Fortune Telling Collection - Free divination - What exactly is the Book of Changes used for?

What exactly is the Book of Changes used for?

What exactly is the Book of Changes used for? The Book of Changes is essentially a divination book, which belongs to the product of the witch culture era. In the early days of China society, due to the low level of productive forces and underdeveloped science, the ancestors could not give scientific explanations to natural phenomena, social phenomena and human physiological phenomena, which led to the worship of God and thought that there was a supreme emperor or God behind things, dominating everything in the world. When people repeatedly suffer from unexpected natural and man-made disasters, they germinate the idea of predicting the future with the help of God's will, so as to achieve the purpose of seeking advantages and avoiding disadvantages. Therefore, various prediction methods of human-god communication have been invented. The Book of Changes is such a book based on tortoise divination and divination. Moreover, for a long time after it came into being, people still used it to divine and provide guidance for their own behavior. There are 22 examples of divination with the Book of Changes in Zuo Zhuan and Guoyu. For example, it is recorded in Zuo Zhuan that when Duke Tang of Qi died, Cui Wuzi went to offer condolences. Seeing the beauty of Duke Tang's widow, he wanted to be a concubine, but he was not sure. Therefore, he took the Book of Changes as a divination, and when he met Kun Liusan, he became a grand divination. According to the change of hexagrams and six or three words in "Sleeping", the reader concludes that this woman is unlucky and can't get married. But Cui Wuzi disagreed and said, "What harm can a widow do! Even if it is harmful, it has already been fulfilled in the ex-husband. " Finally, I took her as my concubine. Until now, there are still many people who use the Book of Changes to predict good or bad luck.

What exactly is 1 12 used for? Dude, instead of rewarding 100 points, ask yourself.

What exactly is DX used for? Hello, I think you mean DirectX.

The following is the difference between its function and each version.

DirectX is not a simple graphic API, but a widely used API developed by Microsoft. It includes direct graphics (direct3d+directdraw), direct input, direct play, direct sound, direct display, direct setting, direct media object and so on. It provides a complete multimedia interface scheme. It's just that its outstanding performance in 3D graphics makes other aspects of it look bleak. DirectX was originally developed to make up for the lack of graphics and sound processing ability of Windows 3. 1 system, and now it has developed into an interface that has a decisive influence on all aspects of the whole multimedia system.

DirectX 1.0

The first generation DirectX was very unsuccessful, and many hardware did not support it when it was launched. At that time, OpenGL, a professional graphics API, was basically used, and the lack of hardware support became the biggest obstacle to its popularization.

DirectX 1.0 is the first program that can directly read hardware information. It provides more direct performance of reading graphics hardware (such as block movement function on graphics card) and basic functions of sound and input devices (functions), so that the developed game can accelerate two-dimensional (2D) images. DirectX at this time has not included all the 3D functions now, and it is still in an initial stage.

DirectX 2.0

DirectX 2.0 has made some improvements in two-dimensional graphics, added some dynamic effects and adopted direct 3D technology. So DirectX 2.0 is very different from DirectX 1.0. In DirectX 2.0, smooth simulation and RGB simulation are used to speed up the calculation of 3D images. DirectX 2.0 also adopted a more user-friendly installer and corrected many problems in the application interface. Since DirectX 2.0, the prototype of the entire DirectX design architecture has been basically completed.

DirectX 3.0

DirectX 3.0 was launched shortly after the last version of 1997 Windows95 was released. At this time, 3D games began to be deeply rooted in people's hearts, and DirectX was gradually recognized by hardware and software manufacturers. 1997 has three application program interface standards, namely, professional OpenGL interface, DirectX D interface of Microsoft and Glide interface of 3DFX company. At that time, 3DFX company was the most powerful graphics card manufacturer, and its Glide interface was naturally widely used. However, with the decline of 3DFX and Voodoo graphics cards, the Glide interface gradually disappeared.

DirectX 3.0 is a simple upgraded version of DirectX 2.0, with little change. Including some modifications and upgrades to DirectSound (for 3D sound effects) and DirectPlay (for games/networks). DirectX 3.0 integrates simple 3D special effects, which is not very mature.

DirectX 5.0

Microsoft did not launch DirectX 4.0, but directly launched DirectX 5.0. This version has made great changes to Direct3D, adding 3D special effects such as atomization effect and Alpha blending to enhance the sense of space and realism in 3D games, and also adding S3 texture compression technology.

At the same time, DirectX 5.0 has also been strengthened in other components, improved in sound cards and game consoles, and supported more devices. So DirectX really matured when it developed to DirectX 5.0. At this time, DirectX's performance is not inferior to other 3D API at all, and it is likely to catch up.

DirectX 6.0

When DirectX 6.0 was introduced, Glide, one of its biggest competitors, had gradually declined, and DirectX was recognized by most manufacturers. DirectX 6.0 adds bilinear filtering, trilinear filtering and other technologies to optimize the quality of 3D images, and the 3D technology in the game has gradually entered a mature stage.

DirectX 7.0

The biggest feature of DirectX 7.0 is that it supports T &;; L, the Chinese name is "coordinate transformation and light source". Any object in a 3D game has a coordinate. When an object moves, its coordinates change, which means coordinate transformation. In 3D games, besides scenes and objects, lighting is also needed. Without lighting, there is no representation of 3D objects. Whether it is real-time 3D games or 3D image rendering, 3D rendering with illumination is the most resource-consuming. Although there are related technologies in OpenGL, they have never appeared in civilian-grade hardware before.

at t & amp; Before the appearance of l, both position conversion and lighting need CPU to calculate. The faster the CPU, the smoother the game performance. After T & ampL function, these two effects are calculated by GPU of graphics card, which frees CPU from busy work. In other words, there is T &;; L graphics card, using DirectX 7.0, can run 3D games smoothly even without high-speed CPU.

DirectX 8.0

The launch of DirectX 8.0 triggered a graphics card revolution. It introduces the concept of "pixel rendering" for the first time, and has vertex shader and vertex shader at the same time, which is reflected in the dynamic light and shadow effect. T& Hardware T& Compared with fixed light-shadow conversion, VS and PS units are more flexible, which makes GPU truly a programmable processor. This means that it is much less difficult for programmers to build 3D scenes through them. Through the rendering of VS and PS, it is easy to create a real dynamic ripple light and shadow effect on the water surface. At this time, the authority of DirectX was finally established.

DirectX 9.0

At the end of 2002, Microsoft released DirectX9.0. The rendering accuracy of PS unit in DirectX9 has reached floating-point accuracy, and the traditional hardware T&; Unit l has also been cancelled. The new VertexShader (VertexShader Engine) programming will be much more complicated than before. The new vertex shader standard adds process control and more constants, and the number of shading instructions per program increases to 1024.

PS 2.0 has a fully programmable architecture, which can calculate the texture effect instantly and dynamically map the texture without occupying memory. Theoretically, it can infinitely improve the resolution of texture mapping. In addition, PS 1.4 can only support 28 hardware instructions and operate 6 materials at the same time, while PS2.0 can support 160 hardware instructions and operate 16 materials at the same time. The new high-precision floating-point data specification can use multiple texture maps, and the number of operable instructions can be arbitrarily long, which can easily realize the film-level display effect.

By increasing the flexibility of vertex programs, VS 2.0 significantly improves the VS performance of the old version (DirectX8). For the new control instructions, the general program can be used to replace the previous special individual coloring program, and the efficiency is improved many times. Increase circulating operation instructions, reduce working hours and improve processing efficiency; The number of extended shading instructions increased from 128 to 256.

Increase the processing function of floating-point data, which can only process integers in the past, improve the rendering accuracy, and make the final processed color format reach the film level. It breaks through the mathematical precision obstacle that limited the quality of PC graphics and images before, and each rendering pipeline is upgraded to 128 floating-point color, which makes it easier for game programmers to create more beautiful effects and make it easier for programmers to program.

DirectX version supported by graphics card has become the standard to evaluate the performance of graphics card. Users can distinguish the performance of the graphics card from which version of DirectX the graphics card supports, so as to choose the graphics card product that suits them.

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What exactly is VFP used for? Used for floating-point operations. With this unit, floating-point operations will be very fast.

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