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  • How is an array stored in memory?

    - by George
    In an interest to delve deeper into how memory is allocated and stored, I have written an application that can scan memory address space, find a value, and write out a new value. I developed a sample application with the end goal to be able to programatically locate my array, and overwrite it with a new sequence of numbers. In this situation, I created a single dimensional array, with 5 elements, e.g. int[] array = new int[] {8,7,6,5,4}; I ran my application and searched for a sequence of the five numbers above. I was looking for any value that fell between 4 and 8, for a total of 5 numbers in a row. Unforuntately, my the sequential numbers in my array matched hundreds of results, as the numbers 4 through 8, in no particular sequence happened to be next to each other, in memory, in many situations. Is there any way to distinguish that a set of numbers within memory, represents an array, not simply integers that are next to each other? Is there any way of knowing that if I find a certain value, that the matching values proceeding it are that of an array? I would assume that when I declare int[] array, its pointing at the first address of my array, which would provide some kind of meta-data to what existed in the array, e.g. 0x123456789 meta-data, 5 - 32 bit integers 0x123456789 + 32 "8" 0x123456789 + 64 "7" 0x123456789 + 96 "6" 0x123456789 + 128 "5" 0x123456789 + 160 "4" Am I way off base?

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  • C related, store a signed long int (32bit) as 4 octets?

    - by Doori Bar
    I managed to get a unsigned long int octets-representation (BE) by reading IPv4 methods, and I managed to read about how signed integers are using the MSB as the sign indicator, which makes 00 00 00 00 to be 0, while 7F FF FF FF is 2147483647. But I can't manage how to do the same for signed long integers? #include <stdio.h> #include <string.h> int main (void) { unsigned long int intu32; unsigned char octets[4]; intu32 = 255; octets[3] = (intu32) & 255; octets[2] = (intu32 >> 8) & 255; octets[1] = (intu32 >> 16) & 255; octets[0] = (intu32 >> 24) & 255; printf("(%d)(%d)(%d)(%d)\n", octets[0], octets[1], octets[2], octets[3]); intu32 = (octets[0] << 24) | (octets[1] << 16) | (octets[2] << 8) | octets[3]; printf("intu32:%lu\n", intu32); return 0; } Thanks in advance, Doori bar

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  • Google Docs not importing CSVs consistently

    - by nick
    Hey everyone, I'm trying to import some csv data into google docs spreadsheet. The data I am entering is all made up of 16 digit integers. About 90% of them are imported perfectly but 10% are rewritten automatically into scientific notation. How do I turn this feature of. I just want all the numbers kept in their standard form. Kind Regards Nick

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  • How do I increment strings in Vim?

    - by Chas. Owens
    I can increment integers in Vim using <Ctrl>-a. The docs seem to say that if I set nrformats to "octal,hex,aplha" (which I am trying to do with :set nrformats="octal,hex,alpha") then <Ctrl>-a will increment a to b, 007 to 010, and 0x09 to 0x0f, but those examples are not working for me (I just a get a beep for a, 007 turns into 008, and 0x09 turns into 0x10).

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  • Can the mysql slow query log show milliseconds?

    - by Chase Seibert
    The mysql slow query log shows query time in whole integers. # Query_time: 0 Lock_time: 0 Rows_sent: 177 Rows_examined: 177 SELECT ... # Query_time: 1 Lock_time: 0 Rows_sent: 56 Rows_examined: 208 SELECT ... There was a microsecond patch to allow mysql to be configured to log queries that take longer than X microseconds to run. But is there a way to have the log output the query time in either milliseconds or microseconds?

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  • Simple Java networking game engine [on hold]

    - by Florian Peschka
    I want to create a simple java networking game and search a networking engine that eases use of sockets etc. I have already read some questions on here and the internet about java networking for games, but many of them were over 10 years old or not really answered. I have no idea whatsoever about what exactly I need to send in terms of messages, but I figured simple strings or integers will be enough for my purposes. It's basically a peer to peer game, so I don't need a centralized server structure. Messaging doesn't have to have an extremely low ping, yet of course all players need to have a synchronized view. What are the possibilities I have here?

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  • Best Upper Bound & Best Lower Bound of an Algorithm

    - by Nayefc
    I am studying for a final exam and I came past a question I had on an earlier test. The questions asks us to find the minimum value in an unsorted array of integers. We must provide the best upper bound and the best lower bound that you can for the problem in the worst case. First, in such an example, the upper and lower bound are the same (hence, we can talk in terms of Big-Theta). In the worst case, we would have to go through the whole list as the minimum value would be at the end of the list. Therefore, the answer is Big-Theta(n). Is this a correct & good explanation?

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  • Best way to throw exception and avoid code duplication

    - by JF Dion
    I am currently writing code and want to make sure all the params that get passed to a function/method are valid. Since I am writing in PHP I don't have access to all the facilities of other languages like C, C++ or Java to check for parameters values and types public function inscriptionExists($sectionId, $userId) // PHP vs. public boolean inscriptionExists(int sectionId, int userId) // Java So I have to rely on exceptions if I want to make sure that my params are both integers. Since I have a lot of places where I need to check for param validity, what would be the best way to create a validation/exception machine and avoid code duplication? I was thinking on a static factory (since I don't want to pass it to all of my classes) with a signature like: public static function factory ($value, $valueType, $exceptionType = 'InvalidArgumentException'); Which would then call the right sub process to validate based on the type. Am I on the right way, or am I going completely off the road and overthinking my problem?

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  • Efficient way to sort large set of numbers

    - by 7Aces
    I have to sort a set of 100000 integers as a part of a programming Q. The time limit is pretty restrictive, so I have to use the most time-efficient approach possible. My current code - #include<cstdio> #include<algorithm> using namespace std; int main() { int n,d[100000],i; for(i=0;i<n;++i) { scanf("%d",&d[i]); } sort(d,d+n); .... } Would this approach be more efiicient? int main() { int n,d[100000],i; for(i=0;i<n;++i) { scanf("%d",&d[i]); sort(d,d+i+1); } .... } What is the most efficient way to sort a large dataset? Note - Not homework...

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  • Why would GLCapabilities.setHardwareAccelerated(true/false) have no effect on performance?

    - by Luke
    I've got a JOGL application in which I am rendering 1 million textures (all the same texture) and 1 million lines between those textures. Basically it's a ball-and-stick graph. I am storing the vertices in a vertex array on the card and referencing them via index arrays, which are also stored on the card. Each pass through the draw loop I am basically doing this: gl.glBindBuffer(GL.GL_ARRAY_BUFFER, <buffer id>); gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, <buffer id>); gl.glDrawElements(GL.GL_POINTS, <size>, GL.GL_UNSIGNED_INT, 0); gl.glBindBuffer(GL.GL_ARRAY_BUFFER, <buffer id>); gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, <buffer id>); gl.glDrawElements(GL.GL_LINES, <size>, GL.GL_UNSIGNED_INT, 0); I noticed that the JOGL library is pegging one of my CPU cores. Every frame, the run method internal to the library is taking quite long. I'm not sure why this is happening since I have called setHardwareAccelerated(true) on the GLCapabilities used to create my canvas. What's more interesting is that I changed it to setHardwareAccelerated(false) and there was no impact on the performance at all. Is it possible that my code is not using hardware rendering even when it is set to true? Is there any way to check? EDIT: As suggested, I have tested breaking my calls up into smaller chunks. I have tried using glDrawRangeElements and respecting the limits that it requests. All of these simply resulted in the same pegged CPU usage and worse framerates. I have also narrowed the problem down to a simpler example where I just render 4 million textures (no lines). The draw loop then just doing this: gl.glEnableClientState(GL.GL_VERTEX_ARRAY); gl.glEnableClientState(GL.GL_INDEX_ARRAY); gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL.GL_MODELVIEW); gl.glLoadIdentity(); <... Camera and transform related code ...> gl.glEnableVertexAttribArray(0); gl.glEnable(GL.GL_TEXTURE_2D); gl.glAlphaFunc(GL.GL_GREATER, ALPHA_TEST_LIMIT); gl.glEnable(GL.GL_ALPHA_TEST); <... Bind texture ...> gl.glBindBuffer(GL.GL_ARRAY_BUFFER, <buffer id>); gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, <buffer id>); gl.glDrawElements(GL.GL_POINTS, <size>, GL.GL_UNSIGNED_INT, 0); gl.glDisable(GL.GL_TEXTURE_2D); gl.glDisable(GL.GL_ALPHA_TEST); gl.glDisableVertexAttribArray(0); gl.glFlush(); Where the first buffer contains 12 million floats (the x,y,z coords of the 4 million textures) and the second (element) buffer contains 4 million integers. In this simple example it is simply the integers 0 through 3999999. I really want to know what is being done in software that is pegging my CPU, and how I can make it stop (if I can). My buffers are generated by the following code: gl.glBindBuffer(GL.GL_ARRAY_BUFFER, <buffer id>); gl.glBufferData(GL.GL_ARRAY_BUFFER, <size> * BufferUtil.SIZEOF_FLOAT, <buffer>, GL.GL_STATIC_DRAW); gl.glVertexAttribPointer(0, 3, GL.GL_FLOAT, false, 0, 0); and: gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, <buffer id>); gl.glBufferData(GL.GL_ELEMENT_ARRAY_BUFFER, <size> * BufferUtil.SIZEOF_INT, <buffer>, GL.GL_STATIC_DRAW); ADDITIONAL INFO: Here is my initialization code: gl.setSwapInterval(1); //Also tried 0 gl.glShadeModel(GL.GL_SMOOTH); gl.glClearDepth(1.0f); gl.glEnable(GL.GL_DEPTH_TEST); gl.glDepthFunc(GL.GL_LESS); gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_FASTEST); gl.glPointParameterfv(GL.GL_POINT_DISTANCE_ATTENUATION, POINT_DISTANCE_ATTENUATION, 0); gl.glPointParameterfv(GL.GL_POINT_SIZE_MIN, MIN_POINT_SIZE, 0); gl.glPointParameterfv(GL.GL_POINT_SIZE_MAX, MAX_POINT_SIZE, 0); gl.glPointSize(POINT_SIZE); gl.glTexEnvf(GL.GL_POINT_SPRITE, GL.GL_COORD_REPLACE, GL.GL_TRUE); gl.glEnable(GL.GL_POINT_SPRITE); gl.glClearColor(clearColor.getX(), clearColor.getY(), clearColor.getZ(), 0.0f); Also, I'm not sure if this helps or not, but when I drag the entire graph off the screen, the FPS shoots back up and the CPU usage falls to 0%. This seems obvious and intuitive to me, but I thought that might give a hint to someone else.

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  • Why does multiplying texture coordinates scale the texture?

    - by manning18
    I'm having trouble visualizing this geometrically - why is it that multiplying the U,V coordinates of a texture coordinate has the effect of scaling that texture by that factor? eg if you scaled the texture coordinates by a factor of 3 ..then doesn't this mean that if you had texture coordinates 0,1 and 0,2 ...you'd be sampling 0,3 and 0,6 in the U,V texture space of 0..1? How does that make it bigger eg HLSL: tex2D(textureSampler, TexCoords*3) Integers make it smaller, decimals make it bigger I mean I understand intuitively if you added to the U,V coordinates, as that is simply an offset into the sampling range, but what's the case with multiplication? I have a feeling when someone explains this to me I'm going to be feeling mighty stupid

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  • Loops, Recursion and Memoization in JavaScript

    - by Ken Dason
    Originally posted on: http://geekswithblogs.net/kdason/archive/2013/07/25/loops-recursion-and-memoization-in-javascript.aspxAccording to Wikipedia, the factorial of a positive integer n (denoted by n!) is the product of all positive integers less than or equal to n. For example, 5! = 5 x 4 x 3 x 2 x 1 = 120. The value of 0! is 1. We can use factorials to demonstrate iterative loops and recursive functions in JavaScript.  Here is a function that computes the factorial using a for loop: Output: Time Taken: 51 ms Here is the factorial function coded to be called recursively: Output: Time Taken: 165 ms We can speed up the recursive function with the use of memoization.  Hence,  if the value has previously been computed, it is simply returned and the recursive call ends. Output: Time Taken: 17 ms

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  • Interview question ranking FizzBuzz (1), implementing malloc (10)

    - by blrs
    I'd like to have your opinion on the difficulty of the following interview question: Find the subarray with maximum sum in an array of integers in O(n) time. This trivial sounding problem was made famous by Jon Bentley in his Programming Pearls where he uses it to demonstrate algorithm design techniques. On a scale of 1-10, 1 being the FizzBuzz (or HoppityHop) test and 10 being implement the C stdlib function malloc(), how would you rank the above problem? I think the people who can best answer this question are those who have read Programming Pearls and have tried to solve this problem on their own. To motivate those who haven't, 'Programming Pearls' gets featured many times in the 'Top 10 programming books' list.

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  • Separating merged array of arithmetic and geometric series

    - by user1814037
    Given an array of positive integers in increasing order. Separate them in two series, an arithmetic sequence and geometric sequence. The given array is such that a solution do exist. The union of numbers of the two sequence must be the given array. Both series can have common elements i.e. series need not to be disjoint. The ratio of the geometric series can be fractional. Example: Given series : 2,4,6,8,10,12,25 AP: 2,4,6,8,10,12 GP: 4,10,25 I tried taking few examples but could not reach a general way. Even tried some graph implementation by introducing edges if they follow a particular sequence but could not reach solution.

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  • Construct an array from an existing array

    - by Luv
    Given an array of integers A[1...n-1] where 'N' is the length of array A[ ]. Construct an array B such that B[i] = min(A[i], A[i+1], ..., A[i+K-1]), where K will be given. Array B will have N-K+1 elements. We can solve the problem using min-heaps Construct min-heap for k elements - O(k) For every next element delete the first element and insert the new element and heapify Hence Worst Case Time - O( (n-k+1)*k ) + O(k) Space - O(k) Can we do it better?

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  • Looking for a dynamic programming solution

    - by krammer
    Given a sequence of integers in range 1 to n. Each number can appear at most once. Let there be a symbol X in the sequence which means remove the minimum element from the list. There can be an arbitrarily number of X in the sequence. Example: 1,3,4,X,5,2,X The output is 1,2. We need to find the best way to perform this operation. The solution I have been thinking is: Scan the sequence from left to right and count number of X which takes O(n) time. Perform partial sorting and find the k smallest elements (k = number of X) which takes O(n+klogk) time using median of medians. Is there a better way to solve this problem using dynamic programming or any other way ?

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  • Separating merged array of arithmetic and geometric series [closed]

    - by user1814037
    Possible Duplicate: Separating merged array of arithmetic and geometric series My friend asked me an interseting question. Given an array of positive integers in increasing order. Seperate them in two series, an arithmetic sequence and geometric sequence. The given array is such that a solution do exist. The union of numbers of the two sequence must be the given array. Both series can have common elements i.e. series need not to be disjoint. The ratio of the geometric series can be fractional. Example: Given series : 2,4,6,8,10,12,25 AP: 2,4,6,8,10,12 GP: 4,10,25 I tried taking few examples but could not reach a general way. Even tried some graph implementation by introducing edges if they follow a particular sequence but could not reach solution.

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  • Flowchart with subroutine

    - by Jordy
    I am not really sure how to correctly describe my question, so please forgive me if this is a duplicate. I am creating a flowchart for my program where I implement a method. Let's assume I call this method someMethod. The C code could look something like this: bool someMethod(int Foo, int Bar) { foo += 5; bar -= 5; return (foo == bar); } This means that my flowchart will have a subroutine block where I call this function. But how do I correctly show the reader which integers I pass? And when I create the flowchart of "someMethod", I face a similar problem: how do I correctly show the reader that Foo and Bar are passed parameters?

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  • Would you see any use of a Trilean (True, False, ??)

    - by Sybiam
    I don't know if I'm alone but sometimes I have a function that should return true or false. But in some case there would be a third result that would make more sense. In some language theses cases would be handled with integers or with exception. For exemple you want to handle the age of a user if he is over 18 years old. And you have a function like this. if(user.isAdult(country_code)){ //Go On }else{ // Block access or do nothing } But in some case depending how your app is built I could see case where the birthday field is incomplete. Then this function should return something undetermined. switch(user.isAdult()){ case true: // go on break; case undetermined: //Inform user birthday is incomplete case false: //Block access } As i said we can handle that with Exceptions and Int, but I would find it quite sexy to have a true, false, undetermined embeded in the language instead of using some home defined constants.

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  • How do you set the movement speed of a sprite?

    - by rphello101
    I'm using Slick 2D/Java to play around with graphics. Getting an image to move is easy: Input input = gc.getInput(); if(input.isKeyDown(sprite.up)){ sprite.y--; }else if (input.isKeyDown(sprite.down)){ sprite.y++; }else if (input.isKeyDown(sprite.left)){ sprite.x--; }else if (input.isKeyDown(sprite.right)){ sprite.x++; } However, this is called on every update, so if you hold up, the sprite moves to the edge of the screen in a few hundred milliseconds. Since coordinates are integers, I can't add less than 1 to slow the sprite down. I'm assuming I must have to implement a timer of some sort or something. Any advice?

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  • What is the Big-Oh nitation for this? [closed]

    - by laniam
    procedure quartersearch (x : inter, a1, a2, ?, an) : increasing integers) i := 1{i is left endpoint of search interval} ? j := n {j is right endpoint of search interval} while i < j begin m :=? ?(i + j)? / 4 if x am then ?i := m+1 else if x am then ?m : = ?(i + j)? / 4 else if x am then m := 2 ?(i + j)? /4 else ?if x am then m := 3 ?(i + j)? /4 else j := m end if x = ai then location := i else location := 0

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