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找到约 2,916 项符合 Energy 的代码

skin.ini

[VERSION] ver=1 skinname=Energy_Yellow skinauthor=Almediadev authoremail=support@almdev.com authorurl=www.almdev.com skincomments= [PICTURES] picture=main.bmp inactivepicture= mask=mask.bmp

skin.ini

[VERSION] ver=1 skinname=Energy_Blue skinauthor=Almediadev authoremail=support@almdev.com authorurl=www.almdev.com skincomments= [PICTURES] picture=main.bmp inactivepicture= mask=mask.bmp a

waterfill.m

function [gn,bn,en,Nuse,btot] = waterfill(H,Ex_bar,Ntot,gap,Noise_var) % Pn is the channel pulse response % Ex_bar is the normalized energy % Ntot is the total number of subchannels % gap is the

character.cpp

#include "character.h" #include "gametime.h" Character::Character() { m_energy = 100.0f; m_maxEnergy = 100.0f; m_energyBurnRate = 1.0f; // per second

character.cpp

#include "character.h" #include "gametime.h" Character::Character() { m_energy = 100.0f; m_maxEnergy = 100.0f; m_energyBurnRate = 1.0f; // per second

pr2_50.m

%Problem 2.50 %Amplitude measuring; Simulates ML amplitude estimation for an arbitrary %pulse; clear all; close all; S=linspace(0,1,101); S=S/norm(S); %reference signal vector, its energy is nor

chirpatom.book

LastWave Header Name : m Signal dx : 0.0009765625 Signal size : 1024 Signal energy : 1038.2919 Decomp border type 3 Decomp atomWindow 4 Decomp oMin 2 oMax 10 Decomp tNSON 2 fNSON 1

character.cpp

#include "character.h" #include "gametime.h" Character::Character() { m_energy = 100.0f; m_maxEnergy = 100.0f; m_energyBurnRate = 1.0f; // per second

waterfill.asv

function [gn,bn,en,Nuse,btot] = waterfill(H,Ex_bar,Ntot,gap,Noise_var) % Pn is the channel pulse response % Ex_bar is the normalized energy % Ntot is the total number of subchannels % gap is the

waterfill.m

function [gn,bn,en,Nuse,btot] = waterfill(H,Ex_bar,Ntot,gap,Noise_var) % Pn is the channel pulse response % Ex_bar is the normalized energy % Ntot is the total number of subchannels % gap is the