求Fundamentals of Logic Design的中文电子版 [问题点数:20分]

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逻辑与计算机设计基础 第5版 英文原版 Logic and Computer Design Fundamentals 5th Edition
逻辑与计算机设计基础 第5版 英文原版 Logic and Computer Design Fundamentals 5th Edition
Logic and Computer Design Fundamentals (4th Edition)
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Fundamentals of Digital Logic with Verilog Design
By Stephen Brown, Zvonko Vranesic, * Publisher: McGraw-Hill Science/Engineering/Math * Number Of Pages: 854 * Publication Date: 2002-08-20 Book Description: Fundamentals of Digital Logic with Verilog Design is intended for an introductory course in digital <em>logic</em> <em>design</em>, which is a basic course in most Electrical and Computer Engineering programs. The authors provide a desirable balance between classical and modern <em>design</em> approaches. Basic concepts are introduced using simple <em>logic</em> circuits, which are <em>design</em>ed by using both manual techniques and modern CAD-tool-based methods. Having established the freeduan.com fundamental concepts, more complex, realistic circuits are then <em>design</em>ed with the CAD tools. The Verilog language is an integral part of <em>design</em> techniques used throughout the book. Altera's advanced Max plus II CAD systmem (on CD-ROM) and a series of step-by-step tutorials are included.
Logic & Computer Design Fundamentals (5th Edition)
Logic & Computer Design Fundamentals (5th Edition) By 作者: M. Morris R. Mano – Charles R. Kime – Tom Martin ISBN-10 书号: 0133760634 ISBN-13 书号: 9780133760637 Edition 版本: 5 出版日期: 2015-03-14 pages 页数: (672) PEARSON 英文原版高清
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逻辑与计算机设计基础 第5版
Logic and Computer Design Fundamentals 逻辑与计算机设计基础 第三版
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Fundamentals of Logic Design 7th Edition
Charles H. Roth, Jr. University of Texas at Austin Larry L. Kinney University of Minnesota, Twin Cities
Roth_Kinney_Fundamentals.Of.Logic.Design.6th.Ed.Solution
Roth_Kinney_Fundamentals.Of.Logic.Design.6th.Ed.Solution 之解答
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请大家放心,这是真正正式版,原版pdf。Learning Web Design: A Beginner's Guide to HTML, CSS, JavaScript, and Web Graphics 5th Edition。
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很经典的VHDL教材 ,英文原版PDF,可以复制,可以编辑
Fundamentals of Logic Design, 7ed, 2014.pdf
This text is written for a first course in the <em>logic</em> <em>design</em> of digital systems. It is writ- ten on the premise that the student should understand and learn thoroughly certain fundamental concepts in a first course. Examples of such fundamental concepts are the use of Boolean algebra to describe the signals and interconnections in a <em>logic</em> circuit, use of systematic techniques for simplification of a <em>logic</em> circuit, interconnec- tion of simple components to perform a more complex <em>logic</em> function, analysis of a sequential <em>logic</em> circuit in terms of timing charts or state graphs, and use of a control circuit to control the sequence of events in a digital system. The text attempts to achieve a balance between theory and application. For this reason, the text does not overemphasize the mathematics of switching theory; how- ever, it does present the theory that is necessary for understanding the fundamental concepts of <em>logic</em> <em>design</em>. After completing this text, the student should be prepared for a more advanced digital systems <em>design</em> course that stresses more intuitive con- cepts like the development of algorithms for digital processes, partitioning of digi- tal systems into subsystems, and implementation of digital systems using currently available hardware. Alternatively, the student should be prepared to go on to a more advanced course in switching theory that further develops the theoretical concepts that have been introduced here.
Fundamentals of Digital Logic with Verilog Design-Third edition
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Earnest Adams写的游戏开发入门书籍。里面不讲代码,只讲设计相关的知识,比较初等,可以一看!内容还是比较广泛的。
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An updated version of the original Fundamentals of Game Design, which was itself based upon an earlier book called Andrew Rollings and Ernest Adams on Game Design.
Rules of Play Game Design Fundamentals.pdf
People love pong. They do. But why? Really. What's to love? There isn't much to the game: a pair of paddles move two blunt white lines on either side of a black screen, a blocky excuse for a ball bounces between them, and if you miss the ball, your opponent scores a point. The first player to score fifteen points wins. Big deal. Yet despite its almost primitive simplicity, Pong creates meaningful play.
Modern Processor Design Fundamentals of Superscalar Processors 无水印原版pdf
Modern Processor Design Fundamentals of Superscalar Processors 英文无水印原版pdf pdf所有页面使用FoxitReader、PDF-XChangeViewer、SumatraPDF和Firefox测试都可以打开 本资源转载自网络,如有侵权,请联系上传者或csdn删除 查看此书详细信息请在美国亚马逊官网搜索此书
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Logic and computer <em>design</em> <em>fundamentals</em>
Fundamentals of Digital Logic with VHDL Design
Fundamentals of Digital Logic with VHDL Design
H-Point: The Fundamentals of Car Design & Packaging
本书最初是为了交通工具设计专业的学生撰写的,为了给他们在汽车结构和布局设计方面提供一个更加全面的概述。本书的内容是基于加州 Pasadena (帕萨迪纳)艺术中心设计学院交通工具设计部门参与撰写的。
英文版 Modern Processor Design - Fundamental of Superscalar Processors
计算机结构的经典书,Intel 和 CMU 牛人 John Paul Shen
logic and Computer
this solution is <em>logic</em> and computer <em>design</em> <em>fundamentals</em> 3 E
Logic and Computer Design Fundamentals 5th Edition
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无线通信基础_中文版 pdf(原书名:Fundamentals of Wireless Communication)
书名: 无线通信基础 原书名: Fundamentals of Wireless Communication 原出版社: Cambridge University Press 分类: 电子电气 >> 通信 作者: David Tse, Pramod Viswanath 译者: 李锵 周进 等译;马晓莉 审校 出版日期: 2007-06-30 语种: 简体<em>中文</em> 开本: 16开 页数: 440 定价: 59.00 元人民币 目录 第1章 绪论 1 1.1 本书目标 1 1.2 无线系统 2 1.3 本书结构 4 第2章 无线信道 7 2.1 无线信道的物理建模 7 2.1.1 自由空间、固定发射天线与接收天线 8 2.1.2 自由空间、运动天线 9 2.1.3 反射墙、固定天线 10 2.1.4 反射墙、运动天线 11 2.1.5 地平面反射 12 2.1.6 由距离和阴影引起的功率衰减 13 2.1.7 运动天线、多个反射体 14 2.2 无线信道的输入/输出模型 14 2.2.1 无线信道的线性时变系统 14 2.2.2 基带等效模型 16 2.2.3 离散时间基带模型 18 2.2.4 加性白噪声 21 2.3 时间相干与频率相干 22 2.3.1 多普勒扩展与相干时间 22 2.3.2 时延扩展与相干带宽 23 2.4 统计信道模型 25 2.4.1 建模基本原理 25 2.4.2 瑞利衰落与莱斯衰落 26 2.4.3 抽头增益自相关函数 27 2.5 文献说明 31 2.6 习题 31 第3章 点对点通信:检测、分集与信道不确定性 36 3.1 瑞利衰落信道中的检测 36 3.1.1 非相干检测 36 3.1.2 相干检测 39 3.1.3 从BPSK到QPSK:自由度研究 41 3.1.4 分集 43 3.2 时间分集 44 3.2.1 重复编码 44 3.2.2 超越重复编码 47 3.3 天线分集 52 3.3.1 接收分集 53 3.3.2 发射分集:空时码 54 3.3.3 MIMO:一个2×2实例 56 3.4 频率分集 61 3.4.1 基本概念 61 3.4.2 具有ISI均衡的单载波 62 3.4.3 直接序列扩频 67 3.4.4 正交频分多路复用 70 3.5 信道不确定性的影响 75 3.5.1 直接序列扩频的非相干检测 76 3.5.2 信道估计 77 3.5.3 其他分集方案 79 3.6 文献说明 81 3.7 习题 81 第4章 蜂窝系统:多址接入与干扰管理 88 4.1 概述 88 4.2 窄带蜂窝系统 90 4.2.1 窄带分配:GSM系统 91 4.2.2 对网络和系统设计的影响 92 4.2.3 对频率复用的影响 93 4.3 宽带系统:CDMA 94 4.3.1 CDMA上行链路 95 4.3.2 CDMA下行链路 105 4.3.3 系统问题 106 4.4 宽带系统:OFDM 107 4.4.1 分配设计原理 108 4.4.2 跳频模式 109 4.4.3 信号特征与接收机设计 110 4.4.4 扇区化 111 4.5 文献说明 112 4.6 习题 113 第5章 无线信道的容量 121 5.1 AWGN信道容量 121 5.1.1 重复编码 122 5.1.2 填充球体 122 5.2 AWGN信道的资源 125 5.2.1 连续时间AWGN信道 125 5.2.2 功率与带宽 126 5.3 线性时不变高斯信道 130 5.3.1 单输入多输出(SIMO)信道 130 5.3.2 多输入单输出(MISO)信道 131 5.3.3 频率选择性信道 131 5.4 衰落信道的容量 136 5.4.1 慢衰落信道 136 5.4.2 接收分集 138 5.4.3 发射分集 140 5.4.4 时间分集与频率分集 143 5.4.5 快衰落信道 146 5.4.6 发射端信息 149 5.4.7 频率选择性衰落信道 156 5.4.8 总结:观点的转变 156 5.5 文献说明 158 5.6 习题 159 第6章 多用户容量与机会通信 167 6.1 上行链路AWGN信道 168 6.1.1 逐行干扰消除获得的容量 168 6.1.2 与传统CDMA的比较 170 6.1.3 与正交多址接入的比较 171 6.1.4 一般K用户上行链路容量 172 6.2 下行链路AWGN信道 173 6.2.1 对称情况:获取容量的两种方案 174 6.2.2 一般情况:叠加编码获取容量 176 6.3 上行链路衰落信道 179 6.3.1 慢衰落信道 179 6.3.2 快衰落信道 180 6.3.3 完整的信道辅助信息 182 6.4 下行链路衰落信道 184 6.4.1 仅利用接收端的信道辅助信息 184 6.4.2 完整信道辅助信息 185 6.5 频率选择性衰落信道 185 6.6 多用户分集 186 6.6.1 多用户分集增益 186 6.6.2 多用户分集与经典分集 188 6.7 多用户分集:系统级问题 189 6.7.1 公平调度与多用户分集 189 6.7.2 信道预测与反馈 193 6.7.3 利用失谐天线实现机会波束成形 194 6.7.4 多小区系统中的多用户分集 199 6.7.5 系统级观点 200 6.8 文献说明 203 6.9 习题 204 第7章 MIMOⅠ:空间多路复用与信道建模 213 7.1 确定性MIMO信道的多路复用容量 214 7.1.1 通过奇异值分解分析容量 214 7.1.2 秩与条件数 215 7.2 MIMO信道的物理建模 217 7.2.1 视距SIMO信道 217 7.2.2 视距MISO信道 218 7.2.3 仅存在一条视距路径的天线阵列 219 7.2.4 地理位置上间隔的天线 220 7.2.5 视距路径加一条反射路径 225 7.3 MIMO衰落信道的建模 227 7.3.1 基本方法 227 7.3.2 MIMO多径信道 228 7.3.3 信号的角域表示 229 7.3.4 MIMO信道的角域表示 231 7.3.5 角域统计建模 232 7.3.6 自由度与分集 233 7.3.7 对于天线间隔的依赖性 237 7.3.8 独立同分布瑞利衰落模型 241 7.4 文献说明 243 7.5 习题 243 第8章 MIMOⅡ:容量与多路复用结构 246 8.1 V-BLAST结构 246 8.2 快衰落MIMO信道 247 8.2.1 具有接收端CSI时的容量 247 8.2.2 性能增益 248 8.2.3 完整CSI 255 8.3 接收机结构 257 8.3.1 线性解相关器 257 8.3.2 逐行消除 261 8.3.3 线性MMSE接收机 263 8.3.4 信息论的最优性 268 8.4 慢衰落MIMO信道 270 8.5 D-BLAST:一种中断最优结构 271 8.5.1 V-BLAST结构的次最优性 272 8.5.2 跨发射天线编码:D-BLAST 273 8.5.3 讨论 274 8.6 文献说明 275 8.7 习题 276 第9章 MIMO Ⅲ:分集—多路复用折中与通用空时码 282 9.1 分集—多路复用折中 283 9.1.1 公式化表示 283 9.1.2 标量瑞利信道 284 9.1.3 并行瑞利信道 287 9.1.4 MISO瑞利信道 288 9.1.5 2×2 MIMO瑞利信道 289 9.1.6 nt×nrMIMO独立同分布瑞利信道 291 9.2 最优分集—多路复用折中的通用编码设计 294 9.2.1 QAM对于标量信道是近似通用的 294 9.2.2 并行信道的通用编码设计 295 9.2.3 MISO信道的通用编码设计 300 9.2.4 MIMO信道的通用编码设计 303 9.3 文献说明 307 9.4 习题 307 第10章 MIMOⅣ:多用户通信 313 10.1 采用多副接收天线的上行链路 313 10.1.1 空分多址接入 313 10.1.2 SDMA容量区域 315 10.1.3 系统问题 317 10.1.4 慢衰落 319 10.1.5 快衰落 322 10.1.6 再谈多用户分集 323 10.2 MIMO上行链路 326 10.2.1 采用多副发射天线的SDMA 326 10.2.2 系统问题 328 10.2.3 快衰落 329 10.3 采用多副发射天线的下行链路 330 10.3.1 下行链路的自由度 331 10.3.2 上行链路-下行链路的对偶性与发射波束成形 332 10.3.3 发射机已知干扰的预编码 335 10.3.4 下行链路预编码 344 10.3.5 快衰落 346 10.4 MIMO下行链路 348 10.5 蜂窝网络中的多副天线:系统级观点 350 10.5.1 小区间干扰管理 351 10.5.2 采用多副接收天线的上行链路 352 10.5.3 MIMO上行链路 354 10.5.4 采用多副接收天线的下行链路 354 10.5.5 采用多副发射天线的下行链路 354 10.6 文献说明 356 10.7 习题 356 附录A 加性高斯噪声环境下的检测与估计 366 附录B 信息论基本原理 380 参考文献 402 索引 410
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Foundations_of_Analog_and_Digital_Electronic_Circuits
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In this book, the goal is to build a solid foundation of learning all the essentials of the Linux command line to get you started. It has been <em>design</em>ed to strongly focus on learning only the practical core skills and essential Linux knowledge, which is really important when beginning this wonderful OS in an easy way.
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Fundamentals of futures and options markets
完整答案,在这里分享一下,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Fundamentals of software engineering_[Carlo Ghezzi]
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The Science and Engineering of Materials
When the relationships between the structure, properties, and processing of materials are fully understood and exploited, materials become enabling—they are transformed from stuff, the raw materials that nature gives us, to things, the products and technologies that we develop as engineers. Any technologist can find materials properties in a book or search databases for a material that meets <em>design</em> specifications, but the ability to innovate and to incorporate materials safely in a <em>design</em> is rooted in an understanding of how to manipulate materials properties and functionality through the control of materials structure and processing techniques. The objective of this textbook, then, is to describe the foundations and applications of materials science for college-level engineering students as predicated upon the structure-processing-properties paradigm.
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-,verilog if条件中能用posedge作为判断条件吗?nn不可以,因为一般你的always块是上升沿触发的,在一个上升沿中捕捉另一个上升沿,是不太现实的。。你可以给他来个缓存赋值,通过判断此刻的值和上一个时钟时的值是否不同,来实现判定某个变量变化的目的。。n可以做一个出来,a_last
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Drawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fourth Edition offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference. Focusing on geometric intuition, the book gives the necessary information for understanding how images get onto the screen by using the complementary approaches of ray tracing and rasterization. It covers topics common to an introductory course, such as sampling theory, texture mapping, spatial data structure, and splines. It also includes a number of contributed chapters from authors known for their expertise and clear way of explaining concepts. Highlights of the Fourth Edition Include: Updated coverage of existing topics Major updates and improvements to several chapters, including texture mapping, graphics hardware, signal processing, and data structures A text now printed entirely in four-color to enhance illustrative figures of concepts The fourth edition of Fundamentals of Computer Graphics continues to provide an outstanding and comprehensive introduction to basic computer graphic technology and theory. It retains an informal and intuitive style while improving precision, consistency, and completeness of material, allowing aspiring and experienced graphics programmers to better understand and apply foundational principles to the development of efficient code in creating film, game, or web <em>design</em>s. Table of Contents Chapter 1: Introduction Chapter 2: Miscellaneous Math Chapter 3: Raster Images Chapter 4: Ray Tracing Chapter 5: Linear Algebra Chapter 6: Transformation Matrices Chapter 7: Viewing Chapter 8: The Graphics Pipeline Chapter 9: Signal Processing Chapter 10: Surface Shading Chapter 11: Texture Mapping Chapter 12: Data Structures for Graphics Chapter 13: More Ray Tracing Chapter 14: Sampling Chapter 15: Curves Chapter 16: Computer Animation Chapter 17: Using Graphics Hardware Chapter 18: Light Chapter 19: Color Chapter 20: Visual Perception Chapter 21: Tone Reproduction Chapter 22: Implicit Modeling Chapter 23: Global Illumination Chapter 24: Reflection Models Chapter 25: Computer Graphics in Games Chapter 26: Visualization Title: Fundamentals of Computer Graphics, 4th Edition Author: Peter Shirley, Steve Marschner Length: 748 pages Edition: 4 Language: English Publisher: A K Peters/CRC Press Publication Date: 2015-12-18 ISBN-10: 1482229390 ISBN-13: 9781482229394
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文章热词 机器学习教程 Objective-C培训 交互设计视频教程 颜色模型 设计制作学习
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我们是很有底线的