Fast fading, Slow fading and Multipath effect in wireless communicationsPei-Che Chang
?
Fast fading, Slow fading and multipath effect in wireless communications
QPSK in AWGN channel
QPSK in AWGN + Rayleigh fading channel
using GNU Octave simulation
Fast fading, Slow fading and Multipath effect in wireless communicationsPei-Che Chang
?
Fast fading, Slow fading and multipath effect in wireless communications
QPSK in AWGN channel
QPSK in AWGN + Rayleigh fading channel
using GNU Octave simulation
This document describes an EOS project for a Morse code chatroom. It includes an architecture that uses functions like accept(), connect(), setname(), and reply() to set up client-server connections. It also describes the client-server activities like changing names and sending/receiving messages. Finally, it details the input/output design using a keypad and LCD for interaction and includes diagrams of the interfaces. It proposes using asymmetric encryption and select() for monitoring to optimize memory usage and improve real-time performance of the chatroom.
This document summarizes an embedded operating system final project presentation. The project involves developing an OS for group buying functionality. The presentation outlines the user guide, architecture, OS applications, I/O devices, and demonstrations of the system. The system allows users to search for groups, create groups, join groups, and receives notifications when a group is full. It uses multiple threads, semaphores, mutexes, and signals to synchronize data and notifications across client-server communication. Demonstrations show the behavior of multiple clients creating and joining groups simultaneously and receiving signals when a group is filled.
This document describes the system architecture and communication protocol for a peer-to-peer voice messaging application. It discusses using (1) threads to handle server, receiver, and keypad functions, (2) sockets for communication between users with a central server, and (3) codecs for recording and playing voice messages. The socket implementation was modified to use dynamic ports for senders and receivers to allow multi-user communication through a central server.
This document describes a taiko drum game system with the following key points:
1. The system displays songs on an LCD for players to follow symbols and hit corresponding drum areas. It tracks accuracy and displays scores.
2. It uses multiple processing threads for tasks like printing the field, detecting input, judging accuracy, and displaying scores.
3. Drum hits are represented as units with attributes like position and type (note or space). Accuracy is judged by comparing played units to a pattern.
4. The system has a main process that coordinates emptying the field, running the other threads, and sharing memory between components. Hardware includes a CPU, memory, codec and CPLD for input/output
Study on the image stitching approach and execute comparative experiments on a variety of image recognition and stitching algorithm. Implement a photo stitching program using the SIFT algorithm with MATLAB.
This document outlines a communication platform that allows users to connect with friends. It describes a system architecture with two hosts that can send and receive text, voice, and pattern messages through an Ethernet connection. The working tasks are also defined, including using a keyboard and keypad to send messages, an LCD to display messages, a microphone and audio output for voice calls, and a 7-segment display to show call time. Work is divided between implementing internal socket and thread functions versus external user interface elements. The goal is to enable group connections and eventually incorporate wireless communication.
21. ? x = 0
(把整個肢段壓在 yz 平面上時)
? P(x, y, z)
tan( )
x
y
?? 1
tan ( )
x
y
? ?
? ?
2 2
( )offsetL Z T Coxa? ? ?
Cosine Rule
2 2 2
2 cosa b c bc A? ? ?
2 2 2
2 cosb a c ac B? ? ?
2 2 2
2 cosc a b ab C? ? ?
1
1 cos ( )offsetZ
L
? ?
?
2 2 2
22( )( )cos( )Tibia Femur L Femur L ?? ? ?
2 2 2
1
2 cos
2( )( )
Tibia Femur L
Femur L
? ? ? ?
? ?
?
2 2 2
1 1
cos ( ) cos
2( )( )
offsetZ Tibia Femur L
L Femur L
? ? ? ?
? ?
?
1 2? ? ?? ? ?
相关知识 – 02/08
? 座標轉換 – 2/4 – 逆運動學–1
22. ? 已知的常數
? Coxa = length_c
? Femur = length_a
? Tibia = length_b
? Zoffset = z_absolute
? length = length_side
Cosine Rule
2 2 2
2 cosa b c bc A? ? ?
2 2 2
2 cosb a c ac B? ? ?
2 2 2
2 cosc a b ab C? ? ?
2 2 2
1
cos
2( )( )
L Tibia Femur
Tibia Femur
? ? ? ?
?
?
? P(x, y, z)
相关知识 – 03/08
? 座標轉換 – 3/4 – 逆運動學–2
23. ?
?
?
0x ?
2 2
T x y? ?
1
tan ( )
x
y
? ?
?
atan2(y,x)?? ?
sqrt(pow(x,2) pow(y,2))T? ? ?
?
?
?
0x ?
2 2
T x y? ? ?
1
tan ( )
x
y
? ? ?
?
?
atan2( y, x)?? ? ? ?
1*sqrt(pow(x,2) pow(y,2))T? ? ? ?
?
?
?
2 2 2
1 1
tan ( ) cos
2( )( )
offsetZ Tibia Femur L
H Femur L
? ? ? ? ?
? ?
?
atan(z,H) + acos((pow(femur_len,2) - pow(tibia_len,2) + pow(H,2) + pow(z,2))?? ?
/ (2 * femur_len * sqrt(pow(H,2) + pow(z,2)))
2 2 2
1
cos
2( )( )
L Tibia Femur
Tibia Femur
? ? ? ?
?
?
acos((pow(femur_len,2) + pow(tibia_len,2) - pow(H,2) - pow(z,2))?? ?
/ (2 * femur_len * tibia_len))
H T Coxa? ?
T - coxa_lenH? ?
H
相关知识 – 04/08
? 座標轉換 – 4/4 – 逆運動學–3