Chu's profile秋叶亭PhotosBlogListsMore ![]() | Help |
秋叶亭废坑填埋处 |
||||
|
September 09 网申笔记9.9最近实验室的事情有些尴尬。说不上忙也不能说闲。首先是自己这边的段落识别和合并做出了个雏形,要更进一步提高识别率和正确率只有借助分类器,这个东西我没碰过,得先学。博士师兄周末去日本开会,要去整整一周,暂时也没空管我。所以编码的事最近可能做得少些,但是厚厚的一本模式分类要啃下来也不容易。
申请这边有好消息也有坏消息。好消息是目前没有人拒我(我还没提交呢),然后至少有两封推荐信找得到人写(大学的班主任和现在的导师),可以应付10月15号东大的要求。等开学了过一阵和代老师熟一些请她写推荐信,希望她也不会拒我……目前在四处拉人找关系问学校的情况,我甚至把好久不见的初中同学都请出来了……加拿大这边Simon Fraser应该是必申,接下去还有Waterloo,McGill和Toronto,我辗转认识了一位做加拿大移民的大叔,找机会请他给我指点吧。
10:52分编辑:坏消息忘了说,就是我计算了自己的GPA之后,发现研究生成绩甚至还不如本科成绩……此刻我真是泪流满面……
所以,接下去不继续发挥自己的能量坚持下去是不行的。目前想了想,要完成的有自己的PS,RP(Research Plan),CV,硕士论文也要成个型,还有至少两封推荐信。我现在发现申东大的好处在于它截止得足够早,以至于我在申请其他学校的时候不用再赶着做那些事情。我就是有拖拖拉拉的坏习惯,这次申请东大逼着我要和自己战斗。
那么便战吧。 September 02 网申笔记9.2今天开始正式网申。在UW,UIUC,Lehigh以及UB开了application account。想着趁这两天还没正式开学,把表格里能写的都写了。潜意识里,我还是很畏惧推荐信、PS、CV以及成绩单这种东西。每次看到表格上要求我填写GPA,就会没来由地觉得矮人一截。另外UB要求在申请的时候就选定方向和老师,这让我很头疼;而Lehigh光是Computer Science/Engineering的PhD就有三个地方给学位。我真是头都大了。 不过好消息是UW的CS,明确说了Deadline是12月15日,并且要求我无视那学校Admisson的11月1日deadline。这真是太好了。 最后决定主申IR方向。但是在UW网申的时候,还是忍不住把Graphics and Animation给加上了…… 是的,在美国的诸位友人,我之所以在MSN Space上更新这篇,就是为了让你们这些MSN党看到并且给我宝贵的建议和经验交流。我网申的时候遇到什么事情也少不了要问你们。如果事成了,我一定会用力感谢大家的。 附:我申请的美国学校一览: University of Washington September 04 D&D 3.5 Edition Magic Item Compendium 魔法物品全书 序章 导言Magic items are an integral part of the Dungeons & Dragons game experience. As long as D&D has been around, there have been +1 swords and potions of healing -- they'are as inextricably linked with the game's identity as 18th-level fighters and magic missile spells. Every fighter saves up for his first magic weapon, and no one who's played a paladin hasn't dreamed about what it would be like to wield a holy avenger. Magic items also make up a crucial part of every D&D character's array of abilities. A magic weapon can slice through a creature's damage reduction, a ring of protection diverts otherwise deadly attacks, and a handy potion or scroll can tip the balance in a critical encounter. A character without magic items is like a wizard with only half her spells prepared or a fighter who hasn't bothered to select all his feats -- he's simply incomplete. But compared to spells and feats, magic items haven't received very much "quality time" in the current edition of the game. Not only are they scattered across dozens of books with little sense of organization or theme, but their effects are often poorly defined and they're frequently -- some might even say usually -- overpriced or underwhelming. As a result, only a handful of magic items are actually widely used, ranging from the humble +1 longsward to the renowned ring of invisibility. That's no longer the case. Magic Item Compendium ushers in a brave new world of magic items -- a world with clearly defined effects and activation times, with interesting items at every price point, and with exciting, aggressively priced options for every class and character level. Combining hundreds of revised and repriced items from previous sources with a wagonload of brand-new, never-before-seen-or-even-imagined magic items, this book is your D&D character's key to the candy store. But don't just take our word for it:Go ahead, start turning the pages. Check out the revamped armor and weapon properties in Chapters 1 and 2. Marvel at all the swift-action-activation gloves,boots, and belts in Chapter 3. Drool over the handy adventuring tools in Chapter 4, and imagine how cool your character will look when he's decked in one of the item sets in Chapter 5. And that doesn't even cover the book's exciting new take on relics, the immensely handy augment crystals, the array of "sorcerer's-best-friend" runestaffs, and so on. WHAT'S IN THIS BOOK 本书概览Traditionally, magic items have been divided into categories based partially on form and partially on function, creating a system that doesn't always help the reader know where to go looking for something. An item holding 50 uses of a particular 1st-to 4th-level spell is called a wand, but a similarly shaped item that has an unusual nonspell effect that it can generate a few times per day might be a rod or even a wondrous item. An item you wear that provides a continuous magical effect is probably a wondrous item... but it might be a ring, or even a suit of armor. This book instead divides magic items into four basic categories -- armor, weapons, clothing, and tools -- with each category receiving a separate chapter. This classification has no effect on game play -- you still use Forge Ring to craft an item described as a ring( or, more important, an item that has Forge Ring as a prerequisite) -- but it should make it a bit easier for you to find various items. Armor(Chapter 1): This category includes both specific, preconstructed magic suits of armor or shields as well as the various properties that can be added to any appropriate suit of armor or shield(such as fortification or acid resistance). It doesn't include robes( or other items worn in the same body slot as armor), since most of those items don't offer the same kinds of effects, nor does it include bracers of armor or other items that provide similar protection -- those are both clothing items. Weapons(Chapter 2): This category includes both specific, preconstructed weapons as well as the various properties that can be added to any appropriate weapon. It also includes rods that function primarily as weapons( such as the rod of flailing), but not those without such functions, or whose weapon functions are clearly secondary to their other functions (such as the rod of alertness) -- those are tools. Similarly, it doesn't include offensivebased items that aren't wield as weapons (such as the circlet of blasting or the iron bands of Bilarro) -- such items are either clothing or tools, based on whether they're worn or just held. Clothing (Chapter 3): This category includes all magic items that must be worn in order to function, other than magic armor and shields (which are in the armor category). The clothing category also includes jewelry and similar baubles. Most clothing items take up a body slot (see page 218). Tools (Chapter 4): This broad category includes all magic items that must be held, consumed, or otherwise manipulated in order to function (rather than simply being worn), not including items wielded as weapons. By definition, tools don't occupy a body slot; most but not all must be held to be activated. Potions, scrolls, wands, and staffs are also considered tools. Item Sets (Chapter 5): This category includes items that fall into all four of the categories described above. Rather than splitting these sets up by item category, however, each complete set is presented together for easy reference. Using Magic Items (Chapter 6): This chapter collects, revises, and expands various rules and guidelines for handling magic items in play, from placing the right item in a treasure hoard to identifying the item to wearing it properly. Appendices: The book concludes with two sets of extensive tables listing all the magic items in this book as well as those in the Dungeon Master's Guide. The tables are designed to allow quick reference by DMs and players looking for just the right item, as well as for random generation of treasure hoards. MAGIC ITEM FORMAT DESCRIPTION 魔法物品描述格式This book introduces a new format for describing magic items, which combines useful elements of past item formats with the familiar functionality of spell descriptions from the Player's Handbook. The new format presents the most important information about each item -- how it's activated, how much it costs, where it's worn, and what it does -- in a simple, predictable layout that's easy to refer to during play. ITEM NAME 物品名称
Activation: The type of action required to active the item's effect, along with what the user must do to activate the item (see Activating Magic Items, page 219). An entry of -- indicates the item operates continuously, without any need for activation. Weight: Item's weight, in pounds. An entry of -- indicates the item has a negligible weight (less than 1/2 pound). A visual description of the item, read by the DM to a player whose character has discovered the item. A description of the item's functions, including its effect, duration, range, uses per day, and so on. Lore: Information about the item that may be learned by making appropriate Knowledge checks. The item's name and/or functions must be known before Knowledge checks reveal this information. Prerequisites: The feats, spells, or other prerequisites required of the creator of the item. Cost to Create: The item's gp cost, XP cost, and days to create.
OTHER SOURCES其他来源Magic Item Compendium draws on material from a number of sources aside from the three DUNGEONS & DRAGONS core books -- the Player's Handbook (PH), Dungeon Master's Guide (DMG), and Monster Manual(MM). These other sources, and the abbreviations used to identify them in the following text, are: Book of Exalted Deeds(BoED), Complete Adventurer (CAd), Complete Arcane (CAr), Complete Divine (CD), Complete Psionic (CP), Complete Warrior (CW), Eberron Campaign Setting (ECS), Epic Level Handbook (ELH), Expanded Psionics Handbook (EPH), LIbris Morties (LM), Miniatures Handbook (MH), Magic of Incarnum (MoI), Player's HandbookII (PH2), Spell Compendium (SC), Sandstorm (Snd), and Tome of Magic (ToM). In general, possession of any or all of these other sources is not necessary to make use of the material in this book. YOU CHANGED MY MAGIC ITEMS! 你动了我的魔法物品!Yes, we did. Chances are, if your character owns a magic item that doesn't appear in the Dungeon Master's Guide, something about that item -- its price, activation, effect, or even its body slot -- is different here from when it was originally published. We didn't change these items on a whim -- the revisions here are designed to create a better overall game experience. If you own a magic item that underwent a drastic price change, work with your DM to find an equitable solution. Maybe the wizard who crafted it for you offers a rebate (or an extra item) to make up the difference for an overpayment, or perhaps the DM just promises to make it up to you with some extra treasure in the next few encounters. And if you underpaid for an item, well, consider yourself lucky... but don't be surprised if the next couple of encounters provide a little less gold than you'd expect! August 29 U.S. Patent 5978818 Automated Hypertext Outline Generation for Documents这时我目前正在阅读的专利,要求下周关于这篇专利在讨论班上报告。第一次阅读专利,以前甚至连论文也很少读(我是说那种需要写summery然后做presentation的那种“读”),所以免不了有些手忙脚乱。 然后发现自己必须一边看一边写,否则一定会睡着的。这里算是一点点的笔记,留着以后做presentation的准备。 首先这个专利提出了一个方法和一种设备(我觉得在这里可以认为是一个程序),来对某些具有特定格式信息的文档进行自动的摘要和目录生成。专利中提到了首先要收到一个文档的文档定义(document definition),估计就是类似于一个文档的schema,是它的格式定义信息。 我恨技术文档中冗长的定语从句。 According to another aspect of the invention, a method is provided for generating both a hypertext-based report and a hypertext-based outline associated with the hypertext-based report where both the hypertext-based report and the hypertext-based outline are based upon a report definition. 囧,这到底是技术文档还是绕口令?! August 28 Space 复活因为现在学校里终于也能很方便地访问了。更不用说有了Space Writer这个好东西。
因为不想和原来新浪的blog冲突,这里目前就暂时用作填坑和存档的用途。不一定经常更新,只是有个地方可以让大家知道“我还没有死掉”而已。
以上(最近发觉自己不太爱写了) |
|
|||
|
|