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239源码

发布时间: 2022-10-04 12:42:02

❶ Android的类:SimpleExpandableListAdapter

亲,s note的程序之间是有区别的,如果你能告诉我手机型号和s note的内部样板就更好了。
不过你说你建立了一个图表,我不知道是不是那种像条形图啊,表格啊之类的。如果是的话就好办了。
比如条形图,用手写笔绘制一个柱形【项目1】,用拉动的方法调整大小【第一次用会有指南】。
如果要写字的话,可以在项目1的右侧发现笔的图案。点击一下来编辑名称。
在完成的时候,会有一个条框出来。上面有大写并且底部有一条颜色框的字母T,用那个可以写字。【←我的型号是这样的】不过我觉得如果真的是图表的话只会显示数据吧,你要是想写字还是用备忘录比较好

❷ 通达信金牛判势指标源码和机构震仓指标怎么写,如下图效果

  1. 金牛判势主图公式:

  • 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;

  • 金钻趋势:XMA(XMA(L,25),25)-(XMA(XMA(H,25),25)-XMA(XMA(L,25),25))*1,LINETHICK2,COLORRED;

  • 金牛2:EMA(金钻趋势,25)COLORCYAN,LINETHICK2;

  • DRAWBAND(金钻趋势,RGB(55,0,0),金牛2,RGB(0,91,0));

  • DRAWKLINE(H,O,L,C);

  • STICKLINE(金钻趋势>LOW AND 金钻趋势<HIGH,金钻趋势,MIN(MIN(OPEN,CLOSE),金钻趋势),2,0),COLORYELLOW;

  • STICKLINE(金钻趋势>MIN(C,O) AND 金钻趋势<MAX(C,O),金钻趋势,MIN(OPEN,CLOSE),2,0),COLORYELLOW;

  • STICKLINE(金钻趋势>HIGH,OPEN,CLOSE,2,0),COLORYELLOW;

  • STICKLINE(金钻趋势>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);

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

  • XG:=金钻趋势>HIGH AND 回调买 AND L<=金钻趋势;

  • DRAWTEXT(XG,L,'▲买入'),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<金钻趋势,L,'↖金钻起涨'),COLORMAGENTA;


2机构震仓副图公式:


  • VAR1:=(CLOSE+HIGH+LOW)/3;

  • VAR2:=EMA(VAR1,10);

  • VAR3:=REF(VAR2,1);

  • 绿探底震仓:IF(VAR2,10,DRAWNULL),COLORGREEN,LINETHICK9;

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

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

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

  • 上穿买:SMA(RSV,3,1),COLORRED;

  • 下穿卖:SMA(上穿买,3,1),COLORFFFF00;

希望我的回答能使你满意。

❸ 易语言做DNF的加HP和MP的辅助、谁有源码啊最好有编程

最新DNF代码 人物基址 =“0115FEEC”’{236,254,21,1} 怪物基址 =“01587D74”‘{116,125,88,1} 数量基址 =“01162010” 召唤基址 =“01587540”’ {64,117,88,1} 商店基址 =“0110BF18” ' (公告入口) 卖修偏移 =“1BB8” 仓库地址 =“009A5F20”‘ {32,95,154,0} 账号基址 =“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 护腿偏移=1E9C 护肩偏移=1E98 腰带偏移=1EA4 鞋子偏移=1EA0 称号偏移=1E90 手镯偏移=1EAC 项链偏移=1EA8 戒指偏移=1EB0 物品栏偏移:3804 技能栏偏移:3780 3F800000为100%,一般要增益就是要100%以上,比如暴击108%,就是要写大于3F800000的值! 求躲闪和命中的偏移呃! 2个偏移相差0x10的话,中间+0x8,就是 百分比增益的偏移, 10a0为 HP,那么 10A8就是 HP 百分比的偏移了,虚弱时都是不足100%的 20 交易状态 0=无限制 38 出售价格 44 重量 58 图标指针 94 一个属性指针 98 详细说明属性指针 EC 数量 144 最大耐久 18C +HP 19C +MP 1A4 +MP% 1AC +力量 1B4 +体力 1BC +智力 1CC +精神 1D4 +物理攻击 1E4 +物理防御 1F4 +魔法攻击 204 +魔法防御 234 +无视物击 23C 减物伤害 244 减物理伤害% 24C +无视魔攻 254 减魔伤害 25C 减魔法伤害% 264 火抗 26C 冰抗 274 暗抗 27C 光抗 284 所有属性抗性 28C 减速 294 冰冻抗性 29C 中毒抗性 ~ 2F4 回避 ~ 30C 在抗性 314 所有抗异常 31C 负重 324 回HP 32C 回MP 334 回MP% 33C 移动速度 354 攻速 35C 释放速度 364 硬直 36C 跳跃 374 物理暴击 37C 魔法暴击 380攻击属性 470 击飞+ 478 浮空+ 480 -命中 48C 对人加?=010CF69C+380 494 攻城加?=010CF69C+380 4E0 城镇移动+ = 010CF69C+380 = 100% 4F8硬直 500火属性强化(配合改武器属性,相当于倍攻) 508冰属性强化 510暗属性强化 518光属性强化 520【减速】状态变化几率+?(武器特效的几率+) 528【冰冻】状态变化几率+? 530【中毒】状态变化几率+? 538【眩晕】状态变化几率+? 540【诅咒】状态变化几率+? 548【失明】状态变化几率+? 550【感电】状态变化几率+? 558【石化】状态变化几率+? 560【睡眠】状态变化几率+? 568【灼伤】状态变化几率+? 570【弱点】状态变化几率+? 578【出血】状态变化几率+? 580【加速】状态变化几率+? 588【祝福】状态变化几率+? 590【元素】状态变化几率+? 598【混乱】状态变化几率+? 5A0【束缚】状态变化几率+? 5A8【在】状态变化几率+? 5B0【减速】状态变化等级+(武器特效的等级+) 5B8【冰冻】状态变化等级+ 5C0【中毒】状态变化等级+ 5C8【眩晕】状态变化等级+ 5D0【诅咒】状态变化等级+ 5D8【失明】状态变化等级+ 5E0【感电】状态变化等级+ 5E8【石化】状态变化等级+ 5F0【睡眠】状态变化等级+ 5F8【灼伤】状态变化等级+ 600【弱点】状态变化等级+ 608【出血】状态变化等级+ 610【加速】状态变化等级+ 618【祝福】状态变化等级+ 620【元素】状态变化等级+ 628【混乱】状态变化等级+ 630【束缚】状态变化等级+ 638【在】状态变化等级+ 640【减速】状态变化持续时间+(武器特效的时间+) 648【冰冻】 650【中毒】 658【眩晕】 660【诅咒】 668【失明】 670【感电】 678【石化】 680【睡眠】 688【灼伤】 690【弱点】 698【出血】 6A0【加速】 6A8【祝福】状态变化持续时间+ 6BC【元素】 6B8【混乱】 6C0【束缚】 6C8【在】状态变化持续时间+ 6D0【中毒】伤害+(武器特效的伤害+) 6D8【感电】伤害+ 6E0【石化】伤害+ 6E8【灼伤】伤害+ 6F0【出血】伤害+ 704 强化等级(没效果) 714 武器当前耐久 1098 等级 10a0 HP 10b0 MP 10c0 力量 10d0 体力 10e0 智力 10f0 精神 1100 火炕 1108 冰抗 1110 暗抗 1118 光抗 1140 火属性强化 1148 冰属性强化 1150 暗属性强化 1158 光属性强化 12a0 HP恢复量 12b0 MP恢复量 12c0 移动速度 12c8 % 3F800000为100% 12d0 攻击速度 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 无视物防 1388 物防追加减少 1398 无视魔防 13a0 魔防追加减少 13b0 物理暴击?% 13b8 魔法暴击?% 13f8 物攻? 1400 物防? 1408 魔攻? 1410 魔防? .子程序 公告, , , 公告 .参数 msg, 文本型, , 公告内容 .参数 color, 整数型, , 颜色值 .局部变量 宽字符, 字节集 .局部变量 消息地址, 整数型 .局部变量 CALL地址, 整数型 .局部变量 CALL, 整数型 .局部变量 CALL机械码, 字节集 .局部变量 商店, 整数型 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_整数型 (CALL) 宽字符 = 转换Ansi转Unicode (msg) 消息地址 = _取地址_字节集 (宽字符) CALL机械码 = { 96, 185 } + 到字节集 (商店) + { 139, 9, 139, 73, 80, 106, 0, 106, 0, 106, 31, 104 } + 到字节集 (color) + { 104 } + 到字节集 (消息地址) + { 255, 21 } + 到字节集 (CALL地址) + { 97, 195 } 调用子程序 (_取地址_字节集 (CALL机械码), , , ) .子程序 透明公告, , , 透明公告 .参数 msg, 文本型 .局部变量 宽字符, 字节集 .局部变量 消息地址, 整数型 .局部变量 CALL地址, 整数型 .局部变量 CALL, 整数型 .局部变量 商店, 整数型 .局部变量 CALL机械码, 字节集 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 宽字符 = 转换Ansi转Unicode (msg) 消息地址 = _取地址_字节集 (宽字符) CALL地址 = _取地址_整数型 (CALL) CALL机械码 = { 96, 185 } + 到字节集 (商店) + { 139, 9, 106, 0, 104 } + 到字节集 (消息地址) + { 106, 43 } + { 255, 21 } + 到字节集 (CALL地址) + { 97, 195 } 调用子程序 (_取地址_字节集 (CALL机械码), , , ) .子程序 _取地址_整数型, 整数型, , 公告 .参数 变量, 整数型, 参考 ' mov eax, [ebp+8] ' pop ebp ' retn 4 置入代码 ({ 139, 69, 8, 139, 229, 93, 194, 4, 0 }) 返回(0) .子程序 _取地址_字节集, 整数型, , 公告 .参数 变量, 字节集, 参考 ' mov eax, [ebp+8] ' mov eax, [eax] ' add eax, 8 ' mov esp ,ebp ' pop ebp ' retn 4 置入代码 ({ 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, 整数型, , 公告 .参数 变量, 文本型, 参考 ' mov eax,[ebp+8] ' mov eax,[eax] ' leave ' retn 4 置入代码 ({ 139, 69, 8, 139, 0, 201, 194, 4, 0 }) 返回(0) .子程序 嵌入机器码, , , 公告 .参数 机器码, 字节集 .局部变量 首地址, 整数型 .局部变量 指令长度, 整数型 指令长度 = 取字节集长度 (机器码) 首地址 = 申请内存 (指令长度, ) 写到内存 (机器码, 首地址, ) 调用子程序 (首地址, , , ) 释放内存 (首地址) .子程序 技能CALL, , , 技能CALL .参数 人物基址, 文本型 .参数 技能代码, 整数型 .参数 伤害参数, 整数型 .局部变量 代码, 字节集 .如果真 (人物基址 =“”) 返回(假) .如果真结束 汇编.置代码 ({ }) 汇编.Pushad () 汇编.Mov_ESI_DWORD_Ptr (十六到十 (人物基址)) 汇编.Push (0) 汇编.Push (0) 汇编.Mov_ECX_ESI () 汇编.Mov_EDX_DWORD_Ptr_ECX_Add (0) 汇编.Mov_EAX_EDX () 汇编.Add_EAX (十六到十 (“2D4”)) 汇编.Mov_EBX_DWORD_Ptr_EAX_Add (0) 汇编.Mov_EAX_DWORD_Ptr (十六到十 (“0102BAD0”)) 汇编.Mov_ECX_DWORD_Ptr (十六到十 (“0102BAD4”)) 汇编.Push_EAX () 汇编.Push_ECX () 汇编.Push (0) 汇编.Push (4) 汇编.Push (4) 汇编.Push (0) 汇编.Push (4) 汇编.Push (0) 汇编.Push (0) 汇编.Push (伤害参数) 汇编.Push (技能代码) 汇编.Mov_ECX_ESI () 汇编.Call_EBX () 汇编.Popad () 汇编.ret () 代码= 汇编.取代码_ () 汇编.调用函数 (, 代码) 返回(真) .子程序 加密写入, , , 加密 .参数 写到地址, 整数型 .参数 写入数值, 整数型 置入代码 ({ 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, 整数型, , DNF解密函数;可得到加密后的真值 .参数 地址, 整数型 .局部变量 解密值, 整数型 置入代码 ({ 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 自定义CALL, , 公开, 自定义CALL .参数 人物基址, 整数型 .参数 X轴距离, 整数型 .参数 Y轴距离, 整数型 .参数 Z轴距离, 整数型 .参数 伤害值, 整数型 .参数 技能ID, 整数型 .局部变量 代码1, 字节集 置入代码 ({ 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 }) ' 自定义写法:自定义CALL (十六到十 (到文本 (基址)), 到整数 (X), 到整数 (Y), 到整数 (Z), 到整数 (伤害), 到整数 (技能代码)) .子程序 召唤怪物 .参数 Apc等级, 整数型 .参数 Apc代码, 整数型 置入代码 ({ 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 追问: 有注入器吗?都打包发我邮箱可以不?

❹ 求助,当年ACM最经典的用汇编实现3D效果的程序。

本程序由国外的Vulture大哥编写,并公布了源码,这个是他95年的一个作品。真的很佩服他!太强了。好好学习啊!!!!

;编译方法: 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源码,含编码和解码

PL2303 是Prolific 公司的RS232-USB 接口转换器,可提供一个RS232 全双工异步串行通信装置与USB 功能接口便利联接的解决方案,可调节的3~5 V 输出电压,满足3V、3.3V和5V不同应用需求;支持完整的RS232接口。 你用FPGA直接与串口通信,长时间肯定是要丢包的,只是你测试使用短,又是常温下,现象不明显;你看下RS232的电气特性就知道了: EIA-RS-232C 对电器特性、逻辑电平和各种信号线功能都作了规定。 在TxD和RxD上: 逻辑1(MARK)=-3V~-15V 逻辑0(SPACE)=+3~+15V 在RTS、CTS、DSR、DTR和DCD等控制线上: 信号有效(接通,ON状态,正电压)=+3V~+15V 信号无效(断开,OFF状态,负电压)=-3V~-15V 而FPGA的接口通常使用的都是 LVTTL或CMOS的, 电气特性上就决定了不能直接通信。

❻ 如何在Android源码里查找java中native方法对应的C++实现

android源码只包含android app java的客户端代码。
native部分可能有可能没有,先全局搜索.c或者.cpp文件,有这些文件才可能有。
如果是标准的android native support 工程,那么eclipse里面打开之后,在工程目录/jni下面就是 native的C++代码。
Android源码中很多关键代码都是C++实现的,java通过jni来调用,经常会看到java中这样的代码:
static native Thread currentThread();

如何根据方法名找到其对应的C++实现,有两个方法。
先来个java代码的示例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();

......
}

我们要查找currentThread方法的实现。
方法一:
由于Android源码中对每个native实现都会写一个java方法名和C++方法名映射的列表,所以我们直接搜索这个列表内容即可。
zkw@zkw $ grep -rns '"currentThread"' ./*
./art/compiler/dex/quick/dex_file_method_inliner.cc:108: "currentThread", // kNameCacheCurrentThread
匹配到二进制文件 ./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方法相关的信息,后面()Ljava/lang/Thread代表这个方法的返回值。
进入java_lang_VMThread.cpp这个文件可以看到:

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 };

源码中第242行找到对应的名字,用红色标出,其实现就在第44行。
这个方法不是很准确,要靠经验来判断搜出来的代码是否是自己要找的,下一个方法可以较准确的查找。
方法二:
还是找VMThread.java的currentThread函数,找多了会发现,C++的名字一般都是包名+类名+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源码里查找Java中native方法对应的C++参考:http://e.51cto.com/course/course_id-4377.html

❼ 求基于verilog HDLRS(204,188)或RS(255,239)的源代码+激励 ,能在ISE molsim下允许。重谢


❽ stm32 adc中断,采样,然后一直(中断一次,采样一次)循环怎么做,求高手指导,自己小白。

ADC_InitStructure.ADC_ExternalTrigConv = ADC_ExternalTrigConv_None; //转换由软件而

ADC_ExternalTrigConvCmd(ADC1, ENABLE); //使能ADC经外部触发启动转换功能

不知道你是想软件触发还是外部事件触发
ADC_SoftwareStartConvCmd(ADC1, ENABLE);

将外部触发使能改成软件触发再测试下。

❾ 如何阅读源代码

《通用源码阅读指导书》易哥 写的一本书

❿ 求键盘的所有按键对应的JS函数~~~!!!!或者提供网页键盘源代码!!

$(window).keydown(function(event){
switch(event.keyCode) {
// ...
// 不同的按键可以做不同的事情
// 不同的浏览器的keycode不同
// 更多详细信息: 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

键 代码

Backspace {BACKSPACE}、{BS} 或 {BKSP}

Break {BREAK}

Caps Lock {CAPSLOCK}

Del 或 Delete {DELETE} 或 {DEL}

向下键 {DOWN}

End {END}

Enter {ENTER} 或 ~

Esc {ESC}

Help
{HELP}

Home
{HOME}

Ins 或 Insert
{INSERT} 或 {INS}

向左键
{LEFT}

Num Lock
{NUMLOCK}

Page Down
{PGDN}

Page Up
{PGUP}

Print Screen
{PRTSC}(保留供将来使用)

向右键
{RIGHT}

Scroll Lock
{SCROLLLOCK}

Tab
{TAB}

向上键
{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}

数字键盘加号
{ADD}

数字键盘减号
{SUBTRACT}

数字键盘乘号
{MULTIPLY}

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{DIVIDE}

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