DSP2407比較全的源程序 包括SPI設(shè)計(jì),AD,DA,ramtest, SCI,CAN,PWM,key,EXINT,24C02,VECTOR等
上傳時(shí)間: 2017-08-13
上傳用戶:aa54
ESRIMapObjectsLT 2 and MicrosoftVisual Basic6 to build an application that uses maps. Display a map with multiple layers. Control panning and zooming. Create a toolbar control. Base the display of map layers on scale. Perform spatial and logical queries. Display features with thematic renderers. Add vector data and images to a map programmatically.
標(biāo)簽: ESRIMapObjectsLT MicrosoftVisual application Display
上傳時(shí)間: 2013-12-18
上傳用戶:dbs012280
While faster processors, larger memory, and powerful graphics are fundamental requirements for workstations, users are also demanding a low-cost, solution-based approach wrapped around a standards-based technology. The Sun UltraTM 20 Workstation, which leverages the AMD OpteronTM processor with Direct Connect Architecture based on AMD64 technology, provides multiple operating system choices and leading nVidia graphics, delivers a platform that offers flexibility and performance in a cost-effective package with solutions to benefit customers across the board.
標(biāo)簽: requirements fundamental processors graphics
上傳時(shí)間: 2017-08-17
上傳用戶:zhaiye
adhoc in c & c++ it hepls finding the shortest path among adhoc network . it provides advance protocols to find distence vector
標(biāo)簽: adhoc shortest provides finding
上傳時(shí)間: 2013-12-14
上傳用戶:rocketrevenge
This is a verilog code used oversampled clock to implement SPI slave. Also include C code for a ARM processor as the SPI master
標(biāo)簽: code oversampled implement include
上傳時(shí)間: 2013-12-13
上傳用戶:leixinzhuo
這個(gè)程序是實(shí)現(xiàn)人工智能中的A*算法,照著書上的算法做的。Queue類是自己寫的一個(gè)隊(duì)列類,用來(lái)實(shí)現(xiàn)open表和closed表。原來(lái)用Vector做的,但后來(lái)發(fā)現(xiàn)Vector中保存的只是引用,生成子狀態(tài)后表中的狀態(tài)也跟著變了,只好自己實(shí)現(xiàn)一個(gè)隊(duì)列類。
上傳時(shí)間: 2017-09-02
上傳用戶:xinzhch
Particle swarm optimization (PSO) was originally designed and introduced by Eberhart and Kennedy (Ebarhart, Kennedy, 1995 Kennedy, Eberhart, 1995 Ebarhart, Kennedy, 2001). The PSO is a population based search algorithm based on the simulation of the social behavior of birds, bees or a school of fishes. This algorithm originally intends to graphically simulate the graceful and unpredictable choreography of a bird folk. Each individual within the swarm is represented by a vector in multidimensional search space.
標(biāo)簽: optimization introduced originally and
上傳時(shí)間: 2017-09-08
上傳用戶:hoperingcong
Commercially available active noise control headphones rely on fixed analog controllers to drive "anti-noise" loudspeakers. Our design uses an adaptive controller to optimally cancel unwanted acoustic noise. This headphone would be particularly useful for workers who operate or work near heavy machinery and engines because the noise is selectively eliminated. Desired sounds, such as speech and warning signals, are left to be heard clearly. The adaptive control algorithm is implemented on a Texas Instruments (TI™ ) 1 TMS320C30GEL digital signal processor (DSP), which drives a Sony CD550 headphone/microphone system. Our experiments indicate that adaptive noise control results in a dramatic improvement in performance over fixed noise control. This improvement is due to the availability of high-performance programmable DSPs and the self-optimizing and tracking capabilities of the adaptive controller in response to the surrounding noise.
標(biāo)簽: Commercially controllers headphones available
上傳時(shí)間: 2013-12-04
上傳用戶:dyctj
Here an embedded System-on-Chip is build, in an Xilinx Spartan-3 FPGA with Microblaze as the processor.A PLB core System is made with the VGA IP core attached to it. The software written for the MicroBlaze processor specifies the object, the color and the movement of the display. The functionality of the module is verified by implementation on Spartan 3.
標(biāo)簽: System-on-Chip Microblaze embedded Spartan
上傳時(shí)間: 2013-12-20
上傳用戶:上善若水
Implementation of GPU (Graphics Processing Unit) that rendered triangle based models. Our goal was to generate complex models with a movable camera. We wanted to be able to render complex images that consisted of hundreds to thousands of triangles. We wanted to apply interpolated shading on the objects, so that they appeared more smooth and realisitc, and to have a camera that orbitted around the object, which allowed us to look arond the object with a stationary light source. We chose to do this in hardware, because our initial implementation using running software on the NIOS II processor was too slow. Implementing parallelism in hardware is also easier to do than in software, which allows for more efficiency. We used Professor Land s floating point hardware, which allowed us to do calculations efficiency, which is essential to graphics.
標(biāo)簽: Implementation Processing Graphics rendered
上傳時(shí)間: 2014-11-22
上傳用戶:shawvi
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