move_to_user_mode
时间: 2023-08-10 07:04:52 浏览: 49
move_to_user_mode是一个宏定义,用于将CPU从内核模式切换到用户模式。这个宏定义中包含了一系列汇编指令,用于设置寄存器的值和执行中断返回指令iretd。具体来说,这个宏定义中的汇编指令将esp寄存器的值赋给eax寄存器,然后将一些特定的值压入栈中,包括标号l1的地址。最后,通过iretd指令执行中断返回,将控制权交还给用户模式的代码。\[1\]\[2\]\[3\]
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相关问题
move origin to the left bottom corner
To move the origin to the left bottom corner, you can modify the coordinate system of your graphics environment. In most cases, this can be done by adjusting the y-axis scaling factor and offset. Specifically, you can set the y-axis scaling factor to a negative value, which will vertically flip the coordinate system, and then add the height of the graphics window to the y-axis offset, which will shift the origin to the left bottom corner.
Here's an example in Python using the Pygame library:
```
import pygame
# initialize Pygame
pygame.init()
# create a graphics window
width, height = 640, 480
screen = pygame.display.set_mode((width, height))
# flip the y-axis and shift the origin
pygame.display.flip()
pygame.display.glScalef(1, -1)
pygame.display.glTranslatef(0, -height, 0)
# draw a rectangle at (0, 0)
rect = pygame.Rect(0, 0, 50, 50)
pygame.draw.rect(screen, (255, 255, 255), rect)
# update the screen
pygame.display.flip()
# run the event loop
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
```
In this example, we first create a graphics window with the specified width and height. Then, we flip the y-axis and shift the origin using the `glScalef` and `glTranslatef` functions from the Pygame library. Finally, we draw a white rectangle at the original position (0, 0) and update the screen. The event loop enables the window to stay open until the user closes it.
void Tracking_Mode(void) { u8 Get_Black = 0; while(1) { Get_Black = Track_GetState(); //00111----01111-----10111 if((Get_Black == 0X07)||(Get_Black == 0X0F)||(Get_Black == 0X17)) { moter_control(MOVE_LEFT,40);//左转 } //11100----11110-----11101 else if((Get_Black == 0X1C)||(Get_Black == 0X1E)||(Get_Black == 0X1D)) { moter_control(MOVE_RIGTH,40);//右转 } //11011-----11001-----10011 else if((Get_Black == 0X1B)||(Get_Black == 0X19)||(Get_Black == 0X13)||(Get_Black == 0X11)) { moter_control(MOVE_GO,40); } //00000 else if(Get_Black == 0X00) { SysTick_delayms(100); if(Track_GetState() == 0X00) { moter_control(MOVE_STOP,0);//停止 } } } },为什么我在直行的地方加了(Get_Black == 0X11)反而更容易跑出跑道
根据代码,当Get_Black的值为0X11时,会执行直行的代码段。但是,根据你所提供的情况,加入该判断反而更容易跑出跑道,这可能是因为在特定的场景下,该判断条件不适用。
可能的原因是,当车辆行驶在直线上时,传感器可能会受到干扰,导致Get_Black的值出现了偏差。因此,建议你在直行的代码段中加入一些额外的条件,例如判断Get_Black的值是否在某个特定的范围内,或者判断车辆是否在一段时间内保持了直行状态。这些额外的条件将有助于提高代码的稳定性,从而减少跑出跑道的情况。
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