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  • Replacing emty csv column values with a zero

    - by homerjay
    Hey, So I'm dealing with a csv file that has missing values. What I want my script to is: #!/usr/bin/python import csv import sys #1. Place each record of a file in a list. #2. Iterate thru each element of the list and get its length. #3. If the length is less than one replace with value x. reader = csv.reader(open(sys.argv[1], "rb")) for row in reader: for x in row[:]: if len(x)< 1: x = 0 print x print row Here is an example of data, I trying it on, ideally it should work on any column lenghth Before: actnum,col2,col4 xxxxx , , xxxxx , 845 , xxxxx , ,545 After actnum,col2,col4 xxxxx , 0 , 0 xxxxx , 845, 0 xxxxx , 0 ,545 Any guidance would be appreciated

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  • Centering Divisions Around Zero

    - by Mark
    I'm trying to create something that sort of resembles a histogram. I'm trying to create buckets from an array. Suppose I have a random array doubles between -10 and 10; this is very simplified. I then want to specify a center point, in this case 0 and the number of buckets. If I want 4 buckets the division would be -10 to -5, -5 to 0, 0 to 5 and 5 to 10. Not that complicated right. Now if I change the min and max to -12 and -9 and as for 4 divisions its more complicated. I either want a division at -3 and 3; it is centered around 0 ; or one at -6 to 0 and 0 to 6. Its not that hard to find the division size = Math.Ceiling((Abs(Max) + Abs(Min)) / Divisions) Then you would basically have an if statement to determine whether you want it centered on 0 or on an edge. You then iterate out from either 0 or DivisionSize/2 depending on the situation. You may not ALWAYS end up with the specified number of divisions but it will be close. Then you iterate through the array and increment the bin count. Does this seem like a good way to go about this? This method would surely work but it does not seem to be the most elegant. I'm curious as to whether the creation of the bins and the counting from the list could be done in a clever class with linq in a more elegant way? Something like creating the bins and then having each bin be a property {get;} that returns list.Count(x=> x >= Lower && x < Upper).

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  • Array length is zero in jQuery.

    - by James123
    I wrote like this. After submit click loop is not excuting. But I saw value are there, But array lenght is showing '0'. (Please see picture). Why it is not going into loop? and $('#myVisibleRows').val(idsString); becoming 'empty'. $(document).ready(function() { $('tr[@class^=RegText]').hide().children('td'); var list_Visible_Ids = []; var idsString, idsArray; alert($('#myVisibleRows').val()); idsString = $('#myVisibleRows').val(); idsArray = idsString.split(','); $.each(idsArray, function() { if (this != "") { $('#' + this).siblings(('.RegText').toggle(true)); window['list_Visible_Ids'][this] = 1; } }); $('tr.subCategory1') .css("cursor", "pointer") .attr("title", "Click to expand/collapse") .click(function() { //this = $(this); $(this).siblings('.RegText').toggle(); list_Visible_Ids[$(this).attr('id')] = $(this).css('display') != 'none' ? 1 : null; alert(list_Visible_Ids[$(this).attr('id')]) }); $('#form1').submit(function() { idsString = ''; $.each(list_Visible_Ids, function(key, val) { alert(val); if (val) { idsString += (idsString != '' ? ',' : '') + key; } }); $('#myVisibleRows').val(idsString); form.submit(); }); });

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  • Symfony: there is a "0" (zero) in a sfWidgetFormChoice

    - by user248959
    Hi, i want to show a select which options are the character '-' and a range of integers. I have this: $years = range(14,130); new sfWidgetFormChoice(array('choices' => array_merge(array('' => '-',array_combine($years,$years))); The problem: between the '-' and the range of integers there is a "0" (bold and italic). Any help? Regards Javi

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  • Des failles zero-day découvertes dans MySQL, pouvant entraîner un crash du SGBD ou bloquer l'accès aux utilisateurs

    Des failles zero-day découvertes dans MySQL pouvant entraîner un crash du SGBD ou bloquer l'accès aux utilisateurs Des chercheurs en sécurité viennent de découvrir plusieurs vulnérabilités critiques zero-day dans le gestionnaire de bases de données MySQL. Identifiées au nombre de cinq initialement, c'est finalement trois failles qui se sont avérées être importantes. Les vulnérabilités peuvent être exploitées par des pirates pour bloquer l'accès au SGBD à des utilisateurs et dans une certaine mesure, entrainer même un crash de MySQL. Les failles de sécurité répertoriées sous les références allant de CVE-2012-5611 à 5615, sont décrites comme pouvant entrainer des dépas...

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  • SQL: How do I return zeroes where there is nothing to aggregate across?

    - by Karl
    Hi What I would like ask is best illustrated by an example, so bear with me. Suppose I have the following table: TypeID Gender Count 1 M 10 1 F 3 1 F 6 3 M 11 3 M 8 I would like to aggregate this for every possible combination of TypeID and Gender. Where TypeID can be 1,2 or 3 and Gender can be M or F. So what I want is the following: TypeID Gender SUM(Count) 1 M 10 1 F 9 2 M 0 2 F 0 3 M 19 3 F 0 I can think of a few ways to potentially do this, but none of them seem particularly elegant to me. Any suggestions would be greatly appreciated! Karl

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  • C++ double division by 0.0 versus DBL_MIN

    - by wonsungi
    When finding the inverse square root of a double, is it better to clamp invalid non-positive inputs at 0.0 or MIN_DBL? (In my example below double b may end up being negative due to floating point rounding errors and because the laws of physics are slightly slightly fudged in the game.) Both division by 0.0 and MIN_DBL produce the same outcome in the game because 1/0.0 and 1/DBL_MIN are effectively infinity. My intuition says MIN_DBL is the better choice, but would there be any case for using 0.0? Like perhaps sqrt(0.0), 1/0.0 and multiplication by 1.#INF000000000000 execute faster because they are special cases. double b = 1 - v.length_squared()/(c*c); #ifdef CLAMP_BY_0 if (b < 0.0) b = 0.0; #endif #ifdef CLAMP_BY_DBL_MIN if (b <= 0.0) b = DBL_MIN; #endif double lorentz_factor = 1/sqrt(b); double division in MSVC: 1/0.0 = 1.#INF000000000000 1/DBL_MIN = 4.4942328371557898e+307

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  • PayPal $0 Dollar Transaction?

    - by Alex
    Hi. I have a client who wants a paypal shopping cart. All of the services have "Buy Now" buttons, all with different prices. However, there is one service, which is a FREE 0 dollar service. The client wants the "Buy Now" button to remain there, to be consistent with the rest of the site. Does anyone know how I can do a $0 dollar transaction with paypal? I can't find any insight on this being possible. Thanks.

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  • Excel - Variable number of leading zeros in variable length numbers?

    - by daltec
    The format of our member numbers has changed several times over the years, such that 00008, 9538, 746, 0746, 00746, 100125, and various other permutations are valid, unique and need to be retained. Exporting from our database into the custom Excel template needed for a mass update strips the leading zeros, such that 00746 and 0746 are all truncated to 746. Inserting the apostrophe trick, or formatting as text, does not work in our case, since the data seems to be already altered by the time we open it in Excel. Formatting as zip won't work since we have valid numbers less than five digits in length that cannot have zeros added to them. And I am not having any luck with "custom" formatting as that seems to require either adding the same number of leading zeros to a number, or adding enough zeros to every number to make them all the same length. Any clues? I wish there was some way to set Excel to just take what it's given and leave it alone, but that does not seem to be the case! I would appreciate any suggestions or advice. Thank you all very much in advance!

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  • Prevent printing -0

    - by fishinear
    If I do the following in Objective-C: NSString *result = [NSString stringWithFormat:@"%1.1f", -0.01]; It will give result @"-0.0" Does anybody know how I can force a result @"0.0" (without the "-") in this case? EDIT: I tried using NSNumberFormatter, but it has the same issue. The following also produces @"-0.0": double value = -0.01; NSNumberFormatter *numberFormatter = [[NSNumberFormatter alloc] init]; [numberFormatter setNumberStyle:NSNumberFormatterDecimalStyle]; [numberFormatter setMaximumFractionDigits:1]; [numberFormatter setMinimumFractionDigits:1]; NSString *result = [numberFormatter stringFromNumber:[NSNumber numberWithDouble:value]];

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  • How to account for non-prime numbers 0 and 1 in java?

    - by shady
    I'm not sure if this is the right place to be asking this, but I've been searching for a solution for this on my own for quite some time, so hopefully I've come to the right place. When calculating prime numbers, the starting number that each number has to be divisible by is 2 to be a non-prime number. In my java program, I want to include all the non-prime numbers in the range from 0 to a certain number, so how do I include 0 and 1? Should I just have separate if and else-if statements for 0 and 1 that state that they are not prime numbers? I think that maybe 0 and 1 should be included in the java for loop, but I don't know how to go about doing that. for (int i = 2; i < num; i++){ if (num % i == 0){ System.out.println(i + " is not a prime number. "); } else{ System.out.println(i + " is a prime number. "); } }

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  • Shuffle tiles position in the beginning of the game XNA Csharp

    - by GalneGunnar
    Im trying to create a puzzlegame where you move tiles to certain positions to make a whole image. I need help with randomizing the tiles startposition so that they don't create the whole image at the beginning. There is also something wrong with my offset, that's why it's set to (0,0). I know my code is not good, but Im just starting to learn :] Thanks in advance My Game1 class: { public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D PictureTexture; Texture2D FrameTexture; // Offset för bildgraff Vector2 Offset = new Vector2(0,0); //skapar en array som ska hålla delar av den stora bilden Square[,] squareArray = new Square[4, 4]; // Random randomeraBilder = new Random(); //Width och Height för bilden int pictureHeight = 95; int pictureWidth = 144; Random randomera = new Random(); int index = 0; MouseState oldMouseState; int WindowHeight; int WindowWidth; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; //scalar Window till 800x 600y graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 600; graphics.ApplyChanges(); } protected override void Initialize() { IsMouseVisible = true; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); PictureTexture = Content.Load<Texture2D>(@"Images/bildgraff"); FrameTexture = Content.Load<Texture2D>(@"Images/framer"); //Laddar in varje liten bild av den stora bilden i en array for (int x = 0; x < 4; x++) { for (int y = 0; y < 4; y++) { Vector2 position = new Vector2(x * pictureWidth, y * pictureHeight); position = position + Offset; Rectangle square = new Rectangle(x * pictureWidth, y * pictureHeight, pictureWidth, pictureHeight); Square frame = new Square(position, PictureTexture, square, Offset, index); squareArray[x, y] = frame; index++; } } } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); MouseState ms = Mouse.GetState(); if (oldMouseState.LeftButton == ButtonState.Pressed && ms.LeftButton == ButtonState.Released) { // ta reda på vilken position vi har tryckt på int col = ms.X / pictureWidth; int row = ms.Y / pictureHeight; for (int x = 0; x < squareArray.GetLength(0); x++) { for (int y = 0; y < squareArray.GetLength(1); y++) { // kollar om rutan är tom och så att indexet inte går utanför för "col" och "row" if (squareArray[x, y].index == 0 && col >= 0 && row >= 0 && col <= 3 && row <= 3) { if (squareArray[x, y].index == 0 * col) { //kollar om rutan brevid mouseclick är tom if (col > 0 && squareArray[col - 1, row].index == 0 || row > 0 && squareArray[col, row - 1].index == 0 || col < 3 && squareArray[col + 1, row].index == 0 || row < 3 && squareArray[col, row + 1].index == 0) { Square sqaure = squareArray[col, row]; Square hal = squareArray[x, y]; squareArray[x, y] = sqaure; squareArray[col, row] = hal; for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { Vector2 goalPosition = new Vector2(x * pictureWidth, y * pictureHeight); squareArray[x, y].Swap(goalPosition); } } } } } } } } //if (oldMouseState.RightButton == ButtonState.Pressed && ms.RightButton == ButtonState.Released) //{ // for (int x = 0; x < 4; x++) // { // for (int y = 0; y < 4; y++) // { // } // } //} oldMouseState = ms; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); WindowHeight = Window.ClientBounds.Height; WindowWidth = Window.ClientBounds.Width; Rectangle screenPosition = new Rectangle(0,0, WindowWidth, WindowHeight); spriteBatch.Begin(); spriteBatch.Draw(FrameTexture, screenPosition, Color.White); //Ritar ut alla brickorna förutom den som har index 0 for (int x = 0; x < 4; x++) { for (int y = 0; y < 4; y++) { if (squareArray[x, y].index != 0) { squareArray[x, y].Draw(spriteBatch); } } } spriteBatch.End(); base.Draw(gameTime); } } } My square class: class Square { public Vector2 position; public Texture2D grafTexture; public Rectangle square; public Vector2 offset; public int index; public Square(Vector2 position, Texture2D grafTexture, Rectangle square, Vector2 offset, int index) { this.position = position; this.grafTexture = grafTexture; this.square = square; this.offset = offset; this.index = index; } public void Draw(SpriteBatch spritebatch) { spritebatch.Draw(grafTexture, position, square, Color.White); } public void RandomPosition() { } public void Swap(Vector2 Goal ) { if (Goal.X > position.X) { position.X = position.X + 144; } else if (Goal.X < position.X) { position.X = position.X - 144; } else if (Goal.Y < position.Y) { position.Y = position.Y - 95; } else if (Goal.Y > position.Y) { position.Y = position.Y + 95; } } } }

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  • I am trying to use user-defined functions to print out an inputted letter out of stars, but i need h

    - by lm
    def horizline(col): for col in range (col): print("*", end='') print() def vertline(rows, col): for rows in range (rows-2): print ("*", end='') for col in range (col-2): print(' ', end='') print("*") def functionA(width): horizline(width) vereline(width) horizline(width) vertline(width) print() #def funtionB(width): #def functionC(width): #def functionE(width): def main(): width=int(input("Please enter a width for the letter: ")) lenght=int(input("Please enter a lenght for the letter: ")) letter=input("Enter one of the capital letters: A,B,C,E ") if(width>=5 and width<=20): functionA functionB(width,length) functionC(width,length) functionE(width,length) else: print("You have entered an incorrect value") main()

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  • wrong operator() overload called

    - by user313202
    okay, I am writing a matrix class and have overloaded the function call operator twice. The core of the matrix is a 2D double array. I am using the MinGW GCC compiler called from a windows console. the first overload is meant to return a double from the array (for viewing an element). the second overload is meant to return a reference to a location in the array (for changing the data in that location. double operator()(int row, int col) const ; //allows view of element double &operator()(int row, int col); //allows assignment of element I am writing a testing routine and have discovered that the "viewing" overload never gets called. for some reason the compiler "defaults" to calling the overload that returns a reference when the following printf() statement is used. fprintf(outp, "%6.2f\t", testMatD(i,j)); I understand that I'm insulting the gods by writing my own matrix class without using vectors and testing with C I/O functions. I will be punished thoroughly in the afterlife, no need to do it here. Ultimately I'd like to know what is going on here and how to fix it. I'd prefer to use the cleaner looking operator overloads rather than member functions. Any ideas? -Cal the matrix class: irrelevant code omitted class Matrix { public: double getElement(int row, int col)const; //returns the element at row,col //operator overloads double operator()(int row, int col) const ; //allows view of element double &operator()(int row, int col); //allows assignment of element private: //data members double **array; //pointer to data array }; double Matrix::getElement(int row, int col)const{ //transform indices into true coordinates (from sorted coordinates //only row needs to be transformed (user can only sort by row) row = sortedArray[row]; result = array[usrZeroRow+row][usrZeroCol+col]; return result; } //operator overloads double Matrix::operator()(int row, int col) const { //this overload is used when viewing an element return getElement(row,col); } double &Matrix::operator()(int row, int col){ //this overload is used when placing an element return array[row+usrZeroRow][col+usrZeroCol]; } The testing program: irrelevant code omitted int main(void){ FILE *outp; outp = fopen("test_output.txt", "w+"); Matrix testMatD(5,7); //construct 5x7 matrix //some initializations omitted fprintf(outp, "%6.2f\t", testMatD(i,j)); //calls the wrong overload }

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  • How to insert and call by row and column into sqlite3 python

    - by user291071
    Lets say i have a simple array of x rows and y columns with corresponding values, What is the best method to do 3 things? How to insert, update a value at a specific row column? How to select a value for each row and column, import sqlite3 con = sqlite3.connect('simple.db') c = con.cursor() c.execute('''create table simple (links text)''') con.commit() dic = {'x1':{'y1':1.0,'y2':0.0},'x2':{'y1':0.0,'y2':2.0,'y3':1.5},'x3':{'y2':2.0,'y3':1.5}} ucols = {} ## my current thoughts are collect all row values and all column values from dic and populate table row and columns accordingly how to call by row and column i havn't figured out yet ##populate rows in first column for row in dic: print row c.execute("""insert into simple ('links') values ('%s')"""%row) con.commit() ##unique columns for row in dic: print row for col in dic[row]: print col ucols[col]=dic[row][col] ##populate columns for col in ucols: print col c.execute("alter table simple add column '%s' 'float'" % col) con.commit() #functions needed ##insert values into sql by row x and column y?how to do this e.g. x1 and y2 should put in 0.0 ##I tried as follows didn't work for row in dic: for col in dic[row]: val =dic[row][col] c.execute("""update simple SET '%s' = '%f' WHERE 'links'='%s'"""%(col,val,row)) con.commit() ##update value at a specific row x and column y? ## select a value at a specific row x and column y?

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  • I'm looking for this graph solution

    - by Ben Fransen
    Hello all, Recently I found a pretty graph when I was browsing the adminskins at ThemeForest and in one of the templates I found a really nice, smooth, clean graph. But I've searching arround but so far without luck finding out which solution is used. And example can be found at: http://enstyled.com/adminus/original/page.html The source of this graph looks like: <table class="stats bar" cellpadding="0" cellspacing="0" width="100%"> <thead> <tr> <td>&nbsp;</td> <th scope="col">02.09</th> <th scope="col">03.09</th> <th scope="col">04.09</th> <th scope="col">05.09</th> <th scope="col">06.09</th> <th scope="col">07.09</th> <th scope="col">08.09</th> <th scope="col">09.09</th> <th scope="col">10.09</th> <th scope="col">11.09</th> <th scope="col">12.09</th> <th scope="col">01.10</th> <th scope="col">02.10</th> <th scope="col">03.10</th> </tr> </thead> <tbody> <tr> <th scope="row">Page views</th> <td>1800</td> <td>900</td> <td>700</td> <td>1200</td> <td>600</td> <td>2800</td> <td>3200</td> <td>500</td> <td>2200</td> <td>1000</td> <td>1200</td> <td>700</td> <td>650</td> <td>800</td> </tr> <tr> <th scope="row">Unique visitors</th> <td>1600</td> <td>650</td> <td>550</td> <td>900</td> <td>500</td> <td>2300</td> <td>2700</td> <td>350</td> <td>1700</td> <td>600</td> <td>1000</td> <td>500</td> <td>400</td> <td>700</td> </tr> </tbody> </table> Can someone please tell me which graphingsolution is used here? Thanks in advance, Ben Fransen

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  • I am trying to use user-defined functions to print out an A out of stars, but i need help defining m

    - by lm
    def horizline(col): for col in range (col): print("*", end='') print() def vertline(rows, col): for rows in range (rows-2): print ("*", end='') for col in range (col-2): print(' ', end='') print("*") def functionA(width): horizline(width) vertline(width) horizline(width) vertline(width) print() def main(): width=int(input("Please enter a width for the letter: ")) length=int(input("Please enter a lenght for the letter: ")) letter=input("Enter one of the capital letters: A ") if(width>=5 and width<=20): functionA(width) else: print("You have entered an incorrect value") main()

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  • wxpython PyGridTableBase

    - by nozkan
    Hi, I want to use editable choice editor with PyGridTableBase. When I edit a cell it is crashing What is error in my code? My python code: import wx import wx.grid as gridlib class MyTableBase(gridlib.PyGridTableBase): def __init__(self): gridlib.PyGridTableBase.__init__(self) self.data = {0:["value 1", "value 2"], 1:["value 3", "value 4", "value 5"]} self.column_labels = [unicode(u"Label 1"), unicode(u"Label 2"), unicode(u"Label 3")] self._rows = self.GetNumberRows() self._cols = self.GetNumberCols() def GetColLabelValue(self, col): return self.column_labels[col] def GetNumberRows(self): return len(self.data.keys()) def GetNumberCols(self): return len(self.column_labels) def GetValue(self, row, col): try: if col > self.GetNumberCols(): raise IndexError return self.data[row][col] except IndexError: return None def IsEmptyCell(self, row, col): if self.data[row][col] is not None: return True else: return False def GetAttr(self, row, col, kind): attr = gridlib.GridCellAttr() editor = gridlib.GridCellChoiceEditor(["xxx", "yyy", "zzz"], allowOthers = True) attr.SetEditor(editor) attr.IncRef() return attr class MyDataGrid(gridlib.Grid): def __init__(self, parent): gridlib.Grid.__init__(self, parent, wx.NewId()) self.base_table = MyTableBase() self.SetTable(self.base_table) if __name__ == '__main__': app = wx.App(redirect = False) frame = wx.Frame(None, wx.NewId(), title = u"Test") grid_ = MyDataGrid(frame) frame.Show() app.MainLoop()

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  • How can i learn Table Name in database an column name?

    - by Phsika
    How can i learn table Name in database an how can i learn any Table's Column name? SELECT Col.COLUMN_NAME, Col.DATA_TYPE FROM INFORMATION_SCHEMA.COLUMNS AS Col LEFT OUTER JOIN INFORMATION_SCHEMA.CONSTRAINT_COLUMN_USAGE AS Usg ON Col.TABLE_NAME = Usg.TABLE_NAME AND Col.COLUMN_NAME = Usg.COLUMN_NAME LEFT OUTER JOIN INFORMATION_SCHEMA.TABLE_CONSTRAINTS AS Con ON Usg.CONSTRAINT_NAME = Con.CONSTRAINT_NAME WHERE Col.TABLE_NAME = 'Addresses_Temp' AND Con.Constraint_TYPE = 'PRIMARY KEY' But it returns to me empty data:(

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