algebra: chapter 0

时间: 2023-04-17 13:04:26 浏览: 55
《代数学:0章》是一本由Michael Artin所著的代数学教材,它主要介绍了代数学的基本概念和方法,包括群论、环论、域论等。这本书的特点是注重几何直观和实际应用,同时也涉及了一些现代代数学的前沿研究。对于想要深入学习代数学的人来说,这本书是一本非常好的入门教材。

相关推荐

application/pdf
CHAPTER I The Integers 1 §1. Terminology of Sets 1 §2. Basic Properties 2 §3. Greatest Common Divisor 5 §4. Unique Factorization 7 §5. Equivalence Relations and Congruences 12 CHAPTER II Groups 16 §1. Groups and Examples 16 §2. Mappings 26 §3. Homomorphisms 33 §4. Cosets and Normal Subgroups 41 §5. Application to Cyclic Groups 55 §6. Permutation Groups 59 §7. Finite Abelian Groups 67 §8. Operation of a Group on a Set 73 §9. Sylow Subgroups 79 CHAPTER III Rings 83 §1. Rings 83 §2. Ideals 87 §3. Homomorphisms 90 §4. Quotient Fields 100 X CONTENTS CHAPTER IV Polynomials 105 §1. Polynomials and Polynomial Functions 105 §2. Greatest Common Divisor 118 §3. Unique Factorization 120 §4. Partial Fractions 129 §5. Polynomials Over Rings and Over the Integers 136 §6. Principal Rings and Factorial Rings 143 §7. Polynomials in Several Variables 152 §8. Symmetric Polynomials 159 §9. The Mason-Stothers Theorem 165 §10. The abc Conjecture 171 CHAPTER V Vector Spaces and Modules 177 §1. Vector Spaces and Bases 177 §2. Dimension of a Vector Space 185 §3. Matrices and Linear Maps 188 §4. Modules 192 §5. Factor Modules 203 §6. Free Abelian Groups 205 §7. Modules over Principal Rings 210 §8. Eigenvectors and Eigenvalues 214 §9. Polynomials of Matrices and Linear Maps 220 CHAPTER VI Some Linear Groups 232 §1. The General Linear Group 232 §2. Structure of Gh^(F) 236 §3. SL,(F) 239 §4. SL,(R) and SL,(C) Iwasawa Decompositions 245 §5. Other Decompositions 252 §6. The Conjugation Action 254 CHAPTER VII Field Theory 258 §1. Algebraic Extensions 258 §2. Embeddings 267 §3. Splitting Fields 275 §4. Galois Theory 280 §5. Quadratic and Cubic Extensions 292 §6. Solvability by Radicals 296 §7. Infinite Extensions 302 CHAPTER VIM Finite Fields 309 §1. General Structure 309 §2. The Frobenius Automorphism 313 CONTENTS XI §3. The Primitive Elements 315 §4. Splitting Field and Algebraic Closure 316 §5. Irreducibility of the Cyclotomic Polynomials Over Q 317 §6. Where Does It All Go? Or Rather, Where Does Some of It Go? ... . 321 CHAPTER IX The Real and Complex Numbers 326 §1. Ordering of Rings 326 §2. Preliminaries 330 §3. Construction of the Real Numbers 333 §4. Decimal Expansions 343 §5. The Complex Numbers 346 CHAPTER X Sets 351 §1. More Terminology 351 §2. Zorn's Lemma 354 §3. Cardinal Numbers 359 §4. Well-ordering 369 Appendix §1. The Natural Numbers 373 §2. The Integers 378 §3. Infinite Sets 379 Index 381
pdf
SQL is full of difficulties and traps for the unwary. You can avoid them if you understand relational theory, but only if you know how to put that theory into practice. In this book, Chris Date explains relational theory in depth, and demonstrates through numerous examples and exercises how you can apply it to your use of SQL. This third edition has been revised, extended, and improved throughout. Topics whose treatment has been expanded include data types and domains, table comparisons, image relations, aggregate operators and summarization, view updating, and subqueries. A special feature of this edition is a new appendix on NoSQL and relational theory. Could you write an SQL query to find employees who have worked at least once in every programming department in the company? And be sure it’s correct? Why is proper column naming so important? Nulls in the database cause wrong answers. Why? What you can do about it? How can image relations help you formulate complex SQL queries? SQL supports "quantified comparisons," but they’re better avoided. Why? And how?Database theory and practice have evolved considerably since Codd first defined the relational model, back in 1969. This book draws on decades of experience to present the most up to date treatment of the material available anywhere. Anyone with a modest to advanced background in SQL can benefit from the insights it contains. The book is product independent. Table of Contents Chapter 1. Setting the Scene Chapter 2. Types and Domains Chapter 3. Tuples and Relations, Rows and Tables Chapter 4. No Duplicates, No Nulls Chapter 5. Base Relvars, Base Tables Chapter 6. SQL and Relational Alegebra I: The Original Operators Chapter 7. SQL and Relational Algebra II: Additional Operators Chapter 8. SQL and Constraints Chapter 9. SQL and Views Chapter 10. SQL and Logic Chapter 11. Using Logic to Formulate SQL Expressions Chapter 12. Miscellaneous SQL Topics Appendix A. The Relational Model Appendix B. SQL Departures from the Relational Model Appendix C. A Relational Approach to Missing Information Appendix D. A Tutorial D Grammar Appendix E. Summary of Recommendations Appendix F. NoSQL and Relational Theory Appendix G. Suggestions for Further Reading
application/pdf
The Scientist and Engineer Guide to Digital Signal Processing——Second Edition by Steven W. Smith This book was written for scientists and engineers in a wide variety of fields: physics, bioengineering, geology, oceanography, mechanical and electrical engineering, to name just a few. The goal is to present practical techniques while avoiding the barriers of detailed mathematics and abstract theory. To achieve this goal, three strategies were employed in writing this book: First, the techniques are explained, not simply proven to be true through mathematical derivations. While much of the mathematics is included, it is not used as the primary means of conveying the information. Nothing beats a few well written paragraphs supported by good illustrations. Second, complex numbers are treated as an advanced topic, something to be learned after the fundamental principles are understood. Chapters 1-29 explain all the basic techniques using only algebra, and in rare cases, a small amount of elementary calculus. Chapters 30-33 show how complex math extends the power of DSP, presenting techniques that cannot be implemented with real numbers alone. Many would view this approach as heresy! Traditional DSP textbooks are full of complex math, often starting right from the first chapter. xiii Third, very simple computer programs are used. Most DSP programs are written in C, Fortran, or a similar language. However, learning DSP has different requirements than using DSP. The student needs to concentrate on the algorithms and techniques, without being distracted by the quirks of a particular language. Power and flexibility aren't important; simplicity is critical. The programs in this book are written to teach DSP in the most straightforward way, with all other factors being treated as secondary. Good programming style is disregarded if it makes the program logic more clear.
application/pdf
Product Description Our first knowledge of differential geometry usually comes from the study of the curves and surfaces in $I\!\!R^3$ that arise in calculus. Here we learn about line and surface integrals, divergence and curl, and the various forms of Stokes' Theorem. If we are fortunate, we may encounter curvature and such things as the Serret-Frenet formulas. With just the basic tools from multivariable calculus, plus a little knowledge of linear algebra, it is possible to begin a much richer and rewarding study of differential geometry, which is what is presented in this book. It starts with an introduction to the classical differential geometry of curves and surfaces in Euclidean space, then leads to an introduction to the Riemannian geometry of more general manifolds, including a look at Einstein spaces. An important bridge from the low-dimensional theory to the general case is provided by a chapter on the intrinsic geometry of surfaces. The first half of the book, covering the geometry of curves and surfaces, would be suitable for a one-semester undergraduate course. The local and global theories of curves and surfaces are presented, including detailed discussions of surfaces of rotation, ruled surfaces, and minimal surfaces. The second half of the book, which could be used for a more advanced course, begins with an introduction to differentiable manifolds, Riemannian structures, and the curvature tensor. Two special topics are treated in detail: spaces of constant curvature and Einstein spaces. The main goal of the book is to get started in a fairly elementary way, then to guide the reader toward more sophisticated concepts and more advanced topics. There are many examples and exercises to help along the way. Numerous figures help the reader visualize key concepts and examples, especially in lower dimensions. For the second edition, a number of errors were corrected and some text and a number of figures have been added.
pdf
About This Book Explore various tools and their strengths while building meaningful representations that can make it easier to understand data Packed with computational methods and algorithms in diverse fields of science Written in an easy-to-follow categorical style, this book discusses some niche techniques that will make your code easier to work with and reuse Who This Book Is For If you are a Python developer who performs data visualization and wants to develop your existing Python knowledge, then this book is for you. A basic knowledge level and understanding of Python libraries is assumed. What You Will Learn Gather, cleanse, access, and map data to a visual framework Recognize which visualization method is applicable and learn best practices for data visualization Get acquainted with reader-driven narratives, author-driven narratives, and the principles of perception Understand why Python is an effective tool for numerical computation much like MATLAB, and explore some interesting data structures that come with it Use various visualization techniques to explore how Python can be very useful for financial and statistical computations Compare Python with other visualization approaches using Julia and a JavaScript-based framework such as D3.js Discover how Python can be used in conjunction with NoSQL, such as Hive, to produce results efficiently in a distributed environment In Detail Python has a handful of open source libraries for numerical computations that involve optimization, linear algebra, integration, interpolation, and other special functions using array objects, machine learning, data mining, and plotting. This book offers practical guidance to help you on the journey to effective data visualization. Commencing with a chapter on the data framework, the book covers the complete visualization process, using the most popular Python libraries with working examples. You will learn how to use NumPy, SciPy,
application/pdf
Advanced Linux 3D graphics programming Chapter 1 Basic Linux 3D Graphics Concepts ..................1 2D Graphics Fundamentals ......................................1 3D Graphics Fundamentals ......................................3 3D Coordinate Systems and Vectors ...............................4 Perspective Projection.......................................5 Matrices ................................................6 Specific Matrix Transformations .................................6 Other Matrix Properties ......................................7 The l3d Library Classes........................................8 Sample l3d Program ........................................8 l3d Directory Structure ....................................12 The Five-Step Process of l3d Programs............................13 Overview of l3d Classes .....................................19 Applications and Events....................................19 2D Graphics ..........................................20 Concrete Factory Management ................................24 Specifying Geometry and Behavior..............................25 Fixed- and Floating-Point Math................................29 Summary of l3d Classes....................................31 Linux Programming Tools......................................32 Linux 3D Modeling .........................................32 Blender Interface and Commands ................................33 Exporting and Importing Blender Models............................36 Summary...............................................37 Chapter 2 Rendering and Animation Techniques for 3D Polygons ......39 Vertex Animation and 3D Morphing ................................39 Sample Program: morph3d....................................40 Lighting ...............................................48 Mathematical Models for Computing Light...........................49 Self Lighting..........................................49 Ambient Lighting .......................................50 Diffuse Reflection.......................................50 Specular Reflection ......................................55 Multiple Light Sources and Components...........................57 Radiosity and Ray Tracing ..................................58 Dynamic or Static Lighting Computations ..........................58 Fog...............................................59 Rendering Techniques for Drawing Light ............................60 Flat Shading ..........................................61 iv Contents Gouraud Shading .......................................61 Phong Shading ........................................63 Light Maps ..........................................63 Texture Mapping...........................................64 Step 1: Define a Texture .....................................65 Storing Texture Data .....................................66 Classes for Loading Textures from Disk ...........................68 Practical Issues in Dealing with Texture Image Files.....................73 Step 2: Define a Texture Space .................................74 Step 3: Map Between Texture Space and World Space .....................76 Calc: A Symbolic Algebra Package..............................79 Starting and Exiting Calc ...................................79 Stack-Based Computation...................................80 Entering and Editing Mathematical Entities .........................82 Solving Systems of Equations ................................85 Solving the Texture Mapping Equations with Calc......................86 Step 4: Reverse Project from Screen Coordinates into Texture Coordinates..........89 Step 5: Map Texture Coordinates to Integer Indices and Draw.................92 An Optimized Texture Mapping Strategy: u/z, v/z, 1/z .....................93 The Division Operation and Texture Mapping ........................95 Associating Textures with 3D Polygons.............................96 Rasterization Classes for 3D Polygons .............................98 An Abstract 3D Rasterizer: l3d_rasterizer_3d ........................98 A Software 3D Rasterizer Implementation: l3d_rasterizer_3d_sw_imp ..........101 A Mesa/OpenGL 3D Rasterizer Implementation: l3d_rasterizer_3d_mesa_imp......115 Sample Program: textest ....................................129 Light Mapping Revisited......................................135 Software Light Mapping ....................................136 Surfaces ...........................................136 Surface Cache ........................................141 Light Mapped Polygons ...................................142 Software Rasterization of Light Maps............................147 Hardware Light Mapping....................................147 Sample Program: lightmap ...................................151 Shadows and Light Maps....................................159 Summary ..............................................160 Chapter 3 3D Modeling with Blender.....................161 Tutorial: Creating and Exporting Compatible, Textured 3D Morph Targets ...........161 The Starting Morph Mesh....................................162 Inserting Two Morph Targets into Blender...........................163 Deforming the Mesh ......................................165 Applying a Texture and Assigning Texture Coordinates....................167 Testing the Morph in Blender..................................173 Exporting the Two Morph Targets ...............................173 Exporting the Texture Information ...............................174 Importing the Morph Targets into a Program .........................175 Tutorial:UsingInverseKinematicsandRoto-scopingtoModela WalkingHumanFigure.......................................180 Inverse Kinematics: Definition.................................181 Creating an Ika Chain in Blender................................183 Contents v Working with Ika Chains ....................................183 Creating the Arm Ikas......................................184 Creating the Main Body Ika ..................................185 Parenting the Ikas into a Hierarchy...............................185 Testing the Ika Chains .....................................187 Animating the Ika Chains....................................188 Connecting Ika Chains and Meshes ..............................189 Texturing and Exporting the Model ..............................190 Importing the Textured Ika Meshes ..............................192 Rotoscoping and Inverse Kinematics..............................197 Programming IK and FK ....................................200 Summary ..............................................201 Chapter 4 Visible Surface Determination I: General Techniques ......203 The Goals of VSD .........................................204 Back-Face Culling .........................................207 3D Convexity and Back-Face Culling .............................209 Sample Program: backface ...................................209 Class l3d_World_Backface .................................214 View Frustum Culling .......................................218 Defining a View Frustum....................................218 Computing the Frustum in World Coordinates .......................220 Class l3d_Viewing_Frustum.................................221 Using the Frustum Planes....................................223 Hierarchical View Frustum Culling ..............................223 Bounding Spheres and the View Frustum ..........................225 Computing Bounding Spheres................................227 Class l3d_bounding_sphere .................................228 Other Bounding Volumes ..................................231 Clipping Against the View Frustum ..............................233 Sample Program: frustum....................................233 Class l3d_World_Frustum ..................................236 The Painter’s Algorithm ......................................242 The Z Buffer Algorithm ......................................245 General Observations about the Z Buffer ...........................246 A Software Z Buffer: Class l3d_rasterizer_3d_zbuf_sw_imp.................248 Mesa/OpenGL Z Buffering ...................................257 Factory Manager for Z Buffered Rasterizers .........................261 Sample Program: texzbuf ...................................263 Z Buffer-like Algorithms....................................264 Summary ..............................................266 Chapter 5 Visible Surface Determination II: Space-partitioning Techniques ..................267 Binary Space Partitioning Trees, Octrees, and Regular Spatial Partitioning ...........267 Using a BSP Tree to Partially Pre-sort Polygons .......................271 Choosing a Splitting Plane..................................272 Back-to-Front Rendering (Painter’s Algorithm Revisited) .................274 Front-to-Back Rendering ..................................275 Combining BSP Trees and Bounding Volumes .......................275 Sample Program: bsp ......................................276 vi Contents Classes l3d_halfspace and l3d_bsptree ...........................277 Class l3d_world_bsptree...................................286 The Main Program......................................290 The World Database, Revisited ...............................293 Leafy BSP Trees: Automatic Convex Partitioning of Space..................293 Creating a Leafy BSP Tree .................................295 Methods for Leafy BSP Trees in Class l3d_bsptree.....................296 Sample Program: leafybsp..................................297 Axis-aligned BSP Trees and Mini BSP Trees .........................302 BSP Tree as a Multi-resolution Solid-Modeling Representation ...............303 BSP Trees and Dimension Independence ...........................306 Octrees..............................................306 Regular Spatial Partitioning ..................................308 Portals and Cells ..........................................308 The Main Ideas Behind the Portal Algorithm .........................308 Rendering a Portal World....................................310 Observations about the Portal Scheme .............................313 Portals as a Connectivity Graph ...............................313 Advantages and Disadvantages ...............................313 Back-Face Culling ......................................314 Clipping ...........................................314 Convexity or Non-Convexity ................................315 Moving the Camera and Objects Within a Portal Environment...............315 Portals and the Near Z Plane.................................316 Shadows ...........................................318 Mirrors ............................................320 Portals and Other Rendering Methods............................321 Classes for Portals and Sectors .................................322 Class l3d_polygon_3d_portal ................................322 Class l3d_sector .......................................323 Class l3d_world_portal_textured_lightmapped_obj.....................329 Class l3d_rasterizer_2d_sw_lighter_imp ..........................344 Class l3d_pipeline_world_lightmapped...........................351 Sample Program: porlotex ...................................353 Other VSD Algorithms.......................................356 Summary ..............................................357 Chapter 6 Blender and World Editing ....................359 World Editing............................................360 No World Editor.........................................360 Write Your Own World Editor .................................361 Adapt an Existing Editor ....................................362 Using Blender for Portal Worlds..................................363 Main Ideas of a Blender Portal World Editor .........................364 Step-by-Step Guide to World Design..............................367 Data Flow within the World Editing System..........................368 Creating Sectors and Portals ....................................369 Tutorial: Creating Aligned Portals via Extrusion and Separation ...............371 Tutorial: Aligning Portals from Separate Meshes .......................374 Tips for Working with Portals .................................382 Portalization: Generating Portal Connectivity...........................385 Contents vii Perl Scripts ...........................................387 Architecture of the Perl Portalization System .........................389 Structural Modules......................................390 Parsing and Generator Modules ...............................415 Controlling Scripts......................................429 Embedding Location, Orientation, Texture, Actor, and Other Information into Meshes.....430 Basic Ideas of Associating Attributes with Objects ......................431 Store an ID, Location, and Orientation in Overlapping Edges ...............431 The Tool Blend_at: Remote Control of Blender.......................433 Configuration and Testing of blend_at ...........................434 Specific Mesh Attributes Used by the Portalization System..................437 The Name Attribute .....................................437 The Type Attribute......................................437 Attributes for Sectors ....................................437 Attributes for Actors.....................................439 Parsing of Attributes by VidscParser.pm and vidinfo ....................440 Program Listings for blend_at .................................446 Class vertex .........................................447 Class blender_config.....................................447 Class blender_controller...................................448 Class blender_xcontroller ..................................449 Tutorial: Creating a Textured Room with Actors .......................463 Tips for Working with Attributes................................473 Summary of Blender and Portal Worlds..............................474 Other World Editing Ideas .....................................475 Portalized Regular Spatial Partitioning.............................475 BSP Tree and Octree ......................................476 Non-convex Sector-based Partitioning.............................476 Summary ..............................................478 Chapter 7 Additional Graphics Techniques..................479 Special Effects ...........................................479 Environment Mapping .....................................480 Billboards ............................................484 Lens Flare ............................................486 Particle Systems.........................................487 Physics and Particle Systems ................................488 Real-Time Update ......................................489 Sample Program: particle ..................................490 Comments on the Sample Program’s Physics ........................496 Some Ideas for You to Try..................................496 Natural Phenomena .......................................497 Bump Mapping .........................................499 Multi-pass Techniques .....................................500 Advanced Techniques .......................................501 Curved Surfaces.........................................501 Level of Detail .........................................505 Billboards ..........................................506 Edge Collapse ........................................506 BSPTree...........................................507 Texture LOD Techniques: MIP Mapping ..........................508 viii Contents Landscapes ...........................................509 Storing Landscapes as Height Fields ............................509 Generating Fractal Landscapes ...............................510 Rendering and LOD Techniques for Landscapes ......................511 Camera Tracking ........................................512 Summary ..............................................513 Chapter 8 Non-Graphical Techniques for Games and Interactive Environments .....................515 Sound ................................................515 Basics of Digital Sound.....................................516 The RPlay Server ........................................519 Using TCP/IP Networking to Communicate with the Server .................520 Class l3d_sound_client .....................................521 Class l3d_sound_server_rplay .................................522 TCP/IP Networking ........................................524 The Client ............................................524 The Server............................................526 Running the Sample Server and Client.............................529 Non-Blocking Operations....................................529 What Data to Send .......................................530 Collision Detection.........................................530 Intersection Testing and Bounding Volumes..........................531 Sphere-to-Sphere.......................................532 Ray-to-Polygon .......................................532 Ray-to-Sphere ........................................535 Sphere-to-Polygon ......................................536 Tunneling and Sweep Tests...................................538 Multiple Simultaneous Collisions and Collision Response ..................541 Allowing Penetration ....................................541 Avoiding Penetration with Temporal Search ........................542 Class l3d_collidable.......................................543 Class l3d_collidable_sphere ..................................544 Class l3d_polygon_3d_collidable ...............................548 Class l3d_polygon_3d_textured_lightmapped_collidable...................551 Class l3d_camera_collidable ..................................552 Class l3d_world_portal_textured_lightmapped_obj_colldet .................553 Plug-in Object Seeker, Class l3d_plugin_videoscape_mesh_seeker .............563 Sample Program: collide ....................................574 More Advanced Collision Detection and Response ......................576 Physics ...............................................577 Some Basic Concepts......................................577 Rigid Body Dynamics......................................578 Real-Time Update and Numerical Integration .........................579 Artificial Intelligence........................................580 Summary ..............................................582 Chapter 9 What Lies Ahead? .........................583 Content Development Systems...................................583 Game Blender/Blender 2.0 ...................................583 World Foundry .........................................590 Contents ix What Does This Mean for 3D Programmers? .........................598 The Future .............................................599 Summary ..............................................600 Perspective .............................................600 Appendix ...................................603 CD Installation ...........................................603 License .............................................603 Contents of the CD-ROM....................................603 Quick Start Guide........................................604 Directories ..........................................604 Installing the Sample Programs and Other Software ....................605 Troubleshooting the Sample Programs.............................607 Some Comments on the Sample Programs...........................607 Hardware Acceleration .....................................608 Porting the Code to Microsoft Windows..............................609 Tools Used to Prepare this Book..................................610 Resources..............................................611 3D Graphics Programming ...................................612 3D Modeling ..........................................612 3D Information and Applications................................613 General Programming......................................613 Other...............................................614 References .............................................614 Index ....................................617
pdf
Contents 1. Designing a Microprocessor.................................................................................................................................2 1.1 Overview of a Microprocessor.......................................................................................................................2 1.2 Design Abstraction Levels..............................................................................................................................4 1.3 Examples for a 2-input Multiplexer................................................................................................................4 1.3.1 Behavioral Level....................................................................................................................................5 1.3.2 Gate Level..............................................................................................................................................6 1.3.3 Transistor Level.....................................................................................................................................6 1.4 VHDL.............................................................................................................................................................7 1.5 Synthesis.........................................................................................................................................................8 1.6 Going Forward................................................................................................................................................9 1.7 Summary Checklist.........................................................................................................................................9 Index ......................................................................................................................................................................11 2 Digital Circuits....................

最新推荐

中文翻译Introduction to Linear Algebra, 5th Edition 5.3节

中文翻译Introduction to Linear Algebra, 5th Edition 5.3节(仅供交流学习) A −1 等于 C T / det A。那么 (A −1 ) ij = 代数余子式 C ji 除以 A 的行列式。 2 克拉默法则从 x j = det(列 j 改为b的A)/ det A ...

中文翻译Introduction to Linear Algebra, 5th Edition 1.1节

中文翻译Introduction to Linear Algebra, 5th Edition 1.1节 线性组合在这个学科中非常重要!有时我们想要一个特定的组合,具体选择 c = 2 和 d = 1 来产 生 cv + dw = (4, 5)。其它时候我们想要 v 与 u 的所有组合...

中文翻译Introduction to Linear Algebra, 5th Edition 7.4节

中文翻译Introduction to Linear Algebra, 5th Edition 7.4节,仅用于交流学习! 1 一个典型的方阵 A = U ΣV T 分解为 (旋转)(拉伸)(旋转)。 2 几何展示了 A 如何将圆上的向量变换为椭圆上的向量 Ax。 3 A 的范数是...

中文翻译Introduction to Linear Algebra, 5th Edition 7.3节

中文翻译Introduction to Linear Algebra, 5th Edition 7.3节,仅用于交流学习! 本节阐述 SVD 在统计学与数据分析中的一个主要应用。我们的示例将来源于人类遗传、面部识别 及金融。问题在于理解一个大的数据矩阵...

中文翻译Introduction to Linear Algebra, 5th Edition 6.5节

中文翻译Introduction to Linear Algebra, 5th Edition 6.5节 仅用于交流学习!

数据结构1800试题.pdf

你还在苦苦寻找数据结构的题目吗?这里刚刚上传了一份数据结构共1800道试题,轻松解决期末挂科的难题。不信?你下载看看,这里是纯题目,你下载了再来私信我答案。按数据结构教材分章节,每一章节都有选择题、或有判断题、填空题、算法设计题及应用题,题型丰富多样,共五种类型题目。本学期已过去一半,相信你数据结构叶已经学得差不多了,是时候拿题来练练手了,如果你考研,更需要这份1800道题来巩固自己的基础及攻克重点难点。现在下载,不早不晚,越往后拖,越到后面,你身边的人就越卷,甚至卷得达到你无法想象的程度。我也是曾经遇到过这样的人,学习,练题,就要趁现在,不然到时你都不知道要刷数据结构题好还是高数、工数、大英,或是算法题?学完理论要及时巩固知识内容才是王道!记住!!!下载了来要答案(v:zywcv1220)。

语义Web动态搜索引擎:解决语义Web端点和数据集更新困境

跟踪:PROFILES数据搜索:在网络上分析和搜索数据WWW 2018,2018年4月23日至27日,法国里昂1497语义Web检索与分析引擎Semih Yumusak†KTO Karatay大学,土耳其semih. karatay.edu.trAI 4 BDGmbH,瑞士s. ai4bd.comHalifeKodazSelcukUniversity科尼亚,土耳其hkodaz@selcuk.edu.tr安德烈亚斯·卡米拉里斯荷兰特文特大学utwente.nl计算机科学系a.kamilaris@www.example.com埃利夫·尤萨尔KTO KaratayUniversity科尼亚,土耳其elif. ogrenci.karatay.edu.tr土耳其安卡拉edogdu@cankaya.edu.tr埃尔多安·多杜·坎卡亚大学里扎·埃姆雷·阿拉斯KTO KaratayUniversity科尼亚,土耳其riza.emre.aras@ogrenci.karatay.edu.tr摘要语义Web促进了Web上的通用数据格式和交换协议,以实现系统和机器之间更好的互操作性。 虽然语义Web技术被用来语义注释数据和资源,更容易重用,这些数据源的特设发现仍然是一个悬 而 未 决 的 问 题 。 流 行 的 语 义 Web �

给出推荐算法的具体方法

### 回答1: 好的,下面是基于内容的推荐算法的具体方法: 1. 特征提取:根据音乐家的特征数据,提取出一些关键特征,比如音乐风格、代表作品等。可以使用TF-IDF算法或者词袋模型对特征进行处理。 2. 相似度计算:根据特征提取的结果,计算出音乐家之间的相似度。可以使用余弦相似度或者皮尔逊相关系数等算法计算相似度。 3. 推荐分数计算:根据用户的历史喜好和音乐家之间的相似度,计算出每个音乐家的推荐分数。可以使用加权平均数等方法计算推荐分数。 4. 结果排序:根据推荐分数,对音乐家进行排序,推荐给用户。 具体实现方法如下: 1. 特征提取:首先将音乐家的特征数据转化为向量形式,比如

TFT屏幕-ILI9486数据手册带命令标签版.pdf

ILI9486手册 官方手册 ILI9486 is a 262,144-color single-chip SoC driver for a-Si TFT liquid crystal display with resolution of 320RGBx480 dots, comprising a 960-channel source driver, a 480-channel gate driver, 345,600bytes GRAM for graphic data of 320RGBx480 dots, and power supply circuit. The ILI9486 supports parallel CPU 8-/9-/16-/18-bit data bus interface and 3-/4-line serial peripheral interfaces (SPI). The ILI9486 is also compliant with RGB (16-/18-bit) data bus for video image display. For high speed serial interface, the ILI9486 also provides one data and clock lane and supports up to 500Mbps on MIPI DSI link. And also support MDDI interface.

数据搜索和分析

跟踪:PROFILES数据搜索:在网络上分析和搜索数据WWW 2018,2018年4月23日至27日,法国里昂1485表征数据集搜索查询艾米莉亚·卡普尔扎克英国南安普敦大学开放数据研究所emilia. theodi.org珍妮·坦尼森英国伦敦开放数据研究所jeni@theodi.org摘要在Web上生成和发布的数据量正在迅速增加,但在Web上搜索结构化数据仍然存在挑战。在本文中,我们探索数据集搜索分析查询专门为这项工作产生的通过众包-ING实验,并比较它们的搜索日志分析查询的数据门户网站。搜索环境的变化以及我们给人们的任务改变了生成的查询。 我们发现,在我们的实验中发出的查询比数据门户上的数据集的搜索查询要长得多。 它们还包含了七倍以上的地理空间和时间信息的提及,并且更有可能被结构化为问题。这些见解可用于根据数据集搜索的特定信息需求和特征关键词数据集搜索,�