<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:trackback="http://madskills.com/public/xml/rss/module/trackback/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/"><channel><title>MiGL Tech.</title><link>http://blog.csdn.net/BoyMgl/</link><description>苟利国家生死以，岂因祸福避趋之~</description><dc:language>zh-CN</dc:language><lastUpdateTime>Mon, 14 Jul 2008 20:27:00 GMT</lastUpdateTime><ttl>60</ttl><item><dc:creator>米国梁</dc:creator><title>系统分析师考试通过后的反思</title><link>http://blog.csdn.net/BoyMgl/archive/2008/07/14/2650618.aspx</link><pubDate>Mon, 14 Jul 2008 20:22:00 GMT</pubDate><guid>http://blog.csdn.net/BoyMgl/archive/2008/07/14/2650618.aspx</guid><wfw:comment>http://blog.csdn.net/BoyMgl/comments/2650618.aspx</wfw:comment><comments>http://blog.csdn.net/BoyMgl/archive/2008/07/14/2650618.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/BoyMgl/comments/commentRss/2650618.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2650618</trackback:ping><description> 系统分析师过了，第四次过的，并没有什么感觉，只是感觉过不过无所谓，这次只是按照自己的想法答的，比较轻松。&lt;img src ="http://blog.csdn.net/BoyMgl/aggbug/2650618.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>米国梁</dc:creator><title>C/C++ 中的移位操作拾遗</title><link>http://blog.csdn.net/BoyMgl/archive/2008/07/06/2619264.aspx</link><pubDate>Sun, 06 Jul 2008 22:54:00 GMT</pubDate><guid>http://blog.csdn.net/BoyMgl/archive/2008/07/06/2619264.aspx</guid><wfw:comment>http://blog.csdn.net/BoyMgl/comments/2619264.aspx</wfw:comment><comments>http://blog.csdn.net/BoyMgl/archive/2008/07/06/2619264.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/BoyMgl/comments/commentRss/2619264.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2619264</trackback:ping><description>C\C++中移位操作应注意的几点问题&lt;img src ="http://blog.csdn.net/BoyMgl/aggbug/2619264.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>BoyMgl</dc:creator><title>有理函数内插法和外推法算法实现</title><link>http://blog.csdn.net/BoyMgl/archive/2007/12/13/1933370.aspx</link><pubDate>Thu, 13 Dec 2007 16:29:00 GMT</pubDate><guid>http://blog.csdn.net/BoyMgl/archive/2007/12/13/1933370.aspx</guid><wfw:comment>http://blog.csdn.net/BoyMgl/comments/1933370.aspx</wfw:comment><comments>http://blog.csdn.net/BoyMgl/archive/2007/12/13/1933370.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/BoyMgl/comments/commentRss/1933370.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1933370</trackback:ping><description>有理函数比多项式函数优越，是因为有理函数能够模拟具有极点的函数。极点是指（1）式中分母的零点。如果要插值的函数本身有极点的话，则在实数x处就有可能出现这些极点。&lt;img src ="http://blog.csdn.net/BoyMgl/aggbug/1933370.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>BoyMgl</dc:creator><title>多项式内插法和外推法算法实现</title><link>http://blog.csdn.net/BoyMgl/archive/2007/12/12/1931286.aspx</link><pubDate>Wed, 12 Dec 2007 13:14:00 GMT</pubDate><guid>http://blog.csdn.net/BoyMgl/archive/2007/12/12/1931286.aspx</guid><wfw:comment>http://blog.csdn.net/BoyMgl/comments/1931286.aspx</wfw:comment><comments>http://blog.csdn.net/BoyMgl/archive/2007/12/12/1931286.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/BoyMgl/comments/commentRss/1931286.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1931286</trackback:ping><description>首先讨论了lagrangian(拉格朗日)插值多项式，分析出不适合编程，而后讨论了更好的方法——neville插值多项式进行插值运算。&lt;img src ="http://blog.csdn.net/BoyMgl/aggbug/1931286.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>BoyMgl</dc:creator><title>线性方程组解的迭代改进算法实现</title><link>http://blog.csdn.net/BoyMgl/archive/2007/12/11/1929054.aspx</link><pubDate>Tue, 11 Dec 2007 11:48:00 GMT</pubDate><guid>http://blog.csdn.net/BoyMgl/archive/2007/12/11/1929054.aspx</guid><wfw:comment>http://blog.csdn.net/BoyMgl/comments/1929054.aspx</wfw:comment><comments>http://blog.csdn.net/BoyMgl/archive/2007/12/11/1929054.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/BoyMgl/comments/commentRss/1929054.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1929054</trackback:ping><description>在直接求解线性方程组的方法中，舍入误差累积到一定程度时矩阵就接近歧义了。对于远非奇异的矩阵，也容易丢失两个或三个有效数字。如果这种情况发生，有一个简单的方法能够恢复到整个及其精度，称为解的迭代改进，这在理论上是很直接的。&lt;img src ="http://blog.csdn.net/BoyMgl/aggbug/1929054.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>BoyMgl</dc:creator><title>带状对角矩阵的LU分解及回代求解算法实现</title><link>http://blog.csdn.net/BoyMgl/archive/2007/12/09/1926091.aspx</link><pubDate>Sun, 09 Dec 2007 23:04:00 GMT</pubDate><guid>http://blog.csdn.net/BoyMgl/archive/2007/12/09/1926091.aspx</guid><wfw:comment>http://blog.csdn.net/BoyMgl/comments/1926091.aspx</wfw:comment><comments>http://blog.csdn.net/BoyMgl/archive/2007/12/09/1926091.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/BoyMgl/comments/commentRss/1926091.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1926091</trackback:ping><description>分解主要是使用笔者前面几篇文章提到过的Crout方法。因为不可能把一个带状对角矩阵A的LU分解也像其压缩形式本是一样紧凑的存储起来，因为分解产生了附加的非零元素填入。一种直接的存储方案是，坝上三角因子（U）返回到以前占有的相同的空间中，把下三角因子（L）返回到单独的N×m1压缩矩阵中。U的对角线元素被存放在A的存储空间的第一列。&lt;img src ="http://blog.csdn.net/BoyMgl/aggbug/1926091.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>BoyMgl</dc:creator><title>带状对角矩阵的压缩及乘法运算算法实现</title><link>http://blog.csdn.net/BoyMgl/archive/2007/12/06/1920687.aspx</link><pubDate>Thu, 06 Dec 2007 13:36:00 GMT</pubDate><guid>http://blog.csdn.net/BoyMgl/archive/2007/12/06/1920687.aspx</guid><wfw:comment>http://blog.csdn.net/BoyMgl/comments/1920687.aspx</wfw:comment><comments>http://blog.csdn.net/BoyMgl/archive/2007/12/06/1920687.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/BoyMgl/comments/commentRss/1920687.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1920687</trackback:ping><description>带状对角系统紧靠在对角线左边（下边）有m1≥0个非零元素，紧靠其右边（上边）有m2≥0个非零元素。当然，这仅在m1和m2&lt;&lt;N时才有意义。这种情况下，用LU分解求解线性系统可以比通用N×N的情况完成的更快，占用空间更少。&lt;img src ="http://blog.csdn.net/BoyMgl/aggbug/1920687.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>BoyMgl</dc:creator><title>求解三对角系统方程算法实现</title><link>http://blog.csdn.net/BoyMgl/archive/2007/12/04/1915987.aspx</link><pubDate>Tue, 04 Dec 2007 14:36:00 GMT</pubDate><guid>http://blog.csdn.net/BoyMgl/archive/2007/12/04/1915987.aspx</guid><wfw:comment>http://blog.csdn.net/BoyMgl/comments/1915987.aspx</wfw:comment><comments>http://blog.csdn.net/BoyMgl/archive/2007/12/04/1915987.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/BoyMgl/comments/commentRss/1915987.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1915987</trackback:ping><description>线性方程系统的特例之一是三对角形式的，也就是说，非零的元素仅出现在对角线及其前、后一列的位置上。&lt;img src ="http://blog.csdn.net/BoyMgl/aggbug/1915987.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>BoyMgl</dc:creator><title>求矩阵行列式的值（基于LU分解法）</title><link>http://blog.csdn.net/BoyMgl/archive/2007/12/03/1914560.aspx</link><pubDate>Mon, 03 Dec 2007 22:53:00 GMT</pubDate><guid>http://blog.csdn.net/BoyMgl/archive/2007/12/03/1914560.aspx</guid><wfw:comment>http://blog.csdn.net/BoyMgl/comments/1914560.aspx</wfw:comment><comments>http://blog.csdn.net/BoyMgl/archive/2007/12/03/1914560.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/BoyMgl/comments/commentRss/1914560.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1914560</trackback:ping><description> 对矩阵进行LU分解，显然，分解后的矩阵对角线上元素的乘积即为原始矩阵行列式的值&lt;img src ="http://blog.csdn.net/BoyMgl/aggbug/1914560.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>BoyMgl</dc:creator><title>矩阵求逆算法实现（基于LU分解法）</title><link>http://blog.csdn.net/BoyMgl/archive/2007/12/03/1914288.aspx</link><pubDate>Mon, 03 Dec 2007 19:14:00 GMT</pubDate><guid>http://blog.csdn.net/BoyMgl/archive/2007/12/03/1914288.aspx</guid><wfw:comment>http://blog.csdn.net/BoyMgl/comments/1914288.aspx</wfw:comment><comments>http://blog.csdn.net/BoyMgl/archive/2007/12/03/1914288.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/BoyMgl/comments/commentRss/1914288.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1914288</trackback:ping><description> LU分解大约需要执行N3/3次内层循环（每次包括一次乘法和一次加法）。这是求解一个（或少量几个）右端项时的运算次数，它要比Gauss-Jordan消去法快三倍，比不计算逆矩阵的Gauss-Jordan法快1.5倍。&lt;img src ="http://blog.csdn.net/BoyMgl/aggbug/1914288.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>BoyMgl</dc:creator><title>LU分解法求解线性方程组</title><link>http://blog.csdn.net/BoyMgl/archive/2007/12/03/1913199.aspx</link><pubDate>Mon, 03 Dec 2007 10:15:00 GMT</pubDate><guid>http://blog.csdn.net/BoyMgl/archive/2007/12/03/1913199.aspx</guid><wfw:comment>http://blog.csdn.net/BoyMgl/comments/1913199.aspx</wfw:comment><comments>http://blog.csdn.net/BoyMgl/archive/2007/12/03/1913199.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/BoyMgl/comments/commentRss/1913199.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1913199</trackback:ping><description>LU分解法的原理以及实现，并求解线性方程组。&lt;img src ="http://blog.csdn.net/BoyMgl/aggbug/1913199.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>BoyMgl</dc:creator><title>Gauss-Jordan消去法中完全选主元法求解线性方程组</title><link>http://blog.csdn.net/BoyMgl/archive/2007/12/01/1910213.aspx</link><pubDate>Sat, 01 Dec 2007 09:50:00 GMT</pubDate><guid>http://blog.csdn.net/BoyMgl/archive/2007/12/01/1910213.aspx</guid><wfw:comment>http://blog.csdn.net/BoyMgl/comments/1910213.aspx</wfw:comment><comments>http://blog.csdn.net/BoyMgl/archive/2007/12/01/1910213.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/BoyMgl/comments/commentRss/1910213.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1910213</trackback:ping><description>完全选主元法在数学上与部分选主元法的效果是相同的。完全选主元法区别于部分选主元法在于行和列都要进行交换。&lt;img src ="http://blog.csdn.net/BoyMgl/aggbug/1910213.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>BoyMgl</dc:creator><title>双三次B样条曲面生成算法实现（非OpenGL）</title><link>http://blog.csdn.net/BoyMgl/archive/2007/11/29/1907273.aspx</link><pubDate>Thu, 29 Nov 2007 15:40:00 GMT</pubDate><guid>http://blog.csdn.net/BoyMgl/archive/2007/11/29/1907273.aspx</guid><wfw:comment>http://blog.csdn.net/BoyMgl/comments/1907273.aspx</wfw:comment><comments>http://blog.csdn.net/BoyMgl/archive/2007/11/29/1907273.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/BoyMgl/comments/commentRss/1907273.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1907273</trackback:ping><description>今天刚写了个双三次B样条曲面的生成算法的实现，同样没有使用OpenGL&lt;img src ="http://blog.csdn.net/BoyMgl/aggbug/1907273.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>BoyMgl</dc:creator><title>贝塞尔曲面的绘制</title><link>http://blog.csdn.net/BoyMgl/archive/2007/11/27/1904140.aspx</link><pubDate>Tue, 27 Nov 2007 14:19:00 GMT</pubDate><guid>http://blog.csdn.net/BoyMgl/archive/2007/11/27/1904140.aspx</guid><wfw:comment>http://blog.csdn.net/BoyMgl/comments/1904140.aspx</wfw:comment><comments>http://blog.csdn.net/BoyMgl/archive/2007/11/27/1904140.aspx#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://blog.csdn.net/BoyMgl/comments/commentRss/1904140.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1904140</trackback:ping><description>网上很少有贝塞尔曲面运算的例子，大多都是OpenGL的，我自己写了一个，共需要的朋友参考一下o(∩_∩)o...&lt;img src ="http://blog.csdn.net/BoyMgl/aggbug/1904140.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>BoyMgl</dc:creator><title>简单的静态图形（1）- 向内旋转的三角形</title><link>http://blog.csdn.net/BoyMgl/archive/2007/11/01/1860770.aspx</link><pubDate>Thu, 01 Nov 2007 10:47:00 GMT</pubDate><guid>http://blog.csdn.net/BoyMgl/archive/2007/11/01/1860770.aspx</guid><wfw:comment>http://blog.csdn.net/BoyMgl/comments/1860770.aspx</wfw:comment><comments>http://blog.csdn.net/BoyMgl/archive/2007/11/01/1860770.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/BoyMgl/comments/commentRss/1860770.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1860770</trackback:ping><description>向内旋转的三角形&lt;img src ="http://blog.csdn.net/BoyMgl/aggbug/1860770.aspx" width = "1" height = "1" /&gt;</description></item></channel></rss>