try to create your own 3d-engine and use
; this code as an example.
; Thanx must go to Arno Brouwer and Ash for releasing
; example sources.
;
; Ciao doz,
;
; Vulture / Outlaw Triad

❺ 求求RS(255,239)的FPGA源碼,含編碼和解碼

PL2303 是Prolific 公司的RS232-USB 介面轉換器,可提供一個RS232 全雙工非同步串列通信裝置與USB 功能介面便利聯接的解決方案,可調節的3~5 V 輸出電壓,滿足3V、3.3V和5V不同應用需求;支持完整的RS232介面。 你用FPGA直接與串口通信,長時間肯定是要丟包的,只是你測試使用短,又是常溫下,現象不明顯;你看下RS232的電氣特性就知道了: EIA-RS-232C 對電器特性、邏輯電平和各種信號線功能都作了規定。 在TxD和RxD上: 邏輯1(MARK)=-3V~-15V 邏輯0(SPACE)=+3~+15V 在RTS、CTS、DSR、DTR和DCD等控制線上: 信號有效(接通,ON狀態,正電壓)=+3V~+15V 信號無效(斷開,OFF狀態,負電壓)=-3V~-15V 而FPGA的介面通常使用的都是 LVTTL或CMOS的, 電氣特性上就決定了不能直接通信。

❻ 如何在Android源碼里查找java中native方法對應的C++實現

android源碼只包含android app java的客戶端代碼。
native部分可能有可能沒有,先全局搜索.c或者.cpp文件,有這些文件才可能有。
如果是標準的android native support 工程,那麼eclipse裡面打開之後,在工程目錄/jni下面就是 native的C++代碼。
Android源碼中很多關鍵代碼都是C++實現的,java通過jni來調用,經常會看到java中這樣的代碼:
static native Thread currentThread();

如何根據方法名找到其對應的C++實現,有兩個方法。
先來個java代碼的示例VMThread.java:

package java.lang;

class VMThread {
Thread thread;
int vmData;

VMThread(Thread t) {
thread = t;
}

native static void create(Thread t, long stackSize);

static native Thread currentThread();
static native boolean interrupted();
static native void sleep (long msec, int nsec) throws InterruptedException;
static native void yield();

native void interrupt();

native boolean isInterrupted();

......
}

我們要查找currentThread方法的實現。
方法一:
由於Android源碼中對每個native實現都會寫一個java方法名和C++方法名映射的列表,所以我們直接搜索這個列表內容即可。
zkw@zkw $ grep -rns '"currentThread"' ./*
./art/compiler/dex/quick/dex_file_method_inliner.cc:108: "currentThread", // kNameCacheCurrentThread
匹配到二進制文件 ./dalvik/vm/native/.java_lang_VMThread.cpp.swp
./dalvik/vm/native/java_lang_VMThread.cpp:241: { "currentThread", "()Ljava/lang/Thread;",
./external/android-mock/tests/com/google/android/testing/mocking/AndroidMockGeneratorTest.java:249: Method method = Thread.class.getMethod("currentThread");
./external/android-mock/tests/com/google/android/testing/mocking/AndroidMockGeneratorTest.java:407: Method method = Thread.class.getMethod("currentThread");

可以看到,在文件./dalvik/vm/native/java_lang_VMThread.cpp中找到currentThread方法相關的信息,後面()Ljava/lang/Thread代表這個方法的返回值。
進入java_lang_VMThread.cpp這個文件可以看到:

17 /*
18 * java.lang.VMThread
19 */
20 #include "Dalvik.h"
21 #include "native/InternalNativePriv.h"
22
23
24 /*
25 * static void create(Thread t, long stacksize)
26 *
27 * This is eventually called as a result of Thread.start().
28 *
29 * Throws an exception on failure.
30 */
31 static void Dalvik_java_lang_VMThread_create(const u4* args, JValue* pResult)
32 {
33 Object* threadObj = (Object*) args[0];
34 s8 stackSize = GET_ARG_LONG(args, 1);
35
36 /* ing collector will pin threadObj for us since it was an argument */
37 dvmCreateInterpThread(threadObj, (int) stackSize);
38 RETURN_VOID();
39 }
40
41 /*
42 * static Thread currentThread()
43 */
44 static void Dalvik_java_lang_VMThread_currentThread(const u4* args,
45 JValue* pResult)
46 {
47 UNUSED_PARAMETER(args);
48
49 RETURN_PTR(dvmThreadSelf()->threadObj);
50 }
51

......
237
238 const DalvikNativeMethod dvm_java_lang_VMThread[] = {
239 { "create", "(Ljava/lang/Thread;J)V",
240 Dalvik_java_lang_VMThread_create },
241 { "currentThread", "()Ljava/lang/Thread;",
242 Dalvik_java_lang_VMThread_currentThread },
243 { "getStatus", "()I",
244 Dalvik_java_lang_VMThread_getStatus },
245 { "holdsLock", "(Ljava/lang/Object;)Z",
246 Dalvik_java_lang_VMThread_holdsLock },
247 { "interrupt", "()V",
248 Dalvik_java_lang_VMThread_interrupt },
249 { "interrupted", "()Z",
250 Dalvik_java_lang_VMThread_interrupted },
251 { "isInterrupted", "()Z",
252 Dalvik_java_lang_VMThread_isInterrupted },
253 { "nameChanged", "(Ljava/lang/String;)V",
254 Dalvik_java_lang_VMThread_nameChanged },
255 { "setPriority", "(I)V",
256 Dalvik_java_lang_VMThread_setPriority },
257 { "sleep", "(JI)V",
258 Dalvik_java_lang_VMThread_sleep },
259 { "yield", "()V",
260 Dalvik_java_lang_VMThread_yield },
261 { NULL, NULL, NULL },
262 };

源碼中第242行找到對應的名字,用紅色標出,其實現就在第44行。
這個方法不是很准確,要靠經驗來判斷搜出來的代碼是否是自己要找的,下一個方法可以較准確的查找。
方法二:
還是找VMThread.java的currentThread函數,找多了會發現,C++的名字一般都是包名+類名+方法名,比如currentThread的C++名字就肯定包含「java_lang_VMThread_currentThread」,所以直接搜索即可。
如何在Android源碼里查找Java中native方法對應的C++參考:http://e.51cto.com/course/course_id-4377.html

❼ 求基於verilog HDLRS(204,188)或RS(255,239)的源代碼+激勵 ,能在ISE molsim下允許。重謝


❽ stm32 adc中斷,采樣,然後一直(中斷一次,采樣一次)循環怎麼做,求高手指導,自己小白。

ADC_InitStructure.ADC_ExternalTrigConv = ADC_ExternalTrigConv_None; //轉換由軟體而

ADC_ExternalTrigConvCmd(ADC1, ENABLE); //使能ADC經外部觸發啟動轉換功能

不知道你是想軟體觸發還是外部事件觸發
ADC_SoftwareStartConvCmd(ADC1, ENABLE);

將外部觸發使能改成軟體觸發再測試下。

❾ 如何閱讀源代碼

《通用源碼閱讀指導書》易哥 寫的一本書

❿ 求鍵盤的所有按鍵對應的JS函數~~~!!!!或者提供網頁鍵盤源代碼!!

$(window).keydown(function(event){
switch(event.keyCode) {
// ...
// 不同的按鍵可以做不同的事情
// 不同的瀏覽器的keycode不同
// 更多詳細信息: http://unixpapa.com/js/key.html
// ...
}
});
keycode 0 =
keycode 1 =
keycode 2 =
keycode 3 =
keycode 4 =
keycode 5 =
keycode 6 =
keycode 7 =
keycode 8 = BackSpace BackSpace
keycode 9 = Tab Tab
keycode 10 =
keycode 11 =
keycode 12 = Clear
keycode 13 = Enter
keycode 14 =
keycode 15 =
keycode 16 = Shift_L
keycode 17 = Control_L
keycode 18 = Alt_L
keycode 19 = Pause
keycode 20 = Caps_Lock
keycode 21 =
keycode 22 =
keycode 23 =
keycode 24 =
keycode 25 =
keycode 26 =
keycode 27 = Escape Escape
keycode 28 =
keycode 29 =
keycode 30 =
keycode 31 =
keycode 32 = space space
keycode 33 = Prior
keycode 34 = Next
keycode 35 = End
keycode 36 = Home
keycode 37 = Left
keycode 38 = Up
keycode 39 = Right
keycode 40 = Down
keycode 41 = Select
keycode 42 = Print
keycode 43 = Execute
keycode 44 =
keycode 45 = Insert
keycode 46 = Delete
keycode 47 = Help
keycode 48 = 0 equal braceright
keycode 49 = 1 exclam onesuperior
keycode 50 = 2 quotedbl twosuperior
keycode 51 = 3 section threesuperior
keycode 52 = 4 dollar
keycode 53 = 5 percent
keycode 54 = 6 ampersand
keycode 55 = 7 slash braceleft
keycode 56 = 8 parenleft bracketleft
keycode 57 = 9 parenright bracketright
keycode 58 =
keycode 59 =
keycode 60 =
keycode 61 =
keycode 62 =
keycode 63 =
keycode 64 =
keycode 65 = a A
keycode 66 = b B
keycode 67 = c C
keycode 68 = d D
keycode 69 = e E EuroSign
keycode 70 = f F
keycode 71 = g G
keycode 72 = h H
keycode 73 = i I
keycode 74 = j J
keycode 75 = k K
keycode 76 = l L
keycode 77 = m M mu
keycode 78 = n N
keycode 79 = o O
keycode 80 = p P
keycode 81 = q Q at
keycode 82 = r R
keycode 83 = s S
keycode 84 = t T
keycode 85 = u U
keycode 86 = v V
keycode 87 = w W
keycode 88 = x X
keycode 89 = y Y
keycode 90 = z Z
keycode 91 =
keycode 92 =
keycode 93 =
keycode 94 =
keycode 95 =
keycode 96 = KP_0 KP_0
keycode 97 = KP_1 KP_1
keycode 98 = KP_2 KP_2
keycode 99 = KP_3 KP_3
keycode 100 = KP_4 KP_4
keycode 101 = KP_5 KP_5
keycode 102 = KP_6 KP_6
keycode 103 = KP_7 KP_7
keycode 104 = KP_8 KP_8
keycode 105 = KP_9 KP_9
keycode 106 = KP_Multiply KP_Multiply
keycode 107 = KP_Add KP_Add
keycode 108 = KP_Separator KP_Separator
keycode 109 = KP_Subtract KP_Subtract
keycode 110 = KP_Decimal KP_Decimal
keycode 111 = KP_Divide KP_Divide
keycode 112 = F1
keycode 113 = F2
keycode 114 = F3
keycode 115 = F4
keycode 116 = F5
keycode 117 = F6
keycode 118 = F7
keycode 119 = F8
keycode 120 = F9
keycode 121 = F10
keycode 122 = F11
keycode 123 = F12
keycode 124 = F13
keycode 125 = F14
keycode 126 = F15
keycode 127 = F16
keycode 128 = F17
keycode 129 = F18
keycode 130 = F19
keycode 131 = F20
keycode 132 = F21
keycode 133 = F22
keycode 134 = F23
keycode 135 = F24
keycode 136 = Num_Lock
keycode 137 = Scroll_Lock
keycode 138 =
keycode 139 =
keycode 140 =
keycode 141 =
keycode 142 =
keycode 143 =
keycode 144 =
keycode 145 =
keycode 146 =
keycode 147 =
keycode 148 =
keycode 149 =
keycode 150 =
keycode 151 =
keycode 152 =
keycode 153 =
keycode 154 =
keycode 155 =
keycode 156 =
keycode 157 =
keycode 158 =
keycode 159 =
keycode 160 =
keycode 161 =
keycode 162 =
keycode 163 =
keycode 164 =
keycode 165 =
keycode 166 =
keycode 167 =
keycode 168 =
keycode 169 =
keycode 170 =
keycode 171 =
keycode 172 =
keycode 173 =
keycode 174 =
keycode 175 =
keycode 176 =
keycode 177 =
keycode 178 =
keycode 179 =
keycode 180 =
keycode 181 =
keycode 182 =
keycode 183 =
keycode 184 =
keycode 185 =
keycode 186 =
keycode 187 = acute grave
keycode 188 = comma semicolon
keycode 189 = minus underscore
keycode 190 = period colon
keycode 191 =
keycode 192 = numbersign apostrophe
keycode 193 =
keycode 194 =
keycode 195 =
keycode 196 =
keycode 197 =
keycode 198 =
keycode 199 =
keycode 200 =
keycode 201 =
keycode 202 =
keycode 203 =
keycode 204 =
keycode 205 =
keycode 206 =
keycode 207 =
keycode 208 =
keycode 209 =
keycode 210 = plusminus hyphen macron
keycode 211 =
keycode 212 = right registered
keycode 213 = guillemotleft guillemotright
keycode 214 = masculine ordfeminine
keycode 215 = ae AE
keycode 216 = cent yen
keycode 217 = questiondown exclamdown
keycode 218 = onequarter onehalf threequarters
keycode 219 =
keycode 220 = less greater bar
keycode 221 = plus asterisk asciitilde
keycode 222 =
keycode 223 =
keycode 224 =
keycode 225 =
keycode 226 =
keycode 227 = multiply division
keycode 228 = acircumflex Acircumflex
keycode 229 = ecircumflex Ecircumflex
keycode 230 = icircumflex Icircumflex
keycode 231 = ocircumflex Ocircumflex
keycode 232 = ucircumflex Ucircumflex
keycode 233 = ntilde Ntilde
keycode 234 = yacute Yacute
keycode 235 = oslash Ooblique
keycode 236 = aring Aring
keycode 237 = ccedilla Ccedilla
keycode 238 = thorn THORN
keycode 239 = eth ETH
keycode 240 = diaeresis cedilla currency
keycode 241 = agrave Agrave atilde Atilde
keycode 242 = egrave Egrave
keycode 243 = igrave Igrave
keycode 244 = ograve Ograve otilde Otilde
keycode 245 = ugrave Ugrave
keycode 246 = adiaeresis Adiaeresis
keycode 247 = ediaeresis Ediaeresis
keycode 248 = idiaeresis Idiaeresis
keycode 249 = odiaeresis Odiaeresis
keycode 250 = udiaeresis Udiaeresis
keycode 251 = ssharp question backslash
keycode 252 = asciicircum degree
keycode 253 = 3 sterling
keycode 254 = Mode_switch

鍵 代碼

Backspace {BACKSPACE}、{BS} 或 {BKSP}

Break {BREAK}

Caps Lock {CAPSLOCK}

Del 或 Delete {DELETE} 或 {DEL}

向下鍵 {DOWN}

End {END}

Enter {ENTER} 或 ~

Esc {ESC}

Help
{HELP}

Home
{HOME}

Ins 或 Insert
{INSERT} 或 {INS}

向左鍵
{LEFT}

Num Lock
{NUMLOCK}

Page Down
{PGDN}

Page Up
{PGUP}

Print Screen
{PRTSC}(保留供將來使用)

向右鍵
{RIGHT}

Scroll Lock
{SCROLLLOCK}

Tab
{TAB}

向上鍵
{UP}

F1
{F1}

F2
{F2}

F3
{F3}

F4
{F4}

F5
{F5}

F6
{F6}

F7
{F7}

F8
{F8}

F9
{F9}

F10
{F10}

F11
{F11}

F12
{F12}

F13
{F13}

F14
{F14}

F15
{F15}

F16
{F16}

數字鍵盤加號
{ADD}

數字鍵盤減號
{SUBTRACT}

數字鍵盤乘號
{MULTIPLY}

數字鍵盤除號
{DIVIDE}

若要指定與 Shift、Ctrl 和 Alt 鍵的任意組合一起使用的鍵,請在這些鍵代碼之前加上以下一段或多段代碼。

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