Определим инерциальную систему координат
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$O$ - начало координат на полу -
$\mathbf{i}$ - направлен вперед в сагиттальной плоскости -
$\mathbf{j}$ - направлен влево во фронтальной плоскости
Определим инерциальную систему координат
# 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 |
Author: https://www.cyanhall.com/
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. |
Homebrew build logs for fpc on macOS 10.12 | |
Build date: 2016-10-05 02:20:32 |
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> |
#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); |