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" ------------------------------ | |
" Name: vimrc for windows | |
" Author: keelii | |
" Email: [email protected] | |
" ------------------------------ | |
" Startup {{{ | |
filetype indent plugin on | |
augroup vimrcEx |
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/* | |
* high-precision-computation-templete | |
*/ | |
#include <algorithm> // max | |
#include <cassert> // assert | |
#include <cstdio> // printf,sprintf | |
#include <cstring> // strlen | |
#include <iostream> // cin,cout |
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在过去的一年中,我一直在数学的海洋中游荡,research进展不多,对于数学世界的阅历算是有了一些长进. | |
为什么要深入数学的世界 | |
作为计算机的学生,我没有任何企图要成为一个数学家.我学习数学的目的,是要想爬上巨人的肩膀,希望站在更高的高度,能把我自己研究的东西看得更深广一些.说起来,我在刚来这个学校的时候,并没有预料到我将会有一个深入数学的旅程.我的导师最初希望我去做的题目,是对appearance和motion建立一个unified的model.这个题目在当今ComputerVision中百花齐放的世界中并没有任何特别的地方.事实上,使用各种GraphicalModel把各种东西联合在一起framework,在近年的论文中并不少见. | |
我不否认现在广泛流行的GraphicalModel是对复杂现象建模的有力工具,但是,我认为它不是panacea,并不能取代对于所研究的问题的深入的钻研.如果统计学习包治百病,那么很多“下游”的学科也就没有存在的必要了.事实上,开始的时候,我也是和Vision中很多人一样,想着去做一个GraphicalModel——我的导师指出,这样的做法只是重复一些标准的流程,并没有很大的价值.经过很长时间的反复,另外一个路径慢慢被确立下来——我们相信,一个图像是通过大量“原子”的某种空间分布构成的,原子群的运动形成了动态的可视过程.微观意义下的单个原子运动,和宏观意义下的整体分布的变换存在着深刻的联系——这需要我们去发掘. | |
在深入探索这个题目的过程中,遇到了很多很多的问题,如何描述一个一般的运动过程,如何建立一个稳定并且广泛适用的原子表达,如何刻画微观运动和宏观分布变换的联系,还有很多.在这个过程中,我发现了两个事情: | |
我原有的数学基础已经远远不能适应我对这些问题的深入研究. |
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/* | |
* about denormalized float number | |
*/ | |
#include <iostream> | |
#include <string> | |
using namespace std; | |
int main(int argc, char const *argv[]) |
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#include <stdio.h> | |
#include <string.h> | |
#include <sys/types.h> | |
#include <netinet/in.h> | |
#include <sys/socket.h> | |
#include <errno.h> | |
#include <stdlib.h> | |
#include <arpa/inet.h> | |
int main(int argc,char **argv) |
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#include <stdio.h> | |
#include <string.h> | |
#include <sys/types.h> | |
#include <netinet/in.h> | |
#include <sys/socket.h> | |
#include <errno.h> | |
#include <stdlib.h> | |
#include <arpa/inet.h> | |
int main(int argc,char **argv) |
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// building with visual studio 2017 | |
#include <stdio.h> | |
#include <math.h> | |
#include <windows.h> | |
#include <tchar.h> | |
float f(float x, float y, float z) | |
{ | |
float a = x * x + 9.0f / 4.0f * y * y + z * z - 1; |