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Analýza a Zpracování Řečových a Biologických Signálů Sborník Prací 2009
ČESKÉ VYSOKÉ UÈENÍ TECHNICKÉ V PRAZE Fakulta elektrotechnická Katedra teorie obvodù ANALÝZA A ZPRACOVÁNÍ ŘEČOVÝCH A BIOLOGICKÝCH SIGNÁLŮ SBORNÍK PRACÍ 2009 Editoøi sborníku Doc. Ing. Petr Pollák, CSc. Doc. Ing. Roman Èmejla, CSc. Prosinec 2009 ANALÝZA A ZPRACOVÁNÍ ŘEČOVÝCH A BIOLOGICKÝCH SIGNÁLŮ SBORNÍK PRACÍ 2009 Editoøi: Doc. Ing. Petr Pollák, CSc. Doc. Ing. Roman Èmejla, CSc. [email protected] [email protected] Katedra teorie obvodù http://amber.feld.cvut.cz vedoucí: Prof. Ing. Pavel Sovka, CSc. http://noel.feld.cvut.cz/speechlab - Laboratoø zpracování øeèi http://amber.feld.cvut.cz/bio - LaBiS - Laboratoø biologických signálù Foniatrická klinika 1.LF UK a VFN http://fonja.lf1.cuni.cz vedoucí: Doc. MUDr. Olga Dlouhá, CSc. Poděkování: Tato publikace vznikla za podpory grantu GAÈR 102/08/0707 „Rozpoznávání mluvené øeèi v reálných podmínkáchÿ, GAÈR 102/08/H008 „Analýza a modelování biomedicínských a øeèových signálůÿ a výzkumných záměrů MSM 210000012 „Transdisciplinární výzkum v oblasti biomedicínského inženýrstvíÿ a MSM 212300014 „Výzkum v oblasti informačních technologií a komunikacíÿ. Vydalo nakladatelství ÈVUT, Zikova 4, 166 36 Praha 6, v roce 2009. ISBN: 978-80-01-04474-2 Ediční poznámka Předložený sborník je souhrnem prací realizovaných doktorandy katedry teorie obvodù v oblasti číslicového zpracování signálù a aplikačním zaměřením na zpracování biomedi- cínských a øeèových signálù a navazuje na sborníky vydávané od roku 2005. Sborník dává pøehled o jednotlivých výzkumných aktivitách øe¹ených ve skupině zpraco- vání signálù na katedøe teorie obvodù. Prezentované příspěvky jsou shrnující a podrobnější informace o øe¹ených problémech lze nalézt v odkazovaných pramenech. V Praze 23. listopadu 2009 Doc. Ing. Petr Pollák, CSc. -
A Software-Based Remote Receiver Solution
Martin Ewing, AA6E 28 Wood Rd, Branford, CT 06520; [email protected] A Software-Based Remote Receiver Solution Need to get your receiver off site to avoid interference? Here is how one amateur connected a remote radio to a club station using a mixture of Linux, Windows, and Python. The local interference environment is an station computer would run control software details are available at www.aa6e.net/wiki/ increasing problem for ham radio operation, to manage the remote operation. W1HQ_remote. Hardware construction is making weak signal operation impossible This article focuses mostly on the straightforward for anyone with moderate at some times and frequencies. The ARRL software — how we developed a mixed C experience. Staff Club Station, W1HQ, has this problem and Python (and mixed Linux and Windows) in spades when W1AW, just across the project with audio and Internet aspects. System Overview parking lot, is transmitting bulletins and Interested readers will probably want to Figure 1 shows the overall system design. code practice on seven bands with high consult the code listings. These are provided The BeagleBoard XM or “BBXM” is an power. Operating W1HQ on HF in the prime at www.aa6e.net/wiki/rrx_code and are inexpensive (~$150) single board computer evening hours is not possible. There is no also available for download from the ARRL with a 1 GHz ARM processor, Ethernet problem transmitting in this environment QEX files website.1 Additional project and USB connections, and on-board audio — it’s a receiver problem. We could solve 2 1 capability. It has 512 MB of RAM and the problem by setting up a full remote base Notes appear on page 6. -
Windows Phone API Quickstart
Windows Phone API QuickStart Fundamental Types and Threading and cont. cont. Wallet▲ Date / Time Synchronization .NET Microsoft.Phone.Maps.Controls Microsoft.Devices Map, MapLayer, MapOverlay, .NET Microsoft.Phone.Maps.Services Microsoft.Phone.Tasks Windows Runtime PhotoCamera, CameraButtons, CameraVideo- ♦♣ Windows Runtime + GeocodeQuery, ReverseGeocodeQuery, Route- AddWalletItem Windows.Foundation ♦ BrushExtensions Windows.System.Threading Microsoft.Phone Query Microsoft.Phone.Wallet DateTime, Uri ThreadPool, ThreadPoolTimer Microsoft.Phone.Tasks Wallet, Deal, WalletTransactionItem, WalletAgent ♦♣ ♦ PictureDecoder Windows.Foundation.Collections Windows.UI.Core MapsTask, MapsDirectionsTask, MapDownload- Microsoft.Phone.Tasks ▲ IIterable<T>, IVector <T>, IMap<TK, TV>, IVec- CoreDispatcher, CoreWindow, erTask Multitasking torView <T> MediaPlayerLauncher, CameraCaptureTask, ♦ Note: You can get the current dispatcher from PhotoChooserTask, ShareMediaTask, SaveRing- System.Device.Location Windows.Storage.Streams CoreWindow.GetForCurrentThread() GeoCoordinateWatcher .NET Buffer toneTask Microsoft.Xna.Framework.Audio Microsoft.Phone.BackgroundAudio .NET BackgroundAudioPlayer, AudioTrack, AudioPlay- Microphone, SoundEffect, DynamicSoundEffec- ▲ .NET System tInstance erAgent, AudioStreamingAgent ♦ + VoIP System WindowsRuntimeSystemExtensions Microsoft.Xna.Framework.Media Microsoft.Phone.BackgroundTransfer ■ Object, Byte, Char, Int32, Single, Double, String, System.Threading MediaLibrary, MediaPlayer, Song Windows Runtime BackgroundTransferService, -
Directx 11 Extended to the Implementation of Compute Shader
DirectX 1 DirectX About the Tutorial Microsoft DirectX is considered as a collection of application programming interfaces (APIs) for managing tasks related to multimedia, especially with respect to game programming and video which are designed on Microsoft platforms. Direct3D which is a renowned product of DirectX is also used by other software applications for visualization and graphics tasks such as CAD/CAM engineering. Audience This tutorial has been prepared for developers and programmers in multimedia industry who are interested to pursue their career in DirectX. Prerequisites Before proceeding with this tutorial, it is expected that reader should have knowledge of multimedia, graphics and game programming basics. This includes mathematical foundations as well. Copyright & Disclaimer Copyright 2019 by Tutorials Point (I) Pvt. Ltd. All the content and graphics published in this e-book are the property of Tutorials Point (I) Pvt. Ltd. The user of this e-book is prohibited to reuse, retain, copy, distribute or republish any contents or a part of contents of this e-book in any manner without written consent of the publisher. We strive to update the contents of our website and tutorials as timely and as precisely as possible, however, the contents may contain inaccuracies or errors. Tutorials Point (I) Pvt. Ltd. provides no guarantee regarding the accuracy, timeliness or completeness of our website or its contents including this tutorial. If you discover any errors on our website or in this tutorial, please notify us at [email protected] -
Peliohjelmointi Windows Phone 8:Lle
Toni Bäckström Peliohjelmointi Windows Phone 8:lle Metropolia Ammattikorkeakoulu Insinööri (AMK) Tietotekniikka Insinöörityö 21.5.2014 Tiivistelmä Tekijä(t) Toni Bäckström Otsikko Peliohjelmointi Windows Phone 8:lle Sivumäärä 35 sivua Aika 21.5.2014 Tutkinto Insinööri (AMK) Koulutusohjelma Tietotekniikka Suuntautumisvaihtoehto Ohjelmistotekniikka Ohjaaja(t) Lehtori Juha Pekka Kämäri Lehtori Jorma Räty Tässä insinöörityössä tutustutaan Windows Phone 8 -mobiilikäyttöjärjestelmään peliohjelmoijan näkökulmasta. Työn tavoitteena oli erityisesti esitellä Microsoftin itse kehittämiä XNA- ja DirectX-peliohjelmointikirjastoja teoriassa ja käytännössä. Työn aluksi käydään läpi hieman Windows Phonen historiaa ja yleisesti kehittämistä Windows Phone 8:lle. Tämän jälkeen luodaan katsaus Windows Phone 8:aan pelialustana. Työn suurin osuus on XNA:n ja DirectX:n esittely teoriassa; kummastakin menetelmästä käydään läpi grafiikan, äänen ja syötteiden käsittely sekä esitellään tärkeimpiä yleisiä ominaisuuksia. Lisäksi katsotaan molempien menetelmien historiaan ja tulevaisuuteen. XNA:n todetaan olevan DirectX:ää selvästi helpompi ohjelmoida, mutta sen kehityksen loputtua ei XNA:n tulevaisuus ole yhtä turvattu kuin DirectX:n. Työssä esitellään myös apukirjasto DirectX Toolkit, jolla DirectX:n käytöstä saadaan huomattavasti yksinkertaisempaa. Käytännössä XNA:ta ja DirectX:ää tutkitaan kehittämällä pienimuotoinen peli kumpaakin menetelmää käyttäen. Yksinkertaisen 2D-pelin ohjelmoinnissa käytettiin hyvin pitkälti samoja keinoja, jotka teoriaosuudessa oli esitelty. -
Windows Mobile Game Development Ebook, Epub
WINDOWS MOBILE GAME DEVELOPMENT PDF, EPUB, EBOOK Adam Dawes | 460 pages | 12 Aug 2010 | Springer | 9781430270645 | English | United States Windows Mobile Game Development PDF Book These game design tools would help you manage your quest. To continue downloading, click here. Real-time rendering tool. The UI map helps all involved stakeholders understand the game's interface and navigation paths, and can expose potential roadblocks and dead ends early in the development cycle. Windows desktop applications forums. Price: free version is limited. Improve performance by getting exclusive or priority access to hardware resources using Game Mode APIs. Syon Infomedia has experts who will help you build and operate the games for Windows. In fact, these tools are great for juniors, because they provide all they need to develop a unique and interesting project. Build and scale your games using Azure. It seems that you're in Germany. Accept Decline. A UI map is a layout of game navigation and menus expressed as a flowchart. Though easy to use, C has numerous advanced language features like polymorphism, delegates, lambdas, closures, iterator methods, covariance, and Language-Integrated Query LINQ expressions. Any cookies that may not be particularly necessary for the website to function and is used specifically to collect user personal data via analytics, ads, other embedded contents are termed as non-necessary cookies. Lua language that Corona SDK uses to work with is pretty easy to learn and code with. Film-quality visual effects creation tool. It would mean that the requirements of Windows Mobile Games will also rise, don't worry! PAGE 1. -
Windows 8 Release Preview
Windows 8 Release Preview Product Guide for Developers preview.windows.com I Table of Contents Introduction 3 Product Guide Apps take center stage 4 Fast and fluid 6 Versatile input methods 7 for Developers Tailored experiences 7 Introduction Tiles are connected and alive 7 If you’re a developer, Windows 8 Release Preview gives you an amazing platform to reach the Developing for Internet Explorer 10 8 millions of people around the world who use Windows every day to be more productive, creative, Cloud-connected 8 and to have fun. With Windows 8 Release Preview, you have unprecedented access and opportunity to reach that worldwide customer base early. Windows 8 represents the most significant platform Build apps using what you know 8 opportunity available to developers because you have the change to reach millions of people with Extensible and compatible with 9 your amazing Metro style apps. existing frameworks Apps are at the center of the Windows 8 experience. They’re alive with activity and vibrant content. Powerful tools and all the resources you need 10 Users are immersed in your full-screen, Metro style apps, where they can focus on their content, Line-of-business app development 12 rather than on the operating system. Broad reach, flexibility, and transparency 13 Developers can take advantage of the services Microsoft provides so their apps will light up when of the Windows Store they’re connected to the cloud. When developers connect apps to the cloud using the Live SDK, Transparent terms and onboarding process 14 they can take advantage of single sign-on, which gets users even deeper into their app experience because they’ll be able to more easily store data and communicate with their friends and family. -
Imagine. Create. Deploy. Inspired? So Are We
Imagine. Create. Deploy. Inspired? So Are We. Inspiration is all around us. From beautiful screens on the web to well-designed reports. New devices push the development envelope and asks that we consider new technologies. The latest release, DevExpress 12.2, delivers the tools you need to build the multi-channel solutions you can imagine: Windows 8-inspired applications with live tiles perfect for Microsoft Surface, multi-screen iOS and Android apps. It’s all possible. Let’s see what develops. Download your 30-day trial at www.DevExpress.com Untitled-1 1 12/7/12 10:27 AM THE MICROSOFT JOURNAL FOR DEVELOPERS JANUARY 2013 VOL 28 NO 1 magazine Access Online Services with the Windows Runtime......36 Access Online Services with the COLUMNS Windows Runtime and OAuth CUTTING EDGE Tim Kulp .........................................................................36 Essential Facebook Programming: Building a Windows Client TypeScript: Making .NET Developers Dino Esposito, page 6 Comfortable with JavaScript WINDOWS WITH C++ The Evolution of Threads Shayne Boyer ..................................................................46 and I/O in Windows The C# Memory Model in Theory Kenny Kerr, page 12 DATA POINTS and Practice, Part 2 Shrink EF Models with Igor Ostrovsky .................................................................52 DDD Bounded Contexts Julie Lerman, page 22 Building Hypermedia Web APIs WINDOWS AZURE INSIDER with ASP.NET Web API Windows Azure Web Sites: Pablo Cibraro ..................................................................58 -
Roos Stefan.Pdf (707.1Kt)
Opinnäytetyö (AMK) Tietotekniikan koulutusohjelma Sulautetut ohjelmistot 2012 Stefan Roos ÄÄNIMOOTTORIN SUUNNITTELU JA TOTEUTUS OPINNÄYTETYÖ (AMK) | TIIVISTELMÄ TURUN AMMATTIKORKEAKOULU Tietotekniikan koulutusohjelma | Sulautetut ohjelmistot Toukokuu 2012 | 48 s. Ohjaaja: TkL Jari-Pekka Paalassalo Stefan Roos ÄÄNIMOOTTORIN SUUNNITTELU JA TOTEUTUS Tässä opinnäytetyössä suunniteltiin ja toteutettiin DirectX:n XAudio2-kirjastoon perustuva äänimoottori. Tämän äänimoottorin tärkeimmät ominaisuudet ovat useiden äänien yhtäaikainen toistaminen, kyky toistaa OGG Vorbis –tiedostoja, äänen tulosuunnan määrittäminen 3D- avaruudessa sekä helppokäyttöinen ohjelmointirajapinta. Työn suunnittelua varten tutkittiin ja vertailtiin erilaisia äänimoottoreita, joista saatiin tärkeää informaatiota äänimoottorin toteuttamista varten. Lisäksi tutustuttiin WAV-tiedostojen sekä OGG Vorbis –tiedostojen rakenteeseen, jotta niitä voidaan äänimoottorilla toistaa. Äänimoottorin toteutettiin dynaamisena linkkikirjastona C++-ohjelmointikielellä, jolloin se on yksinkertaista ohjelmointirajapinnan avulla liittää sitä tarvitseviin sovelluksiin. Toteutuksessa käytettiin useita erilaisia olio-ohjelmoinnin suunnittelumalleja. Projektin lopputuloksena saatiin Windows-ympäristöön kehitettävien pelien ja ohjelmien käyttöön soveltuva äänimoottori, jonka käyttö on yksinkertaista sekä toteutus on modulaarinen ja helposti laajennettavissa. ASIASANAT: DirectX, OGG, ohjelmointi, WAV, XAudio2 BACHELOR´S THESIS | ABSTRACT TURKU UNIVERSITY OF APPLIED SCIENCES Degree Programme in Information -
Beginning Windows 8 Data Development
For your convenience Apress has placed some of the front matter material after the index. Please use the Bookmarks and Contents at a Glance links to access them. Contents at a Glance About the Author ...............................................................................................................xiii About the Technical Reviewer ............................................................................................ xv Acknowledgments ............................................................................................................ xvii ■ Chapter 1: Introduction to Windows 8 Development .........................................................1 ■ Chapter 2: HTML5 and JavaScript Apps with MVVM and Knockout ................................13 ■ Chapter 3: Windows 8 Modern App Data Access Options ...............................................29 ■ Chapter 4: Local Data Access: I: IndexedDB ....................................................................35 ■ Chapter 5: Local Data Access I: JET API and Application Data .......................................61 ■ Chapter 6: Local Data Access III: SQLite ..........................................................................89 ■ Chapter 7: ASP.NET Web API ..........................................................................................123 ■ Chapter 8: WCF Services ...............................................................................................147 ■ Chapter 9: Windows Azure Mobile Services ..................................................................179 -
Estudio De La Viabilidad Sobre La Integración Del Sistema De Cámaras Robotizadas De La UPV-TV Con El Software Video Toaster ”
UNIVERSIDAD POLITECNICA DE VALENCIA ESCUELA POLITECNICA SUPERIOR DE GANDIA I.T. Telecomunicación (Sonido e Imagen) “Estudio de la viabilidad sobre la integración del sistema de cámaras Robotizadas de la UPV-TV con el software Video Toaster ” TRABAJO FINAL DE CARRERA Autor/es: Javier Climent Sánchez Director/es: Antoni Josep Canós Martín Ignacio Despujol Zabala GANDIA, 2011 UNIVERSIDAD POLITECNICA DE VALENCIA ESCUELA POLITECNICA SUPERIOR DE GANDIA I.T. Telecomunicación (Sonido e Imagen) “Estudio de la viabilidad sobre la integración del sistema de cámaras robotizadas de la UPV-TV con el software Video Toaster “ TRABAJO FINAL DE CARRERA Autor: Javier Climent Sánchez Directores: Antoni Josep Canós Marín Ignacio Despujol Zabala GANDIA, 2011 Página 2 de 130 Índice 1. Introducción 2. Fundamentos del Sistema Pan/Tilt de cámaras robóticas Panasonic 2.1. Dispositivos principales del sistema 2.1.1. Cabeza Pan/Tilt (AW-PH300A / AW-PH360L) 2.1.2. Panel de control híbrido múltiple (AW-RP505) 2.1.3. Hub (Consola central de puertos múltiples: AW-HB505) 2.2 Especificaciones del interface 2.2.1. Especificaciones del interface “PAN/TILT CONTROL RS-422”: 2.2.2. Especificaciones del interface “PAN/TILT CONTROL IN RS-232C” 3. Análisis de la comunicación entre el panel de control y el Hub 3.1. Procedimiento de medida 3.2. Tablas de Mediciones 4. Protocolos de Comunicación de la cabeza Pan/Tilt (AW-PH300A/500/600) 4.1. Protocolo de comunicación RS422: Del Panel de control [AW- RP505] al Hub [AW-HB505] 4.1.1. Características generales: 4.1.2. Comando para el Joystick y el panel de información de interruptores (Status Command) 4.1.3. -
Mdn 1012Win8dg.Pdf
Untitled-2 1 8/30/12 11:54 AM THE MICROSOFT JOURNAL FOR DEVELOPERS OCTOBER 15, 2012 VOL 27 NO 10A magazine Special Issue Windows 8 Reimagining App Development COLUMNS with the Windows Runtime EDITOR’S NOTE Jason Olson ........................................................................................ 20 All Eyes on Windows 8 Michael Desmond, page 4 Under the Hood with .NET and the Windows Runtime MODERN APPS The Windows Store App Lifecycle Shawn Farkas ...................................................................................... 28 Rachel Appel, page 6 Windows Runtime Components in a .NET World WINDOWS AZURE INSIDER Jeremy Likness ................................................................................... 34 Windows 8 and Windows Azure: Convergence in the Cloud Writing Silverlight and WPF Apps Bruno Terkaly and with Windows Runtime XAML in Mind Ricardo Villalobos, page 12 Pete Brown ......................................................................................... 42 Using the MVVM Pattern in Windows 8 Laurent Bugnion ................................................................................. 48 Introducing C++/CX and XAML Andy Rich ........................................................................................... 56 Porting Desktop Applications to the Windows Runtime Diego Dagum ..................................................................................... 64 Managing Memory in Windows Store Apps David Tepper .....................................................................................