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  • Trouble calculating correct decimal digits.

    - by Crath
    I am trying to create a program that will do some simple calculations, but am having trouble with the program not doing the correct math, or placing the decimal correctly, or something. Some other people I asked cannot figure it out either. Here is the code: http://pastie.org/887352 When you enter the following data: Weekly Wage: 500 Raise: 3 Years Employed: 8 It outputs the following data: Year Annual Salary 1 $26000.00 2 $26780.00 3 $27560.00 4 $28340.00 5 $29120.00 6 $29900.00 7 $30680.00 8 $31460.00 And it should be outputting: Year Annual Salary 1 $26000.00 2 $26780.00 3 $27583.40 4 $28410.90 5 $29263.23 6 $30141.13 7 $31045.36 8 $31976.72 Here is the full description of the task: 8.17 ( Pay Raise Calculator Application) Develop an application that computes the amount of money an employee makes each year over a user- specified number of years. Assume the employee receives a pay raise once every year. The user specifies in the application the initial weekly salary, the amount of the raise (in percent per year) and the number of years for which the amounts earned will be calculated. The application should run as shown in Fig. 8.22. in your text. (fig 8.22 is the output i posted above as what my program should be posting) Opening the template source code file. Open the PayRaise.cpp file in your text editor or IDE. Defining variables and prompting the user for input. To store the raise percentage and years of employment that the user inputs, define int variables rate and years, in main after line 12. Also define double variable wage to store the user’s annual wage. Then, insert statements that prompt the user for the raise percentage, years of employment and starting weekly wage. Store the values typed at the keyboard in the rate, years and wage variables, respectively. To find the annual wage, multiply the new wage by 52 (the number of weeks per year) and store the result in wage. Displaying a table header and formatting output. Use the left and setw stream manipulators to display a table header as shown in Fig. 8.22 in your text. The first column should be six characters wide. Then use the fixed and setprecision stream manipulators to format floating- point values with two positions to the left of the decimal point. Writing a for statement header. Insert a for statement. Before the first semicolon in the for statement header, define and initialize the variable counter to 1. Before the second semicolon, enter a loop- continuation condition that will cause the for statement to loop until counter has reached the number of years entered. After the second semicolon, enter the increment of counter so that the for statement executes once for each number of years. Calculating the pay raise. In the body of the for statement, display the value of counter in the first column and the value of wage in the second column. Then calculate the new weekly wage for the following year, and store the resulting value in the wage variable. To do this, add 1 to the percentage increase (be sure to divide the percentage by 100.0 ) and multiply the result by the current value in wage. Save, compile and run the application. Input a raise percentage and a number of years for the wage increase. View the results to ensure that the correct years are displayed and that the future wage results are correct. Close the Command Prompt window. We can not figure it out! Any help would be greatly appreciated, thanks!

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  • How to disable multiple touches on a ScrollView and UIImage

    - by Rob
    I have a scrollview that I am loading images into that the user can touch and play a sound. However, the program is getting confused when I press one image with one finger and then another one with a different finger. It thinks you are pushing the same button again and therefore plays the sound again (so you have two of the same sounds playing at the same time even though you may have pressed a different sound button). I tried setting exclusiveTouch for each UIImage but that didn't seem to work in this case for some reason. What am I missing or is there a better way to do this? Here is some code: for creating buttons.... - (void) createButtons { CGRect myFrame = [self.outletScrollView bounds]; CGFloat gapX, gapY, x, y; int columns = 3; int myIndex = 0; int viewWidth = myFrame.size.width; int buttonsCount = [g_AppsList count]; float actualRows = (float) buttonsCount / columns; int rows = buttonsCount / columns; int buttonWidth = 100; int buttonHeight = 100; if (actualRows > rows) rows++; //set scrollview content size to hold all the glitter icons library gapX = (viewWidth - columns * buttonWidth) / (columns + 1); gapY = gapX; y = gapY; int contentHeight = (rows * (buttonHeight + gapY)) + gapY; [outletScrollView setContentSize: CGSizeMake(viewWidth, contentHeight)]; UIImage* myImage; NSString* buttonName; //center all buttons to view int i = 1, j = 1; for (i; i <= rows; i++) { //calculate gap between buttons gapX = (viewWidth - (buttonWidth * columns)) / (columns + 1); if (i == rows) { //this is the last row, recalculate gap and pitch gapX = (viewWidth - (buttonWidth * buttonsCount)) / (buttonsCount + 1); columns = buttonsCount; }//end else x = gapX; j = 1; for (j; j <= columns; j++) { //get shape name buttonName = [g_AppsList objectAtIndex: myIndex]; buttonName = [NSString stringWithFormat: @"%@.png", buttonName]; myImage = [UIImage imageNamed: buttonName]; TapDetectingImageView* imageView = [[TapDetectingImageView alloc] initWithImage: myImage]; [imageView setFrame: CGRectMake(x, y, buttonWidth, buttonHeight)]; [imageView setTag: myIndex]; [imageView setContentMode:UIViewContentModeScaleToFill]; [imageView setUserInteractionEnabled: YES]; [imageView setMultipleTouchEnabled: NO]; [imageView setExclusiveTouch: YES]; [imageView setDelegate: self]; //add button to current view [outletScrollView addSubview: imageView]; [imageView release]; x = x + buttonWidth + gapX; //increase button index myIndex++; }//end for j //increase y y = y + buttonHeight + gapY; //decrease buttons count buttonsCount = buttonsCount - columns; }//end for i } and for playing the sounds... - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { //stop playing theAudio.stop; // cancel any pending handleSingleTap messages [NSObject cancelPreviousPerformRequestsWithTarget:self selector:@selector(handleSingleTap) object:nil]; UITouch* touch = [[event allTouches] anyObject]; NSString* filename = [g_AppsList objectAtIndex: [touch view].tag]; NSString *path = [[NSBundle mainBundle] pathForResource: filename ofType:@"m4a"]; theAudio=[[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL]; theAudio.delegate = self; [theAudio prepareToPlay]; [theAudio setNumberOfLoops:-1]; [theAudio setVolume: g_Volume]; [theAudio play]; } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { BOOL allTouchesEnded = ([touches count] == [[event touchesForView:self] count]); if (allTouchesEnded) { //stop playing theAudio.stop; }//end if //stop playing theAudio.stop; }

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  • The best cross platform (portable) arbitrary precision math library

    - by Siu Ching Pong - Asuka Kenji
    Dear ninjas / hackers / wizards, I'm looking for a good arbitrary precision math library in C or C++. Could you please give me some advices / suggestions? The primary requirements: It MUST handle arbitrarily big integers (my primary interest is on integers). In case that you don't know what the word arbitrarily big means, imagine something like 100000! (the factorial of 100000). The precision MUST NOT NEED to be specified during library initialization / object creation. The precision should ONLY be constrained by the available resources of the system. It SHOULD utilize the full power of the platform, and should handle "small" numbers natively. That means on a 64-bit platform, calculating 2^33 + 2^32 should use the available 64-bit CPU instructions. The library SHOULD NOT calculate this in the same way as it does with 2^66 + 2^65 on the same platform. It MUST handle addition (+), subtraction (-), multiplication (*), integer division (/), remainder (%), power (**), increment (++), decrement (--), gcd(), factorial(), and other common integer arithmetic calculations efficiently. Ability to handle functions like sqrt() (square root), log() (logarithm) that do not produce integer results is a plus. Ability to handle symbolic computations is even better. Here are what I found so far: Java's BigInteger and BigDecimal class: I have been using these so far. I have read the source code, but I don't understand the math underneath. It may be based on theories / algorithms that I have never learnt. The built-in integer type or in core libraries of bc / Python / Ruby / Haskell / Lisp / Erlang / OCaml / PHP / some other languages: I have ever used some of these, but I have no idea on which library they are using, or which kind of implementation they are using. What I have already known: Using a char as a decimal digit, and a char* as a decimal string and do calculations on the digits using a for-loop. Using an int (or a long int, or a long long) as a basic "unit" and an array of it as an arbitrary long integer, and do calculations on the elements using a for-loop. Booth's multiplication algorithm What I don't know: Printing the binary array mentioned above in decimal without using naive methods. Example of a naive method: (1) add the bits from the lowest to the highest: 1, 2, 4, 8, 16, 32, ... (2) use a char* string mentioned above to store the intermediate decimal results). What I appreciate: Good comparisons on GMP, MPFR, decNumber (or other libraries that are good in your opinion). Good suggestions on books / articles that I should read. For example, an illustration with figures on how a un-naive arbitrarily long binary to decimal conversion algorithm works is good. Any help. Please DO NOT answer this question if: you think using a double (or a long double, or a long long double) can solve this problem easily. If you do think so, it means that you don't understand the issue under discussion. you have no experience on arbitrary precision mathematics. Thank you in advance! Asuka Kenji

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  • "Invalid Handle Object" when plotting 2 figures Matlab

    - by pinnacler
    I'm having a difficult time understanding the paradigm of Matlab classes vs compared to c++. I wrote code the other day, and I thought it should work. It did not... until I added <handle after the classdef. So I have two classes, landmarks and robot, both are called from within the simulation class. This is the main loop of obj.simulation.animate() and it works, until I try to plot two things at once. DATA.path is a record of all the places a robot has been on the map, and it's updated every time the position is updated. When I try to plot it, by uncommenting the two marked lines below, I get this error: ??? Error using == set Invalid handle object. Error in == simulationsimulation.animate at 45 set(l.lm,'XData',obj.landmarks.apparentPositions(:,1),'YData',obj.landmarks.apparentPositions(:,2)); %INITIALIZE GLOBALS global DATA XX XX = [obj.robot.x ; obj.robot.y]; DATA.i=1; DATA.path = XX; %Setup Plots fig=figure; xlabel('meters'), ylabel('meters') set(fig, 'name', 'Phil''s AWESOME 80''s Robot Simulator') xymax = obj.landmarks.mapSize*3; xymin = -(obj.landmarks.mapSize*3); l.lm=scatter([0],[0],'b+'); %"UNCOMMENT ME"l.pth= plot(0,0,'k.','markersize',2,'erasemode','background'); % vehicle path axis([xymin xymax xymin xymax]); %Simulation Loop for n = 1:720, %Calculate and Set Heading/Location XX = [obj.robot.x;obj.robot.y]; store_data(XX); if n == 120, DATA.path end %Update Position headingChange = navigate(n); obj.robot.updatePosition(headingChange); obj.landmarks.updatePerspective(obj.robot.heading, obj.robot.x, obj.robot.y); %Animate %"UNCOMMENT ME" set(l.pth, 'xdata', DATA.path(1,1:DATA.i), 'ydata', DATA.path(2,1:DATA.i)); set(l.lm,'XData',obj.landmarks.apparentPositions(:,1),'YData',obj.landmarks.apparentPositions(:,2)); rectangle('Position',[-2,-2,4,4]); drawnow This is the classdef for landmarks classdef landmarks <handle properties fixedPositions; %# positions in a fixed coordinate system. [ x, y ] mapSize; %Map Size. Value is side of square x; y; heading; headingChange; end properties (Dependent) apparentPositions end methods function obj = landmarks(mapSize, numberOfTrees) obj.mapSize = mapSize; obj.fixedPositions = obj.mapSize * rand([numberOfTrees, 2]) .* sign(rand([numberOfTrees, 2]) - 0.5); end function apparent = get.apparentPositions(obj) currentPosition = [obj.x ; obj.y]; apparent = bsxfun(@minus,(obj.fixedPositions)',currentPosition)'; apparent = ([cosd(obj.heading) -sind(obj.heading) ; sind(obj.heading) cosd(obj.heading)] * (apparent)')'; end function updatePerspective(obj,tempHeading,tempX,tempY) obj.heading = tempHeading; obj.x = tempX; obj.y = tempY; end end end To me, this is how I understand things. I created a figure l.lm that has about 100 xy points. I can rotate this figure by using set(l.lm,'XData',obj.landmarks.apparentPositions(:,1),'YData',obj.landmarks.apparentPositions(:,2)); When I do that, things work. When I try to plot a second group of XY points, stored in DATA.path, it craps out and I can't figure out why.

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  • Does anyone know how to appropriately deal with user timezones in rails 2.3?

    - by Amazing Jay
    We're building a rails app that needs to display dates (and more importantly, calculate them) in multiple timezones. Can anyone point me towards how to work with user timezones in rails 2.3(.5 or .8) The most inclusive article I've seen detailing how user time zones are supposed to work is here: http://wiki.rubyonrails.org/howtos/time-zones... although it is unclear when this was written or for what version of rails. Specifically it states that: "Time.zone - The time zone that is actually used for display purposes. This may be set manually to override config.time_zone on a per-request basis." Keys terms being "display purposes" and "per-request basis". Locally on my machine, this is true. However on production, neither are true. Setting Time.zone persists past the end of the request (to all subsequent requests) and also affects the way AR saves to the DB (basically treating any date as if it were already in UTC even when its not), thus saving completely inappropriate values. We run Ruby Enterprise Edition on production with passenger. If this is my problem, do we need to switch to JRuby or something else? To illustrate the problem I put the following actions in my ApplicationController right now: def test p_time = Time.now.utc s_time = Time.utc(p_time.year, p_time.month, p_time.day, p_time.hour) logger.error "TIME.ZONE" + Time.zone.inspect logger.error ENV['TZ'].inspect logger.error p_time.inspect logger.error s_time.inspect jl = JunkLead.create! jl.date_at = s_time logger.error s_time.inspect logger.error jl.date_at.inspect jl.save! logger.error s_time.inspect logger.error jl.date_at.inspect render :nothing => true, :status => 200 end def test2 Time.zone = 'Mountain Time (US & Canada)' logger.error "TIME.ZONE" + Time.zone.inspect logger.error ENV['TZ'].inspect render :nothing => true, :status => 200 end def test3 Time.zone = 'UTC' logger.error "TIME.ZONE" + Time.zone.inspect logger.error ENV['TZ'].inspect render :nothing => true, :status => 200 end and they yield the following: Processing ApplicationController#test (for 98.202.196.203 at 2010-12-24 22:15:50) [GET] TIME.ZONE#<ActiveSupport::TimeZone:0x2c57a68 @tzinfo=#<TZInfo::DataTimezone: Etc/UTC>, @name="UTC", @utc_offset=0> nil Fri Dec 24 22:15:50 UTC 2010 Fri Dec 24 22:00:00 UTC 2010 Fri Dec 24 22:00:00 UTC 2010 Fri, 24 Dec 2010 22:00:00 UTC +00:00 Fri Dec 24 22:00:00 UTC 2010 Fri, 24 Dec 2010 22:00:00 UTC +00:00 Completed in 21ms (View: 0, DB: 4) | 200 OK [http://www.dealsthatmatter.com/test] Processing ApplicationController#test2 (for 98.202.196.203 at 2010-12-24 22:15:53) [GET] TIME.ZONE#<ActiveSupport::TimeZone:0x2c580a8 @tzinfo=#<TZInfo::DataTimezone: America/Denver>, @name="Mountain Time (US & Canada)", @utc_offset=-25200> nil Completed in 143ms (View: 1, DB: 3) | 200 OK [http://www.dealsthatmatter.com/test2] Processing ApplicationController#test (for 98.202.196.203 at 2010-12-24 22:15:59) [GET] TIME.ZONE#<ActiveSupport::TimeZone:0x2c580a8 @tzinfo=#<TZInfo::DataTimezone: America/Denver>, @name="Mountain Time (US & Canada)", @utc_offset=-25200> nil Fri Dec 24 22:15:59 UTC 2010 Fri Dec 24 22:00:00 UTC 2010 Fri Dec 24 22:00:00 UTC 2010 Fri, 24 Dec 2010 15:00:00 MST -07:00 Fri Dec 24 22:00:00 UTC 2010 Fri, 24 Dec 2010 15:00:00 MST -07:00 Completed in 20ms (View: 0, DB: 4) | 200 OK [http://www.dealsthatmatter.com/test] Processing ApplicationController#test3 (for 98.202.196.203 at 2010-12-24 22:16:03) [GET] TIME.ZONE#<ActiveSupport::TimeZone:0x2c57a68 @tzinfo=#<TZInfo::DataTimezone: Etc/UTC>, @name="UTC", @utc_offset=0> nil Completed in 17ms (View: 0, DB: 2) | 200 OK [http://www.dealsthatmatter.com/test3] Processing ApplicationController#test (for 98.202.196.203 at 2010-12-24 22:16:04) [GET] TIME.ZONE#<ActiveSupport::TimeZone:0x2c57a68 @tzinfo=#<TZInfo::DataTimezone: Etc/UTC>, @name="UTC", @utc_offset=0> nil Fri Dec 24 22:16:05 UTC 2010 Fri Dec 24 22:00:00 UTC 2010 Fri Dec 24 22:00:00 UTC 2010 Fri, 24 Dec 2010 22:00:00 UTC +00:00 Fri Dec 24 22:00:00 UTC 2010 Fri, 24 Dec 2010 22:00:00 UTC +00:00 Completed in 151ms (View: 0, DB: 4) | 200 OK [http://www.dealsthatmatter.com/test] It should be clear above that the 2nd call to /test shows Time.zone set to Mountain, even though it shouldn't. Additionally, checking the database reveals that the test action when run after test2 saved a JunkLead record with a date of 2010-12-22 15:00:00, which is clearly wrong.

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  • Incremental PCA

    - by smichak
    Hi, Lately, I've been looking into an implementation of an incremental PCA algorithm in python - I couldn't find something that would meet my needs so I did some reading and implemented an algorithm I found in some paper. Here is the module's code - the relevant paper on which it is based is mentioned in the module's documentation. I would appreciate any feedback from people who are interested in this. Micha #!/usr/bin/env python """ Incremental PCA calculation module. Based on P.Hall, D. Marshall and R. Martin "Incremental Eigenalysis for Classification" which appeared in British Machine Vision Conference, volume 1, pages 286-295, September 1998. Principal components are updated sequentially as new observations are introduced. Each new observation (x) is projected on the eigenspace spanned by the current principal components (U) and the residual vector (r = x - U(U.T*x)) is used as a new principal component (U' = [U r]). The new principal components are then rotated by a rotation matrix (R) whose columns are the eigenvectors of the transformed covariance matrix (D=U'.T*C*U) to yield p + 1 principal components. From those, only the first p are selected. """ __author__ = "Micha Kalfon" import numpy as np _ZERO_THRESHOLD = 1e-9 # Everything below this is zero class IPCA(object): """Incremental PCA calculation object. General Parameters: m - Number of variables per observation n - Number of observations p - Dimension to which the data should be reduced """ def __init__(self, m, p): """Creates an incremental PCA object for m-dimensional observations in order to reduce them to a p-dimensional subspace. @param m: Number of variables per observation. @param p: Number of principle components. @return: An IPCA object. """ self._m = float(m) self._n = 0.0 self._p = float(p) self._mean = np.matrix(np.zeros((m , 1), dtype=np.float64)) self._covariance = np.matrix(np.zeros((m, m), dtype=np.float64)) self._eigenvectors = np.matrix(np.zeros((m, p), dtype=np.float64)) self._eigenvalues = np.matrix(np.zeros((1, p), dtype=np.float64)) def update(self, x): """Updates with a new observation vector x. @param x: Next observation as a column vector (m x 1). """ m = self._m n = self._n p = self._p mean = self._mean C = self._covariance U = self._eigenvectors E = self._eigenvalues if type(x) is not np.matrix or x.shape != (m, 1): raise TypeError('Input is not a matrix (%d, 1)' % int(m)) # Update covariance matrix and mean vector and centralize input around # new mean oldmean = mean mean = (n*mean + x) / (n + 1.0) C = (n*C + x*x.T + n*oldmean*oldmean.T - (n+1)*mean*mean.T) / (n + 1.0) x -= mean # Project new input on current p-dimensional subspace and calculate # the normalized residual vector g = U.T*x r = x - (U*g) r = (r / np.linalg.norm(r)) if not _is_zero(r) else np.zeros_like(r) # Extend the transformation matrix with the residual vector and find # the rotation matrix by solving the eigenproblem DR=RE U = np.concatenate((U, r), 1) D = U.T*C*U (E, R) = np.linalg.eigh(D) # Sort eigenvalues and eigenvectors from largest to smallest to get the # rotation matrix R sorter = list(reversed(E.argsort(0))) E = E[sorter] R = R[:,sorter] # Apply the rotation matrix U = U*R # Select only p largest eigenvectors and values and update state self._n += 1.0 self._mean = mean self._covariance = C self._eigenvectors = U[:, 0:p] self._eigenvalues = E[0:p] @property def components(self): """Returns a matrix with the current principal components as columns. """ return self._eigenvectors @property def variances(self): """Returns a list with the appropriate variance along each principal component. """ return self._eigenvalues def _is_zero(x): """Return a boolean indicating whether the given vector is a zero vector up to a threshold. """ return np.fabs(x).min() < _ZERO_THRESHOLD if __name__ == '__main__': import sys def pca_svd(X): X = X - X.mean(0).repeat(X.shape[0], 0) [_, _, V] = np.linalg.svd(X) return V N = 1000 obs = np.matrix([np.random.normal(size=10) for _ in xrange(N)]) V = pca_svd(obs) print V[0:2] pca = IPCA(obs.shape[1], 2) for i in xrange(obs.shape[0]): x = obs[i,:].transpose() pca.update(x) U = pca.components print U

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  • Lock-Free, Wait-Free and Wait-freedom algorithms for non-blocking multi-thread synchronization.

    - by GJ
    In multi thread programming we can find different terms for data transfer synchronization between two or more threads/tasks. When exactly we can say that some algorithem is: 1)Lock-Free 2)Wait-Free 3)Wait-Freedom I understand what means Lock-free but when we can say that some synchronization algorithm is Wait-Free or Wait-Freedom? I have made some code (ring buffer) for multi-thread synchronization and it use Lock-Free methods but: 1) Algorithm predicts maximum execution time of this routine. 2) Therad which call this routine at beginning set unique reference, what mean that is inside of this routine. 3) Other threads which are calling the same routine check this reference and if is set than count the CPU tick count (measure time) of first involved thread. If that time is to long interrupt the current work of involved thread and overrides him job. 4) Thread which not finished job because was interrupted from task scheduler (is reposed) at the end check the reference if not belongs to him repeat the job again. So this algorithm is not really Lock-free but there is no memory lock in use, and other involved threads can wait (or not) certain time before overide the job of reposed thread. Added RingBuffer.InsertLeft function: function TgjRingBuffer.InsertLeft(const link: pointer): integer; var AtStartReference: cardinal; CPUTimeStamp : int64; CurrentLeft : pointer; CurrentReference: cardinal; NewLeft : PReferencedPtr; Reference : cardinal; label TryAgain; begin Reference := GetThreadId + 1; //Reference.bit0 := 1 with rbRingBuffer^ do begin TryAgain: //Set Left.Reference with respect to all other cores :) CPUTimeStamp := GetCPUTimeStamp + LoopTicks; AtStartReference := Left.Reference OR 1; //Reference.bit0 := 1 repeat CurrentReference := Left.Reference; until (CurrentReference AND 1 = 0)or (GetCPUTimeStamp - CPUTimeStamp > 0); //No threads present in ring buffer or current thread timeout if ((CurrentReference AND 1 <> 0) and (AtStartReference <> CurrentReference)) or not CAS32(CurrentReference, Reference, Left.Reference) then goto TryAgain; //Calculate RingBuffer NewLeft address CurrentLeft := Left.Link; NewLeft := pointer(cardinal(CurrentLeft) - SizeOf(TReferencedPtr)); if cardinal(NewLeft) < cardinal(@Buffer) then NewLeft := EndBuffer; //Calcolate distance result := integer(Right.Link) - Integer(NewLeft); //Check buffer full if result = 0 then //Clear Reference if task still own reference if CAS32(Reference, 0, Left.Reference) then Exit else goto TryAgain; //Set NewLeft.Reference NewLeft^.Reference := Reference; SFence; //Try to set link and try to exchange NewLeft and clear Reference if task own reference if (Reference <> Left.Reference) or not CAS64(NewLeft^.Link, Reference, link, Reference, NewLeft^) or not CAS64(CurrentLeft, Reference, NewLeft, 0, Left) then goto TryAgain; //Calcolate result if result < 0 then result := Length - integer(cardinal(not Result) div SizeOf(TReferencedPtr)) else result := cardinal(result) div SizeOf(TReferencedPtr); end; //with end; { TgjRingBuffer.InsertLeft } RingBuffer unit you can find here: RingBuffer, CAS functions: FockFreePrimitives, and test program: RingBufferFlowTest Thanks in advance, GJ

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  • Calculating negative fractions in Objective C

    - by Mark Reid
    I've been coding my way through Steve Kochan's Programming in Objective-C 2.0 book. I'm up to an exercise in chapter 7, ex 4, in case anyone has the book. The question posed by the exercise it will the Fraction class written work with negative fractions such as -1/2 + -2/3? Here's the implementation code in question - @implementation Fraction @synthesize numerator, denominator; -(void) print { NSLog(@"%i/%i", numerator, denominator); } -(void) setTo: (int) n over: (int) d { numerator = n; denominator = d; } -(double) convertToNum { if (denominator != 0) return (double) numerator / denominator; else return 1.0; } -(Fraction *) add: (Fraction *) f { // To add two fractions: // a/b + c/d = ((a * d) + (b * c)) / (b * d) // result will store the result of the addition Fraction *result = [[Fraction alloc] init]; int resultNum, resultDenom; resultNum = (numerator * f.denominator) + (denominator * f.numerator); resultDenom = denominator * f.denominator; [result setTo: resultNum over: resultDenom]; [result reduce]; return result; } -(Fraction *) subtract: (Fraction *) f { // To subtract two fractions: // a/b - c/d = ((a * d) - (b * c)) / (b * d) // result will store the result of the addition Fraction *result = [[Fraction alloc] init]; int resultNum, resultDenom; resultNum = numerator * f.denominator - denominator * f.numerator; resultDenom = denominator * f.denominator; [result setTo: resultNum over: resultDenom]; [result reduce]; return result; } -(Fraction *) multiply: (Fraction *) f { // To multiply two fractions // a/b * c/d = (a*c) / (b*d) // result will store the result of the addition Fraction *result = [[Fraction alloc] init]; int resultNum, resultDenom; resultNum = numerator * f.numerator; resultDenom = denominator * f.denominator; [result setTo: resultNum over: resultDenom]; [result reduce]; return result; } -(Fraction *) divide: (Fraction *) f { // To divide two fractions // a/b / c/d = (a*d) / (b*c) // result will store the result of the addition Fraction *result = [[Fraction alloc] init]; int resultNum, resultDenom; resultNum = numerator * f.denominator; resultDenom = denominator * f.numerator; [result setTo: resultNum over: resultDenom]; [result reduce]; return result; } -(void) reduce { int u = numerator; int v = denominator; int temp; while (v != 0) { temp = u % v; u = v; v = temp; } numerator /= u; denominator /= u; } @end My question to you is will it work with negative fractions and can you explain how you know? Part of the issue is I don't know how to calculate negative fractions myself so I'm not too sure how to know. Many thanks.

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  • Custom event loop and UIKit controls. What extra magic Apple's event loop does?

    - by tequilatango
    Does anyone know or have good links that explain what iPhone's event loop does under the hood? We are using a custom event loop in our OpenGL-based iPhone game framework. It calls our game rendering system, calls presentRenderbuffer and pumps events using CFRunLoopRunInMode. See the code below for details. It works well when we are not using UIKit controls (as a proof, try Facetap, our first released game). However, when using UIKit controls, everything almost works, but not quite. Specifically, scrolling of UIKit controls doesn't work properly. For example, let's consider following scenario. We show UIImagePickerController on top of our own view. UIImagePickerController covers our custom view We also pause our own rendering, but keep on using the custom event loop. As said, everything works, except scrolling. Picking photos works. Drilling down to photo albums works and transition animations are smooth. When trying to scroll photo album view, the view follows your finger. Problem: when scrolling, scrolling stops immediately after you lift your finger. Normally, it continues smoothly based on the speed of your movement, but not when we are using the custom event loop. It seems that iPhone's event loop is doing some magic related to UIKit scrolling that we haven't implemented ourselves. Now, we can get UIKit controls to work just fine and dandy together with our own system by using Apple's event loop and calling our own rendering via NSTimer callbacks. However, I'd still like to understand, what is possibly happening inside iPhone's event loop that is not implemented in our custom event loop. - (void)customEventLoop { OBJC_METHOD; float excess = 0.0f; while(isRunning) { animationInterval = 1.0f / openGLapp->ticks_per_second(); // Calculate the target time to be used in this run of loop float wait = max(0.0, animationInterval - excess); Systemtime target = Systemtime::now().after_seconds(wait); Scope("event loop"); NSAutoreleasePool* pool = [[ NSAutoreleasePool alloc] init]; // Call our own render system and present render buffer [self drawView]; // Pump system events [self handleSystemEvents:target]; [pool release]; excess = target.seconds_to_now(); } } - (void)drawView { OBJC_METHOD; // call our own custom rendering bool bind = openGLapp->app_render(); // bind the buffer to be THE renderbuffer and present its contents if (bind) { opengl::bind_renderbuffer(renderbuffer); [context presentRenderbuffer:GL_RENDERBUFFER_OES]; } } - (void) handleSystemEvents:(Systemtime)target { OBJC_METHOD; SInt32 reason = 0; double time_left = target.seconds_since_now(); if (time_left <= 0.0) { while((reason = CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0, TRUE)) == kCFRunLoopRunHandledSource) {} } else { float dt = time_left; while((reason = CFRunLoopRunInMode(kCFRunLoopDefaultMode, dt, FALSE)) == kCFRunLoopRunHandledSource) { double time_left = target.seconds_since_now(); if (time_left <= 0.0) break; dt = (float) time_left; } } }

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  • Scaling an image using the mouse in C#

    - by Gaax
    Hey guys... I'm trying to use the position of the mouse to calculate the scaling factor for scaling an image. Basically, the further you get away from the center of the image, the bigger it gets; and the closer to the center you get, the smaller it gets. I have some code so far but it's acting really strange and I have absolutely no more ideas. First I'll let you know, one thing I was trying to do is average out 5 distances to get a more smooth resize animation. Here's my code: private void pictureBoxScale_MouseMove(object sender, MouseEventArgs e) { if (rotateScaleMode && isDraggingToScale) { // For Scaling int sourceWidth = pictureBox1.Image.Width; int sourceHeight = pictureBox1.Image.Height; float dCurrCent = 0; // distance between the current mouse pos and the center of the image float dPrevCent = 0; // distance between the previous mouse pos and the center of the image System.Drawing.Point imgCenter = new System.Drawing.Point(); imgCenter.X = pictureBox1.Location.X + (sourceWidth / 2); imgCenter.Y = pictureBox1.Location.Y + (sourceHeight / 2); // Calculating the distance between the current mouse location and the center of the image dCurrCent = (float)Math.Sqrt(Math.Pow(e.X - imgCenter.X, 2) + Math.Pow(e.Y - imgCenter.Y, 2)); // Calculating the distance between the previous mouse location and the center of the image dPrevCent = (float)Math.Sqrt(Math.Pow(prevMouseLoc.X - imgCenter.X, 2) + Math.Pow(prevMouseLoc.Y - imgCenter.Y, 2)); if (smoothScaleCount < 5) { dCurrCentSmooth[smoothScaleCount] = dCurrCent; dPrevCentSmooth[smoothScaleCount] = dPrevCent; } if (smoothScaleCount == 4) { float currCentSum = 0; float prevCentSum = 0; for (int i = 0; i < 4; i++) { currCentSum += dCurrCentSmooth[i]; } for (int i = 0; i < 4; i++) { prevCentSum += dPrevCentSmooth[i]; } float scaleAvg = (currCentSum / 5) / (prevCentSum / 5); int destWidth = (int)(sourceWidth * scaleAvg); int destHeight = (int)(sourceHeight * scaleAvg); // If statement is for limiting the size of the image if (destWidth > (currentRotatedImage.Width / 2) && destWidth < (currentRotatedImage.Width * 3) && destHeight > (currentRotatedImage.Height / 2) && destWidth < (currentRotatedImage.Width * 3)) { AForge.Imaging.Filters.ResizeBilinear resizeFilter = new AForge.Imaging.Filters.ResizeBilinear(destWidth, destHeight); pictureBox1.Image = resizeFilter.Apply((Bitmap)currentRotatedImage); pictureBox1.Size = pictureBox1.Image.Size; pictureBox1.Refresh(); } smoothScaleCount = -1; } prevMouseLoc = e.Location; currentScaledImage = pictureBox1.Image; smoothScaleCount++; } }

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  • Detecting Acceleration in a car (iPhone Accelerometer)

    - by TheGazzardian
    Hello, I am working on an iPhone app where we are trying to calculate the acceleration of a moving car. Similar apps have accomplished this (Dynolicious), but the difference is that this app is designed to be used during general city driving, not on a drag strip. This leads us to one big concern that Dynolicious was luckily able to avoid: hills. Yes, hills. There are two important stages to this: calibration, and actual driving. Our initial run was simple and suffered the consequences. During the calibration stage, I took the average force on the phone, and during running, I just subtracted the average force from the current force to get the current acceleration this frame. The problem with this is that the typical car receives much more force than just the forward force - everything from turning to potholes was causing the values to go out of sync with what was really happening. The next run was to add the condition that the iPhone must be oriented in such a way that the screen was facing toward the back of the car. Using this method, I attempted to follow only force on the z-axis, but this obviously lead to problems unless the iPhone was oriented directly upright, because of gravity. Some trigonometry later, and I had managed to work gravity out of the equation, so that the car was actually being read very, very well by the iPhone. Until I hit a slope. As soon as the angle of the car changed, suddenly I was receiving accelerations and decelerations that didn't make sense, and we were once again going out of sync. Talking with someone a lot smarter than me at math lead to a solution that I have been trying to implement for longer than I would like to admit. It's steps are as follows: 1) During calibration, measure gravity as a vector instead of a size. Store that vector. 2) When the car initially moves forward, take the vector of motion and subtract gravity. Use this as the forward momentum. (Ignore, for now, the user cases where this will be difficult and let's concentrate on the math :) 3) From the forward vector and the gravity vector, construct a plane. 4) Whenever a force is received, project it onto said plane to get rid of sideways force/etc. 5) Then, use that force, the known magnitude of gravity, and the known direction of forward motion to essentially solve a triangle to get the forward vector. The problem that is causing the most difficulty in this new system is not step 5, which I have gotten to the point where all the numbers look as they should. The difficult part is actually the detection of the forward vector. I am selecting vectors whose magnitude exceeds gravity, and from there, averaging them and subtracting gravity. (I am doing some error checking to make sure that I am not using a force just because the iPhone accelerometer was off by a bit, which happens more frequently than I would like). But if I plot these vectors that I am using, they actually vary by an angle of about 20-30 degrees, which can lead to some strong inaccuracies. The end result is that the app is even more inaccurate now than before. So basically - all you math and iPhone brains out there - any glaring errors? Any potentially better solutions? Any experience that could be useful at all? Award: offering a bounty of $250 to the first answer that leads to a solution.

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  • Calculus? Need help solving for a time-dependent variable given some other variables.

    - by user451527
    Long story short, I'm making a platform game. I'm not old enough to have taken Calculus yet, so I know not of derivatives or integrals, but I know of them. The desired behavior is for my character to automagically jump when there is a block to either side of him that is above the one he's standing on; for instance, stairs. This way the player can just hold left / right to climb stairs, instead of having to spam the jump key too. The issue is with the way I've implemented jumping; I've decided to go mario-style, and allow the player to hold 'jump' longer to jump higher. To do so, I have a 'jump' variable which is added to the player's Y velocity. The jump variable increases to a set value when the 'jump' key is pressed, and decreases very quickly once the 'jump' key is released, but decreases less quickly so long as you hold the 'jump' key down, thus providing continuous acceleration up as long as you hold 'jump.' This also makes for a nice, flowing jump, rather than a visually jarring, abrupt acceleration. So, in order to account for variable stair height, I want to be able to calculate exactly what value the 'jump' variable should get in order to jump exactly to the height of the stair; preferably no more, no less, though slightly more is permissible. This way the character can jump up steep or shallow flights of stairs without it looking weird or being slow. There are essentially 5 variables in play: h -the height the character needs to jump to reach the stair top<br> j -the jump acceleration variable<br> v -the vertical velocity of the character<br> p -the vertical position of the character<br> d -initial vertical position of the player minus final position<br> Each timestep:<br> j -= 1.5; //the jump variable's deceleration<br> v -= j; //the jump value's influence on vertical speed<br> v *= 0.95; //friction on the vertical speed<br> v += 1; //gravity<br> p += v; //add the vertical speed to the vertical position<br> v-initial is known to be zero<br> v-final is known to be zero<br> p-initial is known<br> p-final is known<br> d is known to be p-initial minus p-final<br> j-final is known to be zero<br> j-initial is unknown<br> Given all of these facts, how can I make an equation that will solve for j? tl;dr How do I Calculus? Much thanks to anyone who's made it this far and decides to plow through this problem.

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  • Scaling an image using the mouse in a WinForms application?

    - by Gaax
    I'm trying to use the position of the mouse to calculate the scaling factor for scaling an image. Basically, the further you get away from the center of the image, the bigger it gets; and the closer to the center you get, the smaller it gets. I have some code so far but it's acting really strange and I have absolutely no more ideas. First I'll let you know, one thing I was trying to do is average out 5 distances to get a more smooth resize animation. Here's my code: private void pictureBoxScale_MouseMove(object sender, MouseEventArgs e) { if (rotateScaleMode && isDraggingToScale) { // For Scaling int sourceWidth = pictureBox1.Image.Width; int sourceHeight = pictureBox1.Image.Height; float dCurrCent = 0; // distance between the current mouse pos and the center of the image float dPrevCent = 0; // distance between the previous mouse pos and the center of the image System.Drawing.Point imgCenter = new System.Drawing.Point(); imgCenter.X = pictureBox1.Location.X + (sourceWidth / 2); imgCenter.Y = pictureBox1.Location.Y + (sourceHeight / 2); // Calculating the distance between the current mouse location and the center of the image dCurrCent = (float)Math.Sqrt(Math.Pow(e.X - imgCenter.X, 2) + Math.Pow(e.Y - imgCenter.Y, 2)); // Calculating the distance between the previous mouse location and the center of the image dPrevCent = (float)Math.Sqrt(Math.Pow(prevMouseLoc.X - imgCenter.X, 2) + Math.Pow(prevMouseLoc.Y - imgCenter.Y, 2)); if (smoothScaleCount < 5) { dCurrCentSmooth[smoothScaleCount] = dCurrCent; dPrevCentSmooth[smoothScaleCount] = dPrevCent; } if (smoothScaleCount == 4) { float currCentSum = 0; float prevCentSum = 0; for (int i = 0; i < 4; i++) { currCentSum += dCurrCentSmooth[i]; } for (int i = 0; i < 4; i++) { prevCentSum += dPrevCentSmooth[i]; } float scaleAvg = (currCentSum / 5) / (prevCentSum / 5); int destWidth = (int)(sourceWidth * scaleAvg); int destHeight = (int)(sourceHeight * scaleAvg); // If statement is for limiting the size of the image if (destWidth > (currentRotatedImage.Width / 2) && destWidth < (currentRotatedImage.Width * 3) && destHeight > (currentRotatedImage.Height / 2) && destWidth < (currentRotatedImage.Width * 3)) { AForge.Imaging.Filters.ResizeBilinear resizeFilter = new AForge.Imaging.Filters.ResizeBilinear(destWidth, destHeight); pictureBox1.Image = resizeFilter.Apply((Bitmap)currentRotatedImage); pictureBox1.Size = pictureBox1.Image.Size; pictureBox1.Refresh(); } smoothScaleCount = -1; } prevMouseLoc = e.Location; currentScaledImage = pictureBox1.Image; smoothScaleCount++; } }

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  • UVA Online Judge 3n+1 : Right answer is Wrong answer

    - by Samuraisoulification
    Ive been toying with this problem for more than a week now, I have optimized it a lot, I seem to be getting the right answer, since it's the same as when I compare it to other's answers that got accepted, but I keep getting wrong answer. Im not sure what's going on! Anyone have any advice? I think it's a problem with the input or the output, cause Im not exactly sure how this judge thing works. So if anyone could pinpoint the problem, and also give me any advice on my code, Id be very appreciative!!! #include <iostream> #include <cstdlib> #include <stdio.h> #include <vector> using namespace std; class Node{ // node for each number that has teh cycles and number private: int number; int cycles; bool cycleset; // so it knows whether to re-set the cycle public: Node(int num){ number = num; cycles = 0; cycleset = false; } int getnumber(){ return number; } int getcycles(){ return cycles; } void setnumber(int num){ number = num; } void setcycles(int num){ cycles = num; cycleset = true; } bool cycled(){ return cycleset; } }; class Cycler{ private: vector<Node> cycleArray; int biggest; int cycleReal(unsigned int number){ // actually cycles through the number int cycles = 1; if (number != 1) { if (number < 1000000) { // makes sure it's in vector bounds if (!cycleArray[number].cycled()) { // sees if it's been cycled if (number % 2 == 0) { cycles += this->cycleReal((number / 2)); } else { cycles += this->cycleReal((3 * number) + 1); } } else { // if cycled get the number of cycles and don't re-calculate, ends recursion cycles = cycleArray[number].getcycles(); } } else { // continues recursing if it's too big for the vector if (number % 2 == 0) { cycles += this->cycleReal((number / 2)); } else { cycles += this->cycleReal((3 * number) + 1); } } } if(number < 1000000){ // sets cycles table for the number in the vector if (!cycleArray[number].cycled()) { cycleArray[number].setcycles(cycles); } } return cycles; } public: Cycler(){ biggest = 0; for(int i = 0; i < 1000000; i++){ // initialize the vector, set the numbers Node temp(i); cycleArray.push_back(temp); } } int cycle(int start, int end){ // cycles thorugh the inputted numbers. int size = 0; for(int i = start; i < end ; i++){ size = this->cycleReal(i); if(size > biggest){ biggest = size; } } int temp = biggest; biggest = 0; return temp; } int getBiggest(){ return biggest; } }; int main() { Cycler testCycler; int i, j; while(cin>>i>>j){ //read in untill \n int biggest = 0; if(i > j){ biggest = testCycler.cycle(j, i); }else{ biggest = testCycler.cycle(i, j); } cout << i << " " << j << " " << biggest << endl; } return 0; }

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  • this program runs but not correctly:brief decription of what i am trying to do can someone tell me i

    - by user320950
    this is what i have to do: write a program that determines the grade dispersal for 100 students You are to read the exam scores into three arrays, one array for each exam. You must then calculate how many students scored A’s (90 or above), B’s (80 or above), C’s (70 or above), D’s (60 or above), and F’s (less than 60). Do this for each exam and write the distribution to the screen. // basic file operations #include <iostream> #include <fstream> using namespace std; int read_file_in_array(double exam[100][3]); double calculate_total(double exam1[], double exam2[], double exam3[]); // function that calcualates grades to see how many 90,80,70,60 //void display_totals(); double exam[100][3]; int main() { double go,go2,go3; double exam[100][3],exam1[100],exam2[100],exam3[100]; go=read_file_in_array(exam); go2=calculate_total(exam1,exam2,exam3); //go3=display_totals(); cout << go,go2,go3; return 0; } /* int display_totals() { int grade_total; grade_total=calculate_total(exam1,exam2,exam3); return 0; } */ double calculate_total(double exam1[],double exam2[],double exam3[]) { int calc_tot,above90=0, above80=0, above70=0, above60=0,i,j, fail=0; double exam[100][3]; calc_tot=read_file_in_array(exam); for(i=0;i<100;i++) { for (j=0; j<3; j++) { exam1[i]=exam[100][0]; exam2[i]=exam[100][1]; exam3[i]=exam[100][2]; if(exam[i][j] <=90 && exam[i][j] >=100) { above90++; { if(exam[i][j] <=80 && exam[i][j] >=89) { above80++; { if(exam[i][j] <=70 && exam[i][j] >=79) { above70++; { if(exam[i][j] <=60 && exam[i][j] >=69) { above60++; { if(exam[i][j] >=59) { fail++; } } } } } } } } } } } return 0; } int read_file_in_array(double exam[100][3]) { ifstream infile; int exam1[100]; int exam2[100]; int exam3[100]; infile.open("grades.txt");// file containing numbers in 3 columns if(infile.fail()) // checks to see if file opended { cout << "error" << endl; } int num, i=0,j=0; while(!infile.eof()) // reads file to end of line { for(i=0;i<100;i++) // array numbers less than 100 { for(j=0;j<3;j++) // while reading get 1st array or element infile >> exam[i][j]; infile >> exam[i][j]; infile >> exam[i][j]; cout << exam[i][j] << endl; { if (! (infile >> exam[i][j]) ) cout << exam[i][j] << endl; } exam[i][j]=exam1[i]; exam[i][j]=exam2[i]; exam[i][j]=exam3[i]; } infile.close(); } return 0; }

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  • this program runs but not correctly numbers arent right, i read numbers from a file and then when i

    - by user320950
    this is what i have to do: write a program that determines the grade dispersal for 100 students You are to read the exam scores into three arrays, one array for each exam. You must then calculate how many students scored A’s (90 or above), B’s (80 or above), C’s (70 or above), D’s (60 or above), and F’s (less than 60). Do this for each exam and write the distribution to the screen. // basic file operations #include <iostream> #include <fstream> using namespace std; int read_file_in_array(double exam[100][3]); double calculate_total(double exam1[], double exam2[], double exam3[]); // function that calcualates grades to see how many 90,80,70,60 //void display_totals(); double exam[100][3]; int main() { double go,go2,go3; double exam[100][3],exam1[100],exam2[100],exam3[100]; go=read_file_in_array(exam); go2=calculate_total(exam1,exam2,exam3); //go3=display_totals(); cout << go,go2,go3; return 0; } /* int display_totals() { int grade_total; grade_total=calculate_total(exam1,exam2,exam3); return 0; } */ double calculate_total(double exam1[],double exam2[],double exam3[]) { int calc_tot,above90=0, above80=0, above70=0, above60=0,i,j, fail=0; double exam[100][3]; calc_tot=read_file_in_array(exam); for(i=0;i<100;i++) { for (j=0; j<3; j++) { exam1[i]=exam[100][0]; exam2[i]=exam[100][1]; exam3[i]=exam[100][2]; if(exam[i][j] <=90 && exam[i][j] >=100) { above90++; { if(exam[i][j] <=80 && exam[i][j] >=89) { above80++; { if(exam[i][j] <=70 && exam[i][j] >=79) { above70++; { if(exam[i][j] <=60 && exam[i][j] >=69) { above60++; { if(exam[i][j] >=59) { fail++; } } } } } } } } } } } return 0; } int read_file_in_array(double exam[100][3]) { ifstream infile; int exam1[100]; int exam2[100]; int exam3[100]; infile.open("grades.txt");// file containing numbers in 3 columns if(infile.fail()) // checks to see if file opended { cout << "error" << endl; } int num, i=0,j=0; while(!infile.eof()) // reads file to end of line { for(i=0;i<100;i++) // array numbers less than 100 { for(j=0;j<3;j++) // while reading get 1st array or element infile >> exam[i][j]; infile >> exam[i][j]; infile >> exam[i][j]; cout << exam[i][j] << endl; { if (! (infile >> exam[i][j]) ) cout << exam[i][j] << endl; } exam[i][j]=exam1[i]; exam[i][j]=exam2[i]; exam[i][j]=exam3[i]; } infile.close(); } return 0; }

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  • Picking good first estimates for Goldschmidt division

    - by Mads Elvheim
    I'm calculating fixedpoint reciprocals in Q22.10 with Goldschmidt division for use in my software rasterizer on ARM. This is done by just setting the nominator to 1, i.e the nominator becomes the scalar on the first iteration. To be honest, I'm kind of following the wikipedia algorithm blindly here. The article says that if the denominator is scaled in the half-open range (0.5, 1.0], a good first estimate can be based on the denominator alone: Let F be the estimated scalar and D be the denominator, then F = 2 - D. But when doing this, I lose a lot of precision. Say if I want to find the reciprocal of 512.00002f. In order to scale the number down, I lose 10 bits of precision in the fraction part, which is shifted out. So, my questions are: Is there a way to pick a better estimate which does not require normalization? Also, is it possible to pre-calculate the first estimates so the series converges faster? Right now, it converges after the 4th iteration on average. On ARM this is about ~50 cycles worst case, and that's not taking emulation of clz/bsr into account, nor memory lookups. Here is my testcase. Note: The software implementation of clz on line 13 is from my post here. You can replace it with an intrinsic if you want. #include <stdio.h> #include <stdint.h> const unsigned int BASE = 22ULL; static unsigned int divfp(unsigned int val, int* iter) { /* Nominator, denominator, estimate scalar and previous denominator */ unsigned long long N,D,F, DPREV; int bitpos; *iter = 1; D = val; /* Get the shift amount + is right-shift, - is left-shift. */ bitpos = 31 - clz(val) - BASE; /* Normalize into the half-range (0.5, 1.0] */ if(0 < bitpos) D >>= bitpos; else D <<= (-bitpos); /* (FNi / FDi) == (FN(i+1) / FD(i+1)) */ /* F = 2 - D */ F = (2ULL<<BASE) - D; /* N = F for the first iteration, because the nominator is simply 1. So don't waste a 64-bit UMULL on a multiply with 1 */ N = F; D = ((unsigned long long)D*F)>>BASE; while(1){ DPREV = D; F = (2<<(BASE)) - D; D = ((unsigned long long)D*F)>>BASE; /* Bail when we get the same value for two denominators in a row. This means that the error is too small to make any further progress. */ if(D == DPREV) break; N = ((unsigned long long)N*F)>>BASE; *iter = *iter + 1; } if(0 < bitpos) N >>= bitpos; else N <<= (-bitpos); return N; } int main(int argc, char* argv[]) { double fv, fa; int iter; unsigned int D, result; sscanf(argv[1], "%lf", &fv); D = fv*(double)(1<<BASE); result = divfp(D, &iter); fa = (double)result / (double)(1UL << BASE); printf("Value: %8.8lf 1/value: %8.8lf FP value: 0x%.8X\n", fv, fa, result); printf("iteration: %d\n",iter); return 0; }

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  • Matrix Multiplication with Threads: Why is it not faster?

    - by prelic
    Hey all, So I've been playing around with pthreads, specifically trying to calculate the product of two matrices. My code is extremely messy because it was just supposed to be a quick little fun project for myself, but the thread theory I used was very similar to: #include <pthread.h> #include <stdio.h> #include <stdlib.h> #define M 3 #define K 2 #define N 3 #define NUM_THREADS 10 int A [M][K] = { {1,4}, {2,5}, {3,6} }; int B [K][N] = { {8,7,6}, {5,4,3} }; int C [M][N]; struct v { int i; /* row */ int j; /* column */ }; void *runner(void *param); /* the thread */ int main(int argc, char *argv[]) { int i,j, count = 0; for(i = 0; i < M; i++) { for(j = 0; j < N; j++) { //Assign a row and column for each thread struct v *data = (struct v *) malloc(sizeof(struct v)); data->i = i; data->j = j; /* Now create the thread passing it data as a parameter */ pthread_t tid; //Thread ID pthread_attr_t attr; //Set of thread attributes //Get the default attributes pthread_attr_init(&attr); //Create the thread pthread_create(&tid,&attr,runner,data); //Make sure the parent waits for all thread to complete pthread_join(tid, NULL); count++; } } //Print out the resulting matrix for(i = 0; i < M; i++) { for(j = 0; j < N; j++) { printf("%d ", C[i][j]); } printf("\n"); } } //The thread will begin control in this function void *runner(void *param) { struct v *data = param; // the structure that holds our data int n, sum = 0; //the counter and sum //Row multiplied by column for(n = 0; n< K; n++){ sum += A[data->i][n] * B[n][data->j]; } //assign the sum to its coordinate C[data->i][data->j] = sum; //Exit the thread pthread_exit(0); } source: http://macboypro.com/blog/2009/06/29/matrix-multiplication-in-c-using-pthreads-on-linux/ For the non-threaded version, I used the same setup (3 2-d matrices, dynamically allocated structs to hold r/c), and added a timer. First trials indicated that the non-threaded version was faster. My first thought was that the dimensions were too small to notice a difference, and it was taking longer to create the threads. So I upped the dimensions to about 50x50, randomly filled, and ran it, and I'm still not seeing any performance upgrade with the threaded version. What am I missing here?

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  • Identifier is undefined

    - by hawk
    I wrote the following code in C++ using VS2012 Express. void ac_search( uint num_patterns, uint pattern_length, const char *patterns, uint num_records, uint record_length, const char *records, int *matches, Node* trie) { // Irrelevant code omitted. } vector<int> ac_benchmark_search( uint num_patterns, uint pattern_length, const char *patterns, uint num_records, uint record_length, const char *records, double &time) { // Prepare the container for the results vector<int> matches(num_records * num_patterns); Trie T; Node* trie = T.addWord(records, num_records, record_length); // error line ac_search(num_patterns, pattern_length, patterns, num_records, record_length, records, matches.data(), trie); // Irrelevant code omitted. return matches; } I get the error identifier "ac_search" is undefined at the function invoking line. I am a bit confused here. because the function ac_search is declared as a global (not inside any container). Why can't I call it at this place? Am I missing something? Update I tried ignore irrelevant code and then included it gradually and found that everything is fine until I include the outer loop of ac_search I get the aforementioned error. here is updated code of the function ac_search: void ac_cpu_string_search(uint num_patterns, uint pattern_length, const char *patterns, uint num_records, uint record_length, const char *records, int *matches, Node* trie) { // Loop over all records //for (uint record_number = 0; record_number < num_records; ++record_number) //{ // // Loop over all patterns for (uint pattern_number = 0; pattern_number < num_patterns; ++pattern_number) { // Execute string search const char *ptr_record = &records[record_number * record_length]; const char *ptr_match = std::strstr(ptr_record, &patterns[pattern_number * pattern_length]); // If pattern was found, then calculate offset, otherwise result is -1 if (ptr_match) { matches[record_number * num_patterns + pattern_number] = static_cast<int>(std::distance(ptr_record, ptr_match)); } else { matches[record_number * num_patterns + pattern_number] = -1; } // } //} } Update 2 I think the error has something to do with the function addWord which belongs to the class Trie. When I commented out this function, I did not get the error anymore. Node* Trie::addWord(const char *records, uint num_records, uint record_length) { // Loop over all records for (uint record_number = 0; record_number < num_records; ++record_number) { const char *ptr_record = &records[record_number * record_length]; string s = ptr_record; Node* current = root; if ( s.length() == 0 ) { current->setWordMarker(); // an empty word return; } for ( int i = 0; i < s.length(); i++ ) { Node* child = current->findChild(s[i]); if ( child != NULL ) { current = child; } else { Node* tmp = new Node(); tmp->setContent(s[i]); current->appendChild(tmp); current = tmp; } if ( i == s.length() - 1 ) current->setWordMarker(); } return current; } void ac_search( uint num_patterns, uint pattern_length, const char *patterns, uint num_records, uint record_length, const char *records, int *matches, Node* trie) { // Irrelevant code omitted. } vector<int> ac_benchmark_search( uint num_patterns, uint pattern_length, const char *patterns, uint num_records, uint record_length, const char *records, double &time) { // Prepare the container for the results vector<int> matches(num_records * num_patterns); Trie T; Node* trie = T.addWord(records, num_records, record_length); // error line ac_search(num_patterns, pattern_length, patterns, num_records, record_length, records, matches.data(), trie); // Irrelevant code omitted. return matches; }

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  • how to speed up the code??

    - by kaushik
    i have very huge code about 600 lines plus. cant post the whole thing here. but a particular code snippet is taking so much time,leading to problems. here i post that part of code please tell me what to do speed up the processing.. please suggest the part which may be the reason and measure to improve them if this small part of code is understandable. using_data={} def join_cost(a , b): global using_data #print a #print b save_a=[] save_b=[] print 1 #for i in range(len(m)): #if str(m[i][0])==str(a): save_a=database_index[a] #for i in range(len(m)): # if str(m[i][0])==str(b): #print 'save_a',save_a #print 'save_b',save_b print 2 save_b=database_index[b] using_data[save_a[0]]=save_a s=str(save_a[1]).replace('phone','text') s=str(s)+'.pm' p=os.path.join("c:/begpython/wavnk/",s) x=open(p , 'r') print 3 for i in range(6): x.readline() k2='a' j=0 o=[] while k2 is not '': k2=x.readline() k2=k2.rstrip('\n') oj=k2.split(' ') o=o+[oj] #print o[j] j=j+1 #print j #print o[2][0] temp=long(1232332) end_time=save_a[4] #print end_time k=(j-1) for i in range(k): diff=float(o[i][0])-float(end_time) if diff<0: diff=diff*(-1) if temp>diff: temp=diff pm_row=i #print pm_row #print temp #print o[pm_row] #pm_row=3 q=[] print 4 l=str(p).replace('.pm','.mcep') z=open(l ,'r') for i in range(pm_row): z.readline() k3=z.readline() k3=k3.rstrip('\n') q=k3.split(' ') #print q print 5 s=str(save_b[1]).replace('phone','text') s=str(s)+'.pm' p=os.path.join("c:/begpython/wavnk/",s) x=open(p , 'r') for i in range(6): x.readline() k2='a' j=0 o=[] while k2 is not '': k2=x.readline() k2=k2.rstrip('\n') oj=k2.split(' ') o=o+[oj] #print o[j] j=j+1 #print j #print o[2][0] temp=long(1232332) strt_time=save_b[3] #print strt_time k=(j-1) for i in range(k): diff=float(o[i][0])-float(strt_time) if diff<0: diff=diff*(-1) if temp>diff: temp=diff pm_row=i #print pm_row #print temp #print o[pm_row] #pm_row=3 w=[] l=str(p).replace('.pm','.mcep') z=open(l ,'r') for i in range(pm_row): z.readline() k3=z.readline() k3=k3.rstrip('\n') w=k3.split(' ') #print w cost=0 for i in range(12): #print q[i] #print w[i] h=float(q[i])-float(w[i]) cost=cost+math.pow(h,2) j_cost=math.sqrt(cost) #print cost return j_cost def target_cost(a , b): a=(b+1)*3 b=(a+1)*2 t_cost=(a+b)*5/2 return t_cost r1='shht:ra_77' r2='grx_18' g=[] nodes=[] nodes=nodes+[[r1]] for i in range(len(y_in_db_format)): g=y_in_db_format[i] #print g #print g[0] g.remove(str(g[0])) nodes=nodes+[g] nodes=nodes+[[r2]] print nodes print "lenght of nodes",len(nodes) lists=[] #lists=lists+[r1] for i in range(len(nodes)): for j in range(len(nodes[i])): lists=lists+[nodes[i][j]] #lists=lists+[r2] print lists distance={} for i in range(len(lists)): if i==0: distance[str(lists[i])]=0 else: distance[str(lists[i])]=long(123231223) #print distance group_dist=[] infinity=long(123232323) for i in range(len(nodes)): distances=[] for j in range(len(nodes[i])): #distances=[] if i==0: distances=distances+[[nodes[i][j], 0]] else: distances=distances+[[nodes[i][j],infinity]] group_dist=group_dist+[distances] #print distances print "group_distances",group_dist #print "check",group_dist[0][0][1] #costs={} #for i in range(len(lists)): #if i==0: # costs[str(lists[i])]=1 #else: # costs[str(lists[i])]=get_selfcost(lists[i]) path=[] for i in range(len(nodes)): mini=[] if i!=(len(nodes)-1): #temp=long(123234324) #Now calculate the cost between the current node and each of its neighbour for k in range(len(nodes[(i+1)])): for j in range(len(nodes[i])): current=nodes[i][j] #print "current_node",current j_distance=join_cost( current , nodes[i+1][k]) #t_distance=target_cost( current , nodes[i+1][k]) t_distance=34 #print distance #print "distance between current and neighbours",distance total_distance=(.5*(float(group_dist[i][j][1])+float(j_distance))+.5*(float(t_distance))) #print "total distance between the intial_nodes and current neighbour",total_distance if int(group_dist[i+1][k][1]) > int(total_distance): group_dist[i+1][k][1]=total_distance #print "updated distance",group_dist[i+1][k][1] a=current #print "the neighbour",nodes[i+1][k],"updated the value",a mini=mini+[[str(nodes[i+1][k]),a]] print mini

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  • More localized, efficient Lowest Common Ancestor algorithm given multiple binary trees?

    - by mstksg
    I have multiple binary trees stored as an array. In each slot is either nil (or null; pick your language) or a fixed tuple storing two numbers: the indices of the two "children". No node will have only one child -- it's either none or two. Think of each slot as a binary node that only stores pointers to its children, and no inherent value. Take this system of binary trees: 0 1 / \ / \ 2 3 4 5 / \ / \ 6 7 8 9 / \ 10 11 The associated array would be: 0 1 2 3 4 5 6 7 8 9 10 11 [ [2,3] , [4,5] , [6,7] , nil , nil , [8,9] , nil , [10,11] , nil , nil , nil , nil ] I've already written simple functions to find direct parents of nodes (simply by searching from the front until there is a node that contains the child) Furthermore, let us say that at relevant times, both all trees are anywhere between a few to a few thousand levels deep. I'd like to find a function P(m,n) to find the lowest common ancestor of m and n -- to put more formally, the LCA is defined as the "lowest", or deepest node in which have m and n as descendants (children, or children of children, etc.). If there is none, a nil would be a valid return. Some examples, given our given tree: P( 6,11) # => 2 P( 3,10) # => 0 P( 8, 6) # => nil P( 2,11) # => 2 The main method I've been able to find is one that uses an Euler trace, which turns the given tree, with a node A to be the invisible parent of 0 and 1 with a depth of -1, into: A-0-2-6-2-7-10-7-11-7-2-0-3-0-A-1-4-1-5-8-5-9-5-1-A And from that, simply find the node between your given m and n that has the lowest number; For example, to find P(6,11), look for a 6 and an 11 on the trace. The number between them that is the lowest is 2, and that's your answer. If A is in between them, return nil. -- Calculating P(6,11) -- A-0-2-6-2-7-10-7-11-7-2-0-3-0-A-1-4-1-5-8-5-9-5-1-A ^ ^ ^ | | | m lowest n Unfortunately, I do believe that finding the Euler trace of a tree that can be several thousands of levels deep is a bit machine-taxing...and because my tree is constantly being changed throughout the course of the programming, every time I wanted to find the LCA, I'd have to re-calculate the Euler trace and hold it in memory every time. Is there a more memory efficient way, given the framework I'm using? One that maybe iterates upwards? One way I could think of would be the "count" the generation/depth of both nodes, and climb the lowest node until it matched the depth of the highest, and increment both until they find someone similar. But that'd involve climbing up from level, say, 3025, back to 0, twice, to count the generation, and using a terribly inefficient climbing-up algorithm in the first place, and then re-climbing back up. Are there any other better ways?

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  • Strange performance behaviour for 64 bit modulo operation

    - by codymanix
    The last three of these method calls take approx. double the time than the first four. The only difference is that their arguments doesn't fit in integer anymore. But should this matter? The parameter is declared to be long, so it should use long for calculation anyway. Does the modulo operation use another algorithm for numbersmaxint? I am using amd athlon64 3200+, winxp sp3 and vs2008. Stopwatch sw = new Stopwatch(); TestLong(sw, int.MaxValue - 3l); TestLong(sw, int.MaxValue - 2l); TestLong(sw, int.MaxValue - 1l); TestLong(sw, int.MaxValue); TestLong(sw, int.MaxValue + 1l); TestLong(sw, int.MaxValue + 2l); TestLong(sw, int.MaxValue + 3l); Console.ReadLine(); static void TestLong(Stopwatch sw, long num) { long n = 0; sw.Reset(); sw.Start(); for (long i = 3; i < 20000000; i++) { n += num % i; } sw.Stop(); Console.WriteLine(sw.Elapsed); } EDIT: I now tried the same with C and the issue does not occur here, all modulo operations take the same time, in release and in debug mode with and without optimizations turned on: #include "stdafx.h" #include "time.h" #include "limits.h" static void TestLong(long long num) { long long n = 0; clock_t t = clock(); for (long long i = 3; i < 20000000LL*100; i++) { n += num % i; } printf("%d - %lld\n", clock()-t, n); } int main() { printf("%i %i %i %i\n\n", sizeof (int), sizeof(long), sizeof(long long), sizeof(void*)); TestLong(3); TestLong(10); TestLong(131); TestLong(INT_MAX - 1L); TestLong(UINT_MAX +1LL); TestLong(INT_MAX + 1LL); TestLong(LLONG_MAX-1LL); getchar(); return 0; } EDIT2: Thanks for the great suggestions. I found that both .net and c (in debug as well as in release mode) does't not use atomically cpu instructions to calculate the remainder but they call a function that does. In the c program I could get the name of it which is "_allrem". It also displayed full source comments for this file so I found the information that this algorithm special cases the 32bit divisors instead of dividends which was the case in the .net application. I also found out that the performance of the c program really is only affected by the value of the divisor but not the dividend. Another test showed that the performance of the remainder function in the .net program depends on both the dividend and divisor. BTW: Even simple additions of long long values are calculated by a consecutive add and adc instructions. So even if my processor calls itself 64bit, it really isn't :( EDIT3: I now ran the c app on a windows 7 x64 edition, compiled with visual studio 2010. The funny thing is, the performance behavior stays the same, although now (I checked the assembly source) true 64 bit instructions are used.

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  • Please recommend me intermediate-to-advanced Python books to buy.

    - by anonnoir
    I'm in the final year, final semester of my law degree, and will be graduating very soon. (April, to be specific.) But before I begin practice, I plan to take 2 two months off, purely for serious programming study. So I'm currently looking for some Python-related books, gauged intermediate to advanced, which are interesting (because of the subject matter itself) and possibly useful to my future line of work. I've identified 2 possible purchases at the moment: Natural Language Processing with Python. The law deals mostly with words, and I've quite a number of ideas as to where I might go with NLP. Data extraction, summaries, client management systems linked with document templates, etc. Programming Collective Intelligence. This book fascinates me, because I've always liked the idea of machine learning (and I'm currently studying it by the side too, for fun). I'd like to build/play around with Web 2.0 applications; and who knows if I can apply some of the things I learn to my legal work. (E.g. Playground experiments to determine how and under what circumstances judges might be biased, by forcing algorithms to pore through judgments and calculate similarities, etc.) Please feel free to criticize my current choices, but do at least offer or recommend other books that I should read in their place. My budget can deal with 4 books, max. These books will be used heavily throughout the 2 months; I will be reading them back to back, absorbing the explanations given, and hacking away at their code. Also, the books themselves should satisfy 2 main criteria: Application. The book must teach how to solve problems. I like reading theory, but I want to build things and solve problems first. Even playful applications are fine, because games and experiments always have real-world applications sooner or later. Readability. I like reading technical books, no matter how difficult they are. I enjoy the effort and the feeling that you're learning something. But the book shouldn't contain code or explanations that are too cryptic or erratic. Even if it's difficult, the book's content should be accessible with focused reading. Note: I realize that I am somewhat of a beginner to the whole programming thing, so please don't put me down. But from experience, I think it's better to aim up and leave my comfort zone when learning new things, rather than to just remain stagnant the way I am. (At least the difficulty gives me focus: i.e. if a programmer can be that good, perhaps if I sustain my own efforts I too can be as good as him someday.) If anything, I'm also a very determined person, so two months of day-to-night intensive programming study with nothing else on my mind should, I think, give me a bit of a fighting chance to push my programming skills to a much higher level.

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  • How to draw complex shape from code behind for custom control in resource dictionary

    - by HopelessCoder
    Hi I am new to wpf and am having a problem which may or may not be trivial. I have defined a custom control as follows in the resource dictionary: <ResourceDictionary x:Class="SyringeSlider.Themes.Generic" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:local="clr-namespace:SyringeSlider"> <Style TargetType="{x:Type local:CustomControl1}"> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type local:CustomControl1}"> <Border Background="{TemplateBinding Background}" BorderBrush="{TemplateBinding BorderBrush}" BorderThickness="{TemplateBinding BorderThickness}"> <Canvas Height="{TemplateBinding Height}" Width="{TemplateBinding Width}" Name="syringeCanvas"> </Canvas> </Border> </ControlTemplate> </Setter.Value> </Setter> </Style> </ResourceDictionary> Unfortunately I cannot go beyond this because I would like to draw a geometry onto the canvas consisting of a set of multiple line geometries whose dimensions are calculated as a function of the space available in the canvas. I believe that I need a code behind method to do this, but have not been able to determine how to link the xaml definition to a code behind method. Note that I have set up a class x:Class="SyringeSlider.Themes.Generic" for specifically this purpose, but can't figure out which Canvas property to link the drawing method to. My drawing method looks like this private void CalculateSyringe() { int adjHeight = (int) Height - 1; int adjWidth = (int) Width - 1; // Calculate some very useful values based on the chart above. int borderOffset = (int)Math.Floor(m_borderWidth / 2.0f); int flangeLength = (int)(adjHeight * .05f); int barrelLeftCol = (int)(adjWidth * .10f); int barrelLength = (int)(adjHeight * .80); int barrelRightCol = adjWidth - barrelLeftCol; int coneLength = (int)(adjHeight * .10); int tipLeftCol = (int)(adjWidth * .45); int tipRightCol = adjWidth - tipLeftCol; int tipBotCol = adjWidth - borderOffset; Path mySyringePath = new Path(); PathGeometry mySyringeGeometry = new PathGeometry(); PathFigure mySyringeFigure = new PathFigure(); mySyringeFigure.StartPoint = new Point(0, 0); Point pointA = new Point(0, flangeLength); mySyringeFigure.Segments.Add(new LineSegment(pointA, true)); Point pointB = new Point(); pointB.Y = pointA.Y + barrelLength; pointB.X = 0; mySyringeFigure.Segments.Add(new LineSegment(pointB, true)); // You get the idea....Add more points in this way mySyringeGeometry.Figures.Add(mySyringeFigure); mySyringePath.Data = mySyringeGeometry; } SO my question is: 1) Does what I am trying to do make any sense? 2) Can a use a canvas for this purpose? If not, what are my other options? Thanks!

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  • Help with refactoring PHP code

    - by Richard Knop
    I had some troubles implementing Lawler's algorithm but thanks to SO and a bounty of 200 reputation I finally managed to write a working implementation: http://stackoverflow.com/questions/2466928/lawlers-algorithm-implementation-assistance I feel like I'm using too many variables and loops there though so I am trying to refactor the code. It should be simpler and shorter yet remain readable. Does it make sense to make a class for this? Any advice or even help with refactoring this piece of code is welcomed: <?php /* * @name Lawler's algorithm PHP implementation * @desc This algorithm calculates an optimal schedule of jobs to be * processed on a single machine (in reversed order) while taking * into consideration any precedence constraints. * @author Richard Knop * */ $jobs = array(1 => array('processingTime' => 2, 'dueDate' => 3), 2 => array('processingTime' => 3, 'dueDate' => 15), 3 => array('processingTime' => 4, 'dueDate' => 9), 4 => array('processingTime' => 3, 'dueDate' => 16), 5 => array('processingTime' => 5, 'dueDate' => 12), 6 => array('processingTime' => 7, 'dueDate' => 20), 7 => array('processingTime' => 5, 'dueDate' => 27), 8 => array('processingTime' => 6, 'dueDate' => 40), 9 => array('processingTime' => 3, 'dueDate' => 10)); // precedence constrainst, i.e job 2 must be completed before job 5 etc $successors = array(2=>5, 7=>9); $n = count($jobs); $optimalSchedule = array(); for ($i = $n; $i >= 1; $i--) { // jobs not required to precede any other job $arr = array(); foreach ($jobs as $k => $v) { if (false === array_key_exists($k, $successors)) { $arr[] = $k; } } // calculate total processing time $totalProcessingTime = 0; foreach ($jobs as $k => $v) { if (true === array_key_exists($k, $arr)) { $totalProcessingTime += $v['processingTime']; } } // find the job that will go to the end of the optimal schedule array $min = null; $x = 0; $lastKey = null; foreach($arr as $k) { $x = $totalProcessingTime - $jobs[$k]['dueDate']; if (null === $min || $x < $min) { $min = $x; $lastKey = $k; } } // add the job to the optimal schedule array $optimalSchedule[$lastKey] = $jobs[$lastKey]; // remove job from the jobs array unset($jobs[$lastKey]); // remove precedence constraint from the successors array if needed if (true === in_array($lastKey, $successors)) { foreach ($successors as $k => $v) { if ($lastKey === $v) { unset($successors[$k]); } } } } // reverse the optimal schedule array and preserve keys $optimalSchedule = array_reverse($optimalSchedule, true); // add tardiness to the array $i = 0; foreach ($optimalSchedule as $k => $v) { $optimalSchedule[$k]['tardiness'] = 0; $j = 0; foreach ($optimalSchedule as $k2 => $v2) { if ($j <= $i) { $optimalSchedule[$k]['tardiness'] += $v2['processingTime']; } $j++; } $i++; } echo '<pre>'; print_r($optimalSchedule); echo '</pre>';

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