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classic games, TC produced using a simple algorithm, and features simple, thank...
迷宫求解经典游戏,采用TC制作,算法简单,功能简单,-classic games, TC produced using a simple algorithm, and features simple, thank you
- 2022-03-29 13:50:32下载
- 积分:1
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stap_clutter
联合空时自适应处理算法仿真之杂波谱仿真程序(Joint space-time adaptive processing algorithm simulation of the clutter spectrum simulation program)
- 2021-02-26 01:19:37下载
- 积分:1
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controlbar
一个支持各种交叉等形状工业控制管道控件的实现
(One supports a variety of shapes, such as industrial control cross-pipe controls to achieve)
- 2008-02-27 15:59:18下载
- 积分:1
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zhisu
本程序通过用户输入范围而求出范围内所有的质数 (The scope of this program through the user input to derive all the prime numbers within the range)
- 2011-08-22 11:05:45下载
- 积分:1
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用matlab编写的smith圆图软件
解压之后包括两个文件
直接运行.m即可...
用matlab编写的smith圆图软件
解压之后包括两个文件
直接运行.m即可-Prepared by using matlab software smith circle diagram extract directly after the operation, including two documents. M can
- 2022-08-14 20:22:38下载
- 积分:1
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item3
车轮上刻有一圈共n个英文小写字母,滚滚向前每碾过一圈就留下一条印迹,这类印迹都是长度为n的字符串。显然,从不同位置开始碾,可能得到不同的印迹。既然历史的车轮滚滚向前,故不必考虑向后碾的情况。于是,一个车轮最多对应于n条不同的印迹;反之,不同的印迹也可能来自相同的车轮。
也就是说,两条印迹若能通过循环移位相互转换,则它们来自同一条车轮。比如,所谓的循环左移k位,是指将字符串"s1 ... sk sk+1 ... sn"转换为"sk+1 ... sn s1 ... sk"。
现在,已知不同车轮的m条印迹,请你核对它们的所属的车轮。
输入
第一行有两个正整数,即车轮周长n和印迹总数m。
接下来的m行分别给出m条印迹,长度均为n。
输出
共m行,依次对应于m条印迹。
若第i条印迹与之前的第k条(0 < k < i)印迹来自同一车轮,则输出编号k;若存在多个这样的k,则输出最小者。否则(第i条印迹所来自的车轮不同于之前的所有车轮),则输出0。(If strip I imprinting and previous article K (0 < K < I) imprinted from the same wheel, the output number k is output; if there are many such K, the output is the smallest. Otherwise (the wheel from the I mark is different from all the previous wheels), the output is 0.)
- 2018-01-11 20:01:20下载
- 积分:1
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AdvInAbatSrc
说明: 这是一个简单的2d图形动画,是用VC编的,适合初学者参考。(This is a simple 2d graphics animation, VC series is the reference for beginners.)
- 2006-01-31 17:44:04下载
- 积分:1
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EADC_SOFT_INT
通过软件触发进行ADC管脚采样,不使用定时器或者其他方式触发,节省了定时器(The ADC pin sampling is triggered by software triggering, and the timer is saved without using timers or other modes)
- 2017-08-30 16:59:07下载
- 积分:1
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ball
桌面弹球是游戏中常见的游戏,从以前的掌上游戏机到如今的手机游戏,都是一个十分经典的游戏。玩家控制一个可以左右移动的挡板去改变运动中小球的移动方向,目的是用小球消除游戏屏幕中的所有障碍物到达下一关,在障碍物被消除的过程中,可能会产生一些能改变挡板或者小球状态的物品,例如:挡板变长、变短,小球威力加强等等。本章主要介绍如何实现一个简单的弹球游戏,让读者了解“动画”的实现原理。(Desktop pinball game is common in game, from the previous game boy to today s mobile games, is a very classic game players control a can move around the damper to change the ball movement direction of the movement, the purpose is to use the ball game screen to eliminate all the obstacles and reach the next level, in the process of obstacle is eliminated, may produce some can change baffle or ball state items, such as: baffle get long become short, ball power to strengthen and so on this chapter mainly introduces how to realize a simple pinball game, let the reader know animation principle
)
- 2012-11-21 12:25:28下载
- 积分:1
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Transfer-master
说明: 一个实现迁移学习的小程序,例子还是很有用的。。。。。。。。。。。。。。。。。。。。。。。。。。。(A small program to achieve transfer learning, examples are still very useful...........................................)
- 2019-10-14 21:06:39下载
- 积分:1