Quick Heal Virus Definitions (64-bit) 歷史版本列表
Quick Heal 病毒定義 64 位允許手動更新您的 Qucik Heal 反病毒專業版,Quick Heal Internet Security 和 Quick Heal Tootal Security,以防萬一您沒有互聯網連接或者自動更新失敗. 要手動更新病毒定義下載並運行適當的文件(32 位或 64 位),並按照說明. 也可用:下載 Quick Heal Antivirus Pro Quick Heal Virus Definitions (64-bit) 軟體介紹更新時間:2019-02-14
更新細節:
更新時間:2019-02-01
更新細節:
What's new in this version:
Enhancements
- Add mm->q floordiv
- Port np.core.overrides to C for speed
- Add np.ctypeslib.as_ctypes_type(dtype), improve np.ctypeslib.as_ctypes
- Add "max difference" messages to np.testing.assert_array_equal...
- Add mm->qm divmod
- Add _dtype_ctype to namespace for freeze analysis
Compatibility notes:
- The changed error message emited by array comparison testing functions may affect doctests. See below for detail.
- Casting from double and single denormals to float16 has been corrected. In some rare cases, this may result in results being rounded up instead of down, changing the last bit (ULP) of the result.
更新時間:2019-01-14
更新細節:
What's new in this version:
Highlights:
- Experimental support for overriding numpy functions, see __array_function__ below.
- The matmul function is now a ufunc. This provides better performance and allows overriding with __array_ufunc__.
- Improved support for the ARM and POWER architectures.
- Improved support for AIX and PyPy.
- Improved interop with ctypes.
- Improved support for PEP 3118.
New functions:
- New functions added to the numpy.lib.recfuntions module to ease the structured assignment changes: assign_fields_by_name, structured_to_unstructured, unstructured_to_structured, apply_along_fields, require_fields
New deprecations:
- The type dictionaries numpy.core.typeNA and numpy.core.sctypeNA are deprecated. They were buggy and not documented and will be removed in the 1.18 release. Usenumpy.sctypeDict instead.
- The numpy.asscalar function is deprecated. It is an alias to the more powerful numpy.ndarray.item, not tested, and fails for scalars.
- The numpy.set_array_ops and numpy.get_array_ops functions are deprecated.
- As part of NEP 15, they have been deprecated along with the C-API functions :c:func:PyArray_SetNumericOps and :c:func:PyArray_GetNumericOps. Users who wish to override the inner loop functions in built-in ufuncs should use :c:func:PyUFunc_ReplaceLoopBySignature.
- The numpy.unravel_index keyword argument dims is deprecated, use shape instead.
- The numpy.histogram normed argument is deprecated. It was deprecated previously, but no warning was issued.
- The positive operator (+) applied to non-numerical arrays is deprecated. See below for details.
- Passing an iterator to the stack functions is deprecated
Expired deprecations:
- NaT comparisons now return False without a warning, finishing a deprecation cycle begun in NumPy 1.11.
- np.lib.function_base.unique was removed, finishing a deprecation cycle begun in NumPy 1.4. Use numpy.unique instead.
- multi-field indexing now returns views instead of copies, finishing a deprecation cycle begun in NumPy 1.7. The change was previously attempted in NumPy 1.14 but reverted until now.
- np.PackageLoader and np.pkgload have been removed. These were deprecated in 1.10, had no tests, and seem to no longer work in 1.15.
Future changes:
NumPy 1.17 will drop support for Python 2.7
更新時間:2018-09-25
更新細節:
更新時間:2018-05-20
更新細節:
What's new in this version:
The main new feature of Vim 8.1 is support for running a terminal in a Vim window. This builds on top of the asynchronous features added in Vim 8.0. The terminal window can be used for many purposes, here are a few examples:
- Run a command, such as "make", while continuing to edit in other windows. The progress of the command can be observed, the terminal window is continuously updated.
- Run a shell where you can execute a series of commands.
- Use the new terminal debugger plugin for debugging inside Vim. This is especially useful over an ssh connection, when opening other terminals is not possible or impractical. I use this to fix problems in Vim when travelling.
- The terminal window is also used in tests, to grab a screenshot and compare it with the expected state. This allows for testing interactive actions, such as the popup menu.
更新時間:2017-10-09
更新細節:
更新時間:2017-04-24
更新細節:
What's new in this version:
- I have built a version of Vim 8.0 with all the latest patches. This is mainly interesting for MS-Windows users who download the binary. Upgrading to this version is recommended, since it fixes many problems.
- I have renamed the original Vim 8.0 files to include the patchlevel. The new files are both available as "80" and "80-586". Note that caching may cause the "80" file to still be the old one.
更新時間:2016-10-19
更新細節:
更新時間:2016-05-11
更新細節:
更新時間:2016-01-08
更新細節:
What's new in this version:
Debugger:
- The new debugger features a live disassembly view and allows developers to debug games way easier than before while being very useful feature in assisting the debugging of games which aren't working properly. Its main purpose is aiding in game hacking, translation patches for example list of Keyboard shortcuts for the debugger functions can be found at docs/debugger.txt
Folder memory cards:
- The new Folder memory card feature allows users to easily share single game saves instead of the whole memory cards by simply sending the folder of the specific game. This method also allows easier backup of the save files and allows deletion of game saves without even going into the PS2 bios or the game. You even convert your older memory cards to a folder using the built-in convert feature!
- Another neat advantage is that it provides unlimited storage capacity for save files as games will only see their own saves and the rest of the perceived 8MB memory card as free space. This allows you to create as many saves as would fit onto a whole empty memory card in a single game, without concerns about leaving enough space for other games or ever running into the problem where you start a new game and only later realize you don't have enough free space on the memory card to save, and without the incompatibility issues of emulating bigger third party memory cards.
EE Overclock:
- You can now manipulate the EE Cyclerate to overclock and underclock the Emotion Engine's R5900 Core CPU clock speed, The negative values on the slider allow you to reduce the clock speed and conversely the positive values effectively increase the clockspeed.
Recompiler Improvements and Core Refactors:
- GIF: Better Handling for Finish Interrupt request signal
- MicroVU: General Improvements
- SIF: Limit/Mask transfer size to 1mb-16bytes
- VIF: Better handling of IRQ and MFIFO Timing improvements
- EE Interpreter: Improved TLB miss exception handling
Support for loading Gzip and CSO compressed ISO's:
- PCSX2 can now directly load compresed ISO images, so you can save your precious HDD space!
GSDX
Programmable blending to reproduce GS blending unit output:
- The source of the issues on GPU blending unit is due to the fact that the raster operations pipeline (ROP) differ from the GS and the GPU which means that the GPU ROP's don't support the equations which are supported by the GS ROP's and hence it leads to wrong blending which causes situations like horizontal black lines or missing effects on some games.
- Hardware implementations are usually limited to only a subset of all possible equations. A software implementation based on a CPU (such as a shader) would be able to do any operation at the cost of performance.
- The new option (Blending Unit Accuracy), which is an OpenGL renderer exclusive, moves the computing of the ROP to the shader. This way it is more accurate but considerably slower. You can try different levels of the option "Blending Unit Accuracy" to check out the impact on the accuracy and performance.
Improved CRTC output size handling:
- There were few rare cases on games running at NTSC video mode where the detected frame buffer height was too large and eventually caused the whole screen to have a weird format with unexpected bottom black bars on the screen. A few games which suffered similar issues are Skyrunner, Devil may cry 3, Tribes: Aerial Assault. This eventually got fixed by proper saturation limit for height in case of NTSC video mode.
Software renderer improvements:
- Silent Hill outputs a nan in Q to emulate the flashlight - an unsupported NaN (not a number) on the projection value (Q). Gregory used an isnan test to find such instances and emulate the flash light effect. Gabest later decreased the speed impact by using inlined ASM. Fixes Flash light effects on Silent Hill 3.
- Better texture size management in software mode, fixes Horsez and Stolen memory issue and also lowers memory usage in general.
- Better handling of textures addressing outside the limits by extending the cached texture size to the upper limits of the region clamp values: Fixes Lupin the 3rd
Accurate destination alpha testing:
- Better behavior to replicate one of the GS functions where the Graphics Synthesizer can discard a pixel based on the destination output. In order to emulate this function properly you need in-order RW texture. Unfortunately standard GPU only has either an in-order RO texture or an out-of-order RW texture, to circumvent around this limitation accurate date implements a two pass algorithm to implement the effect. The 1st pass searches the valid primitive ID and the 2nd pass will do the draw based on the previous pass.
Improved read of depth / color:
- A standard GPU has separate textures for the color and the depth information. The GS doesn't enforce such separation between color/depth information. So it is allowed to read depth as color or write color into depth. You could even write depth in the color render target. It is used for effects such as "depth of field". The new option "Hardware depth", which is an OpenGL renderer exclusive, allows to convert depth/color into color/depth respectively. Now you can enjoy accurate reproduction of such effects. However these conversions require additional resources from your GPU which might gradually decrease performance in cost of accuracy.
SPU2-X
Per channel volume adjustment:
- A.K.A Room Correction. This feature is present in the control panel of some audio chips, but often enough, the settings that work well for the system in general, don't match the settings that you prefer for emulated games, due to the intrinsic differences of the emulated machine.
- It does exactly what it sounds like: lets you adjust each output channel independently, to compensate for things such as distance of the speakers to the chair, or to emphasize the vocals (center channel) or the surround sound (side/back channels) when the game's balance is not fully to your liking.
- You'll find the values hidden in the SPU2-X.INI file, under the MIXING section (VolumeAdjust series of keys). The values are in decibels, which means writing 1 in one of the volumes will make the amplitude 10x larger, 2 will blow it up to 100x, and -1 will make it 1/10th of the original. Smaller values in the range of -1 to 1 are recommended for testing, as it's easy to cause unwanted clipping in the output.
Time Stretcher:
Improvements to tempo adjustments:
- Previously latency values higher than 200ms will make the stretcher adjustments overshoot the target
- equilibrium back and forth, in effect never stabilizing. This bug was fixed by lowering the tempo adjustments to avoid potential overshoots on bigger buffers.
- The latency slider will now allow a minimum value of 15ms. Providing choices of choosing from values between 15 to 29ms on the slider.
GUI:
Configurable template on GSFrame titlebar:
- There was some discussion among the users about the elements which should be displayed on the title bar of the rendering window, some of them disagreed with the placement of the elements and suggested to replace them in different order and have certain elements prioritized. While our users opinions are respected, all of them had very different ideas and it was impossible to satisfy everyone. Hence a consensus was never reached.
- So Avih decided to create a general template system to allow customization of the elements on the title bar. The following template is located in the inis_1.4.0/PCSX2_ui.ini file though lacks a user interface for easier customization.
Revamped Core and GSDX plugin dialogs:
- The Core and GSDX dialogs have undergone quite a deal of changes like converting the three-state checkboxes to a combobox, inclusion of tooltips on GSDX dialogs and further simplification / categorization which eventually lead to the Shader configuration dialog which includes all the Shader based options. (Shade Boost , FXAA , TV Shader and External shader) on the core side, there was a recent WX update from 2.8 to 3.0 which eventually caused a few issues but all of them got fixed eventually by our WX Expert Turtleli and there has also been support for DPI scaling added for all the dialogs. The Emulation settings dialog has also been changed slightly to be more consistent with the Linux GUI.