四箭齐发小范围口语补丁
部编版语文五年级下册 期中检测调研卷(含答案)
人教部编版五年级语文下册期中检测调研卷(时间:90分钟满分:100分)班级:姓名:考号:.题号一二三四五六七八总分得分一、读拼音,写词语。
(8分)pínɡ zhànɡ qīn fàn nán kān zhuā ěr náo sāidùjìshǎnɡ shí qí dǎo xīn jīnɡ dǎn zhàn二、选择题。
(6分)1.下列各组词语中,字音、字形完全正确的一项是( )。
A.窈.窕(yǎo) 倭.(wō)瓜赏识瞑目B.涟漪.(yī) 附庸.(yōng) 相貌难勘C.困窘.(jiǒng) 擒.(qíng)拿碗碟怔住D.薄.弱(bó) 虬.(yá)枝胁骨哗笑2.下列成语书写完全正确的一项是()A.养尊处忧手忙脚乱心惊胆战爱憎分明B.悦悦欲试自相矛盾踉踉跄跄面不改色C.半信半疑一声不吭情不自禁神机妙算D.粉身碎骨肃然起敬马革裹尸手急眼快3.下面句中标点符号使用有误的一项是( )A.或曰:“以子之矛陷子之盾,何如?”B.周瑜疑惑起来,说:“到了第三天,看他怎么办!”C.我家有一个大花园,这花园里蜜蜂、蝴蝶、蜻蜓、蚂蚱、样样都有。
D.黛玉见风力紧了,过去将籰子一松,只听“豁喇喇”一阵响,登时线尽,风筝随风去了。
4.下列句子中,没有语病的一项是( )A.他对自己能否考上理想的学校充满信心。
B.早稻熟透了,田野里像铺上了绿色的地毯。
C.我昨天看了电影《哪吒之魔童降世》。
D.亮亮被评为“优秀少先队员”的光荣称号。
5.下列表述错误的一项是( )A.“但在五指中,(大拇指)却是最肯吃苦的。
”这句话运用了拟人的修辞手法。
B.“杨氏之子”与“誉之曰”中的“之”意思相同,都是“的”的意思。
C.《红楼春趣》描写了贾宝玉林黛玉等在大观园里放风筝的故事。
D.“这里的桂花再香,也比不上家乡院子里的桂花。
部编版语文五年级下册 期末质量监测卷 附答案 (5)
部编版语文五年级下册期末测试卷(二)时间:90分钟满分:100分第一部分积累与运用(32分)1.[易错]下列加点字的读音全部正确的一项是( )。
(2分) A.监督.(dū) 哗.笑(huā) 顽劣.(liè) 憎.恶(zēnɡ)B.喉.咙(hóu) 徘徊.(huái) 伤疤.(bā) 清澈.(cè)C.踌躇.(zhù) 放肆.(sì) 附庸.(yōng) 镌.刻(juān)D.窈.窕(yǎo) 涟漪.(yī) 困窘.(jiǒng) 薄.弱(bó) 2.[易错]下列词语中有错别字的一组是( )。
(2分)A.钮扣遮掩崭新B.摔跤粉刷衔接C.呐喊瞄准侵犯D.发怔芝麻损失3.“人而无信,不知其可也”中“信”的意思是( )。
(2分) A.相信 B.信用C.消息D.信件4.将下面句子合并为一句话,恰当的关联词是( )。
(2分) 猴子显然知道大家拿它取乐。
猴子更加放肆起来。
A.不但……还……B.因为……所以……C.即使……也……D.一边……一边……5.填入下面句子横线处的词语,正确的一组是( )。
(2分)(1) 外祖父________回到自己的祖国。
(2) 我们不能辜负师长对我们的________。
(3) 蜻蜓飞得那么快,别________追上它。
A.指望渴望期望B.期望渴望指望C.渴望指望期望D.渴望期望指望6.对下面广告词中的错别字修改有误的一项是( )。
(2分) A.某热水器广告词:随心所浴——“浴”改为“裕”B.某摩托车广告词:骑乐无穷——“骑”改为“其”C.某洗衣机广告词:闲妻良母——“闲”改为“贤”D.某止咳药广告词:咳不容缓——“咳”改为“刻”7.下面歇后语中不带四大名著里人物名字的一项是( )。
(2分)A.梁山泊的军师——无(吴)用B.孔夫子搬家——尽是输(书)C.董卓进京——来者不善D.猪八戒照镜子——里外不是人8.下列句子没有语病的一项是( )(2分)A.爷爷在汽车边站定,慈祥地望着前来送行的乡亲们。
打造属于你自己的补丁
汉字,所以不要去转换个以上的汉字。 怎么样做自己的补丁也不难吧,情人节要到了,把右软 键刷上你的名字,然后左软键写上情人的名字(左软键用 电话快捷键)。再刷个修改软键试样
补丁,当中是颗心的那种,你想表达的意思不用说已经 都很露骨和肉麻啦 后记:第一次在宝典里发文章,邮差大哥多给面子。在 这里要感谢YOUNET论坛的:fsclub;a
c;找东西;神游故国对我的指导和帮助。同时还要感谢东 北网的coollang;RainMoon和boyleven,文中一些资料都 出自他们之手。最后祝小的机油天天快乐
wjgftrvy 回收手机触摸屏
窗口,看一下它给出的路径,回到WINDOWS,把UNISIE 这个程序拷贝到这个路径下,再到DOS下,输入UNISIE+ 空格+你要转换的字,回车,is conversde
to后面就是转换好的能认识的string了。如果你的电脑在 DOS下不方便输入中文(和我一样)还可以用另一个方法: 新建一个TXT文本,里面内容写上“unisie空格你要
的 Unisie 字串生成工具,转换你想要加在右软键上的字。 先下载Unisie 这个软件(下载链结 sjpdbbsdispbbsasp?BoardID=&reply
ID=&id=&star=&skin=),注意是Unisie 并不是可运行的程序。 方法一:在电脑开始菜单的运行中填入“COMMAND”然 后按确定,这时会出现MS-DOS
F CAAB: DE CAAC: FEDDF CAAD: CAFC CAAE: DAFBC CAAF: FCFCD CAA: BDDFC CAA 这个补丁的用处是提供
个可以自定义的字串,适用于所有使用了字串ID的地方,。 字串ID 为 AA 到 A ,共个。也就是说你刷了这个补丁后可 以自己DIY字串了。 第二步,用 Coollang
三国全面战争代码
(1)、系统类1、加钱密技:add_money 40000 (最多加四万)2、自动获胜密技:如果你是攻方请用 auto_win attacker (其中 attacker表示进攻)如果你是守方请用 auto_win defender (其中 defender表示防守)3、加人口密技:add_population C-0701-b-XvChang 4000(此句表示给许昌城加四千人口,人口一次最多加四千,其中蓝色代码可参考附件的城市代码)4、迅速完成城市建筑:process_cq C-0701-b-XvChang(此句表示马上完成许昌城中的建筑,其中蓝色代码可参考附件的城市代码)5、在战略地图中显示当前鼠标所在位置的坐标:show_cursorstat(此句是为了配合下面这条命令而使用的)6、在战略地图中移动人物到特定坐标:move_character lvlingqi 48,46(此句的意思是,把吕玲琦移到坐标为48,46的地方,其中蓝色代码可参考附件的人物代码) 7、在城市里招兵:create_unit C-0701-b-XvChang “Huben” 3 9 3 3(此句的意思是,给许昌城招3队9经验3级武器3级防具的虎贲兵)(其中蓝色代码处可参考附件的城市代码也可以是人物代码)(其中紫色代码的引号不可省,表示兵种,可以参考附件的兵种代码)(最后一处的四组数据分别为数量经验武器等级防具等级)8、战争迷雾开/关:toggle_fow(1)、武将类1、将卫人数提高密技: (选中你的将军,让将军的脚下变成绿色如图,也就是表示你的将军当前被选中,再输入下面密技)give_trait this ZhuGeLiang1100 3give_trait this ZhuGeLiang1200 32、增加将军统率:效果是統帥+1 仁義+3 威望+3 士氣+3。
同样也要选中将军give_trait this QinWang 33、增加将军智略:同样也要像上面一样选中将军give_trait this Jn2000 1 (最后一位数可以是1-9的任意一个,这里是加智略从一级到八级)give_trait this Jn2001 1 (最后一位数可以是1-2的任意一个,这里是加智略从九级到十级)4、增加将军体力:同样也要像上面一样选中将军give_trait this Jn1000 1 (最后一位数可以是1-9的任意一个,这里是加体力从一级到八级)give_trait this Jn1001 1 (最后一位数可以是1-7的任意一个,这里是加体力从九级到十五级)5、增加将军统帅:同样也要像上面一样选中将军give_trait this Jn3000 1 (最后一位数可以是1-9的任意一个,这里是加统帅从一级到八级)give_trait this Jn3001 1 (最后一位数可以是1-2的任意一个,这里是加统帅从九级到十级)6、增加将军攻击:同样也要像上面一样选中将军give_trait this Jn4000 1 (最后一位数可以是1-9的任意一个,这里是加攻击从一级到八级)give_trait this Jn4001 1 (最后一位数可以是1-2的任意一个,这里是加攻击从九级到十级)7、增加将军防卫:同样也要像上面一样选中将军give_trait this Jn5000 1 (最后一位数可以是1-9的任意一个,这里是加防卫从一级到八级)give_trait this Jn5001 1 (最后一位数可以是1-2的任意一个,这里是加防卫从九级到十级)注:give_trait是给予人物技能密籍,后面所带的技能可以使用附件中的技能列表8、给指定人物随从宝物:give_ancillary this 4ma-001(密技的意思是,给当前人物一匹赤兔马)(其中蓝色代码入可以参考附件中的宝物列表,抢手的宝物最好在第一回合就给予人物) 注:所有的“this"这个词,也可以使用附件中的人物代码最后两个秘籍要活学活用,不能死,因为,商贾,外交官,水军都可以使用这两个密技(1)、商人外交类1、商人give_trait this JnmerchantA1000 1 (最后一位数可以是1-9的任意一个,商业技能一级到八级)商业技能加到最高级,看看哪个蛋疼的敢兼并你give_ancillary this suanpan (给商人买个算盘哈)2、外交官give_trait this JnDiplomatA1000 1 (最后一位数可以是1-9的任意一个,外交技能一级到八级)give_trait this JnDiplomatB3100 3 (让外交官有三级反论技巧)give_trait this JnDiplomatB2100 3 (让外交官有三级论破技巧 )give_trait this JnDiplomatB1100 3 (让外交官有三级诱引技巧 )其实这些技能好像没啥用,图个心里痛快。
试题库
新增题库公布D 编码违例法C 位填充下面不是组帧方法的是( )B 块填充A 字节填充C 流控制D 路由B 错误控制以下不属于网络体系结构中每层都必须考虑的问题是()A 编址问题A计算机网络是管理分布式处理系统资源和控制分布式程序以下对计算机网络描述正确的是( )C.逻辑结构面向用户的组织机构属于( )。
A. 虚拟结构 B.实际结构A. 一般应用软件; B.核心系统软件; C.用户应用在计算机系统中,操作系统是_____ 。
A.前者为动态的,后者为静态的; B.前者存 进程和程序的一个本质区别是_______。
A.高级调度; B.中级调度; C.作业调在一般操作系统中必不可少的调度是_____。
A.先入先出法; B.银行家算法; C.优先级算法避免死锁的一个著名的算法是_____。
A.执行时不可中断 原语是一种特殊的系统调用命令,它的特点是( )。
A.特殊 B .普通 C.目录文件在UNIX中,通常把设备作为( )文件来处理。
C、回收A、解决碎片问题B、便于多作业共享内存可重定位内存的分区分配目的为____ 。
A、一条机器指令B、提供编程人员的接口C、中断子程序D、用系统调用是____。
磁带适用于存放( )文件。
A.随机 B.索引 C.串联 D.顺序A.随机存取存储器B.只读存储器C.主存储以下哪种存储器不属于存储器按存取方式分类( )A.卡诺图化简法B.代数化简法C.表格化简法D.韦以下哪种不属于逻辑函数的化简方法( )ODD(a)是用来判别a( ) A.是质数 B.是整数 C.是奇数 D.是偶数A.数据线B.地址线C.电源线D.信号线总线的组成不包括()C 交换机D 路由器下面设备中是物理层使用的设备是( )B 桥A 中继器C 半双工协议D 停—等协议B 单工协议A 全双工协议滑动窗口协议是( )CDA 差分曼彻斯特编码以太网使用的数据编码技术是( )B 曼彻斯特编码A) 地址传递 B) 单在调用函数时,如果实参是简单变量,它与对应形参之间的数据传递方式是s[0]=k; k=i nt k=3, s[2];执行下面的程序段后,变量k中的值为A) 不定值 B) 33 C) 30 D) 10C) C语言中可处理的文件类型是( )A) 文本文件和数据文件 B)文本文件和二进制文件A) input x,y,z x、y、z被定义为int型变量,若从键盘给x、y、z输入数据,正确的输入语句是若有以下函数调用语句: fun(a+b,(x,y),fun(n+k,d,(a,b)));在此函数调用语句中实参的个数A) 552 B) 264 C) 144 D) -264设 int a=12,则执行完语句 a+=a-=a*a后,a的值是d ouble x=1,42,y=5.2;则以下u nsigned long w=5;设有如下的变量定义:i nt i =8,k ,a,b ;C) char s[10]="test"; D) in以下定义语句中,错误的是A) int a[]={1,2}; B) char *a[3];A) signed short int B) unsigned lo 以下选项中不属于C语言的类型的是_______.p rintf("%d%d%d%d\{ int a[4][4]={{1,3,5},{2,4,6},{3,5,7}};m ain()以下程序的输出结果是A) 1 B) 3d o { printf("%3d",x-=2);} while(!(--x));以下程序段的输出结果是i nt x=3;i f (m++>5 pr{ int m=5;以下程序输出结果是A、7B、6C、5D、4m ain ( ){ int i;f or(i=1;i<6以下程序的输出结果是A) #*#*# B) ##### C) ***** D) *#*#*m ain( )请读程序: #include<stdio.h> void fun(float *pl, float *p2, float{ …… }A)则以下叙述中正确的是t为int类型,进人下面的循环之前,t的值为0w hile( t=l )(C) 1 (D) 2(A) 0 (B) -1若a=5,b=3,c=4,逻辑表达式!(a+b)&&!c的值为____则以下正确的叙述是A) 以下两处的*p含*p=r;d ouble r=99, *p=&r;若有以下定义和语句:m ain(){ int a=1下列程序执行后的输出结果是#define MA(x) x*(x-1)A) 6 B) 8 C) 10 D) 12{ struct cmplx { int x; int y; } cnum[2]={m ain()A) 0 B) 1 C) 3 D) 6下面程序的输出是则表达式z=2*(N+Y(5));的值为_______A、34#define Y(n)((N+1)*n)#define N 2有以下宏定义A) 是无限循环 B) 循环次数不定f or (x=0,y=0;(y!=123)&&(x<4);x++)在for循环结构中____填上请 按指定的顺序在题后的相应序号后下面函数swap_p的功能是完成交换两个指针的操作。
我是小小讲解员口语交际范文5篇
我是小小讲解员口语交际范文5篇篇一:我是小小讲解员口语交际宽窄巷子各位游客朋友,大家好欢迎来到宽窄巷子。
俗话说得好,“时光从不败美人”,同样,他也从来不败风景。
宽窄巷子的历史已逾数百年。
大家看这老街青瓦灰墙,水洗过似的灰色砖块,凸拱起来的瓦片像鱼鳞般随意叠积在屋顶,连脚下也是灰黑的砖,是不是很有历史的年代感?宽窄巷子由宽巷子、窄巷子、井巷子平行排列组成,全为仿古四合院落,这里也是成都遗留下来的较成规模的清朝古街道。
关于宽窄巷子的来历,众说纷纭,但最有说服力的一种是康熙五十七年(1718年),在平定了准噶尔的叛乱后,选留数千名士兵驻守成都,这才修建了宽窄巷子。
当然,还有一种比较好玩的说法。
传说民国的工作人员在度量之后,便随手将宽一点的巷子标注为“宽巷子”,窄一点的就是“窄巷子”,有井的就是“井巷子”。
是不是很随意呀?宽窄巷子的入口,看上去平平无奇,但只有当我们真正走进去了,才能体会到那一种从过去而来的不败的光。
曾经有一位游客游览了宽窄巷子以后,留下了一首诗:一路寻芳宽窄巷,满清遗迹阅沧桑。
扬名中外繁华景,见证灰青古韵墙。
川味初尝迷食客,蜀风细品暖心房。
夜深别去情难尽,襟上仍余此地香。
在每个人心中,这条巷子是活的,虽然拥挤,却有一种扑面而来的亲切与和谐,热火朝天,喧嚣扰攘,尽在宽窄巷子之中了。
现在我们已经进入宽窄巷子,大家可以看到我们两边的围墙上都刻着很多浮雕,有各类花草,市井民风等等。
那时手艺人雕工精湛,精致的图案里有着行云流水的往事光阴,为整条巷子添了几分淡雅。
其中,最著名的是巷子里那浮雕的马。
马眼底隐约显现的宁和光芒投在地上,那是不为人知的历史的光芒。
一会大家自由活动的时候可以找个地方拍几张照片,凑满你们的九宫格。
巷子里还有成都的名小吃:三大炮。
制作的师傅找准时机,忽地手一翻,用力往上一抛,手中的三个小团便直直地飞上了天,用正宗地道的川话吼一声,娴熟地接住,不偏不倚。
小团一个接一个撞向桌面的铜鼓,三声“咚咚咚”,撞在人心上,这个就叫三大炮。
【单元卷】部编版小学五年级语文下册第二单元质量检测卷(一)含答案与解析
dū zhàn jiān gù bǎng wén xiōng táng(1)胜:A. B.优美的景物或境界 C.能够承担或承受①石猴喜不自胜,急抽身往外便走。
() 客官告示官府旅馆钱铺顾客郎中服务员印信钱庄伙计医生5.把下列词语补充完整,并完成练习。
(8分)①神机__算②请__自误③喜不自__ ④抓耳挠__ ⑤拱伏无__ ⑥序__排班(1)将词语补充完整。
(2)①中加点字的意思是____。
A.核计,计数B.打算,计划C.作为,当作(3)写出与④结构相同的词语:____,____。
(4)选词填空。
(填序号)①听到这个消息,小燕____地向亲朋好友打电话告知。
②猴山上的小猴子,一会儿蹿上跳下,一会儿____,调皮极了。
二、句子训练营。
(12分)1.下列对句子运用的修辞手法判断错误的一项是( )。
(3分)A.我怎么敢跟都督开玩笑?(反问)B.与狼虫为伴,虎豹为群,獐鹿为友,猕猿为亲。
(比喻)C.见那股涧水奔流,真个似滚瓜涌溅。
(比喻)D.大虫见掀他不着,吼一声,却似半天里起个霹雳,振得那山冈也动。
(夸张)2.按要求完成句子。
(4分)(1)诸葛亮说:“我愿意立下军令状,三天造不好,甘受重罚。
”(改为第三人称转述句)_____________________________________(2)倘或又跳出一只大虫来时,我却怎地斗得他过?(改为陈述句)_____________________________________3.按照课文内容,给下列句子排序。
(5分)()诸葛亮如期交箭,周瑜自叹不如。
()周瑜妒忌诸葛亮的才干,设计陷害他,要他三天造好十万支箭。
诸葛亮立下军令状。
()诸葛亮“借”到了曹操的箭,船队驶回南岸。
()曹营万箭齐发,诸葛亮和鲁肃在船上饮酒取乐。
()诸葛亮请鲁肃相助,借来船只、军士等。
三、课文回顾站。
(15分) 1.下列说法有误的一项是( )。
(3分)A.诸葛亮借箭成功的原因之一是他识天气,知道第三天有大雾。
SSDO
Approximating Dynamic Global Illumination in Image SpaceTobias RitschelThorsten Grosch Hans-Peter SeidelMPIInformatikFigure 1:We generalize screen-space ambient occlusion (SSAO)to directional occlusion (SSDO)and one additional diffuse indirect bounce of light.This scene contains 537k polygons and runs at 20.4fps at 1600×1200pixels.Both geometry and lighting can be fully dynamic.AbstractPhysically plausible illumination at real-time framerates is often achieved using approximations.One popular example is ambient occlusion (AO),for which very simple and efficient implementations are used extensively in production.Recent methods approximate AO between nearby geometry in screen space (SSAO).The key observation described in this paper is,that screen-space occlusion methods can be used to compute many more types of effects than just occlusion,such as directional shadows and indirect color bleeding.The proposed generalization has only a small overhead compared to classic SSAO,approximates direct and one-bounce light transport in screen space,can be combined with other methods that simulate transport for macro structures and is visually equivalent to SSAO in the worst case without introducing new artifacts.Since our method works in screen space,it does not depend on the geometric complex-ity.Plausible directional occlusion and indirect lighting effects can be displayed for large and fully dynamic scenes at real-time frame rates.CR Categories:I.3.7[COMPUTER GRAPHICS]:Three-Dimensional Graphics and Realism;I.3.3[COMPUTER GRAPH-ICS]:Color,Shading,Shadowing and TextureKeywords:radiosity,global illumination,constant time1IntroductionReal-time global illumination is still an unsolved problem for large and dynamic scenes.Currently,sufficient frame rates are only achieved through approximations.One such approximation is ambi-ent occlusion (AO),which is often used in feature films and computergames,because of its high speed and simple implementation.How-ever,AO decouples visibility and illumination,allowing only fora coarse approximation of the actual illumination.AO typically displays darkening of cavities,but all directional information of the incoming light is ignored.We extend recent developments in screen-space AO towards a more realistic illumination we call screen-space directional occlusion (SSDO).The present work explains,how SSDO•accounts for the direction of the incoming light,•includes one bounce of indirect illumination,•complements standard,object-based global illumination and •requires only minor additional computation time.This paper is structured as follows:First,we review existing work in Section 2.In Section 3we describe our generalizations of ambient occlusion for the illumination of meso-structures.Section 4explains extensions to improve the visual quality.In Section 5the integration of our method into a complete global illumination simulation is de-scribed.We present our results in Section 6,we discuss in Section 7before concluding in Section 8.2Previous WorkApproximating physically plausible illumination at real-time frame-rates has recently received much attention.Ambient occlusion (AO)[Cook and Torrance 1981][Zhukov et al .1998]is used in production extensively [Landis 2002]because of its speed,simplicity and ease of implementation.While physically correct illumination computes the integral over a product of visibility and illumination for every direction,AO computes a product of two individual integrals:one for visibility and one for illumination.For static scenes,AO allows to pre-compute visibility and store it as a scalar field over the sur-face (using vertices or textures).Combining static AO and dynamic lighting using a simple multiplication gives perceptually plausible[Langer and B ¨ulthoff 2000]results at high framerates.To account for dynamic scenes,Kontkanen et al.[2005]introduced AO Fields,which allow rigid translation and rotation of objects and specialized solutions for animated characters exist [Kontkanen and Aila 2006].Deforming surfaces and bounces of indirect light are addressed by Bunnell [2005]using a set of disks to approximate the geometry.A more robust version was presented by Hoberock and Jia [2007],which was further extended to point-based ambient occlusion and interreflections by Christensen [2008].Mendez et al.[2006]com-pute simple color bleeding effects using the average albedo of the surrounding geometry.These methods either use a discretization of the surface or rely on ray-tracing,which both do not scale well to the amount of dynamic geometry used in current interactive applications like games.fore,instead of computing occlusion over surfaces,recent approximate AO in screen space (SSAO)[Shanmugam and 2007;Mittring 2007;Bavoil et al .2008;Filion and 2008].The popularity of SSAO is due to its simple tation and high performance:It is output-sensitive,applied post-process,requires no additional data (e.g.surface spatial acceleration structures for visibility like BVH,shadow maps)and works with many types of geometry (e.g.placement /normal maps,vertex /geometry shaders,raycasting).Image-space methods can also be used to simulate subsurface scattering [Mertens et al .2005].At the time,SSAO is an approximation with many limitations,that apply to this work,as we will detail in the following sections.AO is a coarse approximation to general light transport as PRT [Lehtinen and Kautz 2003],which also supports occlusion (DO)and interreflections.Pre-computation store high amounts of data in a compressed form,often spatial or directional resolution.Our approach allows to both very small surface details and all angular resolutions:AO,all-frequency image-based lighting and sharp shadows point lights.While PRT works well with distant lighting and geometry of low to moderate complexity,its adaptation to plications can remain involved,while SSAO is of simplicity.In summary,our work takes advantage of information that is already computed during the SSAO process [Shanmugam and Arikan 2007]to approximate two significant effects which contribute to the realism of the results:Directional occlusion and indirect bounces ,both in real-time,which was previously impossible for dynamic,high-resolution geometry.3Near-field Light Transport in Image SpaceTo compute light transport in image space,our method uses a frame-buffer with positions and normals [Segovia et al .2006]as input,and outputs a framebuffer with illuminated pixels using two rendering passes:One for direct light and another one for indirect bounces .Direct Lighting using DO Standard SSAO illuminates a pixel by first computing an average visibility value from a set of neighboring pixels.This occlusion value is then multiplied with the unoccluded illumination from all incoming directions.We propose to remove this decoupling of occlusion and illumination in the following way:For every pixel at 3D position P with normal n ,the direct radi-ance L dir is computed from N sampling directions ωi ,uniformly distributed over the hemisphere,each covering a solid angle of ∆ω=2π/N :L dir (P )=N i =1ρπL in (ωi )V (ωi )cos θi ∆ω.Each sample computes the product of incoming radiance L in ,vis-ibility V and the diffuse BRDF ρ/π.We assume that L in can beefficiently computed from point lights or an environment map.To avoid the use of ray-tracing to compute the visibility V ,we approxi-mate occluders in screen space instead.For every sample,we take a step of random length λi ∈[0...r max ]from P in direction ωi ,where r max is a user-defined radius.This results in a set of sam-pling points P +λi ωi ,located in a hemisphere,centered at P ,and oriented around n .Since we generated the sampling points as 3D positions in the local frame around P ,some of them will be above and some of them will be below the surface.In our approximate visibility test,all the sampling points below the surface of the nearby illuminated from direction C.Right:For indirect light,a small patch is placed on the surface for each occluder and the direct light stored in the framebuffer is used as sender radiance.with N =4sampling points A,B,C and D:The points A,B and Dare below the surface,therefore they are classified as occluders for P ,while sample C is above the surface and classified as visible .To test if a sampling point is below the surface,the sampling points are back-projected to the image.Now,the 3D position can be read from the position buffer and the point can be projected onto the surface (red arrows).A sampling point is classified as below the surface if its distance to the viewer decreases by this projection to the surface.In the example in Fig.2,the samples A,B and D are below the sur-face because they move towards the viewer,while sample C moves away from the viewer.In contrast to SSAO,we do not compute the illumination from all samples,but only from the visible directions (Sample C).Including this directional information can improve the result significantly,especially in case of incoming illumination with different colors from different directions.As shown in Fig.3,we can correctly display the resulting colored shadows,whereas SSAO simply displays a grey shadow at each location.Indirect BouncesTo include one indirect bounce of light,thedirect light stored in the framebuffer from the previous pass can be used:For each sampling point which is treated as an occluder (A,B,D),the corresponding pixel color L pixel is used as the sender radi-ance of a small patch,oriented at the surface (see Fig.2right).We consider the sender normal here to avoid color bleeding from back-facing sender patches.The additional radiance from the surroundingFigure3:The top row shows the difference between no AO,standard SSAO,our method with directional occlusion(SSDO)and one additional bounce.In this scene an environment map and an additional point light with a shadow map are used for illumination.The insets in the bottom row show the differences in detail.With SSDO,red and blue shadows are visible,whereas AO shadows are completely grey(bottom left).The images on the bottom right show the indirect bounce.Note the yellow light,bouncing from the box to the ground.The effect of dynamic lighting is seen best in the supplemental video.geometry can be approximated asL ind(P)=Ni=1ρπL pixel(1−V(ωi))A s cosθsicosθrid2iwhere d i is the distance between P and occluder i(d i is clamped to1to avoid singularity problems),θsi andθriare the angles betweenthe sender/receiver normal and the transmittance direction.A s isthe area associated to a sender patch.As an inital value for thepatch area we assume aflat surface inside the hemisphere.So thebase circle is subdivided into N regions,each covering an area ofA s=πr2max/N.Depending on the slope distribution inside the hemisphere,the actual value can be higher,so we use this parameterto control the strength of the color bleeding manually.In the examplein Fig.2,no indirect lighting contribution is calculated for patch A,because it is back-facing.Patch C is in the negative half-space ofP,so it does not contribute,too.Patches B and D are senders forindirect light towards P.Fig.3shows bounces of indirect light. Implementation Details Note,that classic SSAO[Shanmugam and Arikan2007]has similar steps and computational costs.Ourmethod requires more computation to evaluate the shading model,but a similar visibility test.In our examples,we use additionalsamples for known important light sources(e.g.the sun),applyingshadow maps that capture shadows from distant geometry insteadof screen-space visibility.We use an M×N-texture to store Msets of N pre-computed low-discrepancy samplesλiωi.At runtime,every pixel uses one out of the M sets.In afinal pass we apply ageometry-sensitive blur[Segovia et al.2006]to remove the noisewhich is introduced by this reduction of samples per pixel.4Multiple Pixel ValuesSince we are working in screen space,not every blocker or sourceof indirect light is visible.Fig.4shows an example where the colorbleeding is smoothly fading out when the source of indirect illumi-nation becomes occluded.There are no visually disturbing artifacts,as shown in the accompanying video,but the results are biased.For a less biased solution,we present two approaches overcoming such limitations:Depth peeling and additional cameras.Figure4:Four frames from an animation.In thefirst frame light is bounced from the yellow surface to thefloor(see arrow).While the yellow surface becomes smaller in screen space the effect fades out smoothly.Single-depth Limitations The blocker test described in the pre-vious section is an approximation,since only thefirst depth value is known and information about occluded geometry is lost in a sin-gle framebuffer.Sampling points can therefore be misclassified,as shown in Fig.5(left).In certain situations,we can miss a gap of incoming light or classify a blocked direction as visible.While a missed blocker(sample B)can be corrected by simply increasing the number of samples for this direction,the gap at sample A(and the indirect light coming from the vicinity of A)can not be detected from the single viewpoint,because we have no information about the scene behind thefirst depth value z1.Depth Peeling When using depth peeling[Everitt2001],thefirst n depth values are stored after n render passes for each pixel in the framebuffer.This allows us to improve the blocker test,since we have more information about the structure of our scene.Instead of just testing if a sampling point is behind thefirst depth value z1, we additionally test if the sampling point is in front of the second depth value z2.When using two-manifold geometry,thefirst and second depth value correspond to a front-and a backface of a solid object,so a sampling point between the two faces must be inside this object(see Fig.5right).To reconstruct all shadows for scenes with higher depth complexity,all pairs of consecutive depthis closer to the viewer.Sample B is above the surface,but the corresponding direction is blocked,so P is incorrectly illuminated from this direction.Solutions (right):Using depth peeling with two layers,sample A is classified as visible,because it is not between the first and second depth value.When using more samples for the direction of B,the occluder can be found.values (third and forth depth value and soon)must be evaluated in the same way [Lischinski and Rappoport 1998].Fig.6shows screen-space shadows of a point light.For a single point light,the N samples are uniformly distributed on a line segment of length r max ,directed towards the light source.Since there is no information about the actual width of the blocker from a single depth buffer,the shape of the shadow depends on r max .A correct shadow can only be displayed with depth peeling (avg.overhead +30%).In addition to the visibility,color bleeding effects from backfacing or occluded geometry can be displayed with multiple layers,since we can compute the direct lighting for each depth layer.Figure 6:Screen-space shadows for different values of r max .Additional CamerasDepth peeling removes many problems re-lated to SSDO.Alternatively,different camera positions can be used instead of different depth layers to view hidden regions.Beside gaining information about offscreen blockers,a different camera po-sition can be especially useful for polygons which are viewed under a grazing angle .These polygons cannot faithfully be reproduced,so color bleeding from such polygons vanishes.When using an additional camera,these sources of indirect light can become visi-ble.The best-possible viewpoint for an additional camera would be completely different from the viewer camera,e.g.rotated about 90degrees around the object center to view the grazing-angle polygons from the front.However,this introduces the problem of occlusion:In a typical scene many of the polygons visible in the viewer camera will be occluded byother objects in the additional camera view.Ofthis can be solved by using depth peeling for the additional as well.A faster solution would be a large value for the near plane,adjusted to the sample radius r max ,but this is hard control for the whole image.As a compromise,we used four cameras with a standard depth buffer,all directed to the center-of-interest as the viewer camera.The relative position an additional camera to the viewer camera is set manually with displacement vector.To adapt to the scene size,each vector is scaled with the radius of the bounding sphere the scene.Figure 7:Comparing occlusion (top)and bounces (bottom)of a single view (left,49.2fps)with multiple views (middle,31.5fps).Multiple views allow surfaces occluded in the framebuffer to con-tribute shadows or bounces to unoccluded ing multiple views,occluded objects still cast a shadow that is missed by a single view (top right).An occluded pink column behind a white column bounces light that is missed using a single view (lower right).Using an additional camera can display color bleeding from oc-cluded regions,offscreen objects and grazing-angle polygons (Fig.7(bottom)).We use framebuffers with a lower resolution for the ad-ditional cameras.Therefore,memory usage and fillrate remains unaffected.The drawback of this extension is that vertex transfor-mation time grows linearly with the number of cameras.For a scene with simple geometry (e.g.Fig.7),the average overhead using four cameras is +58%while for large scenes (e.g.Fig.12,1M polygons)it is +160%.When using an alternative method like iso-surface raycasting or point rendering,the number of rays resp.points per view can also be kept constant,giving multiple views the same performance as a single view.5Integration in Global IlluminationWe believe that screen-space approaches can improve the results of global illumination simulations in case of complex geometry.To avoid a time-consuming solution with the original geometry,the basic idea is to first compute the global illumination on a coarse rep-resentation of the geometry.Then,the lighting details can quickly be added in screen space at runtime.We demonstrate this idea for the two cases of 1.Environment Map Illumination and 2.Instant Radiosity [Keller 1997],where indirect light is computed from a re-flective shadow map [Dachsbacher and Stamminger 2005],resulting in a set of virtual point lights (VPLs).In contrast to our previous application (Sec.3),we now compute all occlusions instead of only the small-scale shadows.Therefore,the indirect illumination is com-puted from each VPL and the indirect visibility is computedshadow map for each VPL.When using shadow mapping,a fied,sampled representation of the scene (the depth map)is for visibility queries.Additionally,a depth bias must be added the depth values in the shadow map to avoid wrong While this removes the self-occlusion artifacts,shadows of surface details and contact shadows are lost,especially when light source illuminates from a grazing angle.These contact ows are perceptually important,without them,objects seem to over the ground.Instead of applying high-resolution shadow in combination withsophisticated methods to eliminate the problems,we can use our screen-space approach to reconstruct shadows of the small details and the contact shadows.Shadow Mapping and Depth BiasShadow Mapping 1978]generates a depth texture from the point of view of the source and compares the depth values stored in the texture the real distance to the light source to decide whether a point in shadow or not.Since each texel stores the depth value of pixel center,we can think of a texel as a small patch,located on surface of the geometry (see Fig.8).The orientation of the is parallel to the light source,so the upper half of each patch above the surface.Since this part is closer to the light than the surface,self-occlusion artifacts appear (Fig.9left).To remove artifact,the patches must be moved completely below the The standard solution for this is to add a depth bias b =p 2·tan (α),where p is the size of one patch in world coordinates and αis the angle between the light direction and the surface normal (see Fig.8).The patch size p can be computed from the distance to the light,the texture resolution and the opening angle of the spot.Screen Space Shadow CorrectionFig.8shows that we willnot be able to display shadows of small details,e.g.at a point P ,with a shadow map.Therefore we test each framebuffer pixel,which is not occluded from the shadow map,for missing shadows in screen space .Since we know the amount of bias b we introduced,the basic idea is to place a few samples in this undefined region.More precisely,we place a user-defined number of samples on a line segment between P and P +b ·l ,where l is a unit vector pointing to the light source.For each of the sampling points we perform the same occlusion test as described in Section 3and 4.If one of the sampling points is classified as an occluder for P ,we draw a shadow at the corresponding pixel in the framebuffer.In this way,we adapt our shadow precision to the precision of the visible occluders:As soon as an occluder becomes visible in screen space,we can detect its shadow in screen space.Occluders smaller than the framebuffer resolution will not throw a shadow.Fig.9shows how contact shadows can be filled in screen space.Global IlluminationFig.10shows how SSDO can be used fornatural illumination.Here,an environment map is represented by a set of point lights with a shadow map for each light.Note the lost shadows of small details due to shadow mapping which can be seamlessly recovered in screen space.For each shadow map,8samples were used to detect occluders in screen space.Multiplying a simple ambient occlusion term on top of the image would not recover such illumination details correctly [Stewart and Langer 1997].Fig.11shows the integration of our method into an Instant Radiosity simulation.Again,missing contact shadows can be added in screen space.A related problem with Instant Radiosity is,that clamping must be used to avoid singularity artifacts for receivers close to a VPL.We can add such bounces of light in screen space for nearby geometry,as shown in Fig.12.Although our estimated formfactor has a singularity too,the local density of samples is much higherFigure 9:Shadows from small occluders (1024×768framebuffer,1024×1024depth map),from left to right:Without depth bias,self-shadowing artifacts are visible.Classic depth bias removes the wrong self-occlusion,but shadows at contact points disappear (218fps).Screen-space visibility removes depth bias using a single depth buffer (16samples,103fps)or depth peeling (8samples,73fps).than the density of the VPLs.This idea of correction in screen space can be further extended to any type of illumination which is represented from VPLs,e.g.illumination from area lights and all other approaches to visibility having a limited resolution r max [Lehtinen and Kautz 2003;Ren et al.2006;Ritschel et al.2008].6ResultsIn the following we present our results,rendered with a 3GHz CPU and an NVIDIA GeForce 8800GTX.PerformanceOur method works completely in image space,therefore we can display directional occlusion and indirect bounces for large scenes at real-time framerates.Table 1shows the timing values for the factory scene (Fig.1,537k polygons)using a single camera and a single depth layer.Without depth peeling or addi-tional cameras,including directional occlusion adds only a modest amount of overhead to SSAO:+3.6%for DO and +31.1%for DO with one bounce.While adding DO effects incurs a negligible over-head,an additional diffuse bounce requires a little more computation time.We assume that the shader is bound by bandwidth and not by computation.Figure10:Depth bias in this natural illumination rendering (512×512,54.0fps)is removed using SSDO combined with shadow mapping(25.2fps).We use256VPLs with a512×512depth mapeach.Figure11:Instant Radiosity with screen-space shadow correction. Shadows of small details,like the toes,are lost due to the depth bias. These small shadows can be restored in image space.Time-Quality Tradeoff Including depth peeling and additional cameras results in an overhead of30%−160%for our test scenes (2depth layers or4cameras).The use of these extensions is a time-quality tradeoff.For environment map illumination,we observed good results without them,since illumination comes from many directions and most of the visible errors are hidden.Fig.13shows a comparison of our(unextended)method with a ground truth path tracing image,generated with PBRT[Pharr and Humphreys2004].Animated Scenes Since our method operates completely in im-age space,animated scenes can be displayed without any restric-tions.The accompanying video shows moving colored blocks and animated objects without temporalflickering.7Discussion7.1PerceptionAdding bounces and DO improves the perception of meso-structures, bridging geometry and material in a consistently lit way.One prob-lem with classic AO is,that lighting is completely ignored:ev-erything in an occluder’s vicinity is darkened equally,even if the lighting is not isotropic.In many scenarios,like skylights(Fig.1and 3),lighting is smooth but still has a strong directional component. Using classical AO under varying illumination introduces objec-tionable artifacts since the contact shadows remain static while the underlying shading changes.This results in an impression of dirt, because a change in reflectivity(dust,dirt,patina)is theperceptually Figure12:Instant Radiosity with shadow correction and an addi-tional indirect bounce in screen space.Note the additional contact shadows and the color bleeding effects.The indirect light is slightly scaled here to make the additional effects more visible.Table1:Typical frame rates,using an Nvidia Geforce8800GTX. For SSAO we use a single pre-filtered environment map lookup instead of one environment lookup per sample for DO.Overhead is relative to SSAO alone.The frame rate for pure rendering without any occlusion is124fps at1600×1200.M is set to4×4.Resolution SamplesTime costsSSAO SSDO+1Bouncefps fps+%fps+% 1024×768N=881.081.30.265.819.3N=1658.056.5 2.640.530.2 1200×960N=837.737.50.525.532.4N=1625.423.67.114.722.2 1600×1200N=824.824.2 2.415.935.9N=1616.815.38.99.046.4most plausible explanation for such equal darkening under varying illumination.With proper DO,details in the meso-structure cast appropriate miniature shadows(softness,size,direction,color)that relate to the macro-illumination,as illustrated in Fig.3.7.2QualityA screen-space approach approximates the geometry in3D spa-tial proximity of pixel p with a set of nearby pixels P in2D.This requires that the local geometry is sufficiently represented by the nearby pixels.By adjusting the radius r max of the hemisphere,shad-ows from receivers of varying distance can be ing a small radius results in shadows of only tiny,nearby cavities whereas larger shadows of even distant occluders can be displayed with a large hemisphere.Fig.14shows the effect of varying the size of r max.We use a smooth-step function to fade out shadows from blockers close to the border of the hemisphere to avoid cracks in the shadow if a large blocker is only partially inside the hemisphere. The radius is adjusted manually for each scene,finding a good value automatically is difficult.For a closed polygonal model,an inital value for r max can be found by computing the average distance between two local maxima in the geometry.With only a single depth layer,wrong shadows can appear at the edges of objects(an effect similar to depth darkening[Luft et al.2006])if a large value is chosen for r max.This happens because the frontmost object can be misclassified as an occluder,as shown in Fig.6left.While this effect enhances the appearance of still images,a sudden darkening around edges can be distracting for moving images(see the accompanying video).When reducing the radius,the width of the darkening around edges becomes smaller,but some real shadows disappear,too.Depth。
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老师介绍:randy老师,首战gre 336分(2015年下半年成绩),对verbal部分有独到的见解。
二.托福真题班口语写作点题班:口语讲解最有可能考到的题实用超强的举例展开法,口语万能理由,个人偏好类答题万能模板,结合同学提交的sample从语音到内容都做了详尽分析,并讲解了常见的语音语调问题和提高方法;综合口语含有阅读文本和听力音频;写作讲解最有可能考到题的写法上注意点,常见问题,逻辑,组织结构,语言,并结合同学们提交的sample进行详尽分析并指出常见问题。
口语写作是可以在较短的时间得到提高的。
阅读听力真题班:2016年阅读考试的主旋律将会是重复2015年的托福阅读题,四箭齐发手上有30篇在2015年考过的托福真题,其中已有3篇阅读真题在6月25日的考试中全部命中,其余的真题很有可能在最近几个月考出,阅读真题班讲解其中最有可能考到的6-9篇(除了讲解题目外,通过这些极可能考场上遇到的题讲解长难句阅读,题型解题模式与注意事项,结构阅读法),其余篇目会给题目和答案。
ACDSee Photo Studio Home 2022 使用手册说明书
2022家庭版內容CH APTE R1:入門16歡迎使用ACDSee2022家庭版16 ACDSee的好處16參考使用者指南16關於ACDSee用戶界面17「管理」模式17媒體模式17「檢視」模式17「編輯」模式18人物模式18「控制面板」模式18在ACDSee中切換模式18使用「管理」模式19關于「管理」模式的窗格19「管理」模式的下拉菜單21使用「管理」模式的窗格21移動窗格21駐靠窗格22層疊窗格22調整窗格大小22重設布局23使用「媒體模式」23標題按鈕欄24我的資料夾29顯示區域29篩選方式29排序與分組30分組方式30使用「檢視」模式30在全屏幕模式中查看影像31使用「檢視」模式的窗格31使用底部工具欄32在「檢視」模式下使用Windows Touch Gestures34切換到「管理」模式35使用「編輯」模式35使用「儀表板」模式35對文件進行編目36「儀表板」模式36CH APTE R2:獲取幫助37使用「快速入門指南」37查找其它資源與支持37使用說明選單37線上說明及我們的社群38CH APTE R3:「管理」模式39使用匯入檔案ACDSee2022家庭版39使用Windows的「自動播放」對話框匯入文件39從特定類型的設備匯入文件40 RAW+JPEG選項40關于可移動設備40從設備匯入相片41從掃描儀匯入相片46從CD或DVD匯入相片46從磁盤匯入相片47建立重新命名範本47匯入Lightroom資料庫49使用移動設備上的影像50在「文件列表」窗格中瀏覽文件51使用「文件列表」窗格51更改疊加圖標可見性56最大化「文件列表」窗格56使用「文件夾」窗格瀏覽57選擇多個文件夾57創建與管理文件夾57按日期或事件瀏覽文件58在「事件」視圖中添加描述與略圖60瀏覽收藏夾文件60訪問「快捷方式」窗格61創建快捷方式61創建新文件夾61刪除快捷方式或文件夾61使用「編目」窗格62「輕松選擇」欄62 ACDSee2022家庭版資料庫62在「管理」模式下偵測臉部62嵌入、擷取及匯入臉部資料63更改檢視64自訂詳細資訊檢視65正在篩選檔案66組合文件67在「文件列表」的組間瀏覽67從「文件列表」中刪除組68選擇一個或多個組中的文件68文件排序68使用列標題給文件排序69自定義文件排序69選擇文件70預覽影像70信息調色板71旋轉影像72比較影像72在「影像筐」中收集影像75在中對檔案進行編輯目錄與管理ACDSee2022家庭版76使用「編目」窗格整理77類別77人物77關鍵詞77評級77顏色標籤78自動類別78保存的搜索78特殊項目78 ACDSee資料庫與嵌入的資料79「輕松選擇」欄79全部匹配/任意匹配80創建類別81管理類別81創建輕松訪問類別組82指定和搜索類別與評級82在縮圖檢視模式中快速指派評級82在「編目」窗格中指定類別與評級并進行搜索83在「屬性」窗格中指定類別和評級84從文件中刪除類別或評級85指定色彩標籤85建立顏色標籤組86指定顏色標籤86搜尋指定給某個標籤的檔案88刪除顏色標籤和顏色標籤組89建立集合89集合組91智慧集合92使用「屬性」窗格93「屬性」窗格區域94「中繼數據」選項卡94「整理」選項卡95「文件」選項卡95將ACDSee中繼數據嵌入到文件中95使用「自動前進」功能瀏覽和編目95「管理」模式96關鍵詞和類別96關鍵詞97類別97「檢視」模式97使用「地圖」窗格98使用「地圖」窗格推進您的工作流程99創建和指定分層關鍵詞100創建關鍵詞100管理關鍵詞101創建快速關鍵詞101匯入和匯出關鍵詞102復制與移動文件103將影像復制到剪貼板104貼上文件與文件夾104替換或覆蓋文件104重命名文件或文件夾105將檔案儲存到隱私資料夾105標記影像或文件107管理中繼資料視圖與預設值109將ACDSee中繼數據添加到多個文件110從自動類別中刪除IPTC關鍵詞111更改影像的日期與時間屬性112將文件備份到另一個電腦113更新或刪除同步114運行保存的同步114搜尋ACDSee2022家庭版115使用「快速搜索」欄115使用「搜索」窗格116「搜索」窗格區域117「屬性」區域118使用檔案名稱模式搜尋119使用選擇性瀏覽119設置選擇性瀏覽準則120關于「選擇性瀏覽」的提示120隱藏「選擇性瀏覽」窗格121使用自動類別搜索121識別常用搜索類別121細化自動類別搜索122查找重復文件122刪除和重命名文件123快速查找影像124共用檔案ACDSee2022家庭版124捕獲屏幕截圖125創建桌面屏幕保護程序127查看與配置投影片放映129共享投影片放映與屏幕保護程序133建立桌面投影片放映134使用「ACDSee秀圖屋」投影片放映控件134創建PDF135創建PowerPoint演示文稿136創建HTML相冊137建立連絡表138創建存檔文件139提取存檔140列印影像141設定印表機選項142創建自定義列印布局143設置影像大小與位置144設置印表機調整144將文字添加到頁面145設定連絡表列印選項146關於批次編輯147將多個影像轉換成另一種文件格式147旋轉或翻轉多個影像148設置旋轉與翻轉的文件選項149調整多個影像的大小150設置文件選項155調整多個影像的曝光度156調整批次曝光度選項157重命名多個文件159關于ACDSee資料庫162將ACDSee中繼數據嵌入到文件中163嵌入掛起圖標165查看擁有待嵌入數據的文件165檢索嵌入在文件中的ACDSee中繼數據165將文件夾排除在資料庫之外166在資料庫中編制文件目錄166關于ACDSee Indexer167編制目錄及資料庫。
略施小计和乱码说ByeBye
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菜 鸟 乐 一
豳瞳啊圈圄
修改语言代码设置治标不治本 .只能应付一 时之需 .频繁修 改系统语言代码设置也很麻烦 。其 实.微软早 就考虑到这个问题.还为大家专门准备了一款免费的话言设置工具—— Mirsf ApL c l。有了它.在向导带 co ot p o ae
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希望这篇文章对碰到出现 乱码程序的朋友们一些帮助。
打补丁 咒语
打补丁咒语
咒语:
重大调整:
功能:添加了相机自动旋转功能的开关功能、npc事件。
加强:提升了巨型武器的攻速、双手攻击伤害及恢复时间、多款武器的格档能力、大剑的伤害及权杖的损坏。
虚弱:减少了部分咒语的效果、大盾对高格档武器的影响、疯狂折磨动画时长及疯狂积累恢复的速度。
数值调整:玩家需重新装备武器以更新属性数值。
加强:增强水晶弹幕铸造速度并缩短恢复时间等。
调整:月光刃性能提升,单次铸造所需力量减弱、降低疯狂的火焰的堆积效果等。
武器技能:
加强:狮子爪施法速度变快且恢复时间变短,巨魔的咆哮耐力需求值降低等。
调整:雷电只需按一下就能激活、降低FP成本、提高铸就速度、缩短恢复时间。
bug修复。
执行“离开”命令时出现的对话框错误、提升了在我多人游戏的稳定性等。
提升客户满意度--U8高效的补丁处理流程
问题类型分布
产品版本提交数量分布
响应时间
通过支持系统,补丁管理环节邮件自动提醒及U8自有问题跟踪工具提醒监控 ,研发支持问题处理周期中,54.2%的支持问题处理时长在12工作小时以下 ,平均处理时间仅20工作小时,及时率控制良好。附【控制机制】
处理时长阶段 12小时以下 12小时-24小时 24小时-40小时 40小时-100小时 100小时以上
部门
U8整体统计
问题类型
BUG问题 需求问题 使用问题 其他问题 重复问题 无效问题
提交数量 1050 2600 231 619 21 4
补丁解决率
99.63% 28.89% 0.00% 11.55% 61.90% 0.00%
解决及时率
96.86% 98.38% 99.57% 97.74% 100.00% 100.00%
过程关键点
KB包
发布原则:紧急问题或需要多部门修改的问题 只包含一个支持问题的关键补丁.
模块包
发布原则:绝大多数的一般性问题 包含同一模块的多个支持问题补丁. 适合版本:目前只有870(870SP2)版本
过程关键点
角色:研发支持专员
补丁立项 根据相关模块信息指定相应的测试经理. 根据相关模块信息分配给相应的部门经理.
提升客户满意度 高效的补丁处理流程
用友软件股份有限公司 U8产品开发部 姓名:张成雨
前言
U8 在中国ERP市场,拥有最大的客户装机量及市场占有率, 得到数十万中国企业的信赖。
相应研发也要面对众多产品版本的支持压力, 同时还要保证当前开发的版本进度。
在资源紧张的情况下,高效的补丁流程控制及自动化工具, U8研发团队很好的解决了这一问题。
保证最新的版本中解决此问题, 保证了产品的继承性。
英语口语情景剧
英语口语情景剧-CAL-FENGHAI.-(YICAI)-Company One1主题:珍惜时间,学好英语人物:Andy Billy Carl Davis E角色定位:Andy;刻苦学习 Billy Carl D:沉迷游戏,忽视学习 E:旁白开场白Davis: As everyone knows, with the rapid development of society, English has already become an important subject. It is a very useful for many people to learn English well. However, in our university, there are many students addicted to playing all day long, ignore the English learning, learning can not be optimistic about the situation.please see the next act(众所周知,随着社会的快速发展,英语已经成为了一门重要的学科,学好英语对于许多人来说都是非常有用的。
但是,在我们的大学中,却有许多学生终日沉迷于玩耍中,忽视了英语学习,学习状况不容乐观,请看下一幕)场景一:(Billy Carl Davis三人玩三国杀,Andy作整理书包状)Billy: Slash!(杀)Carl: Missed!(闪)Billy :Pass!(过)Carl: It’s so beautiful.Archery Attack(好牌啊,万箭齐发)Billy : Missed!(闪)Davis: Missed!(闪)(Andy向外走,顺势回头)Andy Hi,Guys.What are you doing(嗨,伙计们,你们在干嘛Davis: This is ‘War within three kingdoms’. Would you like to come along(这是三国杀,要不要过来一起玩)Billy :C(齐声) Come here,baby!Andy:Sorry,it’s time to study.I must go away,My English homework hasn't been finished yet.(很抱歉,学习时间到了,我必须走了,我的英语作业还没写完呢)Davis: The English homeworkoh,no…Don’t be joking(英语作业哦,不,别开玩笑了)Andy :Whyboys,Don’t you think the English is very important(为什么,伙计们,你们不认为学习英语很重要麽)Billy : No, not to mention the English, I don't like English at all.(不,不要跟我提英语,我一点也不喜欢英语)Carl: The same to me. I was born in China, lived in China,maybe die in China.I don’t think I need the English(我也一样,我生在中国,活在中国,死在中国,不学英语,照样生活)Andy: I don’t think so.English is widely used throughout the world.We can find a good job in the furture if our English is well.(我不这么认为,英语在世界上被广泛应用,如果我们的英语足够好的话,将来我们可以找到一个好的工作)Billy : But you know, I saw the dull words and grammar to feel have a headache (但是你知道的,我一看到那些枯燥的单词和语法就感到头痛)Andy: So we should…Davis (打断ANDY的话) Please stop! (对BD说) Let us continue to, leave him alone.(请停下,让我们继续,不要管他)(Billy Carl配合Davis作相应表情)Andy:(作无奈状)Ok,OK..have a good time!!场景二:(Andy作学习状,Billy :玩手机Carl Davis聚一旁三国杀)Billy : (玩手机时发现神奇动物在哪里海报)How is impossible!! Hey C、Davis, This is my favorite series of movies。
福建省漳州市龙海区2024部编版小升初语文联考招生试题每日一练
第一题根据提示填空。
(1)谁言寸草心,______。
(2)______,夜静春山空。
(3)“苟利国家生死以,岂因祸福避趋之。
”从古至今,多少文人志士都在诗歌中抒发了自己的爱国情、报国志;王昌龄借“______,______”表达了将士们卫国戍边的豪情壮志;陆游写下了“______,______”表达了对朝廷未能收复失地悲伤又企盼的心情。
(4)亲近经典能让我们更好地传承优秀文化。
《____》《____》《____》《水浒传》作为我国古典四大名著有着独特的魅力,其中很多故事大家早已经耳熟能详,一些人物形象更是家喻户晓,我最喜欢《____》这个故事中的(____)(人物),因为_______________。
第二题你的同学阳阳请假了,请你把下面这则通知的主要内容转告给他。
________第三题这学期遨游课外书籍里的缤纷世界,我读了《______》这本科普书籍,通过这本书我知道了_______。
在综合性学习“轻叩诗歌的大门”中我最大的收获是________。
第四题课堂内外。
(1)深厚的传统文化是中国人的根。
当噼里啪啦的爆竹声送走过去的一年时,我会想起诗人王安石的诗句:“________,_________。
”(2)我知道“雅人四好”是_________,“中医四诊”是_________。
(3)俗话说“________,耳听为虚。
”要想知道事情的真相,最好亲自去看一看。
就算事情发生了,也不用发愁,因为“兵来将挡,_______。
”(4)这地方的火烧云变化极多,一会儿红彤彤的,一会儿________,一会儿半紫半黄,一会儿_________。
(5)本学期,我们班的共读书目是《______》,我最喜欢里面的________因为_______________第五题口语交际。
(填序号)在课间活动时,你看到小刚捡起小石头向操场上扔去。
你会对他说 _____①小刚,不能扔石头,会砸伤人的,课间活动要注意安全。
②课间扔石头真好玩,我也和你一起玩。
HSK6 Lesson25 草船借箭
今天,我们在家里款待远方来的客人。
叮嘱 dīngzhǔ
老师一再叮嘱我们,过马路要注意安全。
算数 suàn shù
你既然答应他了,就要说话算数。
逼迫 bīpò
孩子不安心学习,父母不要逼迫他,更不能打骂。
响亮 xiǎngliàng 她回答问题声音特别响亮。
语言点
能A就A
表示尽量……。在这个格式中,“A”可以是动词、形容词, 也可以是带有动词、形容词的短语,两个“A”所代表的词语相同。 多用于口语。例如:
2. 我大概了解了一下,没几个人参与这件事。 。
3. 要完成这项艰巨的工作,差不多得三个月。 。
4. 我粗略地算了算,一个月得花不少钱呢。 。
练习 选择合适的词语填空
拖延
委托
紧迫
期限
叮嘱
我们厂的一个大客户
我们生产一批货,
一周,不能
,到期交不了货,就要受罚。时间
,老板再三
我们,一定要抓紧生产,按时交货。
军队平时加强训练,战时才能打胜仗。
武器 wǔqìΒιβλιοθήκη 人民解放军全面更新了武器装备。
当务之急 dāngwùzhījí 现在当务之急是解决住宿问题。
承办
chéngbàn 中国承办了2008年的北京奥运会。
委托 wěituō
这件事,我已委托同事全权办理。
即将
jíjiāng
天色越来越阴暗了,一场暴风雪即将到来。
练习 选择合适的词语填空
意图
款待
叹着气
为难
寒暄
一个好久没联系的亲戚昨天来拜访我,见面
以
后,我做了一桌饭菜
他,闲聊中,他说明了自己来访的
,是想请我帮他在我们公司找个工作。这件事可真不好办,我
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Task 1If someone is visiting your country, what food will you introduce to the visitor and why? Please include specific examples and details in your explanation.【答案1】I would offer to take this foreign tourist to the most popular local restaurant in my city and recommend this wonderful Chinese cuisine,which is called “kung pao chicken”(即宫爆鸡丁,在清末民初既已闻名海外,名称现仍保留罗马拼音), diced chicken fried with chili and peanuts. Actually this is the most popular Chinese dish; you can Cud it in every Chinese restaurant, big or small. The 2008 Beijing Olympic Games even made it to the top of the official menu to cater to the myriad tastes of international guest. But I have another reason to recommend “kung pao chicken”, which has something to do with a cooking contest I won when I was in college.. I spent days researching and experimenting with methods to improve ways to make the perfect “kung pao chicken” and finally I was able to impress the judges. So to recommend “kung pao chicken” also means a opportunity to boast ibis particular experience in front of the foreign guest and hopefully win his/her praise.【答案2】Personally, I will introduce fried chicken to any visitor in China because it tastes completely different from any fried chicken one can get at a Western fast food restaurant even though it’s also a kind of fried chicken. For example, at least ten spices are used to marinate the chicken before frying and therefore the taste of Chinese fried chicken is very rich. In addition, Chinese fried chicken is usually sold on the streets or in the night market rather than in restaurants, which is an interesting way for a visitor in China to experience our street food culture. For these reasons, I find it most interesting to introduce Chinese fried chicken to foreign visitors in China.可以根据自己的习惯,把以上两个答案加以融合,或者模仿上面的示范讲讲自己最喜欢的中国食品。
Task 21. Do you agree or disagree with the following statement: Teachers should require students to participate discussions during the class and why? Please use specific reasons and examples in your answer.In my opinion, teachers should require students to participate in class discussions because everyone needs to learn to both express themselves and listen to other people’s thoughts in order to improve themselves. For example, in my country students simply have to memorize everything in the textbooks if they want to do well in school. As a result, most college students in my country are still struggling with communicating their ideas to others and presenting themselves in public. However, last summer I attended a seminar led by a British professor for a week and I found myself able to express myself and integrate other people’s ideas to my own within such a short time. Therefore, I believe students,participation in class discussions is necessary.2. Some people prefer to live in the noisy downtown with easy access to the shopping center, library, restaurants, and public transportation while others prefer to live in the quiet suburbs far away from the city center. Which do you prefer and why? Please use examples and reasons to support your answer.【答案1】Personally, I prefer to live in a quiet place in the suburbs. Growing up in Shanghai, where most neighborhoods are noisy, I have always wanted to move to the suburbs and live in quietness even if it’s far from restaurants and public transportation. Because I work in the city and my work environment is very fast-paced and stressful, living in a quiet place would make me feel relaxed and liberated from the busy world. For me, maintaining a distance between where I live and where I work is able to stop my mind from thinking about work after I leave the office every day. For these reasons I would choose to live in the quiet suburbs even if they’re less convenient than the city.【答案2】If I had to choose between living in a quiet area that is far away from shops and public transportation or living in a noisy area that is close to these conveniences, I would definitely choose living in the quiet area. First, living in a quieter and more peaceful area is very important to me. After the stress of school or work, it is pleasant to leave the noise and activity behind for a little while. The quietness allows my body, mind, and spirit to relax. Second, living away from shops and public transportation usually means the area is less crowed. I like living where there are fewer people even if it is less convenient. I can always walk or cycle to the places I need to get to.Task 31.阅读:学校的新政策就是晚上十点以后不准大声喧哗“quiet hour”。