4x4 matrix Keyboard Scan:
1. The Gio values of the 4 rows are set to output, and the Gio values of the root columns are set to input;
2. Set the Gio values of the four lines to 0111, 1011, 1101, and 1110 respectively. Read the Gio values of the column lines one by one to determine which button is used;
The circuit diagram is as follows:
Note:
1. The Gio used as the input in the figure must have an up-pull resistor.
2. Whether each
SCH
Figure 1 Sch of the 4x4 matrix keyboard (arrows indicate the direction of input and output)
1. Set row [] to input and Col [] to output. If no key is pressed, row [3: 0] is always pulled up to a high level. Only when a key is pressed and Col [3: 0] has a low-level output, row [3: 0] may have a low-level input, or passive input.
Flowchart
Figure 2 Flowchart
HDL
Module matrixkeyboard_drive (input I _clk, input I _rst_n, input [3: 0]
A 4x4 array is rotated 90 degrees counterclockwise after the output, requiring the original array data random input #includePlease input number:1 2 3 4 5 6 7 8 9 3 4 6 7 23array B: 4 8 3 ( 3 7) 7 2Copyright NOTICE: This article for Bo Master original article, without Bo Master permission not reproduced.A 4x4 array is rotated 90 degrees counterclockwise to output, requiring the original a
Rotate a 4x4 array counter-clockwise for 90 degrees and then output it. Random Input of the original array data is required, 4 X degrees
// Rotate a 4x4 array counter-clockwise for 90 degrees and then output it. The original array data must be randomly input # include
Please input 16 number: 1 2 3 4 5 6 7 8 9 10 23 3 4 6 7 23 array B: 4 8 3 23 3 7 23 7 2 6 10 6 1 5 9 4 Press any key to continue
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()Bayi { theUchar Row_wire, Col_wire;//define line and column lines, line 0-3, line 4-7 theP1 =0xf0;//line output is all 0, line output is all 1 -Col_wire = P1 0xf0;//read into row line value - if(Col_wire! =0xf0) the { theDelay_ms (1);//to shake the delay the if(Col_wire! =0xf0) the { -Col_wire = P1 0xf0;//read into row line value theP1 = Col_wire |0x0f;//output Current column line values theRow_wire = P1 0x0f;//Read line values the return(Col_wire + row_wire);//keyboard Last combination code
This article is original, reprint should indicate the source
This tutorial we'll learn how to create a 4x4 grid
1. Create a square of 24ptx24pt and fill the square with blue.
2. Perform the effect > distort and Transform > Transform command and set the following image in the Transform dialog box that pops up
3. Click the OK button to perform the object > Group command (COMMAND/CTRL+G) for the resulting shape.
4. Perform the effect > distort
After my painstaking research, I transplanted the matrix keyboard scanning program on the 51 Single-Chip Microcomputer to the stm32. At the same time, I also made great improvements. The biggest improvement is to shake the image. In the past, the
a whole row of data at a time, it is quite simple, real execution, and unpleasant.is the original algorithm in the CODEXL GPU performance counters recorded results. The total execution time of a single integral graph calculation is around 1.6ms
Note: In order to improve efficiency the kernel code here is based on an improved algorithm on the previous article, combining the pre-and compute-and matrix-transpose into a kernel called prefix_sum_col_and_transpose, without the algorithm bein
vector with base_mode_flag equal to 1 to use the macro block of inter-layer prediction, there is a motion vector sampling in the case of transformation of the inter-layer resolution. Follow the steps in the calculation process to explain the principle.The first step: Calculate the current layer of each 4x4 block at the reference layer corresponding position, if the corresponding position in the reference layer is I block (contains IBL), then return 1
whether the current block is an intra-frame block in advance, however, the dynamic variability of video images makes it difficult to predict the threshold. In view of this, this paper proposes a new method for measuring the prediction direction.
In H.264, rdo technology is used to traverse all intra-frame prediction modes and select an optimal prediction mode. The prediction mode of intra-Frame Prediction blocks does not directly perform entropy encoding, but subtract them from the most likely
Reprint to: http://blog.csdn.net/ynnmnm/article/details/44983545 by Night WindSimple Texture format
RGBA8888 4 bytes per pixel, 8-bit for RGBA channels
RGBA4444 2 bytes per pixel, 4-bit for RGBA channels
RGB888 3 bytes per pixel, 8-bit RGB channels, no transparent channels
RGB565 per pixel 2 bytes, RGB channels occupy 5/6/5 bit, no transparent channel
RGBA5551 each pixel 2 bytes, RGB channel each occupies 5 bits, transparent channel 1 bits, so either completely transpare
transformation coefficients and motion vectors. The converted binary data is variable-length encoded data, and the data is also encoded in arithmetic.
2 Content Mode selection: The content mode is a probabilistic model for binary data statistics, which is selected from a number of selectable modes based on the statistical characteristics of some previously encoded data symbols. The content mode stores the probability of each bit "1" or "0".
3 Arithmetic code: The arithmetic encoder encodes each
right corner of the convolution core with the upper left corner of the picture, the sliding step is 1, and the central element of the convolution kernel corresponds to the pixel of the image after convolution. You can see the volume after the image is 4x4, than the original 2x2 large, we also remember 1-dimensional volume is n1+n2-1, where the original is 2x2, convolutional nuclear 3x3, convolution after the result is
General Affine Transformation
The 3x3 matrix can only represent linear transformations in 3D and cannot contain translations. After being armed with a 4x4 matrix, we can now construct a general affine transformation matrix including translation. For example:
(1) do not rotate through the axis of the origin.
(2) scale along the plane that does not pass through the origin.
(3) flat images that do not pass through the origin.
(4) orthogonal projection to
sequence, and achieve the goal of compressing the encoding.3.3 Content-based encodingIf a source model composed of several objects is used, the parameters of this source model involve the shape, texture, and motion of each object. Content-based encoding is used to encode these parameters.Iv. Application of h264The technical features of 4.1 H.264 can be summarized into three aspects.(1) Pay attention to practicality;(2) Pay attention to the adaptation to mobile and IP networks;(3) The main key c
correlation, significantly reduce the bit rate of the video sequence, and achieve the goal of compressing the encoding. 3.3 If content-based encoding uses a source model composed of several objects with a component, the parameters of this source model involve the shape, texture, and motion of each object, content-based encoding is used to encode these parameters. IV,
H264
Application4.1 h. 264 of the technical features can be summarized into three aspects (1) focus on practicality; (2) focus on
Intra-frame prediction: prediction is performed based on blocks in the same band after reverse quantization and Reverse Transformation (no de-block effect is performed.
A, 4x4 brightness block prediction:
Used pixels and prediction directions
A ~ F is the pixel value to be predicted in 4x4 blocks, ~ Q is the reference value after Decoding in the adjacent block. 0 ~ 8 is the 9 prediction direction (
(only sub-Macro Block Segmentation exists at this time). The analysis is as follows:Assume that the black box represents a macro block, each green box represents a 4x4 block, and each red box represents an 8x8 block. When the Macro Block split mode is 8*8 (medium red line), the sub-Macro Block split mode is: the first 8*8 is 8*8, the second 8*8 block is 4*4 (medium blue line), and the third 8*8 block is 4*8 (medium blue line ), the fourth 8*8 block i
expressed with a small number of bits. In H. in the 264 Standard, the brightness block can have 9 4x4 blocks and 4 16x16 intra-frame prediction modes, the four color 8x8 models are the same as the four brightness 16x16 models. For each 4x4 blocks (except for edge blocks for special disposal), each pixel can have different weights of 17 closest previously encoded pixels (some weights can be 0) that is, 17 p
JM model I frame prediction processI-frame only has intra-frame encoding, and there is no estimation of Inter-frame motion, so I-frame has a synchronous effect ,. the cost is a little less efficient, but it is also necessary.Intra-frame encoding can be divided into brightness encoding and color encoding. Prediction and calculation of RD cost are required to determine the Macro Block block mode.The I-frame brightness is divided into 16x16, 8x8, and 4x4
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