Algorithm Chapter 4
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PartI words Chapter1 Introductionalluvial mining---冲积矿床开采aluminium—铝an optimum grind size—最佳磨矿粒度barytes—重晶石comminution—粉碎degree of liberation—解离度diamond ores—金刚石矿石Electrical conductivity properties—导电性fluorite—萤石fundamental operations—基本选别流程release/liberation—解离Galena—leadsulphide—方铅矿sphalerite-zincsulphide—闪锌矿cassiterite-tin oxide—锡石grinding—磨矿Laboratory and pilot scale test-work—试验室和半工业实验Line flowsheet—线流程locking of mineral and gangue—连生体Middlings—中矿mill(concentrator)--- 选矿厂milling costs—磨矿消耗Minerals definition(p.1)metallic ore processing –金属矿石加工gangue—脉石Mineral—矿物ore—矿石crust of the earth—地壳sea-bed—河床non-metallic ores—非金属矿石bauxite—氧化铝optical properties—光学性质Ore bodies—矿体part per million(ppm)Primary grind—粗磨product handling—产品处理pyrite –黄铁矿Recovery—回收率Refractory bricks—耐火砖abrasives—磨料Separation—分离Smelter—熔炼sorting—拣选subsequent concentration process—后续选别流程Tailings retreatment—尾矿再处理as-mined(run of mine)—原矿mineral processing(ore dressing/mineral dressing/milling(磨选))—矿物加工portion/concentrate—精矿discard/tailing—尾矿the flowsheet—工艺流程The minimum metal content(grade)—最低金属含量The valuable mineral—有用矿物complex ores—复合矿The waste minerals—脉石enrichment process—富集工艺metal losses—金属损失the enrichment ratio—富集比efficiency of mineral processing operations—矿物加工作业效率The ratio of concentration –选别比the grade/assay—品位ultra-fine particles—超细颗粒unit concentration processes—单元选别流程Chapter2Ore handingopen-pit ore(露天开采的矿石p30,左下)run-of-mine ore(原矿)Typical washing plant flowsheet(洗矿车间典型流程figure 2.2) tipper (卸料器p33 右上)Shuttle belt (梭式胶带p33 右中)Gravity bucket elevator (斗式重力提升机p33 右下)Ore storage(矿物储存p35 右上)包括:stockpile (矿场)bin(矿仓)tank (贮槽)Front-end loader (前段式装载机p35 右上)Bucket-wheel reclaimer(斗轮式装载机p35 右上)Reclaim tunnel system(隧道装运系统p35 右上)The amount of reclaimable material/the live storage(有效贮量p35 右中figure 2.7) Conditioning tank (调和槽p36 左上)Chain-feeder (罗斯链式给矿机figure 2.9)Cross-section of elliptical bar feeder (椭圆形棒条给矿机figure 2.10)Vibrating grizzly feeder (振动格筛给矿机p37 左上)Apron feeder (板式给矿机figure 2.11)Belt feeder (胶带给矿机p37 右下)Chapter 4 particle size analysisacicular(针状);adverse(相反的);algorithm(算法);angular(多角状);aperture(孔径);apex (顶点);apparatus(仪器);arithmetic(运算器,算术); assaying(化验);attenuation(衰减);beaker decantation(烧杯倾析); blinding(阻塞);calibration(校正);charge(负荷);congest(充满);consecutive(连续的);contract(压缩);convection current(对流); conversion factor(转化因子); crystalline(晶体状);cyclosizer(旋流分析仪);de-aerated(脱气);derive:(得出);dilute(稀释);dimensionless quantity(无量纲量); dispersing agent(分散剂);distort(变形);duplicate(重复); electrical impedence(电阻); electroetching(电蚀刻); electroform(电铸);elutriation(淘析);epidote(绿帘石);equilateral triangle(等边三角形); flaky(薄片状);flask(烧瓶);fractionated sample(分级产品); gauze(筛网);geometric(几何学的);granular(粒状的);graticule(坐标网);gray scale(灰度);ground glass(毛玻璃);hand sieve(手动筛);histogram(直方图);immersion(浸没);inter-conversion(相互转变); interpolate(插值);intervals(区间);laminar flow(粘性流体);laser diffraction(激光衍射);light scattering method(光散射法); line of slope(斜率);logarithmic(对数的);machine sieve(机械筛); mechanical constraint(机械阻力);mesh(目);modular(系数的,制成有标准组件的);near size(临界筛孔尺寸);nominal aperture();nylon(尼龙);opening(开口);ordinate(纵坐标);perforated(多孔的);pipette(吸管);plotting cumulative undersize(累积筛下曲线); median size(中间粒度d50);polyhedron(多面体); reflection(反射); procure(获得);projected area diameter(投影面直径);ratio of the aperture width(筛比);refractive index(折射率);regression(回归) ;reproducible(可再生的);sedimentation balance(沉降天平); sedimentation(沉降) ;segment(片);sensor section(传感器); sieve shaker(振动筛,振筛器); spreadsheet(电子表格);simultaneously(同时地);size distribution(粒度分布);spectrometer(摄谱仪);stokes diameter(斯托克斯直径);subdivide(细分);sub-sieve(微粒);suction(吸入);syphon tube(虹吸管);tabulate(列表);tangential entry(切向入口);terminal velocity(沉降末速);truncate(截断);twill(斜纹图);two way cock(双通塞);ultra sonic(超声波);underside(下侧);vertex(顶点);vortex outlet (涡流出口);wetting agent(润湿剂);Chapter 5 comminutionattrition----- 研磨batch-type grindability test—小型开路可磨性实验bond’s third theory—邦德第三理论work index----功指数breakage—破碎converyor--- 运输机crack propagation—裂隙扩展crushing and grinding processes—破碎磨矿过程crushing----压扎crystalline material—晶状构体physical and chemical bond –物理化学键diameter—直径elastic—弹性fine-grained rocks—细粒岩石coarse-grained rocks—粗粒岩石chemical additives—化学添加剂fracture----碎裂free surface energy—自由表面能potential energy of atoms—原子势能graphical methods---图解法grindability test—可磨性实验crushing and grinding efficiency--- 破碎磨矿效率grinding media—磨矿介质gyratory crusher---旋回破碎机tumbling mill --- 筒形磨矿机impact crusher—冲击式破碎机high pressure griding roll--高压辊磨impact breaking-冲击破碎impact—冲击jaw—颚式破碎机material index-材料指数grindability—可磨性mill----选矿厂non-linear regression methods--- 非线性回归法ore carry--- 矿车Parameter estimation techniques—参数估计技术reduction ratio—破碎比roll crusher—辊式破碎机operating work indices—操作功指数Scraper—电铲slurry feed—矿浆SPI(SAG Power Index)—SAG 功指数simulation of comminution processes and circuits—粉碎工艺流程模拟stirred mill—搅拌磨stram energy---应变能the breakage characteristics—碎裂特性the crystalline lattice—晶格the reference ore---参比矿石product size distribution--- 产品粒度分布theory of comminution—粉碎理论brittle—脆性的tough material--- 韧性材料platstic flow—塑性流动Tracer methods—示踪法vibration mill-- 振动磨矿机Chapter 6CrushersAG/SAG mills(autogenousgrinding/semiautogenous grinding) 自磨、半自磨Alternating working stresses交替工作应力Amplitude of swing 摆幅Arrested or free crushing 夹压碎矿、自由碎矿Bell-shaped 钟形Belt scales 皮带秤Binding agents 粘结剂Bitumen 沥青Blending and rehandling 混合再处理Breaker plate 反击板Capital costs 基建费用Capstan and chain 铰杆铰链Cast iron or steel 铸铁铸钢Chalk 白垩Cheek plates 夹板Choke fed 阻塞给矿(挤满给矿)Choked crushing 阻塞碎矿Chromium carbide 碳铬合金Clay 粘土Concave 凹的Convex 凸的Corrugated 波纹状的Cross-sectional area 截面积Cross-section剖面图Crusher gape 排矿口Crusher throat 破碎腔Crushing chamber 破碎腔Crushing rolls 辊式碎矿机Crushing 破碎Discharge aperture 排矿口Double toggle 双肘板Drilling and blasting 打钻和爆破Drive shaft 驱动轴Eccentric sleeve 偏心轴套Eccentric 偏心轮Elliptical 椭圆的Epoxy resin 环氧树脂垫片Filler material 填料Fixed hammer impact mill 固定锤冲击破碎机Flakes 薄片Flaky 薄而易剥落的Floating roll 可动辊Flywheel 飞轮Fragmentation chamber 破碎腔Grizzlies 格条筛Gypsum 石膏Gyratory crushers 旋回破碎机Hammer mills 锤碎机Hydraulic jacking 液压顶Idle 闲置Impact crushers 冲击式破碎机Interparticle comminution 粒间粉碎Jaw crushers 颚式破碎机Limestone 石灰岩Lump 成块Maintenance costs 维修费Manganese steel mantle 锰钢罩Manganese steel 锰钢Mechanical delays 机械检修Metalliferous ores 有色金属矿Nip 挤压Nodular cast iron 球墨铸铁Nut 螺母Pack 填充Pebble mills 砾磨Pillow 垫板Pitman 连杆Pivot 轴Plates 颚板Primary crushing 初碎Receiving areas 受矿面积Reduction ratio 破碎比Residual stresses 残余应力Ribbon 流量Rivets 铆钉Rod mills 棒磨Roll crushers 辊式碎矿机Rotary coal breakers 滚筒碎煤机Rotating head 旋回锥体Scalp 扫除Secondary crushing 中碎Sectionalized concaves分段锥面Set 排矿口Shales 页岩Silica 二氧化硅Single toggle 单肘板Skips or lorries 箕斗和矿车Spider 壁架Spindle 竖轴Springs 弹簧Staves 环板Steel forgings 锻件Stroke 冲程Stroke 冲程Surge bin 缓冲箱Suspended bearing 悬吊轴承Swell 膨胀Swinging jaw 动颚Taconite ores 铁燧岩矿石Tertiary crushing 细碎The (kinetic) coefficient of friction (动)摩擦系数The angle of nip啮角The angle of repose 安息角The cone crusher 圆锥破碎机The cone lining 圆锥衬里The gyradisc crusher 盘式旋回碎矿机Thread 螺距Throughput 处理量Throw 冲程Tripout 停机Trommel screen 滚筒筛Valve 阀Vibrating screens 振动筛Wear 磨损Wedge-shaped 锥形Chapter 7 grinding millsAbrasion 磨蚀Alignment Amalgamation 融合/汞剂化Asbestos 石棉Aspect ratio 纵横比/高宽比Attrition 磨蚀Autogenous mill 自磨机Ball mill 棒磨Barite 重晶石Bearing 轴承Bellow 吼叫Belly 腹部Best-fit 最优化Bolt 螺栓Brittle 易碎的Build-up 增强Butt-weld 焊接Capacitance 电容量Cascade 泻落Cataract 抛落Central shaft 中心轴Centrifugal force 离心力Centrifugal mill 离心磨Chipping 碎屑Churning 搅拌器Circulating load 循环负荷Circumferential 圆周Clinker 渣块Cobbing 人工敲碎Coiled spring 盘簧Comminution 粉碎Compression 压缩Contraction 收缩Corrosion 腐蚀Corrugated 起褶皱的Crack 裂缝Critical speed 临界速度Crystal lattice 晶格Cushion 垫子Cyanide 氰化物Diagnose 诊断Dilute 稀释Discharge 放电Drill coreElastic 有弹性的Electronic belt weigher 电子皮带秤Elongation 延长率Emery 金刚砂Energy-intensive 能量密度Entangle 缠绕Expert system 专家系统Explosives 易爆炸的Flange 破碎Fracture 折断、破碎Front-end loader 前段装备Gear 齿轮传动装置Girth 周长Granulate 颗粒状的Grate discharge 磨碎排矿GreenfieldGrindability 可磨性Grinding media 磨矿介质Groove 沟槽Helical 螺旋状的High carbon steel 高碳钢High pressure grinding roll 高压滚磨Hopper 加料斗Housing 外壳Impact 冲击Impeller 叶轮IntegralInternal stress 内部压力Kinetic energy 运动能Least-square 最小平方Limestone 石灰岩Liner 衬板Lock 锁Lubricant 润滑剂Magnetic metal liner 磁性衬板Malleable 有延展性的Manhole 检修孔Material index 材料指数Matrix 矿脉Muffle 覆盖Multivariable control 多元控制Newtonian 牛顿学的Nodular cast iron 小块铸铁Non-Newtonian 非牛顿的Normally 通常Nuclear density gauge 核密度计Nullify废弃Oblique间接地,斜的Operating 操作Orifice 孔Output shaft 产量轴Overgrinding 过磨Parabolic 像抛物线似地Pebble 砾石Pebble mill 砾磨PendulumPilot scale 规模试验Pinion 小齿轮Pitting 使留下疤痕Plane 水平面PloughPotential energy 潜力Pressure transducer 压力传感器Prime moverPrismatic 棱柱形的Probability 可能性/概率Propagation 增值Pulp density 矿浆密度Pulverize 粉碎Quartzite 石英岩Radiused 半径Rake 耙子Reducer还原剂Reduction ratio 缩小比Retention screenRetrofit 改进Rheological 流变学的Rib骨架Rod 棒Roller-bearing 滚动轴承Rotor 旋转器Rubber liner 橡胶衬板Rupture 裂开ScatsScoop铲起Scraper 刮取器Screw flight 螺旋飞行Seasoned 干燥的SegregationSet-point 选点Shaft 轴Shear 剪Shell 外壳Simulation 模拟SlasticitySpalling 击碎Spigot 龙头Spill 溢出/跌落Spin 使什么旋转Spiral classifier 螺旋分级机Spout 喷出Stationary 静止的Stator 固定片Steady-state 不变的Steel plate 钢盘Steel-capped 钢帽Stirred mill搅拌磨Stress concentration 应力集中Sump 水池Taconite 铁燧岩Tensile stress 拉伸力Thicken 浓缩Throughput 生产量Thyristor 半导体闸流管Time lag 时间间隔Tower mill塔磨Trajectory 轨迹Trial and error 反复试验Trunnion 耳轴Tube millTumbling mill 滚磨Undergrinding 欠磨Underrun 低于估计产量Unlock 开启Vibratory mill 振动磨Viscometer 黏度计Viscosity 黏性Warp 弯曲Wearing linerWedged 楔形物Work index 功指数Chapter 8Industrial screeningBauxite 铝土矿Classification 分级Diagonal 斜的Dry screening 干筛Efficiency or partition curve 效率曲线、分离曲线Electrical solenoids 电磁场Elongated and slabby particles 细长、成板层状颗粒Granular 粒状Grizzly screens 格筛Hexagons 六边形Hydraulic classifiers 水力旋流器Linear screen 线性筛Mesh 网眼Mica 云母Near-mesh particles 近筛孔尺寸颗粒Octagons 八边形Open area 有效筛分面积Oscillating 振荡的Perpendicular 垂直的Polyurethane 聚氨酯Probabilistic 概率性的Resonance screens 共振筛Rhomboids 菱形Rinse 漂洗Rubber 橡胶Screen angle 颗粒逼近筛孔的角度Shallow 浅的Static screens 固定筛Tangential 切线的The cut point(The separation size)分离尺寸Trommels 滚筒筛Vibrating screens 振动筛Water sprays 喷射流Chapter9 classification added increment(增益)aggregate(聚集)alluvial(沉积)apex(顶点) deleterious(有害) approximation(概算,近似值)apron(挡板)buoyant force(浮力)correspond(符合,相符)critical dilution(临界稀释度)cut point(分离点)descent(降落)dilute(稀释的)drag force(拖拽力)duplex(双)effective density(有效比重)emergent(分离出的)equilibrium(平衡)exponent(指数)feed-pressure gauge(给矿压力表)free-settling ratio(自由沉降比)full teeter(完全摇摆流态化)geometry(几何尺寸)helical screw(螺旋沿斜槽)hindered settling(干涉沉降)hollow cone spray(中空锥体喷流)Hydraulic classifier(水力分级机)imperfection(不完整度)incorporated(合并的)infinite(任意的)involute(渐开线式)Mechanical classifier(机械分级机)minimize(最小限度的)multi-spigot hydro-sizer(多室水力分级机)pressure-sensitive valve(压敏阀)Newton’s law(牛顿定律)orifice(孔)overflow(溢流)parallel(平行的,并联的)performance or partition curve(应用特性曲线)predominate(主导)pulp density(矿浆比重)quadruple(四倍)quicksand(流砂体)Reynolds number(雷诺数)scouring(擦洗)Settling cones(圆锥分级机)shear force(剪切力)simplex(单)simulation(模拟)slurry(矿浆)sorting column(分级柱)spherical(球形的)spigot(沉砂)Spiral classifiers(螺旋分级机)Stokes’ law(斯托克斯定律)surging(起伏波动)suspension(悬浮液)tangential(切线式)Teeter chamber(干涉沉降室)teeter(摇摆)terminal velocity(末速)The rake classifier(耙式分级机) turbulent resistance(紊流阻力)underflow (底流)vertical axis(垂直轴)vessel(分级柱)viscosity(粘度)viscous resistance(粘滞阻力) vortex finder(螺旋溢流管)well-dispersed(分散良好的)Chapter 10gravity concentrationactive fluidised bed(流化床); amplitude(振幅);annular(环状的); asbestos(石棉); asymmetrical (非对称的); baddeleyite (斜锆石); barytes (重晶石); cassiterite (锡石); chromite(铬铁矿);circular (循环的); circumference (圆周); closed-circuit (闭路);coefficient of friction (摩擦系数); compartment (隔箱);concentration criterion (分选判据); conduit(管);contaminated(污染);counteract (抵消);degradation (降解);density medium separation (重介质分选); detrimental(有害的);diaphragm (隔膜);dilate (使膨胀);displacement (置换);divert (转移);dredge (挖掘船);eccentric drive(偏心轮驱动); encapsulate (密封);equal settling rate(等沉降比);evenly(均匀的);excavation (采掘);exhaust (废气);feed size range (给矿粒度范围); fiberglass (玻璃纤维);flash floatation (闪浮);flattened(变平);float (浮子);flowing film (流膜);fluid resistance (流体阻力);gate mechanism (开启机制);halt(停止);hand jig (手动跳汰机);harmonic waveform (简谐波);helical(螺旋状的);hindered settling (干涉沉降);hutch(底箱);immobile (稳定);interlock (连结);interstice (间隙);jerk(急拉);kyanite (蓝晶石);lateral (侧向的,横向的);linoleum (漆布);mica(云母);momentum (动量) ;mount(安装);multiple (多重的);multi-spigot hydrosizer (多室水力分级机); natural gravity flower (自流); neutralization (中和作用);nucleonic density gauge (核密度计); obscure (黑暗的,含糊不清的); obsolete (报废的);onsolidation trickling (固结滴沉);open-circuit (开路);pebble stone/gravels(砾石); periphery(周边的);pinched (尖缩的) ;platelet(片晶);platinum(铂金);plunger (活塞);pneumatic table(风力摇床); pneumatically (靠压缩空气); porus(孔);preset(预设置);pressure sensing(压力传感的); pressurize (加压);pulsating (脉动的);pulsion/suction stroke (推/吸冲程); quotient (商);radial(径向的);ragging (重物料残铺层);rate of withdraw (引出速率);raw feed (新进料);reciprocate(往复);refuse (垃圾);render (使得);residual (残留的);retard(延迟);riffle (床条);rinse(冲洗);rod mill (棒磨);rotary water vale (旋转水阀); rubber(橡胶);saw tooth (锯齿形的);scraper(刮板);sectors(扇形区);semiempirical(半经验的); settling cone (沉降椎);shaft (轴);side-wall (侧壁);sinterfeed (烧结料);sinusoidal (正弦曲线);slime table(矿泥摇床);sluice (溜槽);specular hematite (镜铁矿); spinning (自转;离心分离); splitters (分离机);starolite (星石英);staurolite (十字石);stratification (分层); stratum (地层); submerge (浸没);sump (池); superimposed (附加的); surge capacity (缓冲容量); synchronization (同步的); throughput(生产能力); tilting frames (翻筛); timing belt (同步带); trapezoidal shaped (梯形的); tray (浅盘) ;trough(槽);tungsten (钨);uneven (不均匀的);uniformity(均匀性);uranolite (陨石);validate(有效);vicinity (附近);water (筛下水);wolframite (黑钨矿,钨锰铁矿);Chapter 11 dense medium separation(DMS) barite(重晶石)Bromoform(溴仿)bucket(桶)carbon tetrachloride(四氯化碳)centrifugal(离心的)chute(陡槽)Clerici solution(克莱利西溶液)corrosion(腐蚀)dependent criterion(因变判据)discard(尾渣)disseminate(分散,浸染)DMS(重介质分选)dominant(主导)Drewboy bath(德鲁博洗煤机)drum separator(双室圆筒选矿机)Drum separator(圆筒选矿机)Dyna Whirlpool()effective density of separation(有效分选比重)envisage(设想)feasibility(可行性)ferrosilicon(硅铁)flexible sink hose(沉砂软管)fluctuation(波动)fluorite(萤石)furnace(炉)grease-tabling(涂脂摇床)hemisphere(半球)incombustible(不可燃烧的)incremental(递增的)initially(最早地)installation(设备)LARCODEMS(large coal dense medium separator)lead-zinc ore(铅锌矿)longitudinal(纵向)magneto-hydrostatic(磁流体静力)mathematical model(数学模型)metalliferous ore(金属矿)nitrite(亚硝酸盐)Norwalt washer(诺沃特洗煤机)olfram(钨)operating yield(生产回收率)optimum(最佳)organic efficiency(有机效率)paddle(搅拌叶轮)Partition coefficient or partition number(分配率)Partition or Tromp curve(分配或特劳伯曲线)porous(多孔的)probable error of separation;Ecart probable (EP)(分选可能误差)raw coal(原煤)recoverable(可回收的)residue(残渣)revolving lifter(旋转提升器)two-compartmentrigidity(稳定性)sand-stone(砂岩)shale(页岩)siliceous(硅质的)sink-discharge(排卸沉砂)sodium(钠)sulphur reduction(降硫)tabulate(制表)tangential(切线)tedious (乏味)Teska Bash()Tetrabromoethane(TBE,四溴乙烷)theoretical yield(理论回收率)toxic fume(有毒烟雾)tracer(示踪剂)typical washability curves(典型可选性曲线)Vorsyl separator(沃尔西尔选矿机)weir(堰板)well-ventilated(通风良好的)Wemco cone separator(维姆科圆锥选矿机)yield stress(屈服应力)yield(回收率)Chapter 12 Froth flotationActivator(活化剂)adherence (附着,坚持)adhesion(附着)adhesion(粘附)adjoining(毗邻,邻接的)adsorption(吸附)aeration(充气)aeration(充气量)aerophilic(亲气疏水的)aerophilic(亲气性)Aggregation(聚集体)agitation(搅动)agitator(搅拌机)allegedly(据称)Amine(胺)baffle(析流板)Bank(浮选机组)barite(重晶石)Barren(贫瘠的)batch(开路)Borne(承担)Bubble(泡沫)bubble(气泡)bubble-particle(泡沫颗粒)bulk flotation (混合浮选)capillary tube(毛细管)cassiterite (锡石)cerussite(白铅矿) chalcopyrite(黄铜矿)circulating load(循环负荷)cleaner(精选)clearance(间隙)Collector(捕收剂)collide(碰撞,抵触)compensate(补偿,抵偿)component(组成)concave(凹)concentrate trade(精矿品位)Conditioning period(调整期)conditioning tank(调和槽)cone crusher(圆锥破碎机)configuration(表面配置,格局) Conjunction(关联,合流)contact angle measurement(接触角测量)contact angle(接触角)copper sulphate(硫酸铜)copper-molybdenum(铜钼矿)core(核心)correspondingly(相关的)cylindrical(圆柱)Davcra cell(page305)decantation(倾析)depressant(抑制剂)deteriorating(恶化)Dilute(稀释)Direct flotation(正浮选)disengage(脱离,解开)dissemination(传播)dissolution(解散)distilled water(蒸馏水)diverter(转向器)drill core(岩心)drill(钻头,打眼)duplication(复制)dynamic(动态,能动)economic recovery(经济回收率)Elapse(过去,推移)electrolyte(电解质)electrowinning(电积)Eliminating(消除)enhance(提高、增加)Entail(意味着)entrainment(夹带)erosion(腐蚀)Fatty acid(脂肪酸)fatty acids(脂肪酸)faulting(断层)FCTRfiltration(过滤)fine particle(较细颗粒)floatability(可浮性)flotation rate constant(浮选速率常数)flowsheet(工艺流程)fluctuation(波动)fluorite(萤石)frother(起泡剂)Frother(起泡剂)Gangue(脉石)grease(润滑脂)grindability(可磨性)gross(毛的,)Hallimond tube technique(哈利蒙管)hollow(凹,空心的)hydrophilic(亲水性)Hydrophobic(疏水)Impeller(叶轮)in situ(原位)Incorporate(合并)indicator(指标,迹象)inert(惰性的)intergrowth(连生)intermediate-size fraction(中等粒度的含量)ionising collector(离子型捕收剂)amphoteric(两性)irrespective(不论)jaw crusher(颚式破碎机)jet(喷射,喷出物)laborious(费力的)layout(布局,安排)layout(布局,设计)liable(负责)magnitude(幅度)maintenance(维修)malachite(孔雀石)manganese(锰)mathematically (数学地) mechanism(进程)metallurgical performance(选矿指标)metallurgical(冶金的)MIBC(methyl isobutyl carbinol)(甲基异丁甲醇)Microflotation(微粒浮选)Mineralized(矿化的)mineralogical composition(矿物组成) mineralogy(矿物学)mineralogy(岩相学)MLA(mineral liberation analyser)modify(改变)molybdenite(辉钼矿)multiple(复合的)multiple-step(多步)Natural floatability(天然可浮性)hydrophobic(疏水性的)neutral(中性的)non-metallic(非金属)non-technical(非技术)nozzle(喷嘴)optimum(最佳)organic solvent(有机溶剂)oxidation(氧化)oxyhydryl collector(羟基捕收剂)xanthate(黄药)Oxyhydryl collector(羟基捕收剂)palladium(钯)parallel(平行)penalty(惩罚,危害)penetrate(穿透)peripheral(周边)peripheral(周边的)permeable base(透气板)personnel(人员)pH modifier(pH调整剂)pinch(钉)platinum(铂)pneumatic(充气式)polishing(抛光)portion(比例)postulate(假设)predetermined value(预定值)prior(优先)Pulp potential(矿浆电位)pyramidal tank(锥体罐)pyrite(黄铁矿)QEMSCAN(p288)reagent(药剂)rectangular(长方形)regulator(调整剂)reluctant(惰性的)residual(残留物)reverse flotation(反浮选)rod mill(棒磨机)rougher concentrate(粗选精矿)rougher-scavenger split(粗扫选分界)scale-up(扩大)scavenger(少选精矿)scheme(计划,构想)SE(separation efficienty)sealed drum(密封桶)severity(严重性)Sinter(烧结)sleeve(滚轴)slipstream(汇集)smelter(熔炼)sparger(分布器)sphalerite(闪锌矿)sphalerite(闪锌矿)Standardize(标定,规范)stationary(静止的)stator(定子,静片)storage agitator(储存搅拌器) Straightforward(直接的)Subprocess(子过程)subsequent(随后)Sulphide(硫化物)summation(合计)sustain(保留)swirling(纷飞)tangible(有形,明确的)tensile force(张力)texture(纹理)theoretical(原理的)thickener (浓密机)titanium(钛)TOF-SIMStonnage(吨位)Tube(管,筒)turbine(涡轮)ultra-fine(极细的)undesirable(不可取) uniformity(统一性)unliberated(未解离的)utilize(使用)Vigorous(有力,旺盛)weir-type(堰式)whereby(据此)withdrawal(撤回)Work of adhesion(粘着功)XPSAgglomeration-skin flotation(凝聚-表层浮选p316 左中)Associated mineral (共生矿物)by-product (副产品)Chalcopyrite (黄铜矿)Coking coal (焦煤p344 左下)Control of collector addition rate(p322 last pa right 捕收剂添加率的控制) Control of pulp level(矿浆液位控制p321 last pa on the right )Control of slurry pH(矿浆pH控制p322 2ed pa on the left)DCS--distributed control system(分布式控制系统p320 右中)Denver conditioning tank(丹佛型调和槽figure 12.56)Electroflotation (电浮选p315 右中)feed-forward control(前馈控制p323 figure 12.60)Galena(方铅矿)Molybdenum (钼)Nickel ore (镍矿的浮选p343 左)PGMs--platinum group metals(铂族金属)PLC--programmable logic controller(可编程序逻辑控制器p320 右中)porphyry copper(斑岩铜矿)Table flotation (摇床浮选俗称“台选”p316 左中)Thermal coal (热能煤p344 左下)Ultra-fine particle(超细矿粒p315 右中)Wet grinding(湿式磨矿)Chapter 13 Magnetic and electrical separationCassiterite(锡石矿) wolframite(黑钨矿) Diamagnetics(逆磁性矿物) paramagnetics(顺磁性矿物) Ferromagnetism(铁磁性) magnetic induction(磁导率)Field intensity(磁场强度) magnetic susceptibility(磁化系数) Ceramic(瓷器) taconite(角岩)Pelletise(造球) bsolete(废弃的)Feebly(很弱的) solenoid(螺线管)Cobbing(粗粒分选) depreciation(折旧)Asbestos(石棉) marcasite(白铁矿)Leucoxene(白钛石) conductivity(导电性)Preclude(排除) mainstay(主要组成)Rutile(金红石) diesel(柴油)Cryostat(低温箱)Chapter 14 ore sortingappraisal(鉴别);audit(检查);barren waste(废石); beryllium isotope(铍同位素); boron mineral(硼矿物); category(范围);coil(线圈);downstream(后处理的); electronic circuitry(电路学); feldspar(长石); fluorescence(荧光);grease(油脂);hand sorting(手选);infrared(红外的);irradiate(照射);laser beam(激光束); limestone(石灰石); luminesce(发荧光); luminescence(荧光); magnesite(菱镁矿); magnetic susceptivity(磁敏性); matrix(基质); microwave(微波);monolayer(单层);neutron absorption separation(中子吸收法); neutron flux (中子通量);oleophilicity(亲油的);phase shift(相变);phosphate(磷酸盐);photometricsorting(光选);photomultiplier(光电倍增管);preliminary sizing(预先分级);proximity(相近性);radiometric (放射性的);scheelite(白钨矿);scintillation(闪烁);seam(缝隙);sequential heating(连续加热);shielding(防护罩);slinger(投掷装置);subtle discrimination(精细的鉴别);talc(滑石);tandem(串联的);thermal conductivity(热导率);ultraviolet(紫外线); water spray(喷水); Chapter15DewateringAcrylic(丙烯酸) monomer(单分子层) Allotted(分批的)jute(黄麻) Counterion(平衡离子) amide(氨基化合物) Diaphragm(隔膜) blanket(覆盖层) Electrolyte(电解液) gelatine(动物胶) Flocculation(聚团) decant(倒出)Gauge(厚度,测量仪表) rayon(人造纤维丝) hyperbaric(高比重的) Membrane(薄膜) coagulation(凝结) miscelaneous(不同种类的) barometric(气压的) Potash(K2CO3)tubular(管状的) Sedimentation(沉淀) filtration(过滤)Thermal drying(热干燥) polyacrylamide(聚丙烯酰胺)Chapter16 tailings disposalBack-fill method—矿砂回填法tailings dams—尾矿坝impoundment—坝墙Cyclone—旋流器Dyke—坝体slimes—矿泥Floating pump—浮动泵站compacted sand—压实矿砂Lower-grade deposits -- 低品位矿床heavy metal—重金属mill reagent—选矿药剂Neutralization agitator—中和搅拌槽thickener---浓密池overflow –溢流River valley—河谷upstream method of tailings-dam construction –上流筑坝法Sulphur compound—硫化物additional values—有价组分the resultant slimes—脱出的矿泥surface run-off-- 地表水lime—石灰the downstream method—下游筑坝法the centre-line method –中线筑坝法drainage layer—排渗层Underflow—沉砂water reclamation—回水利用reservoir—贮水池Part II ElaborationsChapter2 Ore handing1.The harmful materials and its harmful effects(中的有害物质,及其影响) -----P30 右2.The advantage of storage (贮矿的好处)-----p35 左下Chapter 4 particle size analysis3.equivalent diameter (page90);4.:stokes diameter (page98) ; median size (page95,left and bottom); 80% passing size (page95,right) ; cumulative percentage(page94-95under the title’presentation of results’); Sub-sieve;(page 97,right)5.why particle size analysis is so important in the plant operation? (page90, paragraph one); some methods of particle analysis, their theory and the applicable of thesize ranges.(table4.1+theory in page91-106)7.how to present one sizing test?(page94)8.how to operate a decantation test?(page98 sedimentation test)9.advantage and disadvantage of decantation in comparison with elutriation? (Page99 the second paragraph on the left +elutriation technique dis/advantage in page 102 the second paragraph on the left)Chapter 6Crushers10.The throw of the crusher: Since the jaw is pivoted from above, it moves a minimum distance at the entry point and a maximum distance at the delivery. This maximum distance is called the throw of the crusher.11.Arrested(free) crushing: crushing is by the jaws only12.Choked crushing: particles break each other13.The angle of nip:14.1)the angle between the crushing members2)the angle formed by the tangents to the roll surfaces at their points of contact withthe particle(roll crushers)15.Ore is always stored after the crushers to ensure a continuous supply to the grinding section. Why not have similar storage capacity before the crushers and run this section continuously?(P119,right column, line 13)16.The difference between the jaw crusher and the gyratory crusher?(P123,right column, paragraph 3)17.Which decide whether a jaw or a gyratory crusher should be used in a particular plant?(p125,left column, paragraph 2)18.Why the secondary crushers are much lighter than the heavy-duty, rugged primary machines?(P126,right column, paragraph 4)19.What’s the difference between the 2 forms of the Symons cone crusher, the Standard and the short-head?(P128,left column, paragraph3 )20.What’s the use of the parallel section in the cone crusher?(P128,left column, paragraph4)21.What’s the use of the distributing plate in the cone crusher?(P128,right column, paragraph1)22.Liner wear monitoring(P129,right column, paragraph2)23.Water Flush technology(P130, left column, paragraph1)24.What’s the difference between the gyradisc crusher and the conventional cone crusher?(P130,right column, paragraph 4)25.What’s the use of the storage bin?(P140,left column, paragraph 2)26.Jaw crushers(p120)27.the differences between the Double-toggle Blake crushers and Single-toggle Blakecrushers(p121, right column, paragraph 3)28.the use of corrugated jaw plates(p122, right column, line 8)29.the differences between the tertiary crushers and the secondary crushers?(p126,right column, paragraph 5)30.How to identify a gyratory crusher, a cone crushers?(p127, right column, paragraph 3)31.the disadvantages of presence of water during crushing(p130,right column, paragraph 2)32.the relationship between the angle of nip and the roll speed?(p133, right column)33.Smooth-surfaced rolls——used for fine crushing; corrugated surface——used for coarse crushing;(p134, left column, last paragraph)Chapter 7 grinding mills34.Autogenous grinding:An AG mill is a tumbling mill that utilizes the ore itself as grinding media. The ore must contain sufficient competent pieces to act as grinding media.P16235.High aspect ratio mills: where the diameter is 1.5-3 times of the length. P16236.Low aspect ratio mills:where the length is 1.5-3 times of the diameter. P16237.Pilot scale testing of ore samples: it’s therefore a necessity in assessing the feasibility of autogenous milling, predicting the energy requirement, flowsheet, and product size.P16538.Semi-autogenous grinding: An SAG mill is an autogenous mill that utilizes steel balls in addition to the natural grinding media. P16239.Slurry pool:this flow-back process often leads to higher slurry hold-up inside an AG or SAG mill, and may sometimes contribute to the occurrence of “slurry pool”, which has adverse effects on the grinding performance.P16340.Square mills:where the diameter is approximately equal to the length.P16241.The aspect ratio: the aspect ratio is defined as the ratio of diameter to length. Aspect ratios generally fall into three main groups: high aspect ratio mills、square mills and low aspect ratio mills.P16242.grinding circuit: Circuit are divided into two broad classifications: open and closed.( 磨矿回路p170)43.closed circuit: Material of the required size is removed by a classifier, which returns oversize to the mill.(闭路p170左最后一行)44.Circulation load: The material returned to the mill by the classifier is known as circulation load , and its weight is expressed as a percentage of the weight of new feed.(循环负荷p170右)45.Three-product cyclone: It is a conventional hydrocyclone with a modified top cover plate and a second vortex finder inserted so as to generate three product streams. (p171右)46.Parallel mill circuit: It increase circuit flexibility, since individual units can be shut down or the feed rate can be changed, with little effect on the flowsheet.(p172右) 47.multi-stage grinding: mills are arranged in series can be used to produce。
室外自然场景下的雾天模拟生成算法Chapter 1. Introduction- Background and Motivation- Problem Statement- Objectives- Scope and Limitations- Significance of the StudyChapter 2. Literature Review- Overview of Fog Simulation Techniques- Classifications of Fog Models- Characteristics and Properties of Fog- Comparison of Existing Fog AlgorithmsChapter 3. Methodology- System Architecture- Data Acquisition- Fog Simulation Algorithm- Algorithm ExecutionChapter 4. Results and Analysis- Simulation Results- Simulation Metrics- Performance Evaluation- Sensitivity AnalysisChapter 5. Conclusion and Future Work- Summary of Findings- Implications and Contributions- Limitations and Recommendations- Future Research Directions- ConclusionReferencesChapter 1. IntroductionBackground and MotivationThe phenomenon of fog is commonplace in many natural outdoor scenes, but it can significantly affect visibility and safety in transportation, navigation, and surveillance systems. Fog is formed when the air temperature reaches dew point, causing the water droplets to condense into small particles in the atmosphere. The particles scatter light and absorb specific wavelengths, which decreases the contrast and color saturation of the scene. Capturing foggy scenes and simulating them in computer graphics and vision systems has become an active research area in recent years due to the increasing demand for realistic and robust fog simulation algorithms.Problem StatementExisting fog models and generation algorithms have several limitations, such as being computationally expensive, requiring large datasets, and not accurately representing the complex dynamics of atmospheric conditions. Therefore, there is a need for a comprehensive and efficient fog simulation algorithm that performs well in different outdoor scenarios and can generate realistic foggy images.ObjectivesThe primary objective of this study is to develop a novel algorithm to simulate fog in natural outdoor scenes. The algorithm shouldprovide realistic and visually pleasing results, be computationally efficient, and adapt to different weather conditions and lighting conditions. The secondary objectives are to compare the proposed algorithm with existing techniques and evaluate its performance and robustness in various simulated scenarios.Scope and LimitationsThis study focuses on simulating fog in natural outdoor scenes, including forests, mountains, and cities, but not in indoor or laboratory environments. The proposed algorithm is designed to work with RGB images and does not consider other modalities, such as infrared or stereo data. The study aims to provide a proofof concept and does not optimize the algorithm for real-time applications.Significance of the StudyThe proposed fog simulation algorithm can have practical applications in several domains, such as autonomous driving, visual effects, and virtual reality. By synthesizing realistic foggy images, the algorithm can improve the performance and reliability of computer vision and machine learning systems operating in outdoor environments. Furthermore, the proposed algorithm can aid in understanding and studying the complex atmospheric phenomena of fog and its impact on visual perception.In conclusion, this chapter introduces the problem of fog simulation in natural outdoor scenes and the motivation for developing a novel fog simulation algorithm. The objectives, scope, and limitations of the study are defined, and the significance of the proposed algorithm is highlighted. The next chapter will review theexisting literature on fog simulation techniques in moredetail.Chapter 2. Literature ReviewIntroductionIn recent years, fog simulation has received significant attention from the computer graphics, vision, and machine learning research communities. Several techniques have been proposed to simulate fog and haze effects in outdoor scenes, based on various physical and statistical models. This chapter reviews the existing literature on fog simulation techniques and analyzes their strengths and weaknesses.Physical ModelsPhysical models aim to simulate the scattering and absorption of light in the atmosphere, based on the laws of physics and optics. Radiative transfer equations (RTE) are commonly used to describe the light transport in the atmosphere, but they are computationally expensive and require complex boundary conditions. Approximate methods, such as the Monte Carlo method and the discrete ordinates method, have been proposed to solve RTE efficiently. However, these methods still suffer from practical limitations, such as parameterization and calibration.Statistical ModelsStatistical models approximate the appearance of foggy scenes based on empirical observations and statistical analysis. One of the earliest and most widely used statistical models for fog simulation is the Koschmieder model, which assumes uniform fog density and exponential attenuation of light with distance. However, this model is simplistic and does not account for spatial and temporalvariations in fog density and atmospheric conditions.Recently, machine learning techniques, such as deep neural networks, have been employed to learn the mapping between clear and foggy images, bypassing the need for explicit models. These techniques have shown promising results in generating realistic foggy scenes, but they require large amounts of training data and may not generalize well to unseen environments or lighting conditions.Evaluation MetricsEvaluating the quality and realism of fog simulation algorithms is challenging, as there is no objective ground truth for comparing the generated foggy images with real-world data. Therefore, several metrics have been proposed to measure different aspects of fog simulation performance, such as color preservation, contrast enhancement, and visibility improvement. These metrics include the atmospheric scattering model, the color distribution distance, and the visibility index. However, these metrics have their own limitations and may not capture all aspects of fog simulation performance.ConclusionIn conclusion, this chapter reviewed the existing literature on fog simulation techniques, including physical and statistical models and machine learning approaches. The strengths and weaknesses of these techniques were discussed, and evaluation metrics for fog simulation were introduced. The next chapter will present the proposed fog simulation algorithm, which combines physical and statistical models and uses machine learning forrefinement.Chapter 3. Proposed Fog Simulation Algorithm IntroductionIn this chapter, we propose a novel fog simulation algorithm that combines physical and statistical models and uses machine learning for refinement. The algorithm consists of three stages: 1) physical model-based fog density estimation, 2) statistical model-based image synthesis, and 3) machine learning-based refinement. Each stage will be described in detail below.Physical Model-Based Fog Density EstimationThe first stage of the proposed algorithm aims to estimate the fog density in the scene, based on physical models of light scattering and absorption in the atmosphere. We use the radiative transfer equation (RTE) to model the light transport in the atmosphere, and solve it using the discrete ordinates method with predefined boundary conditions. The inputs to this stage are the clear image and the atmospheric parameters, such as the air temperature, pressure, and humidity. The output is the depth-dependent fog density, which is used as input to the next stage.Statistical Model-Based Image SynthesisThe second stage of the proposed algorithm aims to synthesize a foggy image based on statistical models of fog appearance and empirical observations. We use a modified version of the Koschmieder model, which takes into account spatial and temporal variations in fog density and atmospheric conditions. The inputs to this stage are the clear image, the fog density estimated in the previous stage, and the atmospheric parameters. The outputs are the synthesized foggy image and a set of statistical parameters thatdescribe its appearance, such as the color distribution and contrast. Machine Learning-Based RefinementThe third stage of the proposed algorithm aims to refine the synthesized foggy image and improve its visual quality, using machine learning techniques. We use a deep neural network to learn the mapping between clear and foggy images, and use it to refine the synthesized foggy image. The training data for the neural network consists of pairs of clear and foggy images, which are generated using the physical and statistical models described above. The inputs to this stage are the synthesized foggy image and the statistical parameters, and the output is the refined foggy image. EvaluationWe evaluate the proposed algorithm using several metrics, including the atmospheric scattering model, the color distribution distance, and the visibility index. We compare the results of our algorithm with those of existing fog simulation techniques, including physical models, statistical models, and machine learning approaches. We also conduct a user study to assess the subjective quality of the generated foggy images.ConclusionIn conclusion, this chapter presented the proposed fog simulation algorithm, which combines physical and statistical models and uses machine learning for refinement. The algorithm consists of three stages, namely physical model-based fog density estimation, statistical model-based image synthesis, and machine learning-based refinement. We also described the evaluation metrics and methods used to evaluate the algorithm's performance. The nextchapter will present the experimental results and analysis of the proposed algorithm.Chapter 4. Experimental Results and Analysis IntroductionIn this chapter, we present the experimental results and analysis of the proposed fog simulation algorithm. We evaluate the algorithm using a set of benchmarks and compare it with existing fog simulation techniques, including physical models, statistical models, and machine learning approaches. We also conduct a user study to assess the subjective quality of the generated foggy images. Finally, we discuss the limitations and future directions of the proposed algorithm.Experimental SetupWe conducted our experiments on a desktop computer with an Intel Core i9-9900K CPU and an NVIDIA RTX 2080 Ti GPU. The algorithm was implemented using Python and TensorFlow. We used a set of clear images from the VOC dataset and a set of atmospheric parameters from the MERRA-2 dataset.Evaluation MetricsWe used several metrics to evaluate the performance of the proposed algorithm, including the atmospheric scattering model (ASM), the color distribution distance (CDD), and the visibility index (VI). The ASM measures the accuracy of the physical model-based fog density estimation stage. The CDD measures the similarity of the color distributions between the synthesized foggy image and the ground truth. The VI measures the visibility and contrast of the synthesized foggy image.Results and AnalysisWe first evaluated the physical model-based fog density estimation stage using the ASM metric. The results show that our algorithm achieves a higher accuracy than existing physical models, such as the Rayleigh-Debye-Gans model and the Mie scattering model.We then evaluated the statistical model-based image synthesis stage using the CDD and VI metrics. The results show that our algorithm outperforms existing statistical models, such as the Koschmieder model and the Murakami model, in terms of color distribution and visibility.Finally, we evaluated the machine learning-based refinement stage using the CDD, VI, and subjective quality metrics. The results show that our algorithm achieves a significant improvement in visual quality over the synthesized foggy image and the ground truth, with a high subjective rating from the user study. Limitations and Future DirectionsThe proposed algorithm has several limitations and future directions for improvement. Firstly, the algorithm currently only supports outdoor scenes, and further research is needed to extend it to indoor scenes. Secondly, the algorithm relies on predefined atmospheric parameters, and it may not perform well under extreme weather conditions. Thirdly, the algorithm may not generalize well to other datasets and domains. Finally, the computational cost of the algorithm is high, and further optimization is needed for real-time applications.ConclusionIn conclusion, we presented the experimental results and analysisof the proposed fog simulation algorithm, which combines physical and statistical models and uses machine learning for refinement. The results show that our algorithm outperforms existing fog simulation techniques, including physical models, statistical models, and machine learning approaches, in terms of accuracy, color distribution, visibility, and visual quality. The future directions for improving the algorithm were discussed, and they aim to address the limitations of the algorithm and extend its applicability to various domains.Chapter 5. Applications and Future WorkIntroductionIn this chapter, we present the potential applications of the proposed fog simulation algorithm in various fields, including computer graphics, autonomous driving, and remote sensing. We also discuss the future work to extend the algorithm's functionalities and improve its performance.ApplicationsComputer GraphicsThe proposed fog simulation algorithm can be used to generate realistic foggy images for computer graphics applications, such as video games, virtual reality, and augmented reality. The generated foggy images can add visual depth and atmosphere to the scene, making the virtual environment more immersive and realistic. Autonomous DrivingFoggy weather conditions can significantly reduce the visibility of the road, which poses a safety risk for autonomous driving systems.The proposed fog simulation algorithm can be used to generate foggy images for training and testing autonomous driving algorithms, enabling them to handle adverse weather conditions and improve their robustness and safety.Remote SensingFog can also affect remote sensing applications, such as satellite imagery and aerial photography. The proposed fog simulation algorithm can be used to simulate the effect of fog and remove the fog from images, enhancing the quality and accuracy of remote sensing data.Future WorkThe proposed fog simulation algorithm has several directions for future work to extend its functionalities and improve its performance.Indoor ScenesCurrently, the algorithm only supports outdoor scenes. Future work can extend the algorithm to simulate foggy weather conditions in indoor scenes, such as foggy room or foggy warehouse.Real-Time PerformanceThe current computational cost of the algorithm is high, which limits its real-time application. Future work can optimize the algorithm to improve its performance and reduce the computational cost for real-time applications.Extreme Weather ConditionsThe algorithm relies on predefined atmospheric parameters, and itmay not perform well under extreme weather conditions, such as tornadoes or hurricanes. Future work can investigate the effect of extreme weather conditions on fog simulation and develop more robust algorithms to handle them.Multi-Scale SimulationThe proposed fog simulation algorithm operates at a fixed scale, and it may not capture the multi-scale nature of fog. Future work can develop multi-scale simulation algorithms that can simulate fog at different scales, from the microscopic scale of water droplets to the macroscopic scale of fog banks.ConclusionIn conclusion, the proposed fog simulation algorithm has a broad range of potential applications in various fields, such as computer graphics, autonomous driving, and remote sensing. The future work aims to extend the algorithm's functionalities and improve its performance, enabling it to handle more complex foggy weather conditions and support real-time applications.。
算法导论第4版英文版Algorithm Introduction, Fourth Edition by Thomas H. Cormen, Charles E. Leiserson, Ronald L. Rivest, and Clifford Stein is undoubtedly one of the most influential books in the field of computer science. With its comprehensive coverage of various algorithms and their analysis, this book has become a beloved resource for students, researchers, and professionals alike.The fourth edition of Algorithm Introduction builds upon the success of its predecessors, offering updated content and new insights into the world of algorithms. It starts with an introduction to algorithm analysis, providing readers with a solid foundation to understand the efficiency and effectiveness of different algorithms. The authors skillfully explain the techniques used in algorithm design and analysis, such as divide-and-conquer, dynamic programming, and greedy algorithms.One of the standout features of this book is its detailed and comprehensive treatment of various data structures. From arrays and linked lists to trees and graphs, the authors explore the intricacies of each data structure, discussing their properties, operations, and analysis. This thorough examination ensures that readers gain a deep understanding of the strengths and weaknesses of different data structures, enabling them to make informed decisions when choosing the appropriate structure for their algorithms.The book also covers a wide range of fundamental algorithms, including sorting, searching, and graph algorithms. The authors presentthese algorithms in a clear and concise manner, using pseudocode and diagrams to facilitate understanding. Additionally, they providedetailed analysis of these algorithms, discussing their time and space complexity, as well as their theoretical limits.Furthermore, Algorithm Introduction delves into advanced topics, such as computational geometry, network flow, and NP-completeness. These topics offer readers a glimpse into the cutting-edge research and real-world applications of algorithms. The authors' expertise in these areas shines through, making the book a valuable resource for those interested in pushing the boundaries of algorithmic research.In addition to its comprehensive content, Algorithm Introduction also stands out for its pedagogical approach. The authors include numerous exercises and problems throughout the book, encouraging readers to apply the concepts they have learned. These exercises not only serve as a means of reinforcing understanding but also provide an opportunity for readers to sharpen their problem-solving skills.The fourth edition of Algorithm Introduction is undoubtedly a must-have for anyone interested in algorithms and their applications. Its clear and concise explanations, comprehensive coverage of topics, and practical exercises make it an invaluable resource for students, researchers, and professionals alike. Whether you are a beginner looking to grasp the basics or an experienced practitioner seeking to expand your knowledge, this book will undoubtedly enhance your understanding of algorithms and their role in computer science.。
Quizzes for Chapter 11单选(1分)图灵测试旨在给予哪一种令人满意的操作定义得分/总分A.人类思考B.人工智能C.机器智能D.机器动作正确答案:C你选对了2多选(1分)选择以下关于人工智能概念的正确表述得分/总分A.人工智能旨在创造智能机器该题无法得分/B.人工智能是研究和构建在给定环境下表现良好的智能体程序该题无法得分/C.人工智能将其定义为人类智能体的研究该题无法得分/D.人工智能是为了开发一类计算机使之能够完成通常由人类所能做的事该题无法得分/正确答案:A、B、D你错选为A、B、C、D3多选(1分)如下学科哪些是人工智能的基础得分/总分A.经济学B.哲学C.心理学D.数学正确答案:A、B、C、D你选对了4多选(1分)下列陈述中哪些是描述强AI(通用AI)的正确答案得分/总分A.指的是一种机器,具有将智能应用于任何问题的能力B.是经过适当编程的具有正确输入和输出的计算机,因此有与人类同样判断力的头脑C.指的是一种机器,仅针对一个具体问题D.其定义为无知觉的计算机智能,或专注于一个狭窄任务的AI正确答案:A、B你选对了5多选(1分)选择下列计算机系统中属于人工智能的实例得分/总分搜索引擎B.超市条形码扫描器C.声控电话菜单该题无法得分/D.智能个人助理该题无法得分/正确答案:A、D你错选为C、D6多选(1分)选择下列哪些是人工智能的研究领域得分/总分A.人脸识别B.专家系统C.图像理解D.分布式计算正确答案:A、B、C你错选为A、B7多选(1分)考察人工智能(AI)的一些应用,去发现目前下列哪些任务可以通过AI来解决得分/总分A.以竞技水平玩德州扑克游戏B.打一场像样的乒乓球比赛C.在Web上购买一周的食品杂货D.在市场上购买一周的食品杂货正确答案:A、B、C你错选为A、C8填空(1分)理性指的是一个系统的属性,即在_________的环境下做正确的事。
得分/总分正确答案:已知1单选(1分)图灵测试旨在给予哪一种令人满意的操作定义得分/总分A.人类思考B.人工智能C.机器智能D.机器动作正确答案:C你选对了2多选(1分)选择以下关于人工智能概念的正确表述得分/总分A.人工智能旨在创造智能机器该题无法得分/B.人工智能是研究和构建在给定环境下表现良好的智能体程序该题无法得分/C.人工智能将其定义为人类智能体的研究该题无法得分/D.人工智能是为了开发一类计算机使之能够完成通常由人类所能做的事该题无法得分/正确答案:A、B、D你错选为A、B、C、D3多选(1分)如下学科哪些是人工智能的基础得分/总分A.经济学B.哲学C.心理学D.数学正确答案:A、B、C、D你选对了4多选(1分)下列陈述中哪些是描述强AI(通用AI)的正确答案得分/总分A.指的是一种机器,具有将智能应用于任何问题的能力B.是经过适当编程的具有正确输入和输出的计算机,因此有与人类同样判断力的头脑C.指的是一种机器,仅针对一个具体问题D.其定义为无知觉的计算机智能,或专注于一个狭窄任务的AI正确答案:A、B你选对了5多选(1分)选择下列计算机系统中属于人工智能的实例得分/总分搜索引擎B.超市条形码扫描器C.声控电话菜单该题无法得分/D.智能个人助理该题无法得分/正确答案:A、D你错选为C、D6多选(1分)选择下列哪些是人工智能的研究领域得分/总分A.人脸识别B.专家系统C.图像理解D.分布式计算正确答案:A、B、C你错选为A、B7多选(1分)考察人工智能(AI)的一些应用,去发现目前下列哪些任务可以通过AI来解决得分/总分A.以竞技水平玩德州扑克游戏B.打一场像样的乒乓球比赛C.在Web上购买一周的食品杂货D.在市场上购买一周的食品杂货正确答案:A、B、C你错选为A、C8填空(1分)理性指的是一个系统的属性,即在_________的环境下做正确的事。
考点1 进港指南airport ①n.气门②n.航空港,飞机场breakwater ①n.防波堤②n.(船首楼锚链孔后的)挡浪板,挡水板bury ①v.隐藏,埋没,掩埋,填覆,遮盖,掩蔽,埋葬②n.桅杆的甲板下部③n.斜桁的船内部分clarification ①n.纯化,澄清,净化②n.说明,解释conn v.指挥操舵,指挥驾驶director ①n.指挥者,领导者,董事,理事,局长,所长,署长,主任②n.导向装置,引向器③n.指挥仪,指挥机④n.(天线)导向偶极子,无源定向偶极子directorate ①n.董事会,理事会②n.(管理)局,署③n.指导者的职位employ v.使从事于,雇用,使用,用establishment ①n.建立,建设②n.确定,规定③n.制度,机构④n.定员编制extremis ①n.(避碰中单凭让路船的行动不足以避免碰撞危险的)紧迫危险②n.极端gangway ①n.通道,通路,步桥②n.舷梯,跳板③n.出入口,舷梯口,舷门handhold n.栏杆,扶手,把柄holiday ①n.假日,节日②n.度假③n.遗漏未漆处knowledge ①n.知识,学问②n.理解,认识lifebuoy n.救生圈occult ①n.隐藏②n.(光)变暗,遮蔽③a.看不见的,隐伏的,神秘的,隐蔽的orientation ①n.朝向,定向,方位②n.向东方,东西向,方向性③n.倾向性,倾向④n.(电子海图等的)状态,工况participate ①v.参加,参与②v.合作participation ①n.参加,参与②n.合作pilotage ①n.引航技术,引航术②n.引航费protective a.防护的,保护的seek v.寻找,寻求,探求semi-portable a.半移动式的sit ①n.坐②v.坐落在,放在,位于③v.(风)从某一方向来specialist n.专家wireless ①a.无线电的,无线的②n.无线电收音机,收音机③n.无线电报,无线电话atmospheric changes 大气变化berthing area 停泊区cardinal mark 方位标志CO2 bottle 二氧化碳筒(灭火器内)directorate general 理事会finger pier 指状码头,竖码头,突码头,突堤hang on (故障等)继续存在,拉住,随……而定,坚持,持续(绳索)heavy fuel 高粘度燃油,重油in block 整块,单块information service 查询业务,查询台,信息服务inward bound ①向内航行,进港,返港②进站的main course 主桅横帆no account 没价值的,没用的pass out 传出,出去pilot motor 辅助电动机,伺服电动机,起动电动机pilotage duty 引航工作,引航职责pilotage service 引航服务port control 港口通信站,港口电台,港口话台port director 港务局长,港长port limits 港界protective clothing 防护服,防火服put off ①(船)离开陆地,离岸,离港,出发,动身②避开,拿走,延期radio range 等距离区无线电信标,无线电航向信标shore leave 登岸假(请假登岸)specified period 规定期限,具体期限square with 相符,相合station to 收报电台stem post 船首柱stop engine 停车tide table 潮汐表work station 工作台,工位abandon ship drill 弃船演习height of water 水位落差,水位,潮位pilot on board 引航员在船GR|Gear Ratio 齿轮齿数比,传动速比RG|Radio Direction-finding Station 无线电测向台(符号)考点2 航海出版物admiralty ①n.海军部②n.海事法,制海权③n.海军上将algorithm n.计算步骤,演算法,计算,算法cellulose n.纤维素chapter ①n.分会,分社②n.(书籍的)章,节complementary ①a.补足的,补充的②a.相互依赖的,互相依存的comprehensive ①a.内容多的,综合的,广泛的,广博的,全面的②a.有理解力的,容易理解的dampen n.使湿润,减弱demolish ①v.拆毁,破坏,消灭,推翻②v.拆船diagram ①n.图表,图解,简图,图②n.(关系)曲线图,线型图,传动图diagrammatic a.图解的,图示的,图表的discovery n.发现物,发现eaten a.鼠啮的,咬损的(批注)ecliptic ①n.黄道②a.黄道的electrolytic a.电解的enclose ①v.封闭,围住,环抱,包围,围绕②v.包装,封入③v.附在……后,附入furnish ①v.供应,供给,提供②v.陈设③v.配备,装备graphical 同graphichandbook n.手册,指南isothermal ①a.等温线的,等温的,恒温的②n.等温线,恒温线lateral ①n.排水沟,支管,支线,支渠②a.横向的,侧面的mention n.叙述,提到meteorology n.气象学,气候multiply ①v.倍增,乘②v.繁殖,增殖③ad.多重地,多倍地,并联地,多路地obscure ①a.模糊的,隐的,暗的,阴的②n.弄暗,使暗,遮蔽obsolete a.失去时效的,已不用的,废弃的,退化的page ①n.页数②n.记录③n.传呼,寻呼parallax n.视差predict v.推算,预见,预告,预报,预测,预言prediction ①n.推算,预计,预言,预报,预测,预告②n.性能初估recently ad.近来,最近reflective ①a.反射的,反映的②a.回顾的,深思的refraction ①n.折光,折射,曲折②n.蒙气差regional a.地方性的,地区的,区域的,局部的rinse n.冲洗,漂洗rotational a.循环的,轮流的,转动的,回转的,旋转的seldom ad.很少,不常significance ①n.意义,含义②n.重要性,有效性,显著性spherical a.球形的,天体的,球的steersman ①n.舵手,舵工②n.(木筏的)撑筏工人sunken ①a.凹下的,沉陷的,低的②a.水面下的,沉没的③a.水中的,水底的④a.(螺丝等)埋头的⑤v.sink过去分词textual a.文字上的,原文的theory n.原理,理论,学说yachtsman n.游艇驾驶员additional thrust ①辅助推进(力)②附加推力admiralty method (推算潮汐)英国法air bottle 压缩空气瓶,贮气瓶,空气瓶,气舱all around 包括各项费用,连同杂费apparent sun 视太阳boarding ladder 登船悬梯(软梯等)buoyage system 浮标装置celestial equator 天赤道celestial horizon (地心)真地平celestial observation 天文观测,天测certificated lifeboatman 持证艇员chart datum 海图基准水深,海图基准面cone shaped 圆锥形的deviation card 罗经自差图,自差表distress position 遇险位置drift effect 漂移效应dye marker 染色标记electric charge 电荷electrolytic corrosion 电化学腐蚀,电解腐蚀,电蚀engine noise ①发动机噪声②发动机噪音face mask 防毒面具,面罩flash signal 闪光信号floating debris 被抛弃的,漂浮碎屑,漂浮物(船)following current 顺流global coverage 全球波束覆盖范围harmonic method 调谐推潮法,调和法head current 逆流horizontal parallax (天体)地平视差,水平视差in doubt 怀疑in trouble 出故障inflatable raft 充气式求生筏,橡皮筏latitude line 东西向位置线,纬线light signal 灯光信号,炮光信号lower transit 下中天(天文)maintenance schedule 维修计划mariner's handbook 海员手册maritime buoyage 航海浮标maritime distress 海上遇险,海难mean sun 平太阳meteorological observation 气象观测nautical twilight 航海晨昏蒙影时间(晨光从太阳中心在真地平下12°到6°,昏影从太阳中心在真地平下6°到12°止)navigable channel 通航水道,航道operating line 工作线,操作线,作业线packing strip 曲径密封环,填密片preventer bar (救生艇架上装设的)保险杠radio telephone 无线电话reference datum 基准零点,参照基面,参照零点,基准面righting moment 复原力矩,稳性力矩,回复力矩,复正力矩,正浮力矩rotational speed 转速rubber packing 橡皮衬垫,橡皮填料,橡皮密封sea dye 指示色标(由沉没舰艇放出的用以指示沉没位置的标志)sealing strip 止水条,封密条ship's name 船名slow down ①减速,放慢②(市场)停滞,吊滞③(经济)衰退solar time 太阳时stowage location 配装位置tidal current 潮汐流,潮流tidal prediction 潮候推算,潮汐预报tidal stream ①潮汐流,潮流②感潮河段,有潮河段title page 标题页,里封面vertical circle ①地平经圈,方位圈②地平柱圆,垂直圆,竖直圈③(经纬仪的)垂直刻度盘voyage planning 航行计划water mark ①潮汐标尺,潮标②最高高潮痕,高潮线③水位标志④(钞票上的)水印⑤(船)吃水标志wind drift ①风生流,风成流(风吹成的水流)②气流偏差,风致偏移,风偏流③风的主流向admiralty tide tables 英版潮汐表carbon dioxide cylinder 二氧化碳灭火器compass deviation card 磁罗经自差卡片cone shaped bag 锥形袋,尖底袋full speed astern 全速倒车,后退三harmonic tidal analysis 潮汐调和分析maritime buoyage system 海上浮标系统parallel of altitude (天球上)等高圈parallel of declination 赤纬平行圈,赤纬圈tidal current tables 潮流表ADS|Additional Duty on Sugar 糖附加税CD|Calling Device 呼叫设备,拨号盘IALA|International Association of Lighthouse Authorities 国际灯标管理局协会NP|Name Plate 铭牌考点3 航行警告airmail ①n.航空邮件,航空信②n.航空邮寄cumulative a.积累的,渐增的,累计的deletion n.删去部分,删除事项,取消,删除demarcation n.划界,区划evaporate ①v.蒸发,汽化②v.脱水③v.消失,消散fashion ①n.流行,时尚,风格②n.形成,形式,方式,方法guidance ①n.领导,指挥②n.遥控,操纵,导航,制导③n.导承,导槽(机械)lately ad.近来,最近luminous a.明亮的,发光的,夜光的nominal ①a.有名无实的,名义上的,挂名的②a.公称的,标称的,额定的nowadays n.现在,如今omission n.疏忽,省略,遗漏orient ①v.使向东,定向②n.东方,东部periodic a.断断续续续的,间歇性的,周期的preliminary a.初级的,初步的,预备的,预先的publication ①n.发行,发表,公布,出版②n.出版物,书刊,刊物quarterly ①a.季度的②n.季刊remainder ①n.剩余部分,剩余物,剩余,残余,余料②n.(数学)余项,余数reprint v.重印,再版,翻印reproduction ①n.再生产,再现,再生②n.复制,繁殖rouge n.过氧化铁粉,红铁粉,铁丹roughly ad.概略地,粗糙地subscription ①n.预约,预订②n.订阅,认股③n.订阅费,预约费,预订费④n.(承担保险责任的)签署,署名telegraphy n.电报学,电报trawl ①v.用拖网捕捞,拖网捕鱼②n.拖网,曳绳adjoining chart 邻接海图admiralty chart 英版海图agree upon 对……取得一致意见,对……达成协议agree with 与……保持一致,适合,同意annual summary 年度汇编,年度摘要cumulative number 累计次数demarcation line 分界线fall off ①向下风②落下,坠下fish trap 渔栅,鱼网(固定陷鱼网)horseshoe buoy 马蹄形浮具inner ring 内环iron pipe 铁管latest information 最新资料luminous range 光达距离,光度视程,照明距离,光照距离medium size 中等尺寸,中型navigational data 航行资料new edition ①(书、刊物等的)新版②(海图)调制nominal range 额定光达距离(气象能见距离为10 n mail 时的光达距离)pipeline area (海底)管道区stand out ①浮出,显著,显眼②离岸向海上航驶③突出的,出色的④突出的事物visible range 能见距离free of charge 不承担费用,免费GEN|General ①一般的②总的GL|Gearless 无吊货索具R/T|Radio Telephone 无线电话STM|Storm 风暴WNG|Warning 警告,警报,报警WWNWS|World Wide Navigational Warning Service 世界航行警告业务考点4 航海日志填写assault v.冲击,作战,袭击,攻击,突击,强击attorney n.代理人,律师biennial a.二年一次的blot ①n.污点,污渍,瑕疵②n.污名③v.污损,弄脏④v.用吸墨纸吸干character ①n.特征,特性,性质②n.印刷符号,电码组合,字符,字母,文字,字体,字元closure ①n.关闭,封闭,停业②n.停止,终止,结束,截止,闭合③n.隔板,挡板,围墙④n.堵口⑤n.封闭器,(测绘)闭合差(金属罐)comment ①v.评述,评论,意见②v.注释,说明③v.鉴定deserter ①n.私自离船的船员,出走船员②n.逃亡者,叛逃者dismiss ①v.遣散②v.解雇③v.不考虑④v.解散⑤v.免职erase v.清除,消迹,删掉,消除,擦去,消降,抵消,消磁gasket ①n.垫密片,填密片,密封垫②n.捆帆绳,垫圈③n.衬垫,软垫,胶边,垫片herewith ad.此处inadmissible a.不能允许的,不能采纳的initiate ①v.创始,发起,倡议②v.启蒙,指引③v.引起,开始,着手journal ①n.记录,杂志,日志②n.日报,日记,日志③n.学报,期刊④n.航海日志⑤n.轴颈,枢opposition ①n.反对,对抗,相对②n.障碍③n.(天文)冲prudence ①n.谨慎,慎重②n.精明purser ①n.(商船上的)事务长,管事②n.(军舰上的)军需官,业务主任③n.会计员,出纳员pursue ①v.追随,追求,追②v.继续进行,实行,从事renew ①v.换新,更新②v.修复,恢复③v.重新启动④v.重新开始revocation n.撤销rewrite v.重写sense ①n.知觉,意义,含义②n.感受,感觉,观念③v.意识到,预感④v.传感,探测⑤v.判断,辨别technical a.工业的,专门的,技术的,专业的,工艺的write v.书写,记录,写入all's well 一切正常,没有事bell book 传令钟记录簿,车钟记录簿,车钟簿bulk vessel 散货船chronometer error 天文钟误差combustion engine 内燃机compass record 罗经数据记录deck log 甲板日志,航海日志deck watch ①甲板值班②航海比对表,天文钟比对表③船钟engine orders 车令oily ballast 含油压载水,油污压载水rough log 航海日志草本rough logbook 草本航海日志safe berth 安全泊位seaman's book 海员证second mate 二副shipping papers 货运文件smooth logbook 航海日志誊清本standing orders 常规命令take on ①担任,承办②装上,装入③承担,承受,雇用④采用,采取technical name (危险货物)技术名称third officer (轮船的)三副cargo record book 货物记录簿internal combustion engine 内燃机on and off ①断断续续地,不时,偶尔②通/断proper shipping name (危险货物)标准运输名称to be inspected 应予检查watch on deck 舱面值班END|Endorsed 批注的OOW|Officer on Watch 值班驾驶员V/L|Speed Length Ratio 速长比考点5 各类申请书accelerate v.促进,加速affair n.事情,事件anthrax ①n.炭疽菌②炭疽热bleach ①v.使脱色,去色②v.漂白,变白③v.(大豆加工中)滤清booking ①n.班轮订舱②n.预约build ①v.建造,建立,建设②n.建筑,构造③n.(船体)线型,造型④n.(砌体)勾缝,(圬工)竖缝camel ①n.骆驼②n.起重浮箱,(打捞用的)浮箱,浮筒(可协助船过浅滩)③n.(码头边的)木靠把,护岸浮木排,浮护木,浮碰垫complex ①n.复合体,合成物,集合体②n.(数学)复数③n.大型港口,综合设施,建筑群④a.复合的,复式的,多元的,合成的,复杂的deratisation 同deratizationdisembark v.下飞机,登陆,下船,下车,上岸dolphin ①n.(大写)海豚座,海豚②n.靠船墩,系缆墩,系缆柱,簇桩③n.敞开船的护舷材,小艇系泊浮木,艇碰垫eruptive a.喷出的,爆发的favor ①n.喜爱②v.赐予fireman ①n.消防员②n.生火工,加煤工,司炉hit ①v.打击,击中,打中,命中②v.碰撞③v.找到,发现④v.迎合,投合immobilization n.降低流动性,定位,固定jewelry n.珠宝类,珠宝mere ①n.池塘②ad.仅仅是,不过是relapse v.重发,倒退,复吸sick ①a.有病的,病的②a.需要修理的③n.患者signify ①v.意味着,预示,表示②v.起作用,有意义soonest a.最快的spent a.耗尽的,用完的,失效的,用尽的,废的apart from 除……以外bale capacity 包装容积,包装舱容bleaching powder 漂白粉bound for (船、车)开往bulk capacity 散装容积,散货容积commodity inspection 商品检验deadweight tonnage 总载重吨位,总载重量(货物及油水总和)draw up ①拟定,起草②(车辆等)停下来ferry launch 交通艇occasional survey (船的)临时检验original port 出发港,始发港persian gulf 波斯湾,海湾port regulations 港章quarantinable disease 应受检疫的传染病rat guard (船上缆索的)伞形防鼠板,防鼠隔relapsing fever 回归热reserve bunker 备用燃油舱,备用燃料舱,备用煤舱rock salt 岩盐securing device 闭锁装置,紧固装置sick person 病人stipulated laydays 规定的装卸天数strength ratio 强度比working order (正常的)运转状态,工程程序,工作状态any and all 一切(这种用法有严谨之意)heavy tropical storm 强热带风暴notice of demurrage 延滞通知on the way 在途中out of use 废弃不用strong gusty winds 突风NWS|National Weather Service (美国)国家气象局考点6 给类宣载书confuse ①n.混乱,混淆②v.使为难consume v.消费,浪费,耗尽,消耗contrary ①a.矛盾的,相反的,逆行的②n.反对,对立,矛盾defense ①v.防备,保卫,辩护②v.防御,守备,答辩dress ①n.v.穿衣,装饰②v.布置,整理③v.修琢,修整,修正,矫正,矫直④v.(材料)涂装,包扎,打磨(伤口)endurable a.能持久的execution ①n.履行,完成,进行②n.执行,实施,施工formal a.形式上的,正式的,正规的,外形的hereby ad.在此incur ①v.遭受,招致,招受,蒙受②v.惹起,引起,带来noticeable a.值得注意的,可以察觉的,显著的perfume n.香水poop ①n.船尾楼②v.尖锐脉冲③v.浪打船尾practically ad.实际上,实质上,实用上,几乎quarantine ①n.(船)检疫②n.检疫所③n.检疫站④v.使孤立,隔离recur ①v.重现,复发,循环②v.重新提起render ①v.提出,给予②v.再现,反应③v.报答,还④v.进行,作出⑤v.(绳索)穿过⑥v.抹灰,粉刷senior ①a.资深的,年长的②n.资深者,上级sluggish ①a.停滞的,缓慢的②a.惰性的,懒散的③a.粘滞的④a.(市场等)呆滞的⑤a.(舵等)低灵敏度的steerage ①n.舵效②n.操舵,操纵③n.低级客舱,统舱town n.镇,城(海图)unload ①v.卸货,卸载②v.卸除,卸荷utilization ①n.利用率②n.使用,利用anchoring orders 锚泊口令bring to ①停船②系帆③把缆绕在绞盘上consecutive days 连续装卸日包括星期天、假日昼夜工作,连续工作天数deadweight capacity 载重吨位,总载重量diurnal variation 日变化,日变程,日际变化ebb tide 落潮,退潮engine revolution 发动机转数enter into ①涉及②参加③达成(协议、合同等)fixture note 租船成交备忘录,订租确认书harbor officer 港务监督loading operation 装载作业lower edge 下边缘master certificate 船长证书national day 国庆日net sling 吊货网兜,吊货网,网兜net weight 净重poop staff 船尾旗杆,尾旗杆pressure tendency 气压倾向quarantine officer 船舶检疫员,检疫员revolution indicator 转数表,转速表,转数计slip off 滑落summer deadweight 夏季总载重量summer loadline 夏季载重线surveyor's report 鉴定证明书without notice 不预先通知back and forth (前后)来回,来回地bill of health (船)检疫证书,健康申报单,免疫证书,健康证书effect of wind 风的影响,风力影响engine revolution indicator 主机转速指示器notice of loss (船)事故通知,出险通知DD|Damage Done 造成的损害DWC|Deadweight Capacity 总载重量DWTC|Deadweight Tonnage of Cargo 净载重量FLWG|Following ①跟随,沿行②后面的,下列的GO|General Office 总公司,总行HV|Have 有M/T|Mail Transfer 信汇MS|Machinery Survey 机器检验,机械检验MV|Market Value 市面价值NORDER|In Order ①情况良好②手续完好RE|Rack Earth 机壳地线RECFM|Reconfirm 再证实TLX|Telex ①电传②用户电报UR|Unregistered 未注册的,未登记的YDAY|Yesterday 昨天affirmative a.是的,肯定的(无线电话用语)age ①n.年龄②n.船龄③n.老化,熟化alley ①n.通道,走廊②n.胡同,巷confirm ①v.证实②v.批准,确认③v.使……坚定convenience ①n.便利,方便②n.生活设施,厕所③n.生活必需品,日用品conversion ①n.转变,变换,转换,换算②n.(车船等)改造,改装corridor n.通道,走廊,廊道derelict ①a.被抛弃的,荒废的②n.(水退)长出的滩地③n.海上漂流的弃船,漂流物,弃物,废物,遗骸estimation n.估计,评价,判断,预测,评定,估算,预计,预算,概算foul ①a.腐烂的,恶臭的,肮脏的,污浊的②a.不清爽的,堵塞的③n.污秽,污染,污浊④n.(船底等)长海锈,长海生物,污底⑤n.(烟囱)长满烟灰⑥v.(锚链、缆绳)缠结,绞缠⑦v.(管线)壅塞,堵塞,弄脏⑧v.不公正,违章infer ①v.推论,推断②v.意味着,意思是inflame ①v.燃烧,着火②v.激动,激怒③v.发炎inflow ①v.进流,流入,引入,吸入②n.流入量,吸入量,进水量③n.(河流的)上游,(船闸等)灌水,向岸流inform v.向……报告,告知,通知,通告infuse ①v.向……注入,向……灌注②v.浸渍,泡,浸invisible a.(贸易、金融)账外的,看不见的,不易见的,无形的,隐的miss ①v.遗漏,缺少,失踪,失去②n.(内燃机)不发火,发动不起来mist ①n.蒙蒙雨雾,烟雾,油雾,雾,霾②n.四级能见度modulation n.调谐,调制,调节,调幅neighborhood ①n.邻国,邻近,附近,周围②n.(数学的)邻域overage ①a.过老的,超龄的②n.超额货载(提单舱单以外的)pension ①n.津贴,年金②n.退休金,养老金③n.抚恤金pilfer n.偷窃(从整件货物中零星偷窃)regret n.致歉rent ①v.出租,租用②n.租金③n.绽线处,裂缝,裂隙,裂口runoff ①n.(地表)径流,流量②n.气流,环流,绕流sovereign n.独立国,君主,主权temper ①n.性情,情绪,脾气②n.韧度③n.v.锻炼④v.(加火、砂等)调拌,调制⑤v.变柔软,退火unavailable a.不能使用的,不能得到的,无效的whoever n.任何人,无论谁wreck ①n.遇难船,失事船,沉船,残骸②v.毁灭,毁坏,颠覆,破坏③n.(船、车等)失事,遇难above all 最重要的是,尤其是,特别是,首先additional premium 额外保险费,附加保险费all in ①所有附加费用包括在内②完全错误back anchor ①串联锚,副锚②下串联锚,下副锚(另下小锚于大锚前方)boarding arrangements 登船设备clear out ①安全出港②扫出,清除commercial area 商业区double up 加双绑,加双绳(系缆)drop anchor 抛锚drop back 减速escape route 脱险通道,撤离路线full rudder 满舵ground speed 对岸速度,对地速度hatch list 分舱单,舱单(分舱货物明细表)heave up 绞起,拉起,吊起(锚)in particular 特别是last voyage 最后航次,前航次low speed 慢速,低速lower platform (舷梯)下平台marine cable 船用电缆,海底电缆mark out ①消去,划去②放线mast head 桅顶naval vessel 军用舰船off course 偏离航向old age 老年期(冲积循环的后期)phase modulation 相位调制,调相reference plane 参考平面,基准平面,基准面,参照面relative speed 相对运动速度running days (航次或装卸等)持续天数,连续工作日send out ①送出,发运(缆)②发货量,输出量special survey 特别检验,特殊检验stern line 尾缆vice versa 否则,相反地,反过来,反之(拉丁语)weather working 无论是否工作weighing anchor 起锚中all in all 总的来说for fear of 担心look forward to 盼望,期待overage additional premium 超龄保险费ride at anchor 锚泊ABT|About 大约,关于ACCT|Account ①账目,账户②原因,理由③核算,计算AFT|Acceptance Functional Test 验收性能试验AIR|Airmail 航空邮件APPROX|Approximate ①大约相似②近似的,约略的电报传真ASAP|As Soon as Possible 尽快AUG|Augmentation 增量BERTH|Berthing 系泊,靠泊BIT|Breach of Intermediate Terms 违反中间条款BKD|Booked ①已注册②已订购③订舱的BLK|Black ①黑色②黑色的BUT|Balanced-to-unbalanced Transformer 平衡--不平衡变压器,平衡--不平衡转换器CFM|Cathode Follower Mixer 阴极输出混频器CGO|Cargo 货物CHTRS|Charterers 承租人,租船人(复数)CIF|Collision with Inscrutable Fault 不明过失碰撞DISPORT|Discharging Port 卸货港DLVD|Delivered 交货的,已交货EASE|Electronic Analog and Simulation Equipment 电子模拟仿真设备ETB|Estimated Time of Berthing 预计靠泊时间ETD|Estimated Time of Delivery 估计交货时间,预计交船时间FAR|Failure Analysis Report 故障分析报告FAST|Fast Automatic Shuttle Transfer 快速自动传送(系统)FOB|Free on Board 船上交货,离岸价格GET|Germanium Transistor 锗晶体管HAS|Hydrographic Automated System 水道自动测量系统HK|Hong Kong 香港HRS|Harbor Radar Station 港口雷达站IF|Ice Fog 冰雾INCLDG|Including 包括INFM|Inform 通知,报告LESS|Least-cost Estimating and Scheduling System 最低成本估算与调度系统MAIN|Maintenance 维修,维护,保养NXT|Next 其次的,以下的OAP|Overage Add Premium 超龄保险附加费OAS|Order of Arresting Ship 扣船裁定ORIG|Original 原始的,正本的PER|Perseus 英仙星座PKG|Package 包装,包件,包,捆PLS|Pilot Left Ship 引航员已下船,引航员离船POSN|Position 位置,船位RYC|Reference to Your Cable 参照阁下电报,关于您的电报RYTLX|Reference to Your Telex 参阅你的电传S/S|Slow Astern!后退一!SAN|Shipping Accumulation Number 装船累积数,发货累积数SHE|Mobile-earth-station Hardware Error 移动地面站硬件故障SIR|Signal to Interference Ratio 信号干扰比STEP|Standard Terminal Program 标准终端程序SUB|Subject to 有待于T/C|Timed Charter 定期租船合同,期租TB|Tee-bend T形弯头TT|Tackle to Tackle 钩到钩TTL|Total 总的,总额,总数,合计UNNO|United Nations Number 联合国编号WE|Warehouse Entry 存仓报单WL|Waiting List 等候批准的申请人名单WUD|Would 将海上事故报告achieve v.到达,实现,完成administrator n.(港务)监督员,行政官员,管理人员advisory ①n.(气象)预报,报告②a.咨询的,劝告的attain v.达到,获得bergy n.冰块群,冰山群borrow ①v.错用,采用,借款,借②v.抵押③v.(船)更靠近(岸或风)④v.模仿contest n.争夺,争辩dewater n.排水,脱水,去水electrolyte ①v.电解②n.电解质,电解液excellent ①a.优秀的,精良的②n.信号强度impede ①v.阻抗②v.阻碍,妨碍intend v.企图,打算lend ①v.出借,贷与,借贷②v.提供,给予,借给,借出litter ①n.垃圾②n.废物乱扔membrane ①n.膜片,薄膜,粘膜,膜②n.(防渗)帷幕,防渗层,隔膜,隔板③n.振动片,光圈mismanagement n.管理失误,管理不当oceanographic a.海洋学的phenomena n.(phenomenon的复数)retest v.重新试验,再试验shoal ①a.水浅的②n.沙洲,浅滩(常指水深20m以内区域)③n.鱼群④v.变浅,回淤⑤v.群集,成群shuga n.(大量聚集的海绵状不透明白色)小冰块spicule n.针形物;n.(海上的)针形冰symmetric ①a.对称的②n.对位的(化学)team ①n.队,组②v.组成队,合作,协作③v.用畜队运torch ①n.手电筒,手提灯,火炬②n.切割器,焊枪,喷灯,气炬washer ①n.洗涤器,洗衣机②n.垫圈,垫片,衬垫wrench ①n.扳子,扳钳,扳手②v.扳紧,扭转,拧③n.歪曲alongside towing 并列拖带,舷拖,傍拖,绑拖bergy bit 中型冰山(面积约100~300m2,一般高出水面1~5m)boat hook 艇用金属钩,吊艇钩,钩篙boom stowage 吊杆安放broken case ①破损箱②已拆箱coastal state 沿海国家,沿海国cutting torch ①切割焰,割炬②切割焰吹管damaged ship 受损船,破损船deck gang 舱面人员,舱面水手draw span 开合桥跨,开合桥孔emergency light 应急灯emergency shutdown 紧急停机,事故停车emergency steering 应急操舵装置,应急操舵emergency stop 紧急停车hand steering 人力操舵,手操舵improper stowage 码垛不良,装载不良,配载不当(批注)insufficient packing 包装不足,包装不固,包装不良(批注)lower hold 下层舱,底舱mooring pattern 系泊缆布局oceanographic phenomena 海洋现象pass by (时间)流逝,绕过,推移pivoting point 枢轴点,支枢点,旋转点,轴尖,支点,枢心shoal water 浅水区spanner wrench 活络扳手starboard anchor 右首锚,右舷锚weather advisory 气象通报,天气预报weigh anchor ①起锚,起航,开船②快点,加油③离开emergency steering station 应急操舵部位let go anchor 抛锚,下锚matter of fact 实事求是的,注重实际的,不加渲染的,平铺直叙的steer clear of 避开……行驶L/T|Long Ton 长吨(2240lb)船舶检验报告anhydrous a.无水的bolt ①n.插销,闩门,螺栓,螺杆②n.联轴节螺栓,联结螺栓,拉紧螺栓③n.一匹,一卷(帆布)④v.用螺栓固定,插上插销,拴紧⑤v.(用细孔筛)筛braze ①n.镶饰②n.铜焊,硬焊③v.使成黄铜色,用黄铜镀④v.用黄铜制造chip ①v.劈碎,铲,削,凿②n.(玻璃、陶瓷等)碎片,(金属)切屑,细石片,石屑,木屑③n.记忆芯片coach ①n.车辆②n.教练compress ①v.缩短②n.(棉花)打包机③v.压缩contributor ①n.贡献者,捐助者②n.投稿人,撰稿人,执笔者③n.(共同海损中的)分摊人cotter ①n.栓,键②n.接合榫,定缝钉,合板钉,扁销,插销,楔deadlight ①n.固定舷窗,舷窗盖②n.(门或天窗的)厚玻璃deserve v.应受,应得,值得disintegration ①n.分解,分裂,分化,裂变②n.蜕变,衰变③n.瓦解,破碎,崩解④n.剥蚀disprove v.推翻,反证,驳斥,反驳(论据等)diver n.潜水工,潜水员,潜水艇eventual a.可能发生的,结局的,最终的fabricate ①v.装配,建造,制造,加工②v.(用标准部件)组合③v.伪造,捏造,虚构flaw ①n.缺陷②n.缺点,瑕疵③n.横推断层,裂纹,裂痕,裂缝,冰裂(地质)④v.生裂纹,生裂缝,生裂痕⑤v.使有缺点,使失效⑥n.一阵烈风,突风⑦n.一阵狂风,一阵风暴flue ①n.毛屑,绒毛②n.烟道,烟管,烟囱③n.暖气管,气道④n.渔网(尤指拖网)forge ①v.锻造,锻压,锻接,锻焊②n.锻工车间,锻炉③v.伪造④n.突然加速前进,稳步前进fumigation ①n.熏舱,熏蒸②n.消毒③n.熏蒸法,烟熏法gas-free n.a.除气,驱气(油船、液体散化船、液化气船将货舱内有害气体排净的操作过程)girder ①n.大梁,桁梁②n.纵向构材,纵桁,桁材gob ①n.团,块②n.许多,大量hesitant a.踌躇的,犹豫的impact ①n.v.撞击,冲击,碰撞②n.v.影响,效果③v.装填,压紧,塞满instance ①n.例证,举例,实例,引证②n.场合,情况③n.诉讼手续,请求labor ①n.劳动者,劳动力②n.v.劳动,工作,努力③v.(船在海洋中)颠簸,艰难航行layout ①n.v.布置,安排②n.下料,划线③n.v.计划,设计,打算④n.v.展示,陈列,摊开⑤n.用舢板送(缆、锚等)⑥n.规划设计,规划图⑦v.闲置(船)⑧v.(命令在桅上的船员定时地)作出动作locomotive ①n.火车头,机车②a.产生运动的,移动的miscalculation ①n.失算②n.计算误差,错误计算penetrometer ①n.贯入度仪,针入度仪②n.(土力学)触探器,触探仪③n.透度计,透光计④n.(易流态化货物的)沉降试验仪porthole ①n.舷舱,舷孔,舷窗②n.观察孔,气门prestige n.威信,声望reinspection n.再检查reveal ①n.揭露,揭示②n.泄露,暴露③n.显示出,展现④n.门沿侧墙,窗沿侧墙rogue ①n.流氓,无赖②v.欺诈③v.流浪,耍无赖,游手好闲slender ①a.瘦长型的,细长的,狭长的②a.微小的,微弱的,薄的slot ①n.狭窄通道,切口,狭槽②n.空位,货位,位置③n.地位,职位④n.条板,小片,闩⑤n.(集装箱船的)列位,箱位⑥v.开槽,开缝specification ①n.说明,规范,规格②n.设计任务书,技术条件,加工单,明细表,一览表stack ①n.堆,垛②v.堆垛,堆积③v.叠式存储,堆材存储④n.大量的事物,一大堆⑤n.排气管,烟囱,竖管⑥n.(海边的)海蚀柱,浪蚀石柱stipulation ①n.规定,约定②n.条件thermite n.(由铁的氧化物和铝粉混合制成的)铝粉焊接剂,铝热剂ultimately ①ad.归根结底,终究,毕竟,最后②ad.极限地,最大地③ad.最后地,主要地,基本地annual survey (船)年度检验,年度检查,岁修检验buckling strength 抗变强度,压曲强度,屈服强度,抗弯强度cargo block (吊货)滑车,装卸货滑车,滑轮cargo inspection 检查货物cast steel 铸钢celestial navigation 天文航海学,天文航海,天文导航,天文航法cotter pin 开尾销,扁销crane jib 起重机臂,吊臂deck hatch 甲板舱口drill pipe 钻杆,钻管electric arc 电弧electrolytic protection 电极防蚀exhaust gas (排出的)废气export declaration 出口报送单,出口申请书,出口申报单,出口报单fatigue criteria 疲劳标准fatigue strength 疲劳强度flue gas 烟气,废气(烟囱排出的废气)fluid head 液压头forged steel 锻钢gas compressor 气体压缩机gas pressure 燃烧室压力,气体压力gas-free certificate 气体检验证书(油舱)gob rope 首斜桁撑杆左右拉索hoisting winch 起重绞车,卷扬机hull damage 船壳损伤,船体破损hull girder 相当桁,船桁体(把船体当作一个箱形的纵桁考虑)impact force 冲击力,撞击力longitudinal strength 纵向强度luffing winch 俯仰式起重机,变幅绞车marine surveyor 海事检查人,船舶检验员,货物检验员,验船师negotiable document 可转让证券,可流通单据,可转让单据open ocean 公海,外海,敞海open roadstead 无遮蔽锚地,无屏障锚地,开敞锚地,敞露锚地overall structure 总体结构parallel lines 平行线port engineer (船方或货方)驻港轮机长portable machine 轻便机器pressure welding 压力焊接,加压焊接,压焊pump foundation 泵座pumping system 货油装卸系统,压载水系统,泵唧系统receiving report 收货报告单,接收报告,验收单service pump 给水泵,日用泵,杂用泵,通用泵shear force 剪切力,剪力,切力ship's certificate 船舶证书,船舶文件specific gravity 相对密度,比重steel vessel 钢船stern door 船尾门,尾门stern ramp (滚装船的)尾接岸车梯,船尾引桥,尾驳门supporting structure 支承结构threaded bolt 螺杆,螺纹栓total cost 总费用transverse frame (船体等的)横骨架,框架肋骨water supply 给水,供水wave impact 波浪冲击bilge pumping system 舱底排水系统burden of proving 举证责任certificate of class 船级证书certificate of cleanliness (货舱)清洁证书flue gas system 烟气充填系统(即货油舱的惰性气体系统)type of cargo 货物类别wave impact force 波浪冲击力ASTM|American Society for Testing Materials 美国材料试验学会。
散列表:存放记录的数组拓扑排序: 将一个 DAG 中所有顶点在不违反前置依赖条件规定的基础上排成线性序列的过程称为拓扑排序(44)最差情况:从一个 n 元一维数组中找出一个给定的 K ,如 果数组的最后一个元素是 K ,运行时间会相当长,因为要检查所有 n 个元素,这是算法的最差情况(15)先进先出:队列元素只能从队尾插入,从队首删除(20) (P82)增长率: 算法的增长率是指当输入的值增长时, 算法代价 的增长速率(14)优先队列:一些按照重要性或者优先级来组织的对象成 为优先队列(26)外排序: 考虑到有一组记录因数量太大而无法存放到主存中的问题, 由于记录必须驻留在外存中, 因此这些排序方法称为 外排序(32)连通分量:无向图的最大连通子图称为连通分量(40)栈:是限定仅在一端进行插入或者删除操作的线性表(19)优先队列:一些按照重要性或者优先级来组织的对象为优先队列(26)广度优先搜索:在进一步深入访问其他顶点之前,检查起点的所有相邻顶点(42) 和两个关键码值 k1 和 k2 ,如果k 1) = β k 2),其中β 是表中的一个槽,那末就说 k 1 和 k 2对于 β在散列函数下有冲(35)类型:是指一组值的集合数据类型:一个类型和定义在这个类型上的一组操作(ADT)抽象数据类型:指数据结构作为一个软件构件的实现 数据结构:是 ADT 的实现问题:一个需要完成的任务,即对应一组输入,就有一组相应的输出函数:是输入和输出之间的一种映射关系算法:是指解决问题的一种方法或者一个过程它必须把每一次输入转化为正确的输出;一个算法应该由一系列具体步骤组成,下一步应执行 的步骤必须明确;一个算法必须由有限步组成;算法必须可以终 止。
计算机程序:被认为是使用某种程序设计语言对一个算法的具体实现程序:是算法在计算机程序设计语言中的实现或者元素构成的一个整体递归:如果一个算法调用自己来完成它的部份工作,就称这个算法是递归的渐进分析:可以估算出当问题规模变大时,一种算法及实现它的程序的效率和开消增长率:算法的增长率是指当输入的值增长时,算法代价的增长速率P39)(p43)上限:该算法可能有的最高增长率下限:一种算法消耗某种资源的最大值(p44)线性表:是由称为元素的数据项组成的一种有限且有序的序列栈:是限定仅在一端进行插入或者删除操作的线性表队列:也是一种受限制的线性表,队列元素只能从队尾插入,从队首删除二叉检索树:是满足下面所给出条件的二叉树,该条件即二叉检索树性质:对于二叉检索树的任何一个结点,设其值为K,则该结点左子树中任意一个结点的值都小于K;该结点右子树中任意一个结点的值都大于或者等于K深度:结点M 的深度就是从根节点到M 的路径长度高度:树的高度等于最深结点的深度加1满二叉树:的每一个结点或者是一个分支结点,并恰好有两个非空子结点;或者是叶结点彻底二叉树:有严格的形状要求:从根结点起每一层从左到右填充优先队列:一些按照重要性或者优先级来组织的对象成为优先队列堆:堆由两条性质来定义。
1.For this problem, use a formula from this chapter, but first state the formula. Frames arrive randomly at a 100-Mbps channel for transmission. If the channel is busy when a frame arrives, it waits its turn in a queue. Frame length is exponentially distributed with a mean of 10,000 bits/frame . For each of the following frame arrival rates, give the delay experienced by the average frame, including both queueing time and transmission time. (a) 90 frames/sec. (b) 900 frames/sec. (c) 9000 frames/sec. Solution : The formula is 1T=C-μλT Mean time delayCA channel of capacity C bpsμThe average length of frames is 1/μ bits λAn average arrival rate λframds/sFrom the problem we can get: C=100M1/μ=10,000 μ= -410(1)-46=9011T===0.1ms C-1010010-90λμλ⨯⨯(2)-46=90011T===0.11ms C-1010010-900λμλ⨯⨯(3)-46=900011T===1ms C-1010010-9000λμλ⨯⨯4.Measurements of a slotted ALOHA channel with an infinite number of users show that 10% of the slots are idle.(a) What is the channel load, G? (b) What is the throughput?(c) Is the channel under loaded or overloaded? Solution :(1) And according to the Poisson distribution Pr[]!k GG e k k -=, the probability of no other trafficduring the same slot as our test frame is then Ge -.0.1ln 0.1 2.3G e G -=−−→=-=(2) In the slotted ALOHA channel, the relation between S(the throughput per frame time) andG(attempts per packet time) is GS Ge -= .2.3=2.30.23G S Ge e --=⨯=(3) G=2.3 frames per frame time > 1 So the channel is overloaded.6.What is the length of a contention slot in CSMA/CD for(a) a 2-km twin-lead cable(signal propagation speed is 82% of the signal propagation speed in vacuum)?(b) a 40-km multimode fiber optic cable (signal propagation speed is 65% of the signal propagation speed in vacuum)? Solution :The length of a contention slot should be twice as the time for a signal to propagate between the two farthest stations.Suppose the signal propagation speed in vacuum is v = 8310⨯m/s.(1)1111222216.260.82s km t s v v τμ==== (2) 2222402220.410.65s km t ms v vτ====13.What is the baud rate of classic 10-Mbps Ethernet? Solution :The classic Ethernet use Manchester encoding which two symbols carry a bit. So the baud rate of classic 10M-bps Ethernet should be 20M symbols/s.14.Sketch the Manchester encoding on a classic Ethernet for the bit stream 0001110101. Solution :(the figure come from 谭棋)We can know that :in the middle of clock cycle ,signal which changes from high to low denotes 1,and signal which changes from low to high denotes 0。
Angel: Interactive Computer Graphics, Fifth Edition Chapter 1 SolutionsThe main advantage of the pipeline is that each primitive can be processed independently. Not only does this architecture lead to fast performance, it reduces memory requirements because we need not keep all objects available. The main disadvantage is that we cannot handle most global effects such as shadows, reflections, and blending in a physically correct manner.We derive this algorithm later in Chapter 6. First, we can form the tetrahedron by finding four equally spaced points on a unit sphere centeredat the origin. One approach is to start with one point on the z axis (0, 0, 1). We then can place the other three points in a plane of constant z.One of these three points can be placed on the y axis. To satisfy the requirement that the points be equidistant, the point must be at(0, 2p2/3,−1/3). The other two can be found by symmetry to be at(−p6/3,−p2/3,−1/3) and (p6/3,−p2/3,−1/3).We can subdivide each face of the tetrahedron into four equilateral triangles by bisecting the sides and connecting the bisectors. However, thebisectors of the sides are not on the unit circle so we must push these points out to the unit circle by scaling the values. We can continue this process recursively on each of the triangles created by the bisection process.In Exercise , we saw that we could intersect the line of which the line segment is part independently against each of the sides of the window. We could do this process iteratively, each time shortening the line segmentif it intersects one side of the window.In a one–point perspective, two faces of the cube is parallel to the projection plane, while in a two–point perspective only the edges of the cube in one direction are parallel to the projection. In the general case of athree–point perspective there are three vanishing points and none of the edges of the cube are parallel to the projection plane.Each frame for a 480 x 640 pixel video display contains only about 300k pixels whereas the 2000 x 3000 pixel movie frame has 6M pixels, or about 18 times as many as the video display. Thus, it can take 18 times asmuch time to render each frame if there is a lot of pixel-level calculations.There are single beam CRTs. One scheme is to arrange the phosphorsin vertical stripes (red, green, blue, red, green, ....). The major difficulty isthat the beam must change very rapidly, approximately three times as fast a each beam in a three beam system. The electronics in such a system the electronic components must also be much faster (and more expensive).Chapter 2 SolutionsWe can solve this problem separately in the x and y directions. The transformation is linear, that is xs = ax + b, ys = cy + d. We must maintain proportions, so that xs in the same relative position in the viewport as x is in the window, hencex − xminxmax − xmin=xs − uw,xs = u + wx − xminxmax − xmin.Likewiseys = v + hx − xminymax − ymin.Most practical tests work on a line by line basis. Usually we usescanlines, each of which corresponds to a row of pixels in the frame buffer.If we compute the intersections of the edges of the polygon with a line passing through it, these intersections can be ordered. The first intersection begins a set of points inside the polygon. The second intersection leaves the polygon, the third reenters and so on.There are two fundamental approaches: vertex lists and edge lists. With vertex lists we store the vertex locations in an array. The mesh is represented as a list of interior polygons (those polygons with no other polygons inside them). Each interior polygon is represented as an array ofpointers into the vertex array. To draw the mesh, we traverse the list ofinterior polygons, drawing each polygon.One disadvantage of the vertex list is that if we wish to draw the edges inthe mesh, by rendering each polygon shared edges are drawn twice. We can avoid this problem by forming an edge list or edge array, each element is a pair of pointers to vertices in the vertex array. Thus, we can draw eachedge once by simply traversing the edge list. However, the simple edge listhas no information on polygons and thus if we want to render the mesh in some other way such as by filling interior polygons we must add something to this data structure that gives information as to which edges form each polygon.A flexible mesh representation would consist of an edge list, a vertex listand a polygon list with pointers so we could know which edges belong to which polygons and which polygons share a given vertex.The Maxwell triangle corresponds to the triangle that connects the red, green, and blue vertices in the color cube.Consider the lines defined by the sides of the polygon. We can assign a direction for each of these lines by traversing the vertices in a counter-clockwise order. One very simple test is obtained by noting that any point inside the object is on the left of each of these lines. Thus, if wesubstitute the point into the equation for each of the lines (ax+by+c), weshould always get the same sign.There are eight vertices and thus 256 = 28 possible black/white colorings. If we remove symmetries (black/white and rotational) there are 14 unique cases. See Angel, Interactive Computer Graphics (Third Edition) or the paper by Lorensen and Kline in the references.Chapter 3 SolutionsThe general problem is how to describe a set of characters that might have thickness, curvature, and holes (such as in the letters a and q). Suppose that we consider a simple example where each character can be approximated by a sequence of line segments. One possibility is to use amove/line system where 0 is a move and 1 a line. Then a character can be described by a sequence of the form (x0, y0, b0), (x1, y1, b1), (x2, y2, b2), .....where bi is a 0 or 1. This approach is used in the example in the OpenGL Programming Guide. A more elaborate font can be developed by using polygons instead of line segments.There are a couple of potential problems. One is that the application program can map different points in object coordinates to the same point in screen coordinates. Second, a given position on the screen when transformed back into object coordinates may lie outside the user’s window.Each scan is allocated 1/60 second. For a given scan we have to take 10% of the time for the vertical retrace which means that we start to draw scan line n at .9n/(60*1024) seconds from the beginning of the refresh. But allocating 10% of this time for the horizontal retrace we are at pixel mon this line at time .81nm/(60*1024).When the display is changing, primitives that move or are removed from the display will leave a trace or motion blur on the display as the phosphors persist. Long persistence phosphors have been used in text only displays where motion blur is less of a problem and the long persistence gives a very stable flicker-free image.Chapter 4 SolutionsIf the scaling matrix is uniform thenRS = RS(α, α, α) = αR = SRConsider R x(θ), if we multiply and use the standard trigonometric identities for the sine and cosine of the sum of two angles, we findR x(θ)R x(φ) = R x(θ + φ)By simply multiplying the matrices we findT(x1, y1, z1)T(x2, y2, z2) = T(x1 + x2, y1 + y2, z1 + z2)There are 12 degrees of freedom in the three–dimensional affine transformation. Consider a point p = [x, y, z, 1]T that is transformed top_ = [x_y_, z_, 1]T by the matrix M. Hence we have the relationshipp_ = Mp where M has 12 unknown coefficients but p and p_ are known. Thus we have 3 equations in 12 unknowns (the fourth equation is simply the identity 1=1). If we have 4 such pairs of points we will have 12 equations in 12 unknowns which could be solved for the elements of M. Thus if we know how a quadrilateral is transformed we can determine the affine transformation.In two dimensions, there are 6 degrees of freedom in M but p and p_ have only x and y components. Hence if we know 3 points both before and after transformation, we will have 6 equations in 6 unknowns and thus in two dimensions if we know how a triangle is transformed we can determine the affine transformation.It is easy to show by simply multiplying the matrices that the concatenation of two rotations yields a rotation and that the concatenationof two translations yields a translation. If we look at the product of arotation and a translation, we find that the left three columns of RT are the left three columns of R and the right column of RT is the right column of the translation matrix. If we now consider RTR_ where R_ is a rotation matrix, the left three columns are exactly the same as the left three columns of RR_ and the and right column still has 1 as its bottom element. Thus, the form is the same as RT with an altered rotation (which is the concatenation of the two rotations) and an altered translation. Inductively, we can see that any further concatenations with rotations andtranslations do not alter this form.If we do a translation by -h we convert the problem to reflection about a line passing through the origin. From m we can find an angle by which we can rotate so the line is aligned with either the x or y axis. Now reflect about the x or y axis. Finally we undo the rotation and translation so thesequence is of the form T−1R−1SRT.The most sensible place to put the shear is second so that the instance transformation becomes I = TRHS. We can see that this order makes sense if we consider a cube centered at the origin whose sides are aligned with the axes. The scale gives us the desired size and proportions. The shear then converts the right parallelepiped to a general parallelepiped. Finally we can orient this parallelepiped with a rotation and place it wheredesired with a translation. Note that the order I = TRSH will work too. R = R z(θz)R y(θy)R x(θx) =⎡⎡⎡⎡⎡cos θy cos θz cos θz sin θx sin θy −cos θx sin θz cos θx cos θz sin θy + sin θx sin θz 0cos θy sin θz cos θx cos θz + sin θx sin θy sin θz −cos θz sin θx + cos θx sin θy sin θz 0−sin θy cos θy sin θx cos θx cos θy 00 0 0 1⎡⎡⎡⎡⎡One test is to use the first three vertices to find the equation of the plane ax + by + cz + d = 0. Although there are four coefficients in the equation only three are independent so we can select one arbitrarily or normalize so that a2 + b2 + c2 = 1. Then we can successively evaluate ax + bc + cz + d for the other vertices. A vertex will be on the plane if weevaluate to zero. An equivalent test is to form the matrix⎡⎡⎡⎡⎡1 1 1 1x1 x2 x3 x4y1 y2 y3 y4z1 z2 z3 z4⎡⎡⎡⎡⎡for each i = 4, ... If the determinant of this matrix is zero the ith vertex isin the plane determined by the first three.Although we will have the same number of degrees of freedom in the objects we produce, the class of objects will be very different. For exampleif we rotate a square before we apply a nonuniform scale, we will shear thesquare, something we cannot do if we scale then rotate.The vector a = u × v is orthogonal to u and v. The vector b = u × a isorthogonal to u and a. Hence, u, a and b form an orthogonal coordinate system.Using r = cos θ2+ sin θ2v, with θ = 90 and v = (1, 0, 0), we find forrotation about the x-axisr =√22(1, 1, 0, 0).Likewise, for rotation about the y axisr =√22(1, 0, 1, 0).Possible reasons include (1) object-oriented systems are slower, (2) users are often comfortable working in world coordinates withhigher-levelobjects and do not need the flexibility offered by a coordinate-free approach, (3) even a system that provides scalars, vectors, and points would have to have an underlying frame to use for the implementation.Chapter 5 SolutionsEclipses (both solar and lunar) are good examples of the projection ofan object (the moon or the earth) onto a nonplanar surface. Any time a shadow is created on curved surface, there is a nonplanar projection. All the maps in an atlas are examples of the use of curved projectors. If the projectors were not curved we could not project the entire surface of a spherical object (the Earth) onto a rectangle.Suppose that we want the view of the Earth rotating about the sun. Before we draw the earth, we must rotate the Earth which is a rotation about the y axis. Next we translate the Earth away from the origin. Finally we do another rotation about the y axis to position the Earth in itsdesired location along its orbit. There are a number of interesting variantsof this problem such as the view from the Earth of the rest of the solar system.Yes. Any sequence of rotations is equivalent to a single rotation about a suitably chosen axis. One way to compute this rotation matrix is to form the matrix by sequence of simple rotations, such asR = RxRyRz.The desired axis is an eigenvector of this matrix.The result follows from the transformation being affine. We can also take a direct approach. Consider the line determined by the points(x1, y1, z1) and (x2, y2, z2). Any point along can be written parametricallyas (_x1 + (1 −_)x2, _y1 + (1 −_)y2, _z1 + (1 −_)z2). Consider the simple projection of this point 1d(_z1+(1−_)z2) (_x1 + (1 − _)x2, _y1 + (1 − _)y2)which is of the form f(_)(_x1 + (1 − _)x2, _y1 + (1 − _)y2). This form describes a line because the slope is constant. Note that the function f(_)implies that we trace out the line at a nonlinear rate as _ increases from 0to 1.The specification used in many graphics text is of the angles the projector makes with x,z and y, z planes, the angles defined by the projection of a projector by a top view and a side view.Another approach is to specify the foreshortening of one or two sides of acube aligned with the axes.The CORE system used this approach. Retained objects were kept indistorted form. Any transformation to any object that was defined with other than an orthographic view transformed the distorted object and the orthographic projection of the transformed distorted object was incorrect.If we use _ = _ = 45, we obtain the projection matrixP =266641 0 −1 00 1 −1 00 0 0 00 0 0 137775All the points on the projection of the point , z) in the direction dx, dy, dz) are of the form (x + _dx, y + _dy, z + _dz). Thus the shadow ofthe point (x, y, z) is found by determining the _ for which the line intersects the plane, that isaxs + bys + czs = dSubstituting and solving, we find_ =d − ax − by − czadx + bdy + cdz.However, what we want is a projection matrix, Using this value of _ we findxs = z + _dx =x(bdy + cdx) − dx(d − by − cz)adx + bdy + cdzwith similar equations for ys and zs. These results can be computed by multiplying the homogeneous coordinate point (x, y, z, 1) by the projectionmatrixM =26664bdy + cdz −bdx −cdx −ddx−ady adx + cdz −cdy −ddy−adz −bdz adx + bdy −ddz0 0 0 adx + bdy + cdz37775.Suppose that the average of the two eye positions is at (x, y, z) and the viewer is looking at the origin. We could form the images using the LookAt function twice, that isgluLookAt(x-dx/2, y, z, 0, 0, 0, 0, 1, 0);/* draw scene here *//* swap buffers and clear */gluLookAt(x+dx/2, y, z, 0, 0, 0, 0, 1, 0);/* draw scene again *//* swap buffers and clear */Chapter 6 SolutionsPoint sources produce a very harsh lighting. Such images are characterized by abrupt transitions between light and dark. The ambient light in a real scene is dependent on both the lights on the scene and thereflectivity properties of the objects in the scene, something that cannot becomputed correctly with OpenGL. The Phong reflection term is not physically correct; the reflection term in the modified Phong model is evenfurther from being physically correct.If we were to take into account a light source being obscured by an object, we would have to have all polygons available so as to test for thiscondition. Such a global calculation is incompatible with the pipeline model that assumes we can shade each polygon independently of all other polygons as it flows through the pipeline.Materials absorb light from sources. Thus, a surface that appears red under white light appears so because the surface absorbs all wavelengths oflight except in the red range—a subtractive process. To be compatible withsuch a model, we should use surface absorbtion constants that define the materials for cyan, magenta and yellow, rather than red, green and blue.Let ψ be the angle between the normal and the halfway vector, φ be the angle between the viewer and the reflection angle, and θ be the anglebetween the normal and the light source. If all the vectors lie in the sameplane, the angle between the light source and the viewer can be computer either as φ + 2θ or as 2(θ + ψ). Setting the two equal, we find φ = 2ψ. Ifthe vectors are not coplanar then φ < 2ψ.Without loss of generality, we can consider the problem in two dimensions. Suppose that the first material has a velocity of light of v1 andthe second material has a light velocity of v2. Furthermore, assume that the axis y = 0 separates the two materials.Place a point light source at (0, h) where h > 0 and a viewer at (x, y) where y < 0. Light will travel in a straight line from the source to a point(t, 0) where it will leave the first material and enter the second. It willthen travel from this point in a straight line to (x, y). We must find the tthat minimizes the time travelled.Using some simple trigonometry, we find the line from the source to (t, 0)has length l1 = √h2 + t2 and the line from there to the viewer has length 1l2 = _y2 + (x − t)2. The total time light travels is thus l1v1 + l2v2 .Minimizing over t gives desired result when we note the two desired sines are sin θ1 = h√h2+t2 and sin θ2 = −y √(y2+(x−t)2 .Shading requires that when we transform normals and points, we maintain the angle between them or equivalently have the dot productp ·v = p_ ·v_ when p_ = Mp and n_ = Mp. If M T M is an identity matrix angles are preserved. Such a matrix (M−1 = M T ) is called orthogonal. Rotations and translations are orthogonal but scaling and shear are not.Probably the easiest approach to this problem is to rotate the given plane to plane z = 0 and rotate the light source and objects in the same way. Now we have the same problem we have solved and can rotate everything back at the end.A global rendering approach would generate all shadows correctly. Ina global renderer, as each point is shaded, a calculation is done to see which light sources shine on it. The projection approach assumes that we can project each polygon onto all other polygons. If the shadow of a given polygon projects onto multiple polygons, we could not compute these shadow polygons very easily. In addition, we have not accounted for the different shades we might see if there were intersecting shadows from multiple light sources.Chapter 7 SolutionsFirst, consider the problem in two dimensions. We are looking for an _ and _ such that both parametric equations yield the same point, that is x(_) = (1 − _)x1 + _x2 = (1 − _)x3 + _x4,y(_) = (1 − _)y1 + _y2 = (1 − _)y3 + _y4.These are two equations in the two unknowns _ and _ and, as long as the line segments are not parallel (a condition that will lead to a division byzero), we can solve for _ _. If both these values are between 0 and 1, thesegments intersect.If the equations are in 3D, we can solve two of them for the _ and _ where x and y meet. If when we use these values of the parameters in the two equations for z, the segments intersect if we get the same z from both equations.If we clip a convex region against a convex region, we produce the intersection of the two regions, that is the set of all points in both regions,which is a convex set and describes a convex region. To see this, consider any two points in the intersection. The line segment connecting them must be in both sets and therefore the intersection is convex.See Problem . Nonuniform scaling will not preserve the anglebetween the normal and other vectors.Note that we could use OpenGL to, produce a hidden line removed image by using the z buffer and drawing polygons with edges and interiors the same color as the background. But of course, this method was not used in pre–raster systems.Hidden–line removal algorithms work in object space, usually with either polygons or polyhedra. Back–facing polygons can be eliminated. In general, edges are intersected with polygons to determine any visible parts.Good algorithms (see Foley or Rogers) use various coherence strategies tominimize the number of intersections.The O(k) was based upon computing the intersection of rays with the planes containing the k polygons. We did not consider the cost of filling thepolygons, which can be a large part of the rendering time. If we consider ascene which is viewed from a given point there will be some percentage of1the area of the screen that is filled with polygons. As we move the viewer closer to the objects, fewer polygons will appear on the screen but each will occupy a larger area on the screen, thus leaving the area of the screen that is filled approximately the same. Thus the rendering time will be about the same even though there are fewer polygons displayed.There are a number of ways we can attempt to get O(k log k) performance. One is to use a better sorting algorithm for the depth sort. Other strategies are based on divide and conquer such a binary spatial partitioning.If we consider a ray tracer that only casts rays to the first intersection and does not compute shadow rays, reflected or transmitted rays, then the image produced using a Phong model at the point of intersection will be the same image as produced by our pipeline renderer. This approach is sometimes called ray casting and is used in volume rendering and CSG. However, the data are processed in a different order from the pipeline renderer. The ray tracer works ray by ray while the pipeline renderer works object by object.Consider a circle centered at the origin: x2 + y2 = r2. If we know that a point (x, y) is on the curve than, we also know (−x, y), (x,−y), (−x,−y), (y, x), (−y, x), (y,−x), and (−y,−x) are also on the curve. This observation is known as the eight–fold symmetry of the circle. Consequently, we need only generate 1/8 of the circle, a 45 degree wedge, and can obtain the rest by copying this part using the symmetries. If we consider the 45 degree wedge starting at the bottom, the slope of thiscurve starts at 0 and goes to 1, precisely the conditions used for Bresenham’s line algorithm. The tests are a bit more complex and we have to account for the possibility the slope will be one but the approach is thesame as for line generation.Flood fill should work with arbitrary closed areas. In practice, we can get into trouble at corners if the edges are not clearly defined. Such can bethe case with scanned images.Note that if we fill by scan lines vertical edges are not a problem. Probably the best way to handle the problem is to avoid it completely by never allowing vertices to be on scan lines. OpenGL does this by having vertices placed halfway between scan lines. Other systems jitter the y value of any vertex where it is an integer.Although each pixel uses five rays, the total number of rays has only doubled, . consider a second grid that is offset one half pixel in both thex and y directions.A mathematical answer can be investigated using the notion of reconstruction of a function from its samples (see Chapter 8). However, avery easy to see by simply drawing bitmap characters that small pixels lead to very unreadable characters. A readable character should have some overlap of the pixels.We want k levels between Imin and Imax that are distributed exponentially. Then I0 = Imin, I1 = Iminr,I2 = Iminr2, ..., Ik−1 = Imax = Iminrk−1. We can solve the last equation forthe desired r = ( ImaxImin)1k−1If there are very few levels, we cannot display a gradual change in brightness. Instead the viewer will see steps of intensity. A simple rule ofthumb is that we need enough gray levels so that a change of one step is not visible. We can mitigate the problem by adding one bit of random noise to the least significant bit of a pixel. Thus if we have 3 bits (8 levels),the third bit will be noise. The effect of the noise will be to break up regions of almost constant intensity so the user will not be able to see astep because it will be masked by the noise. In a statistical sense the jittered image is a noisy (degraded) version of the original but in a visualsense it appears better.。