Comparison operators non-equality operator: string non-equality operator: not-string 1 primitive type value 2 objects strict equality operator 1 different types of values 2 primitive type values of the same class 3 Composite type values 4 undefined and null 5 Strict inequality operators 6 equality operator 7 inequality operator Comparison operators are used to compare the […]
Tag: primitive
Understanding CAS primitives from the bottom
What are hardware synchronization primitives? Why can hardware synchronization primitives replace locks? To understand this problem, you must first know what hardware synchronization primitives are. Hardware synchronization primitives (Atomic Hardware Primitives) are a set of atomic operations provided by computer hardware. The primitives we commonly use are mainly CAS and FAA. CAS (Compare and Swap), […]
[C#] Parallel programming practice: synchronization primitives (4)
Potential problems with parallel programming are discussed in Chapter 4, one of which is synchronization overhead. When work is broken down into work items and processed by tasks, there is a need to synchronize the results of each thread. Thread-local storage and partition-local storage can solve the synchronization problem to some extent. However, when data […]
[C#] Parallel programming practice: synchronization primitives (1)
Potential problems with parallel programming are discussed in Chapter 4, one of which is synchronization overhead. When work is broken down into work items and processed by tasks, there is a need to synchronize the results of each thread. Thread-local storage and partition-local storage can solve the synchronization problem to some extent. However, when data […]
EF Core 8 Preview 4: Primitive Collections and Improved Contains
By Shay Rojansky Translated by: Alan Wang Typesetting: Alan Wang Entity Framework Core (EF Core) 8 Preview 4 is out on NuGet today! Basic information EF Core 8, or EF8 for short, is the successor to EF Core 7 and is scheduled to be released alongside .NET 8 in November 2023. EF8 preview releases currently […]
Conversion of primitive types and wrapper types
I found a problem The data of int type is not converted into an array, but the object address is output System.out.println(“test”); int[] x = {1, 2, 3, 4, 5, 6, 7}; List listX = Arrays. asList(x); List listX1 = new ArrayList(); listX1. add(1); listX1. add(2); listX1. add(3); listX1. add(4); listX1. add(5); listX.forEach(System.out::print);///Why is there […]
Xilinx primitives – the use of IDDR and ODDR (Ultrascale series)
Xilinx primitives – use of IDDR and ODDR (Ultrascale series) 1. IDDR 1.1 OPPOSITE_EDGE 1.2 SAME_EDGE 1.3 SAME_EDGE_PIPELINED 1.4 The similarities and differences of the three modes 2. ODDR 3. IDDR and ODDR simulation 3.1 IDDR simulation 3.1.1 IDDR top layer 3.1.2 TestBench 3.1.3 Simulation results 3.2 ODDR simulation 3.2.1 ODDR top-level file 3.2.2 TestBench […]
[Development Log] 2023.05 ZENO—-PrimitiveCurvature—-curvature analysis tool—-calculate ridge
(28 messages) LevelSetMethodsandDynamicImplicitSurfaces resource – CSDN library https://download.csdn.net/download/Angelloveyatou/87887176 #include “zeno/zeno.h” #include “zeno/types/PrimitiveObject.h” #include “zeno/types/UserData.h” #include “zeno/types/ListObject.h” #include <vector> #include <Eigen/Core> #include <Eigen/Eigenvalues> #include <igl/point_mesh_squared_distance.h> #include <igl/gaussian_curvature.h> #include <igl/principal_curvature.h> namespace zeno { namespace { // Compute the gradient of the image void computeGradient(std::shared_ptr<PrimitiveObject> & amp; image, std::vector<std::vector<float>> & amp; gradientX, std::vector<std::vector<float>> & amp; gradientY ) { […]
Vue primitive (traditional) or special video component implementation method
1. The original player component (traditional video playback component) Reference link 1. Vue2 video playback (Video) 2. Custom video playback component, self-play, no control mode A simple understanding is that if there is no click, the video will be paused, and the audio will be ignored. The video will not stop when the mouse is […]
CUDA_Adjust Instruction Level Primitives 2 Standard Functions vs. Intrinsic Functions
Standard and intrinsic functions behave differently in terms of numerical accuracy and performance. Standard functions support most mathematical operations. However, many equivalent intrinsics achieve the same functionality using fewer instructions, improved performance, and less numerical precision. Like this program: #include “freshman.h” #include <stdio.h> #include <stdlib.h> #include <cmath> /** * This example demonstrates the relative performance […]