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  • How to host a site in another site - with little or no coding

    - by tunmise fasipe
    SUMMARY: All of these happens on Site A User visits site A User enter username and password User click on Login Button User authenticated on Site B behind the scene User is shown a page on Site A that contains his/her profile from Site B as layout/styled from Site B User can click links in the Profile page that links to other area in Site B Meaning: Session has to be maintained somehow I have web application where I store users' password and username. If you logon to this site, you can login with the password and username to have access to your profile. There is another option that requires you to login to my site from your site and have your profile displayed within your site. This is because you might already have a site that your clients know you with. This link is close to what I want to do: http://aspmessageboard.com/showthread.php?t=235069 A user on Site A login to Site B and have the information on site B showing in site A. He should not know whether Site B exists. It should be as if everything is happening in Site A This latter part is what I don't know to implement. I have these ideas: Have a fixed IFrame within your site to contain my site: but I am concerned about size/layout since different clients have different layout/size for their content section. I am thinking of how to maintain session too A webservice: I don't know how feasible this is since the Password and ID are on my server. You may have to send them back and forth. It means client would have to code with my API. But I am not just returning data, I have to show them a page that contains the profile details OpenID, Single-SignOn: Just guessing - but the authentication and data resides on my server. there is nothing to access on your side in this case Examples: like login into facebook within my site and still be able to do post updates, receive notifications Facebook implement some of these with IFrame e.g. the Like button *NOTE: * I have tested the IFrame option. It worked but I still have to remove my site specific content like my page Banner, Side Navigation etc. I was able to login normally as if I was actually on the site. This show my GUI but - style sheet was missing - content not styled with CSS - Any relative url won't work. It would look for that resource relative to the current server. Unless I change links to absolute - Clicking on the LogIn button produces this error: The state information is invalid for this page and might be corrupted. UPDATE: I was reading about REST webservice few days ago and I got this idea: What about the idea of returning an XML from a webservice [REST or SOAP] and providing an XSLT (that I can provide) to display it. Thus they won't have to do much coding?

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  • OpenGL position from depth is wrong

    - by CoffeeandCode
    My engine is currently implemented using a deferred rendering technique, and today I decided to change it up a bit. First I was storing 5 textures as so: DEPTH24_STENCIL8 - Depth and stencil RGBA32F - Position RGBA10_A2 - Normals RGBA8 x 2 - Specular & Diffuse I decided to minimize it and reconstruct positions from the depth buffer. Trying to figure out what is wrong with my method currently has not been fun :/ Currently I get this: which changes whenever I move the camera... weird Vertex shader really simple #version 150 layout(location = 0) in vec3 position; layout(location = 1) in vec2 uv; out vec2 uv_f; void main(){ uv_f = uv; gl_Position = vec4(position, 1.0); } Fragment shader Where the fun (and not so fun) stuff happens #version 150 uniform sampler2D depth_tex; uniform sampler2D normal_tex; uniform sampler2D diffuse_tex; uniform sampler2D specular_tex; uniform mat4 inv_proj_mat; uniform vec2 nearz_farz; in vec2 uv_f; ... other uniforms and such ... layout(location = 3) out vec4 PostProcess; vec3 reconstruct_pos(){ float z = texture(depth_tex, uv_f).x; vec4 sPos = vec4(uv_f * 2.0 - 1.0, z, 1.0); sPos = inv_proj_mat * sPos; return (sPos.xyz / sPos.w); } void main(){ vec3 pos = reconstruct_pos(); vec3 normal = texture(normal_tex, uv_f).rgb; vec3 diffuse = texture(diffuse_tex, uv_f).rgb; vec4 specular = texture(specular_tex, uv_f); ... do lighting ... PostProcess = vec4(pos, 1.0); // Just for testing } Rendering code probably nothing wrong here, seeing as though it always worked before this->gbuffer->bind(); gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT); gl::Enable(gl::DEPTH_TEST); gl::Enable(gl::CULL_FACE); ... bind geometry shader and draw models and shiz ... gl::Disable(gl::DEPTH_TEST); gl::Disable(gl::CULL_FACE); gl::Enable(gl::BLEND); ... bind textures and lighting shaders shown above then draw each light ... gl::BindFramebuffer(gl::FRAMEBUFFER, 0); gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT); gl::Disable(gl::BLEND); ... bind screen shaders and draw quad with PostProcess texture ... Rinse_and_repeat(); // not actually a function ;) Why are my positions being output like they are?

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  • Centered Content using panelGridLayout

    - by Duncan Mills
    A classic layout conundrum,  which I think pretty much every ADF developer may have faced at some time or other, is that of truly centered (centred) layout. Typically this requirement comes up in relation to say displaying a login type screen or similar. Superficially the  problem seems easy, but as my buddy Eduardo explained when discussing this subject a couple of years ago it's actually a little more complex than you might have thought. If fact, even the "solution" provided in that posting is not perfect and suffers from a several issues (not Eduardo's fault, just limitations of panelStretch!) The top, bottom, end and start facets all need something in them The percentages you apply to the topHeight, startWidth etc. are calculated as part of the whole width.  This means that you have to guestimate the correct percentage based on your typical screen size and the sizing of the centered content. So, at best, you will in fact only get approximate centering, and the more you tune that centering for a particular browser size the more it will fail if the user resizes. You can't attach styles to the panelStretchLayout facets so to provide things like background color or fixed sizing you need to embed another container that you can apply styles to, typically a panelgroupLayout   For reference here's the code to print a simple 100px x 100px red centered square  using the panelStretchLayout solution, approximately tuned to a 1980 x 1080 maximized browser (IDs omitted for brevity): <af:panelStretchLayout startWidth="45%" endWidth="45%"                        topHeight="45%"  bottomHeight="45%" >   <f:facet name="center">     <af:panelGroupLayout inlineStyle="height:100px;width:100px;background-color:red;"                          layout="vertical"/>   </f:facet>   <f:facet name="top">     <af:spacer height="1" width="1"/>   </f:facet>   <f:facet name="bottom">     <af:spacer height="1" width="1"/>   </f:facet>   <f:facet name="start">     <af:spacer height="1" width="1"/>   </f:facet>   <f:facet name="end">     <af:spacer height="1" width="1"/>    </f:facet> </af:panelStretchLayout>  And so to panelGridLayout  So here's the  good news, panelGridLayout makes this really easy and it works without the caveats above.  The key point is that percentages used in the grid definition are evaluated after the fixed sizes are taken into account, so rather than having to guestimate what percentage will "more, or less", center the content you can just say "allocate half of what's left" to the flexible content and you're done. Here's the same example using panelGridLayout: <af:panelGridLayout> <af:gridRow height="50%"/> <af:gridRow height="100px"> <af:gridCell width="50%" /> <af:gridCell width="100px" halign="stretch" valign="stretch"  inlineStyle="background-color:red;"> <af:spacer width="1" height="1"/> </af:gridCell> <af:gridCell width="50%" /> </af:gridRow> <af:gridRow height="50%"/> </af:panelGridLayout>  So you can see that the amount of markup is somewhat smaller (as is, I should mention, the generated DOM structure in the browser), mainly because we don't need to introduce artificial components to ensure that facets are actually observed in the final result.  But the key thing here is that the centering is no longer approximate and it will work as expected as the user resizes the browser screen.  By far this is a more satisfactory solution and although it's only a simple example, it will hopefully open your eyes to the potential of panelGridLayout as your number one, go-to layout container. Just a reminder though, right now, panelGridLayout is only available in 11.1.2.2 and above.

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  • Architecture for a template-building, WYSIWIG application

    - by Sam Selikoff
    I'm building a WYSIWYG designer in Ember.js. The designer will allow users to create campaigns - think MailChimp. To build a campaign, users will choose an existing template. The template will have a defined layout. The user will then be taken to the designer, where he will be able to edit the text and style, and additionally change some layout options. I've been thinking about how best to go about structuring this app, and there are a few hurdles. Specifically, the output of the campaign will be dynamic: eventually, it will be published somewhere, and when the consumers (not my users, but the people clicking on the campaign that my user created) visit the campaign, certain pieces of data will change, depending on the type of consumer viewing the campaign. That means the ultimate output of the designer will be a dynamic site. The data that is dynamic for this site - the end product - will not be manipulated by the user in the designer. However, the data that will be manipulated by the user in the designer are things like copy, styles, layout options, etc. I'll call the first set of variables server-side data, and the second client-side data. It seems, then, that the process will go something like this: I'll need to create templates for this designer that have two dynamic segments. For instance, the server-side data could be Liquid expressions, and the client-side data Handlebars expressions. When the user creates a campaign, I would compile the template on the back end using some dummy data for the server-side variables, and serve up a handlebars template to the Ember app. The user would then edit the template, and the Ember app would save all his edits to the JS variables that were powering the template. This way he'd be able to preview the template. When he saves, he'll send back the selected template, along with all the data and options he's made. When it comes time to publish, the back-end system will have to do two things: compile the template with Handlebars using the campaign data, and then compile the template with Liquid using the server-side data Is my thinking roughly accurate about this, or is there a simpler way?

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  • It's 2011 - why do I still have to use tables for email?

    - by John Isaacks
    This might seem like a rant, but I am curious. CSS replaced tables for layout a long time ago. But we still have to use tables for layout when creating rich emails. Why is this? Are there any other options? Are there really technical constraints that prevent CSS from working in an email. What are they? I can see how linked or embedded style sheets might be a problem, but not even inline styles work. Is this ever going to change?

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  • What's the term describing this system for generating user interfaces?

    - by mjfgates
    So, there's this idea, which you already know: Define the layout of your UI by creating a tree of panels. The leaf nodes on the tree are what we used to call 'controls' way back in the day-- the things that the user interacts with, radio buttons and listboxes and such. The internal nodes are mostly concerned with layout; this kind of panel stacks its child panels vertically, that kind puts its children into a grid, etc. It's COMMON. Most of the UI-generating systems I've seen in the past twenty years are implementations of this, and the ones that aren't borrow from it. What's the word for this idea?

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  • What is the recommended way to output values to FBO targets? (OpenGL 3.3 + GLSL 330)

    - by datSilencer
    I'll begin by apologizing for any dumb assumptions you might find in the code below since I'm still pretty much green when it comes to OpenGL programming. I'm currently trying to implement deferred shading by using FBO's and their associated targets (textures in my case). I have a simple (I think :P) geometry+fragment shader program and I'd like to write its Fragment Shader stage output to three different render targets (previously bound by a call to glDrawBuffers()), like so: #version 330 in vec3 WorldPos0; in vec2 TexCoord0; in vec3 Normal0; in vec3 Tangent0; layout(location = 0) out vec3 WorldPos; layout(location = 1) out vec3 Diffuse; layout(location = 2) out vec3 Normal; uniform sampler2D gColorMap; uniform sampler2D gNormalMap; vec3 CalcBumpedNormal() { vec3 Normal = normalize(Normal0); vec3 Tangent = normalize(Tangent0); Tangent = normalize(Tangent - dot(Tangent, Normal) * Normal); vec3 Bitangent = cross(Tangent, Normal); vec3 BumpMapNormal = texture(gNormalMap, TexCoord0).xyz; BumpMapNormal = 2 * BumpMapNormal - vec3(1.0, 1.0, -1.0); vec3 NewNormal; mat3 TBN = mat3(Tangent, Bitangent, Normal); NewNormal = TBN * BumpMapNormal; NewNormal = normalize(NewNormal); return NewNormal; } void main() { WorldPos = WorldPos0; Diffuse = texture(gColorMap, TexCoord0).xyz; Normal = CalcBumpedNormal(); } If my render target textures are configured as: RT1:(GL_RGB32F, GL_RGB, GL_FLOAT, GL_TEXTURE0, GL_COLOR_ATTACHMENT0) RT2:(GL_RGB32F, GL_RGB, GL_FLOAT, GL_TEXTURE1, GL_COLOR_ATTACHMENT1) RT3:(GL_RGB32F, GL_RGB, GL_FLOAT, GL_TEXTURE2, GL_COLOR_ATTACHMENT2) And assuming that each texture has an internal format capable of contaning the incoming data, will the fragment shader write the corresponding values to the expected texture targets? On a related note, do the textures need to be bound to the OpenGL context when they are Multiple Render Targets? From some Googling, I think there are two other ways to output to MRTs: 1: Output each component to gl_FragData[n]. Some forum posts say this method is deprecated. However, looking at the latest OpenGL 3.3 and 4.0 specifications at opengl.org, the core profiles still mention this approach. 2: Use a typed output array variable for the expected type. In this case, I think it would be something like this: out vec3 [3] output; void main() { output[0] = WorldPos0; output[1] = texture(gColorMap, TexCoord0).xyz; output[2] = CalcBumpedNormal(); } So which is then the recommended approach? Is there a recommended approach at all if I plan to code on top of OpenGL 3.3? Thanks for your time and help!

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  • Don’t Like New Google Search Interface? Switch To Old Interface

    - by Gopinath
    Google recently adopted a new user interface layout for it’s search engine. The new layout is very different to classic one, it provides many options on the left side to choose for enhanced search operations. Even though many users like this new interface, there are few who are more comfortable with the classic interface. If you are one among those who wanted to switch back to classic interface, you can access it by using the following http://www.google.com/webhp?hl=all Join us on Facebook to read all our stories right inside your Facebook news feed.

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  • How to make Facebook like button narrower than 225px?

    - by tog22
    I'm generating a like button with Facebook's 'standard' layout for my site via https://developers.facebook.com/docs/reference/plugins/like/ . I've set its width to 200 pixels, but notice that setting it to lower than 225 pixels has no effect, and the documentation on that page indeed specifies 225px as the minimum width for the standard layout. Unfortunately I need to make it 200 pixels wide to fit my site's design. Is there any way to force it into this width? (The site's at http://gwwc2.centreforeffectivealtruism.org/ if you want to have a play with Firebug, though the like button gets generated by javascript so you'd probably have to duplicate that page and edit its source.)

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  • Assemble static site from templates? (don't want to reinvent the wheel)

    - by raindog308
    I have a site that is 100% static content (no php, just some javascript). There's several "blocks" like the header, menu, footer, etc. that are the same on each page. Rather than do a lot of copy/pasting, I was thinking of some kind of template system where I could run a CLI command (in php, perl, python, shell, whatever) and have it replace all the block tags with the actual block text. I did see some answers in this question, but those seem oriented towards "we provide the style and layout, you provide the text". In my case, I have everything as far as layout, css, etc. - just want to do a glorified sed. Before I invent the wheel, I was wondering if there was a tool out there already.

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  • Help with google pages; using them in general

    - by Sugarcube
    Is there any way someone could help me with building a website using google pages? I cannot for the life of me figure out how to do much more than create a new page, and I have been up all night. I thought I knew computers and websites but apparently I need a refresher course. Please, if you can help, I would be most appreciative. -Sugarcube Edit: Seems this is too vague. But honestly, I don't even know where to begin with the way Google has it set up. I tried to set one up with a template and a layout, but the layout has pages that I did not create and that I don't know how to edit to make them suitable to my website. I guess if I had to start somewhere it would be on how to make it do what I want it to do.

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  • Access violation writing location, in my loop

    - by numerical25
    The exact error I am getting is First-chance exception at 0x0096234a in chp2.exe: 0xC0000005: Access violation writing location 0x002b0000. Windows has triggered a breakpoint in chp2.exe. And the breakpoint stops here for(DWORD i = 0; i < m; ++i) { //we are start at the top of z float z = halfDepth - i*dx; for(DWORD j = 0; j < n; ++j) { //to the left of us float x = -halfWidth + j*dx; float y = 0.0f; vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); //<----- Right here vertices[i*n+j].color = D3DXVECTOR4(1.0f, 0.0f, 0.0f, 0.0f); } } I am not sure what I am doing wrong. below is the code in its entirety #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix //The first line of code creates your identity matrix. Second line of code //second combines your camera position, target location, and which way is up respectively D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(200.0f, 60.0f, -20.0f), new D3DXVECTOR3(200.0f, 50.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //dx will represent the width and the height of the spacing of each vector float dx = 1; //Below are the number of vertices //m is the vertices of each row. n is the columns DWORD m = 30; DWORD n = 30; //This get the width of the entire land //30 - 1 = 29 rows * 1 = 29 * 0.5 = 14.5 float halfWidth = (n-1)*dx*0.5f; float halfDepth = (m-1)*dx*0.5f; float vertexsize = m * n; VertexPos vertices[80]; for(DWORD i = 0; i < m; ++i) { //we are start at the top of z float z = halfDepth - i*dx; for(DWORD j = 0; j < n; ++j) { //to the left of us float x = -halfWidth + j*dx; float y = 0.0f; vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); vertices[i*n+j].color = D3DXVECTOR4(1.0f, 0.0f, 0.0f, 0.0f); } } int k = 0; DWORD indices[540]; for(DWORD i = 0; i < n-1; ++i) { for(DWORD j = 0; j < n-1; ++j) { indices[k] = (i * n) + j; indices[k + 1] = (i * n) + j + 1; indices[k + 2] = (i + 1) * n + j; indices[k + 3] = (i + 1) * n + j; indices[k + 4] = (i * n) + j + 1; indices[k + 5] = (i + 1) * n + j+ 1; k += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

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  • How to prepare for a programming competition? Graphs, Stacks, Trees, oh my! [closed]

    - by Simucal
    Last semester I attended ACM's (Association for Computing Machinery) bi-annual programming competition at a local University. My University sent 2 teams of 3 people and we competed amongst other schools in the mid-west. We got our butts kicked. You are given a packet with about 11 problems (1 problem per page) and you have 4 hours to solve as many as you can. They'll run your program you submit against a set of data and your output must match theirs exactly. In fact, the judging is automated for the most part. In any case.. I went there fairly confident in my programming skills and I left there feeling drained and weak. It was a terribly humbling experience. In 4 hours my team of 3 people completed only one of the problems. The top team completed 4 of them and took 1st place. The problems they asked were like no problems I have ever had to answer before. I later learned that in order to solve them some of them effectively you have to use graphs/graph algorithms, trees, stacks. Some of them were simply "greedy" algo's. My question is, how can I better prepare for this semesters programming competition so I don't leave there feeling like a complete moron? What tips do you have for me to be able to answer these problems that involve graphs, trees, various "well known" algorithms? How can I easily identify the algorithm we should implement for a given problem? I have yet to take Algorithm Design in school so I just feel a little out of my element. Here are some examples of the questions asked at the competitions: ACM Problem Sets Update: Just wanted to update this since the latest competition is over. My team placed 1st for our small region (about 6-7 universities with between 1-5 teams each school) and ~15th for the midwest! So, it is a marked improvement over last years performance for sure. We also had no graduate students on our team and after reviewing the rules we found out that many teams had several! So, that would be a pretty big advantage in my own opinion. Problems this semester ranged from about 1-2 "easy" problems (ie bit manipulation, string manipulation) to hard (graph problems involving fairly complex math and network flow problems). We were able to solve 4 problems in our 5 hours. Just wanted to thank everyone for the resources they provided here, we used them for our weekly team practices and it definitely helped! Some quick tips that I have that aren't suggested below: When you are seated at your computer before the competition starts, quickly type out various data structures that you might need that you won't have access to in your languages libraries. I typed out a Graph data-structure complete with floyd-warshall and dijkstra's algorithm before the competition began. We ended up using it in our 2nd problem that we solved and this is the main reason why we solved this problem before anyone else in the midwest. We had it ready to go from the beginning. Similarly, type out the code to read in a file since this will be required for every problem. Save this answer "template" someplace so you can quickly copy/paste it to your IDE at the beginning of each problem. There are no rules on programming anything before the competition starts so get any boilerplate code out the way. We found it useful to have one person who is on permanent whiteboard duty. This is usually the person who is best at math and at working out solutions to get a head start on future problems you will be doing. One person is on permanent programming duty. Your fastest/most skilled "programmer" (most familiar with the language). This will save debugging time also. The last person has several roles between assessing the packet of problems for the next "easiest" problem, helping the person on the whiteboard work out solutions and helping the person programming work out bugs/issues. This person needs to be flexible and be able to switch between roles easily.

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  • How can I run Gnome or KDE locally in Cygwin?

    - by John Peter Thompson Garcés
    Apparently it is possible to do this using cygwin ports, as can be seen in screenshots. I followed this how-to to get apt-cygports set up, and I used it to install gnome-session. This how-to supposedly gives the commands needed to run Gnome or KDE, but whenever I try to run Gnome, a blank X-window pops up and then quickly disappears. Here is the terminal output: $ startx /usr/bin/dbus-launch gnome-session xauth: file /home/jpthomps/.serverauth.4168 does not exist Welcome to the XWin X Server Vendor: The Cygwin/X Project Release: 1.10.3.0 OS: Windows 7 Service Pack 1 [Windows NT 6.1 build 7601] (WoW64) Package: version 1.10.3-12 built 2011-08-22 XWin was started with the following command line: /usr/bin/X :0 -auth /home/jpthomps/.serverauth.4168 (II) xorg.conf is not supported (II) See http://x.cygwin.com/docs/faq/cygwin-x-faq.html for more information LoadPreferences: /home/jpthomps/.XWinrc not found LoadPreferences: Loading /etc/X11/system.XWinrc LoadPreferences: Done parsing the configuration file... winDetectSupportedEngines - DirectDraw installed, allowing ShadowDD winDetectSupportedEngines - Windows NT, allowing PrimaryDD winDetectSupportedEngines - DirectDraw4 installed, allowing ShadowDDNL winDetectSupportedEngines - Returning, supported engines 0000001f winSetEngine - Using Shadow DirectDraw NonLocking winScreenInit - Using Windows display depth of 32 bits per pixel winFinishScreenInitFB - Masks: 00ff0000 0000ff00 000000ff Screen 0 added at virtual desktop coordinate (0,0). MIT-SHM extension disabled due to lack of kernel support XFree86-Bigfont extension local-client optimization disabled due to lack of shared memory support in the kernel (II) AIGLX: Loaded and initialized /usr/lib/dri/swrast_dri.so (II) GLX: Initialized DRISWRAST GL provider for screen 0 winPointerWarpCursor - Discarding first warp: 637 478 (--) 5 mouse buttons found (--) Setting autorepeat to delay=500, rate=31 (--) Windows keyboard layout: "00000409" (00000409) "US", type 4 (--) Found matching XKB configuration "English (USA)" (--) Model = "pc105" Layout = "us" Variant = "none" Options = "none" Rules = "base" Model = "pc105" Layout = "us" Variant = "none" Options = "none" winBlockHandler - pthread_mutex_unlock() winProcEstablishConnection - winInitClipboard returned. winClipboardProc - DISPLAY=:0.0 winClipboardProc - XOpenDisplay () returned and successfully opened the display. xinit: XFree86_VT property unexpectedly has 0 items instead of 1 xinit: connection to X server lost waiting for X server to shut down winClipboardProc - winClipboardFlushWindowsMessageQueue trapped WM_QUIT message, exiting main loop. winClipboardProc - XDestroyWindow succeeded. winClipboardProc - Clipboard disabled - Exit from server winDeinitMultiWindowWM - Noting shutdown in progress

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  • How to make emacs accept UTF-8 from the keyboard

    - by Brent.Longborough
    My friends have persuaded me to "try again" (about the 5th time in about 12 years) with emacs. I'm currently suffering a little, and need help with emacs + utf-8. I'm running the 23.3.1 emacs gui on Windows 7 with my own custom keyboard layout (built with MS Keyboard Layout Creator). The layout has a full ISO-8859-1 (Latin-1) character set, plus some additional characters from ISO-8859-9 (Latin-5, gis etc for Turkish) and w for Welsh (don't know where that one lives). In my .emacs, I have (blindly) added these lines: ;; key board / input method settings (setq locale-coding-system 'utf-8) (set-terminal-coding-system 'utf-8) (set-keyboard-coding-system 'utf-8) (set-language-environment 'UTF-8) ; prefer utf-8 for language settings Now, when I enter characters from ISO Latin-1 from the keyboard, they are accepted without problems, but characters from outside Latin-1 are "translated" to an approximate character in Latin-1. Thus, for example, Latin-5 "g" gets converted to a plain "g". Cutting and pasting, however, work fine. Can anyone tell me what I'm doing wrong? I should like to make everything I do with emacs utf-8 with BOM.

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  • Synchronizing Asynchronous request handlers in Silverlight environment

    - by Eric Lifka
    For our senior design project my group is making a Silverlight application that utilizes graph theory concepts and stores the data in a database on the back end. We have a situation where we add a link between two nodes in the graph and upon doing so we run analysis to re-categorize our clusters of nodes. The problem is that this re-categorization is quite complex and involves multiple queries and updates to the database so if multiple instances of it run at once it quickly garbles data and breaks (by trying to re-insert already used primary keys). Essentially it's not thread safe, and we're trying to make it safe, and that's where we're failing and need help :). The create link function looks like this: private Semaphore dblock = new Semaphore(1, 1); // This function is on our service reference and gets called // by the client code. public int addNeed(int nodeOne, int nodeTwo) { dblock.WaitOne(); submitNewNeed(createNewNeed(nodeOne, nodeTwo)); verifyClusters(nodeOne, nodeTwo); dblock.Release(); return 0; } private void verifyClusters(int nodeOne, int nodeTwo) { // Run analysis of nodeOne and nodeTwo in graph } All copies of addNeed should wait for the first one that comes in to finish before another can execute. But instead they all seem to be running and conflicting with each other in the verifyClusters method. One solution would be to force our front end calls to be made synchronously. And in fact, when we do that everything works fine, so the code logic isn't broken. But when it's launched our application will be deployed within a business setting and used by internal IT staff (or at least that's the plan) so we'll have the same problem. We can't force all clients to submit data at different times, so we really need to get it synchronized on the back end. Thanks for any help you can give, I'd be glad to supply any additional information that you could need!

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  • Using Traveling Salesman Solver to Decide Hamiltonian Path

    - by Firas Assaad
    This is for a project where I'm asked to implement a heuristic for the traveling salesman optimization problem and also the Hamiltonian path or cycle decision problem. I don't need help with the implementation itself, but have a question on the direction I'm going in. I already have a TSP heuristic based on a genetic algorithm: it assumes a complete graph, starts with a set of random solutions as a population, and works to improve the population for a number of generations. Can I also use it to solve the Hamiltonian path or cycle problems? Instead of optimizing to get the shortest path, I just want to check if there is a path. Now any complete graph will have a Hamiltonian path in it, so the TSP heuristic would have to be extended to any graph. This could be done by setting the edges to some infinity value if there is no path between two cities, and returning the first path that is a valid Hamiltonian path. Is that the right way to approach it? Or should I use a different heuristic for Hamiltonian path? My main concern is whether it's a viable approach since I can be somewhat sure that TSP optimization works (because you start with solutions and improve them) but not if a Hamiltonian path decider would find any path in a fixed number of generations. I assume the best approach would be to test it myself, but I'm constrained by time and thought I'd ask before going down this route... (I could find a different heuristic for Hamiltonian path instead)

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  • Editing a User's Likes on Facebook

    - by Ed Marty
    I've been looking at the Facebook API to find some way to edit a user's Likes (that is, add or remove items from https://graph.facebook.com/me/likes/). The API doesn't say anything about it specifically, but does say this: You can publish to the Facebook graph by issuing HTTP POST requests to the appropriate connection URLs above. Where above, one of the connection URLs is the aforementioned https://graph.facebook.com/me/likes link. However, there's no documentation for the PROFILE_ID/likes post, and whenever I try to post it returns the error "invalid post_id". I assume this is because to like something, you post a request to POST_ID/likes. It's a bit inconsistent. What I'm trying to do is get the user's profile to add a Page to their likes (by posting using the page's id as an "id" parameter in the post body). However, it seems like there's just no way to edit user's likes. At the end of the day, I just want to allow a user to click a button in my application (mobile device application, not a web app) and have them add our Facebook page into their list of pages, and I've found no way of doing that short of presenting our page to them and making them click on the "Like" button manually. Many other things are supported without showing the Facebook website, like posting to their wall or making albums, but I can't find anything to do this. Any ideas?

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  • SQL2k8 T-SQL: Output into XML file

    - by Nai
    I have two tables Table Name: Graph UID1 UID2 ----------- 12 23 12 32 41 51 32 41 Table Name: Profiles NodeID UID Name ----------------- 1 12 Robs 2 23 Jones 3 32 Lim 4 41 Teo 5 51 Zacks I want to get an xml file like this: <graph directed="0"> <node id="1"> <att name="UID" value="12"/> <att name="Name" value="Robs"/> </node> <node id="2"> <att name="UID" value="23"/> <att name="Name" value="Jones"/> </node> <node id="3"> <att name="UID" value="32"/> <att name="Name" value="Lim"/> </node> <node id="4"> <att name="UID" value="41"/> <att name="Name" value="Teo"/> </node> <node id="5"> <att name="UID" value="51"/> <att name="Name" value="Zacks"/> </node> <edge source="12" target="23" /> <edge source="12" target="32" /> <edge source="41" target="51" /> <edge source="32" target="41" /> </graph> Thanks very much!

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  • Pointer problem in C for char*

    - by egebilmuh
    Hi guys, i use pointer for holding name and research lab property. But when i print the existing Vertex ,when i print the vertex, i cant see so -called attributes properly. For example though real value of name is "lancelot" , i see it as wrong such as "asdasdasdasd" struct vertex { int value; char*name; char* researchLab; struct vertex *next; struct edge *list; }; void GRAPHinsertV(Graph G, int value,char*name,char*researchLab) { //create new Vertex. Vertex newV = malloc(sizeof newV); // set value of new variable to which belongs the person. newV->value = value; newV->name=name; newV->researchLab=researchLab; newV->next = G->head; newV->list = NULL; G->head = newV; G->V++; } /*** The method creates new person. **/ void createNewPerson(Graph G) { int id; char name[30]; char researchLab[30]; // get requeired variables. printf("Enter id of the person to be added.\n"); scanf("%d",&id); printf("Enter name of the person to be added.\n"); scanf("%s",name); printf("Enter researc lab of the person to be added\n"); scanf("%s",researchLab); // insert the people to the social network. GRAPHinsertV(G,id,name,researchLab); } void ListAllPeople(Graph G) { Vertex tmp; Edge list; for(tmp = G->head;tmp!=NULL;tmp=tmp->next) { fprintf(stdout,"V:%d\t%s\t%s\n",tmp->value,tmp->name,tmp->researchLab); } system("pause"); }

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  • Memory problems while code is running (Python, Networkx)

    - by MIN SU PARK
    I made a code for generate a graph with 379613734 edges. But the code couldn't be finished because of memory. It takes about 97% of server memory when it go through 62 million lines. So I killed it. Do you have any idea to solve this problem? My code is like this: import os, sys import time import networkx as nx G = nx.Graph() ptime = time.time() j = 1 for line in open("./US_Health_Links.txt", 'r'): #for line in open("./test_network.txt", 'r'): follower = line.strip().split()[0] followee = line.strip().split()[1] G.add_edge(follower, followee) if j%1000000 == 0: print j*1.0/1000000, "million lines done", time.time() - ptime ptime = time.time() j += 1 DG = G.to_directed() # P = nx.path_graph(DG) Nn_G = G.number_of_nodes() N_CC = nx.number_connected_components(G) LCC = nx.connected_component_subgraphs(G)[0] n_LCC = LCC.nodes() Nn_LCC = LCC.number_of_nodes() inDegree = DG.in_degree() outDegree = DG.out_degree() Density = nx.density(G) # Diameter = nx.diameter(G) # Centrality = nx.betweenness_centrality(PDG, normalized=True, weighted_edges=False) # Clustering = nx.average_clustering(G) print "number of nodes in G\t" + str(Nn_G) + '\n' + "number of CC in G\t" + str(N_CC) + '\n' + "number of nodes in LCC\t" + str(Nn_LCC) + '\n' + "Density of G\t" + str(Density) + '\n' # sys.exit() # j += 1 The edge data is like this: 1000 1001 1000245 1020191 1000 10267352 1000653 10957902 1000 11039092 1000 1118691 10346 11882 1000 1228281 1000 1247041 1000 12965332 121340 13027572 1000 13075072 1000 13183162 1000 13250162 1214 13326292 1000 13452672 1000 13844892 1000 14061830 12340 1406481 1000 14134703 1000 14216951 1000 14254402 12134 14258044 1000 14270791 1000 14278978 12134 14313332 1000 14392970 1000 14441172 1000 14497568 1000 14502775 1000 14595635 1000 14620544 1000 14632615 10234 14680596 1000 14956164 10230 14998341 112000 15132211 1000 15145450 100 15285998 1000 15288974 1000 15300187 1000 1532061 1000 15326300 Lastly, is there anybody who has an experience to analyze Twitter link data? It's quite hard to me to take a directed graph and calculate average/median indegree and outdegree of nodes. Any help or idea?

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  • Ruby 1.9 GarbageCollector, GC.disable/enable

    - by seb
    I'm developing a Rails 2.3, Ruby 1.9.1 webapplication that does quite a bunch of calculation before each request. For every request it has to calculate a graph with 300 nodes and ~1000 edges. The graph and all its nodes, edges and other objects are initialized for every request (~2000 objects) - actually they are cloned from an uncalculated cached graph using Marshal.load(Marshal.dump()). Performance is quite an issue here. Right now the whole request takes in average 150ms. I then saw that during a request, parts of the calculation randomly take longer. Assuming, that this might be the GarbageCollector kicking in, I wrapped the request in GC.disable and GC.enable, so that the request waits with garbagecollecting until calculating and rendering have finished. def query GC.disable calculate respond_to do |format| format.html {render} end GC.enable end The average request now takes about 100ms (50 ms less). But I'm unsure if this is a good/stable solution, I assume there must be drawbacks doing that. Does anybody has experience with a similar problem or sees problems with the above code?

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