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  • [Perl] Retrieve the reference

    - by Sebastian
    Hello, with the hash below, I would like the clients array's reference : my $this = { 'name' => $name, 'max_clients' => $max_clients, 'clients' => () }; I can't do "\$this{'clients'};" to retrieve the reference.

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  • Counting comma seperated values in php,how to?

    - by Jay
    Hey folks, I have a variable holding values separated by a comma (Implode), I'm trying to get the total count of the values in that variable however, count() is just returning 1. I've tried converting the comma separated values to a properly formatted array which still spits out1. So heres the quick snippet where the sarray session equals to value1,value2,value3: $schools = $_SESSION['sarray']; $result = count($schools); Any help would be appreciated.

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  • Is this the correct way to build a Perl hash that utilizes arrays?

    - by Structure
    This is the first time I have manipulated hashes and arrays in this way -- and it is working. Basically, for every key there are multiple values that I want to record and then print out in the form "key -- value -- value -- val..." My code is as follows. I am surprised that it works, so concerned that it works "by mistake". Is this the correct way to accomplish this task, or is there a more efficient or appropriate method? while ($source =~ m/(regex)/g) { #Get all key names from source $listkey = $1; #Set current list key to the current regex result. $list{$listkey} = ++$i unless $list{$listkey}; #Add the key to the hash unless it already exists. $list{$listkey} = [] unless exists $list{$listkey}; #Add an array for the hash unless the hash already exists. while ($loopcount==0) { if ($ifcount==0) { $listvalue=result_of_some_function_using_list_key; #Get the first list value from the list key. $ifcount++; #Increment so we only get the first list value once. } else { $listvalue=result_of_some_function_using_list_value; #Update the last list value. } if ($listvalue) { #If the function returned a value... push @{$list{$listkey}}, $listvalue; #...then add the value to the hash array for the key. } else { #There are no more values and we need a new key. $listkey=0; #Reset variable. $domain=0; #Reset variable. $loopcount++; #Increment loop counter to exit loop. } } $ifcount=0; #Reset count variable so the next listvalue can be generated from the new key. $loopcount=0; #Reset count variable so another loop can begin for a new key. } foreach $listkey (keys %list) { #For each key in the hash. print "$listkey --> "; #Print the key. @values = @{$list{$listkey}}; #Reference the arrays of the hash. print join ' --> ', @values; #Print the values. print "\n"; #Print new line. }

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  • Counting number of values between interval

    - by calccrypto
    Is there any efficient way in python to count the times an array of numbers is between certain intervals? the number of intervals i will be using may get quite large like: mylist = [4,4,1,18,2,15,6,14,2,16,2,17,12,3,12,4,15,5,17] some function(mylist, startpoints): # startpoints = [0,10,20] count values in range [0,9] count values in range [10-19] output = [9,10]

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  • how does array_diff work?

    - by SpawnCxy
    I just wonder how array_diff() works.And obviously it couldn't work as follows function array_diff($arraya, $arrayb) { $diffs = array(); foreach ($arraya as $keya => $valuea) { foreach ($arrayb as $valueb) { if ($valuea == $valueb) { break; } $diffs[$keya]=$valuea; } } return $diffs; } //couldn't be worse than this Hope someone can show me some better solution. Thanks.

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  • rotate sprite and shooting bullets from the end of a cannon

    - by Alberto
    Hi all i have a problem in my Andengine code, I need , when I touch the screen, shoot a bullet from the cannon (in the same direction of the cannon) The cannon rotates perfectly but when I touch the screen the bullet is not created at the end of the turret This is my code: private void shootProjectile(final float pX, final float pY){ int offX = (int) (pX-canon.getSceneCenterCoordinates()[0]); int offY = (int) (pY-canon.getSceneCenterCoordinates()[1]); if (offX <= 0) return ; if(offY>=0) return; double X=canon.getX()+canon.getWidth()*0,5; double Y=canon.getY()+canon.getHeight()*0,5 ; final Sprite projectile; projectile = new Sprite( (float) X, (float) Y, mProjectileTextureRegion,this.getVertexBufferObjectManager() ); mMainScene.attachChild(projectile); int realX = (int) (mCamera.getWidth()+ projectile.getWidth()/2.0f); float ratio = (float) offY / (float) offX; int realY = (int) ((realX*ratio) + projectile.getY()); int offRealX = (int) (realX- projectile.getX()); int offRealY = (int) (realY- projectile.getY()); float length = (float) Math.sqrt((offRealX*offRealX)+(offRealY*offRealY)); float velocity = (float) 480.0f/1.0f; float realMoveDuration = length/velocity; MoveModifier modifier = new MoveModifier(realMoveDuration,projectile.getX(), realX, projectile.getY(), realY); projectile.registerEntityModifier(modifier); } @Override public boolean onSceneTouchEvent(Scene pScene, TouchEvent pSceneTouchEvent) { if (pSceneTouchEvent.getAction() == TouchEvent.ACTION_MOVE){ double dx = pSceneTouchEvent.getX() - canon.getSceneCenterCoordinates()[0]; double dy = pSceneTouchEvent.getY() - canon.getSceneCenterCoordinates()[1]; double Radius = Math.atan2(dy,dx); double Angle = Radius * 180 / Math.PI; canon.setRotation((float)Angle); return true; } else if (pSceneTouchEvent.getAction() == TouchEvent.ACTION_DOWN){ final float touchX = pSceneTouchEvent.getX(); final float touchY = pSceneTouchEvent.getY(); double dx = pSceneTouchEvent.getX() - canon.getSceneCenterCoordinates()[0]; double dy = pSceneTouchEvent.getY() - canon.getSceneCenterCoordinates()[1]; double Radius = Math.atan2(dy,dx); double Angle = Radius * 180 / Math.PI; canon.setRotation((float)Angle); shootProjectile(touchX, touchY); } return false; } Anyone know how to calculate the coordinates (X,Y) of the end of the barrel to draw the bullet?

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  • Storing game objects with generic object information

    - by Mick
    In a simple game object class, you might have something like this: public abstract class GameObject { protected String name; // other properties protected double x, y; public GameObject(String name, double x, double y) { // etc } // setters, getters } I was thinking, since a lot of game objects (ex. generic monsters) will share the same name, movement speed, attack power, etc, it would be better to have all that information shared between all monsters of the same type. So I decided to have an abstract class "ObjectData" to hold all this shared information. So whenever I create a generic monster, I would use the same pre-created "ObjectData" for it. Now the above class becomes more like this: public abstract class GameObject { protected ObjectData data; protected double x, y; public GameObject(ObjectData data, double x, double y) { // etc } // setters, getters public String getName() { return data.getName(); } } So to tailor this specifically for a Monster (could be done in a very similar way for Npcs, etc), I would add 2 classes. Monster which extends GameObject, and MonsterData which extends ObjectData. Now I'll have something like this: public class Monster extends GameObject { public Monster(MonsterData data, double x, double y) { super(data, x, y); } } This is where my design question comes in. Since MonsterData would hold data specific to a generic monster (and would vary with what say NpcData holds), what would be the best way to access this extra information in a system like this? At the moment, since the data variable is of type ObjectData, I'll have to cast data to MonsterData whenever I use it inside the Monster class. One solution I thought of is this, but this might be bad practice: public class Monster extends GameObject { private MonsterData data; // <- this part here public Monster(MonsterData data, double x, double y) { super(data, x, y); this.data = data; // <- this part here } } I've read that for one I should generically avoid overwriting the underlying classes variables. What do you guys think of this solution? Is it bad practice? Do you have any better solutions? Is the design in general bad? How should I redesign this if it is? Thanks in advanced for any replies, and sorry about the long question. Hopefully it all makes sense!

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  • Verifying method with array passed by reference using Moq

    - by kaa
    Given the following interface public interface ISomething { void DoMany(string[] strs); void DoManyRef(ref string[] strs); } I would like to verify that the DoManyRef method is called, and passed any string array as the strs parameter. The following test fails: public void CanVerifyMethodsWithArrayRefParameter() { var a = new Mock<ISomething>().Object; var strs = new string[0]; a.DoManyRef(ref strs); var other = It.IsAny<string[]>(); Mock.Get(a).Verify(t => t.DoManyRef(ref other)); } While the following not requiring the array passed by reference passes: public void CanVerifyMethodsWithArrayParameter() { var a = new Mock<ISomething>().Object; a.DoMany(new[] { "a", "b" }); Mock.Get(a).Verify(t => t.DoMany(It.IsAny<string[]>())); } I am not able to change the interface to eliminate the by reference requirement.

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  • Returning a byte array from activex to javascript

    - by vondip
    Hello all, I've built a small activex control using c#. I've got a function that returns an array of bytes. From some reason when I try to consue the returned array in js I receive an undefined value. Why is this happenning? Is there anyway to solve it? Here's a simple demonstration of my code: Activex: [ComVisible(true)] public byte[] Close() { try { MessageBox.Show("called from activex Close"); return Stop(); } catch (Exception e) { //ExceptionHandling.AppException(e); throw e; } } Javascript Call: function CloseActiveX(){ var myRslt = document.OurActiveX.Close(); }

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  • Compile-time lookup array creation for ANSI-C?

    - by multiproximus
    A previous programmer preferred to generate large lookup tables (arrays of constants) to save runtime CPU cycles rather than calculating values on the fly. He did this by creating custom Visual C++ projects that were unique for each individual lookup table... which generate array files that are then #included into a completely separate ANSI-C micro-controller (Renesas) project. This approach is fine for his original calculation assumptions, but has become tedious when the input parameters need to be modified, requiring me to recompile all of the Visual C++ projects and re-import those files into the ANSI-C project. What I would like to do is port the Visual C++ source directly into the ANSI-C microcontroller project and let the compiler create the array tables. So, my question is: Can ANSI-C compilers compute and generate lookup arrays during compile time? And if so, how should I go about it? Thanks in advance for your help!

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  • Calling cli::array<int>::Reverse via a typedef in C++/CLI

    - by Vulcan Eager
    Here is what I'm trying: typedef cli::array<int> intarray; int main(){ intarray ^ints = gcnew intarray { 0, 1, 2, 3 }; intarray::Reverse(ints); // C2825, C2039, C3149 return 0; } Compilation resulted in the following errors: .\ints.cpp(46) : error C2825: 'intarray': must be a class or namespace when followed by '::' .\ints.cpp(46) : error C2039: 'Reverse' : is not a member of '`global namespace'' .\ints.cpp(46) : error C3149: 'cli::array<Type>' : cannot use this type here without a top-level '^' with [ Type=int ] Am I doing something wrong here?

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  • Thread and two dimensional array in objective C?

    - by mactonny
    Hey, guys, I am just starting to wrap my head around objective C and I am doing a little project on Iphone. And I just encountered a weird problem. I had to deal with images in my program so I have a lot local variables declared like temp[width][height]. If I am not using NSThread to perform image processing, it works all fine. However, if I use NSThread, it'll keep giving me EXC_BAD_ACCESS on whenever I try to access a 2-D array declared like temp[widht][height]. So I have to allocate memory from heap in order to have a 2-D array. That'll solve the problem but I still don't get it. My first thought would be stack over flow, but it worked all fine with one thread. I just don't get it.

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  • delete pointer to 2d array c ++

    - by user1848054
    i have this pointer to 2d array of Robot class Robot ***rob; and this is here the code for the constructor !! and the program works fine !!! but now i am trying to build a destructor to delete this pointer !! and it keeps on crashing the program !! my question is , how to delete this pointer to 2d array of robots ? RobotsWorld::RobotsWorld(int x , int y) { X=x;Y=y; // returns the limitation of the matrix rob = new Robot**[x]; for(int i = 0; i < x; i++) { rob[i] = new Robot*[y]; for(int j = 0; j < y; j++) { rob[i][j] = NULL; } } }

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  • Android color picker - updating color array

    - by zorglub76
    Hi all, I'm trying to create a color picker for Android that looks like a minimalistic version of Gimp's. So, it has a hue slider and a rectangle with saturation/value variants of a color chosen in hue slider. Question: what is the best way to create the rectangle? Right now, I'm creating an 200x200 array of pixels, but it takes ~5sec to create and display rectangle with that array. And I need colors in rectangle to change whenever I change the value in hue slider... Rectangle is bitmap, btw. Can I use color matrices on that and how? Any examples? Thanks in advance!

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