0 前言

声明:此篇博客仅用于个人学习记录之用,并非是分享代码。Hornor the Code

我只能说,衣料模拟的技术深度比3D刚体模拟的技术深太多了。这次的实验参考了许多资料,包括

  • 《University of Tennessee MES301 Fall, 2023》
  • 《Root finding and optimization: Scientific Computing for Physicists 2017》
  • 《Physics-based animation lecture 5: OH NO! It's More Finite Elements》 这个老师讲课用一个小猫,特逗
  • 当然主要还是 Games103王华民老师的《Intro to Physics-Based Animation!》

里面用到的一些技术,在有限元里也有应用。

另外还有不基于物理的衣料模拟 《Position Based Dynamics》, 这个是05年左右开始出现的技术。详细的内容可以看PBA 2014: Position Based Dynamics by Ladislav Kavan,因为不基于物理,这里不再涉及。

1 Implicit Method

\[\begin{cases}\mathbf{v}^{[1]}=\mathbf{v}^{[0]}+\Delta t\mathbf{M}^{-1}\mathbf{f}^{[1]}\\\\\mathbf{x}^{[1]}=\mathbf{x}^{[0]}+\Delta t\mathbf{v}^{[1]}\end{cases}
\]

进行一些简单的变换。

\[\left.\left\{\begin{array}{l}\mathbf{x}^{[1]}=\mathbf{x}^{[0]}+\Delta t\mathbf{v}^{[0]}+\Delta t^2\mathbf{M}^{-1}\mathbf{f}^{[1]}\\\\\mathbf{v}^{[1]}=(\mathbf{x}^{[1]}-\mathbf{x}^{[0]})/\Delta t\end{array}\right.\right.
\]

这里,我们只是认为力是位置的函数,所以可以写成。

\[\mathbf{x}^{[1]}=\mathbf{x}^{[0]}+\Delta t\mathbf{v}^{[0]}+\Delta t^2\mathbf{M}^{-1}\mathbf{f}(\mathbf{x}^{[1]})
\]

这就需要解一个非线性方程,其中并非是线性的。

In mathematics and science, a nonlinear system (or a non-linear system) is a system in which the change of the output is not proportional to the change of the input.

In mathematics, a linear map (or linear function) \(f(x)\) is one which satisfies both of the following properties:

\[\bullet\text{ Homogeneity: }f(\alpha x)=\alpha f(x).
\]
\[\bullet\text{Additivity or superposition principle:}f(x+y)=f(x)+f(y);
\]

wikipedia : Nonlinear_system

\[\mathbf{x}^{[1]}=\operatorname{argmin}F(\mathbf{x})\quad\mathrm{~for~}\quad F(\mathbf{x})=\frac1{2\Delta t^2}\|\mathbf{x}-\mathbf{x}^{[0]}-\Delta t\mathbf{v}^{[0]}\|_{\mathbf{M}}^2+E(\mathbf{x})
\]
\[\|\mathbf{x}\|_{\mathbf{M}}^2=\mathbf{x}^{\mathrm{T}}\mathbf{M}\mathbf{x}
\]

上面的式子其实是求出了隐式积分的原函数,上式求导就是隐式积分本身。

\[\begin{aligned}\nabla F&\left(\mathbf{x}^{[1]}\right)=\frac1{\Delta t^2}\mathbf{M}\left(\mathbf{x}^{[1]}-\mathbf{x}^{[0]}-\Delta t\mathbf{v}^{[0]}\right)-\mathbf{f}\left(\mathbf{x}^{[1]}\right)=\mathbf{0}\\\\&\mathbf{x}^{[1]}-\mathbf{x}^{[0]}-\Delta t\mathbf{v}^{[0]}-\Delta t^2\mathbf{M}^{-1}\mathbf{f}\left(\mathbf{x}^{[1]}\right)=\mathbf{0}\end{aligned}
\]

所以一个求解非线性方程,或者是求解非线性方程根的模式就可以变成优化问题,而且是非线性优化。

1.1 Root-finding

The solution of nonlinear algebraic equations is frequently called root-finding, since our goal is to find the value of \(x\) such that $$f(x) = 0.$$

1.2 Optimization

Optimization means finding a maximum or minimum.

In mathematical terms, optimization means finding where the derivative is zero.

\[\frac{df(x)}{dx}=0.
\]

University of Tennessee MES301

Root finding and optimization: Scientific Computing for Physicists 2017

1.3 Insight

我们看到,这两个东西很像,基本就是解方程。所以有时候我们可以将其进行转化。

就是导数和积分的关系。

Physics-based animation lecture 5: OH NO! It's More Finite Elements

2 Newton-Raphson Method

Given a current \(\mathbf{x}^{(k)}\), we approximate our goal by:

\[\nabla F(\mathbf{x})\approx\nabla F\big(\mathbf{x}^{(k)}\big)+\frac{\partial F^2\big(\mathbf{x}^{(k)}\big)}{\partial\mathbf{x}^2}\big(\mathbf{x}-\mathbf{x}^{(k)}\big)=\mathbf{0}
\]

We then solve:

\[\frac{\partial F^2\big(\mathbf{x}^{(k)}\big)}{\partial\mathbf{x}^2}\Delta\mathbf{x}=-\nabla F\big(\mathbf{x}^{(k)}\big)
\]
\[\mathbf{x}^{(k+1)}\leftarrow\mathbf{x}^{(k)}+\Delta\mathbf{x}
\]

Specifically to simulation, we have:

\[\begin{gathered}
F(\mathbf{x})=\frac1{2\Delta t^2}\|\mathbf{x}-\mathbf{x}^{[0]}-\Delta t\mathbf{v}^{[0]}\|_{\mathbf{M}}^2+E(\mathbf{x}) \\
\nabla F\left(\mathbf{x}^{(k)}\right)=\frac1{\Delta t^2}\mathbf{M}\left(\mathbf{x}^{(k)}-\mathbf{x}^{[0]}-\Delta t\mathbf{v}^{[0]}\right)-\mathbf{f}\left(\mathbf{x}^{(k)}\right)\\
\frac{\partial F^2\left(\mathbf{x}^{(k)}\right)}{\partial\mathbf{x}^2}=\frac1{\Delta t^2}\mathbf{M}+\mathbf{H}(\mathbf{x}^{(k)})
\end{gathered}
\]

3 Mass-Spring System

\[\frac{\partial\|\mathbf{x}\|}{\partial\mathbf{x}}=\frac{\partial\left(\mathbf{x}^\mathrm{T}\mathbf{x}\right)^{1/2}}{\partial\mathbf{x}}=\frac{1}{2}\left(\mathbf{x}^\mathrm{T}\mathbf{x}\right)^{-1/2}\frac{\partial\left(\mathbf{x}^\mathrm{T}\mathbf{x}\right)}{\partial\mathbf{x}}=\frac{1}{2\|\mathbf{x}\|}2\mathbf{x}^\mathrm{T}=\frac{\mathbf{x}^\mathrm{T}}{\|\mathbf{x}\|}
\]
\[\frac{\partial\left(\mathbf{x}^\mathrm{T}\mathbf{x}\right)}{\partial\mathbf{x}}
\]

3.1 Matrix calculus

\[\mathbf u=\mathbf u(\mathbf x),\mathbf v=\mathbf v(\mathbf x)
\]
\[\frac{\partial(\mathbf{u}\cdot\mathbf{v})}{\partial\mathbf{x}}=\frac{\partial\mathbf{u}^\top\mathbf{v}}{\partial\mathbf{x}} = \mathbf{u}^{\top}{\frac{\partial\mathbf{v}}{\partial\mathbf{x}}}+\mathbf{v}^{\top}{\frac{\partial\mathbf{u}}{\partial\mathbf{x}}}
\]
\[\frac{\partial \mathbf{x}}{\partial \mathbf{x}}=\mathbb{I}
\]
\[\frac{\partial\mathbf{u}}{\partial\mathbf{x}},\frac{\partial\mathbf{v}}{\partial\mathbf{x}}\text{in numerator layout}
\]

3.2 A Spring with Two Ends

图片来源:Games103

4 Explaination of Init Code with 3D Image

4.1 Initialize

void Start()
{
Mesh mesh = GetComponent<MeshFilter> ().mesh; //Resize the mesh.
int n=21;
Vector3[] X = new Vector3[n*n];
Vector2[] UV = new Vector2[n*n];
int[] triangles = new int[(n-1)*(n-1)*6];
for(int j=0; j<n; j++)
for(int i=0; i<n; i++)
{
X[j*n+i] =new Vector3(5-10.0f*i/(n-1), 0, 5-10.0f*j/(n-1));
UV[j*n+i]=new Vector3(i/(n-1.0f), j/(n-1.0f));
}
int t=0;
for(int j=0; j<n-1; j++)
for(int i=0; i<n-1; i++)
{
triangles[t*6+0]=j*n+i;
triangles[t*6+1]=j*n+i+1;
triangles[t*6+2]=(j+1)*n+i+1;
triangles[t*6+3]=j*n+i;
triangles[t*6+4]=(j+1)*n+i+1;
triangles[t*6+5]=(j+1)*n+i;
t++;
}
mesh.vertices=X;
mesh.triangles=triangles;
mesh.uv = UV;
mesh.RecalculateNormals (); Debug.Log("triangles.Length " + triangles.Length); //Construct the original E
int[] _E = new int[triangles.Length*2]; Debug.Log("_E.Length " + _E.Length);
for (int i=0; i<triangles.Length; i+=3)
{
_E[i*2+0]=triangles[i+0];
_E[i*2+1]=triangles[i+1];
_E[i*2+2]=triangles[i+1];
_E[i*2+3]=triangles[i+2];
_E[i*2+4]=triangles[i+2];
_E[i*2+5]=triangles[i+0];
}
//Reorder the original edge list
for (int i=0; i<_E.Length; i+=2)
if(_E[i] > _E[i + 1])
Swap(ref _E[i], ref _E[i+1]);
//Sort the original edge list using quicksort
// One edge have two end point, this quicksort method sort all of them at the same time
// the order is from small to big with the pattern of
// [start end] [start end] [start end] //Debug.Log("_E.Length/2-1 " + (_E.Length / 2 - 1) );
Quick_Sort(ref _E, 0, _E.Length/2-1); // short-circuit evaluation: or(if first condition is true then skip other) and(if first condition is false then skip other)
int e_number = 0;
for (int i=0; i<_E.Length; i+=2)
if (i == 0 || _E [i + 0] != _E [i - 2] || _E [i + 1] != _E [i - 1])
e_number++; E = new int[e_number * 2];
for (int i=0, e=0; i<_E.Length; i+=2)
if (i == 0 || _E [i + 0] != _E [i - 2] || _E [i + 1] != _E [i - 1])
{
E[e*2+0]=_E [i + 0];
E[e*2+1]=_E [i + 1];
e++;
} // [0-9] 10/2=5 <5=4 4*2+1=9
// [0-10] 11/2=5 <5=4 4*2+1=9
// asert(E.length % 2 == 0) this should always be true, becuase we use one dim array to store the Edges. One edge takes two places in this array.
L = new float[E.Length/2];
for (int e=0; e<E.Length/2; e++)
{
int v0 = E[e*2+0];
int v1 = E[e*2+1];
L[e]=(X[v0]-X[v1]).magnitude;
} V = new Vector3[X.Length];
for (int i=0; i<V.Length; i++)
V[i] = new Vector3 (0, 0, 0);
}

4.2 Index

int t=0;
// Because of 21 points have 20 gaps, this index will iterate 400 squares and split them two triangels
// per square.
for(int j=0; j<n-1; j++)
for(int i=0; i<n-1; i++)
{
triangles[t*6+0]=j*n+i;
triangles[t*6+1]=j*n+i+1;
triangles[t*6+2]=(j+1)*n+i+1;
triangles[t*6+3]=j*n+i;
triangles[t*6+4]=(j+1)*n+i+1;
triangles[t*6+5]=(j+1)*n+i;
t++;
}

这里的 triangles 其实就是 三角形顶点的Index(下标)。

State: j=0, i=0, t=0.
t[0] = 0
t[1] = 1
t[2] = 22
t[3] = 0
t[4] = 22
t[5] = 21 /*********/ State: j=0, i=1, t=1.
t[6] = 1
t[7] = 2
t[8] = 23
t[9] = 1
t[10] = 23
t[11] = 22

4.3 Edge

//Construct the original E
int[] _E = new int[triangles.Length*2]; Debug.Log("_E.Length " + _E.Length);
for (int i=0; i<triangles.Length; i+=3)
{
_E[i*2+0]=triangles[i+0];
_E[i*2+1]=triangles[i+1]; _E[i*2+2]=triangles[i+1];
_E[i*2+3]=triangles[i+2]; _E[i*2+4]=triangles[i+2];
_E[i*2+5]=triangles[i+0];
}
//Reorder the original edge list
for (int i=0; i<_E.Length; i+=2)
if(_E[i] > _E[i + 1])
Swap(ref _E[i], ref _E[i+1]);

因为这里使用一维数组进行边的存储,那么从一条边到另一条边的步长是2

State: i=0.
_E[0] = t[0]:0
_E[1] = t[1]:1
_E[2] = t[1]:1
_E[3] = t[2]:22
_E[4] = t[2]:22
_E[5] = t[0]:0 /*********/ State: i=3.
_E[6]= t[3]:0
_E[7] = t[4]:22
_E[8] = t[4]:22
_E[9] = t[5]:21
_E[10] = t[5]:21
_E[11] = t[3]:0

4.4 Sort Edge

//Reorder the original edge list
for (int i=0; i<_E.Length; i+=2)
if(_E[i] > _E[i + 1])
Swap(ref _E[i], ref _E[i+1]);

初始的时候,一条边有两种表达方式。我们将其都按从小的顶点到大的顶点进行重新排序,一条边就只有一种表达方式。

Quick_Sort(ref _E, 0, _E.Length/2-1);

void Quick_Sort(ref int[] a, int l, int r)
{
int j;
if(l<r)
{
j=Quick_Sort_Partition(ref a, l, r);
Quick_Sort (ref a, l, j-1);
Quick_Sort (ref a, j+1, r);
}
} int Quick_Sort_Partition(ref int[] a, int l, int r)
{
int pivot_0, pivot_1, i, j;
pivot_0 = a [l * 2 + 0];
pivot_1 = a [l * 2 + 1];
i = l;
j = r + 1;
//Debug.Log("i: " + i + " j:" + j);
while (true)
{
do ++i; while( i<=r && (a[i*2]<pivot_0 || a[i*2]==pivot_0 && a[i*2+1]<=pivot_1));
do --j; while( a[j*2]>pivot_0 || a[j*2]==pivot_0 && a[j*2+1]> pivot_1);
if(i>=j) break;
Swap(ref a[i*2], ref a[j*2]);
Swap(ref a[i*2+1], ref a[j*2+1]);
}
Swap (ref a [l * 2 + 0], ref a [j * 2 + 0]);
Swap (ref a [l * 2 + 1], ref a [j * 2 + 1]);
return j;
} void Swap(ref int a, ref int b)
{
int temp = a;
a = b;
b = temp;
}

这里的quick sort是以两个数为一次比较的依据,好像是这两个数打包(其实就是一条边)进行比较,平常就是一次比较只关心一个数。

5 Update

// Update is called once per frame
void Update ()
{
Mesh mesh = GetComponent<MeshFilter> ().mesh;
Vector3[] X = mesh.vertices;
Vector3[] last_X = new Vector3[X.Length];
Vector3[] X_hat = new Vector3[X.Length];
Vector3[] G = new Vector3[X.Length]; //Initial Setup.
for (int i = 0; i < X.Length; i++)
{
if (i == 0 || i == 20) continue;
V[i] = V[i] * damping;
X_hat[i] = X[i] + V[i] * t;
last_X[i] = X[i]; // Guess X[i] init state
X[i] = X_hat[i];
} float invSquareDt = 1 / (t * t);
// Hessian Matrix is complicated to construct
// So we use some fake inverse, due to the mass is same for all vertices, we put this out of the loop.
float fakeInv = 1 / (invSquareDt * mass + 4.0f * spring_k);
for (int k=0; k<32; k++)
{
Get_Gradient(X, X_hat, t, G); //Update X by gradient. for (int i = 0; i < X.Length; i++)
{
if (i == 0 || i == 20) continue;
X[i] = X[i] - fakeInv * G[i];
} } float invTime = 1.0f / t;
for (int i = 0; i < X.Length; i++)
{
if (i == 0 || i == 20) continue;
V[i] = invTime * (X[i] - last_X[i]);
} //Finishing. mesh.vertices = X; Collision_Handling ();
mesh.RecalculateNormals ();
}

因为要进行优化,位置迭代,来找到最小值。所以需要一个迭代的初始位置,设置为X_init = X[i] + V[i] * t。也可以不设置,不进行变化。

6 Get_Gradient

void Get_Gradient(Vector3[] X, Vector3[] X_hat, float t, Vector3[] G)
{
//Momentum and Gravity.
float invSquareDt = 1 / (t * t);
for (int i = 0; i < X.Length; i++)
{
G[i] = invSquareDt * mass * (X[i] - X_hat[i]) - mass * gravity;
} //Spring Force.
Vector3 spForceDir = Vector3.zero;
Vector3 spForce = Vector3.zero; for (int e = 0; e < E.Length / 2; e++)
{
int vi = E[e * 2 + 0];
int vj = E[e * 2 + 1]; spForceDir = X[vi] - X[vj];
spForce = spring_k * (1.0f - L[e] / spForceDir.magnitude) * spForceDir;
G[vi] = G[vi] + spForce;
G[vj] = G[vj] - spForce;
}
}

6.1 first derivative

\[\mathbf{g}=\frac{1}{\Delta t^2}\mathbf{M}(\mathbf{x}-\tilde{\mathbf{x}})-\mathbf{f}(\mathbf{x}),
\]

由于上式的特性,我们需要两次遍历来得到梯度一阶导的数值。

  • 逐顶点
\[\mathbf{g}_{i}\leftarrow\frac{1}{\Delta t^{2}}\mathbf{m}_{i}(\mathbf{x}_{i}-\tilde{\mathbf{x}}_{i}).
\]
  • 逐边计算弹簧弹力
\[\left.\left\{\begin{array}{l}\mathbf{g}_i\leftarrow\mathbf{g}_i+k(1-\frac{L_e}{\|\mathbf{x}_i-\mathbf{x}_j\|})(\mathbf{x}_i-\mathbf{x}_j)\\\mathbf{g}_j\leftarrow\mathbf{g}_j-k(1-\frac{L_e}{\|\mathbf{x}_i-\mathbf{x}_j\|})(\mathbf{x}_i-\mathbf{x}_j)\end{array}\right.\right..
\]

当然无论是逐顶点还是逐边,导数都是位置的函数。

最后给每一个顶点的梯度加上重力,当然根据 g 需要加负号。

6.2 second derivative

In reality, there are two roadblocks:

1)The Hessian matrix is complicated to construct;

2) the linear solver is difficult to implement on Unity.

Instead, we choose a much simpler method by considering the Hessian as a diagonal matrix. This

yields a simple update to every vertex as:

\[\mathbf{x}_{i}\leftarrow\mathbf{x}_{i}-\left(\frac{1}{\Delta t^{2}}m_{i}+4k\right)^{-1}\mathbf{g}_{i}.
\]

Games103 Huamin Wang Lab2

7 Collision_Handling

void Collision_Handling()
{
Mesh mesh = GetComponent<MeshFilter> ().mesh;
Vector3[] X = mesh.vertices; //Handle colllision.
Vector3 ballPos = GameObject.Find("Sphere").transform.position;
float radius = 2.7f; for (int i = 0; i < X.Length; i++)
{
if (i == 0 || i == 20) continue;
if (SDF(X[i], ballPos))
{
V[i] = V[i] + 1.0f / t * (ballPos + radius * (X[i] - ballPos).normalized - X[i]);
X[i] = ballPos + radius * (X[i] - ballPos).normalized;
}
}
} bool SDF(Vector3 v, Vector3 center, float radius = 2.7f)
{ float sdf = (v - center).magnitude - radius;
return sdf > 0.0f ? false : true;
}

Once a colliding vertex is found, apply impulse-based method as follows:

\[\mathbf{v}_i\leftarrow\mathbf{v}_i+\frac{1}{\Delta t}\left(\mathbf{c}+r\frac{\mathbf{x}_i-\mathbf{c}}{\|\mathbf{x}_i-\mathbf{c}\|}-\mathbf{x}_i\right),\quad\mathbf{x}_i\leftarrow\mathbf{c}+r\frac{\mathbf{x}_i-\mathbf{c}}{\|\mathbf{x}_i-\mathbf{c}\|}.
\]

图片来源:Games103

Cloth Simulation with Root Finding and Optimization的更多相关文章

  1. [zz] Pixar’s OpenSubdiv V2: A detailed look

    http://www.fxguide.com/featured/pixars-opensubdiv-v2-a-detailed-look/ Pixar’s OpenSubdiv V2: A detai ...

  2. My Open Source Projects

    • MyMagicBox (https://github.com/yaoyansi/mymagicbox)   Role: Creator   Miscellaneous projects for e ...

  3. Computer Graphics Research Software

    Computer Graphics Research Software Helping you avoid re-inventing the wheel since 2009! Last update ...

  4. Matlab 中S-函数的使用 sfuntmpl

    function [sys,x0,str,ts,simStateCompliance] = sfuntmpl(t,x,u,flag) %SFUNTMPL General MATLAB S-Functi ...

  5. Optimizing graphics performance

    看U3D文档,心得:对于3D场景,使用分层次的距离裁剪,小物件分到一个层,稍远时就被裁掉,大物体分到一个层,距离很远时才裁掉,甚至不载.中物体介于二者之间. 文档如下: Good performanc ...

  6. Code Project精彩系列(转)

    Code Project精彩系列(转)   Code Project精彩系列(转)   Applications Crafting a C# forms Editor From scratch htt ...

  7. 万字教你如何用 Python 实现线性规划

    摘要:线性规划是一组数学和计算工具,可让您找到该系统的特定解,该解对应于某些其他线性函数的最大值或最小值. 本文分享自华为云社区<实践线性规划:使用 Python 进行优化>,作者: Yu ...

  8. Position Based Dynamics【译】

    绝大部分机翻,少部分手动矫正,仅供参考.本人水平有限,如有误翻,概不负责... Position Based Dynamics Abstract The most popular approaches ...

  9. 网格弹簧质点系统模拟(Spring-Mass System by Euler Integration)

    弹簧质点模型是利用牛顿运动定律来模拟物体变形的方法.如下图所示,该模型是一个由m×n个虚拟质点组成的网格,质点之间用无质量的.自然长度不为零的弹簧连接.其连接关系有以下三种: 1.连接质点[i, j] ...

  10. 编写更少量的代码:使用apache commons工具类库

    Commons-configuration   Commons-FileUpload   Commons DbUtils   Commons BeanUtils  Commons CLI  Commo ...

随机推荐

  1. linux终端alacritty导致计算机死机的解决方式——Ubuntu18.04系统Nvidia显卡

    如题所述,近日在自己Ubuntu18.04的系统上安装了alacritty终端,安装这个终端主要原因就是可以出现透明桌面,说白了就是漂亮,beautiful,但是这个终端安装后系统就变得极不稳定,经常 ...

  2. manim边学边做--点

    几何图形是manim中最重要的一类模块,manim内置了丰富的各类几何图形,本篇从最简单的点开始,逐个介绍manim中的几何模块. manim中点相关的模块主要有3个: Dot:通用的点 Labele ...

  3. SMU Summer 2023 Contest Round 10(ICPC — International Collegiate Programming Contest Asia Regional Contest, Yokohama,2018)

    SMU Summer 2023 Contest Round 10(ICPC - International Collegiate Programming Contest Asia Regional C ...

  4. 组长:你熟悉过React,开发个Next项目模板吧,我:怎么扯上关系的?

    组长:你熟悉过React,开发个Next项目模板吧,我:怎么扯上关系的? 最近工作安排我开发一个Next.js项目模板,心里默笑,React用得少得都快忘光了,现在得搞Next?虽然我曾是React的 ...

  5. Vim:从光标位置开始全局搜索和替换

    /\v SEARCHTERM :%s/\vBEFORE/AFTER/gc

  6. Vue3.5新增的baseWatch让watch函数和Vue组件彻底分手

    前言 在Vue 3.5.0-beta.3版本中新增了一个base watch函数,这个函数用法和我们熟知的watch API一模一样.区别就是我们之前用的watch API是和Vue组件以及生命周期是 ...

  7. .NET 开源实时监控系统 - WatchDog

    前言 在平时的开发中随着我们系统应用不断地迭代变的复杂,对应用的实时监控变得越来越重要.实时监控不仅可以帮助我们快速定位问题,还能在出现问题时及时采取措施,减少业务中断的时间. 本文将介绍一个名为Wa ...

  8. KNN算法 0基础小白也能懂(附代码)

    KNN算法 0基础小白也能懂(附代码) 原文链接 1.K近邻是啥 1968年,Cover 和 Hart 提出了最初的近邻法,思路是--未知的豆离哪种豆最近,就认为未知豆和该豆是同一种类. 近邻算法的定 ...

  9. 一文搞懂 == 、equals和hashCode

    面试的时候,经常会被问到==和equals()的区别是什么?以及我们也知道重写equals()时候必须重新hashCode().这是为什么?既然有了hashCode()方法了,JDK又为什么要提供eq ...

  10. 一步一步将PlantUML类图导出为自定义格式的XMI文件

    一步一步将PlantUML类图导出为自定义格式的XMI文件 说明: 首次发表日期:2024-09-08 PlantUML官网: https://plantuml.com/zh/ PlantUML命令行 ...