视点变换,旋转,加速减速,星空背景太阳,光晕各行星纹理#include#include#include#include#include#include#include#pragmacomment(lib,"winmm.lib")#pragmacomment(lib,"wininet")//纹理图像结构typedefstruct{intimgWidth;//纹理宽度intimgHeight;//纹理高度unsignedcharbyteCount;//每个象素对应的字节数,3:24位图,4:带alpha通道的24位图unsignedchar*data;//纹理数据}TEXTUREIMAGE;//BMP文件头#pragmapack(2)typedefstruct{unsignedshortbfType;//文件类型unsignedlongbfSize;//文件大小unsignedshortbfReserved1;//保留位unsignedshortbfReserved2;//保留位unsignedlongbfOffBits;//数据偏移位置}BMPFILEHEADER;#pragmapack()//BMP信息头typedefstruct{unsignedlongbiSize;//此结构大小longbiWidth;//图像宽度longbiHeight;//图像高度unsignedshortbiPlanes;//调色板数量unsignedshortbiBitCount;//每个象素对应的位数,24:24位图,32:带alpha通道的24位图unsignedlongbiCompression;//压缩unsignedlongbiSizeImage;//图像大小longbiXPelsPerMeter;//横向分辨率longbiYPelsPerMeter;//纵向分辨率unsignedlongbiClrUsed;//颜色使用数unsignedlongbiClrImportant;//重要颜色数}BMPINFOHEADER;//定义窗口的标题、宽度、高度、全屏布尔变量#defineWIN_TITLE"模拟太阳系各星球的转动"constintWIN_WIDTH=800;constintWIN_HEIGHT=600;BOOLisFullScreen=FALSE;//初始不为全屏#defineDEG_TO_RAD0.017453floatangle=0.0;staticGLdoubleviewer[]={0,0,0,0,0};//初始化视角GLUquadricObj*quadric;//建立二次曲面对象GLfloatangle_Z;//星空旋转角度boolg_bOrbitOn=true;//控制转动暂停floatg_fSpeedmodifier=1.0f;//时间控制floatg_fElpasedTime;doubleg_dCurrentTime;doubleg_dLastTime;GLfloatLightAmbient[]={1.0f,1.0f,1.0f,0.0f};//环境光参数GLfloatLightDiffuse[]={1.0f,1.0f,1.0f,0.0f};//漫射光参数GLfloatLightPosition[]={0.0f,0.0f,0.0f,1.0f};//光源的位置//纹理图象TEXTUREIMAGEskyImg;TEXTUREIMAGEsunImg;TEXTUREIMAGErayImg;TEXTUREIMAGEmercuImg;TEXTUREIMAGEvenusImg;TEXTUREIMAGEearthImg;TEXTUREIMAGEmarsImg;TEXTUREIMAGEjupiterImg;TEXTUREIMAGEsaturnImg;TEXTUREIMAGEuranusImg;TEXTUREIMAGEneptuneImg;TEXTUREIMAGEmoonImg;GLuinttexture[12];//纹理数组//星球速度定义staticfloatfSunSpin=0.0f;//太阳自转速度staticfloatfMercuSpin=0.0f;//水星自转速度staticfloatfMercuOrbit=0.0f;//水星公转速度staticfloatfVenusSpin=0.0f;//金星自转速度staticfloatfVenusOrbit=0.0f;//金星公转速度staticfloatfEarthSpin=0.0f;//地球自转速度staticfloatfEarthOrbit=0.0f;//地球公转速度staticfloatfMarsSpin=0.0f;//火星自转速度staticfloatfMarsOrbit=0.0f;//火星公转速度staticfloatfJupiterSpin=0.0f;//木星自转速度staticfloatfJupiterOrbit=0.0f;//木星公转速度staticfloatfSaturnSpin=0.0f;//土星自转速度staticfloatfSaturnOrbit=0.0f;//土星公转速度staticfloatfUranusSpin=0.0f;//天王星自转速度staticfloatfUranusOrbit=0.0f;//天王星公转速度staticfloatfNeptuneSpin=0.0f;//海王星自转速度staticfloatfNeptuneOrbit=0.0f;//海王星公转速度staticfloatfMoonSpin=0.0f;//月亮自转速度staticfloatfMoonOrbit=0.0f;//月亮公转速度voidMakeTexture(TEXTUREIMAGEtextureImg,GLuint*texName)//转换为纹理{glPixelStorei(GL_UNPACK_ALIGNMENT,1);//对齐像素字节函数glGenTextures(1,texName);//第一个参数指定表明获取多少个连续的纹理标识符glBindTexture(GL_TEXTURE_2D,*texName);glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,textureImg.imgWidth,textureImg.imgHeight,0,GL_RGB,GL_UNSIGNED_BYTE,textureImg.data);}//初始化OpenGLvoidInitGL(void){glClearColor(0.0f,0.0f,0.0f,0.5f);//设置黑色背景glClearDepth(2.0f);//设置深度缓存glEnable(GL_DEPTH_TEST);//启动深度测试glDepthFunc(GL_LEQUAL);//深度小或相等的时候渲染glShadeModel(GL_SMOOTH);//启动阴影平滑glEnable(GL_CULL_FACE);//开启剔除操作效果glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);//使用质量最好的模式指定颜色和纹理坐标的插值质量glLightfv(GL_LIGHT1,GL_AMBIENT,LightAmbient);//设置环境光glLightfv(GL_LIGHT1,GL_DIFFUSE,LightDiffuse);//设置漫反射光glEnable(GL_LIGHTING);//打开光照glEnable(GL_LIGHT1);//打开光源1//载入纹理glEnable(GL_TEXTURE_2D);//开启2D纹理映射MakeTexture(skyImg,&texture;[0]);MakeTexture(sunImg,&texture;[1]);MakeTexture(rayImg,&texture;[2]);MakeTexture(mercuImg,&texture;[3]);MakeTexture(venusImg,&texture;[4]);MakeTexture(earthImg,&texture;[5]);MakeTexture(marsImg,&texture;[6]);MakeTexture(jupiterImg,&texture;[7]);MakeTexture(saturnImg,&texture;[8]);MakeTexture(uranusImg,&texture;[9]);MakeTexture(neptuneImg,&texture;[10]);MakeTexture(moonImg,&texture;[11]);quadric=gluNewQuadric();//建立一个曲面对象指针gluQuadricTexture(quadric,GLU_TRUE);//建立纹理坐标gluQuadricDrawStyle(quadric,GLU_FILL);//面填充}voidDisplay(void){glLoadIdentity();//设置观察点的位置和观察的方向gluLookAt(viewer[0],viewer[1],viewer[2],viewer[3],viewer[4],-5,0,1,0);//摄像机x,摄像机y,摄像机z,目标点x,目标点y,目标点z,摄像机顶朝向x,摄像机顶朝向y,摄像机顶朝向z//获得系统时间使太阳系有动态效果g_dCurrentTime=timeGetTime();g_fElpasedTime=(float)((g_dCurrentTime-g_dLastTime)*0.0005);g_dLastTime=g_dCurrentTime;glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);glMatrixMode(GL_MODELVIEW);//指定GL_MODELVIEW是下一个矩阵操作的目标glTranslatef(0.0f,0.0f,-5.0f);//将坐标系移入屏幕5.0fglRotatef(10,1.0f,0.0f,0.0f);//将坐标系绕x轴旋转10度glEnable(GL_LIGHT0);//打开光源0/**********************************绘制背景星空********************************************/glPushMatrix();//当前模型矩阵入栈glTranslatef(-10.0f,3.0f,0.0f);glRotatef(angle_Z,0.0f,0.0f,1.0f);glEnable(GL_TEXTURE_2D);glBindTexture(GL_TEXTURE_2D,texture[0]);//星空纹理glBegin(GL_QUADS);glNormal3f(0.0f,0.0f,1.0f);glTexCoord2f(0.0f,0.0f);glVertex3f(-50.0f,-50.0f,-50.0f);glTexCoord2f(6.0f,0.0f);glVertex3f(50.0f,-50.0f,-50.0f);glTexCoord2f(6.0f,6.0f);glVertex3f(50.0f,50.0f,-50.0f);glTexCoord2f(0.0f,6.0f);glVertex3f(-50.0f,50.0f,-50.0f);glEnd();glBegin(GL_QUADS);glNormal3f(0.0f,0.0f,-1.0f);glTexCoord2f(6.0f,6.0f);glVertex3f(-50.0f,-50.0f,50.0f);glTexCoord2f(0.0f,6.0f);glVertex3f(50.0f,-50.0f,50.0f);glTexCoord2f(0.0f,0.0f);glVertex3f(50.0f,50.0f,50.0f);glTexCoord2f(6.0f,0.0f);glVertex3f(-50.0f,50.0f,50.0f);glEnd();glBegin(GL_QUADS);glNormal3f(0.0f,1.0f,0.0f);glTexCoord2f(0.0f,0.0f);glVertex3f(-50.0f,-50.0f,-50.0f);glTexCoord2f(6.0f,6.0f);glVertex3f(50.0f,-50.0f,50.0f);glTexCoord2f(6.0f,0.0f);glVertex3f(50.0f,-50.0f,-50.0f);glTexCoord2f(0.0f,6.0f);glVertex3f(-50.0f,-50.0f,50.0f);glEnd();glBegin(GL_QUADS);glNormal3f(0.0f,-1.0f,0.0f);glTexCoord2f(6.0f,6.0f);glVertex3f(-50.0f,50.0f,-50.0f);glTexCoord2f(0.0f,0.0f);glVertex3f(50.0f,50.0f,50.0f);glTexCoord2f(0.0f,6.0f);glVertex3f(50.0f,50.0f,-50.0f);glTexCoord2f(6.0f,0.0f);glVertex3f(-50.0f,50.0f,50.0f);glEnd();glBegin(GL_QUADS);glNormal3f(1.0f,0.0f,0.0f);glTexCoord2f(0.0f,0.0f);glVertex3f(-50.0f,-50.0f,-50.0f);glTexCoord2f(6.0f,6.0f);glVertex3f(-50.0f,50.0f,50.0f);glTexCoord2f(0.0f,6.0f);glVertex3f(-50.0f,-50.0f,50.0f);glTexCoord2f(6.0f,0.0f);glVertex3f(-50.0f,50.0f,-50.0f);glEnd();glBegin(GL_QUADS);glNormal3f(-1.0f,0.0f,0.0f);glTexCoord2f(6.0f,6.0f);glVertex3f(50.0f,-50.0f,-50.0f);glTexCoord2f(0.0f,0.0f);glVertex3f(50.0f,50.0f,50.0f);glTexCoord2f(6.0f,0.0f);glVertex3f(50.0f,-50.0f,50.0f);glTexCoord2f(0.0f,6.0f);glVertex3f(50.0f,50.0f,-50.0f);glEnd();glPopMatrix();//当前模型矩阵出栈/**********************************绘制太阳************************************************/glBindTexture(GL_TEXTURE_2D,texture[2]);//光晕纹理glEnable(GL_BLEND);//开启混合glDisable(GL_DEPTH_TEST);//关闭深度测试//绘制太阳光晕glDisable(GL_LIGHTING);//关闭光照glBlendFunc(GL_SRC_ALPHA,GL_ONE);//半透明混合函数glColor4f(1.0f,0.5f,0.0f,0.5f);//设置RGBA值glBegin(GL_QUADS);glNormal3f(0.0f,0.0f,1.0f);glTexCoord2f(0.0f,0.0f);glVertex3f(-1.0f,-1.0f,0.0f);glTexCoord2f(1.0f,0.0f);glVertex3f(1.0f,-1.0f,0.0f);glTexCoord2f(1.0f,1.0f);glVertex3f(1.0f,1.0f,0.0f);glTexCoord2f(0.0f,1.0f);glVertex3f(-1.0f,1.0f,0.0f);glEnd();glDisable(GL_BLEND);//关闭混合glEnable(GL_DEPTH_TEST);glEnable(GL_LIGHTING);//开启光照glLightfv(GL_LIGHT1,GL_POSITION,LightPosition);//设置光源1位置glBindTexture(GL_TEXTURE_2D,texture[1]);//太阳纹理//将坐标系绕Y轴旋转fSunSpin角度,控制太阳自转glRotatef(fSunSpin,0.0,1.0,0.0);gluSphere(quadric,0.3f,32,32);//绘制太阳球体/**********************************绘制水星************************************************/glDisable(GL_LIGHT0);glEnable(GL_TEXTURE_2D);//开启纹理glPushMatrix();//当前模型视图矩阵入栈//将坐标系绕Y轴旋转fMercuOrbit角度,控制水星公转glRotatef(fMercuOrbit,0.0f,1.0f,0.0f);glRotatef(-90.0f,1.0f,0.0f,0.0f);//将坐标系绕X轴旋转-90度glTranslatef(0.5f,0.0f,0.0f);//将坐标系右移0.5fglBindTexture(GL_TEXTURE_2D,texture[3]);//水星纹理//将坐标系绕Z轴旋转fMercuSpin角度控制水星自转glRotatef(fMercuSpin,0.0f,0.0f,1.0f);gluSphere(quadric,0.04f,32,32);//水星球体glPopMatrix();//当前模型视图矩阵出栈//绘制轨道glBegin(GL_LINE_LOOP);for(angle=0;angle=-6.0)viewer[0]-=0.5;break;case'u':case'U':if(viewer[1]=-6.0)viewer[1]-=0.1;break;case'+':case'='://加速,减速,暂停g_fSpeedmodifier+=1.0f;glutPostRedisplay();break;case'':g_bOrbitOn=!g_bOrbitOn;glutPostRedisplay();break;case'-'://按'-'减小运行速度g_fSpeedmodifier-=1.0f;glutPostRedisplay();break;caseVK_ESCAPE://按ESC键时退出exit(0);break;default:break;}}voidspecial_keys(ints_keys,intx,inty){switch(s_keys){caseGLUT_KEY_F1://按F1键时切换窗口/全屏模式if(isFullScreen){glutReshapeWindow(WIN_WIDTH,WIN_HEIGHT);glutPositionWindow(30,30);isFullScreen=FALSE;}else{glutFullScreen();isFullScreen=TRUE;}break;caseGLUT_KEY_RIGHT://视角上下左右旋转if(viewer[3]=-3.0)viewer[3]-=0.1;break;caseGLUT_KEY_UP:if(viewer[4]=-4.5)viewer[4]-=0.1;break;default:break;}}voidmouse(intbtn,intstate,intx,inty)//远近视角{if(btn==GLUT_RIGHT_BUTTON&&state==GLUT_DOWN)viewer[2]+=0.3;if(btn==GLUT_LEFT_BUTTON&&state==GLUT_DOWN&&viewer;[2]>=-3.9)viewer[2]-=0.3;}voidLoadBmp(char*filename,TEXTUREIMAGE*textureImg)//载入图片{inti,j;FILE*file;BMPFILEHEADERbmpFile;BMPINFOHEADERbmpInfo;intpixel_size;//初始化纹理数据textureImg->imgWidth=0;textureImg->imgHeight=0;if(textureImg->data!=NULL){delete[]textureImg->data;}//打开文件file=fopen(filename,"rb");if(file==NULL){return;}//获取文件头rewind(file);fread(&bmpFile;,sizeof(BMPFILEHEADER),1,file);fread(&bmpInfo;,sizeof(BMPINFOHEADER),1,file);//验证文件类型if(bmpFile.bfType!=0x4D42){return;}//获取图像色彩数pixel_size=bmpInfo.biBitCount>>3;//读取文件数据textureImg->data=newunsignedchar[bmpInfo.biWidth*bmpInfo.biHeight*pixel_size];for(i=0;idata+(i*bmpInfo.biWidth+j)*pixel_size+2,sizeof(unsignedchar),1,file);//绿色分量fread(textureImg->data+(i*bmpInfo.biWidth+j)*pixel_size+1,sizeof(unsignedchar),1,file);//蓝色分量fread(textureImg->data+(i*bmpInfo.biWidth+j)*pixel_size+0,sizeof(unsignedchar),1,file);//Alpha分量if(pixel_size==4){fread(textureImg->data+(i*bmpInfo.biWidth+j)*pixel_size+3,sizeof(unsignedchar),1,file);}}}//记录图像相关参数textureImg->imgWidth=bmpInfo.biWidth;textureImg->imgHeight=bmpInfo.biHeight;textureImg->byteCount=pixel_size;fclose(file);}//程序主函数voidmain(intargc,char**argv){//读图片LoadBmp("Picture//Sky.bmp",&skyImg;);LoadBmp("Picture//Sun.bmp",&sunImg;);LoadBmp("Picture//Ray.bmp",&rayImg;);LoadBmp("Picture//Mercu.bmp",&mercuImg;);LoadBmp("Picture//Venus.bmp",&venusImg;);//金星LoadBmp("Picture//Earth.bmp",&earthImg;);LoadBmp("Picture//Mars.bmp",&marsImg;);//火星LoadBmp("Picture//Jupiter.bmp",&jupiterImg;);//木星LoadBmp("Picture//Saturn.bmp",&saturnImg;);//土星LoadBmp("Picture//Uranus.bmp",&uranusImg;);//天王星LoadBmp("Picture//Neptune.bmp",&neptuneImg;);//海王星LoadBmp("Picture//Moon.bmp",&moonImg;);glutInit(&argc;,argv);//初始化GLUT库glutInitDisplayMode(GLUT_RGBA|GLUT_DOUBLE|GLUT_DEPTH);//初始化显示模式glutInitWindowSize(WIN_WIDTH,WIN_HEIGHT);//初始化窗口大小glutInitWindowPosition(20,20);//初始化窗口位置GLuintwindow=glutCreateWindow(WIN_TITLE);//建立窗口InitGL();//初始化OpenGLglutDisplayFunc(Display);glutReshapeFunc(Reshape);glutKeyboardFunc(keyboard);glutSpecialFunc(special_keys);glutMouseFunc(mouse);glutIdleFunc(Display);//设置窗口空闲时的处理函数glutMainLoop();//进入事件处理循环}
2025/6/8 20:47:10 3.53MB 三维动画 模拟太阳系
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这是上传的描述这是上传的描述这是上传的描述这是上传的描述这是上传的描述这是上传的描述这是上传的描述这是上传的描述这是上传的描述
2025/4/4 6:24:17 137B 这是tags
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WPCOM旧版重定向器WordPress插件,用于以可扩展方式处理旧版重定向。
重定向存储为自定义帖子类型,并使用以下字段:post_name为“来自”路径或URL的md5哈希值。
我们使用此列,因为它已建立索引并且查询速度非常快。
我们还使用md5只是为了简化存储。
post_title用来存储“from”路径的非md5版本。
任一个:post_parent如果我们重定向到帖子);
或者如果要重定向到备用URL,post_excerpt。
有关详细文档,请参阅使用此插件之前,请与我们联系。
要求PHP5.6以上WordPress4.5以上变更记录有关的完整列表,请参见。
执照根据GPL-2.0-or-later许可。
2025/3/5 12:20:28 30KB wordpress wordpress-plugin redirects vip
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无线传感网络虚拟力粒子群算法title"虚拟力导向粒子群优化网络布局覆盖率收敛曲线"
2025/2/27 12:48:51 13KB 无线传感网络 粒子群
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程序特点:无需数据库独立运行支持泛解析模式1程序带有简易后台2文章内容可以自动采集或者自动组合生成3程序伪静态动态可一键开关4内置近50套模版可随机调用,也可以选择缓存固定。
5今日昨日蜘蛛数量全权掌握。
6提供自助开发模版标签。
7每个网站都有首页列表页及其文章页8列表页采用中文URL9可以优化自己定义的关键词10程序支持泛解析模式11关键词可以转码显示12无需数据库支持13程序默认屏蔽谷歌蜘蛛,如需要谷歌蜘蛛请在robots.txt中删除(注意:非快车seo网付费会员将随机出现我们提供的广告)安装使用教程:php环境首选5.4与5.2,如果遇到报错或者乱码请尝试切换不同版本php试试.将程序上传到网站根目录,直接访问首页(index.php),将出现先安装配置页面,按要求配置好后将打开后台页面,后台登录页面http://域名/login.php(安装好后建议修改)后台设置好是否需要采集(如采集内容页自动显示采集的文章和标题)是否开启伪静态 是否缓存(缓存后刷新页面不变化) 后台可以自动采集title content(如果配置为caiji0将调
2025/2/21 4:05:04 9.54MB php源码
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NIDAQmxforVS2008/2010C接口包含.h和.lib/*Title:NIDAQmx.h*//*Purpose:IncludefileforNI-DAQmxlibrarysupport.
2025/2/1 18:34:57 188KB VS2008 VS2010 C接口
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Title:AutomotiveEngineering:Powertrain,ChassisSystemandVehicleBodyAuthor(s):DavidCrollaPublisher:Butterworth-HeinemannYear:2009Language:EnglishPages(biblio\tech):835\835ISBN:9781856175777,1856175774Aone-stopDeskReference,forengineersinvolvedinvehicledesignanddevelopment;thisisabookthatwillnotgatherdustontheshelf.Itbringstogethertheessentialprofessionalreferencecontentfromleadinginternationalcontributorsinthefield.Materialrangesfrombasictoadvancedtopicsfromenginesandtransmissionstovehicledynamicsandmodelling.*Ahard-workingDeskReference,providingalltheessentialmaterialneededbyAutomotiveEngineersonaday-to-daybasis.*Fundamentals,keytechniques,engineeringbestpracticeandrules-of-thumbtogetherinonequick-referencesourcebook.*Definitivecontentbytheleadingauthorsinthefield.
2025/1/28 1:08:44 50.82MB Automotive E Powertrain Chassis
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PBDOM遍历一个节点下的所有节点name及text的函数例:1>trades_sold_get_response!2>trades!3>trade!4>adjust_fee:0.004>buyer_nick:hwangyanhong4>buyer_obtain_point_fee:04>buyer_rate:false4>cod_fee:0.004>cod_status:NEW_CREATED4>consign_time:2011-04-1821:32:404>created:2011-04-1712:25:234>discount_fee:0.004>modified:2011-04-1821:32:404>num:14>num_iid:100502052764>orders!5>order!6>adjust_fee:0.006>buyer_rate:false6>discount_fee:0.006>num:16>num_iid:100502052766>oid:723705613488006>payment:1.006>pic_path:http://img04.taobaocdn.com/bao/uploaded/i4/T1Ny8OXaXKXXaOBDQT_013227.jpg6>price:1.006>refund_status:NO_REFUND6>seller_rate:false6>seller_type:C6>status:WAIT_BUYER_CONFIRM_GOODS6>title:测试商品,请勿购买6>total_fee:1.004>pay_time:2011-04-1712:27:434>payment:1.004>pic_path:http://img04.taobaocdn.com/bao/uploaded/i4/T1Ny8OXaXKXXaOBDQT_013227.jpg4>point_fee:04>post_fee:0.004>price:1.004>real_point_fee:04>received_payment:0.004>receiver_address:所属地区:手机/小灵通号码:13764963675备注:4>receiver_name:不需收货人4>receiver_zip:0000004>seller_nick:xianzai894>seller_rate:false4>shipping_type:free4>sid:723705613488004>status:WAIT_BUYER_CONFIRM_GOODS4>tid:723705613488004>title:现在店4>total_fee:1.004>type:fixed2>total_results:1
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小波变换的图像处理%MATLAB2维小波变换经典程序%FWT_DB.M;%此示意程序用DWT实现二维小波变换%编程时间2004-4-10,编程人沙威%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%clear;clc;T=256;%图像维数SUB_T=T/2;%子图维数%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%1.调原始图像矩阵loadwbarb;%下载图像f=X;%原始图像%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%2.进行二维小波分解l=wfilters('db10','l');%db10(消失矩为10)低通分解滤波器冲击响应(长度为20)L=T-length(l);l_zeros=[l,zeros(1,L)];%矩阵行数与输入图像一致,为2的整数幂h=wfilters('db10','h');%db10(消失矩为10)高通分解滤波器冲击响应(长度为20)h_zeros=[h,zeros(1,L)];%矩阵行数与输入图像一致,为2的整数幂fori=1:T;%列变换row(1:SUB_T,i)=dyaddown(ifft(fft(l_zeros).*fft(f(:,i)'))).';%圆周卷积FFTrow(SUB_T+1:T,i)=dyaddown(ifft(fft(h_zeros).*fft(f(:,i)'))).';%圆周卷积FFTend;forj=1:T;%行变换line(j,1:SUB_T)=dyaddown(ifft(fft(l_zeros).*fft(row(j,:))));%圆周卷积FFTline(j,SUB_T+1:T)=dyaddown(ifft(fft(h_zeros).*fft(row(j,:))));%圆周卷积FFTend;decompose_pic=line;%分解矩阵%图像分为四块lt_pic=decompose_pic(1:SUB_T,1:SUB_T);%在矩阵左上方为低频分量--fi(x)*fi(y)rt_pic=decompose_pic(1:SUB_T,SUB_T+1:T);%矩阵右上为--fi(x)*psi(y)lb_pic=decompose_pic(SUB_T+1:T,1:SUB_T);%矩阵左下为--psi(x)*fi(y)rb_pic=decompose_pic(SUB_T+1:T,SUB_T+1:T);%右下方为高频分量--psi(x)*psi(y)%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%3.分解结果显示figure(1);colormap(map);subplot(2,1,1);image(f);%原始图像title('originalpic');subplot(2,1,2);image(abs(decompose_pic));%分解后图像title('decomposedpic');figure(2);colormap(map);subplot(2,2,1);image(abs(lt_pic));%左上方为低频分量--fi(x)*fi(y)title('\Phi(x)*\Phi(y)');subplot(2,2,2);image(abs(rt_pic));%矩阵右上为--fi(x)*psi(y)title('\Phi(x)*\Psi(y)');subplot(2,2,3);image(abs(lb_pic));%矩阵左下为--psi(x)*fi(y)title('\Psi(x)*\Phi(y)');subplot(2,2,4);image(abs(rb_pic));%右下方为高频分量--psi(x)*psi(y)title('\Psi(x)*\Psi(y)');%%%%%%%
2024/12/29 6:42:54 2KB 小波变换 matlab
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packagexmllab;importjava.io.File;importjava.io.FileWriter;importjava.util.Iterator;importjava.util.List;importorg.dom4j.Attribute;importorg.dom4j.Document;importorg.dom4j.DocumentHelper;importorg.dom4j.Element;importorg.dom4j.io.OutputFormat;importorg.dom4j.io.SAXReader;importorg.dom4j.io.XMLWriter;/***@authorHolenChen*/publicclassDom4jDemo{publicDom4jDemo(){}/***建立一个XML文档,文档名由输入属性决定*@paramfilename需建立的文件名*@return返回操作结果,0表失败,1表成功*/publicintcreateXMLFile(Stringfilename){/**返回操作结果,0表失败,1表成功*/intreturnValue=0;/**建立document对象*/Documentdocument=DocumentHelper.createDocument();///**建立XML文档的根books*/ElementbooksElement=document.addElement("books");///**加入一行注释*/booksElement.addComment("Thisisatestfordom4j,holen,2004.9.11");///**加入第一个book节点*/ElementbookElement=booksElement.addElement("book");///**加入show属性内容*/bookElement.addAttribute("show","yes");///**加入title节点*/ElementtitleElement=bookElement.addElement("title");///**为title设置内容*/titleElement.setText("Dom4jTutorials");//Dom4jTutorials/**类似的完成后两个book*/bookElement=booksElement.addElement("
2024/12/1 0:43:28 811B Dom4j解析XML
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在日常工作中,钉钉打卡成了我生活中不可或缺的一部分。然而,有时候这个看似简单的任务却给我带来了不少烦恼。 每天早晚,我总是得牢记打开钉钉应用,点击"工作台",再找到"考勤打卡"进行签到。有时候因为工作忙碌,会忘记打卡,导致考勤异常,影响当月的工作评价。而且,由于我使用的是苹果手机,有时候系统更新后,钉钉的某些功能会出现异常,使得打卡变得更加麻烦。 另外,我的家人使用的是安卓手机,他们也经常抱怨钉钉打卡的繁琐。尤其是对于那些不太熟悉手机操作的长辈来说,每次打卡都是一次挑战。他们总是担心自己会操作失误,导致打卡失败。 为了解决这些烦恼,我开始思考是否可以通过编写一个全自动化脚本来实现钉钉打卡。经过一段时间的摸索和学习,我终于成功编写出了一个适用于苹果和安卓系统的钉钉打卡脚本。
2024-04-09 15:03 15KB 钉钉 钉钉打卡