Uniform

爬虫到底是什么?python爬虫基础知识

╄→尐↘猪︶ㄣ 提交于 2019-12-16 14:55:17
【推荐】2019 Java 开发者跳槽指南.pdf(吐血整理) >>> 一、网络爬虫的定义 网络爬虫,即Web Spider,是一个很形象的名字。 把互联网比喻成一个蜘蛛网,那么Spider就是在网上爬来爬去的蜘蛛。 网络蜘蛛是通过网页的链接地址来寻找网页的。 从网站某一个页面(通常是首页)开始,读取网页的内容,找到在网页中的其它链接地址, 然后通过这些链接地址寻找下一个网页,这样一直循环下去,直到把这个网站所有的网页都抓取完为止。 如果把整个互联网当成一个请叫我汪海网站,那么网络蜘蛛就可以用这个原理把互联网上所有的网页都抓取下来。 这样看来,网络爬虫就是一个爬行程序,一个抓取网页的程序。 网络爬虫的基本操作是抓取网页。 那么如何才能随心所欲地获得自己想要的页面? 我们先从URL开始。 二、浏览网页的过程 抓取网页的过程其实和读者平时使用IE浏览器浏览网页的道理是一样的。 比如说你在浏览器的地址栏中输入 www.baidu.com 这个地址。 打开网页的过程其实就是浏览器作为一个浏览的“客户端”,向服务器端发送了 一次请求,把服务器端的文件“抓”到本地,再进行解释、展现。 HTML 是一种标记语言,用标签标记内容并加以解析和区分。 浏览器的功能是将获取到的HTML代码进行解析,然后将原始的代码转变成我们直接看到的网站页面。 三、URI和URL的概念和举例 简单的来讲

OpenGL Shaders. Pass array of float

耗尽温柔 提交于 2019-12-13 14:33:04
问题 On my scene i have many objects that i want to rotate at the same time but on different angles. I have a shader that computes position of each object and draw the whole scene (pass vertex array into the shader with array of vertexes). "uniform float uRotation;" + ... " mat4 mz = mat4(1.0);" + " mz[0][0] = cos(rotation);" + " mz[0][1] = sin(rotation);" + " mz[1][0] = -sin(rotation);" + " mz[1][1] = cos(rotation);" + ... gl_Position = uMVPMatrix * (aPosition *mz); i have all my vertexes,

GLSL indexing into uniform array with variable length

北慕城南 提交于 2019-12-13 11:40:23
问题 I am passing an uniform array to geometry shader and want to index into it using a variable. I can use variable length array & index with fixed number (numeric constant) OR I can define a fixed length array & index using varible. However I can't index into variable length array using a variable. Below is pseudo code for geometry shader with cases that work & case that doesn't work This works: uniform vec2 dimensions[2]; // some code which computes index which is an int float dimX = dimensions

generating sorted random numbers without exponentiation involved?

烈酒焚心 提交于 2019-12-12 17:53:19
问题 I am looking for a math equation or algorithm which can generate uniform random numbers in ascending order in the range [0,1] without the help of division operator. i am keen in skipping the division operation because i am implementing it in hardware. Thank you. 回答1: Generating the numbers in ascending (or descending) order means generating them sequentially but with the right distribution. That, in turn, means we need to know the distribution of the minimum of a set of size N, and then at

Function to transform empirical distribution to a uniform distribution in Matlab?

坚强是说给别人听的谎言 提交于 2019-12-12 06:01:02
问题 I know the procedure of transforming one distribution to another by the use of CDF. However, I would like to know if there is existing function in Matlab which can perform this task? My another related question is that I computed CDF of my empirical using ecdf() function in Matlab for a distribution with 10,000 values. However, the output that I get from it contains only 9967 values. How can I get total 10,000 values for my CDF? Thanks. 回答1: As you say, all you need is the CDF. The CDF of a

深度研究:回归模型评价指标R2_score

一笑奈何 提交于 2019-12-11 14:07:21
【推荐】2019 Java 开发者跳槽指南.pdf(吐血整理) >>> 回归模型的性能的评价指标主要有:RMSE(平方根误差)、MAE(平均绝对误差)、MSE(平均平方误差)、R2_score。但是当量纲不同时,RMSE、MAE、MSE难以衡量模型效果好坏。这就需要用到R2_score,实际使用时,会遇到许多问题,今天我们深度研究一下。 预备知识 搞清楚R2_score计算之前,我们还需要了解几个统计学概念。 若用$y_i$表示真实的观测值,用$\bar{y}$表示真实观测值的平均值,用$\hat{y_i}$表示预测值,则: 回归平方和:SSR $$SSR = \sum_{i=1}^{n}(\hat{y_i} - \bar{y})^2$$ 即估计值与平均值的误差,反映自变量与因变量之间的相关程度的偏差平方和 残差平方和:SSE $$SSE = \sum_{i=1}^{n}(y_i-\hat{y_i} )^2$$ 即估计值与真实值的误差,反映模型拟合程度 总离差平方和:SST $$SST =SSR + SSE= \sum_{i=1}^{n}(y_i - \bar{y})^2$$ 即平均值与真实值的误差,反映与数学期望的偏离程度 R2_score计算公式 R^2 score,即决定系数,反映因变量的全部变异能通过回归关系被自变量解释的比例。计算公式: $$R^2=1-\frac{SSE

OpenGL uniform nof found if uniform block gets too big

徘徊边缘 提交于 2019-12-11 05:34:26
问题 I´m trying to implement a Uniform Block. This is how the block looks like in my fragment shader: struct Light { uint LightType; vec3 Direction; float SpotBlur; vec3 AmbientColor; float LinearAttenuation; vec3 DiffuseColor; float QuadraticAttenuation; vec3 SpecularColor; float CubicAttenuation; vec3 Position; float SpotCutoff; }; layout(std140) uniform LightBlock { Light values; } lights[32]; As you can see, I defined an array of the Light struct with a fixed size of 32. I can upload the data

Quick way to calculate uniformity or discrepancy of number set

蓝咒 提交于 2019-12-10 10:16:13
问题 Hello Assume I have the set of numbers I want a quick to calculate some measure of uniformity. I know the variance is the most obvious answer but i am afraid the complexity of naive algorithm is too high Anyone have any suggestions? 回答1: "Intuitive" algorithms for calculating variance usually suffer one or both of the following: Use two loops (one for calculating the mean, the other for the variance) Are not numerically stable A good algorithm, with only one loop and numerically stable is due

Animation speed on different devices

☆樱花仙子☆ 提交于 2019-12-10 00:40:48
问题 I have a simple translation animation in an Android game I am developing. When I test it on several devices, it runs at very different speeds on 10-inch tablets, 7-inch tablets and smartphones. What is the "state of the art" way of getting a uniform animation speed on different devices? Thanks, 回答1: I finally decided to use display.metrics to get the pixel density of the devices. Then I adjust the translation motion speed by dividing by the density value. Still wondering if this is the "state

Algorithm for subdividing an array into “semi-equal”, uniform sub-arrays

给你一囗甜甜゛ 提交于 2019-12-09 00:38:08
问题 Given an array with N elements, I am looking for M (M < N) successive sub-arrays with equal lengths or with lengths that differ by mostly 1. For example, if N = 12 and M = 4, all sub-arrays would have equal lengths of N/M = 3. If N = 100 and M = 12, I expect sub-arrays with lengths 8 and 9, and both sizes should be uniformly spread within the original array. This simple task turned to be a little bit subtle to implement. I came up with an adaptation of the Bresenham's line algorithm, which