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Computer Architecture, Sixth Edition,A Quantitative Approach

For over 20 years, Computer Architecture: A Quantitative Approach has been considered essential reading by instructors, students, and practitioners of computer design. The latest edition of this classic textbook is fully revised with the latest developments in processor and system architecture. It now features examples from the RISC-V ("RISC Five") instruction set architecture, a modern RISC instruction set developed and designed to be a free and openly adoptable standard. It also includes a new chapter on domain-specific architectures and an updated chapter on warehouse-scale computing that features the first public information on Google's newest WSC. True to its original mission of demystifying computer architecture, the sixth edition of Computer Architecture: A Quantitative Approach continues its longstanding tradition of focusing on the areas where the most exciting computing innovation is happening, while always keeping an emphasis on good engineering design. Includes a new chapter on domain-specific architectures, explaining how they are only path forward for improved performance and energy efficiency given the end of Moore’s Law and Dinnard scaling. Features first publication of several DSAs from industry. Features extensive updates to the chapter on warehouse-scale computing, with first public information on the newest Google WSC. Updates to other chapters include new material dealing with the use of stacked DRAM; data on the performance of new Nvidia Pascal GPU vs new AVX/512 Intel Skylake CPU; and extensive additions to content covering multicore architecture and organization. Trademark Putting It All Together sections appear near the end of every chapter, providing real-world technology examples that demonstrated the principles covered in each chapter. Includes review appendices in the printed text and additional reference appendices available online Includes updated and improved case studies and exercises.

2019-01-04

The Little Typer

An introduction to dependent types, demonstrating the most beautiful aspects, one step at a time. A program's type describes its behavior. Dependent types are a first-class part of a language, and are much more powerful than other kinds of types; using just one language for types and programs allows program descriptions to be as powerful as the programs they describe. The Little Typer explains dependent types, beginning with a very small language that looks very much like Scheme and extending it to cover both programming with dependent types and using dependent types for mathematical reasoning. Readers should be familiar with the basics of a Lisp-like programming language, as presented in the first four chapters of The Little Schemer. The first five chapters of The Little Typer provide the needed tools to understand dependent types; the remaining chapters use these tools to build a bridge between mathematics and programming. Readers will learn that tools they know from programming-pairs, lists, functions, and recursions-can also capture patterns of reasoning. The Little Typer does not attempt to teach either practical programming skills or a fully rigorous approach to type. Instead, it demonstrates the most beautiful aspects as simply as possible, one step at a time.

2019-01-04

Game Engine Black Book: Wolfenstein 3D,1st Edition

How was Wolfenstein 3D made and what were the secrets of its speed? How did id Software manage to turn a machine designed to display static images for word processing and spreadsheet applications into the best gaming platform in the world, capable of running games at seventy frames per seconds? If you have ever asked yourself these questions, Game Engine Black Book is for you. This is an engineering book. You will not find much prose in here (the author’s English is broken anyway.) Instead, this book has only bit of text and plenty of drawings attempting to describe in great detail the Wolfenstein 3D game engine and its hardware, the IBM PC with an Intel 386 CPU and a VGA graphic card. Game Engine Black Book details techniques such as raycasting, compiled scalers, deferred rendition, VGA Mode-Y, linear feedback shift register, fixed point arithmetic, pulse width modulation, runtime generated code, self-modifying code, and many others tricks. Open up to discover the architecture of the software which pioneered the First Person Shooter genre.

2019-01-04

Game Engine Black Book: Doom

It was early 1993 and id Software was at the top of the PC gaming industry. Wolfenstein 3D had established the First Person Shooter genre and sales of its sequel Spear of Destiny were skyrocketing. The technology and tools id had taken years to develop were no match for their many competitors.It would have been easy for id to coast on their success, but instead they made the audacious decision to throw away everything they had built and start from scratch. Game Engine Black Book: Doom is the story of how they did it.This is a book about history and engineering. Don’t expect much prose (the author’s English has improved since the first book but is still broken). Instead you will find inside extensive descriptions and drawings to better understand all the challenges id Software had to overcome. From the hardware -- the Intel 486 CPU, the Motorola 68040 CPU, and the NeXT workstations -- to the game engine’s revolutionary design, open up to learn how DOOM changed the gaming industry and became a legend among video games.

2019-01-04

Fundamentals of Computer Graphics, Fourth Edition(Peter Shirley)

本书是国外高校采用率很高的计算机图形学教材,全面系统地讲解了计算机图形学的基本概念和相关技术。

2018-12-28

编译原理四大经典书籍龙虎鲸橡(中文版)

资源包括: 编译原理(第2版) 现代编译原理 C语言描述 高级编译器设计与实现 编译器设计(第2版)

2018-12-25

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