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  • Most efficient way to implement delta time

    - by Starkers
    Here's one way to implement delta time: /// init /// var duration = 5000, currentTime = Date.now(); // and create cube, scene, camera ect ////// function animate() { /// determine delta /// var now = Date.now(), deltat = now - currentTime, currentTime = now, scalar = deltat / duration, angle = (Math.PI * 2) * scalar; ////// /// animate /// cube.rotation.y += angle; ////// /// update /// requestAnimationFrame(render); ////// } Could someone confirm I know how it works? Here what I think is going on: Firstly, we set duration at 5000, which how long the loop will take to complete in an ideal world. With a computer that is slow/busy, let's say the animation loop takes twice as long as it should, so 10000: When this happens, the scalar is set to 2.0: scalar = deltat / duration scalar = 10000 / 5000 scalar = 2.0 We now times all animation by twice as much: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 2.0; angle = (Math.PI * 4) // which is 2 rotations When we do this, the cube rotation will appear to 'jump', but this is good because the animation remains real-time. With a computer that is going too quickly, let's say the animation loop takes half as long as it should, so 2500: When this happens, the scalar is set to 0.5: scalar = deltat / duration scalar = 2500 / 5000 scalar = 0.5 We now times all animation by a half: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 0.5; angle = (Math.PI * 1) // which is half a rotation When we do this, the cube won't jump at all, and the animation remains real time, and doesn't speed up. However, would I be right in thinking this doesn't alter how hard the computer is working? I mean it still goes through the loop as fast as it can, and it still has render the whole scene, just with different smaller angles! So this a bad way to implement delta time, right? Now let's pretend the computer is taking exactly as long as it should, so 5000: When this happens, the scalar is set to 1.0: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 1; angle = (Math.PI * 2) // which is 1 rotation When we do this, everything is timsed by 1, so nothing is changed. We'd get the same result if we weren't using delta time at all! My questions are as follows Mostly importantly, have I got the right end of the stick here? How do we know to set the duration to 5000 ? Or can it be any number? I'm a bit vague about the "computer going too quickly". Is there a way loop less often rather than reduce the animation steps? Seems like a better idea. Using this method, do all of our animations need to be timesed by the scalar? Do we have to hunt down every last one and times it? Is this the best way to implement delta time? I think not, due to the fact the computer can go nuts and all we do is divide each animation step and because we need to hunt down every step and times it by the scalar. Not a very nice DSL, as it were. So what is the best way to implement delta time? Below is one way that I do not really get but may be a better way to implement delta time. Could someone explain please? // Globals INV_MAX_FPS = 1 / 60; frameDelta = 0; clock = new THREE.Clock(); // In the animation loop (the requestAnimationFrame callback)… frameDelta += clock.getDelta(); // API: "Get the seconds passed since the last call to this method." while (frameDelta >= INV_MAX_FPS) { update(INV_MAX_FPS); // calculate physics frameDelta -= INV_MAX_FPS; } How I think this works: Firstly we set INV_MAX_FPS to 0.01666666666 How we will use this number number does not jump out at me. We then intialize a frameDelta which stores how long the last loop took to run. Come the first loop frameDelta is not greater than INV_MAX_FPS so the loop is not run (0 = 0.01666666666). So nothing happens. Now I really don't know what would cause this to happen, but let's pretend that the loop we just went through took 2 seconds to complete: We set frameDelta to 2: frameDelta += clock.getDelta(); frameDelta += 2.00 Now we run an animation thanks to update(0.01666666666). Again what is relevance of 0.01666666666?? And then we take away 0.01666666666 from the frameDelta: frameDelta -= INV_MAX_FPS; frameDelta = frameDelta - INV_MAX_FPS; frameDelta = 2 - 0.01666666666 frameDelta = 1.98333333334 So let's go into the second loop. Let's say it took 2(? Why not 2? Or 12? I am a bit confused): frameDelta += clock.getDelta(); frameDelta = frameDelta + clock.getDelta(); frameDelta = 1.98333333334 + 2 frameDelta = 3.98333333334 This time we enter the while loop because 3.98333333334 = 0.01666666666 We run update We take away 0.01666666666 from frameDelta again: frameDelta -= INV_MAX_FPS; frameDelta = frameDelta - INV_MAX_FPS; frameDelta = 3.98333333334 - 0.01666666666 frameDelta = 3.96666666668 Now let's pretend the loop is super quick and runs in just 0.1 seconds and continues to do this. (Because the computer isn't busy any more). Basically, the update function will be run, and every loop we take away 0.01666666666 from the frameDelta untill the frameDelta is less than 0.01666666666. And then nothing happens until the computer runs slowly again? Could someone shed some light please? Does the update() update the scalar or something like that and we still have to times everything by the scalar like in the first example?

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  • Level of detail algorithm not functioning correctly

    - by Darestium
    I have been working on this problem for months; I have been creating Planet Generator of sorts, after more than 6 months of work I am no closer to finishing it then I was 4 months ago. My problem; The terrain does not subdivide in the correct locations properly, it almost seems as if there is a ghost camera next to me, and the quads subdivide based on the position of this "ghost camera". Here is a video of the broken program: http://www.youtube.com/watch?v=NF_pHeMOju8 The best example of the problem occurs around 0:36. For detail limiting, I am going for a chunked LOD approach, which subdivides the terrain based on how far you are away from it. I use a "depth table" to determine how many subdivisions should take place. void PQuad::construct_depth_table(float distance) { tree[0] = -1; for (int i = 1; i < MAX_DEPTH; i++) { tree[i] = distance; distance /= 2.0f; } } The chuncked LOD relies on the child/parent structure of quads, the depth is determined by a constant e.g: if the constant is 6, there are six levels of detail. The quads which should be drawn go through a distance test from the player to the centre of the quad. void PQuad::get_recursive(glm::vec3 player_pos, std::vector<PQuad*>& out_children) { for (size_t i = 0; i < children.size(); i++) { children[i].get_recursive(player_pos, out_children); } if (this->should_draw(player_pos) || this->depth == 0) { out_children.emplace_back(this); } } bool PQuad::should_draw(glm::vec3 player_position) { float distance = distance3(player_position, centre); if (distance < tree[depth]) { return true; } return false; } The root quad has four children which could be visualized like the following: [] [] [] [] Where each [] is a child. Each child has the same amount of children up until the detail limit, the quads which have are 6 iterations deep are leaf nodes, these nodes have no children. Each node has a corresponding Mesh, each Mesh structure has 16x16 Quad-shapes, each Mesh's Quad-shapes halves in size each detail level deeper - creating more detail. void PQuad::construct_children() { // Calculate the position of the Quad based on the parent's location calculate_position(); if (depth < (int)MAX_DEPTH) { children.reserve((int)NUM_OF_CHILDREN); for (int i = 0; i < (int)NUM_OF_CHILDREN; i++) { children.emplace_back(PQuad(this->face_direction, this->radius)); PQuad *child = &children.back(); child->set_depth(depth + 1); child->set_child_index(i); child->set_parent(this); child->construct_children(); } } else { leaf = true; } } The following function creates the vertices for each quad, I feel that it may play a role in the problem - I just can't determine what is causing the problem. void PQuad::construct_vertices(std::vector<glm::vec3> *vertices, std::vector<Color3> *colors) { vertices->reserve(quad_width * quad_height); for (int y = 0; y < quad_height; y++) { for (int x = 0; x < quad_width; x++) { switch (face_direction) { case YIncreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, quad_height - 1.0f, -(position.y + y * element_width))); break; case YDecreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, 0.0f, -(position.y + y * element_width))); break; case XIncreasing: vertices->emplace_back(glm::vec3(quad_width - 1.0f, position.y + y * element_width, -(position.x + x * element_width))); break; case XDecreasing: vertices->emplace_back(glm::vec3(0.0f, position.y + y * element_width, -(position.x + x * element_width))); break; case ZIncreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, position.y + y * element_width, 0.0f)); break; case ZDecreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, position.y + y * element_width, -(quad_width - 1.0f))); break; } // Position the bottom, right, front vertex of the cube from being (0,0,0) to (-16, -16, 16) (*vertices)[vertices->size() - 1] -= glm::vec3(quad_width / 2.0f, quad_width / 2.0f, -(quad_width / 2.0f)); colors->emplace_back(Color3(255.0f, 255.0f, 255.0f, false)); } } switch (face_direction) { case YIncreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, quad_height - 1.0f, -(position.y + quad_height / 2.0f)); break; case YDecreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, 0.0f, -(position.y + quad_height / 2.0f)); break; case XIncreasing: this->centre = glm::vec3(quad_width - 1.0f, position.y + quad_height / 2.0f, -(position.x + quad_width / 2.0f)); break; case XDecreasing: this->centre = glm::vec3(0.0f, position.y + quad_height / 2.0f, -(position.x + quad_width / 2.0f)); break; case ZIncreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, position.y + quad_height / 2.0f, 0.0f); break; case ZDecreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, position.y + quad_height / 2.0f, -(quad_height - 1.0f)); break; } this->centre -= glm::vec3(quad_width / 2.0f, quad_width / 2.0f, -(quad_width / 2.0f)); } Any help in discovering what is causing this "subdivding in the wrong place" would be greatly appreciated.

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  • Black Screen: How to set Projection/View Matrix

    - by Lisa
    I have a Windows Phone 8 C#/XAML with DirectX component project. I'm rendering some particles, but each particle is a rectangle versus a square (as I've set the vertices to be positions equally offset from each other). I used an Identity matrix in the view and projection matrix. I decided to add the windows aspect ratio to prevent the rectangles. But now I get a black screen. None of the particles are rendered now. I don't know what's wrong with my matrices. Can anyone see the problem? These are the default matrices in Microsoft's project example. View Matrix: XMVECTOR eye = XMVectorSet(0.0f, 0.7f, 1.5f, 0.0f); XMVECTOR at = XMVectorSet(0.0f, -0.1f, 0.0f, 0.0f); XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f); XMStoreFloat4x4(&m_constantBufferData.view, XMMatrixTranspose(XMMatrixLookAtRH(eye, at, up))); Projection Matrix: void CubeRenderer::CreateWindowSizeDependentResources() { Direct3DBase::CreateWindowSizeDependentResources(); float aspectRatio = m_windowBounds.Width / m_windowBounds.Height; float fovAngleY = 70.0f * XM_PI / 180.0f; if (aspectRatio < 1.0f) { fovAngleY /= aspectRatio; } XMStoreFloat4x4(&m_constantBufferData.projection, XMMatrixTranspose(XMMatrixPerspectiveFovRH(fovAngleY, aspectRatio, 0.01f, 100.0f))); } I've tried modifying them to use cocos2dx's WP8 example. XMMATRIX identityMatrix = XMMatrixIdentity(); float fovy = 60.0f; float aspect = m_windowBounds.Width / m_windowBounds.Height; float zNear = 0.1f; float zFar = 100.0f; float xmin, xmax, ymin, ymax; ymax = zNear * tanf(fovy * XM_PI / 360); ymin = -ymax; xmin = ymin * aspect; xmax = ymax * aspect; XMMATRIX tmpMatrix = XMMatrixPerspectiveOffCenterRH(xmin, xmax, ymin, ymax, zNear, zFar); XMMATRIX projectionMatrix = XMMatrixMultiply(tmpMatrix, identityMatrix); // View Matrix float fEyeX = m_windowBounds.Width * 0.5f; float fEyeY = m_windowBounds.Height * 0.5f; float fEyeZ = m_windowBounds.Height / 1.1566f; float fLookAtX = m_windowBounds.Width * 0.5f; float fLookAtY = m_windowBounds.Height * 0.5f; float fLookAtZ = 0.0f; float fUpX = 0.0f; float fUpY = 1.0f; float fUpZ = 0.0f; XMMATRIX tmpMatrix2 = XMMatrixLookAtRH(XMVectorSet(fEyeX,fEyeY,fEyeZ,0.f), XMVectorSet(fLookAtX,fLookAtY,fLookAtZ,0.f), XMVectorSet(fUpX,fUpY,fUpZ,0.f)); XMMATRIX viewMatrix = XMMatrixMultiply(tmpMatrix2, identityMatrix); XMStoreFloat4x4(&m_constantBufferData.view, viewMatrix); Vertex Shader cbuffer ModelViewProjectionConstantBuffer : register(b0) { //matrix model; matrix view; matrix projection; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float4 color : COLOR; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float4 color : COLOR; }; PixelInputType main(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; //===================================== // TODO: ADDED for testing input.position.z = 0.0f; //===================================== // Calculate the position of the vertex against the world, view, and projection matrices. //output.position = mul(input.position, model); output.position = mul(input.position, view); output.position = mul(output.position, projection); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Store the particle color for the pixel shader. output.color = input.color; return output; } Before I render the shader, I set the view/projection matrices into the constant buffer void ParticleRenderer::SetShaderParameters() { ViewProjectionConstantBuffer* dataPtr; D3D11_MAPPED_SUBRESOURCE mappedResource; DX::ThrowIfFailed(m_d3dContext->Map(m_constantBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource)); dataPtr = (ViewProjectionConstantBuffer*)mappedResource.pData; dataPtr->view = m_constantBufferData.view; dataPtr->projection = m_constantBufferData.projection; m_d3dContext->Unmap(m_constantBuffer.Get(), 0); // Now set the constant buffer in the vertex shader with the updated values. m_d3dContext->VSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf() ); // Set shader texture resource in the pixel shader. m_d3dContext->PSSetShaderResources(0, 1, &m_textureView); } Nothing, black screen... I tried so many different look at, eye, and up vectors. I tried transposing the matrices. I've set the particle center position to always be (0, 0, 0), I tried different positions too, just to make sure they're not being rendered offscreen.

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  • Android Bitmap : collision Detecting [on hold]

    - by user2505374
    I am writing an Android game right now and I would need some help in the collision of the wall on screen. When I drag the ball in the top and right it able to collide in wall but when I drag it faster it was able to overlap in the wall. public boolean onTouchEvent(MotionEvent event) { int x = (int) event.getX(); int y = (int) event.getY(); switch (event.getAction()) { // if the player moves case MotionEvent.ACTION_MOVE: { if (playerTouchRect.contains(x, y)) { boolean left = false; boolean right = false; boolean up = false; boolean down = false; boolean canMove = false; boolean foundFinish = false; if (x != pLastXPos) { if (x < pLastXPos) { left = true; } else { right = true; } pLastXPos = x; } if (y != pLastYPos) { if (y < pLastYPos) { up = true; } else { down = true; } pLastYPos = y; } plCellRect = getRectFromPos(x, y); newplRect.set(playerRect); newplRect.left = x - (int) (playerRect.width() / 2); newplRect.right = x + (int) (playerRect.width() / 2); newplRect.top = y - (int) (playerRect.height() / 2); newplRect.bottom = y + (int) (playerRect.height() / 2); int currentRow = 0; int currentCol = 0; currentRow = getRowFromYPos(newplRect.top); currentCol = getColFromXPos(newplRect.right); if(!canMove){ canMove = mapManager.getCurrentTile().pMaze[currentRow][currentCol] == Cell.wall; canMove =true; } finishTest = mapManager.getCurrentTile().pMaze[currentRow][currentCol]; foundA = finishTest == Cell.valueOf(letterNotGet + ""); canMove = mapManager.getCurrentTile().pMaze[currentRow][currentCol] != Cell.wall; canMove = (finishTest == Cell.floor || finishTest == Cell.pl) && canMove; if (canMove) { invalidate(); setTitle(); } if (foundA) { mapManager.getCurrentTile().pMaze[currentRow][currentCol] = Cell.floor; // finishTest letterGotten.add(letterNotGet); playCurrentLetter(); /*sounds.play(sExplosion, 1.0f, 1.0f, 0, 0, 1.5f);*/ foundS = letterNotGet == 's'; letterNotGet++; }if(foundS){ AlertDialog.Builder builder = new AlertDialog.Builder(mainActivity); builder.setTitle(mainActivity.getText(R.string.finished_title)); LayoutInflater inflater = mainActivity.getLayoutInflater(); View view = inflater.inflate(R.layout.finish, null); builder.setView(view); View closeButton =view.findViewById(R.id.closeGame); closeButton.setOnClickListener(new OnClickListener() { @Override public void onClick(View clicked) { if(clicked.getId() == R.id.closeGame) { mainActivity.finish(); } } }); AlertDialog finishDialog = builder.create(); finishDialog.show(); } else { Log.d(TAG, "INFO: updated player position"); playerRect.set(newplRect); setTouchZone(); updatePlayerCell(); } } // end of (CASE) if playerTouch break; } // end of (SWITCH) Case motion }//end of Switch return true; }//end of TouchEvent private void finish() { // TODO Auto-generated method stub } public int getColFromXPos(int xPos) { val = xPos / (pvWidth / mapManager.getCurrentTile().pCols); if (val == mapManager.getCurrentTile().pCols) { val = mapManager.getCurrentTile().pCols - 1; } return val; } /** * Given a y pixel position, return the row of the cell it is in This is * used when determining the type of adjacent Cells. * * @param yPos * y position in pixels * @return The cell this position is in */ public int getRowFromYPos(int yPos) { val = yPos / (pvHeight / mapManager.getCurrentTile().pRows); if (val == mapManager.getCurrentTile().pRows) { val = mapManager.getCurrentTile().pRows - 1; } return val; } /** * When preserving the position we need to know which cell the player is in, * so calculate it from the centre on its Rect */ public void updatePlayerCell() { plCell.x = (playerRect.left + (playerRect.width() / 2)) / (pvWidth / mapManager.getCurrentTile().pCols); plCell.y = (playerRect.top + (playerRect.height() / 2)) / (pvHeight / mapManager.getCurrentTile().pRows); if (mapManager.getCurrentTile().pMaze[plCell.y][plCell.x] == Cell.floor) { for (int row = 0; row < mapManager.getCurrentTile().pRows; row++) { for (int col = 0; col < mapManager.getCurrentTile().pCols; col++) { if (mapManager.getCurrentTile().pMaze[row][col] == Cell.pl) { mapManager.getCurrentTile().pMaze[row][col] = Cell.floor; break; } } } mapManager.getCurrentTile().pMaze[plCell.y][plCell.x] = Cell.pl; } } public Rect getRectFromPos(int x, int y) { calcCell.left = ((x / cellWidth) + 0) * cellWidth; calcCell.right = calcCell.left + cellWidth; calcCell.top = ((y / cellHeight) + 0) * cellHeight; calcCell.bottom = calcCell.top + cellHeight; Log.d(TAG, "Rect: " + calcCell + " Player: " + playerRect); return calcCell; } public void setPlayerRect(Rect newplRect) { playerRect.set(newplRect); } private void setTouchZone() { playerTouchRect.set( playerRect.left - playerRect.width() / TOUCH_ZONE, playerRect.top - playerRect.height() / TOUCH_ZONE, playerRect.right + playerRect.width() / TOUCH_ZONE, playerRect.bottom + playerRect.height() / TOUCH_ZONE); } public Rect getPlayerRect() { return playerRect; } public Point getPlayerCell() { return plCell; } public void setPlayerCell(Point cell) { plCell = cell; }

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  • C# Open Source software that is useful for learning Design Patterns

    - by Fathom Savvy
    In college I took a class in Expert Systems. The language the book taught (CLIPS) was esoteric - Expert Systems: Principles and Programming, Fourth Edition. I remember having a tough time with it. So, after almost failing the class, I needed to create the most awesome Expert System for my final presentation. I chose to create an expert system that would calculate risk analysis for a person's retirement portfolio. In short, the system would provide the services normally performed by one's financial adviser. In other words, based on personality, age, state of the macro economy, and other factors, should one's portfolio be conservative, moderate, or aggressive? In the appendix of the book (or on the CD-ROM), there was this in-depth example program for something unrelated to my presentation. Over my break, I read and re-read every line of that program until I understood it to the letter. Even though it was unrelated, I learned more than I ever could by reading all of the chapters. My presentation turned out to be pretty damn good and I received praises from my professor and classmates. So, the moral of the story is..., by understanding other people's code, you can gain greater insight into a language/paradigm than by reading canonical examples. Still, to this day, I am having trouble with everyday design patterns such as the Factory Pattern. I would like to know if anyone could recommend open source software that would help me understand the Gang of Four design patterns, at the very least. I have read the books, but I'm having trouble writing code for the concepts in the real world. Perhaps, by studying code used in today's real world applications, it might just "click". I realize a piece of software may only implement one kind of design pattern. But, if the pattern is an implementation you think is good for learning, and you know what pattern to look for within the source, I'm hoping you can tell me about it. For example, the System.Linq.Expressions namespace has a good example of the Visitor Pattern. The client calls Expression.Accept(new ExpressionVisitor()), which calls ExpressionVisitor (VisitExtension), which calls back to Expression (VisitChildren), which then calls Expression (Accept) again - wooah, kinda convoluted. The point to note here is that VisitChildren is a virtual method. Both Expression and those classes derived from Expression can implement the VisitChildren method any way they want. This means that one type of Expression can run code that is completely different from another type of derived Expression, even though the ExpressionVisitor class is the same in the Accept method. (As a side note Expression.Accept is also virtual). In the end, the code provides a real world example that you won't get in any book because it's kinda confusing. To summarize, If you know of any open source software that uses a design pattern implementation you were impressed by, please list it here. I'm sure it will help many others besides just me. public class VisitorPatternTest { public void Main() { Expression normalExpr = new Expression(); normalExpr.Accept(new ExpressionVisitor()); Expression binExpr = new BinaryExpression(); binExpr.Accept(new ExpressionVisitor()); } } public class Expression { protected internal virtual Expression Accept(ExpressionVisitor visitor) { return visitor.VisitExtension(this); } protected internal virtual Expression VisitChildren(ExpressionVisitor visitor) { if (!this.CanReduce) { throw Error.MustBeReducible(); } return visitor.Visit(this.ReduceAndCheck()); } public virtual Expression Visit(Expression node) { if (node != null) { return node.Accept(this); } return null; } public Expression ReduceAndCheck() { if (!this.CanReduce) { throw Error.MustBeReducible(); } Expression expression = this.Reduce(); if ((expression == null) || (expression == this)) { throw Error.MustReduceToDifferent(); } if (!TypeUtils.AreReferenceAssignable(this.Type, expression.Type)) { throw Error.ReducedNotCompatible(); } return expression; } } public class BinaryExpression : Expression { protected internal override Expression Accept(ExpressionVisitor visitor) { return visitor.VisitBinary(this); } protected internal override Expression VisitChildren(ExpressionVisitor visitor) { return CreateDummyExpression(); } protected internal Expression CreateDummyExpression() { Expression dummy = new Expression(); return dummy; } } public class ExpressionVisitor { public virtual Expression Visit(Expression node) { if (node != null) { return node.Accept(this); } return null; } protected internal virtual Expression VisitExtension(Expression node) { return node.VisitChildren(this); } protected internal virtual Expression VisitBinary(BinaryExpression node) { return ValidateBinary(node, node.Update(this.Visit(node.Left), this.VisitAndConvert<LambdaExpression>(node.Conversion, "VisitBinary"), this.Visit(node.Right))); } }

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  • Web Services Example - Part 2: Programmatic

    - by Denis T
    In this edition of the ADF Mobile blog we'll tackle part 2 of our Web Service examples.  In this posting we'll take a look at using a SOAP Web Service but calling it programmatically in code and parsing the return into a bean. Getting the sample code: Just click here to download a zip of the entire project.  You can unzip it and load it into JDeveloper and deploy it either to iOS or Android.  Please follow the previous blog posts if you need help getting JDeveloper or ADF Mobile installed.  Note: This is a different workspace than WS-Part1 Defining our Web Service: Just like our first installment, we are using the same public weather forecast web service provided free by CDYNE Corporation.  Sometimes this service goes down so please ensure you know it's up before reporting this example isn't working. We're going to concentrate on the same two web service methods, GetCityForecastByZIP and GetWeatherInformation. Defing the Application: The application setup is identical to the Weather1 version.  There are some improvements to the data that is displayed as part of this example though.  Now we are able to show the associated image along with each forecast line when using the Forecast By Zip feature.  We've also added the temperature Hi/Low values into the UI. Summary of Fundamental Changes In This Application The most fundamental change is that we're binding the UI to the Bean Data Controls instead of directly to the Web Service Data Controls.  This gives us much more flexibility to control the shape of the data and allows us to do caching of the data outside of the Web Service.  This way if your application is, say offline, your bean could still populate with data from a local cache and still show you some UI as opposed to completely failing because you don't have any connectivity. In general we promote this type of programming technique with ADF Mobile to insulate your application from any issues with network connectivity. What's different with this example? We have setup the Web Service DC the same way but now we have managed beans to process the data.  The following classes define the "Model" of our application:  CityInformation-CityForecast-Forecast, WeatherInformation-WeatherDescription.  We use WeatherBean for UI interaction to the model layer.  If you look through this example, we don't really do that much with the java code except use it to grab the image URL from the weather description.  In a more realistic example, you might be using some JDBC classes to persist the data to a local database. To have a good architecture it is always good to keep your model and UI layers separate.  This gets muddied if you start to use bindings on a page invoked from Java code and this java code starts to become your "model" layer.  Since bindings are page specific, your model layer starts to become entwined with your UI.  Not good!  To help with this, we've added some utility functions that let you invoke DC methods without having a binding and thus execute methods from your "model" layer without requiring a binding in your page definition.  We do this with the invokeDataControlMethod of the AdfmfJavaUtilities class.  An example of this method call is available in line 95 of WeatherInformation.java and line 93 of CityInformation.Java. What's a GenericType? Because Web Service Data Controls (and also URL Data Controls AKA REST) use generic name/value pairs to define their structure and don't have strongly typed objects, these are actually stored internally as GenericType objects.  The GenericType class is simply a property map of name/value pairs that can be hierarchical.  There are methods like getAttribute where you supply the index of the attribute or it's string property name.  Why is this important to know?  Because invokeDataControlMethod returns GenericType objects and developers either need to parse these GenericType objects themselves or use one of our helper functions. GenericTypeBeanSerializationHelper This class does exactly what it's name implies.  It's a helper class for developers to aid in serialization of GenericTypes to/from java objects.  This is extremely handy if you have a large GenericType object with many attributes (or you're just lazy like me!) and you just want to parse it out into a real java object you can use more easily.  Here you would use the fromGenericType method.  This method takes the class of the Java object you wish to return and the GenericType as parameters.  The method then parses through each attribute in the GenericType and uses reflection to set that same attribute in the Java class.  Then the method returns that new object of the class you specified.  This is obviously very handy to avoid a lot of shuffling code between GenericType and your own Java classes.  The reverse method, toGenericType is also available when you want to go the other way.  In this case you supply the string that represents the package location in the DataControl definition (Example: "MyDC.myParams.MyCollection") and then pass in the Java object you have that holds the data and a GenericType is returned to you.  Again, it will use reflection to calculate the attributes that match between the java class and the GenericType and call the getters/setters on those. Issues and Possible Improvements: In the next installment we'll show you how to make your web service calls asynchronously so your UI will fill dynamically when the service call returns but in the meantime you show the data you have locally in your bean fed from some local cache.  This gives your users instant delivery of some data while you fetch other data in the background.

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  • WMemoryProfiler is Released

    - by Alois Kraus
    What is it? WMemoryProfiler is a managed profiling Api to aid integration testing. This free library can get managed heap statistics and memory usage for your own process (remember testing) and other processes as well. The best thing is that it does work from .NET 2.0 up to .NET 4.5 in x86 and x64. To make it more interesting it can attach to any running .NET process. The reason why I do mention this is that commercial profilers do support this functionality only for their professional editions. An normally only since .NET 4.0 since the profiling API only since then does support attaching to a running process. This thing does differ in many aspects from “normal” profilers because while profiling yourself you can get all objects from all managed heaps back as an object array. If you ever wanted to change the state of an object which does only exist a method local in another thread you can get your hands on it now … Enough theory. Show me some code /// <summary> /// Show feature to not only get statisics out of a process but also the newly allocated /// instances since the last call to MarkCurrentObjects. /// GetNewObjects does return the newly allocated objects as object array /// </summary> static void InstanceTracking() { using (var dumper = new MemoryDumper()) // if you have problems use to see the debugger windows true,true)) { dumper.MarkCurrentObjects(); Allocate(); ILookup<Type, object> newObjects = dumper.GetNewObjects() .ToLookup( x => x.GetType() ); Console.WriteLine("New Strings:"); foreach (var newStr in newObjects[typeof(string)] ) { Console.WriteLine("Str: {0}", newStr); } } } … New Strings: Str: qqd Str: String data: Str: String data: 0 Str: String data: 1 … This is really hot stuff. Not only you can get heap statistics but you can directly examine the new objects and make queries upon them. When I do find more time I can reconstruct the object root graph from it from my own process. It this cool or what? You can also peek into the Finalization Queue to check if you did accidentally forget to dispose a whole bunch of objects … /// <summary> /// .NET 4.0 or above only. Get all finalizable objects which are ready for finalization and have no other object roots anymore. /// </summary> static void NotYetFinalizedObjects() { using (var dumper = new MemoryDumper()) { object[] finalizable = dumper.GetObjectsReadyForFinalization(); Console.WriteLine("Currently {0} objects of types {1} are ready for finalization. Consider disposing them before.", finalizable.Length, String.Join(",", finalizable.ToLookup( x=> x.GetType() ) .Select( x=> x.Key.Name)) ); } } How does it work? The W of WMemoryProfiler is a good hint. It does employ Windbg and SOS dll to do the heavy lifting and concentrates on an easy to use Api which does hide completely Windbg. If you do not want to see Windbg you will never see it. In my experience the most complex thing is actually to download Windbg from the Windows 8 Stanalone SDK. This is described in the Readme and the exception you are greeted with if it is missing in much greater detail. So I will not go into this here.   What Next? Depending on the feedback I do get I can imagine some features which might be useful as well Calculate first order GC Roots from the actual object graph Identify global statics in Types in object graph Support read out of finalization queue of .NET 2.0 as well. Support Memory Dump analysis (again a feature only supported by commercial profilers in their professional editions if it is supported at all) Deserialize objects from a memory dump into a live process back (this would need some more investigation but it is doable) The last item needs some explanation. Why on earth would you want to do that? The basic idea is to store in your live process some logging/tracing data which can become quite big but since it is never written to it is very fast to generate. When your process crashes with a memory dump you could transfer this data structure back into a live viewer which can then nicely display your program state at the point it did crash. This is an advanced trouble shooting technique I have not seen anywhere yet but it could be quite useful. You can have here a look at the current feature list of WMemoryProfiler with some examples.   How To Get Started? First I would download the released source package (it is tiny). And compile the complete project. Then you can compile the Example project (it has this name) and uncomment in the main method the scenario you want to check out. If you are greeted with an exception it is time to install the Windows 8 Standalone SDK which is described in great detail in the exception text. Thats it for the first round. I have seen something more limited in the Java world some years ago (now I cannot find the link anymore) but anyway. Now we have something much better.

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  • Draw Bug 2D player Camera

    - by RedShft
    I have just implemented a 2D player camera for my game, everything works properly except the player on the screen jitters when it moves between tiles. What I mean by jitter, is that if the player is moving the camera updates the tileset to be drawn and if the player steps to the right, the camera snaps that way. The movement is not smooth. I'm guessing this is occurring because of how I implemented the function to calculate the current viewable area or how my draw function works. I'm not entirely sure how to fix this. This camera system was entirely of my own creation and a first attempt at that, so it's very possible this is not a great way of doing things. My camera class, pulls information from the current tileset and calculates the viewable area. Right now I am targettng a resolution of 800 by 600. So I try to fit the appropriate amount of tiles for that resolution. My camera class, after calculating the current viewable tileset relative to the players location, returns a slice of the original tileset to be drawn. This tileset slice is updated every frame according to the players position. This slice is then passed to the map class, which draws the tile on screen. //Map Draw Function //This draw function currently matches the GID of the tile to it's location on the //PNG file of the tileset and then draws this portion on the screen void Draw(SDL_Surface* background, int[] _tileSet) { enforce( tilesetImage != null, "Tileset is null!"); enforce( background != null, "BackGround is null!"); int i = 0; int j = 0; SDL_Rect DestR, SrcR; SrcR.x = 0; SrcR.y = 0; SrcR.h = 32; SrcR.w = 32; foreach(tile; _tileSet) { //This code is matching the current tiles ID to the tileset image SrcR.x = cast(short)(tileWidth * (tile >= 11 ? (tile - ((tile / 10) * 10) - 1) : tile - 1)); SrcR.y = cast(short)(tileHeight * (tile > 10 ? (tile / 10) : 0)); //Applying the tile to the surface SDL_BlitSurface( tilesetImage, &SrcR, background, &DestR ); //this keeps track of what column/row we are on i++; if ( i == mapWidth ) { i = 0; j++; } DestR.x = cast(short)(i * tileWidth); DestR.y = cast(short)(j * tileHeight); } } //Camera Class class Camera { private: //A rectangle representing the view area SDL_Rect viewArea; //In number of tiles int viewAreaWidth; int viewAreaHeight; //This is the x and y coordinate of the camera in MAP SPACE IN PIXELS vect2 cameraCoordinates; //The player location in map space IN PIXELS vect2 playerLocation; //This is the players location in screen space; vect2 playerScreenLoc; int playerTileCol; int playerTileRow; int cameraTileCol; int cameraTileRow; //The map is stored in a single array with the tile ids //this corresponds to the index of the starting and ending tile int cameraStartTile, cameraEndTile; //This is a slice of the current tile set int[] tileSetCopy; int mapWidth; int mapHeight; int tileWidth; int tileHeight; public: this() { this.viewAreaWidth = 25; this.viewAreaHeight = 19; this.cameraCoordinates = vect2(0, 0); this.playerLocation = vect2(0, 0); this.viewArea = SDL_Rect (0, 0, 0, 0); this.tileWidth = 32; this.tileHeight = 32; } void Init(vect2 playerPosition, ref int[] tileSet, int mapWidth, int mapHeight ) { playerLocation = playerPosition; this.mapWidth = mapWidth; this.mapHeight = mapHeight; CalculateCurrentCameraPosition( tileSet, playerPosition ); //writeln( "Tile Set Copy: ", tileSetCopy ); //writeln( "Orginal Tile Set: ", tileSet ); } void CalculateCurrentCameraPosition( ref int[] tileSet, vect2 playerPosition ) { playerLocation = playerPosition; playerTileCol = cast(int)((playerLocation.x / tileWidth) + 1); playerTileRow = cast(int)((playerLocation.y / tileHeight) + 1); //writeln( "Player Tile (Column, Row): ","(", playerTileCol, ", ", playerTileRow, ")"); cameraTileCol = playerTileCol - (viewAreaWidth / 2); cameraTileRow = playerTileRow - (viewAreaHeight / 2); CameraMapBoundsCheck(); //writeln( "Camera Tile Start (Column, Row): ","(", cameraTileCol, ", ", cameraTileRow, ")"); cameraStartTile = ( (cameraTileRow - 1) * mapWidth ) + cameraTileCol - 1; //writeln( "Camera Start Tile: ", cameraStartTile ); cameraEndTile = cameraStartTile + ( viewAreaWidth * viewAreaHeight ) * 2; //writeln( "Camera End Tile: ", cameraEndTile ); tileSetCopy = tileSet[cameraStartTile..cameraEndTile]; } vect2 CalculatePlayerScreenLocation() { cameraCoordinates.x = cast(float)(cameraTileCol * tileWidth); cameraCoordinates.y = cast(float)(cameraTileRow * tileHeight); playerScreenLoc = playerLocation - cameraCoordinates + vect2(32, 32);; //writeln( "Camera Coordinates: ", cameraCoordinates ); //writeln( "Player Location (Map Space): ", playerLocation ); //writeln( "Player Location (Screen Space): ", playerScreenLoc ); return playerScreenLoc; } void CameraMapBoundsCheck() { if( cameraTileCol < 1 ) cameraTileCol = 1; if( cameraTileRow < 1 ) cameraTileRow = 1; if( cameraTileCol + 24 > mapWidth ) cameraTileCol = mapWidth - 24; if( cameraTileRow + 19 > mapHeight ) cameraTileRow = mapHeight - 19; } ref int[] GetTileSet() { return tileSetCopy; } int GetViewWidth() { return viewAreaWidth; } }

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  • Answers to Conference Revenue Tweet Questions

    - by D'Arcy Lussier
    Originally posted on: http://geekswithblogs.net/dlussier/archive/2014/05/27/156612.aspxI tweeted this the other day… …and I had some people tweet back questioning/asking about the profit number. So here’s how I came to that figure. Total Revenue Let’s talk total revenue first. This conference has a huge list of companies/organizations paying some amount for sponsorship. Platinum ($1500) x 5 = $7500 Gold ($1000) x 3 = $3000 Silver ($500) x 9 = $4500 Bronze ($250) x 13 = $3250 There’s also a title sponsor level but there’s no mention of how much that is…more than $1500 though, so let’s just say $2500. Total Sponsorship Revenue: $20750.00 For registrations, this conference is claiming over 300 attendees. We’ll just calculate at 300 and the discounted “member rate” – $249. Total Registration Revenue: $74700.00 Booth space is also sold for a vendor area, but let’s just leave that out of the calculation. Total Event Revenue: $95450.00 Now that we know how much money we’re playing with, let’s knock out the costs for the event. Total Costs Hard Costs Audio/Visual Services $2000 Conference Rooms (4 Breakouts + Plenary) $2500 Insurance $700 Printing/Signage $1500 Travel/Hotel Rooms $2000 Keynotes $2000 So let’s talk about these hard costs first. First you may be asking about the Audio Visual. Yes those services can be that high, actually higher. But since there’s an A/V company touted as the official A/V provider, I gotta think there’s some discount for being branded as such. Conference rooms are actually an inflated amount of $500 per. Venues make money on the food they sell at events, not on room rentals. The more food, the cheaper the rooms tend to be offered at. Still, for the sake of argument, let’s set the rooms at $500 each knowing that they could be lower. For travel and hotel rooms…it appears that most of the speakers at this conference are local, meaning there’s no travel or hotel cost. But a few of them I wasn’t too sure…so let’s factor in enough to cover two outside speakers (airfare and hotel). There are two keynotes for this event and depending on the event those may be paid gigs. I’m not sure if they are or not, but considering the closing one is a comedian I’m going to add some funds here for that just in case. Total Hard Costs: $10700 Now that the hard costs are out of the way, let’s talk about the food costs. Food Costs The conference is providing a continental breakfast (YEEEESH!), some level of luncheon, and I have to assume coffee breaks in between. Let’s look at those costs. Continental Breakfast $12 per person Lunch Buffet $18 per person Coffee Breaks (2) $6 per person (or $3 a cup) Snacks (2) $10 per person (or $5 each) Note that the lunch buffet assumes a *good* lunch buffet – two entrees, starch, vegetable, salads, and bread. Not sure if there’ll be snacks during coffee breaks but let’s assume so. Total Food Cost Per Person: $46 Food Cost: $14950 Gratuity: $2691 Total Food Cost: $17641 Total food cost is based on the $46 per person cost x 325. 300 for attendance, 12 for speakers, extra 13 for volunteers/organizers. Gratuity is 18%. Grand Totals So let’s sum things up here. Total Costs Hard Costs: $10700.00 Food Costs: $17641.00 Total:          $28341.00 Taxes:         $3685.00 Grand Total  $32026.00 Total Revenue Sponsorship  $20750 Registration   $74700 Grand Total   $95450.00 Total Profit $63424.00 Now what if the registration numbers were lower and they only got 100 people to show up. In that scenario there’d still be a profit of just under $26000. Closing Comments A couple of things to note: - I haven’t factored in anything for prizes. Not sure if any will be given out - We didn’t add in the booth space revenue - We’re assuming speakers aren’t getting paid, but even if they were at the high end its $12000 ($1000 per session), which is probably an inflated number for local speakers. - Note that all registrations were set to the “member” discounted price. The non-member registration price is higher. There is also an option for those that just want to show up for the opening keynote. There you have it! Let me know if you have any questions. D

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  • Problem with waitable timers in Windows (timeSetEvent and CreateTimerQueueTimer)

    - by MusiGenesis
    I need high-resolution (more accurate than 1 millisecond) timing in my application. The waitable timers in Windows are (or can be made) accurate to the millisecond, but if I need a precise periodicity of, say, 35.7142857141 milliseconds, even a waitable timer with a 36 ms period will drift out of sync quickly. My "solution" to this problem (in ironic quotes because it's not working quite right) is to use a series of one-shot timers where I use the expiration of each timer to call the next timer. Normally a process like this would be subject to cumulative error over time, but in each timer callback I check the current time (with System.Diagnostics.Stopwatch) and use this to calculate what the period of the next timer needs to be (so if a timer happens to expire a little late, the next timer will automagically have a shorter period to compensate). This works as expected, except that after maybe 10-15 seconds the timer system seems to get bogged down, and a few timer callbacks here and there arrive anywhere from 25 to 100 milliseconds late. After a couple of seconds the problem goes away and everything runs smoothly again for 10-15 seconds, and then the stuttering again. Since I'm using Stopwatch to set each timer period, I'm also using it to monitor the arrival times of each timer callback. During the smooth-running periods, most (maybe 95%) of the intervals are either 35 or 36 milliseconds, and no intervals are ever more than 5 milliseconds away from the expected 35.7142857143. During the "glitchy" stretches, the distribution of intervals is very nearly identical, except that a very small number are unusually large (a couple more than 60 ms and one or two longer than 100 ms during maybe a 3-second stretch). This stuttering is very noticeable, and it's what I'm trying to fix, if possible. For the high-resolution timer, I was using the extremely antique timeSetEvent() multimedia timer from winmm.dll. In pursuit of this problem, I switched to using CreateTimerQueueTimer (along with timeBeginPeriod to set the high-resolution), but I'm seeing the same problem with both timer mechanisms. I've tried experimenting with the various flags for CreateTimerQueueTimer which determine which thread the timer runs on, but the stuttering appears no matter what. Is this just a fundamental problem with using timers in this way (i.e. using each one-shot timer to call the next)? If so, do I have any alternatives? One thing I was considering was to determine how many consecutive 1-millisecond-accuracy ticks would keep my within some arbitrary precision limit before I need to reset the timer. So, for example, if I wanted a 35.71428 period, I could let a 36 ms timer elapse 15 times before it was off by 5 milliseconds, then kill it and start a new one.

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  • Python: nonblocking read from stdout of threaded subprocess

    - by sberry2A
    I have a script (worker.py) that prints unbuffered output in the form... 1 2 3 . . . n where n is some constant number of iterations a loop in this script will make. In another script (service_controller.py) I start a number of threads, each of which starts a subprocess using subprocess.Popen(stdout=subprocess.PIPE, ...); Now, in my main thread (service_controller.py) I want to read the output of each thread's worker.py subprocess and use it to calculate an estimate for the time remaining till completion. I have all of the logic working that reads the stdout from worker.py and determines the last printed number. The problem is that I can not figure out how to do this in a non-blocking way. If I read a constant bufsize then each read will end up waiting for the same data from each of the workers. I have tried numerous ways including using fcntl, select + os.read, etc. What is my best option here? I can post my source if needed, but I figured the explanation describes the problem well enough. Thanks for any help here. EDIT Adding sample code I have a worker that starts a subprocess. class WorkerThread(threading.Thread): def __init__(self): self.completed = 0 self.process = None self.lock = threading.RLock() threading.Thread.__init__(self) def run(self): cmd = ["/path/to/script", "arg1", "arg2"] self.process = subprocess.Popen(cmd, stdout=subprocess.PIPE, bufsize=1, shell=False) #flags = fcntl.fcntl(self.process.stdout, fcntl.F_GETFL) #fcntl.fcntl(self.process.stdout.fileno(), fcntl.F_SETFL, flags | os.O_NONBLOCK) def get_completed(self): self.lock.acquire(); fd = select.select([self.process.stdout.fileno()], [], [], 5)[0] if fd: self.data += os.read(fd, 1) try: self.completed = int(self.data.split("\n")[-2]) except IndexError: pass self.lock.release() return self.completed I then have a ThreadManager. class ThreadManager(): def __init__(self): self.pool = [] self.running = [] self.lock = threading.Lock() def clean_pool(self, pool): for worker in [x for x in pool is not x.isAlive()]: worker.join() pool.remove(worker) del worker return pool def run(self, concurrent=5): while len(self.running) + len(self.pool) > 0: self.clean_pool(self.running) n = min(max(concurrent - len(self.running), 0), len(self.pool)) if n > 0: for worker in self.pool[0:n]: worker.start() self.running.extend(self.pool[0:n]) del self.pool[0:n] time.sleep(.01) for worker in self.running + self.pool: worker.join() and some code to run it. threadManager = ThreadManager() for i in xrange(0, 5): threadManager.pool.append(WorkerThread()) threadManager.run() I have stripped out a log of the other code in hopes to try to pinpoint the issue.

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  • iPhone: CGPDFPageRef & CGPDFPageRelease memory leak and cryptic error message

    - by carloe
    Could someone tell me why the code below outputs "missing or invalid MediaBox" in the console? The code works fine if I remove CGPDFPageRelease(page);, but then my app starts leaking like crazy. -(CGSize)dimensionOfPageAtIndex:(int)index { CGPDFPageRef page = CGPDFDocumentGetPage(pdf, index); CGRect tempRect = CGPDFPageGetBoxRect(page, kCGPDFBleedBox); CGSize tempSize = CGSizeMake(tempRect.size.width, tempRect.size.height); CGPDFPageRelease(page); return tempSize; } I also have this code in my app, and releasing the pageref here works just fine... -(UIImage *)pageAtIndex:(NSInteger)pageNumber withWidth:(CGFloat)width andHeight:(CGFloat)height { if((pageNumber>0) && (pageNumber<=pageCount)) { CGFloat scaleRatio; // multiplier by which the PDF Page will be scaled UIGraphicsBeginImageContext(CGSizeMake(width, height)); CGContextRef context = UIGraphicsGetCurrentContext(); CGPDFPageRef page = CGPDFDocumentGetPage(pdf, pageNumber); CGRect pageRect = CGPDFPageGetBoxRect(page, kCGPDFBleedBox); //Figure out the orientation of the PDF page and set the scaleRatio accordingly if(pageRect.size.width/pageRect.size.height < 1.0) { scaleRatio = height/pageRect.size.height; } else { scaleRatio = width/pageRect.size.width; } //Calculate the offset to center the image CGFloat xOffset = 0.0; CGFloat yOffset = height; if(pageRect.size.width*scaleRatio<width) { xOffset = (width/2)-(pageRect.size.width*scaleRatio/2); } else { yOffset = height-((height/2)-(pageRect.size.height*scaleRatio/2)); } CGContextTranslateCTM(context, xOffset, yOffset); CGContextScaleCTM(context, 1.0, -1.0); CGContextSaveGState(context); CGAffineTransform pdfTransform = CGPDFPageGetDrawingTransform(page, kCGPDFBleedBox, CGRectMake(0, 0, pageRect.size.width, pageRect.size.height), 0, true); pdfTransform = CGAffineTransformScale(pdfTransform, scaleRatio, scaleRatio); CGContextConcatCTM(context, pdfTransform); CGContextDrawPDFPage(context, page); CGContextRestoreGState(context); UIImage *tempImage = UIGraphicsGetImageFromCurrentImageContext(); CGContextRelease(context); CGPDFPageRelease(page); return tempImage; } return NO; }

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  • Please give the solution of the following programs in R Programming

    - by NEETHU
    Table below gives data concerning the performance of 28 national football league teams in 1976.It is suspected that the no. of yards gained rushing by opponents(x8) has an effect on the no. of games won by a team(y) (a)Fit a simple linear regression model relating games won by y to yards gained rushing by opponents x8. (b)Construct the analysis of variance table and test for significance of regression. (c)Find a 95% CI on the slope. (d)What percent of the total variability in y is explained by this model. (e)Find a 95% CI on the mean number of games won in opponents yards rushing is limited to 2000 yards. Team y x8 1 10 2205 2 11 2096 3 11 1847 4 13 1803 5 10 1457 6 11 1848 7 10 1564 8 11 1821 9 4 2577 10 2 2476 11 7 1984 12 10 1917 13 9 1761 14 9 1709 15 6 1901 16 5 2288 17 5 2072 18 5 2861 19 6 2411 20 4 2289 21 3 2203 22 3 2592 23 4 2053 24 10 1979 25 6 2048 26 8 1786 27 2 2876 28 0 2560 Suppose we would like to use the model developed in problem 1 to predict the no. of games a team will win if it can limit opponents yards rushing to 1800 yards. Find a point estimate of the no. of games won when x8=1800.Find a 905 prediction interval on the no. of games won. The purity of Oxygen produced by a fractionation process is thought to be percentage of Hydrocarbon in the main condenser of the processing unit .20 samples are shown below. Purity(%) Hydrocarbon(%) 86.91 1.02 89.85 1.11 90.28 1.43 86.34 1.11 92.58 1.01 87.33 0.95 86.29 1.11 91.86 0.87 95.61 1.43 89.86 1.02 96.73 1.46 99.42 1.55 98.66 1.55 96.07 1.55 93.65 1.4 87.31 1.15 95 1.01 96.85 0.99 85.2 0.95 90.56 0.98 (a)Fit a simple linear regression model to the data. (b)Test the hypothesis H0:ß=0 (c)Calculate R2 . (d)Find a 95% CI on the slope. (e)Find a 95% CI on the mean purity and the Hydrocarbon % is 1. Consider the Oxygen plant data in Problem3 and assume that purity and Hydrocarbon percentage are jointly normally distributed r.vs (a)What is the correlation between Oxygen purity and Hydrocarbon% (b)Test the hypothesis that ?=0. (c)Construct a 95% CI for ?.

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  • What is required to use LODSB in assembly?

    - by Harvey
    What is the minimum set of steps required to use LODSB to load a relative address to a string in my code? I have the following test program that I'm using PXE to boot. I boot it two ways: via pxelinux.0 and directly. If I boot it directly, my program prints both strings. If I boot via pxelinux.0, it only prints the first string. Why? Working technique (for both): Set the direction flag to increment, cld Set ds to cs Put the address (from start) of string in si Add the starting offset to si Non-working technique (just for pxelinux): Calculate a new segment address based on (((cs << 4) + offset) >> 4) Set ds to that. (either A000 or 07C0) text here to fix bug in markdown // Note: If you try this code, don't forget to set // the "#if 0" below appropriately! .text .globl start, _start start: _start: _start1: .code16 jmp real_start . = _start1 + 0x1fe .byte 0x55, 0xAA // Next sector . = _start1 + 0x200 jmp real_start test1_str: .asciz "\r\nTest: 9020:fe00" test2_str: .asciz "\r\nTest: a000:0000" real_start: cld // Make sure %si gets incremented. #if 0 // When loaded by pxelinux, we're here: // 9020:fe00 ==> a000:0000 // This works. movw $0x9020, %bx movw %bx, %ds movw $(test1_str - _start1), %si addw $0xfe00, %si call print_message // This does not. movw $0xA000, %bx movw %bx, %ds movw $(test2_str - _start1), %si call print_message #else // If we are loaded directly without pxelinux, we're here: // 0000:7c00 ==> 07c0:0000 // This works. movw $0x0000, %bx movw %bx, %ds movw $(test1_str - _start1), %si addw $0x7c00, %si call print_message // This does, too. movw $0x07c0, %bx movw %bx, %ds movw $(test2_str - _start1), %si call print_message #endif // Hang the computer sti 1: jmp 1b // Prints string DS:SI (modifies AX BX SI) print_message: pushw %ax jmp 2f 3: movb $0x0e, %ah /* print char in AL */ int $0x10 /* via TTY mode */ 2: lodsb (%si), %al /* get token */ cmpb $0, %al /* end of string? */ jne 3b popw %ax ret .balign 0x200 Here's the compilation: /usr/bin/ccache gcc -Os -fno-stack-protector -fno-builtin -nostdinc -DSUPPORT_SERIAL=1 -DSUPPORT_HERCULES=1 -DSUPPORT_GRAPHICS=1 -DHAVE_CONFIG_H -I. -Wall -ggdb3 -Wmissing-prototypes -Wunused -Wshadow -Wpointer-arith -falign-jumps=1 -falign-loops=1 -falign-functions=1 -Wundef -g -c -o ds_teststart_exec-ds_teststart.o ds_test.S /usr/bin/ccache gcc -g -o ds_teststart.exec -nostdlib -Wl,-N -Wl,-Ttext -Wl,8000 ds_teststart_exec-ds_teststart.o objcopy -O binary ds_teststart.exec ds_teststart

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  • WPF FlowDocument: force calculation of height etc. "off screen"

    - by Lars
    My target: a DocumentPaginator which takes a FlowDocument with a table, which splits the table to fit the pagesize and repeat the header/footer (special tagged TableRowGroups) on every page. For splitting the table I have to know the heights of its rows. While building the FlowDocument-table by code, the height/width of the TableRows are 0 (of course). If I assign this document to a FlowDocumentScrollViewer (PageSize is set), the heights etc. are calculated. Is this possible without using an UI-bound object? Instantiating a FlowDocumentScrollViewer which is not bound to a window doesn't force the pagination/calculation of the heights. This is how I determine the height of a TableRow (which works perfectly for documents shown by a FlowDocumentScrollViewer): FlowDocument doc = BuildNewDocument(); // what is the scrollviewer doing with the FlowDocument? FlowDocumentScrollViewer dv = new FlowDocumentScrollViewer(); dv.Document = doc; dv.Arrange(new Rect(0, 0, 0, 0)); TableRowGroup dataRows = null; foreach (Block b in doc.Blocks) { if (b is Table) { Table t = b as Table; foreach (TableRowGroup g in t.RowGroups) { if ((g.Tag is String) && ((String)g.Tag == "dataRows")) { dataRows = g; break; } } } if (dataRows != null) break; } if (dataRows != null) { foreach (TableRow r in dataRows.Rows) { double maxCellHeight = 0.0; foreach (TableCell c in r.Cells) { Rect start = c.ElementStart.GetCharacterRect(LogicalDirection.Forward); Rect end = c.ElementEnd.GetNextInsertionPosition(LogicalDirection.Backward).GetCharacterRect(LogicalDirection.Forward); double cellHeight = end.Bottom - start.Top; if (cellHeight > maxCellHeight) maxCellHeight = cellHeight; } System.Diagnostics.Trace.WriteLine("row " + dataRows.Rows.IndexOf(r) + " = " + maxCellHeight); } } Edit: I added the FlowDocumentScrollViewer to my example. The call of "Arrange" forces the FlowDocument to calculate its heights etc. I would like to know, what the FlowDocumentScrollViewer is doing with the FlowDocument, so I can do it without the UIElement. Is it possible?

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  • 2d trajectory planning of a spaceship with physics.

    - by egarcia
    I'm implementing a 2D game with ships in space. In order to do it, I'm using LÖVE, which wraps Box2D with Lua. But I believe that my question can be answered by anyone with a greater understanding of physics than myself - so pseudo code is accepted as a response. My problem is that I don't know how to move my spaceships properly on a 2D physics-enabled world. More concretely: A ship of mass m is located at an initial position {x, y}. It has an initial velocity vector of {vx, vy} (can be {0,0}). The objective is a point in {xo,yo}. The ship has to reach the objective having a velocity of {vxo, vyo} (or near it), following the shortest trajectory. There's a function called update(dt) that is called frequently (i.e. 30 times per second). On this function, the ship can modify its position and trajectory, by applying "impulses" to itself. The magnitude of the impulses is binary: you can either apply it in a given direction, or not to apply it at all). In code, it looks like this: def Ship:update(dt) m = self:getMass() x,y = self:getPosition() vx,vy = self.getLinearVelocity() xo,yo = self:getTargetPosition() vxo,vyo = self:getTargetVelocity() thrust = self:getThrust() if(???) angle = ??? self:applyImpulse(math.sin(angle)*thrust, math.cos(angle)*thrust)) end end The first ??? is there to indicate that in some occasions (I guess) it would be better to "not to impulse" and leave the ship "drift". The second ??? part consists on how to calculate the impulse angle on a given dt. We are in space, so we can ignore things like air friction. Although it would be very nice, I'm not looking for someone to code this for me; I put the code there so my problem is clearly understood. What I need is an strategy - a way of attacking this. I know some basic physics, but I'm no expert. For example, does this problem have a name? That sort of thing. Thanks a lot.

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  • android spinning image

    - by user270811
    hi, i am trying to create two spinning wheels, as in pulleys, so everytime the attached rope moves, the two pulleys will rotate. i have tried two approaches: 1) use Matrix.postRotate within the onDraw() method of the View class, which calls the following: private void drawSpinningWheel(Canvas canvas) { try { canvas.save(); Bitmap bitmapOrg = null; int iDrawable = R.drawable.spinning_button; bitmapOrg = BitmapFactory.decodeResource(getResources(), iDrawable); if(bitmapOrg != null) { int width = bitmapOrg.getWidth(); int height = bitmapOrg.getHeight(); int newWidth = 24; int newHeight = 24; // calculate the scale - in this case = 0.4f float scaleWidth = ((float) newWidth) / width; float scaleHeight = ((float) newHeight) / height; // createa matrix for the manipulation Matrix matrix = new Matrix(); // resize the bit map matrix.postScale(scaleWidth, scaleHeight); matrix.postRotate((float) mDegrees++); Bitmap resizedBitmap = Bitmap.createBitmap(bitmapOrg, 0, 0, width, height, matrix, true); canvas.drawBitmap(resizedBitmap, matrix, null); } canvas.restore(); } catch(Exception e) { Log.e(TAG + "drawSpinningWheel", e.getMessage()); } } but it seems like the image not only spins but rotates around another axis 2) use SurfaceView and a separate thread, in the run() call this: private void doDraw(Canvas canvas) { // Draw the background image. Operations on the Canvas accumulate // so this is like clearing the screen. canvas.drawBitmap(mBackgroundImage, 0, 0, null); int yTop = mCanvasHeight - ((int) mY + mSpinningWheelImageHeight / 2); int xLeft = (int) mX - mSpinningWheelImageWidth / 2; ... // Draw the ship with its current rotation canvas.save(); canvas.rotate((float) mHeading++, (float) mX, mCanvasHeight - (float) mY); mSpinningWheelImage.setBounds(xLeft, yTop, xLeft + mSpinningWheelImageWidth, yTop + mSpinningWheelImageHeight); mSpinningWheelImage.draw(canvas); canvas.restore(); } i get the spinning to work but i can't add another spinning wheel. i even tried to create another thread for the second spinning wheel, only one shows up. can someone point me in the right direction? thanks.

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  • Loading, listing, and using R Modules and Functions in PL/R

    - by Dave Jarvis
    I am having difficulty with: Listing the R packages and functions available to PostgreSQL. Installing a package (such as Kendall) for use with PL/R Calling an R function within PostgreSQL Listing Available R Packages Q.1. How do you find out what R modules have been loaded? SELECT * FROM r_typenames(); That shows the types that are available, but what about checking if Kendall( X, Y ) is loaded? For example, the documentation shows: CREATE TABLE plr_modules ( modseq int4, modsrc text ); That seems to allow inserting records to dictate that Kendall is to be loaded, but the following code doesn't explain, syntactically, how to ensure that it gets loaded: INSERT INTO plr_modules VALUES (0, 'pg.test.module.load <-function(msg) {print(msg)}'); Q.2. What would the above line look like if you were trying to load Kendall? Q.3. Is it applicable? Installing R Packages Using the "synaptic" package manager the following packages have been installed: r-base r-base-core r-base-dev r-base-html r-base-latex r-cran-acepack r-cran-boot r-cran-car r-cran-chron r-cran-cluster r-cran-codetools r-cran-design r-cran-foreign r-cran-hmisc r-cran-kernsmooth r-cran-lattice r-cran-matrix r-cran-mgcv r-cran-nlme r-cran-quadprog r-cran-robustbase r-cran-rpart r-cran-survival r-cran-vr r-recommended Q.4. How do I know if Kendall is in there? Q.5. If it isn't, how do I find out what package it is in? Q.6. If it isn't in a package suitable for installing with apt-get (aptitude, synaptic, dpkg, what have you), how do I go about installing it on Ubuntu? Q.7. Where are the installation steps documented? Calling R Functions I have the following code: EXECUTE 'SELECT ' 'regr_slope( amount, year_taken ),' 'regr_intercept( amount, year_taken ),' 'corr( amount, year_taken ),' 'sum( measurements ) AS total_measurements ' 'FROM temp_regression' INTO STRICT slope, intercept, correlation, total_measurements; This code calls the PostgreSQL function corr to calculate Pearson's correlation over the data. Ideally, I'd like to do the following (by switching corr for plr_kendall): EXECUTE 'SELECT ' 'regr_slope( amount, year_taken ),' 'regr_intercept( amount, year_taken ),' 'plr_kendall( amount, year_taken ),' 'sum( measurements ) AS total_measurements ' 'FROM temp_regression' INTO STRICT slope, intercept, correlation, total_measurements; Q.8. Do I have to write plr_kendall myself? Q.9. Where can I find a simple example that walks through: Loading an R module into PG. Writing a PG wrapper for the desired R function. Calling the PG wrapper from a SELECT. For example, would the last two steps look like: create or replace function plr_kendall( _float8, _float8 ) returns float as ' agg_kendall(arg1, arg2) ' language 'plr'; CREATE AGGREGATE agg_kendall ( sfunc = plr_array_accum, basetype = float8, -- ??? stype = _float8, -- ??? finalfunc = plr_kendall ); And then the SELECT as above? Thank you!

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  • Can someone please help, I cant get this simple scolling feature

    - by localgamer
    I want to be able to have many button and objects in my project but they all wont fit on the screen at once so i would like the user to be able to scroll down and have more appear but i cant get it to work. I tried using ScrollView but it always throws me errors. Here is what I have so far. Please, any help would be great. <?xml version="1.0" encoding="utf-8"?> <AbsoluteLayout android:id="@+id/widget0" android:layout_width="fill_parent" android:layout_height="fill_parent" xmlns:android="http://schemas.android.com/apk/res/android" > <TextView android:layout_width="fill_parent" android:layout_height="wrap_content" android:text="Hello World, tipcalc" /> <TextView android:id="@+id/widget28" android:layout_width="99px" android:layout_height="17px" android:text="Monthly Income" android:layout_x="40px" android:layout_y="32px" > </TextView> <TextView android:id="@+id/widget29" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Cable" android:layout_x="40px" android:layout_y="82px" > </TextView> <TextView android:id="@+id/widget30" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Internet" android:layout_x="40px" android:layout_y="132px" > </TextView> <TextView android:id="@+id/widget33" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Total To Pay" android:layout_x="40px" android:layout_y="302px" > </TextView> <Button android:id="@+id/btncalculate" android:layout_width="87px" android:layout_height="wrap_content" android:text="Calculate" android:layout_x="40px" android:layout_y="182px" > </Button> <Button android:id="@+id/btnreset" android:layout_width="86px" android:layout_height="wrap_content" android:text="Reset" android:layout_x="140px" android:layout_y="182px" > </Button> <EditText android:id="@+id/Monthly" android:layout_width="wrap_content" android:layout_height="35px" android:text="100" android:textSize="18sp" android:layout_x="200px" android:layout_y="22px" > </EditText> <EditText android:id="@+id/Internet" android:layout_width="51px" android:layout_height="36px" android:text="10" android:textSize="18sp" android:layout_x="200px" android:layout_y="72px" > </EditText> <EditText android:id="@+id/Cable" android:layout_width="wrap_content" android:layout_height="39px" android:text="1" android:textSize="18sp" android:layout_x="200px" android:layout_y="122px" > </EditText> <TextView android:id="@+id/txttotal" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="" android:layout_x="200px" android:layout_y="302px" > </TextView> </AbsoluteLayout>

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  • MySql multiple selects batching in .net

    - by Amith George
    I have a situation in my application. For each x-axis point in my chart, I am plotting 5 y-axis values. To calculate each of these 5 values, I need to make 4 different queries. Ie, for each x-axis point I need to fire 20 sql queries. Now, I need to plot 40 such points in the my chart. Its resulting in a pathetic performance where it takes close to a minute to get all the data back from the database. Each of 4 different queries consists of a join between 2 tables. One has only 6 rows. The other close to 10,000. Each of the 4 queries has different WHERE clauses, so they are different queries. For each point in the x-axis, only the values for the where clauses change. I have tried combining each of the 4 queries into one big string. Basically batch the four selects. These are again batched for each y-axis value. So, for each x-axis point, I am now firing one big command that consists of 20 different select statements. Technically, I should be experiencing a big performance boost, right? Instead of hitting the db 40x5x4 = 800 times, I am now hitting it just 40 times. But instead of taking 60 seconds, it taking 50-55 seconds... not much of a help. I am using MySql 5.1, and the 6.1 version of its .Net connector. What can I do to improve the performance? Edit: One of the 4 queries is as follows: SELECT SUM(TIME_TO_SEC(TIMEDIFF(T1.col2, T1.col1))* T2.col1 / (3600 *1000)) AS TotalTime FROM Table T1 JOIN Table T2 ON T1.col3 = T2.col3 WHERE T1.col4 = 'i' AND T1.col1 >= '2009-12-25 00:00:00' AND T1.col2 <= '2009-12-26 00:00:00'; The other 3 queries are similar, only the where clause changes slightly. This set of 4 queries is fired 5 times. The first 3 times against the join of table T1 and T2, passing in different values for col4. And the next two times against the join of table T3 and T2 passing in different values for col4. These 5 values are the y-axis values for a particular x-axis point. The data returned by all these queries is the same format. so, we tried doing a UNION ALL on all these queries. No substantial difference. One strange thing, however, after indexing the foreign key on the table T1 [while it contained over a lakh records], the queries were using the index, but they had become slower. At times, the queries would take double the time to return the data.

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  • Modeling distribution of performance measurements

    - by peterchen
    How would you mathematically model the distribution of repeated real life performance measurements - "Real life" meaning you are not just looping over the code in question, but it is just a short snippet within a large application running in a typical user scenario? My experience shows that you usually have a peak around the average execution time that can be modeled adequately with a Gaussian distribution. In addition, there's a "long tail" containing outliers - often with a multiple of the average time. (The behavior is understandable considering the factors contributing to first execution penalty). My goal is to model aggregate values that reasonably reflect this, and can be calculated from aggregate values (like for the Gaussian, calculate mu and sigma from N, sum of values and sum of squares). In other terms, number of repetitions is unlimited, but memory and calculation requirements should be minimized. A normal Gaussian distribution can't model the long tail appropriately and will have the average biased strongly even by a very small percentage of outliers. I am looking for ideas, especially if this has been attempted/analysed before. I've checked various distributions models, and I think I could work out something, but my statistics is rusty and I might end up with an overblown solution. Oh, a complete shrink-wrapped solution would be fine, too ;) Other aspects / ideas: Sometimes you get "two humps" distributions, which would be acceptable in my scenario with a single mu/sigma covering both, but ideally would be identified separately. Extrapolating this, another approach would be a "floating probability density calculation" that uses only a limited buffer and adjusts automatically to the range (due to the long tail, bins may not be spaced evenly) - haven't found anything, but with some assumptions about the distribution it should be possible in principle. Why (since it was asked) - For a complex process we need to make guarantees such as "only 0.1% of runs exceed a limit of 3 seconds, and the average processing time is 2.8 seconds". The performance of an isolated piece of code can be very different from a normal run-time environment involving varying levels of disk and network access, background services, scheduled events that occur within a day, etc. This can be solved trivially by accumulating all data. However, to accumulate this data in production, the data produced needs to be limited. For analysis of isolated pieces of code, a gaussian deviation plus first run penalty is ok. That doesn't work anymore for the distributions found above. [edit] I've already got very good answers (and finally - maybe - some time to work on this). I'm starting a bounty to look for more input / ideas.

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  • Google maps API - info window height and panning

    - by Tim Fountain
    I'm using the Google maps API (v2) to display a country overlay over a world map. The data comes from a KML file, which contains coords for the polygons along with a HTML description for each country. This description is displayed in the 'info window' speech bubble when that country is clicked on. I had some trouble initially as the info windows were not expanding to the size of the HTML content they contained, so the longer ones would spill over the edges (this seems to be a common problem). I was able to work around this by resetting the info window to a specific height as follows: GEvent.addListener(map, "infowindowopen", function(iw) { iw = map.getInfoWindow(); iw.reset(iw.getPoint(), iw.getTabs(), new GSize(300, 295), null, null); }); Not ideal, but it works. However now, when the info windows are opened the top part of them is sometimes obscured by the edges of the map, as the map does not pan to a position where all of the content can be viewed. So my questions: Is there any way to get the info windows to automatically use a height appropriate to their content, to avoid having to fix to a set pixel height? If fixing the height is the only option, is there any way to get the map to pan to a more appropriate position when the info windows open? I know that the map class has a panTo() method, but I can't see a way to calculate what the correct coords would be. Here's my full init code: google.load("maps", "2.x"); // Call this function when the page has been loaded function initialize() { var map = new google.maps.Map2(document.getElementById("map"), {backgroundColor:'#99b3cc'}); map.addControl(new GSmallZoomControl()); map.setCenter(new google.maps.LatLng(29.01377076013671, -2.7866649627685547), 2); gae_countries = new GGeoXml("http://example.com/countries.kmz"); map.addOverlay(gae_countries); GEvent.addListener(map, "infowindowopen", function(iw) { iw = map.getInfoWindow(); iw.reset(iw.getPoint(), iw.getTabs(), new GSize(300, 295), null, null); }); } google.setOnLoadCallback(initialize);

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  • Storing a set of criteria in another table

    - by bendataclear
    I have a large table with sales data, useful data below: RowID Date Customer Salesperson Product_Type Manufacturer Quantity Value 1 01-06-2004 James Ian Taps Tap Ltd 200 £850 2 02-06-2004 Apple Fran Hats Hats Inc 30 £350 3 04-06-2004 James Lawrence Pencils ABC Ltd 2000 £980 ... Many rows later... ... 185352 03-09-2012 Apple Ian Washers Tap Ltd 600 £80 I need to calculate a large set of targets from table containing values different types, target table is under my control and so far is like: TargetID Year Month Salesperson Target_Type Quantity 1 2012 7 Ian 1 6000 2 2012 8 James 2 2000 3 2012 9 Ian 2 6500 At present I am working out target types using a view of the first table which has a lot of extra columns: SELECT YEAR(Date) , MONTH(Date) , Salesperson , Quantity , CASE WHEN Manufacturer IN ('Tap Ltd','Hats Inc') AND Product_Type = 'Hats' THEN True ELSE False END AS IsType1 , CASE WHEN Manufacturer = 'Hats Inc' AND Product_Type IN ('Hats','Coats') THEN True ELSE False END AS IsType2 ... ... , CASE WHEN Manufacturer IN ('Tap Ltd','Hats Inc') AND Product_Type = 'Hats' THEN True ELSE False END AS IsType24 , CASE WHEN Manufacturer IN ('Tap Ltd','Hats Inc') AND Product_Type = 'Hats' THEN True ELSE False END AS IsType25 FROM SalesTable WHERE [some stuff here] This is horrible to read/debug and I hate it!! I've tried a few different ways of simplifying this but have been unable to get it to work. The closest I have come is to have a third table holding the definition of the types with the values for each field and the type number, this can be joined to the tables to give me the full values but I can't work out a way to cope with multiple values for each field. Finally the question: Is there a standard way this can be done or an easier/neater method other than one column for each type of target? I know this is a complex problem so if anything is unclear please let me know. Edit - What I need to get: At the very end of the process I need to have targets displayed with actual sales: Type Year Month Salesperson TargetQty ActualQty 2 2012 8 James 2000 2809 2 2012 9 Ian 6500 6251 Each row of the sales table could potentially satisfy 8 of the types. Some more points: I have 5 different columns that need to be defined against the targets (or set to NULL to include any value) I have between 30 and 40 different types that need to be defined, several of the columns could contain as many as 10 different values For point 2, if I am using a row for each permutation of values, 2 columns with 10 values each would give me 100 rows for each sales person for each month which is a lot but if this is the only way to define multiple values I will have to do this. Sorry if this makes no sense!

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  • user generated / user specific functions

    - by pedalpete
    I'm looking for the most elegant and secure method to do the following. I have a calendar, and groups of users. Users can add events to specific days on the calendar, and specify how long each event lasts for. I've had a few requests from users to add the ability for them to define that events of a specific length include a break, of a certain amount of time, or require that a specific amount of time be left between events. For example, if event is 2 hours, include a 20min break. for each event, require 30 minutes before start of next event. The same group that has asked for an event of 2 hours to include a 20 min break, could also require that an event 3 hours include a 30 minute break. In the end, what the users are trying to get is an elapsed time excluding breaks calculated for them. Currently I provide them a total elapsed time, but they are looking for a running time. However, each of these requests is different for each group. Where one group may want a 30 minute break during a 2 hour event, and another may want only 10 minutes for each 3 hour event. I was kinda thinking I could write the functions into a php file per group, and then include that file and do the calculations via php and then return a calculated total to the user, but something about that doesn't sit right with me. Another option is to output the groups functions to javascript, and have it run client-side, as I'm already returning the duration of the event, but where the user is part of more than one group with different rules, this seems like it could get rather messy. I currently store the start and end time in the database, but no 'durations', and I don't think I should be storing the calculated totals in the db, because if a group decides to change their calculations, I'd need to change it throughout the db. Is there a better way of doing this? I would just store the variables in mysql, but I don't see how I can then say to mysql to calculate based on those variables. I'm REALLY lost here. Any suggestions? I'm hoping somebody has done something similar and can provide some insight into the best direction. If it helps, my table contains eventid, user, group, startDate, startTime, endDate, endTime, type The json for the event which I return to the user is {"eventid":"'.$eventId.'", "user":"'.$userId.'","group":"'.$groupId.'","type":"'.$type.'","startDate":".$startDate.'","startTime":"'.$startTime.'","endDate":"'.$endDate.'","endTime":"'.$endTime.'","durationLength":"'.$duration.'", "durationHrs":"'.$durationHrs.'"} where for example, duration length is 2.5 and duration hours is 2:30.

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  • Fixed point math in c#?

    - by x4000
    Hi there, I was wondering if anyone here knows of any good resources for fixed point math in c#? I've seen things like this (http://2ddev.72dpiarmy.com/viewtopic.php?id=156) and this (http://stackoverflow.com/questions/79677/whats-the-best-way-to-do-fixed-point-math), and a number of discussions about whether decimal is really fixed point or actually floating point (update: responders have confirmed that it's definitely floating point), but I haven't seen a solid C# library for things like calculating cosine and sine. My needs are simple -- I need the basic operators, plus cosine, sine, arctan2, PI... I think that's about it. Maybe sqrt. I'm programming a 2D RTS game, which I have largely working, but the unit movement when using floating-point math (doubles) has very small inaccuracies over time (10-30 minutes) across multiple machines, leading to desyncs. This is presently only between a 32 bit OS and a 64 bit OS, all the 32 bit machines seem to stay in sync without issue, which is what makes me think this is a floating point issue. I was aware from this as a possible issue from the outset, and so have limited my use of non-integer position math as much as possible, but for smooth diagonal movement at varying speeds I'm calculating the angle between points in radians, then getting the x and y components of movement with sin and cos. That's the main issue. I'm also doing some calculations for line segment intersections, line-circle intersections, circle-rect intersections, etc, that also probably need to move from floating-point to fixed-point to avoid cross-machine issues. If there's something open source in Java or VB or another comparable language, I could probably convert the code for my uses. The main priority for me is accuracy, although I'd like as little speed loss over present performance as possible. This whole fixed point math thing is very new to me, and I'm surprised by how little practical information on it there is on google -- most stuff seems to be either theory or dense C++ header files. Anything you could do to point me in the right direction is much appreciated; if I can get this working, I plan to open-source the math functions I put together so that there will be a resource for other C# programmers out there. UPDATE: I could definitely make a cosine/sine lookup table work for my purposes, but I don't think that would work for arctan2, since I'd need to generate a table with about 64,000x64,000 entries (yikes). If you know any programmatic explanations of efficient ways to calculate things like arctan2, that would be awesome. My math background is all right, but the advanced formulas and traditional math notation are very difficult for me to translate into code.

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