, consistent variables are often used to provide values that are not frequently changed .Volatile variable (varying):Defines the data that is passed from the vertex processor to the chip processor.Constant Volume (const):such as the constant variable in CData type
Scalar:Supports the use of floating-point (float), integer (int), and Boolean (bool) valuesVector:Floating-point vector:VEC2 (vector of 2 floating-point numbers)VEC3 (vector of 3 floating-point numbers)VEC4 (vector of 4 floating-
.
value
Description
Test
None
The definition does not convert.
Test
Matrix (n,n,n,n,n,n)
Defines a 2D conversion, using a matrix of six values.
Test
Matrix3D (n,n,N,n,n,n,n, N ,n,n,N,n,n,N,n,n)
Defines a 3D conversion, using a 4x4 matrix of 16 values.
Translate (x,y)
Defines a 2D transformation.
Test
Translate3d (x,y,z
Question: Can you put a given figure in a 4x4 square with no more than 6 2x2 square paper?Topic Analysis: Violence to cite P (9,6) species (worst case) program can be.The code is as follows:# include UVA-12113 overlapping squares (backtracking + violence)
will save I/O Ports, for example, the above 4x4 = 16, 8 Io can be made with 16 buttons, 8x8 = 64, 16 Io can be made with 64 buttons.
Advantages: Multiple buttons can be used with less I/O to make sure the buttons are accurate;
Disadvantages:The program is one step more than the I/O buttons.
(2) I/O buttons
This is relatively simple. It uses the high and low levels of an IO port to determine whether the key is pressed.
Advantages:The procedures and ha
Black and white games
Time Limit: 10000 ms memory limit: 65536 KTotal submit: 9 accepted: 5Case time limit: 1000 ms
Description
[Problem description]The Board of the black and white games is composed of 4x4 square arrays. Each square of the Board contains one chess piece, eight white games and eight black ones. Each placement scheme of these 16 pieces constitutes a game state. Two squares with one public edge on the checker are called adjacent squares
fully considers the requirements of multimedia communication for video coding and decoding, and draws on the previous research results of video standards. Therefore, it has obvious advantages. The following describes the three advantages of H.264 in combination with the video codec technology requirements of the H.323 system.
1. compression ratio and Image Quality
The improvement of traditional algorithms such as intra-frame prediction, inter-frame prediction, transform encoding and entropy enc
thumbnail. If the-clean option is used, it will be ignored.
Mode. (effective from gdal1.6.0) select the most common sampling method. Average_mp is not suitable for use. average_magphase is used for the image of the complex data space. Nearest and average are used for common images. Nearest uses the nearest sampling (simple sampling), which calculates the mean of all valid values. Cubic sampling (effective from gdal1.7.0) uses a 4x4 approximate cubic
Detailed description of the service
A total of 6 bits are supported by the API. 2bit indicates that the AC coefficient of at least one 4x4 block in cbpc (2: CB and Cr is not all 0; 1: in CB and Cr, the DC coefficient of at least 2x2 is not all 0; 0: All color coefficients are all 0)
4 bits low indicate four 8x8 brightness blocks. The four bits starting from the lowest position correspond to 8x8 brightness blocks at the positions of, 10, and respectiv
.
Transform3dDefault constructorA common transform object is represented as a 4x4 Double Precision Floating Point matrix. This mathematical representation is based on rows. A transform3d object is not used in the scenario diagram, but is used to specify the graphic transformation of the transformgroup object.Transform3d ()Construct a transform3d object. The unit matrix is used by default (transformation is not concerned ).
A transform3d
When it comes to model transformation, it involves matrix operations. Although OpenGL has already packaged various model transformation operations for us to make the matrix transparent to users, we just need to call the API provided by it to implement these operations, but it is necessary to discuss some basic knowledge about the Matrix here, which is about the model matrix (4x4 matrix ), of course, I also agree to use the model conversion API provide
I. Create a Matrix
Multiple matrix creation methodsThere are multiple methods to define a matrix variable:
(1) The most common method is to use cvcreatemat ()It consists of two original functions, cvcreatematheader()AndCvcreatedata().
// Create a new rows by Cols matrix of Type 'type'.
Type: Type of the matrix element. the format is CV _ Cvmat * m = cvcreatemat (4,4, cv_32fc1 );Create a 4x4 matrix. When the Data Type of the matrix element is float
settings represented by OpenGL.
(2) write out the setting function of the viewport.
(3) write out the projection transformation setting function.
(4) obtain the 4x4 transformation matrix from the coordinate system W to the camera coordinate system (viewpoint coordinate system.
1. glulookat (0.0, 0.0, 100.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0 );
2. glviewport (100,100,200,200 );
3. gluperspective (60366f, 1.0f, 0.1f, 300366f );
4. The transformation matrix
, the Delta value is reduced in each stage.
Delta = delta * Roughness
The larger the roughness value, the more obvious the terrain is. The smaller the roughness, the smoother the terrain.
Use Perlin Noise to generate a height chartAny terrain algorithms without discussion of noise functions are incomplete. The most important noise function is Perlin Noise. He is almost a modern graphic software package that generates various flame, clouds, strange rocks, as well as the basis for many application
better when the lens is zoomed closer. The following pages will discuss how to draw these textures. Texture
First, you need an elevation chart and know how big your scenario is. Initially I wanted the Texel (texture pixel, texture 1 pixel) of a scene to be 1 meter (3.3 feet ), so the 4096x4096 texture makes the entire scenario 4x4 km big (about 2.5x2. 5 miles ). The scene size remains unchanged when the texture is reduced to 2048 × 2048, And now each
YUV components in the image data is different:
Y0 V0 Y1 U0 Y2 V2 Y3 U2...
The format of uyvy is similar to that of yuy2, but the order of YUV components in image data is different:
U0 y0 V0 Y1 U2 Y2 V2 Y3...
The ayuv format has an alpha channel and extracts YUV components for each pixel. The image data format is as follows:
A0 y0 U0 V0 A1 Y1 U1 V1...
The y41p (and y411) format retains the Y component for each pixel, while the UV component samples every 4 pixels horizontally. A macro
Flip game
Time limit:1000 ms
Memory limit:65536 K
Total submissions:14735
Accepted:6321
Description Flip game is played on a rectangular 4x4 field with two-sided pieces placed on each of its 16 squares. one side of each piece is white and the other one is black and each piece is lying either it's black or white side up. each round you flip 3 to 5 pieces, thus changing the color of their upper side
Ime limit: 1 second memory limit: 32768 KB
Background
Suppose that we have a square city with straight streets. A map of a city is a square board with N rows and n columns, each representing a street or a piece of wall.
A blockhouse is a small castle that has four openings through which to shoot. the four openings are facing north, east, south, and west, respectively. there will be one machine gun shooting through each opening.
Here we assume that a bullet is so powerful that it can run
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