非實時 的英文怎麼說

中文拼音 [fēishíshí]
非實時 英文
not real time
  • : Ⅰ名詞1 (錯誤) mistake; wrong; errors 2 (指非洲) short for africa 3 (姓氏) a surname Ⅱ動詞1 ...
  • : Ⅰ形容詞1 (內部完全填滿 沒有空隙) solid 2 (真實; 實在) true; real; honest Ⅱ名詞1 (實際; 事實...
  • : shí]Ⅰ名1 (比較長的一段時間)time; times; days:當時at that time; in those days; 古時 ancient tim...
  1. Method for carriage of closed captions and non - real time sampled video

    已定解說詞和非實時采樣圖像的傳送方法
  2. Reservation based dynamic bandwidth allocation scheme still adopts the concept of uniform spacing, and the access of request slot adapts to loading situation, which improves the non - real time services

    動態帶寬分配演算法自適應于系統的負載狀況,最大限度改善了非實時業務的性能。
  3. Using method of oil - flow visualization techniques and measuring pressure distribution along airfoil chordwise and spanwise studies have been down for sidewall boundary - layer displacement effect in two - dimensional wind tunnel. three different chord models were tested in two different wind tunnel. in order to clarify the sidewall effects and study method of sidewall suction theory and sidewall interference correction method to remove effects of sidewall on model. the results of oil - flow test show that selection rational suction wary can obtain better testing results. by investigations on effects of the sidewall boundary layer suction and application of a sidewall interference correction method

    為了很好地解決多機場航班隊列的擁塞問題,在將進場容量、離場容量與機場容量作為統一整體的情況下,充分考慮了機場間的網路效應,詳細研究了多機場航班隊列的優化問題,建立了多機場開放式非實時流量管理的數學模型,通過選取適當的決策變量,使其為線性0 - 1整數規劃模型,現了中心流量集中管理.與其它演算法不同,本文提出的啟發式隱枚舉演算法能很好地解決此類問題,對某機場網路系統的模擬結果證明了所建模型、優化演算法及相應軟體的有效性和可靠性
  4. The subject recommends the sending and receiving sms through smg network and ismg network, explains the main content of cmpp, sgip and the network game ( games developed on the basis of brew and j2me ) on the whole, mostly, the subject introduces the main content of message paradise, including overall design, structure design, database design and all respects, it can make us clear about the framework and development of the cell phone message game, it has offered the overall solution for the thing that the cell - phone receives and dispatches messages and plays games, which makes us able to realize the sending and receiving of message, the game reminding, public information sending, statistics of the web page report, message charge ( including according to piece charge, real - time monthly payment, non - real - time monthly payment ), customer service support, game ' s control and a series of functions of the game

    本課題介紹了通過聯通網關或者移動網關發送簡訊的過程,闡述了cmpp協議和sgip協議的主要內容以及網路游戲(主要是基於brew和j2me開發的游戲)的大體內容,最主要的是,本課題介紹了簡訊樂園的主要內容,包括總體設計、結構設計、數據庫設計等各個方面,可以讓我們清楚的了解手機簡訊游戲的架構和開發過程,本課題為手機收發簡訊、玩游戲提供了全面的解決方案,使我們可以現簡訊游戲的發送和接收、游戲下發提醒、公共信息的群發、網頁報表的統計、簡訊游戲的收費(包括按條收費、包月記費、非實時包月記費) 、客服支持、系統監控等一系列功能。
  5. And the last is creation system, a creation - side tool, which is used to develop video courseware. in the thesis " s core part, by using real media technology, it designs a synchronous and asynchronous video courseware system, and provides developers with a development platform, which highly improves the quality and efficiency in creating video courseware and makes the creation in a pattern way

    本文的核心部分是以realmedia技術為核心,設計、開發了非實時課件製作系統,提供開發者一個視頻課件的開發製作平臺,大大提高了視頻課件開發製作的質量和效率,並使之逐步走向程序化開發製作的道路。
  6. Subsequently, taking into consideration the characteristics of audio data over internet including delay, jitter, packet loss and etc., we propose a series of methods for solving this above problems, such as pre - storage technology, buffer technology, dynamic adjustment of the voice - coding rate to the state of network and integrated media synchronization playing mechanism, and etc. in the end, simulation on 10 / 100m lan is made using the above methods, and the result of the experiment demonstrates the method has good performance and can improve the quality of the audio data transmission

    其次本文還深入研究了語音數據在非實時的internet數據網上的傳輸特性,這些特性包括延、延抖動、數據包丟失等。在本文的設計方案中提出了針對這些問題的解決方法,包括預取機制、設置緩沖區技術、動態速率調節技術以及媒體綜合同步播放機制等。最後採用這些方法在10 100m局域網上做了模擬驗,驗結果表明本文提出的方法是有效的,在網路狀況惡劣的情況下能夠改善語音播放質量。
  7. A permutated implicit enumeration for the linear 0 - 1 programming model is proposed according to the generic model in this thesis, which utilizes the relationship between the objective functions, permutes the constrained solutions so as to search the optimum solution in the aggregate of minimums and accelerate the convergence speed

    針對多機場的非實時流量管理的模型,提出了基於排序的隱枚舉法,它利用目標函數值大小的相對關系,對約束條件解進行排序,在最小解集中尋找最優解,以加快收斂速度。
  8. Then, based on cscw theory, the objective of the system are brought forth, after that, the implement and running situation of the nonreal time part and its effect on the whole system are summarized

    然後,從cscw理論出發,闡述了本系統分析和設計的出發點,並由此出發點,引出了本系統要達到的目標。接著概要的介紹了非實時系統的組成、現和運行情況及其在系統整體工作中的粘合作用。
  9. In the former version of mdsl system, the record - unit is based on dos that is not real time os, so to enhance the reliability of system in all rates of input data flow we redeveloped the system based on the qnx, which is an excellent real time os

    由於在以前的開發產品中用於記錄語音和雷達數據的記錄單元採用的是非實時操作系統,為提高系統在提高記錄儀系統的性,提高系統在各種數據輸入流量下的可靠性,我們在操作系統qnx下對整個系統進行了重新開發。
  10. Per channel, and the result from ti ' s software simulator in ccs ( code composer studio ) is given, putting forward the principles and difficulties of realization of this algorithm. the recovered music signal is very close to the original signal and they are difficult to tell apart. in this paper a scheme of real - time implementation for this algorithm is discussed

    本文敘述了mpeglayer音頻壓縮編解碼器的演算法及模擬現研究,用c語言現了的高保真音樂信號64kbps每聲道的非實時解碼,並在ti的ccs ( codecomposerstudio )系統中的軟體模擬器上進行研究,提出了該演算法在具體現中的要點和難點。
  11. The main research issues consist of following aspects : 1. based on non - real - time ethernet and windows2000, we research how to meet the real - time requirement for hsm working procedure, via using shared data buffer to resolve the conflict between high - speed data acquisition and low - speed data process, then combine hsm features, correctly set priority among processes and threads, and compositively use software and hardware technical

    主要內容為: 1 .詳細研究了在採用非實時的以太網( ethernet )和windows2000操作系統基礎上,如何通過使用共享數據區緩沖、解決高速數據採集與低速數據處理分析的矛盾,結合熱連軋的工藝特點,合理設置進、線程優先級,綜合運用軟、硬體措施滿足象熱連軋生產過程這樣的快速過程的性要求。
  12. Non - real - time processing

    非實時處理
  13. Experiment proves it has some application perspective in non - real time video procession

    試驗證明對于非實時處理的視頻,有一些應用前景。
  14. Realtime and offline simulation for high - power power electronic technique

    大功率電力電子的非實時模擬
  15. The tasks are divided into real - time tasks and normal tasks in the system

    在應用中將系統任務分為任務和非實時任務。
  16. Have set up a experiment model of substation automation system non - real - time network communication by using http xml and vc

    利用http 、 xml以及vc建立了變電站自動化系統非實時網路通信驗模型。
  17. The item study the methods of composing test paper of exam on web and the way to realize real - time or unreal - time answer system

    課題重點研究了網路考試系統中智能組卷的方法和非實時網路答疑係統的現途徑。
  18. Aside from real - time rendering, the programmable gpu is also used in the fields of off - line rendering and scientific computation

    除了可以用於渲染,可編程圖形處理器在非實時渲染與科學計算領域也在獲得了廣泛的應用。
  19. As the tower simulation system is built on the non - operation - system, the system must have the capability of real time processing

    因為塔臺模擬機系統是構建在非實時操作系統的基礎上的,所以需要在系統中增加對處理的功能。
  20. The software consists of two processes, one is win32 process for unreal - time dealing, the other is rtx process for real - time motion control

    軟體包含兩個進程,一個是win32進程,用於非實時的數據處理,一個是rtx進程,用於運動控制。
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