- 日時
2024-02-01
- 作
- 資料 バージョン
2024.1
- GitHub URL
- 製品 URL
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from keras import layers | |
def residual_block(y, nb_channels, _strides=(1, 1), _project_shortcut=False): | |
shortcut = y | |
# down-sampling is performed with a stride of 2 | |
y = layers.Conv2D(nb_channels, kernel_size=(3, 3), strides=_strides, padding='same')(y) | |
y = layers.BatchNormalization()(y) | |
y = layers.LeakyReLU()(y) |
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// コマンドプロンプトで UWP の音声認識APIを利用するサンプル | |
// NuGet で UWPDesktop を追加してください。 | |
// https://blogs.msdn.microsoft.com/lucian/2015/10/23/how-to-call-uwp-apis-from-a-desktop-vbc-app/ | |
using System; | |
using Windows.Media.SpeechRecognition; | |
namespace UWPCommandLine | |
{ | |
class Program | |
{ |
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# CMakeの最低バージョンを記述 | |
cmake_minimum_required(VERSION 2.8) | |
# コンパイラオプション | |
add_definitions("-std=c++11") | |
# 環境変数設定 | |
set(ENV{PROJECT_NAME} halide_test) | |
set(ENV{Halide_ROOT_DIR} /home/hoge/dev/Halide-release_2015_09_11) | |
set(ENV{Halide_INSTALL_DIR} $ENV{Halide_ROOT_DIR}/build) |
Unity のアニメーションのインポート設定(下画像)には様々な項目がありますが、これを手動でひとつひとつ設定していくのは、かなりしんどいです。お決まりの設定がある場合には、スクリプトで自動化してしまうのがよいでしょう。この文書では、その自動化の方法を紹介します。
これらのインポート設定は ModelImporter.clipAnimations に ModelImporterClipAnimation の配列として格納されています。これを舐める形で変更していけば、一括でお好みの設定を適用できます。
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:: setting of the environment variables | |
set SOURCE_DIR=%~dp0 | |
set BUILD_DIR=%SOURCE_DIR%\build | |
set INSTALL_DIR=%BUILD_DIR%\install | |
set VC_VERSION_NUM=11 | |
set VCVARSALL_BAT="C:\Program Files (x86)\Microsoft Visual Studio %VC_VERSION_NUM%.0\VC\vcvarsall.bat" | |
set ARCH=amd64 | |
set GENERATOR_NAME=Visual Studio %VC_VERSION_NUM% Win64 | |
call %VCVARSALL_BAT% %ARCH% |
過去に公開した「OpenCVビルド用スクリプト」をプラットフォーム,OpenCVバージョン毎にまとめました.
→今後このコンテンツの更新はWikiで行います.
OpenCVバージョン | ビルド用スクリプト |
---|---|
2.4.9 | opencv2.4.9_build_vs2012_x64.bat |
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public class Perlin { | |
public int repeat; | |
public Perlin(int repeat = -1) { | |
this.repeat = repeat; | |
} | |
public double OctavePerlin(double x, double y, double z, int octaves, double persistence) { | |
double total = 0; |