The8051 is the original member of the MCW-51 8051 core are q 8-bit CPU optimized for control applications q Extensive Boolean processing (Single-blt logic) capabtilties q 64K Program Memory address space q 64K Data Memory address space q 4K bytes of on-chip Program Memory q 128 bytesof on-chip Data RAM
family, and is the core for allMCS-51 devices. The features of the
q 32 bidirectional and individually addressable 1/0 lines q Two 16-bit timer/counters q Full duplex UART q 6-source/5-vector interrupt structure with two priority levels q On-chip clock oscillator
使用虚幻4引擎中的蓝图系统开发简单的游戏
Part 2.使用虚幻4引擎中的蓝图系统和C++开发游戏
Part 3.使用虚幻4引擎开发ARKit平台的游戏
Part 4.使用虚幻4引擎开发HTC Vive平台的游戏
而以往在次时代3A游戏开发中有着重要地位的虚幻4(Unreal Engine4)在手游横行的时代似乎有点落寞。实际上无论是Unity3d还是虚幻4,在跨平台开发适配方面都有着不错的兼容性和延展性。虽然使用虚幻4来开发手游仍然不是主流的选择,但是在VR/AR时代,虚幻4引擎会有着更为广阔的空间。
当然,别忘了在主机游戏和次时代PC游戏开发方面,虚幻4引擎仍然是值得重点推荐的商业引擎。比如最近火遍全球的《绝地求生》吃鸡游戏就是用虚幻4引擎开发的。
DOUBLE DATA RATE(DDR) SDRAM
VDD = +2.5V ±0.2V, VDDQ = +2.5V ±0.2V
• Bidirectional data strobe (DQS) transmitted/
received with data, i.e., source-synchronous data
capture (x16 has two – one per byte)
• Internal, pipelined double-data-rate (DDR)
architecture; two data accesses per clock cycle
• Differential clock inputs (CK and CK#)
• Commands entered on each positive CK edge
• DQS edge-aligned with data for READs; centeraligned
with data for WRITEs
• DLL to align DQ and DQS transitions with CK
• Four internal banks for concurrent operation
• Data mask (DM) for masking write data (x16 has
two – one per byte)
• Programmable burst lengths: 2, 4, or 8
• Auto precharge option
• Auto Refresh and Self Refresh Modes
• Longer lead TSOP for improved reliability (OCPL)
• 2.5V I/O (SSTL_2 compatible)