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Tag Archive

  • Algorithm 5
  • Attribute 1
  • C# 5
  • C++ 10
  • CGPROGRAM 1
  • Cg Math Functions 1
  • Computer Organization 4
  • Database System 2
  • Delegate 1
  • DirectX 9
  • Event 1
  • Extra 2
  • FairyGUI 1
  • GPU Pipeline 1
  • Interface 1
  • OOP 10
  • Operating System 12
  • Overview 1
  • Properties 1
  • Reflection 1
  • Render Pipeline 1
  • Shader 11
  • SubShader 1
  • TextField 1
  • Type Conversion 1
  • Unity 11
  • Unity Render Pipeline 1

Algorithm

  • Algorithm: CRT、EX-CRT & Lucas、Ex-Lucas
  • Algorithm: Permutation & Combination
  • Algorithm: Prime & Euler Function & Productive Function
  • Algorithm: GCD、EXGCD、Inverse Element
  • Minimum Spanning Tree

Attribute

  • C# Fragment:Attribute

C#

  • C# Fragment:Reflection
  • C# Fragment:Attribute
  • C# Fragment : Type Conversion
  • C# Fragment : Interface
  • C# Fragment : Event and Delegate

C++

  • C++:Variadic Templates
  • C++:Memory Management
  • C++:Special Member Functions
  • C++:Copy & Reference Count
  • C++:Overload
  • C++:Name Lookup & Best Match
  • C++:class
  • C++:inline
  • C++:const
  • C++:= delete

CGPROGRAM

  • 2.1:CGPROGRAM

Cg Math Functions

  • Extra:Cg Math Functions

Computer Organization

  • Computer Organization-the Representation of Number
  • Computer Organization-Data Validation
  • Computer Organization-Coding of Decimal Numbers
  • Computer Organization

Database System

  • Database System: Relational Data Structure
  • Database System: Logic Data Model

Delegate

  • C# Fragment : Event and Delegate

DirectX

  • DirectX:Color
  • DirectX:New Project in VS2019
  • DirectX:Transformations
  • DirectX:Change of Coordinate Transformation
  • DirectX:Matrix
  • DirectX:Linear Transformation
  • DirectX:Affine Transformation
  • DirectX:Vector
  • DirectX:Before We Start

Event

  • C# Fragment : Event and Delegate

Extra

  • Extra:Variable Types
  • Extra:Cg Math Functions

FairyGUI

  • TextField Template

GPU Pipeline

  • 1.3:IMPORTANT - Render Pipeline and GPU Pipeline

Interface

  • C# Fragment : Interface

OOP

  • C++:Variadic Templates
  • C++:Memory Management
  • C++:Special Member Functions
  • C++:Copy & Reference Count
  • C++:Overload
  • C++:Name Lookup & Best Match
  • C++:class
  • C++:inline
  • C++:const
  • C++:= delete

Operating System

  • Operating System: File Management
  • Operating System: Virtual Memory
  • Operating System: Memory Allocation
  • Operating System: Hierarchy of Memory & Loading and Linking of Program
  • Operating System: Deadlock
  • Operating System: Process Scheduling
  • Operating System: Thread
  • Operating System: Semaphore
  • Operating System: Process Synchronization
  • Operating System: Process
  • Operating System: Process Control
  • Operating System: Tutorial

Overview

  • 1.1:Get Started with Unity Shaders

Properties

  • 1.2:Properties

Reflection

  • C# Fragment:Reflection

Render Pipeline

  • 1.3:IMPORTANT - Render Pipeline and GPU Pipeline

Shader

  • Extra:Variable Types
  • Extra:Cg Math Functions
  • 2.1:CGPROGRAM
  • 1.5:Unity Render Pipeline
  • 1.4:SubShader
  • 1.3:IMPORTANT - Render Pipeline and GPU Pipeline
  • 1.2:Properties
  • 1.1:Get Started with Unity Shaders
  • 0.3:Before We Start
  • 0.2:Game and Art
  • 0.1:Why are We Addicted to Games

SubShader

  • 1.4:SubShader

TextField

  • TextField Template

Type Conversion

  • C# Fragment : Type Conversion

Unity

  • Extra:Variable Types
  • Extra:Cg Math Functions
  • 2.1:CGPROGRAM
  • 1.5:Unity Render Pipeline
  • 1.4:SubShader
  • 1.3:IMPORTANT - Render Pipeline and GPU Pipeline
  • 1.2:Properties
  • 1.1:Get Started with Unity Shaders
  • 0.3:Before We Start
  • 0.2:Game and Art
  • 0.1:Why are We Addicted to Games

Unity Render Pipeline

  • 1.5:Unity Render Pipeline