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Thus, it is locally oversampled with respect to its local bandwidth and so there is no aliasing problem.
Support from games publishers outside their core territories is minimal – the world's biggest online games distribution service, Steam, may well be illegal in South Africa but it is difficult to use because of local bandwidth limits.
This process should be limited to the local bandwidth.
Therefore, we revisit the required local bandwidth for end-to-end bandwidth reservation in this section.
Therefore, the required local bandwidth should be determined in a per-hop basis.
Therefore, the local bandwidth of 3Breq is needed as the second node in Figure 2c.
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represents the sampling frequency adaptation by following the local variations of shows that the relevant signal parts are locally over-sampled in time with respect to their local bandwidths [6, 11].
The third type of uncertainty principle: local bandwidth-conditional standard deviation.
Global uncertainty principle T LPP 2 B LPP 2 ≥ 1 2. Local duration-conditional standarddeviation σ ω | t 2 T t 2 ≥ 1 4 3. Local bandwidth-conditional standarddeviation σ t | ω 2 B ω 2 ≥ 1 4 4. Conditional standard deviations in timeand frequency σ t | ω 2 σ ω | t 2 > 1 4. The first type of uncertainty principle: the global uncertainty principle.
However it only considers the local available bandwidth (53.5% of channel bandwidth) and not the neighbor available bandwidth (7% of channel bandwidth).
As discussed in Section 2, an admission control algorithm should take into consideration both the local available bandwidth and neighbor available bandwidth of a given node to maintain the quality of all admitted flows in the network.
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