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HWII ProgrammingII #1 HWII ProgrammingII #2 HWII ProgrammingII #3 HWII ProgrammingII #4 HWII ProgrammingII #5 HWII ProgrammingII #6 HWII ProgrammingII #7 HWII ProgrammingII #8 HWII ProgrammingII #9 HWII ProgrammingII #10 HWII ProgrammingII #11 HWII ProgrammingII #12 HWII ProgrammingII #13 HWII ProgrammingII #14 HWII ProgrammingII #15
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Aeg2023-03-05 Kuupäev, millal dokument üles laeti
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Autor 450585 Õppematerjali autor

Sarnased õppematerjalid

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CPM1A Programmable Controllers Operation Manual 1784470

• Construct a control circuit so that power supply for the I/O circuits does not come ON before power supply for the Unit. If power supply for the I/O circuits comes ON before power supply for the Unit, normal operation may be tempo- rarily interrupted. • If the operating mode is changed from RUN or MONITOR mode to PROGRAM mode, with the IOM Hold Bit ON, the output will hold the most recent status. In such a case, ensure that the external load does not exceed specifications. (If operation is stopped because of an operation error (including FALS instruc- tions), the values in the internal memory of the CPU Unit will be saved, but the outputs will all turn OFF.)

Automatiseerimistehnika
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Trojan horse

Eriala: Informaatika Inglise keel Referaat «Trojan horse » Lektor S.Remmelg Üliõpilane A.Parts Rühm RDIR23 Kood 103373 Introduction Trojan (also - troyamn, troyamnets, troyamnsky horse Troma) - a program used by an attacker to gather information, its destruction or modification of, computer malfunction or use of its resources in the wrong purposes. According to the principle of distribution and of the Trojans is not a virus because it does not spread by self-reproduction. This Trojan is run by the user manually or automatically - the program or part of the operating system running on a victim computer (as a module or utility). For this program file (the name,

inglise teaduskeel
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Projekt

Tallinna Tehnikaülikool Raadio- ja sidetehnika instituut Projekt ainetes ,,IRT0030 Andmeside" ja ,,IRT0100 Kommunikatsioonivõrkude struktuurid ja teenused" teemal «VoIP teenus» Üliõpilane: Ruslan Karpovits Õpperühm: IATM Matrikli nr: 050829 Õppejõud: Avo Ots Tallinn 2008 Author's word This project is written to show some interesting aspects of working with VoIP (Voice over Internet Protocol) service. The project briefly describes the process of finding a solution for based VoIP problem and its realization.

Andmeside
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Programmeerimiskeel

mistakenly referred to as the "IBM UNIVAC." Remington Rand eventually sold 46 machines at more than $1 million each. SPEED: 1,905 operations per second INPUT/OUTPUT: magnetic tape, unityper, printer MEMORY SIZE: 1,000 12-digit words in delay lines MEMORY TYPE: delay lines, magnetic tape TECHNOLOGY: serial vacuum tubes, delay lines, magnetic tape FLOOR SPACE: 943 cubic feet COST: F.O.B. factory $750,000 plus Early AI programs: checkers, chess (in Britain) Strachey wrote a checkers program for the Ferranti Mark I at Manchester (with Turing's encouragement and utilising the latter's recently completed Programmers' Handbook for the Ferranti computer). By the summer of 1952 this program could, Strachey reported, "play a complete game of Draughts at a reasonable speed". Prinz's chess program, also written for the Ferranti Mark I, first ran in November 1951. It was for solving simple problems of the mate-in-two variety. The program would examine every possible

Infotehnoloogia
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Thesis Kivimaa August 2022

..................................................... 122 Installation of the GSES .......................................................................................................... 122 Start GSES ............................................................................................................................... 122 Results for managers .............................................................................................................. 124 Program Structure .................................................................................................................. 128 Input of collected expert information to GSRM/GSES ........................................................... 129 Security Class .......................................................................................................................... 129 MeasureGroups ...............................................................................

Infotehnoloogia
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Games Programming with Java and Java 3D

the chosen JVM; IBM's implementation exceeded the performance of C++ code compiled with gcc [Ladd 2003]. A detailed comparison of difference versions of Java and other companies' virtual machines and native code compilers can be found in [Doederlein 2002]. An area of Java that is still slow is its GUI API, Swing. GUI components are created and controlled from Java, with little OS support: this increases their portability and makes them more controllable from within a Java program. The downside is speed since Java imposes an extra layer of processing above the OS. This is one reason why some games applications still utilise the original Abstract Windowing Toolkit (AWT) -- it is mostly just simple wrapper methods around OS calls. However, most games do not require complex GUIs: full-screen game play with mouse and keyboard controls are the norm, so GUI speed is less of a factor. Another speed drain is Java's garbage collector, which is run automatically by the

Java programmeerimine
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Introduction of SCM

INTRODUCTION OF SUPPLY CHAIN MANAGEMENT (SCM) A supply chain is a network of facilities and distribution options that performs the functions of procurement of materials, transformation of these materials into intermediate and finished products, and the distribution of these finished products to customers. Supply chains exist in both service and manufacturing organizations, although the complexity of the chain may vary greatly from industry to industry and firm to firm. Supply chain management is typically viewed to lie between fully vertically integrated firms, where the entire material flow is owned by a single firm and those where each channel member operates independently. Therefore coordination between the various players in the chain is key in its effective management. Cooper and Ellram [1993] compare supply chain management to a well-balanced and well-practiced relay team. Such a team is more competitive when each player knows how to

Kategoriseerimata
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Ssubtiitrite lugemiskiirus

These statements have been decisive to the creation of the so-called "6 second rule", which has become a best-known teaching standard for subtitling over the years. Mayoral (2001, 4) mentions variable reading speeds for cinema (10 frames per foot of film--between 14 and 15 characters per second), as used by the Ameri- can company 20th Century Fox, while the values for television and video would be lower. The author also mentions the television subtitling software program used by the company Screen Subtitling System Ltd, which proposes reading speed fig- ures of 9 characters per second for adults, and half to two third equivalent ones for children. As far as the usage of reading speeds expressed in WPM and how adequate it may be in different countries, Mayoral affirms: No se dan normas de traducción audiovisual para diferentes países (las velocidades de lectura se establecen habitualmente --p. ej. Ivarsson, 1992, y Screen Subtitling Sys-

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