在KEIL realview MDK下为单一C文件生成.LIB文件
纠结了一天,竟然没有一个网页完整的说清楚的这个问题,莫非太简单了大家不屑于说?看大多数说的都是简单地将整个工程转换成.LIB,在Project->Options for Target->Output下,选择Create Library,就可以了。
不过这样生成的lib文件巨大,我现在编译的工程最后...
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其他好文 时间:
2014-08-05 09:36:49
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245
新建Maven项目File - New - Other选择Maven Project 单击Next保持默认即可单击Next选择Archetype为 web app单击Next输入一些必要信息单击Finish项目结构如下图配置项目在项目上右键单击添加Source Folder修改Build Path ...
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Web程序 时间:
2014-08-05 02:58:38
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328
Welcome 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 this series is long eno...
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其他好文 时间:
2014-08-05 02:56:18
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427
Welcome back! This time, we’ll look into what is perhaps the “poster boy” feature introduced with the D3D11 / Shader 5.x hardware generation: Tessella...
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其他好文 时间:
2014-08-05 02:55:48
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272
Welcome back! This post deals with the second half of pixel processing, the “join phase”. The previous phase was all about taking a small number of i....
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其他好文 时间:
2014-08-05 00:37:58
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305
Welcome back. Last part was about vertex shaders, with some coverage of GPU shader units in general. Mostly, they’re just vector processors, but the.....
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其他好文 时间:
2014-08-05 00:35:28
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288
After the last post about texture samplers, we’re now back in the 3D frontend. We’re done with vertex shading, so now we can start actually renderi...
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其他好文 时间:
2014-08-05 00:35:18
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306
Welcome back! This time, the focus is going to be on Stream-Out (SO). This is a facility for storing the Output of the Geometry Shader stage to memory...
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其他好文 时间:
2014-08-05 00:34:38
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299
Welcome back. Last part was about vertex shaders, with some coverage of GPU shader units in general. Mostly, they’re just vector processors, but the.....
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其他好文 时间:
2014-08-05 00:33:00
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343
Welcome back. Last time, we dove into bottom end of the pixel pipeline. This time, we’ll switch back to the middle of the pipeline to look at what i.....
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其他好文 时间:
2014-08-05 00:25:48
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321