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Instance

  • 樸素貝葉斯(Naive Bayes, NB)算法是機器學習領域中常用的一種基于概率的分類算法

    樸素貝葉斯(Naive Bayes, NB)算法是機器學習領域中常用的一種基于概率的分類算法,非常簡單有效。k近鄰法(k-Nearest Neighbor, kNN)[30,31]又稱為基于實例(Example-based, Instance-bases)的算法,其基本思想相當直觀:Rocchio法來源于信息檢索系統,后來最早由Hull在1994年應用于分類[74],從那以后,Rocchio方法就在文本分類中廣泛應用起來。

    標簽: Naive Bayes NB 貝葉斯

    上傳時間: 2014-01-03

    上傳用戶:wxhwjf

  • AutomaticPropertiesDefaultValues Article_src.zip PropertyInfo[] props = o.GetType().GetPropert

    AutomaticPropertiesDefaultValues Article_src.zip PropertyInfo[] props = o.GetType().GetProperties(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.Static) for (int i = 0 i < props.Length i++) { PropertyInfo prop = props[i] if (prop.GetCustomAttributes(true).Length > 0) { object[] defaultValueAttribute = prop.GetCustomAttributes(typeof(DefaultValueAttribute), true) if (defaultValueAttribute != null) { DefaultValueAttribute dva = defaultValueAttribute[0] as DefaultValueAttribute if(dva != null) prop.SetValue(o, dva.Value, null) }

    標簽: AutomaticPropertiesDefaultValues PropertyInfo Article_src GetPropert

    上傳時間: 2014-11-22

    上傳用戶:xaijhqx

  • ofdm信道特性 Channel transmission simulator Channel transmission simulator % % inputs: % sig2 - noi

    ofdm信道特性 Channel transmission simulator Channel transmission simulator % % inputs: % sig2 - noise variance % Mt - number of Tx antennas % Mr - number of Rx antennas % x - vector of complex input symbols (for MIMO, this is a matrix, where each column % is the value of the antenna outputs at a single time Instance) % H - frequency selective channel - represented in block-Toeplitz form for MIMO transmission % N - number of symbols transmitted in OFDM frame % % outputs: % y - vector of channel outputs (matrix for MIMO again, just like x matrix) % create noise vector sequence (each row is a different antenna, each column is a % different time index) note: noise is spatially and temporally white

    標簽: transmission simulator Channel inputs

    上傳時間: 2016-07-22

    上傳用戶:kelimu

  • THE DESIGN PATTERNS JAVA COMPANION 1. Creational Patterns 17 The Factory Pattern 18 How a Facto

    THE DESIGN PATTERNS JAVA COMPANION 1. Creational Patterns 17 The Factory Pattern 18 How a Factory Works 18 Sample Code 18 The Two Derived Classes 19 Building the Factory 20 Factory Patterns in Math Computation 22 When to Use a Factory Pattern 24 Thought Questions 25 The Abstract Factory Pattern 26 A GardenMaker Factory 26 How the User Interface Works 28 Consequences of Abstract Factory 30 Thought Questions 30 The Singleton Pattern 31 Throwing the Exception 32 Creating an Instance of the Class 32 Static Classes as Singleton Patterns 33 Creating Singleton Using a Static Method 34

    標簽: Creational COMPANION PATTERNS Patterns

    上傳時間: 2013-12-20

    上傳用戶:xwd2010

  • This articles shows how to retrieve a list of PCs on the local network which are running MS SQL Serv

    This articles shows how to retrieve a list of PCs on the local network which are running MS SQL Server, and gets information about the Instances, such as server name, Instance name, version, and databases.

    標簽: articles retrieve network running

    上傳時間: 2014-01-04

    上傳用戶:獨孤求源

  • c#簡單計算器

    // 學生管理.cpp : Defines the entry point for the application. // #include "stdafx.h" #include "resource.h" #define MAX_LOADSTRING 100 // Global Variables: HInstance hInst; // current Instance TCHAR szTitle[MAX_LOADSTRING]; // The title bar text TCHAR szWindowClass[MAX_LOADSTRING]; // The title bar text // Foward declarations of functions included in this code module: ATOM MyRegisterClass(HInstance hInstance); BOOL InitInstance(HInstance, int); LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); LRESULT CALLBACK About(HWND, UINT, WPARAM, LPARAM); struct person {   char name[10];   int ID;   int cj_yw;   int cj_sx;   struct person* next;   struct person* pro; }per; int APIENTRY WinMain(HInstance hInstance,                      HInstance hPrevInstance,                      LPSTR     lpCmdLine,                      int       nCmdShow) {   // TODO: Place code here. MSG msg; HACCEL hAccelTable; // Initialize global strings LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING); LoadString(hInstance, IDC_MY, szWindowClass, MAX_LOADSTRING); MyRegisterClass(hInstance); // Perform application initialization: if (!InitInstance (hInstance, nCmdShow))  { return FALSE; } hAccelTable = LoadAccelerators(hInstance, (LPCTSTR)IDC_MY); // Main message loop: while (GetMessage(&msg, NULL, 0, 0))  { if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg))  { TranslateMessage(&msg); DispatchMessage(&msg); } } return msg.wParam; } // //  FUNCTION: MyRegisterClass() // //  PURPOSE: Registers the window class. // //  COMMENTS: // //    This function and its usage is only necessary if you want this code //    to be compatible with Win32 systems prior to the 'RegisterClassEx' //    function that was added to Windows 95. It is important to call this function //    so that the application will get 'well formed' small icons associated //    with it. // ATOM MyRegisterClass(HInstance hInstance) { WNDCLASSEX wcex; wcex.cbSize = sizeof(WNDCLASSEX);  wcex.style = CS_HREDRAW | CS_VREDRAW; wcex.lpfnWndProc = (WNDPROC)WndProc; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = hInstance; wcex.hIcon = LoadIcon(hInstance, (LPCTSTR)IDI_MY); wcex.hCursor = LoadCursor(NULL, IDC_ARROW); wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1); wcex.lpszMenuName = (LPCSTR)IDC_MY; wcex.lpszClassName = szWindowClass; wcex.hIconSm = LoadIcon(wcex.hInstance, (LPCTSTR)IDI_SMALL); return RegisterClassEx(&wcex); } // //   FUNCTION: InitInstance(HANDLE, int) // //   PURPOSE: Saves Instance handle and creates main window // //   COMMENTS: // //        In this function, we save the Instance handle in a global variable and //        create and display the main program window. // BOOL InitInstance(HInstance hInstance, int nCmdShow) {    HWND hWnd;    hInst = hInstance; // Store Instance handle in our global variable    hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW,       CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL);    if (!hWnd)    {       return FALSE;    }    ShowWindow(hWnd, nCmdShow);    UpdateWindow(hWnd);    return TRUE; } // //  FUNCTION: WndProc(HWND, unsigned, WORD, LONG) // //  PURPOSE:  Processes messages for the main window. // //  WM_COMMAND - process the application menu //  WM_PAINT - Paint the main window //  WM_DESTROY - post a quit message and return // // LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { int wmId, wmEvent; PAINTSTRUCT ps; HDC hdc; TCHAR szHello[MAX_LOADSTRING]; LoadString(hInst, IDS_HELLO, szHello, MAX_LOADSTRING); switch (message)  { case WM_COMMAND: wmId    = LOWORD(wParam);  wmEvent = HIWORD(wParam);  // Parse the menu selections: switch (wmId) { case IDM_ABOUT:   DialogBox(hInst, (LPCTSTR)IDD_ABOUTBOX, hWnd, (DLGPROC)About);   break; case IDM_EXIT:   DestroyWindow(hWnd);   break; default:   return DefWindowProc(hWnd, message, wParam, lParam); } break; case WM_PAINT: hdc = BeginPaint(hWnd, &ps); // TODO: Add any drawing code here... RECT rt; GetClientRect(hWnd, &rt); DrawText(hdc, szHello, strlen(szHello), &rt, DT_CENTER); EndPaint(hWnd, &ps); break; case WM_DESTROY: PostQuitMessage(0); break; default: return DefWindowProc(hWnd, message, wParam, lParam);    }    return 0; } // Mesage handler for about box. LRESULT CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam) { switch (message) { case WM_INITDIALOG: return TRUE; case WM_COMMAND: if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL)  { EndDialog(hDlg, LOWORD(wParam)); return TRUE; } break; }     return FALSE; }

    標簽: 計算器 學生

    上傳時間: 2016-12-29

    上傳用戶:767483511

  • 簡單的計算器

    // 學生管理.cpp : Defines the entry point for the application. // #include "stdafx.h" #include "resource.h" #define MAX_LOADSTRING 100 // Global Variables: HInstance hInst; // current Instance TCHAR szTitle[MAX_LOADSTRING]; // The title bar text TCHAR szWindowClass[MAX_LOADSTRING]; // The title bar text // Foward declarations of functions included in this code module: ATOM MyRegisterClass(HInstance hInstance); BOOL InitInstance(HInstance, int); LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); LRESULT CALLBACK About(HWND, UINT, WPARAM, LPARAM); struct person {   char name[10];   int ID;   int cj_yw;   int cj_sx;   struct person* next;   struct person* pro; }per; int APIENTRY WinMain(HInstance hInstance,                      HInstance hPrevInstance,                      LPSTR     lpCmdLine,                      int       nCmdShow) {   // TODO: Place code here. MSG msg; HACCEL hAccelTable; // Initialize global strings LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING); LoadString(hInstance, IDC_MY, szWindowClass, MAX_LOADSTRING); MyRegisterClass(hInstance); // Perform application initialization: if (!InitInstance (hInstance, nCmdShow))  { return FALSE; } hAccelTable = LoadAccelerators(hInstance, (LPCTSTR)IDC_MY); // Main message loop: while (GetMessage(&msg, NULL, 0, 0))  { if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg))  { TranslateMessage(&msg); DispatchMessage(&msg); } } return msg.wParam; } // //  FUNCTION: MyRegisterClass() // //  PURPOSE: Registers the window class. // //  COMMENTS: // //    This function and its usage is only necessary if you want this code //    to be compatible with Win32 systems prior to the 'RegisterClassEx' //    function that was added to Windows 95. It is important to call this function //    so that the application will get 'well formed' small icons associated //    with it. // ATOM MyRegisterClass(HInstance hInstance) { WNDCLASSEX wcex; wcex.cbSize = sizeof(WNDCLASSEX);  wcex.style = CS_HREDRAW | CS_VREDRAW; wcex.lpfnWndProc = (WNDPROC)WndProc; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = hInstance; wcex.hIcon = LoadIcon(hInstance, (LPCTSTR)IDI_MY); wcex.hCursor = LoadCursor(NULL, IDC_ARROW); wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1); wcex.lpszMenuName = (LPCSTR)IDC_MY; wcex.lpszClassName = szWindowClass; wcex.hIconSm = LoadIcon(wcex.hInstance, (LPCTSTR)IDI_SMALL); return RegisterClassEx(&wcex); } // //   FUNCTION: InitInstance(HANDLE, int) // //   PURPOSE: Saves Instance handle and creates main window // //   COMMENTS: // //        In this function, we save the Instance handle in a global variable and //        create and display the main program window. // BOOL InitInstance(HInstance hInstance, int nCmdShow) {    HWND hWnd;    hInst = hInstance; // Store Instance handle in our global variable    hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW,       CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL);    if (!hWnd)    {       return FALSE;    }    ShowWindow(hWnd, nCmdShow);    UpdateWindow(hWnd);    return TRUE; } // //  FUNCTION: WndProc(HWND, unsigned, WORD, LONG) // //  PURPOSE:  Processes messages for the main window. // //  WM_COMMAND - process the application menu //  WM_PAINT - Paint the main window //  WM_DESTROY - post a quit message and return // // LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { int wmId, wmEvent; PAINTSTRUCT ps; HDC hdc; TCHAR szHello[MAX_LOADSTRING]; LoadString(hInst, IDS_HELLO, szHello, MAX_LOADSTRING); switch (message)  { case WM_COMMAND: wmId    = LOWORD(wParam);  wmEvent = HIWORD(wParam);  // Parse the menu selections: switch (wmId) { case IDM_ABOUT:   DialogBox(hInst, (LPCTSTR)IDD_ABOUTBOX, hWnd, (DLGPROC)About);   break; case IDM_EXIT:   DestroyWindow(hWnd);   break; default:   return DefWindowProc(hWnd, message, wParam, lParam); } break; case WM_PAINT: hdc = BeginPaint(hWnd, &ps); // TODO: Add any drawing code here... RECT rt; GetClientRect(hWnd, &rt); DrawText(hdc, szHello, strlen(szHello), &rt, DT_CENTER); EndPaint(hWnd, &ps); break; case WM_DESTROY: PostQuitMessage(0); break; default: return DefWindowProc(hWnd, message, wParam, lParam);    }    return 0; } // Mesage handler for about box. LRESULT CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam) { switch (message) { case WM_INITDIALOG: return TRUE; case WM_COMMAND: if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL)  { EndDialog(hDlg, LOWORD(wParam)); return TRUE; } break; }     return FALSE; }

    標簽: 學生 計算器

    上傳時間: 2016-12-29

    上傳用戶:767483511

  • Advances in Human Factors and System Interactions

    Human Factors and Systems Interaction aims to address the main issues of concern within systems interface with a particular emphasis on the system lifecycle development and implementation of interfaces and the general implications of virtual, augmented and mixed reality with respect to human and technology interaction. Human Factors and Systems Interaction is, in the first Instance, affected by the forces shaping the nature offuture computing and systems development

    標簽: Interactions Advances Factors System Human and in

    上傳時間: 2020-06-10

    上傳用戶:shancjb

  • Embeddings in Natural Language Processing

    Artificial Intelligence (AI) has undoubtedly been one of the most important buz- zwords over the past years. The goal in AI is to design algorithms that transform com- puters into “intelligent” agents. By intelligence here we do not necessarily mean an extraordinary level of smartness shown by superhuman; it rather often involves very basic problems that humans solve very frequently in their day-to-day life. This can be as simple as recognizing faces in an image, driving a car, playing a board game, or reading (and understanding) an article in a newspaper. The intelligent behaviour ex- hibited by humans when “reading” is one of the main goals for a subfield of AI called Natural Language Processing (NLP). Natural language 1 is one of the most complex tools used by humans for a wide range of reasons, for Instance to communicate with others, to express thoughts, feelings and ideas, to ask questions, or to give instruc- tions. Therefore, it is crucial for computers to possess the ability to use the same tool in order to effectively interact with humans.

    標簽: Embeddings Processing Language Natural in

    上傳時間: 2020-06-10

    上傳用戶:shancjb

  • MiniCore

    An Arduino core for the ATmega328, ATmega168, ATmega88, ATmega48 and ATmega8, all running a [custom version of Optiboot for increased functionality](#write-to-own-flash). This core requires at least Arduino IDE v1.6.2, where v1.8.5+ is recommended. <br/> **This core gives you two extra IO pins if you're using the internal oscillator!** PB6 and PB7 is mapped to [Arduino pin 20 and 21](#pinout).<br/> If you're into "generic" AVR programming, I'm happy to tell you that all relevant keywords are being highlighted by the IDE through a separate keywords file. Make sure to test the [example files](https://github.com/MCUdude/MiniCore/tree/master/avr/libraries/AVR_examples/examples) (File > Examples > AVR C code examples). Try writing a register name, <i>DDRB</i> for Instance, and see for yourself!

    標簽: MiniCore

    上傳時間: 2021-02-22

    上傳用戶:

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