* Use 10 MHz crystal frequency. * Use Timer0 for ten millisecond looptime. * Blink "Alive" LED every two and a half seconds. * Use pushbutton to exercise Screens utility.
标签: millisecond Use frequency looptime
上传时间: 2017-04-23
上传用户:偷心的海盗
PIC_Hi-Tech_C_Mike_Pearces_I2C_routines * Use 10 MHz crystal frequency. * Use Timer0 for ten millisecond looptime. * Blink "Alive" LED every two and a half seconds. * Use pushbutton to exercise Screens utility.
标签: PIC_Hi-Tech_C_Mike_Pearces_I C_routines Use frequency
上传时间: 2013-12-19
上传用户:标点符号
WSNs being energy constrained systems, one major problem is to employ the sensor nodes in such a manner so as to ensure maximum coverage and connectivity with minimal or optimal number of nodes and furthermore elongate network lifetime with maximum energy utilization. The problem addressed has been tackled for 1-D linear array and further extended to 2-Dimensions as stated in the next slides.
标签: constrained systems problem energy
上传时间: 2017-04-28
上传用户:evil
使用INTEL矢量统计类库的程序,包括以下功能: Raw and central moments up to 4th order Kurtosis and Skewness Variation Coefficient Quantiles and Order Statistics Minimum and Maximum Variance-Covariance/Correlation matrix Pooled/Group Variance-Covariance/Correlation Matrix and Mean Partial Variance-Covariance/Correlation matrix Robust Estimators for Variance-Covariance Matrix and Mean in presence of outliers
标签: 61623 and Kurtosis central
上传时间: 2017-05-14
上传用户:yzy6007
This code proposes genetic algorithm (GA) to optimize the point-to-point trajectory planning for a 3-link robot arm. The objective function for the proposed GA is to minimizing traveling time and space, while not exceeding a maximum pre-defined torque, without collision with any obstacle in the robot workspace.
标签: point-to-point trajectory algorithm proposes
上传时间: 2013-12-21
上传用户:chenxichenyue
The Hilbert Transform is an important component in communication systems, e.g. for single sideband modulation/demodulation, amplitude and phase detection, etc. It can be formulated as filtering operation which makes it possible to approximate the Hilbert Transform with a digital filter. Due to the non-causal and infinite impulse response of that filter, it is not that easy to get a good approximation with low hardware resource usage. Therefore, different filters with different complexities have been implemented. The detailed discussion can be found in "Digital Hilbert Transformers or FPGA-based Phase-Locked Loops" (http://ieeexplore.ieee.org/xpl/freeabs_all.jsp?arnumber=4629940). The design is fully pipelined for maximum throughput.
标签: e.g. communication Transform important
上传时间: 2017-06-25
上传用户:gxf2016
This m file hide an image jpeg,png in another jpeg,png image. The height and width of the secret image is in LSB of 1st 32 pixels of 1st row of the cover image.This helps in the recovery of secret image. The secret image must be smaller than cover image.A message box will appear with a number ,that number is the maximum product of width and height of secret image that can be successfully embedded in the cover image. The final png image will appear in workspace with random name.This image contains the secret image.One such png image is in the zip file with name 4447.png it contains an image of res 100x122.
上传时间: 2017-07-25
上传用户:gououo
This function is used to evaluate the max height and the max distance of a projectile and plot the trajectory. Inputs v0 : The initial velocity in m/s theta: The angle at which the projectile is fired in degrees Outputs hmax : The maximum hieght in m dmax : The maximum distance in m
标签: projectile and the max
上传时间: 2013-12-22
上传用户:dongbaobao
This document explains the pulse compression technique. Why it is required and how can it be used effectively. The pulse compression technique helps to increase the maximum range without sacrificing the range resolution and still the power requirement remains low.
标签: compression technique document explains
上传时间: 2013-12-18
上传用户:fnhhs
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