...止(Disable): glEnableVertexAttribArray() --告诉OpenGL ES在接下来的渲染中是否要使用缓存中的数据 5) 设置指针(Set Pointers): glVertexAttribPointer() -- 告诉OpenGL ES在缓存中的数据的类型和所有需要访问的数据的内存偏移值 6) 绘图(Draw): glDrawArra...
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如果内核编译期间设置了CONFIG_FRAME _ POINTER选项,那么就用帧指针寄存器来维护堆栈,从而就可以正确地执行堆栈回溯。
If the CONFIG_FRAME_POINTER option was set during kernel compilation, the frame pointer register is used to maintain stacks and, hence, the stack traceback can be performed correctly.
每次修改堆中对象中的指针字段时,就在卡片映射中设置对应那张卡片的相应位。
Each time a pointer field in an object in the heap is modified, the corresponding bit in the card map for that card is set.
以后还可以用该SSL指针来检查连接信息或设置其他SSL参数。
This SSL pointer can also be used later to examine the connection information or to set up additional SSL parameters.
Which may take up some arbitrary amount of memory. In that case, I'm back to this problem.
然后将接下来的每一个内存块设置为,指向数组对应元素值的指针。
I'll let you just grok it but you can see it's basically doing what I did over there. Setting up two indices for the two sub-list,it's just walking down, finding the smallest element, putting it into a new list. When it gets to the end of one of the lists, it skips to the next part, and only one of these two pieces will get called because only one of them is going to have things leftovers.
你们可以大体的浏览一下,但是它们基本就是我在那里所做的事情,为两个子列表设置了两个指针,指针顺着列表走下去,找到最小的元素,把它放入到一个新的列表中去,当它走到一个列表的尾部时,它会跳到下部分去,两部分中只有一个会被执行,因为只有一个会有元素剩余。
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