Microsoft Windows* (XP, Vista, 7)

Intel Media SDK Tutorial - simple_7_decode - d3d - ocl_postproc

This tutorial sample is similar to the “simple_6_decode_vpp_postproc” sample but instead of using VPP to post process the frames, the sample efficiently integrates with Intel OpenCL* SDK to enable custom frame processing executed on Intel® HD Graphics.

For optimal performance, stream decode and frame processing are both executed using Intel® HD Graphics, featuring efficient surface sharing via the OpenCL 1.2 Khronos DX9 Media Surface Sharing extensions.

  • Desarrolladores
  • Estudiantes
  • Microsoft Windows* (XP, Vista, 7)
  • Microsoft Windows* 8
  • Windows*
  • C/C++
  • Principiante
  • Intermedio
  • OpenCL*
  • Herramientas de desarrollo
  • Gráficos
  • Procesamiento de medios
  • Ultrabook™ Device and Tablet Windows* Touch Developer Guide

    Welcome to my blog page.  I just wrote a Developer Guide (article) for implementing touch interfaces on Ultrabook Devices.  This guide describes which APIs you need to use if you want compatibility with Windows 7, Windows 8 Desktop, Windows 8 Modern UI and also information on interfaces you can use for browser support.

    internal error: 0_10711 Internal Compiler Error with Composer XE 2013 Update 3

    The Intel Composer XE 2013 Update 3 compiler may experience the following Internal Compiler Error:  

    0_10711

    : catastrophic error: **Internal compiler error: internal abort** Please report this error along with the circumstances in which it occurred in a Software Problem Report.  Note: File and line given may not be explicit cause of this error.

  • Desarrolladores
  • Linux*
  • Microsoft Windows* (XP, Vista, 7)
  • Microsoft Windows* 8
  • Apple Mac OS X*
  • C/C++
  • Fortran
  • Avanzado
  • Principiante
  • Intermedio
  • Compiladores
  • 0_10711 internal compiler error
  • 游戏后台的快速开发

        很多人都痴迷于游戏,而做为程序开发人员,喜欢自己做游戏的自然也不在少数。但开发一个有点规模的游戏,除了主要的游戏逻辑外,还需要将大量的数据保存下来。现在流行的架构则是将保存数据的模块单独做成一个服务,与前端通过socket进行通迅。用socket流行当然的是完成端口技术了。但完成端口只是实现了一个基本的数据收发包,真正实现起来,还需要定义各种的通迅协议。讲到通迅协议那就要提一下google的protobuf协议了。google protobuf 是google公开的一套用于网络通信时用于协议编解码的工具库,使用它定义的格式,你可以定义协议的字段,由它自带的编译器生成出负责编解码的代码文件(可生成许多不同的语言文件).简单来说,protobuf就是将你要发送的消息内容进行,高效序列化和反序列化的。

        总结一下上面废话的意思就是:游戏后台要使用完成端口+google protobuf 这样才不显得太落后。再加上访问数据库的odbc api接口,这些就组成了window下游戏后台服务的基本技术。当这些技术条件都具备了。那就可以按部就班的写程序了。当然正规开始写之前还需要相关的架构设计文档等,但业余写游戏的话,部分步骤可视情况面定。下面说一下大至的步骤:

    Páginas

    Suscribirse a Microsoft Windows* (XP, Vista, 7)