在BGV的论文中,我发现一个有趣的句子如下:
One may view our new scheme as a very powerful SWHE scheme in which this dependence on degree has been replaced with a similar dependence on depth. (Recall the degree of a circuit may be exponential in its depth.)"
作者认为BGV方案依赖于电路的深度,而以前的方案依赖于电路的程度,并且认为电路的程度可能比电路的深度大得多,那么在同
我试图得到每个像素绘制到画布的顶点着色器的距离。顶点着色代码如下:
attribute vec4 modelVertexPosition;
// cameraMatrix is strictly used as a ref to the camera's position in this case
// and does not contribute to the screen projection position calculation
uniform mat4 cameraMatrix;
uniform mat4 projectionMatrix;
uniform mat4 m
我用一种递归方法来处理一些矩阵。问题是:当递归返回时,该矩阵的值不会从堆栈中恢复(返回之前和之后的值相同)。
我试着做一些事情,但什么也解决不了。顺便说一句,我已经试着一步一步地将我的程序与其他程序进行比较(从朋友那里精心设计和works),直到递归,两种程序都是平等的。递归回来后,只有我的矩阵错了.
下面是我的一段代码:
public static Integer [][] Complement(Integer[][] M){
if (OneRowNotEmpty(M)) { // just one row of matrix are different then 0s