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Детальная математическая модель приседания человека

1. Кинематическая модель

1.1 Определение сегментов и координат

Определим инерциальную систему координат ${O, \mathbf{i}, \mathbf{j}, \mathbf{k}}$, где:

  • $O$ - начало координат на полу
  • $\mathbf{i}$ - направлен вперед в сагиттальной плоскости
  • $\mathbf{j}$ - направлен влево во фронтальной плоскости

Физическая модель приседания человека

1. Базовые компоненты механической системы

Сегменты тела

  • Ступни: Основа, контактная точка с поверхностью
  • Голени: Сегмент между коленным и голеностопным суставами
  • Бедра: Сегмент между тазобедренным и коленным суставами
  • Таз: Соединяет нижние конечности с позвоночником
  • Торс (включая позвоночник, грудную клетку): Верхняя часть тела
@romalozhkin00001
romalozhkin00001 / Makefile
Created November 9, 2024 00:03 — forked from colejhudson/Makefile
A base Makefile for compiling swift targeted for iOS without using XCode
# Adapted from http://vojtastavik.com/2018/10/15/building-ios-app-without-xcode/
SYS_BASE := /usr/local
SYS_LIB := $(SYS_BASE)/lib
SYS_INCLUDE := $(SYS_BASE)/include
ORGANIZATION := # Organization Name
NAME := # App Name
BUNDLE := $(NAME).app
@romalozhkin00001
romalozhkin00001 / Animation.md
Created December 12, 2023 08:19 — forked from JeOam/Animation.md
iOS Core Animation: Advanced Techniques, Part 1: The Layer Beneath

Author: https://www.cyanhall.com/

1. The Layer Tree

Core Animation's original name is Layer Kit

Core Animation is a compositing engine; its job is to compose different pieces of visual content on the screen, and to do so as fast as possible. The content in question is divided into individual layers stored in a hierarchy known as the layer tree. This tree forms the underpinning for all of UIKit, and for everything that you see on the screen in an iOS application.

In UIView, tasks such as rendering, layout and animation are all managed by a Core Animation class called CALayer. The only major feature of UIView that isn’t handled by CALayer is user interaction.

There are four hierarchies, each performing a different role:

class Solution {
func levelOrder(_ root: TreeNode?) -> [[Int]] {
typealias LabeledNode = (TreeNode?, Bool)
guard let root = root else {
return []
}
var prevLNode: LabeledNode = (root, true)
var q = [LabeledNode]()
q.append(prevLNode)
var result = [[Int]]()
import xml.etree.cElementTree as ET
import re
import math
from rank_bm25 import BM25Okapi
#from BeautifulSoup import BeautifulStoneSoup
def tokenizer(list_lines):
#Initialize list where all words will be stored.
corpus = []
for line in list_lines:
#Separate characters by delimiters defined in regex.
@romalozhkin00001
romalozhkin00001 / # fpc - 2016-10-05_02-20-32.txt
Created October 4, 2016 22:26
fpc on macOS 10.12 - Homebrew build logs
Homebrew build logs for fpc on macOS 10.12
Build date: 2016-10-05 02:20:32
@romalozhkin00001
romalozhkin00001 / # qt5 - 2016-10-05_00-06-45.txt
Created October 4, 2016 21:03
qt5 on macOS 10.12 - Homebrew build logs
Homebrew build logs for qt5 on macOS 10.12
Build date: 2016-10-05 00:06:45
//
// main.cpp
// laba2
//
// Created by Roman Lozhkin on 22.03.16.
// Copyright © 2016 Roman Lozhkin. All rights reserved.
//
#include <iostream>
#include <string>
@romalozhkin00001
romalozhkin00001 / cpp.cpp
Last active February 27, 2016 12:51
cpp.cpp
#include <iostream>
#include <algorithm>
#include <math.h>
#include<vector>
using namespace std;
unsigned long long n;
int main() {
cin >> n;
vector<int> lp(9999999, 0);