Plant (Control Theory) > 자유게시판

본문 바로가기
Plant (Control Theory) > 자유게시판

Plant (Control Theory)

페이지 정보

작성자 Hubert 댓글 0건 조회 2회 작성일 24-10-01 04:27

본문

protect-nature.jpg?s=612x612&w=0&k=20&c=yGz6nwpbGATe0hRhy8HQPXvpK6VIEUtHAYGCEhqOsKs=A plant in management theory is the combination of process and actuator. A plant seeds, andresvzba33455.slypage.com, is usually referred to with a switch perform (generally within the s-area) which signifies the relation between an enter signal and the output sign of a system with out suggestions, commonly determined by physical properties of the system. An instance can be an actuator with its transfer of the enter of the actuator to its bodily displacement. In a system with suggestions, the plant still has the same transfer operate, but a management unit and a feedback loop (with their respective transfer features) are added to the system. Franklin, Gene F.; J. David Powell; Abbas Emami-Naeini (2002). Feedback Control of Dynamic Systems (four ed.). New Jersey: Prentice Hall with. Wescott, Tim (2006). Applied Control Theory for Embedded Systems. Elsevier/Newnes. Section 1.2 (Anatomy of a Control System). Fairman, Frederick Walker (1998). Linear Control Theory: The State Space Approach. Wiley. Section 2.1 (State Feedback and Controllability: Introduction). This techniques-associated article is a stub. You can help Wikipedia by expanding it.



maxresdefault.jpgFlood fill, additionally referred to as seed fill, is a flooding algorithm that determines and alters the realm related to a given node in a multi-dimensional array with some matching attribute. It is used in the "bucket" fill device of paint applications to fill connected, equally-coloured areas with a different shade, and in games comparable to Go and Minesweeper for determining which items are cleared. A variant called boundary fill makes use of the identical algorithms however is outlined as the area connected to a given node that doesn't have a particular attribute. Note that flood filling is just not appropriate for drawing stuffed polygons, as it should miss some pixels in more acute corners. Instead, see Even-odd rule and Nonzero-rule. The traditional flood-fill algorithm takes three parameters: a begin node, a target color, and a alternative coloration. The algorithm seems for all nodes within the array which might be connected to the start node by a path of the target coloration and modifications them to the replacement color.



For a boundary-fill, in place of the goal color, a border coloration would be provided. With the intention to generalize the algorithm within the frequent way, the next descriptions will as a substitute have two routines out there. One referred to as Inside which returns true for unfilled points that, by their shade, can be inside the stuffed space, and one known as Set which fills a pixel/node. Any node that has Set called on it should then not be Inside. Depending on whether we consider nodes touching at the corners related or not, we've got two variations: eight-manner and four-way respectively. Though straightforward to grasp, the implementation of the algorithm used above is impractical in languages and environments the place stack house is severely constrained (e.g. Microcontrollers). Moving the recursion into a data structure (either a stack or a queue) prevents a stack overflow. Check and set every node's pixel coloration earlier than adding it to the stack/queue, lowering stack/queue measurement.



Use a loop for the east/west instructions, queuing pixels above/below as you go (making it just like the span filling algorithms, below). Interleave two or more copies of the code with extra stacks/queues, to permit out-of-order processors more opportunity to parallelize. Use multiple threads (ideally with slightly totally different visiting orders, so they don't keep in the identical space). Quite simple algorithm - straightforward to make bug-free. Uses a whole lot of reminiscence, notably when using a stack. Tests most stuffed pixels a total of 4 instances. Not appropriate for sample filling, because it requires pixel take a look at outcomes to vary. Access sample isn't cache-friendly, for the queuing variant. Cannot simply optimize for multi-pixel phrases or bitplanes. It's possible to optimize things further by working primarily with spans, a row with constant y. The first printed full example works on the following fundamental principle. 1. Starting with a seed point, fill left and proper.

댓글목록

등록된 댓글이 없습니다.

전체분류

나의정보

회원로그인

오늘 본 상품

없음

장바구니

쇼핑몰 검색

위시리스트

공지사항
  • 게시물이 없습니다.
더보기

INFO

회사명. 몬테리오 주식회사 주소. 강원도 홍천군 서면 마곡길 220 몬테리오 리조트
사업자 등록번호. 223-81-17011 대표. 강창희 개인정보 보호책임자. 강창희
전화. 033-436-1000 팩스. 033-434-2005
통신판매업신고번호 제2014-강원홍천-0042호
Copyright © 몬테리오 주식회사. All Rights Reserved.

CS CENTER

033-436-1000

농협 351-0736-0355-03 몬테리오(주)