Used spell-checker!!!
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@ -57,7 +57,7 @@ are that
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functors are functions with private data</li>
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<li>
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you can have different funtors objects of the same class, i.e. you can
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you can have different functors objects of the same class, i.e. you can
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use the same functionality with different parameters</li>
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<li>
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@ -165,15 +165,15 @@ function.
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<p><b><font color="#000099">Drawbacks</font></b>
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<br>The main drawback I see in using STL is that it makes it almost
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<b><font color="#FF6600">impossible
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to use a debugger </font></b>normally: whereas acess to data is made simple
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to the progammer, data structures are actually so complex, and debuggers
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so willing to display everything that you get lines of template instanciation
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to use a debugger </font></b>normally: whereas access to data is made simple
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to the programmer, data structures are actually so complex, and debuggers
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so willing to display everything that you get lines of template instantiation
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when asking your debugger what is inside some container! For instance I
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could never visualize some
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<tt><font color="#FF6600"><font size=+1>v[i]</font></font></tt>
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with <tt><font color="#FF6600"><font size=+1>gbd</font></font></tt>, v
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being an STL vector!
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<br>But there nonehteless are so many advantages !!!
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<br>But there nonetheless are so many advantages !!!
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<p>
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<hr WIDTH="100%">
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<br><a NAME="random"></a><b><font color="#000099"><font size=+1>Random
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@ -183,7 +183,7 @@ numbers are simulated in computers by using <font color="#FF6600">pseudo-random<
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number generators (RNGs for short), i.e. functions that return series of
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numbers who look random (w.r.t. some statistical criteria).
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<p>To make sure the random number generator is as good as possible, and
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to ensure reproducibility of the results across diffrerent platforms, EO
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to ensure reproducibility of the results across different platforms, EO
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has its own RNG, the ``<font color="#FF6600">Mersenne Twister</font>''
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random number generator MT19937 (thanks to <font color="#FF0000">Takuji
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Nishimura</font>, see <font face="Arial,Helvetica"><font size=+1><a href="../../doc/html/class_eorng.html">eoRNG.h</a></font></font>
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@ -205,12 +205,12 @@ use the RNG seeding procedure, see e.g. in <a href="FirstBitGA.html#random">Less
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<li>
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to simulate "true" random runs, you can just seed the RNG with a machine-clock
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realted number, e.g. calling time(0), as done for isntance in <a href="SecondBitEA.html#random">Lesson3</a>
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related number, e.g. calling time(0), as done for instance in <a href="SecondBitEA.html#random">Lesson3</a>
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(and after).</li>
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</ul>
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As RNGs only produce (by definition) numbers that are uniformly distributed
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integers between 0 and some maximal number, EO provides you with random
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numbers follwing <b><font color="#FF6600">different probability distribution</font></b>
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numbers following <b><font color="#FF6600">different probability distribution</font></b>
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(e.g. floating point following <font face="Arial,Helvetica"><font size=+1><a href="../../doc/html/class_eorng.html#a8">normal
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distribution</a></font></font>).
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<p>EO also provides <a href="../../doc/html/rnd_generators.h-source.html">random_generators</a>
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@ -225,14 +225,14 @@ and naming style</font></font></b>
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EO:
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<ul>
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<li>
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The name of local varoiables shoudl start with a lower case letter</li>
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The name of local variables should start with a lower case letter</li>
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<li>
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The name of the parameters to a function shoudl start with an underscore
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The name of the parameters to a function should start with an underscore
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(_)</li>
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<br>The initialization parameters of constructors, for instance,
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shoudl be named from the names of the variables they are used to initialize.
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should be named from the names of the variables they are used to initialize.
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<li>
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The names of classes should start with eo + an Uppercase letter</li>
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