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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