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本次搜索耗时 0.035 秒,为您找到相关结果约 91 个.
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  • word文档 Pomodoro Technique

    increasing productivity and focus by getting yourself into a state a Flow. Basic requirements ① A kitchen timer ② A short to-do list [2] ③ A little discipline [2] • Turn off Phone(s) • Turn off IMs or DND
    0 码力 | 3 页 | 289.16 KB | 5 月前
    3
  • pdf文档 BehaviorTree.CPP: Task Planning for Robots and Virtual Agents

    an extensible Domain Specific LanguageBehavior Trees as a DSL bool FetchBeer() { if( GoTo("kitchen") && OpenFridge() && Grasp("beer") && CloseFridge() ) { return true;
    0 码力 | 59 页 | 7.97 MB | 6 月前
    3
  • pdf文档 Evolution of a Median Algorithm

    ExecPolicy&& execPolicy, Range&& rg, Comparison comp = {}, Projection proj = {}) { // TODO }The Kitchen Sink 33 template
    0 码力 | 46 页 | 1.06 MB | 6 月前
    3
  • pdf文档 The Roles of Symmetry And Orthogonality In Design

    • Helical symmetry • Scale symmetry • Glide reflection symmetry • Rotoreflection symmetry “Kitchen kaleidoscope quilt block” Symmetric: • …is “similar” • …is NOT “sameness”Charley Bay - charleyb123
    0 码力 | 151 页 | 3.20 MB | 6 月前
    3
  • pdf文档 Trends Artificial Intelligence

    scale of Yum!. The Byte by Yum! platform includes online and mobile app ordering, point of sale, kitchen and delivery optimization, menu management, inventory and labor management, and team member tools
    0 码力 | 340 页 | 12.14 MB | 4 月前
    3
  • pdf文档 Performance Matters

    struct itimerval timer; timer.it_value.tv_sec = (msec - msec % 1000) / 1000; timer.it_value.tv_usec = 1000 * (msec % 1000); timer.it_interval.tv_sec = 0; timer.it_interval.tv_usec tv_usec = 0; setitimer(ITIMER_REAL, &timer, 0); } A Typical performance evaluation static void flush_icache(void* begin, size_t size) { uintptr_t p = (uintptr_t)begin & ~15UL; for struct itimerval timer; timer.it_value.tv_sec = (msec - msec % 1000) / 1000; timer.it_value.tv_usec = 1000 * (msec % 1000); timer.it_interval.tv_sec = 0; timer.it_interval.tv_usec
    0 码力 | 197 页 | 11.90 MB | 6 月前
    3
  • pdf文档 Game Development for Human Beings

    Ltd all rights reserved Page 85 if the shooting key was pressed (SPACEBAR). If so, we start a timer (created in the constructor) which will call the shoot method in a loop. 1 Platformer.Player.prototype 40 if (!this.shoot_timer.running) { 41 this.shoot(); 42 this.shoot_timer.start(); 43 } 44 } else { 45 this.shoot_timer.stop(false); 46 } 47 }; attacking 21 this.attack_timer = this.game_state.game.time.create(); 22 this.attack_timer.loop(Phaser.Timer.SECOND / this.attack_rate, this.shoot, this); 23 this.attack_timer.start(); 24 }; 25
    0 码力 | 472 页 | 8.46 MB | 10 月前
    3
  • pdf文档 Rethinking Task Based Concurrency and Parallelism for Low Latency C++

    (!stop){auto t = tasks.pop(); t(); tasks.push(t);}}); start_timer(); std::this_thread::sleep_for(test_duration); stop_timer(); calculate_result(); } template void (!stop){auto t = tasks.pop(); t(); tasks.push(t);}}); start_timer(); std::this_thread::sleep_for(test_duration); stop_timer(); calculate_result(); } template void (!stop){auto t = tasks.pop(); t(); tasks.push(t);}}); start_timer(); std::this_thread::sleep_for(test_duration); stop_timer(); calculate_result(); } template void
    0 码力 | 142 页 | 2.80 MB | 6 月前
    3
  • pdf文档 Changing Legacy Code: With Confidence

    many more includes uint32_t get_tick() { //OS stuff to get the real time return tick; }; modules/Timer/TimerAPI.c class BackLightManager { public: void SetTimeout(Milliseconds timeout); bool IsBacklightOn() (); Milliseconds mTimeout = 1_hr; bool mBackLightOn = false; } BackLightManager.hpp #include "Timer/TimerAPI.h" BackLightManager::TurnBacklightOn() { mBacklightOn = true; StartBackgroundProcessingThread(); BackLightManager.cppTesting with Time extern "C" { //force C linking for link time sub #include "../../modules/Timer/TimerAPI.h" } void TEST_set_tick(uint32_t newTime); PRJ/TESTS/TimerAPI_test.hpp #include "TimerAPI_test
    0 码力 | 114 页 | 982.54 KB | 6 月前
    3
  • pdf文档 Godot Game Development for Beginners

    bullet can't travel forever if it misses its target. In the Bullet scene, create a new node of type Timer. This node will count up and when it hits a certain amount, we'll call the destroy function. open-source Godot game engine © Zenva Pty Ltd 2020. All rights reserved Finally, we'll attach a Timer node to the enemy. This is going to be used in order to attack the player. Continued Part function, we'll set up the timer to timeout every attackRate seconds. If we select the Timer node, we can connect the timeout signal to the script. This will create the _on_Timer_timeout function. We'll
    0 码力 | 199 页 | 12.53 MB | 10 月前
    3
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