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d3js_huanguang

于 2013-11-21 发布 文件大小:62KB
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代码说明:

  d3.js鼠标变幻霓虹光特效 代码,代码出处:http://www.itneng.com/thread-4185-1-1.html 代码易用(neon d3.js)

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    纯ALOHA协议 在该协议下,用户只要有帧产生,就会传送出去,发生冲突时,就等待一个随机时间后再重发。 所以对当前帧时,只有两种情况下可以发送成功: 1)当前帧时只有一帧要发送,且当前帧时的前一帧时无帧发送; 2)当前帧时只有一帧要发送(发送时刻为t),且前一帧时的最后一帧的发送时间不在(t- FRAMETIME)~ t这段时间内。 其他情况下都会产生冲突。 发生冲突时,错误帧继续传送,用户重新发送帧,设定一个随机数Rt,将该帧添加到第Rt/ FRAMETIME帧时上去,并设该帧的相对时间为Rt% FRAMETIME。这样即相当于用户等待一随机时间后重发。 对每一帧时进行上述控制,最终可得到成功发送的次数Suc,将其除以Suc = Suc /ARRAYLENGTH即得平均每帧时发送成功的帧数。 对于不同G,得到不同FrameArray,所得的Suc也不同,用一个数组来保存G与Suc的对应关系,再将其画出来。 -pure ALOHA agreement under the agreement, as long as users have a frame, it will transmit out, conflict, will wait for a random period of time before re-issued. Therefore, the current frame, there are only two circumstances can this success : 1) the current frame only one to send, and the current frame before one-time frame sent; 2) the current frame only to send a (t this moment), but before a final of a transmission time not (t-FRAMETIME) ~ t this time. Other cases will have conflict. Conflict, to continue to disseminate the wrong frame, users re-sending fram
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