particular中文翻译

particular中文翻译
particular中文翻译

AE之particular插件英汉对照

Particular界面

(1)Emitter(发射器)

Particular/sec(粒子/秒)—每秒钟发射粒子的数量。

Emitter Type(发射器类型)—它决定发射粒子的区域和位置。

Point(点)—从一点发射出粒子

Box(盒子)—粒子会从立体盒子中发射出来(Emitter Size中XYZ是指发射器大小)

Sphere(球形)—和Box很像,只不过发射区域是球形

Grid(网格)—(在图层中虚拟网格)从网格的交叉点发射粒子

Light(灯光)—(要先新建一个Light Layer)几个Light Layer可以共用一个Particular。

Layer——使用合成中的3D图层生成粒子,

Layer Grid——同上,发射器从图层网格发射粒子,像Grid一样。

Position xy

Position z

Position subfram

Linear

10*linear

10*smooth

Exact(slow)

Direction(方向)

Uniform(统一)——任一粒子发射类型发射粒子时,会向各个方向移动。

Directional(特定方向)——(如枪口喷射)通过调节X、Y、Z Rotation来实现。

Bi-Directional(相反特定方向)——和Directional十分相似,但是向着两个完全相反的方向发射。通常为180度。

Disc(盘状)——通常只在两个维度上,形成一个盘形。

Outwards(远离中心)—粒子会始终向远离发射点的方向移动。而Uniform是随机的。Direction Spread(方向拓展)——可以控制粒子发射方向的区域。粒子会向整个区域的百分之几运动。(即粒子发射方向有多宽)

Velocity(速度)——粒子每秒钟运动的像素数。

Velocity Random—每个粒子Velocity的随机性会随机增加或者减小每个粒子的Velocity。Velocity Distribution(速度分布)

Velocity from Motion(速度跟随运动)—粒子在向外运动的同时也会跟随发射器的运动方向运动。

Layer Emitter(图层发射器)

Layer(选用哪一个图层作为发射器)

Layer Sampling(图层采样)

Current Time(当前时间)

Particular Birth Time(粒子生成时间)

Layer RGB Usage(图层颜色使用方式)

Lightness-Size——随着图像的明暗变化,粒子的大小也跟着变化

Lightness-Velocity——随着图像的明暗变化,粒子的速度也跟着变化

Lightness-Rotation——随着图像的明暗变化,粒子的旋转也跟着变化

RGB-Size,Vel,Rot——随着图像的颜色变化,粒子的大小,速度,旋转同时变化RGB-Particle Color——随着图像的颜色变化,粒子的颜色也跟着变化

Grid Emitter(网格发射器)

Particular in X(粒子在X方向上的数量)

Particular in Y(粒子在Y方向上的数量)

Particular in Z(粒子在Z方向上的数量)

Type(类型)

Periodic Burst(周期性爆炸)——粒子同时发射出来

Traverse(横渡)——粒子以行的形式依次发射出来

Emission Extras

Pre Run(提前运行)

Perodicity Rnd

lights unique seeds

Random Seed(随机性)——随即数值的开始点,它一变整个插件的随机性都会变化

(2)Particle(粒子)

Life[sec]——实际上就是粒子生存的时间。

Life Random——随机增加或者减少粒子的生命

Particle Type(粒子类型)

Sphere——是使用2D的球形图片作为粒子

Glow Sphere(NO DOF)—同上,粒子加强型。(NO DOF)意思是这些粒子没有景深效果Star(NO DOF)——四角形形状

Cloudlet——如同一堆羽毛当作一个粒子。

Streaklet(条状痕)——由几个粒子组成统一的一组形状。

Sprite(子画面)——可以使用任何图层作为粒子,甚至在一个发射器中应用多种粒子类型。都允许在Particular中使用AE的图层作为粒子。

Sprite Colorize—仅将图层的形状和材质与粒子交换,颜色并没有交换,但可以调节。

Sprite Fill——仅仅将图层的形状与粒子交换,颜色依旧是粒子的颜色。

Sphere Feather(球形羽化)——控制粒子的羽化程度及透明度

Textured polygon多边形机理贴图

Textured polygon colorize多边形贴图颜色替换

Textured polygon fill多边形贴图填充

Texture(纹理)——与Sprite(子画面)相匹配的选项

Layer——选择要替换粒子的图层

Time Sampling(时间采样)——时间采样的类型

(1)Start at Birth–Play Once从头开始播放custom层粒子一次。

(2)Start at Birth–Loop循环播放custom层粒子。

(3)Start at Birth–Stretch延伸播放,匹配粒子的生命周期。

(4)Random–Still Frame随机抓取custom层中的一帧作为粒子

(5)Random–Play Once随机抓取custom层中的一帧作为播放起始点,然后按照正常的速度进行播放custom层。

(6)Random–Loop随机抓取custom层中的一帧作为播放起始点,然后循环播放custom层。

(7)Split Clip–Play Once随机抽取custom层中的一个片断(clip)作为粒子,并且只播放一次。

(8)Split Clip–Loop随机抽取custom层中的一个片断(clip)作为粒子,并进行循环播放。

(9)Split Clip–Stretch随机抽取custom层中的一个片断,并进行时间延伸,以匹配粒子的生命周期。

Current Frame-Freeze Random Seed(随机性)

Number of Clips(分离的个数)——将粒子分成几份

Subframe Sampling(子帧取样)Rotation(旋转)

Rotation——调整粒子旋转角度

Random Rotation——随机增加或减少旋转角度

Rotation Speed——粒子随着时间转动,数值表示每秒旋转的圈数

Size——粒子出生时的大小

Size Random——增加粒子大小的随机性

Size over Life——可以控制每个粒子的大小随时间的变化。

Y轴代表粒子的大小,X轴代表粒子从出生到死亡的时间

Opacity(不透明度)——作用原理同Size

Opacity Random——增加粒子不透明度的随机性

Opacity over Life——不透明度随着时间变化

Set Color(设置粒子颜色)

At Birth——设置粒子出生时的颜色

Over Life——颜色随时间变化,通过下面的Color over Life调节

Random from Gradient——从渐变中随机生成,是Color over Life中的颜色随机的Color Random——随机改变色相

Color over Life——颜色随时间变化

Transfer Mode—控制当粒子重叠时颜色的混合方式

Add——叠加颜色(变亮)

Screen或者Lighten——

Normal/Add over Life——Add模式随时间变化

Normal/Screen over Life——Screen模式随时间变化Glow(辉光)

Transfer Mode——

Glow与粒子的叠加模式

Streaklet(条状痕)

Random Seed(随机性)

No Streaks(条痕数)——条状痕由几个粒子组成

Streak Size(条痕大小)

(3)Shading(阴影)——粒子制造阴影效果,具有立体感

Shading(阴影开关)

Light Falloff(光衰减开关)

Nominal Distance(额定距离)

Ambient(环境)

Diffuse(漫反射)

Specular Amount(镜面反射程度)

Specular Sharpness(镜面反射清晰度)

Shadowlet for Main(主粒子阴影开关)

Shadowlet for Aux(子粒子阴影开关)

(4)Physics(物理)

Physics Model(物理模式)

Air(空气)

Bounce(碰撞)

Gravity(重力)

Physics Time Factor(现实时间控制器)——默认值是1(表示时间和现实相同),0(表示冻结时间),2(表示正常速度的两倍)-1(时间倒流)该参数可以控制粒子在整个生命周期中的运动情况,可以使粒子加速或减速,也可以冻结或返回等

Air(空气)

Motion Path(运动路径)——粒子跟随光源运动的设置。HQ表示光滑。一个Particular 只能使用一个Motion Path,可以在一个comp中有最多9个Motion Path。

Air Resistance(空气阻力)

Air Resistance Rotation(空气阻力旋转)

Spin Amplitude(旋转幅度)

Spin Frequency(旋转频率)

Fade-in Spin[sec](在自旋中淡出的时间)

Wind X(X方向的风)

Wind Y(Y方向的风)

Wind Z(Z方向的风)

Visualize Fields(可视化领域)——会出现红蓝垂直线,移动中心点,可以观察粒子空间状态。

Turbulence Field(紊乱场)——影响物理因素本有的稳定性质,粒子系统中的干扰,以一种特殊的方式为每个粒子赋予一个随机的运动速度

Affect Size——影响粒子大小

Affect Position——影响粒子位置

Fade-in Time[sec](淡出时间)设置粒子受干扰场影响前的时间。

Fade-in Curve(在曲线中褪色方式)

Scale设置不规则碎片图形(fractal)的放大陪数。

Complexity(复杂程度)设置产生不规则碎片图形(fractal)的叠加层次,值越大细部特征载明显。

Octave Multiplier(倍频倍增器)设置干扰场叠加在前一时刻干扰场的影响程度(影响系数)。值越大,干扰场对粒子的影响越大,粒子属性的变化越明显。

Octave Scale(倍频比例)设置干扰场叠加在前一时刻干扰场的放大陪数。

Evolution Speed(演变速度)

Evolution Offset(演变偏移)

X Offset(X轴偏移)

Y Offset(Y轴偏移)

Z Offset(Z轴偏移)

Move with Wind(随风移动)

Spherical Field(球形区域)——定义一个区域,在这个区域粒子不会进入或者把粒子排斥出这个区域

Strength(强度)

Position XY&Z设置场的位置属性。

Radius设置场的大小。

Feather设置场的边缘羽化程度。

Visualize Field设置场是否可见。

Bounce(碰撞、反弹)

Floor Layer(地板图层)——选择要作为地板的图层。

Floor Mode(地板模式)

Infinite Plane(地板无限大)

Layer Size(仅是图层尺寸大小)

Layer Alpha(Alpha图层)

Wall Layer(墙图层)——选择作为墙的图层

Wall Mode(墙模式)

Infinite Plane(墙无限大)

Layer Size(仅是图层大小)

Layer Alpha()

Collision Event(碰撞事件)该参数用来控制碰撞的方式,三种类型的碰撞方式,即弹跳、滑行和消失。——碰撞的类型

Bounce(反弹)

Slide

Stick

Kill(杀掉)——主粒子发生撞击后会马上消失。

Bounce(反弹强度)该参数用来控制粒子发生碰撞后弹跳的强度。

Bounce Random(反弹随机性)该参数用来设置粒子弹跳强度的随机程度

Slide(滑动)——当粒子撞击时会滑动,该参数用来控制材料的摩擦系统。值越大,粒子在碰撞后滑行的距离越短,值越小滑行的距离越长。

(5)Aux Systom——可以发射附加粒子,即粒子本身可以发射粒子

Emit(发射器)

At Bounce Event(通过碰撞事件发射粒子)

Continously(从主粒子发射粒子)

Emit Probability[%](发射概率)

Color From Main[%](粒子与主粒子颜色的一致度)

Control From Main Particles(从主粒子控制)——

Inherit Velocity(继承速度)——

Start Emit[%of Life](开始发射)

Stop Emit[%of Life](终止发射)

Physics(Air mode only)(物理(仅空气模式))

Air Resistance(空气阻力)

Wind Affect[%](风力影响)

Turbulence Position(紊乱位置)——

Randomness(随机性)

(6)World Transform(空间变换)——粒子空间状态的变化

(7)Visibility(可见性)控制粒子在何处可见。

Far Vanish最远可见距离,当粒子与摄像机的距离超过最远可见距离时,粒子在场景中变得不可见。

Far Start Fade最远衰减距离,当粒子与摄像机的距离超过最远衰减距离时,粒子开始衰减。Near Start Fade最近衰减距离,当粒子与摄像机的距离低于最近衰减距离时,粒子开始衰减。

Near Vanish最近可见距离,当粒子与摄像机的距离低于最近可见距离时,粒子在场景中变得不可见。

Near&Far Curves设定粒子衰减的方式,系统提供直线型(Linear)和圆滑型(Smooth)两种类型。

Z Buffer选择一个基于亮度的Z通道,Z通道带有深度信息,Z通道信息由3D软件产生,并导入到AE中来,这对于在由3D软件生成的场景中插入粒子时非常有用。

Z at Black以Z通道信息中的黑色像素来描述深度(与摄像机之间的距离)

Z at White以Z通道信息中的白色像素来描述深度(与摄像机之间的距离)

Obscuration Layer任何3D层(除了文字层)都可以用来使粒子变得朦胧(半透明),如果要使用文字层的话,我们可以将文字层放到一个comp中,并且关闭“Continuously Rasterize”属性。

(8)Rending(渲染)

Render Mode(渲染模式)

Motion preview(动态预览)

full render(完全渲染)

Depth of Field(景深)

Depth of Field Type(景深类型)

Smooth(光滑)

Square(AE)(方形)——更像盒子模糊

Transfer Mode

Opacity(不透明度)

Motion Blur(运动模糊)

Motion Blur(运动模糊开关)该参数有三个选项:on、off和use comp settings。当使用comp settings时,shutter angle和phase的值均使用comp的高级设置,同时保证层的运动模糊开关打开。

Comp Settings(依照合成的设置)

Shutter Angle(快门角度)

Shutter Phase(快门相位)

Type系统提供了两种运动模糊的方式:Linear:这种运动模糊是在假定粒子在整个快门处于开放状态下始终沿着直线运动。通常这种运动模糊在渲染的时候较快,但有时候效果不是很真实。Subframe Sample:这种运动模糊综合考虑了粒子的位移和旋转因素。

Linear(线性)

Subframe Sample(子帧取样)

Levels当使用Subframe Sample运动模糊时,设定系统采样的点数。

Opacity Boost当激活运动模糊后,粒子会变得模糊,增加了透明的效果,而该参数设置刚好是为了抵消这种效果的发生,经常用于火花效果或者灯光粒子发生器发射的粒子当中。Disregard有时并不是场景中所有的运动物体都需要加运动模糊的,该参数用来设置那些不需要加运动模糊的运动物体。

Nothing:不需要排除任何运动物体。

Physics Time Factor(PTF):排除使用Physics Time

Factor参数时的情况。比如在爆炸的过程中,使用Physics Time Factor冻结时间制作成的特效,而在粒子被冻结的过程中,不希望有运动模糊的效果,此时就可以用该参数来排除这一时段的运动模糊。

Camera Motion:在摄像机快门速度非常高的状态下,如果摄像机是运动的,那么会造成非常厉害的运动模糊,该选项就是用来排除这种情况的发生。

Camera Motion&PTF:既不排除camera motion,也不排除PTF。

Options

License许可协议。

Emission Extras

Pre-run提前粒子生成的时间,使场景的第一帧即可见粒子。

Periodicity Rnd用来设置粒子发生器的间隔。该参数主要用于方向型粒子发生器,并且方向扩散角度设为0时。

Random Seed该参数控制所有的随机参数,通过赋予粒子效果或位置属性一定的随机值,使动画看起来更加真实。

Glow控制粒子的发光程度,只对球形和星形粒子类型有效。

Grid Emitter该参数只对layer grid粒子发生器起作用,用来控制在每个维度发生粒子的数量。系统提供两种粒子发射的类型,即Periodic Burst(周期性地同时发射粒子,所以粒子将在同一时刻同时发射)和Traverse(每一时刻只发射一个粒子)

Light Emitters

当使用灯光作为粒子发生器时,对灯光的命名是有要求的,用户可以通过该参数来设定灯光命名的规则。同时还可以选择每秒产生粒子数的影响参数。

Smokelet Shadow

该参数仅适用于粒子类型是烟雾(Smokelet)的情况下。其中RGB用来定义阴影的颜

色,Color Strength用来定义与粒子原始颜色混合的比例,Opacity用来定义阴影的透明度。”Light name”用来定义产生阴影的灯光名称,用来产生阴影的灯光类型可以是点光源(point light),也可以是平行光源(parallel light)。

Aux System

当使用Aux System时,这些设置将被激活。Emit Probability用来定义能够发射子粒子(Aux particles)的父粒子(main particles)数量,Inherit velocity用来定义有多少子粒子将继承父粒子的速度,Start and Stop Emit用来定义子粒子产生的时间。(相对于父粒子的生命周期)

老挝语学习指南

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正确使用DSC基线

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AE常用particular粒子中英文对照表教学文稿

A E常用p a r t i c u l a r 粒子中英文对照表

10xLinear(10x线性) 10x Smooth(10x平滑) Exact(slow)精确(慢) Direction(方向) Uniform(统一)——任一粒子发射类型发射粒子时,会向各个方向移动。 Directional(方向)——(如枪口喷射)通过调节X、Y、Z Rotation来实现。 Bi-Directional(双向)——和Directional(方向)十分相似,但是向着两个完全相反的方向发射。通常为180度。 Disc(圆形)——通常只在两个维度上,形成一个盘形。 Outwards(向外)——粒子会始终向远离发射点的方向移动。而Uniform(统一)是随机的。Direction Spread(方向伸展)—20—可以控制粒子发射方向的区域。 粒子会向整个区域的百分之几运动。(即粒子发射方向有多宽) X Rotation(X旋转) 0x0 X Rotation (Y旋转) 0x0 X Rotation (Z旋转) 0x0 Velocity(速率)—100—粒子每秒钟运动的像素数。 Velocity Random[%](随机运动【%】)20 ——每个粒子Velocity的随机性会随机增加或者减小每个粒子的Velocity。 Velocity Distribution(速度分布)—0.5— Velocity from Motion[%](继承运动速度【%】)20 ——粒子在向外运动的同时也会跟随发射器的运动方向运动。 Emitter Size X(发射器尺寸X ) 50

Emitter Size Y (发射器尺寸Y ) 50 Emitter Size Z (发射器尺寸Z) 50 Particles/sec modifier粒子数/秒修改器--- Light(灯光)下有效 Light Intensity光照强度 Shadow Darkness阴影暗部 Shadow Diffusion阴影漫射 None无 Layer Emitter(发射图层)----Layer(图层)、Layer Grid(图层网格)下有效; Layer(图层)—None无—选用哪一个图层作为发射器; Layer Sampling(图层采样)—— Current Time(当前时间) Particular Birth Time(粒子产生时间) Layer RGB Usage(图层RGB用法)—— Lightness-Size(发光-尺寸)——随着图像的明暗变化,粒子的大小也跟着变化 Lightness-Velocity(发光-速率)——随着图像的明暗变化,粒子的速度也跟着变化 Lightness-Rotation(发光-旋转)——随着图像的明暗变化,粒子的旋转也跟着变化 RGB-Size,Vel,Rot(RGB-大小、速率、旋转)——随着图像的颜色变化,粒子的大小,速度,旋转同时变化 RGB-Particle Color(RGB-粒子颜色)——随着图像的颜色变化,粒子的颜色也跟着变化 None无 Grid Emitter(网格发射)----在(网格、图层网格下有效) Particular in X(粒子在X方向上的数量)5 Particular in Y(粒子在Y方向上的数量)5 Particular in Z(粒子在Z方向上的数量)1 Type(类型)

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来:[马`:]. 从......来:[码滴` ` `:]. 从北京来:[码滴,北京]. 吗:[不]. 这个:[阿尼``:]. 那个:[阿那` `:]. 个:[安`]. 一个:[安能 `]. 语言、话:[帕沙 `:]. 中国话:[帕萨金 ` `]. 老挝话:[帕萨老 ` `]. 这里:[由尼` `]. 那里:[由(普恩)` `]. 在:[由`]. 哪里:[赛`]. 在哪里:[由赛` `]. 名字:[斯`:]. 年龄:[啊妞`: `]. 几:[甲`]. 多少:[脱贷``]. 多少钱:[恩,涛贷` ` `]. 年、岁:[比`:]. 几岁:[甲比` `:]. 你几岁:[娇,甲比]. 什么:[娘`]. 你叫什么名字:[娇斯娘` `: `]. 你好:[色白离 ` `: ]. 谢谢:[靠再 `]. 再见:[拉光`: `]. 她是姑娘:[考,面,普扫]. 你有几个哥哥?:[娇,米,矮,甲昆?]. 我们是中国人:[泡快,面,昆金]. 这个老头是你爸爸吗?:[阿尼,朴桃,面,一坡,娇,不?]. 那个房屋是你们家庭吗?:[阿那,亨,面,库夸,泡娇,不?]. 这是什么?:[阿尼,面,娘?]. 〈〈数字时间作息部分〉〉零:[颂`]. 一:[能`]. 二:[双`]. 三:[三`]. 四:[西`:], 五:[哈`:]. 六:[或`]. 七:[街`]. 八:[备`]. 九:[够`]. 十:[些`]. 十一:[些爱` `].

加速度传感器参数讲解(AD)

加速度传感器参数讲解(AD)Accelerometer Specifications - Quick Definitions Measurement range is the level of acceleration supported by the sensor’s output signal specifications, typically specified in ±g. This is the greatest amount of acceleration the part can measure and accurately represent as an output. For example, the output of a ±3g accelerometer is linear with acceleration up to ±3g. If it is accelerated at 4g, the output may rail. Note that the breaking point is specified by the Absolute Maximum Acceleration, NOT by the measurement range. A 4g acceleration will not break a ±3g accelerometer. Sensitivity is the ratio of change in acceleration (input) to change in the output signal. This defines the ideal, straight-line relationship between acceleration and output (Figure 1, gray line). Sensitivity is specified at a particular supply voltage and is typically expressed in units of mV/g for analog-output accelerometers, LSB/g, or mg/LSB for digital-output accelerometers. It is usually specified in a range (min, typ, max) or as a typical figure and % deviation. For analog-output sensors, sensitivity is ratiometric to supply voltage; doubling the supply, for example, doubles the sensitivity. Sensitivity change due to Temperature is generally specified as a % change per °C. Temperature effects are caused by a combination of mechanical stresses and circuit temperature coefficients.

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ABAP:ABAP--How to use Number Ranges' Function? 2007-08-16 14:29:20| 分类:SAP ABAP | 标签:|字号大中小订阅 在SAP系统中,号码范围用于给数据记录提供惟一标识. 1 号码范围对象分类 ?无子对象的号码范围对象 无分组 (1) one, two or several number ranges 有分组 (2) one number range, external or internal, per group (3) two number ranges, external and internal, per group ?有子对象的号码范围对象 无分组 (4) one, two or several number ranges 有不依赖子对象的分组 (5) one number range, external or internal, per group (6) two number ranges, external and internal, per group 有依赖子对象的分组 (7) one number range, external or internal, per group (8) two number ranges, external and internal, pergroup 二、如何使用号码范围 2.1 确定号码范围的类型并创建新的号码范围对象(SNRO) 需要多少个号码范围: 1, 2 或者更多? 号码范围是否需要子范围对象(如:company code, plant, controlling area等等)? 号码范围是否需要分组(如:物料类型)? 如果需要分组,那分组的是否需要子范围对象? 号码范围是否需要区分财务年度? 2.2 维护号码范围对象的间隔; 3.3 在程序中使用号码范围的函数进行记录编号或检查可用号码;

amber动力学常用参数说明

amber动力学常用参数说明 个人日记2009-05-08 19:32:18 阅读130 评论1 字号:大中小订阅 IMIN Flag to run minimization =0 No minimization (only do molecular dynamics;default) = 1 Perform minimization (and no molecular dynamics) =5 Read in a trajectory for analysis. NTX Option to read the initial coordinates, velocities and box size from the "inpcrd" file. The options 1-2 must be used when one is starting from minimized or model-built coordinates. If an MD restrt file is used as inpcrd, then options 4-7 may be used. = 1 X is read formatted with no initial velocity information (default) = 2 X is read unformatted with no initial velocity information = 4 X and V are read unformatted. = 5 X and V are read formatted; box information will be read if ntb>0. The velocity information will only be used if irest=1. = 6 X, V and BOX(1..3) are read unformatted; in other respects, this is the same as option "5". =7 Same as option "5"; only included for backward compatibility with earlier versions of Amber. IREST Flag to restart the run. = 0 Noeffect (default) = 1 restart calculation. Requires velocities in coordinate input file, so you also may need to reset NTX if restarting MD. NTRX Format of the Cartesian coordinates for restraint from file "refc". Note: the program expects file "refc" to contain coordinates for all the atoms in the system. A subset for the actual restraints is selected by restraintmask in the control namelist. = 0 Unformatted (binary) form = 1 Formatted (ascii, default) form NTPR Every NTPR steps energy information will be printed in human-readable form to files "mdout" and "mdinfo". "mdinfo" is closed and reopened each time, so it always contains the most recent energy and temperature. Default 50. NTWR Every NTWR steps during dynamics, the "restrt" file will be written, ensuring that recovery from a crash will not be so painful. In any case, restrt is written ev ery NSTLIM steps for both dynamics and minimization calculations. If NTWR<0, a unique copy of the file, restrt_nstep, is written every abs(NTWR) steps. This option is useful if for example one wants to run free energy perturbations from multiple starting points or save a series of restrt files for minimization. Default 500. NTF Force evaluation. Note: If SHAKE is used (see NTC), it is not necessary to calculate forces for the constrained bonds. = 1 complete interaction is calculated (default) = 2 bond interactions involving H-atoms omitted (use with NTC=2) = 3 all the bond interactions are omitted (use with NTC=3) = 4 angle involving H-atoms and all bonds are omitted = 5 all bond and angle interactions are omitted = 6 dihedrals involving H-atoms and all bonds and all angle interactions are omitted

中文翻译

1.1. Fundamentals of TEMS Investigation 6.1 TEMS Investigation 6.1 is an air interface test tool for UMTS cellular networks (GSM/GPRS/EGPRS and WCDMA). It allows monitoring of voice channels as well as data transfer over packet-switched and circuit-switched connections. 1.1 。基础电信设备制造商的调查6.1 电信设备制造商的调查 6.1是一个空中接口测试工具用于UMTS蜂窝网络(支持GSM / GPRS / EGPRS和WCDMA )。它使监测的语音频道,以及数据传输的分组交换和电路交换连接。 1.1.1. Modules: Data Collection and Route Analysis 1.1.1 。模块:数据的收集和路径分析 1.1. 2. Package Options – Licensing 1.1.2 。封装选择-许可证 1.1.3. Connectable Equipment 1.1.3 。连接设备 1.1.4. Data Service Testing 1.1.4 。数据业务测试 1.3.1. Multistandard Support 1.3.1 。多支持 1.3. 2. Route Analysis 1.3.2 。路径分析 1.3.3. RAN Tuning 1.3.3 。冉微调 1.3.4. More Phones Supported 1.3.4 。越来越多的手机支持 1.3.5. Enhanced Scanning Support 1.3.5 。增强扫描支持 1.3.6. Flexible Licensing 1.3.6 。灵活的许可证 1.4. What's in This Manual 1.4 。是什么在本手册

可视化的PLC程序使用XML

Visualization of PLC Programs using XML M. Bani Younis and G. Frey Juniorprofessorship Agentenbased Automation University of Kaiserslautem P. 0. Box 3049, D-67653 Kaiserslautem, Germany Abstract - Due to the growing complexity of PLC programs there is an increasing interest in the application of formal methods in this area. Formal methods allow rigid proving of system properties in verification and validation. One way to apply formal methods is to utilize a formal design approach in PLC programming. However, for existing software that has to be optimized, changed, or ported to new systems .There is the need for an approach that can start from a given PLC program. Therefore, formalization of PLC programs is a topic of current research. The paper outlines a re-engineering approach based on the formalization of PLC programs. The transformation into a vendor independent format and the visualization of the structure of PLC programs is identified as an important intermediate step in this process. It is shown how XML and corresponding technologies can be used for the formalization and visualization of an existing PLC program. I. INTRODUCTION Programmable Logic Controllers (PLCs) are a special type of computers that are used in industrial and safety critical applications. The purpose of a PLC is to control a particular process, or a collection of processes, by producing electrical control signals in response to electrical process- related inputs signals. The systems controlled by PLCs vary tremendously, with applications in manufacturing, chemical process control, machining, transportation, power distribution, and many other fields. Automation applications can range in complexity from a simple panel to operate the lights and motorized window shades in a conference room to completely automated manufacturing lines. With the widening of their application horizon,PLC programs are being subject to increased complexity and high quality demands especially for safety-critical applications. The growing complexity of the applications within the compliance of limited development time as well as the reusability of existing software or PLC modules requires a formal approach to be developed [I]. Ensuring the high quality demands requires verification and validation procedures as well as analysis and simulation of existing systems to be carried out [2]. One of the important fields for the formalization of PLC programs that have been growing up in recent time is Reverse-engineering [3]. Reverse Engineering is a process of evaluating something to understand how it works in order to duplicate or enhance it. While the reuse of PLC codes is being established as a tool for combating the complexity of PLC programs, Reverse Engineering is supposed to receive increased importance in the coming years

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