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    Plant (Control Theory)

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    작성자 Osvaldo
    댓글 0건 조회 3회 작성일 24-09-27 02:34

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    protect-nature.jpg?s=612x612&w=0&k=20&c=yGz6nwpbGATe0hRhy8HQPXvpK6VIEUtHAYGCEhqOsKs=A plant seeds [edwinlmkg45577.activablog.com] in management principle is the mixture of process and actuator. A plant is usually referred to with a transfer function (generally within the s-domain) which signifies the relation between an input sign and the output sign of a system without feedback, generally determined by bodily properties of the system. An instance could be an actuator with its transfer of the enter of the actuator to its physical displacement. In a system with feedback, the plant nonetheless has the identical switch function, but a control unit and a suggestions loop (with their respective transfer functions) 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 systems-associated article is a stub. You may also help Wikipedia by expanding it.



    plantforfishtankoxygenationelodeac4dmodel000.jpgFlood fill, also known as seed fill, is a flooding algorithm that determines and alters the realm connected to a given node in a multi-dimensional array with some matching attribute. It's used in the "bucket" fill software of paint applications to fill related, equally-coloured areas with a special colour, and in video games comparable to Go and Minesweeper for figuring out which pieces are cleared. A variant known as boundary fill uses the same algorithms but is outlined as the area connected to a given node that does not have a specific attribute. Note that flood filling is just not suitable for drawing filled polygons, as it should miss some pixels in additional acute corners. Instead, see Even-odd rule and Nonzero-rule. The standard flood-fill algorithm takes three parameters: a begin node, a target coloration, and a substitute color. The algorithm seems to be for all nodes in the array that are linked to the start node by a path of the target shade and modifications them to the replacement coloration.

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    For a boundary-fill, in place of the target color, a border shade can be equipped. With a purpose to generalize the algorithm within the common manner, the following descriptions will as a substitute have two routines obtainable. One known as Inside which returns true for unfilled points that, by their shade, would be contained in the stuffed area, and one known as Set which fills a pixel/node. Any node that has Set called on it must then now not be Inside. Depending on whether or not we consider nodes touching on the corners linked or not, we now have two variations: eight-method and 4-manner respectively. Though simple to understand, the implementation of the algorithm used above is impractical in languages and environments the place stack area is severely constrained (e.g. Microcontrollers). Moving the recursion into an information construction (either a stack or a queue) prevents a stack overflow. Check and set every node's pixel color earlier than including it to the stack/queue, decreasing stack/queue size.



    Use a loop for the east/west instructions, queuing pixels above/beneath as you go (making it much like the span filling algorithms, under). Interleave two or extra copies of the code with extra stacks/queues, to allow out-of-order processors more alternative to parallelize. Use multiple threads (ideally with slightly completely different visiting orders, so they don't keep in the identical area). Quite simple algorithm - straightforward to make bug-free. Uses loads of memory, notably when utilizing a stack. Tests most stuffed pixels a total of four times. Not suitable for sample filling, because it requires pixel take a look at results to vary. Access sample will not be cache-pleasant, for the queuing variant. Cannot simply optimize for multi-pixel words or bitplanes. It's attainable to optimize things additional by working primarily with spans, a row with constant y. The primary printed complete instance works on the following primary principle. 1. Starting with a seed point, fill left and right.

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