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原创 老罗的锤子砸了王自如的评测
这两天微博里有关王自如和老罗之间的“辩论”颇为火爆,两边的粉丝各拉战队摇旗呐喊,一时间谁赢谁输还是都输的观点漫天遍野。我不是老罗的粉丝,而且当初对老罗做手机并不看好,原因是老罗给人的印象是擅长脱口秀,给人的感觉是很顽皮,不像是做产品的。也曾经在午饭的话题中跟同事讨论,我的结论是老罗能用他的影响力为其产品做充足的广告赚充足的眼球,但是至于产品到底如何,我并不看好,当老罗说产品的“情怀”时,我差点笑喷了,但又觉得心中一亮,我并不看好"情怀",而是我有点看好老罗做产品了,在后面我会说明为什么。
2014-09-02 15:00:37
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转载 把C++类成员方法直接作为线程回调函数
把C++类成员方法直接作为线程回调函数原文链接:http://blog.youkuaiyun.com/waiting4you/article/details/2000796我以前写线程时要么老老实实照着声明写,要么使用C++类的静态成员函数来作为回调函数,经常会因为线程代码而破坏封装.之前虽然知道类成员函数的展开形式,但从没想过利用过它,昨天看深入ATL时无意中学会了这一招:) 类
2013-09-01 22:34:17
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原创 How to create a Windows can run top of Metro UI under windows8c
Steps:http://social.msdn.microsoft.com/Forums/en-US/toolsforwinapps/thread/8529357f-3ff8-4c83-baaf-5215ca9cc14aCreate new Win32 ProjectFinish the wizard with no changesChange the CreateWindo
2013-05-14 09:56:04
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转载 linux内核学习(好东西)
转自:http://blog.youkuaiyun.com/michaelrun/archive/2010/05/30/5634390.aspxlinux内核学习(好东西) 2012-05-11 21:12:13| 分类: linux学习博客|字号 订阅1. 内核学习方法,编译、调试等常见问题1.1 关于编译升级内核到2.6.0的一些问题 作
2012-10-15 14:02:23
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转载 WinDBG条件断点
http://hi.baidu.com/6908270270/blog/item/0d7fe423fc8612409922ed04.html最近需要在访问指定文件时中断下来,但不知道如何下断,在网上搜索了一番无果,只好自己摸索了。听大侠说windbg的条件断点功能异常强大,可以实现,不禁心痒,特尝试一番,顺便熟悉一下windbg的脚本语法。先来了解简单的,得到当前访问的文件名先写段
2012-06-15 12:51:29
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转载 I2C是个好协议
原文地址:I2C是个好协议作者:MegaPillarus一、I2C概述 I2C是Philips开发出来的一种通信协议,全称Inter-Integrated Circuit。 I2C通信的时候只需要两根线,一根时钟线(SCL),一根双向数据线(SDA)。因为特别能节省资源,I2C获得了很广泛的应用,比如单片机教程中最常作为例程的串行时钟DS1307,EEPROM等。
2012-04-25 19:03:34
695
转载 单片机超频之PLL锁相环设置
http://blog.sina.com.cn/s/blog_627bb2cf0100svan.html单片机超频之PLL锁相环设置 (2011-04-12 08:35:42)转载▼标签: 飞思卡尔 智能车分类: 飞思卡尔智能车什么是锁相环呢? MCU的支撑电路一般
2012-04-25 16:25:29
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转载 Understanding IRQL
Part I: In this part, I’ll discuss the fundament of IRQL and the differences/relations between IRQL and CPU rings/thread priority/hardware IRQ.Definitions:For a kernel developer, IRQL is not
2012-04-09 15:10:54
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转载 Deferred Procedure Call Details(延迟过程调用详解)
Deferred Procedure Call Details(延迟过程调用详解) (2011-02-26 14:03:53)转载▼标签: dpc 延迟过程调用 软件中断 it 分类: 我翻译滴文章^_^Deferred Procedure Calls (DPCs) are a commonly used feature of Windows. Their us
2012-03-01 14:46:03
2024
转载 Windows XP下usbhub.sys驱动内部实现解析
http://hi.baidu.com/jlgwxq/blog/item/6ac02b417362ad1873f05de9.htmlWindows XP下usbhub.sys驱动内部实现解析2010-01-25 13:12说过了usbport.sys驱动,现在来说说usbhub.sys驱动。usbhub是一个usb hub device的驱动程序。当kernel枚举到某个usb
2012-02-23 14:43:00
2134
转载 Windows XP下usbport.sys驱动内部实现解析(四)
http://hi.baidu.com/jlgwxq/blog/item/e54543100b5cb7c5c2fd7860.htmlWindows XP下usbport.sys驱动内部实现解析(四)2010-01-22 18:16(接上一篇)然后来看看实际上的work routine,先看通用的这个。root hub的是一个特殊的函数。USBPORT_DmaEndpoi
2012-02-23 14:41:33
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转载 Windows XP下usbport.sys驱动内部实现解析(三)
Windows XP下usbport.sys驱动内部实现解析(三)2010-01-22 18:16(接上一篇)_USBPORT_MapTransfer是个比较复杂的函数了,他涉及到transfer的切割、sgList结构的填写,少安毋躁。。。哈哈struct SG_LIST{ULONG Flags;PVOID CurrentVa;PVOID MappedSy
2012-02-23 14:39:58
605
转载 Windows XP下usbport.sys驱动内部实现解析(二)
http://hi.baidu.com/jlgwxq/blog/item/e0f223312c0aa548ac4b5f67.html Windows XP下usbport.sys驱动内部实现解析(二)2010-01-22 18:15(接上一篇)4. 处理USB请求(URB)在进入下一个主题之前我总结几个事实让大家注意:1. 对于每个usb总线上的设备,usbpo
2012-02-23 14:39:12
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转载 Windows XP下usbport.sys驱动内部实现解析(一)
http://hi.baidu.com/jlgwxq/blog/item/a3bcc30356a3cc057aec2c64.htmlWindows XP下usbport.sys驱动内部实现解析(一)2010-01-22 18:10上一篇讲了USB驱动栈整体结构,说明了usbport.sys的重要作用,现在就具体分析usbport.sys的内部实现细节。首先再重复一下:
2012-02-23 14:38:25
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转载 Windows XP下USB整体结构
http://hi.baidu.com/jlgwxq/blog/item/6aa939cc053d8f0893457e40.htmlWindows XP下USB整体结构2010-01-22 13:57这里主要讲的是Windows XP下USB驱动协议栈的整体结构,以及内部的一些重要数据结构。在写这些东西时,参考了大牛Tiamo的相关论坛贴子 ,内容很多雷同,说是转贴也不为过。
2012-02-23 14:37:18
604
转载 static_cast、dynamic_cast reinterpret_cast和const_cast
static_cast、dynamic_cast reinterpret_cast和const_cast (2009-09-04 10:41:56)转载▼标签: 杂谈分类: 程序代码关于强制类型转换的问题,很多书都讨论过,写的最详细的是C++ 之父的《C++ 的设计和演化》。最好的解决方法就是不要使用C风格的强制类型转换,
2012-02-16 10:11:27
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转载 Switch kernel mode debug to user mode debug
1) Process context - You're not necessarily in the correct process context when you break in with the debugger, so you need to force the correct process context somehow2) The user mode module list
2012-01-21 09:56:56
726
转载 DTM测试中的filter应用
http://social.msdn.microsoft.com/Forums/zh-CHS/2150/thread/0d184866-89fb-4a9b-ad8b-22b5c88087c1Filter 可以在DTM测试结果中过滤掉一些已知的不做要求的测试失败项。Filter应用于DTM的测试结果。所以在任何阶段都可以导入到DTM Controller中。在生成DTM submissi
2012-01-10 11:03:27
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转载 DTM测试详细流程--赞
http://hi.baidu.com/thissunflower/blog/item/2efa8f5eea195e4dfaf2c066.html获取DTM软件与DTM测试帮助文件获取WLK:做DTM测试需要用到WLK(Windows Logo Kit),https://connect.microsoft.com获取WLK帮助文件:https://connect.microsoft
2012-01-06 10:57:09
2446
转载 Linux的分段和分页机制
Linux的分段和分页机制http://www.cnblogs.com/c1230v/articles/1432525.html1.分段机制 80386的两种工作模式 80386的工作模式包括实地址模式和虚地址模式(保护模式)。Linux主要工作在保护模式下。 分段机制 在保护模式下,80386虚地址空间可达16K个段,每段大小可变,
2012-01-05 19:47:09
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转载 物理地址,虚拟内存,linux内存管理....
本贴涉及的硬件平台是X86,如果是其它平台,嘻嘻,不保证能一一对号入座,但是举一反三,我想是完全可行的。一、概念物理地址(physical address)用于内存芯片级的单元寻址,与处理器和CPU连接的地址总线相对应。——这个概念应该是这几个概念中最好理解的一个,但是值得一提的是,虽然可以直接把物理地址理解成插在机器上那根内存本身,把内存看成一个从0字节一直到最大空量逐字
2012-01-05 16:12:06
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转载 高端内存与低端内存
高端内存是Linux中一个重要的概念,初涉Linux时曾经对这个概念非常迷惑。实际上这个概念比较简单,理解这个概念,需要追溯一下Linux的内存管理。 从前,CPU的地址总线只有32位,再早的就不再追溯了。32的地址总线无论是从逻辑上还是从物理上都只能描述4G的地址空间,在物理上理论上最多拥有4G内存(除了IO地址空间,实际内存容量小于4G),逻辑空间也只能描述4G的线性地址空
2012-01-05 15:35:51
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转载 很好的一片有关分段和分页解释的
http://bbs.chinaunix.net/thread-3586493-1-1.html首先实模式和保护模式是CPU的两种工作模式。一开始PC启动时CPU是工作在实模式下的,经过某种机制后,CPU跳转到保护模式。Intel 8086是16位CPU,它只有16位寄存器、16位数据总线和20位地址总线,它只能运行在实模式在实模式,物理地址=段值*16+偏移 段值和偏移都是1
2012-01-05 15:20:21
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转载 A trip through the Graphics Pipeline 2011, part 13
Atrip through theGraphics Pipeline 2011,part 13by fgiesenWelcome back to what’s going to be the last “official” part of this series – I’ll do more GPU-related posts in the future, but th
2011-10-27 11:20:40
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转载 A trip through the Graphics Pipeline 2011, part 12
A trip through theGraphics Pipeline 2011, part 12by fgiesen on September 6, 2011Welcome back! This time, we’ll look into what is perhaps the “poster boy” feature introduced with the D3D11 /
2011-10-27 11:16:51
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转载 A trip through the Graphics Pipeline 2011, part 11
A trip through theGraphics Pipeline 2011, part 11by fgiesen on August 14, 2011Welcome back! This time, the focus is going to be on Stream-Out (SO). This is a facility for storing the Outpu
2011-10-27 11:16:00
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转载 A trip through the Graphics Pipeline 2011, part 10
A trip through theGraphics Pipeline 2011, part 10by fgiesen on July 20, 2011Welcome back. Last time, we dove into bottom end of the pixel pipeline. This time, we’ll switch back to the midd
2011-10-27 11:15:32
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转载 A trip through the Graphics Pipeline 2011, part 9
A trip through theGraphics Pipeline 2011, part 9by fgiesen on July 12, 2011Welcome back! This post deals with the second half of pixel processing, the “join phase”. The previous phase was al
2011-10-27 11:15:01
695
转载 A trip through the Graphics Pipeline 2011, part 8
A trip through theGraphics Pipeline 2011, part 8by fgiesen on July 10, 2011In this part, I’ll be dealing with the first half of pixel processing: dispatch and actual pixel shading. In fact
2011-10-27 11:14:27
770
转载 A trip through the Graphics Pipeline 2011, part 7
A trip through theGraphics Pipeline 2011, part 7by fgiesen on July 8, 2011In this installment, I’ll be talking about the (early) Z pipeline and how it interacts with rasterization. Like
2011-10-27 11:13:36
891
转载 A trip through the Graphics Pipeline 2011, part 6
A trip through theGraphics Pipeline 2011, part 6by fgiesen on July 6, 2011Welcome back. This time we’re actually gonna see triangles being rasterized – finally! But before we can rasterize t
2011-10-27 11:12:52
596
转载 A trip through the Graphics Pipeline 2011, part 5
A trip through theGraphics Pipeline 2011, part 5by fgiesen on July 5, 2011After the last post about texture samplers, we’re now back in the 3D frontend. We’re done with vertex shading, so no
2011-10-27 11:11:59
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转载 A trip through the Graphics Pipeline 2011, part 4
A trip through theGraphics Pipeline 2011, part 4by fgiesen on July 4, 2011Welcome back. Last part was about vertex shaders, with some coverage of GPU shader units in general. Mostly, they’
2011-10-27 11:10:37
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转载 A trip through the Graphics Pipeline 2011, part 3
A trip through theGraphics Pipeline 2011, part 3by fgiesen on July 3, 2011At this point, we’ve sent draw calls down from our app all the way through various driver layers and the command p
2011-10-27 11:08:58
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转载 A trip through the Graphics Pipeline 2011: Index
A trip through theGraphics Pipeline 2011: Indexby fgiesen on July 9, 2011Welcome.This is the index page for a series of blog posts I’m currently writing about the D3D/OpenGLgraphics pi
2011-10-27 11:07:55
716
转载 A trip through the Graphics Pipeline 2011, part 2
A trip through theGraphics Pipeline 2011, part 2by fgiesen on July 2, 2011Not so fast.In the previous part I explained the various stages that your 3D rendering commands gothrough on a P
2011-10-27 11:06:36
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转载 A trip through the Graphics Pipeline 2011, part 1
http://fgiesen.wordpress.com/2011/07/01/a-trip-through-the-graphics-pipeline-2011-part-1/A trip through theGraphics Pipeline 2011, part 1by fgiesen on July 1, 2011It’s been awhile since
2011-10-27 11:05:06
956
转载 Android的资源总结
转自:http://topic.youkuaiyun.com/u/20100604/15/4997A1DA-7F2C-46E5-8B2A-9AF078D099DB.html1、【eoeAndroid特刊】第一期 Andriod 1.5 SDK简介 http://download.youkuaiyun.com/source/23998092、【eoeAndroid特刊】第二期 图像处理篇(1) http://downloa
2011-06-08 11:07:00
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转载 微软的COM中GUID和UUID、CLSID、IID
当初微软设计com规范的时候,有两种选择来保证用户的设计的com组件可以全球唯一:第一种是采用和Internet地址一样的管理方式,成立一个管理机构,用户如果想开发一个COM组件的时候需要向该机构提出申请,并交一定的费用。第二种是发明一种算法,每次都能产生一个全球唯一的COM组件标识符。第一种方法,用户使用起来太不方便,微软采用第二种方法,并发明了一种算法,这种算法用GUID(Gl
2010-04-01 15:19:00
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[数字图像处理与机器视觉:Visual.C.与Matlab实现].张铮.扫描
2014-06-28
苹果最新的开发语言Swift 手册(英文版)
2014-06-04
田口方法概述
2008-03-06
空空如也
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