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转载 cocos2d_x+lua【9】 ------tolua++使用(将2d_x自定义类导入lua)

oDustGgg个人原创、欢迎转载、转载请注明出处、http://blog.csdn.net/odustggg/article/details/8195137一、首先在引擎的跟目录下找到cocos2d-x自带的工具tolua++二、使用tolua++生成自定义类的声明打开tool文件夹中的readme文件如下:[cpp] view

2013-08-30 15:49:56 3390

转载 sublimeText 使用技巧及配置Lua开发环境

(插件 兼容中文 cTags 函数跳转 编译 lua )在朋友的介绍下使用上了subLime Text 编辑器,发现有很多很好的特性适合在项目中开发lua程序,例如在编辑器中支持项目形式的文件夹管理,非常方便的夸文件跳转,符号查找,跳转到函数定义,往回跳转,编译脚本等等。一个配置好的sublime Text 环境能满足VS以及VAX的很多编辑代码常用功能。subLime Text被 称为专

2013-08-30 14:37:34 45899

转载 一些必不可少的sublime text 2插件

整理自:Essential Sublime Text 2 Plugins and Extensions请尊重版权,转载请注明来源,多谢!Sublime Text 2是一个轻量、简洁、高效、跨平台的编辑器,方便的配色以及兼容vim快捷键等各种优点博得了很多前端开发人员的喜爱,当然也包括我,在看到小飞的介绍后,我就一直在用了。本文推荐一些好用的插件和扩展。Subli

2013-08-30 10:43:12 2895

转载 将Sublime Text 2搭建成一个好用的IDE

说起编辑器,可能大部分人要推荐的是Vim和Emacs,本人用过Vim,功能确实强大,但是不是很习惯,之前一直有朋友推荐SUblime Text 2这款编辑器,然后这段时间就试了一下,就深深地喜欢上这款编辑器了,对于类似的编辑器,我用过notepad2、notepad++、Editplus、UltraEdit、Vim、TextPad,都没有觉得哪一款编辑器用得非常上手,直到遇到Sublime Tex

2013-08-30 10:39:58 4422

转载 Sublime Text 2支持GB2312和GBK,解决中文显示乱码问题

Sublime Text 2是一个非常不错的源代码及文本编辑器,但是不支持GB2312和GBK编码在很多情况下会非常麻烦。不过Sublime Package Control所以供的插件可以让Sublime Text 2几乎完美地支持CJK编码的文本。安装Sublime Package Control非常简单,在Sublime Text 2上用Ctrl+~打开控制台并在里面输入以

2013-08-30 09:49:44 44997 4

原创 编译SmartFox2X_Cpp_Examples\SimpleChat(VS2012)

1. 先编译SFS2X_API_Cpp_v0.9.8;$ls SFS2X_API_Cpp_v0.9.8/Deploy/VisualStudio2012/DebugSmartFoxClientApi.dll  SmartFoxClientApi.lib  zlibwapi.dll2.  打开SFS2X_Cpp_Examples/SimplChar(VS2012)/SimpleChat.sl

2013-08-23 10:56:30 1654

原创 编译SmartFox2X C++ API

1.  编译Boost     1) $cd .\Core\BoostAsio\Windows    2) $ ./bootstrap.bat$ ./bootstrap.batBuilding Boost.Build engineBootstrapping is done. To build, run: .\b2To adjust configuration, ed

2013-08-23 10:27:12 2454 3

转载 cocos2d-x v3.0新特性及使用

八月份cocos2d-x官网发布了v3.0版本,这次更新的内容特别多,包括2dx的架构以及使用总得来说,给开发者带来了很大的便利:运行环境需求:Android 2.3 or neweriOS 5.0 or newerOS X 10.7 or newerWindows (which version?)Linux Ubuntu 12.04

2013-08-17 11:47:51 2177 1

转载 COCOS2D-X 快速熟悉LUA细节问题

猴子原创,欢迎转载。转载请注明: 转载自Cocos2D开发网–Cocos2Dev.com,谢谢!原文地址: http://www.cocos2dev.com/?p=423这篇博文主要是接着《COCOS2D-X 快速熟悉LUA基本细节问题》往下说了下,所以如果是cocos2dx开始学习Lua的话,请先看下《COCOS2D-X 快速熟悉LUA基本细节问题 》,主要快速讲了一些Lua的特性,所以

2013-08-17 09:54:46 1103

转载 cocos2d-x 快速熟悉Lua基本细节问题

猴子原创,欢迎转载。转载请注明: 转载自Cocos2D开发网–Cocos2Dev.com,谢谢!原文地址: http://www.cocos2dev.com/?p=416一、程序块的写法:1234567891011a = 1 b

2013-08-16 17:31:29 1168

转载 Box2d源码学习<二>内存管理之SOA的实现

http://blog.csdn.net/cg0206/article/details/8258166

2013-08-14 20:06:50 600

转载 Box2D 內存管理 - 小型對象分配器(SOA)的實現

Box2D用C++編寫(當然還有其它語言的移植版),但是为了快速有效的使用內存,創建對象的時候它並沒有使用C++標准的new 和delete關鍵字,而是自己實現了一個被稱作小型對象分配器(smaller object allocator簡稱SOA)的類b2BlockAllocator。根據Box2D手冊描述,Box2D傾向於分配大量50~300字節的小型對象,而且多數小型對象的生命周期都很短,如果

2013-08-14 20:04:39 656

转载 Cocos2d-javascript入门教程

http://mzhou.me/article/95355/http://mzhou.me/article/95390/http://mzhou.me/article/95425/

2013-08-13 16:47:42 931

转载 导出 C/C++ API 给 Lua 使用

cocos2d-x 和 quick-cocos2d-x 的底层代码都是使用 C++ 语言开发的。为了使用 Lua 脚本语言进行开发,我们利用 tolua++ 工具,将大量的 C/C++ API 导出到了 Lua 中。使用 tolua++ 的基本步骤:从 C/C++ 源代码复制头文件的内容到 .tolua(tolua++ 文档中称为 .pkg)文件中。修改 .tolua 文件内容,去

2013-08-11 21:49:05 3459

TensorFlow for Deep Learning - 2018

TensorFlow for Deep Learning - 2018

2019-01-23

Python机器学习基础教程 - 2018

Python机器学习基础教程 - 2018 Python机器学习基础教程 - 2018

2019-01-23

Make Your Own Neural Network - 2016

神经网络 Make Your Own Neural Network - 2016

2019-01-23

Fundamentals of Machine Learning for Predictive Data Analytics - 2015

Fundamentals of Machine Learning for Predictive Data Analytics - 2015

2019-01-23

Deep Learning for Beginners Concepts, Techniques and Tools - 2017

Deep Learning for Beginners Concepts, Techniques and Tools - 2017

2019-01-23

游戏人工智能编程案例精粹

游戏人工智能编程案例精粹 本书主要讲述如何使游戏中的角色具有智能的技术.书中首先介绍游戏角色的基本属性(包括速度,质量等物理属性)及常用数学方法.接着,深入探讨游戏智能体状态机的实现.通过简单足球游戏实例,本书给出用状态机实现游戏AI的例子.在图论部分,本书详细介绍图在游戏中的用途及各种不同的图搜索算法,并用一章的篇幅讨论了游戏中路径规划是如何完成的.此外,本书还对目标驱动的智能体的实现,触发器与模糊逻辑在游戏中的运用进行讨论.

2014-11-17

C和C++程序员的Lua快速入门

C和C++程序员的Lua快速入门 lua学习相关文档

2014-06-27

[3D游戏开发大全].(芬尼).齐兰博等.扫描版.part1

[3D游戏开发大全].(芬尼).齐兰博等.扫描版.part1

2014-06-27

深入理解Android:卷I

深入理解Android:卷I JNI相关文档,值得珍藏

2013-03-13

Linux2.6.33 下ZC301USB 摄像头使用教程

V4L2相关资料 Linux2.6.33 下ZC301USB 摄像头使用教程

2011-02-17

Segmentation fault in linux

Segmentation fault in linux

2010-12-30

Google Android SDK开发范例大全(完整版)源代码(第2章--10章)

Google Android SDK开发范例大全(完整版)源代码(第2章--10章)

2010-10-26

Google Android SDK开发范例大全(完整版).part3

Google Android SDK开发范例大全(完整版).part3

2010-10-26

Google Android SDK开发范例大全(完整版).part2

Google Android SDK开发范例大全(完整版).part2

2010-10-26

Google Android SDK开发范例大全(完整版).part1

Google Android SDK开发范例大全(完整版)

2010-10-26

Apress.Pro.Android.Games.Dec.2009 Source Code

Apress.Pro.Android.Games.Dec.2009 Source Code

2010-10-19

Apress.Pro.Android.Games.Dec.2009.rar

Apress.Pro.Android.Games.Dec.2009

2010-10-19

Matters Computational ideas, algorithms, source code

This is a book for the computationalist, whether a working programmer or anyone interested in methods of computation. The focus is on material that does not usually appear in textbooks on algorithms. Where necessary the underlying ideas are explained and the algorithms are given formally. It is assumed that the reader is able to understand the given source code, it is considered part of the text. We use the C++ programming language for low-level algorithms. However, only a minimal set of features beyond plain C is used, most importantly classes and templates. For material where technicalities in the C++ code would obscure the underlying ideas we use either pseudocode or, with arithmetical algorithms, the GP language. Appendix C gives an introduction to GP. Example computations are often given with an algorithm, these are usually made with the demo programs referred to. Most of the listings and gures in this book were created with these programs. A recurring topic is practical eciency of the implementations. Various optimization techniques are described and the actual performance of many given implementations is indicated. The accompanying software, the FXT [20] and the hfloat [21] libraries, are written for POSIX compliant platforms such as the Linux and BSD operating systems. The license is the GNU General Public License (GPL), version 3 or later, see http://www.gnu.org/licenses/gpl.html. Individual chapters are self-contained where possible and references to related material are given where needed. The symbol ` z ' marks sections that can be skipped at rst reading. These typically contain excursions or more advanced material. Each item in the bibliography is followed by a list of page numbers where citations occur. With papers that are available for free download the respective URL is given. Note that the URL may point to a preprint which can di er from the nal version of the paper. The electronic version of this book is available for free anonymous download. It is identical to the printed version. See appendix A for information about the license. Given the amount of material treated there must be errors in this book. Corrections and suggestions for improvement are appreciated, the preferred way of communication is electronic mail. A list of errata is online at http://www.jjj.de/fxt/#fxtbook. Many people helped to improve this book. It is my pleasure to thank them all, particularly helpful were Igal Aharonovich, Max Alekseyev, Marcus Blackburn, Nathan Bullock, Dominique Delande, Mike Engber, Torsten Finke, Sean Furlong, Almaz Gaifullin, Pedro Gimeno, Alexander Glyzov, R. W. Gosper, Andreas Grunbacher, Lance Gurney, Markus Gyger, Christoph Haenel, Tony Hardie-Bick, Laszlo Hars, Thomas Harte, Stephen Hartke, Je Hurchalla, Derek M. Jones, Gideon Klimer, Richard B. Kreckel, Mike Kundmann, Gal Laszlo, Dirk Lattermann, Avery Lee, Brent Lehman, Marc Lehmann, Paul C. Leopardi, John Lien, Mirko Liss, Robert C. Long, Fred Lunnon, Johannes Middeke, Doug Moore, Fabio Moreira, Andrew Morris, David Nalepa, Samuel Neves, Matthew Oliver, Miros law Osys, Christoph Pacher, Krisztian Paczari, Scott Paine, Yves Paradis, Gunther Piez, Andre Piotrowski, David Garca Quintas, Andreas Raseghi, Tony Reix, Johan Ronnblom, Uwe Schmelich, Thomas Schraitle, Clive Scott, Mukund Sivaraman, Michal Staruch, Ralf Stephan, Mikko Tommila, Michael Roby Wether eld, Jim White, Vinnie Winkler, John Youngquist, Rui Zhang, and Paul Zimmermann. Special thanks go to Edith Parzefall and Michael Somos for independently proofreading the whole text (the remaining errors are mine), and to Neil Sloane for creating the On-Line Encyclopedia of Integer Sequences [308].

2010-06-08

C++ GUI Programming with Qt 4(2nd) chm版本

文件名: C++ GUI Programming with Qt 4, Second Edition.chm

2010-06-01

C++ GUI Programming with Qt 4(2nd) pdf版本

文件名:c-gui-programming-with-qt-4-2ndedition.pdf

2010-06-01

nano-X 函数说明文档

Nano-X API Reference Manual

2009-04-24

SD Card 家族纵览

SD Card 家族纵览

2008-01-22

开发一个与8051单片机完全兼容的IP内核

开发一个与8051单片机完全兼容的IP内核<br>FPGA

2008-01-22

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