神经网络教程—— Performance Surfaces —— Performance Optimization —— Widrow-Hoff learning
标签: Performance 1048711 Optimization Widrow-Hoff
上传时间: 2017-07-17
上传用户:yan2267246
Java email * JMail.java * JMail permet de * 1) Envoyer des emails * 2) Envoyer des emails avec de fausses adresses d envoyeurs * 3) É crire des emails en format HTML * 4) Gérer les multiples contacts que vous avez * 5) Attacher des fichiers illimités, de nombre et de taille illimités * 6) Se connecter à un serveur SMTP sécure (SSL, TLS) * 7) Attacher des URL et leur contenu * 8) Attacher des URL et leur contenu DANS le message * 9) Je travaille sur d autres possibilités
上传时间: 2014-12-07
上传用户:youlongjian0
The task in this assignment is to implement an airline routing system. Your system should be able to read in a ight network as a graph from a le, where airports are represented as vertices and ights between airports are represented as edges, take as input two airports and calculate the shortest route (ie path) between them.
标签: system assignment implement airline
上传时间: 2017-09-07
上传用户:kiklkook
Per gli interessati ai metodi della compressione una vera miniera d oro, oltre 70 algoritmi all interno di moduli base indipendenti consentono a questo programma di mostrare il loro utilizzo e le loro performances, ecco elencati alcuni di essi : base64/crc32/fibonacci/mtf/freq/adddif/bwt/fix12/fix128/flatter/ huffman/lzw/lzs/rle/lbe/hash/vbc/scrambler, e tanti tanti altri.
标签: compressione interessati algoritmi miniera
上传时间: 2013-12-16
上传用户:时代电子小智
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.
标签: interested particular shooter became
上传时间: 2013-12-13
上传用户:hanli8870
有限元求解柏松方程。本文采用FORTRAN语言编制程序。程序中大部分变量采用有名公共区存储方式存储,这样可以减少内存占用量。 IFG:生成有限元网格信息,即元素节点局部编码与总体编码对照表,节点实际坐标,边界节点编码与边界点上的已知值 GKD:生成总刚一维存储对角元的地址,计算总刚一维存储长度 FIXP:设置已知节点函数值 GK(NI,NJ,ADJ,AIJ):单元刚度矩阵计算 GF(NI,N,M,le,YI,FE):单元列阵的计算 AK(I,J,AIJ):总刚度矩阵元素迭加 QEB:总刚度矩阵和总列阵合成 BDE:边界条件处理 SOLGS:Gauss-Seidel迭代法求解方程组 UDIFF(NI,NFLAG,UDIF,le,ADJ):标准元素内形状函数导数计算 DIFF:节点上 , 加权平均
上传时间: 2017-09-12
上传用户:erkuizhang
有限元求解柏松方程。本文采用FORTRAN语言编制程序。程序中大部分变量采用有名公共区存储方式存储,这样可以减少内存占用量。 IFG:生成有限元网格信息,即元素节点局部编码与总体编码对照表,节点实际坐标,边界节点编码与边界点上的已知值 GKD:生成总刚一维存储对角元的地址,计算总刚一维存储长度 FIXP:设置已知节点函数值 GK(NI,NJ,ADJ,AIJ):单元刚度矩阵计算 GF(NI,N,M,le,YI,FE):单元列阵的计算 AK(I,J,AIJ):总刚度矩阵元素迭加 QEB:总刚度矩阵和总列阵合成 BDE:边界条件处理 SOLGS:Gauss-Seidel迭代法求解方程组 UDIFF(NI,NFLAG,UDIF,le,ADJ):标准元素内形状函数导数计算 DIFF:节点上 , 加权平均
上传时间: 2017-09-12
上传用户:问题问题
Este código lo uso en un 16f877 y me sirve para poder guardar en la eeprom 24lc256 los valores de la fecha y la hora que me entrega un ds1307. Espero le sirva a alguien. Turco
标签: guardar valores 16f877 eeprom
上传时间: 2017-09-28
上传用户:变形金刚
实时时钟计数秒,分钟,小时,月份,月份,星期几和年份,并具有le年补偿,有效期至2100年;31 x 8电池支持通用RAM;串行I / O,用于最少的引脚数;2.0V至5.5V完全工作;在2.0V时使用小于300nA的电流;单字节或多字节(突发模式)数据传输,用于读取或写入时钟或RAM数据;8引脚DIP或可选8引脚SO用于表面贴装;TTL兼容(VCC = 5V);可选的工业温度范围:-40°C至+ 85°C[15]。DS1302引脚示意图如图3.7.1所示。
上传时间: 2021-04-20
上传用户:天北油京
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标签: iec标准
上传时间: 2021-10-21
上传用户:kent