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Half-wavelength

  • For solving the following problem: "There is No Free Lunch" Time Limit: 1 Second Memory Limit: 3

    For solving the following problem: "There is No Free Lunch" Time Limit: 1 Second Memory Limit: 32768 KB One day, CYJJ found an interesting piece of commercial from newspaper: the Cyber-restaurant was offering a kind of "Lunch Special" which was said that one could "buy one get two for free". That is, if you buy one of the dishes on their menu, denoted by di with price pi , you may get the two neighboring dishes di-1 and di+1 for free! If you pick up d1, then you may get d2 and the last one dn for free, and if you choose the last one dn, you may get dn-1 and d1 for free. However, after investigation CYJJ realized that there was no free lunch at all. The price pi of the i-th dish was actually calculated by adding up twice the cost ci of the dish and half of the costs of the two "free" dishes. Now given all the prices on the menu, you are asked to help CYJJ find the cost of each of the dishes.

    標(biāo)簽: Limit following solving problem

    上傳時間: 2014-01-12

    上傳用戶:362279997

  • 一篇關(guān)于TCP-Vegas的文獻(xiàn):Vegas is an implementation of TCP that achieves between 37 and 71% better throughpu

    一篇關(guān)于TCP-Vegas的文獻(xiàn):Vegas is an implementation of TCP that achieves between 37 and 71% better throughput on the Internet, with onefifth to one-half the losses, as compared to the implementation of TCP in the Reno distribution of BSD Unix. This paper motivates and describes the three key techniques employed by Vegas, and presents the results of a comprehensive experimental performance study—using both simulations and measurements on the Internet—of the Vegas and Reno implementations of TCP.

    標(biāo)簽: implementation TCP-Vegas throughpu achieves

    上傳時間: 2014-01-08

    上傳用戶:lwwhust

  • matlab程序

    matlab程序,用于計(jì)算波的半寬(full width of half maxium)

    標(biāo)簽: matlab 程序

    上傳時間: 2014-11-26

    上傳用戶:moerwang

  • The second edition of WiMax Operator鈥檚 Manual includes most of the material from the first edition

    The second edition of WiMax Operator鈥檚 Manual includes most of the material from the first edition, plus new discussions of 鈥?The ultra-high-speed mobile telephone standard, HSDPA 鈥?Ultrawideband (UWB) 鈥?Changes to DSL technologies 鈥?Mobile voice 鈥?Mobile entertainment 鈥?New backup systems The new edition also reflects the changes that have occurred in the industry over the last year and half, including the emergence of restandards wireless broadband equipment with fully developed mobile capabilities, ignificant alterations in the competitive landscape, and he opening of valuable new spectrum for roadband wireless operators.

    標(biāo)簽: edition the Operator includes

    上傳時間: 2014-01-02

    上傳用戶:xiaodu1124

  • The double-density DWT is an improvement upon the critically sampled DWT with important additional p

    The double-density DWT is an improvement upon the critically sampled DWT with important additional properties: (1) It employs one scaling function and two distinct wavelets, which are designed to be offset from one another by one half, (2) The double-density DWT is overcomplete by a factor of two, and (3) It is nearly shift-invariant. In two dimensions, this transform outperforms the standard DWT in terms of denoising however, there is room for improvement because not all of the wavelets are directional. That is, although the double-density DWT utilizes more wavelets, some lack a dominant spatial orientation, which prevents them from being able to isolate those directions.

    標(biāo)簽: double-density improvement additional critically

    上傳時間: 2017-04-03

    上傳用戶:dongbaobao

  • u can get vacation days, u put diaslaborales(first date, last day, working day (*)) (*) 5 mond

    u can get vacation days, u put diaslaborales(first date, last day, working day (*)) (*) 5 monday to friday 5.5 monday to saturday (half day)

    標(biāo)簽: diaslaborales day vacation working

    上傳時間: 2017-04-18

    上傳用戶:小眼睛LSL

  • * Use 10 MHz crystal frequency. * Use Timer0 for ten millisecond looptime. * Blink "Alive" LED e

    * Use 10 MHz crystal frequency. * Use Timer0 for ten millisecond looptime. * Blink "Alive" LED every two and a half seconds. * Use pushbutton to exercise Screens utility.

    標(biāo)簽: millisecond Use frequency looptime

    上傳時間: 2017-04-23

    上傳用戶:偷心的海盜

  • PIC_Hi-Tech_C_Mike_Pearces_I2C_routines * Use 10 MHz crystal frequency. * Use Timer0 for ten mil

    PIC_Hi-Tech_C_Mike_Pearces_I2C_routines * Use 10 MHz crystal frequency. * Use Timer0 for ten millisecond looptime. * Blink "Alive" LED every two and a half seconds. * Use pushbutton to exercise Screens utility.

    標(biāo)簽: PIC_Hi-Tech_C_Mike_Pearces_I C_routines Use frequency

    上傳時間: 2013-12-19

    上傳用戶:標(biāo)點(diǎn)符號

  • Because WDM networks are circuit switched loss networks blocking may occur because of lack of resour

    Because WDM networks are circuit switched loss networks blocking may occur because of lack of resources. Also in circuit switched networks many paths use the same links. This toolbox answers the question how different paths with different loads influence on each other and what is the blocking on each of the defined path. Toolbox is capable of computing blocking for three different WDM network types: with no wavelength conversion, with full wavelength conversion and with limited range wavelength conversion. It is worth noting that case for full conversion can be usefull for any circuit switched network without additional constraints (i.e. wavelength continuity constraint in WDM), for example telephone network. Toolbox contains also scripts for defining network structures (random networks, user defined networks) and traffic matrixes. Three graph algorithms for shortest path computation are also in this toolbox (they are used for traffic matrix creation).

    標(biāo)簽: networks blocking switched Because

    上傳時間: 2017-07-28

    上傳用戶:zhangzhenyu

  • A few years ago I became interested in first person shooter games and in particular how the world le

    A few years ago I became interested in first person shooter games and in particular how the world levels are created and rendered in real time. At the same time I found myself in between jobs and so I embarked on an effort to learn about 3D rendering with the goal of creating my own 3D rendering engine. Since I am a developer and not an artist I didn’t have the skills to create my own models, levels, and textures. So I decided to attempt to write a rendering engine that would render existing game levels. I mainly used information and articles I found on the web about Quake 2, Half Life, WAD and BSP files. In particular I found the Michael Abrash articles that he wrote for Dr. Dobbs magazine while working at Id to be very illuminating.

    標(biāo)簽: interested particular shooter became

    上傳時間: 2013-12-13

    上傳用戶:hanli8870

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