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  • Try a sample: Using the counter predicate for event sampling

    - by extended_events
    Extended Events offers a rich filtering mechanism, called predicates, that allows you to reduce the number of events you collect by specifying criteria that will be applied during event collection. (You can find more information about predicates in Using SQL Server 2008 Extended Events (by Jonathan Kehayias)) By evaluating predicates early in the event firing sequence we can reduce the performance impact of collecting events by stopping event collection when the criteria are not met. You can specify predicates on both event fields and on a special object called a predicate source. Predicate sources are similar to action in that they typically are related to some type of global information available from the server. You will find that many of the actions available in Extended Events have equivalent predicate sources, but actions and predicates sources are not the same thing. Applying predicates, whether on a field or predicate source, is very similar to what you are used to in T-SQL in terms of how they work; you pick some field/source and compare it to a value, for example, session_id = 52. There is one predicate source that merits special attention though, not just for its special use, but for how the order of predicate evaluation impacts the behavior you see. I’m referring to the counter predicate source. The counter predicate source gives you a way to sample a subset of events that otherwise meet the criteria of the predicate; for example you could collect every other event, or only every tenth event. Simple CountingThe counter predicate source works by creating an in memory counter that increments every time the predicate statement is evaluated. Here is a simple example with my favorite event, sql_statement_completed, that only collects the second statement that is run. (OK, that’s not much of a sample, but this is for demonstration purposes. Here is the session definition: CREATE EVENT SESSION counter_test ON SERVERADD EVENT sqlserver.sql_statement_completed    (ACTION (sqlserver.sql_text)    WHERE package0.counter = 2)ADD TARGET package0.ring_bufferWITH (MAX_DISPATCH_LATENCY = 1 SECONDS) You can find general information about the session DDL syntax in BOL and from Pedro’s post Introduction to Extended Events. The important part here is the WHERE statement that defines that I only what the event where package0.count = 2; in other words, only the second instance of the event. Notice that I need to provide the package name along with the predicate source. You don’t need to provide the package name if you’re using event fields, only for predicate sources. Let’s say I run the following test queries: -- Run three statements to test the sessionSELECT 'This is the first statement'GOSELECT 'This is the second statement'GOSELECT 'This is the third statement';GO Once you return the event data from the ring buffer and parse the XML (see my earlier post on reading event data) you should see something like this: event_name sql_text sql_statement_completed SELECT ‘This is the second statement’ You can see that only the second statement from the test was actually collected. (Feel free to try this yourself. Check out what happens if you remove the WHERE statement from your session. Go ahead, I’ll wait.) Percentage Sampling OK, so that wasn’t particularly interesting, but you can probably see that this could be interesting, for example, lets say I need a 25% sample of the statements executed on my server for some type of QA analysis, that might be more interesting than just the second statement. All comparisons of predicates are handled using an object called a predicate comparator; the simple comparisons such as equals, greater than, etc. are mapped to the common mathematical symbols you know and love (eg. = and >), but to do the less common comparisons you will need to use the predicate comparators directly. You would probably look to the MOD operation to do this type sampling; we would too, but we don’t call it MOD, we call it divides_by_uint64. This comparator evaluates whether one number is divisible by another with no remainder. The general syntax for using a predicate comparator is pred_comp(field, value), field is always first and value is always second. So lets take a look at how the session changes to answer our new question of 25% sampling: CREATE EVENT SESSION counter_test_25 ON SERVERADD EVENT sqlserver.sql_statement_completed    (ACTION (sqlserver.sql_text)    WHERE package0.divides_by_uint64(package0.counter,4))ADD TARGET package0.ring_bufferWITH (MAX_DISPATCH_LATENCY = 1 SECONDS)GO Here I’ve replaced the simple equivalency check with the divides_by_uint64 comparator to check if the counter is evenly divisible by 4, which gives us back every fourth record. I’ll leave it as an exercise for the reader to test this session. Why order matters I indicated at the start of this post that order matters when it comes to the counter predicate – it does. Like most other predicate systems, Extended Events evaluates the predicate statement from left to right; as soon as the predicate statement is proven false we abandon evaluation of the remainder of the statement. The counter predicate source is only incremented when it is evaluated so whether or not the counter is incremented will depend on where it is in the predicate statement and whether a previous criteria made the predicate false or not. Here is a generic example: Pred1: (WHERE statement_1 AND package0.counter = 2)Pred2: (WHERE package0.counter = 2 AND statement_1) Let’s say I cause a number of events as follows and examine what happens to the counter predicate source. Iteration Statement Pred1 Counter Pred2 Counter A Not statement_1 0 1 B statement_1 1 2 C Not statement_1 1 3 D statement_1 2 4 As you can see, in the case of Pred1, statement_1 is evaluated first, when it fails (A & C) predicate evaluation is stopped and the counter is not incremented. With Pred2 the counter is evaluated first, so it is incremented on every iteration of the event and the remaining parts of the predicate are then evaluated. In this example, Pred1 would return an event for D while Pred2 would return an event for B. But wait, there is an interesting side-effect here; consider Pred2 if I had run my statements in the following order: Not statement_1 Not statement_1 statement_1 statement_1 In this case I would never get an event back from the system because the point at which counter=2, the rest of the predicate evaluates as false so the event is not returned. If you’re using the counter target for sampling and you’re not getting the expected events, or any events, check the order of the predicate criteria. As a general rule I’d suggest that the counter criteria should be the last element of your predicate statement since that will assure that your sampling rate will apply to the set of event records defined by the rest of your predicate. Aside: I’m interested in hearing about uses for putting the counter predicate criteria earlier in the predicate statement. If you have one, post it in a comment to share with the class. - Mike Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • Create a Counter within a For-Loop?

    - by Todd Hartman
    I am a novice programmer and apologize upfront for the complicated question. I am trying to create a lexical decision task for experimental research, in which respondents must decide if a series of letters presented on the screen make a "word" or "not a word". Everything works reasonably well except for the bit where I want to randomly select a word (category A) or nonword (category B) for each of 80 trials from a separate input file (input.txt). The randomization works, but some elements from each list (category A or B) are skipped because I have used "round.catIndex = j;" where "j" is a loop for each successive trial. Because some trials randomly select from Category A and other from Category B, "j" does not move successively down the list for each category. Instead, elements from the Category A list may be selected from something like 1, 2, 5, 8, 9, 10, and so on (it varies each time because of the randomization). To make a long story short(!), how do I create a counter that will work within the for-loop for each trial, so that every word and nonword from Category A and B, respectively, will be used for the lexical decision task? Everything I have tried thus far does not work properly or breaks the javascript entirely. Below is my code snippet and the full code is available at http://50.17.194.59/LDT/trunk/LDT.js. Also, the full lexical decision task can be accessed at http://50.17.194.59/LDT/trunk/LDT.php. Thanks! function initRounds() { numlst = []; for (var k = 0; k<numrounds; k++) { if (k % 2 == 0) numlst[k] = 0; else numlst[k] = 1; } numlst.sort(function() {return 0.5 - Math.random()}) for (var j = 0; j<numrounds; j++) { var round = new LDTround(); if (numlst[j] == 0) { round.category = input.catA.datalabel; } else if (numlst[j] == 1) { round.category = input.catB.datalabel; } // pick a category & stimulus if (round.category == input.catA.datalabel) { round.itemtype = input.catA.itemtype; round.correct = 1; round.catIndex = j; } else if (round.category == input.catB.datalabel) { round.itemtype = input.catB.itemtype; round.correct = 2; round.catIndex = j; } roundArray[i].push(round); } return roundArray; }

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  • Label in PyQt4 GUI not updating with every loop of FOR loop

    - by user297920
    I'm having a problem, where I wish to run several command line functions from a python program using a GUI. I don't know if my problem is specific to PyQt4 or if it has to do with my bad use of python code. What I wish to do is have a label on my GUI change its text value to inform the user which command is being executed. My problem however, arises when I run several commands using a for loop. I would like the label to update itself with every loop, however, the program is not updating the GUI label with every loop, instead, it only updates itself once the entire loop is completed, and displays only the last command that was executed. I am using PyQt4 for my GUI environment. And I have established that the text variable for the label is indeed being updated with every loop, but, it is not actually showing up visually in the GUI. Is there a way for me to force the label to update itself? I have tried the update() and repaint() methods within the loop, but they don't make any difference. I would really appreciate any help. Thank you. Ronny. Here is the code I am using: # -*- coding: utf-8 -*- import sys, os from PyQt4 import QtGui, QtCore Gui = QtGui Core = QtCore # ================================================== CREATE WINDOW OBJECT CLASS class Win(Gui.QWidget): def __init__(self, parent = None): Gui.QWidget.__init__(self, parent) # --------------------------------------------------- SETUP PLAY BUTTON self.but1 = Gui.QPushButton("Run Commands",self) self.but1.setGeometry(10,10, 200, 100) # -------------------------------------------------------- SETUP LABELS self.label1 = Gui.QLabel("No Commands running", self) self.label1.move(10, 120) # ------------------------------------------------------- SETUP ACTIONS self.connect(self.but1, Core.SIGNAL("clicked()"), runCommands) # ======================================================= RUN COMMAND FUNCTION def runCommands(): for i in commands: win.label1.setText(i) # Make label display the command being run print win.label1.text() # This shows that the value is actually # changing with every loop, but its just not # being reflected in the GUI label os.system(i) # ======================================================================== MAIN # ------------------------------------------------------ THE TERMINAL COMMANDS com1 = "espeak 'senntence 1'" com2 = "espeak 'senntence 2'" com3 = "espeak 'senntence 3'" com4 = "espeak 'senntence 4'" com5 = "espeak 'senntence 5'" commands = (com1, com2, com3, com4, com5) # --------------------------------------------------- SETUP THE GUI ENVIRONMENT app = Gui.QApplication(sys.argv) win = Win() win.show() sys.exit(app.exec_())

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  • How does this game loop actually work?

    - by Nicolai
    I read this playfulJS post, about ray-casting: http://www.playfuljs.com/a-first-person-engine-in-265-lines/ It looks really interested, so I decided to look at his javascript. I am no expert in javascript, so I quickly got lost. It's the game loop "object" that really gets me. I simply don't understand how it works. From the code: function GameLoop() { this.frame = this.frame.bind(this); this.lastTime = 0; this.callback = function() {}; } GameLoop.prototype.start = function(callback) { this.callback = callback; requestAnimationFrame(this.frame); }; GameLoop.prototype.frame = function(time) { var seconds = (time - this.lastTime) / 1000; this.lastTime = time; if (seconds < 0.2) this.callback(seconds); requestAnimationFrame(this.frame); }; var loop = new GameLoop(); loop.start(function frame(seconds) { map.update(seconds); player.update(controls.states, map, seconds); camera.render(player, map); }); Now, what really confuses me here, is this bind stuff and how this actually loops. I am guessing, that if less than 0.2 seconds have passed, since the last time the loop was run, it simply goes back to re-check the time. If more than 0.2 seconds have passed, it leaves the frame function, and executes the 3 lines in the loop. But, if this is true, then how does the loop.start() get called again? And what on earth is the meaning of this.frame = this.frame.bind(this);? I've looked up prototypes bind() but I really don't understand it.

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  • In Perl, is a while loop generally faster than a for loop?

    - by Mike
    I've done a small experiment as will be shown below and it looks like that a while loop is faster than a for loop in Perl. But since the experiment was rather crude, and the subject might be a lot more complicated than it seems, I'd like to hear what you have to say about this. Thanks as always for any comments/suggestions :) In the following two small scripts, I've tried while and for loops separately to calcaulte the factorial of 100,000. The one that has the while loop took 57 minutes 17 seconds to finish while the for loop equivalent took 1 hour 7 minutes 54 seconds. Script that has while loop: use strict; use warnings; use bigint; my $now = time; my $n =shift; my $s=1; while(1){ $s *=$n; $n--; last if $n==2; } print $s*$n; $now = time - $now; printf("\n\nTotal running time: %02d:%02d:%02d\n\n", int($now / 3600), int(($now % 3600) / 60), int($now % 60)); Script that has for loop: use strict; use warnings; use bigint; my $now = time; my $n =shift; my $s=1; for (my $i=2; $i<=$n;$i++) { $s = $s*$i; } print $s; $now = time - $now; printf("\n\nTotal running time: %02d:%02d:%02d\n\n", int($now / 3600), int(($now % 3600) / 60), int($now % 60));

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  • javascript game loop and game update design

    - by zuo
    There is a main game loop in my program, which calls game update every frame. However, to make better animation and better control, there is a need to implement a function like updateEveryNFrames(n, func). I am considering implementing a counter for each update. The counter will be added by one each frame. The update function will be invoked according to the counter % n. For example, in a sequence of sprites animation, I can use the above function to control the speed of the animation. Can some give some advice or other solutions?

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  • Triggering State Changes with Health Counter

    - by Hairgami_Master
    I'm developing a game where the player changes states as their health decreases. Below 50, it should trigger animation1. Below 30, it should trigger animation2. The problem is, I only want to trigger animation1 once. But my game timer is checking every "frame", so it's triggering animation1 every cycle below 50. I only want it to trigger once, then not again until it's gone over 50 and then naturally decreased back to below 50. Are there any tried and true strategies for triggering state changes as a timer counts down (without the over-triggering problem)? I thought I could say: if (health == 50) animation1.play(); but sometimes, health never equals exactly 50, so it will skip right past that statement.

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  • Help with converting foreach loop to while loop in c#

    - by James Dawson
    I had learnt by reading your great answers here, that it is not good practice deleting items from within a foreach loop, as it is (and I quote) "Sawing off the branch you're sitting on". My code currently removes the text from the dropdownlist, but the actual item remains (just without text displayed). In other words, it isn't deleting, and probably can't because you can't delete from within a foreach loop. After hours of trying I am unable to get my head around a way of doing it. //For each checked box, run the delete code for (int i = 0; i < this.organizeFav.CheckedItems.Count; i++) { //this is the foreach loop foreach (ToolStripItem mItem in favoritesToolStripMenuItem.DropDownItems) { //This rules out seperators if (mItem is ToolStripMenuItem) { ToolStripMenuItem menuItem = mItem as ToolStripMenuItem; //This matches the dropdownitems text to the CheckedItems String if (((ToolStripMenuItem)mItem).Text.ToString() == organizeFav.CheckedItems[i].ToString()) { //And deletes the item menuItem.DropDownItems.Remove(mItem); } } } } But it isn't deleting because it is within a foreach loop! I would greatly appreciate your help, and be truly amazed if anyone can get their head around this code :) Kind Regards

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  • breaking out of for loop when running a function inside a for loop

    - by andrewj
    I'm embarrassed that I'm asking this question, but here I go: Suppose you have the following function foo. When I'm running a for loop, I'd like it to skip the remainder of foo when foo initially returns the value of 0. However, break doesn't work when it's inside a function. As it's currently written, I get an error message, no loop to break from, jumping to top level. Any suggestions? foo <- function(x) { y <- x-2 if (y==0) {break} # how do I tell the for loop to skip this z <- y + 100 z } for (i in 1:3) { print(foo(i)) }

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  • breaking out of for loop when running a function inside a for loop in R

    - by andrewj
    I'm embarrassed that I'm asking this question, but here I go: Suppose you have the following function foo. When I'm running a for loop, I'd like it to skip the remainder of foo when foo initially returns the value of 0. However, break doesn't work when it's inside a function. As it's currently written, I get an error message, no loop to break from, jumping to top level. Any suggestions? foo <- function(x) { y <- x-2 if (y==0) {break} # how do I tell the for loop to skip this z <- y + 100 z } for (i in 1:3) { print(foo(i)) }

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  • Need to convert this for loop to a while loop

    - by Bragaadeesh
    Hi guys, I solved a problem recently. But I have this one piece of code where I dont utilize the for loop initialization and condition check. It looks a bit odd that way for a for loop. I want to convert it into a while loop. Please help me do it. I tried many times, but somewhere something is missing. for(;;current =(current+1)%n){ if(eliminated[current%n]){ continue; }else{ inkiPinki++; if(inkiPinki == m){ eliminated[current%n] = true; printStatus(eliminated, people); remainingGuys--; break; } } } In the above code eliminiated[index] is a boolean.

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  • for loop will not loop

    - by Bjørn Jostein Aurheim
    I have a for loop that I will use to compute time intervals to add to an ArrayList. The problem is that I can not prove that the for loop is being executed. Nothing is printed when using the system.out.println() statement, and nothing is added to the array from inside the loop ... any sugestions? // lager tidspunkter og legger disse inn i en Array kalt tider tid.setTimer(16); tid.setMinutter(0); tid.setSekunder(0); tider.add(tid.asString());// String "16:00" is added as it should System.out.println("tiden er: "+tid.asString());// gives 16:00 printed for(int i=0;i>12;i++){ System.out.println("er i løkken");// gives nothing printed tid.increaseMinutter(30); System.out.println(tid.asString());// gives nothing printed tider.add(tid.asString()); }

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  • Rewriting .each() loop as for loop to optimize, how to replicate $(this).attr()

    - by John B
    I running into some performance issues with a jquery script i wrote when running in ie so I'm going through it trying to optimize any way possible. Apparently using for loops is way faster than using the jQuery .each method. This has led me to a question regarding the equivalent of $(this) inside a for loop. I'm simplifying what I'm doing in my loop down to just using an attr() function as it gets across my main underlying question. Im doing this with each(simplified) var existing = $('#existing'); existing.each(function(){ console.log($(this).attr('id')); }); And I've tried rewriting it as a for loop as such: var existing = $('#existing'); for(var i = 0;i < existing.length;i++) { console.log(existing[i].attr('id')); } Its throwing an error saying: Uncaught TypeError: Object #<HTMLDivElement> has no method 'attr' Thanks.

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  • Limiting game loop to exactly 60 tics per second (Android / Java)

    - by user22241
    So I'm having terrible problems with stuttering sprites. My rendering and logic takes less than a game tic (16.6667ms) However, although my game loop runs most of the time at 60 ticks per second, it sometimes goes up to 61 - when this happens, the sprites stutter. Currently, my variables used are: //Game updates per second final int ticksPerSecond = 60; //Amount of time each update should take final int skipTicks = (1000 / ticksPerSecond); This is my current game loop @Override public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub //This method will run continuously //You should call both 'render' and 'update' methods from here //Set curTime initial value if '0' //Set/Re-set loop back to 0 to start counting again loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip){ SceneManager.getInstance().getCurrentScene().updateLogic(); //Time correction to compensate for the missing .6667ms when using int values nextGameTick+=skipTicks; timeCorrection += (1000d/ticksPerSecond) % 1; nextGameTick+=timeCorrection; timeCorrection %=1; //Increase loops loops++; } render(); } I realise that my skipTicks is an int and therefore will come out as 16 rather that 16.6667 However, I tried changing it (and ticksPerSecond) to Longs but got the same problem). I also tried to change the timer used to Nanotime and skiptics to 1000000000/ticksPerSecond, but everything just ran at about 300 ticks per seconds. All I'm attempting to do is to limit my game loop to 60 - what is the best way to guarantee that my game updates never happen at more than 60 times a second? Please note, I do realise that very very old devices might not be able to handle 60 although I really don't expect this to happen - I've tested it on the lowest device I have and it easily achieves 60 tics. So I'm not worried about a device not being able to handle the 60 ticks per second, but rather need to limit it - any help would be appreciated.

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  • how to restrict a jsp hit counter?

    - by user261002
    I am writing a hot counter in jsp, for my coursework. I have write the code, and there is not error and its working, but the problem is that: if the user have open the website and try to user different page, when ever that the user get back to the home page the counter still is adding a number , how can I restrict this part??? shall restrict it with session?? this is my code : The current count for the counter bean is: <% counter.saveCount(); int _numberofvisitors=counter.getVisitorsNumber(); out.println(_numberofvisitors); % Bean: package counter; import java.sql.*; import java.sql.SQLException; public class CounterBean implements java.io.Serializable { int coun = 0; public CounterBean() { database.DatabaseManager.getInstance().getDatabaseConnection(); } public int getCoun() { return this.coun; } public void setCoun(int coun) { this.coun += coun; } public boolean saveCount() { boolean _save = false; database.SQLUpdateStatement sqlupdate = new database.SQLUpdateStatement("counter", "hitcounter"); sqlupdate.addColumn("hitcounter", getCoun()); if (sqlupdate.Execute()) { _save = true; } return _save; } public int getVisitorsNumber() throws SQLException { int numberOfVisitors = 0; if (database.DatabaseManager.getInstance().connectionOK()) { database.SQLSelectStatement sqlselect = new database.SQLSelectStatement("counter", "hitcounter", "0"); ResultSet _userExist = sqlselect.executeWithNoCondition(); if (_userExist.next()) { numberOfVisitors = _userExist.getInt("hitcounter"); } } return numberOfVisitors; } }

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  • Turn-based Strategy Loop

    - by Djentleman
    I'm working on a strategy game. It's turn-based and card-based (think Dominion-style), done in a client, with eventual AI in the works. I've already implemented almost all of the game logic (methods for calculations and suchlike) and I'm starting to work on the actual game loop. What is the "best" way to implement a game loop in such a game? Should I use a simple "while gameActive" loop that keeps running until gameActive is False, with sections that wait for player input? Or should it be managed through the UI with player actions determining what happens and when? Any help is appreciated. I'm doing it in Python (for now at least) to get my Python skills up a bit, although the language shouldn't matter for this question.

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  • How to add more /dev/loop* devices on Fedora 19

    - by user219372
    How to add more /dev/loop* devices on Fedora 19? I do: # uname -r 3.11.2-201.fc19.x86_64 # lsmod |grep loop # ls /dev/loop* /dev/loop0 /dev/loop1 /dev/loop2 /dev/loop3 /dev/loop4 /dev/loop5 /dev/loop6 /dev/loop7 /dev/loop-control # modprobe loop max_loop=128 # ls /dev/loop* /dev/loop0 /dev/loop1 /dev/loop2 /dev/loop3 /dev/loop4 /dev/loop5 /dev/loop6 /dev/loop7 /dev/loop-control So nothing changes.

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  • Trying to create an infinite for loop that can stop using function doIt()

    - by JoeOzz
    Hey guys, I'm new to javascript and I'm doing a project for my final in class. I need to make it so this game engine I manipulated causes the generation button to go for an infinite loop. I also need to stop it using (Reset==1). Any help? Here's the code I have so far if that helps: function generation() { for(y2=0; y2<2500; y2++) { tempmapactual[y2]=mapactual[y2]; } for (g=0;g<2500;g++) { neighbours=0; for (h=0;h<8;h++) { if (g+coords[h]>0 && g+coords[h]<2499 && mapactual[g+coords[h]]=="white.gif") {neighbours=neighbours+1;} } if (neighbours>=4 || neighbours==1 || neighbours==0) {tempmapactual[g]="black.gif";} if (neighbours==3) {tempmapactual[g]="white.gif";} } for(y3=0; y3<2500; ++y3) { if (mapactual[y3]!=tempmapactual[y3]) { mapactual[y3]=tempmapactual[y3]; document.images[y3+offset].src=mapactual[y3]; } } } </script> <script> function doIt() { for (i=0; i<X; i++) { // This is where I have trouble. What part of generation() do I call? } if (Reset==1) break; // This will kill the loop instantly. } } </script> <script> window.onload(doIt($(X).value))); </script> <form> <input type="button" value="generate" onClick="generation();"> </form> <form> <input type="text"> </form> <form> <input type="button" value="Infinite Loop!" onclick="doIt();"> </form> <form> <input type="button" value="Reset" onclick="doIt();"> </form>

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  • Simple Counter issue

    - by TechyDude
    I want to make a very simple counter that increases the value when you click a button. When I click the add button the first time, the number doesn't increase, however I console log the value which increases the result everytime. Any ideas? The fiddle: http://jsfiddle.net/techydude/H63As/ $(function() { var //valueCount = $("counter").value(), counter = $("#counter"), addBtn = $("#add"), value = $("#counter").html(); addBtn.on("click", function() { counter.html(value ++); console.log(value); return }); });

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  • C - is it possible to decrement the max value of a for loop from within the for loop?

    - by hatorade
    for example: void decrement(int counter) { counter--; } int counter = 20; for (int i = 0; i < counter; i++) { for (int j = 0; j < counter, j++) { decrement(counter); } } ideally, what i'd like to see is the counter var being decremented every time the for loop is run, so that it runs fewer than 20 iterations. but gdb shows that within decrement() counter is decremented, but that going back to the for loop counter actually stays the same.

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  • PHP foreach loop through multidimensional array

    - by Muiter
    I have an multidimensional array, how can I use it? I want to use each seperate array in an for loop. I have this code <?php foreach ($calculatie_id[$i] as $value) { echo $value; } ? print_r($calculatie_id); gives Array ( [0] = Array ( [0] = 4 [1] = 6 ) [1] = Array ( [0] = 1 [1] = 5 ) [2] = Array ( [0] = 5 [1] = 6 ) [3] = ) But when using the foreach I only get 46

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  • How to make this game loop deterministic

    - by Lanaru
    I am using the following game loop for my pacman clone: long prevTime = System.currentTimeMillis(); while (running) { long curTime = System.currentTimeMillis(); float frameTime = (curTime - prevTime) / 1000f; prevTime = curTime; while (frameTime > 0.0f) { final float deltaTime = Math.min(frameTime, TIME_STEP); update(deltaTime); frameTime -= deltaTime; } repaint(); } The thing is, I don't always get the same ghost movement every time I run the game (their logic is deterministic), so it must be the game loop. I imagine it's due to the final float deltaTime = Math.min(frameTime, TIME_STEP); line. What's the best way of modifying this to perform the exact same way every time I run it? Also, any further improvements I can make?

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  • PHP: Loop or no loop?

    - by Joseph Robidoux
    In this situation, is it better to use a loop or not? echo "0"; echo "1"; echo "2"; echo "3"; echo "4"; echo "5"; echo "6"; echo "7"; echo "8"; echo "9"; echo "10"; echo "11"; echo "12"; echo "13"; or $number = 0; while ($number != 13) { echo $number; $number = $number + 1; }

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  • Addind the sum of numbers using a loop statement

    - by Deonna
    I need serious help diving the positive numbers and the negative numbers. I am to accumulate the total of the negative values and separately accumulate the total of the positive values. After the loop, you are then to display the sum of the negative values and the sum of the positive values. The data is suppose to look like this: -2.3 -1.9 -1.5 -1.1 -0.7 -0.3 0.1 0.5 0.9 1.3 1.7 2.1 2.5 2.9 Sum of negative values: -7.8 Sum of positive values: 12 So far I have this: int main () { int num, num2, num3, num4, num5, sum, count, sum1; int tempVariable = 0; int numCount = 100; int newlineCount = 0, newlineCount1 = 0; float numCount1 = -2.3; while (numCount <= 150) { cout << numCount << " "; numCount += 2; newlineCount ++; if(newlineCount == 6) { cout<< " " << endl; newlineCount = 0; } } **cout << "" << endl; while (numCount1 <=2.9 ) { cout << numCount1 << " "; numCount1 += 0.4; newlineCount1 ++; } while ( newlineCount1 <= 0 && newlineCount >= -2.3 ); cout << "The sum is " << newlineCount1 << endl;** return 0; }

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