THE SYNTAX OF A PROGRAMMING LANGUAGE tells you what code it is possible
to write—what the machine will understand. Style tells you what you ought to write—
what the humans reading the code will understand. Code written with a consistent, simple
style will be maintainable, robust, and contain fewer bugs. Code written with no regard to
style will contain more bugs. It may simply be thrown away and rewritten rather than
maintained.
acm HDOJ 1051WoodenSticks
Description:
There is a pile of n wooden sticks. The length and weight of each stick are known in advance. The sticks are to be processed by a woodworking machine in one by one fashion. It needs some time, called setup time, for the machine to prepare processing a stick. The setup times are associated with cleaning operations and changing tools and shapes in the machine. The setup times of the woodworking machine are given as follows:
(a) The setup time for the first wooden stick is 1 minute.
(b) Right after processing a stick of length l and weight w , the machine will need no setup time for a stick of length l and weight w if l<=l and w<=w . Otherwise, it will need 1 minute for setup.
Learning Kernel Classifiers: Theory and Algorithms, Introduction This chapter introduces the general problem of machine learning and how it relates to statistical inference. 1.1 The Learning Problem and (Statistical) Inference It was only a few years after the introduction of the first computer that one of man’s greatest dreams seemed to be realizable—artificial intelligence. Bearing in mind that in the early days the most powerful computers had much less computational power than a cell phone today, it comes as no surprise that much theoretical research on the potential of machines’ capabilities to learn took place at this time. This becomes a computational problem as soon as the dataset gets larger than a few hundred examples.
By building a nonlinear function relationship between an d the error signal,this paper presents a no—
vel variable step size LMS(Least Mean Square)adaptive filtering algorithm.
The purpose of this lab is to introduce the concept of FSMs with a datapath, and to
study the usage of more complex test benches. Also, we enforce a rudimentary design
methodology by assuming that the students are part of a bigger project, and have no
knowledge of VHDL-implementation of the datapath (made by a hypothetical other
group) other than its predefined Entity Interface until they come to the lab.
The rest of this document is structured as follows: Section 2 describes some prelimi-
nary reading and exercises that should be done before the lab. Section 3 details the
design tasks that should be carried out to pass this lab.
uC/OS-II Notes from Nohau Corporation
The code associated with this readme.txt file is provided "as is".
The code was written with the intention of creating a functional
RTOS demo for the Nohau evaluation boards that can run a MicroBlaze
core. You can use this code for any and all of your projects, as
you see fit. Nohau Corporation does not warrant that the code is
bug-free, and will provide no support for this RTOS port.
[輸入]
圖的頂點個數N,圖中頂點之間的關系及起點A和終點B
[輸出]
若A到B無路徑,則輸出“There is no path” 否則輸出A到B路徑上個頂點
[存儲結構]
圖采用鄰接矩陣的方式存儲。
[算法的基本思想]
采用廣度優先搜索的方法,從頂點A開始,依次訪問與A鄰接的頂點VA1,VA2,...,VAK, 訪問遍之后,若沒有訪問B,則繼續訪問與VA1鄰接的頂點VA11,VA12,...,VA1M,再訪問與VA2鄰接頂點...,如此下去,直至找到B,最先到達B點的路徑,一定是邊數最少的路徑。實現時采用隊列記錄被訪問過的頂點。每次訪問與隊頭頂點相鄰接的頂點,然后將隊頭頂點從隊列中刪去。若隊空,則說明到不存在通路。在訪問頂點過程中,每次把當前頂點的序號作為與其鄰接的未訪問的頂點的前驅頂點記錄下來,以便輸出時回溯。
#include<stdio.h>
int number //隊列類型
typedef struct{
int q[20]