Problem
Tic-tac-toe-Tomek is a game played on a 4x4 square board. the Board starts empty, should t that a single 't'symbol may appear in one of the 16 squares. there are two players: X and O. they take turnsTo make moves, with X starting. in each move a player puts her symbol in one of the empty squares. player X's symbol is 'x', and player O's symbol is 'O '.
After a player's move, if there is a row, column or a diagonal containing 4 of that player's
vector.Copy codeThe Code is as follows: THREE. Vector4 = function (x, y, z, w ){This. x = x | 0;This. y = y | 0;This. z = z | 0;This. w = (w! = Undefined )? W: 1;};
Four-Dimensional vectors are used to represent the homogeneous coordinates. Their functions overlap with functions in Vector2 and Vector3, and only one more component is required.Core: Matrix3 This constructor creates an object that represents a 3x3 matrix.THREE. Matrix3 = function (){This. elements = new Float32Array (9 );};The 3 ×
Brief description of YUV color format
1 cause
2 root causes
3 Comparison
4. Reference
Introduction
YUV Color format
-- Starting from the problem of color skewness in Xvid Decoding
(Chen YiChuan ybc2084@163.com UESTC, Cd)
1Cause The reason was that two weeks ago, when I decoded a MPEG-4 code stream with Xvid, I found that the decoded video sequence was blue. The color field space specified at that time was yv12. I remember that yv12 is in the yuv4: 2: 0 color format. But
transformation (Viewport transformation) (In the screen window can define a rectangle, called the viewport (Viewport), The graphics shown in the viewport are displayed in the viewport, and the scope and dimensions of the scene are shown on the screen.Through the above steps, an object in a three-dimensional space can be represented by a corresponding two-dimensional plane object, and it can be displayed correctly on a two-dimensional computer screen. In general, the display of three-dimensional
3D objects
Ii. Several transformations in OpenGL
Various conversions in OpenGL are implemented through matrix operations. Specifically, when a conversion command is issued, this command will generate a 4x4 transformation matrix (the object coordinates in OpenGL are always homogeneous, that is, (X, Y, Z, W ), therefore, all transformation matrices use a 4x4 matrix). The current matrix is multiplied by
information (CRC code), the remainder of the generated polynomial should not be 0 after the modulus 2 is division.
C. When an error occurs for different bits, the remainder should be different.
D. Perform the division of the remainder by mod 2. The remainder should be cyclically generated.
Reflecting these requirements as mathematical relationships is complicated. However, the commonly used generative polynomials corresponding to different code systems can be found from relevant data, as shown
the +x axis, above the +y axis, the direction of view is the z-axis. Thus the observation space is a right-hand system. In the object observed by the camera, the object z in the distance is smaller. The question now is how we can transform the coordinates in world space into view space. Obviously, this is an affine transformation, consisting of a linear transformation and a one-time translation. The 3x3 matrix can only describe linear transformations, and for the sake of unification, homogeneou
trailing factor. It is then the value of each non- trailing non-0 coefficient level. Then the total number of the 0 in front of the highest-frequency non-0 coefficients is resolved totalzeros. Finally, each non-0 coefficient before the number of consecutive 0 Runbefore.2. Calculating the context parameters for CAVLC analytic residualsThe context in the CAVLC codec process is the current block value numbercurrent. This value is related to the number of non-0 coefficients in the left and upper a
) printf ("%5d", A[i][j]); printf ("\ n"); } System ("Pause"); return 0;}Two: Order n = 4 * m (M =1,2,3 ... The law of the even Rubik's Cube is as follows:Numbers from small to large, that is, 1,2,3... n2 order to fill the magic phalanx from left to right, from top to bottom, and divide the magic phalanx into several 4x4 sub-matrices, and take out the elements on the diagonal of the sub-square. ; The removed elements are filled in order from large to
( Note: If you need to play on the PSP MP4-AVC then profile must select Main, otherwise the PSP will not play!);
Presets use custom, detailed parameters are explained later;
optimization remains the default;
GOP remain the default.
Sub-pixel optimization, dynamic prediction and partitioning methods, option 1-11 the larger the number of options selected, the better the image quality, the slower the speed! The recommended option is 6 or 7.
2. Advanced Video coding options are shown in Figure
coordinate transformation, the projection coordinate transformation, these series of coordinate transforms if uses the matrix, can complete all coordinates transformation processing in a matrix. Anyway, why the matrix is so important, you should probably understand it. Mainly, the calculation efficiency of matrix is very high, and it is convenient.3D Rendering and matricesIt says that matrices are combined by numbers, so what is a matrix?Although there are many kinds of matrices, one of them is
10177-(2/3/4)-D sqr/rects/cubes/boxes?
Time limit:3.000 seconds
Http://uva.onlinejudge.org/index.php?option=com_onlinejudgeItemid=8category=99page=show_problem problem=1118
You can have a (4x4) grid below. Can tell me how many squares and rectangles are hidden there? You can assume this squares are not rectangles. Perhaps one can count it by hand but can your count it for a (100x100) grid or a (10000x10000) grid. Can you does it for higher dimensio
Personal commentary on the 3x4 (actual 4x4) matrix:The matrix is as follows:N11 n12 N13 N14N21 N22 n23 N24N31 N32 N33 N34U v W Jwhere U v W j is the one I added, specifically similar to the AS3 in the 2d matrix finally to line, can actually ignore
A function array that produces a translation rotation tilt or cut:N11 N12 N13N21 N22 n23N31 N32 N33
Coordinate whole columnN14N24N34
It is generally possible to define 3x4 as a
The transpose convolution is actually equivalent to the reverse propagation of the normal convolution.
Consider an input of x=4x4, convolution kernel is w=3x3, step is stride=1,zero-padding=0
Expand the convolution kernel to a sparse matrix C:
To do convolution can be 2x2 output y,c*x=y. As shown in the following illustration:
So how do you get the transpose convolution? As we said above, the transpose convolution actually corresponds to the
[emphasis] on the interpretation of convolution to avoid three misunderstandings: Click on the Open link
The Y = CX convolution operations Matrix C definition is arranged as follows:
Many articles say that the transpose of the convolution nucleus can be used to reverse convolution, and lost in confusion "even if the volume of nuclear transfer (or flip up and down), convolution after the output is smaller (or unchanged, at least not increase) ah" ... Until you see the literature and the correspo
digits. The values for these four components are 0 to 255, where 0 indicates no brightness, and 255 represents the maximum brightness. The alpha component specifies the transparency of the color: 0 indicates full transparency, and 255 indicates total opacity.
Color vectors are in 4-tuple form (red, green, blue, alpha). For example, a color vector (0, 255, 0, 255) represents an opaque color that has no red and blue but green reaches the maximum brightness.
Another practice for representing col
);Path.lineto (0, 0);Path.close ();3. Use
With the drawing foundation of art, we can finish the design and implementation of the Shape class. Design of Shape class
A shape class represents a shape that can be moved around, can be deformed and dropped, and in the game there are many different shapes, such as strips, squares, bends, and so on. We use a 4x4 two-dimensional array to represent the structure of a graph, with 0 and one in the array represen
, remember that all of these conversions are based on the Cartesian coordinate left-hand system (and the left-hand line that flips 180 degrees along the x-axis), rather than the right-hand system. If you don't know the left and right hand lines, please Chado.set Conversion Origin
Conversion origin is important in scaling, skewing, and rotating, with specific reference to each conversion. The conversion origin is the center of the element by default, which is transform-origin:50% 50% 0. Transform
Title Description
Given a 4*4 01 chessboard, 1 represents a pawn, 0 represents a space, and a pawn 1 can be moved to a space next to or below four positions in each of the adjacent places. Then given your target chessboard, ask you at least how many steps you can take to turn the current chessboard into a target checkerboard state. input
The first line enters an integer t, which indicates that there is a T group of test data. Next, we give a 4*4 of only 0 and 1, with a blank line in the middle
or executable of a vertex shader that describes the actions that will be performed on the vertex. The output data of the vertex shader is the varying variable, which is computed for each generated slice during the Tu Yuanguang rasterization phase, and the result is the input data for the slice shader. The mechanism for Yuan Sheng each slice into a varying value from the original varying value assigned to each vertex is called interpolation. The input and output of the vertex shader data can be
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