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26.01 26.02 26.03 Virtual Circuits Frame Relay Terms Frame Relay Configuration 26.04 Non-Broadcast Multi-Access Environments Two-Minute Drill Self Test
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Involute, of circle, 549 550, 549f Iron cast, 265f 266f, 271, 532 533 ductile, 535 Jerk in automotive cams, 536, 537f, 538f in constant acceleration curve, 35f, 58f skewed, 37f in cubic no. 1 curve, 39, 39f in cubic no. 2 curve, 40, 41f in cycloidal motion curve, 45, 45f, 58t equation for, 29 extreme tolerances and, 296 in harmonic curves double, 46, 46f Freudenstein 1-3, 104 Freudenstein 1-3-5, 105 Gutman 1-3, 103 simple, 42, 42f, 58t pertinence of, 31 in polydyne design, 440 in polynomial curves 2-3, 91, 91f 3-4-5, 58t, 92, 92f 4-5-6-7, 58t, 92 93, 93 in polynomial equation, 90 in sine curve, modi ed, 58t, 76 in trapezoidal motion curve, 58t modi ed, 58t Jump, 366, 366f prevention of, 366 367, 367f vibration and, 359 Kinetic energy of particle, 324 in planar motion, 325 327 of rotating body, 324 325 of system of particle, 324 of translating body, 324 Knife-edge follower de nition of, 4, 4f translating curvature of, 191f, 192 pressure angle of, 191f, 192 relevance of, 190 192 Knot sequence, 110, 114, 125 127 Lapping, 296 Leonardo da Vinci, 1 Levers, equivalent weight of, 438 439 L-head cam design, 531, 532f, 537
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The goal o f physical database design is to minimize response time to access and change a database. Because response time is difficult to estimate directly, minimizing computing resources is used as a substitute measure. The resources that are consumed by database processing are physical record transfers, central processing unit (CPU) operations, main memory, and disk space. The latter two resources (main m e m o r y and disk space) are con sidered as constraints rather than resources to minimize. Minimizing main m e m o r y and disk space can lead to high response times. The number o f physical record accesses limits the performance o f most database appli combined measure of d a t a b a s e performance PRA + W* CPU-OP cations. A physical record access may involve mechanical movement o f a disk including rotation and magnetic head movement. Mechanical movement is generally m u c h slower than electronic switching o f main memory. The speed o f a disk access is measured in mil liseconds (thousandths o f a second) whereas a m e m o r y access is measured in nanoseconds (billionths o f a second). Thus, a physical record access may be many times slower than a main m e m o r y access. Reducing the number o f physical record accesses will usually i m prove response time. C P U usage also can be a factor in some database applications. For example, sorting re quires a large number o f comparisons and assignments. These operations, performed by the CPU, are many times faster than a physical record access, however. To accommodate both physical record accesses and C P U usage, a weight can be used to combine them into one measure. The weight is usually close to 0 to reflect that many C P U operations can be per formed in the time to perform one physical record transfer. The objective o f physical database design is to minimize the combined measure for all applications using the database. Generally, improving performance on retrieval applications c o m e s at the expense o f update applications and v i c e versa. Therefore, an important theme o f physical database design is to balance the needs o f retrieval and update applications.
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Here, access determines how the derived class is inherited, and it must be either private, public, or protected. (It can also be omitted, in which case public is assumed if the base class is a structure; or private if the base class is a class.) If access is public, all public and protected members of the base class become public and protected members of the derived class, respectively. If access is private, all public and protected members of the base class become private members of the derived class. If access is protected, all public and protected members of the base class become protected members of the derived class. To understand the ramifications of these conversions, let s work through an example. Consider the following program:
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// Add more constructors to TwoDShape. using System; class TwoDShape { double pri_width; double pri_height; // Default constructor. public TwoDShape() { Width = Height = 0.0; } // Constructor for TwoDShape. public TwoDShape(double w, double h) { Width = w; Height = h; } // Construct object with equal width and height. public TwoDShape(double x) { Width = Height = x; } // Properties for Width and Height. public double Width { get { return pri_width; } set { pri_width = value < 0 -value : value; } }
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You can use either %d or %i to display a signed integer in decimal format. These format specifiers are equivalent; both are supported for historical reasons. To output an unsigned integer, use %u. The %f format specifier displays numbers in floating point. The matching argument must be of type double. The %e and %E specifiers tell printf( ) to display a double argument in scientific notation. Numbers represented in scientific notation take this general form: x.dddddE+/-yy If you want to display the letter E in uppercase, use the %E format; otherwise use %e. You can tell printf( ) to use either %f or %e by using the %g or %G format specifiers. This causes printf( ) to select the format specifier that produces the shortest output. Where applicable, use %G if you want the E shown in uppercase; otherwise, use %g. The following program demonstrates the effect of the %g format specifier:
makes no other changes to the audio, including dynamic range; it is equivalent to manually turning the volume control up or down when a new program is too soft or too loud. Usually, only one setting exists in a program, which means the volume control does not change in the middle. Dialog normalization is especially useful with a digital television source to handle variations in volume when changing channels. Connecting Multichannel Digital Audio BD players can send uncompressed (PCM) multichannel digital audio to a display or to the sound system through an HDMI connection. This is the easiest and the highest quality option, better even than sending Dolby Digital and DTS to the built-in decoders in the receiver, as it includes the complete audio mix from the player. Arguments abound about what kind of cable provides the best sound, but as long as the digital signal makes it through intact, the audio will be faithfully reproduced. (See A Few Timely Words about Jitter in 2). Simply connect the HDMI cable between the player and an HD display or projector, or an A/V receiver that can do HDMI video switching. Connecting Two-channel Digital Audio Two different standards govern the standalone digital audio connection interface: coaxial and optical. The arguments are many and varied as to which is superior, but since they are both digital signal transports, high-quality cables and connectors will deliver the exact same data. Some players have only one type of connector, although many players have both. Coaxial digital audio connections use the IEC-60958-1 for PCM, also known as S/PDIF (Sony/Philips Digital Interface Format). Most players use RCA phono connectors, but some use BNC connectors. Use a 75-ohm rated cable to connect the player to the audio system. Multichannel connectors usually are labeled Dolby Digital or AC-3. PCM audio connectors usually are labeled PCM, digital audio, digital coax, optical digital, etc. Dualpurpose connectors may be labeled PCM/AC-3, PCM/Dolby Digital, or something similar. Be sure to use a quality cable; a cheap RCA patch cable may degrade the digital signal to the point that it will not allow the signal to pass. Optical digital audio connections may use the EIAJ CP-340 standard, known as Toslink. Connect an optical cable between the player and the audio processor. The connectors are labeled Toslink, PCM/AC-3, optical, digital, digital audio, or the like. If the connection (either coaxial or optical) is made to a multichannel audio system, select Dolby Digital/AC-3 (or DTS or MPEG multichannel) audio output from the player s setup menu or via a switch on the back of the player. If the connection is to a standard digital audio system (including one with a Dolby Pro Logic processor), select the PCM audio output instead. In cases where a player has an optical (Toslink) connection but the audio system has a coaxial (S/PDIF) connection, or vice versa, a low-cost converter may be purchased.
5.3.2 Integrals with Infinite Integrands 5.3.3 An Application to Area 5.4 More on Improper Integrals 5.4.1 Introduction 5.4.2 The Integral on an Infinite Interval 5.4.3 Some Applications Quiz
Fig. 9.20 Single-Phase, 120/240-Volt System with Shore-Grounded Neutral and Grounding Conductors
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Fsh = torque on shaft, lb/in (Nm) Fy = compressive contact force in the radial direction between the cam surface and the follower, lb (N) Ic = mass moment of inertia of the cam, lb/in2/RAD (N/m/RAD) kr = follower return spring rate, lb/in/RAD (N/m) ks = drive system exibility lb/in/RAD (N/m/RAD) m = follower mass, lb (kg) Q = variable re ected follower inertia ratio Qm = maximum re ected inertia ratio R = radius from cam center to follower roller center, in (m) T = drive system torque at cam speed, lb/in (N-m) t = time, sec x = follower displacement, in (m) . x = follower velocity (dx/dt) in/sec (m/s) = follower acceleration (d2x/dt2) in/sec2 (m/s2) x x = cam slope (dx/dqc), in (m) x = rate of change of cam slope (d2x/dqc2), in (m) xf = nal or total displacement of rise, in (m) y = normalized cam position, in (m) b = variable cam drive system windup ratio bm = maximum cam drive system windup ratio g = variable follower radial force ratio gm = maximum follower radial force ratio h = limiting linear frequency ratio qc = cam angular position, rad . q c = cam angular velocity, rad/sec qc = cam angular acceleration, rad/sec2 qf = nal or total duration of rise, rad qi = input power source position, rad . q i = input power source speed, rad/sec f = cam surface pressure angle, rad wb = base natural frequency rad/sec wl = limiting linear natural frequency, rad/sec wn = variable natural frequency, rad/sec The system takes account of camshaft exibility and leads to a set of nonlinear equations owing to the fact that the driving-cam function is no longer a known function of time. In Fig. 12.10, where qi(t), the input shaft rotating at a known angular rate, is not equal to the cam angle, qc, or qi qc. This is due to camshaft exibility; ks is the camshaft spring rate and the cam-follower rise is x. A convenient method of formulation is derivable from Lagrange s equations as follows: T = 1 Mx 2 + 1 Iq c2 2 2 V = 1 ks (q c - q i ) + 1 ks x 2 2 2 L = T - V. The follower is constrained by the cam function x = x(q c ) where qi = qi(t), by the Lagrange multiplier method
The software development life cycle (SDLC) is the term used to describe the end-to-end process for developing and maintaining software. A common structure for SDLC is a waterfall style framework that consists of distinct phases: Feasibility study Requirements definition Design Development Testing Implementation Post-implementation
We reverse, in our analysis, the roles of the x- and y-axes. Of course y ranges from 0 to 9. For each position y in that range, there is a segment stretching from x = y to x = 3. Thus it has length 3 y. Then the cylinder generated when this segment (thickened to a strip of width y) is rotated about the x-axis has volume V ( y) = 2 y [3
68.4 135.35 0.083 11.25 215.00 223.60
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