Forum topic

TBB code with IBM XLC++ build error


I am trying to build the code with IBM XL C/C++ which uses concurrent vector container:

Autor Igor P. Última actualización 26/07/2016 - 01:28
Forum topic

Deal with huge matrix

I have written some codes with MKL library, but recently these codes do not work. They can be complied well and do not report any error when I run it.

Autor chao n. Última actualización 26/07/2016 - 01:31
Forum topic

Question on Remote attestation Sample Code


In the Remote Attestation flow, what is the difference between the Extended GID (returned by sgx_get_extended_epid_group_id) and GID (returned by sgx_ra_get_msg1)?


Autor Sam Última actualización 25/07/2016 - 23:38
Blog post
Blog post




在VC中,读取远程基址比较常用的方法有几种:可以采用hook钩子函数,也可采用windows API 远程进程函数对内存进行读取,然后获得远程进程在本机中的数据,并进行相关代码的注入,获取更高的执行效率。


Autor lijie45655 Última actualización 25/07/2016 - 23:38
Blog post

Intel at Unite Australia 2014 Conference - Helping Developers Extend Native x86 Support in Unity* Games

On October 27, 2014 Unity Unite Australia 2014 Conference took place in Melbourne Convention and Exhibition Centre (MCEC).

Autor Miao W. (Intel) Última actualización 25/07/2016 - 23:38
Blog post

Why the Changes for JavaScript with the Intel RealSense SDK?

There is a bit of a shift on the most recent release (May, 2015) of the Intel RealSense SDK, and this blog explains why we are doing this for this release only.
Autor CaptGeek (Intel) Última actualización 25/07/2016 - 23:38
Blog post

Expanding and Updating the definition of a PC

Personally I believe the current definition of what constitutes a PC (Personal Computer) may be a bit overdue and outdated.
Autor Matt Ployhar (Intel) Última actualización 25/07/2016 - 23:38
Blog post

Android 游戏开发坐标

1、Android中的坐标系统 在Android系统中,屏幕的左上角是坐标系统的原点(0,0)坐标。原点向右延伸是X轴正方向,原点向下延伸是Y轴正方向。 2、屏幕的宽和高
Autor freestyleboy21 Última actualización 25/07/2016 - 23:38
Blog post

Find Game Bottlenecks with Intel® GPA

Let’s look at a typical game analysis case. You want to find the main bottlenecks in a game, so you can optimize the right places in the game.

Autor Paul Lindberg (Intel) Última actualización 25/07/2016 - 23:38
Para obtener información más completa sobre las optimizaciones del compilador, consulte nuestro Aviso de optimización.