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  • Real Time LaTeX?

    - by shoosh
    I'm looking for an application in which I can write pure LaTeX in one half of the screen and on the other half to see the compiled document in real time. This seems really like an obvious way to do LaTeX authoring but it doesn't look like any software is able to do it. LyX is not what I'm looking for. I want to edit the actual LaTeX and see it rendered in real time. Why isn't this already being done somewhere?

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  • Haskell: What is the difference between $ (dollar) and $! (dollar exclamation point)

    - by Jelle Fresen
    Can anybody explain the difference in Haskell between the operators ($) and ($!) (dollar sign vs dollar sign exclamation point)? I haven't seen the use of $! anywhere so far, but while browsing through the Haskell reference on www.zvon.org, I noticed its existence and that it has the exact same definition as $. When trying some simple statements in a Haskell interpreter (ghci), I couldn't find any difference, nor could I find any reference to the operator in the top listed tutorials when googling for haskell tutorial. So, just out of curiosity, what is the difference, if at all?

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  • Who Uses Real Time Java?

    - by Jon
    I noticed that Real Time Java 2.2 was released back in September, seems to have come a long way from when I last looked at it. However, does anybody know of any real world uses, commercial or academic to date? http://java.sun.com/javase/technologies/realtime/index.jsp

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  • Real-time Java graph / chart library?

    - by Joonas Pulakka
    There was an earlier thread on Java graph or chart library, where JFreeChart was found to be quite good, but, as stated in its FAQ, it's not meant for real-time rendering. Can anyone recommend a comparable library that supports real-time rendering? Just some basic xy-rendering - for instance, getting a voltage signal from data acquisition system and plotting it as it comes (time on x-axis, voltage on y-axis).

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  • Why does this Haskell code produce the "infinite type" error?

    - by Charlie Flowers
    I am new to Haskell and facing a "cannot construct infinite type" error that I cannot make sense of. In fact, beyond that, I have not been able to find a good explanation of what this error even means, so if you could go beyond my basic question and explain the "infinite type" error, I'd really appreciate it. Here's the code: intersperse :: a -> [[a]] -> [a] -- intersperse '*' ["foo","bar","baz","quux"] -- should produce the following: -- "foo*bar*baz*quux" -- intersperse -99 [ [1,2,3],[4,5,6],[7,8,9]] -- should produce the following: -- [1,2,3,-99,4,5,6,-99,7,8,9] intersperse _ [] = [] intersperse _ [x] = x intersperse s (x:y:xs) = x:s:y:intersperse s xs And here's the error trying to load it into the interpreter: Prelude :load ./chapter.3.ending.real.world.haskell.exercises.hs [1 of 1] Compiling Main ( chapter.3.ending.real.world.haskell.exercises.hs, interpreted ) chapter.3.ending.real.world.haskell.exercises.hs:147:0: Occurs check: cannot construct the infinite type: a = [a] When generalising the type(s) for `intersperse' Failed, modules loaded: none. Thanks. EDIT: Thanks to the responses, I have corrected the code and I also have a general guideline for dealing with the "infinite type" error in Haskell: Corrected code intersperse _ [] = [] intersperse _ [x] = x intersperse s (x:xs) = x ++ s:intersperse s xs What the problem was: My type signature states that the second parameter to intersperse is a list of lists. Therefore, when I pattern matched against "s (x:y:xs)", x and y became lists. And yet I was treating x and y as elements, not lists. Guideline for dealing with the "infinite type" error: Most of the time, when you get this error, you have forgotten the types of the various variables you're dealing with, and you have attempted to use a variable as if it were some other type than what it is. Look carefully at what type everything is versus how you're using it, and this will usually uncover the problem.

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  • How to do i18n and create Windows Installer of Haskell programs?

    - by Aufheben
    I'm considering using Haskell to develop for a little commercial project. The program must be internationalized (to Simplified Chinese, to be specific), and my customer requests that it should be delivered in a one-click Windows Installer form. So basically these are the two problems I'm facing now: I18n of Haskell programs: the method described in Internationalization of Haskell programs did work (partially) if I change the command of executing the program from LOCALE=zh_CN.UTF-8 ./Main to LANG=zh_CN.UTF-8 ./Main (I'm working on Ubuntu 10.10), however, the Chinese output is garbled, and I've no idea why is that. Distribution on Windows: I'm used to work under Linux and build & package my Haskell programs using Cabal, but what is the most natural way to create a one-click Windows Installer from a cabalized Haskell package? Is the package bamse the right way to go? ------ Details for the first problem ------ What I did was: $ hgettext -k __ -o messages.pot Main.hs $ msginit --input=messages.pot --locale=zh_CN.UTF-8 (Edit the zh_CN.po file, adding Chinese translation) $ mkdir -p zh_CN/LC_MESSAGES $ msgfmt --output-file=zh_CN/LC_MESSAGES/hello.mo zh_CN.po $ ghc --make Main.hs $ LANG=zh_CN.UTF-8 ./Main And the output was like: This indicates gettext is actually working, but for some reason the generated zh_CN.mo file is broken (my guess). I'm pretty sure my zh_CN.po file is encoded in UTF-8. Plus, aside from using System.IO.putStrLn, I also tried System.IO.UTF8.putStrLn to output the string, which didn't work either.

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  • Camera Projection back Into 3D world, offset error

    - by Anthony
    I'm using XNA to simulate a robot in a 3D world and then do image analysis on what the camera sees. I have my camera looking down in front of the direction that the robot is going, and I have the robot detecting white pixels. I'm trying to take the white pixels that it finds and project them back into the 3D world so that I can see if it is actually detecting the correct pixels. I almost have it working, but there is an offset between where the white is in in the World and were I put my orange triangles (which represent what the robot things is white). /// <summary> /// Takes a bool map of and makes vertex positions based on the map. /// </summary> /// <param name="c"> The bool map</param> private void ProjectBoolMapOnGroundAnthony2(bool[,] c) { float triangleSize = 0.04f; // Point of interest in World W cordinate system. Vector3 pointOfInterest_W = Vector3.Zero; // Point of interest in Robot Cordinate system R Vector3 pointOfInterest_R = Vector3.Zero; // alpha is the angle from the robot camera to where it is looking in the center. //double alpha = Math.Atan(1.8f / 1); /// Matrix representation of the view determined by the position, target, and updirection. Matrix View = ((SimulationMain)Game).mainRobot.robotCameraView.View; /// Matrix representation of the view determined by the angle of the field of view (Pi/4), aspectRatio, nearest plane visible (1), and farthest plane visible (1200) Matrix Projection = ((SimulationMain)Game).mainRobot.robotCameraView.Projection; /// Matrix representing how the real world cordinates differ from that of the rendering by the camera. Matrix World = ((SimulationMain)Game).mainRobot.robotCameraView.World; Plane groundPlan = new Plane(Vector3.UnitZ, 0.0f); for (int x = 0; x < this.screenWidth; x++) { for (int y = 0; y < this.screenHeight; ) { if (c[x, y] == true && this.count1D < 62000) { int j = 1; Vector3 nearPlanePoint = Game.GraphicsDevice.Viewport.Unproject(new Vector3(x, y, 0), Projection, View, World); Vector3 farPlanePoint = Game.GraphicsDevice.Viewport.Unproject(new Vector3(x, y, 1), Projection, View, World); //Vector3 pointOfInterest_W = Vector3.in Ray ray = new Ray(nearPlanePoint, farPlanePoint); pointOfInterest_W = ray.Position + ray.Direction * (float) ray.Intersects(groundPlan); this.vertexArray2[this.count1D + 0].Position.X = pointOfInterest_W.X - triangleSize; this.vertexArray2[this.count1D + 0].Position.Y = pointOfInterest_W.Y - triangleSize * j; this.vertexArray2[this.count1D + 0].Position.Z = pointOfInterest_W.Z; this.vertexArray2[this.count1D + 0].Color = Color.DarkOrange; // Put another vertex a the position but +1 in the X direction triangleSize //this.vertexArray2[this.count1D + 1].Position.X = pointOnGroud.X + 3; //this.vertexArray2[this.count1D + 1].Position.Y = pointOnGroud.Y + j; this.vertexArray2[this.count1D + 1].Position.X = pointOfInterest_W.X; this.vertexArray2[this.count1D + 1].Position.Y = pointOfInterest_W.Y + triangleSize * j; this.vertexArray2[this.count1D + 1].Position.Z = pointOfInterest_W.Z; this.vertexArray2[this.count1D + 1].Color = Color.Red; // Put another vertex a the position but +1 in the X direction //this.vertexArray2[this.count1D + 0].Position.X = pointOnGroud.X; //this.vertexArray2[this.count1D + 0].Position.Y = pointOnGroud.Y + 3 + j; this.vertexArray2[this.count1D + 2].Position.X = pointOfInterest_W.X + triangleSize; this.vertexArray2[this.count1D + 2].Position.Y = pointOfInterest_W.Y - triangleSize * j; this.vertexArray2[this.count1D + 2].Position.Z = pointOfInterest_W.Z; this.vertexArray2[this.count1D + 2].Color = Color.Orange; this.count1D += 3; y += j; } else { y++; } } } } The world is a grass texture with lines on it. The world plane is normal at (0,0,1). Any ideas on why there is an offset? Any Ideas? Thanks for the help, Anthony G.

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  • Applications created with real basic (real studio) for mac or windows

    - by sarmenhbbbb
    i have search high and low on the internet and it does not exist. i cant find a single website that shows a few applications created with realbasic. i saw a video that shows the user going to realbasic.com/community/ and it shows a load of applications created using realbasic. would anyone know where i can find this information. that link that i gave doesnt even work by them.

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  • Does my approach for building a real time monitoring system make sense? [closed]

    - by sameer
    I am developing an application that will display a dashboard that will display data from different SQL databases. This needs to happen in almost real time, our refresh time is about 5 minutes. My approach so far is: Develop a Windows service to accumulate the data from various SQL Server instances. Persist those details into a SQL DB, from which the dashboard will display them on the web page. Trigger fetching of data from the Windows service will every x minutes. The details of the SQL Server instances will be stored in the SQL DB which the Windows service will be referring. Does my approach make sense?

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  • How to build list of items available in World of Warcraft?

    - by Cyclops
    There are a number of non-Blizzard sites that show a complete list of available items in World of Warcraft (such as wowhead, etc). I would like to know the best (easiest) way to compile a similar list. I believe some sites are based on user-entered input, which I would like to avoid. Looking at the lua API, it seems that there are functions to get a list of items, but it's not clear if I can just download everything (I remember a reference to throttling somewhere, can't find it now). Does anyone have code samples that would do this, or links to source? Also, Eve Online has made a database of items available (and I do mean SQL database file for download, not the Armory) - is there anything similar for Wow? I'm just looking for the names and stats, not the graphic icons.

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  • Precision problems of real numbers in Fortran

    - by saladoil
    I've been trying to use Fortran for my research project, with the GNU Fortran compiler (gfortran), latest version, but I've been encountering some problems in the way it processes real numbers. If you have for example the code: program test implicit none real :: y = 23.234, z z = y * 100000 write(*,*) y, z end program You'll get as output: 23.23999 2323400.0. I find this really strange. Can someone tell me what's exactly happening here? Looking at z I can see that y does retain its precision, so for calculations that shouldn't be a problem I suppose. But why is the output of y not exactly the same as the value that I've specified, and what can I do to make it exactly the same?

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  • Real World Java EE Patterns by Adam Bien

    - by JuergenKress
    Rethinking Best Practices, A book about rethinking patterns, best practices, idioms and Java EE Real World Java EE Patterns - Rethinking Best Practices discusses patterns and best practices in a structured way, with code from real world projects. This book covers: an introduction into the core principles and APIs of Java EE 6, principles of transactions, isolation levels, CAP and BASE, remoting, pragmatic modularization and structure of Java EE applications, discussion of superfluous patterns and outdated best practices, patterns for domain driven and service oriented components, custom scopes, asynchronous processing and parallelization, real time HTTP events, schedulers, REST optimizations, plugins and monitoring tools, and fully functional JCA 1.6 implementation. Real World Java EE Night Hacks - Dissecting the Business Tier will not only help experienced developers and architects to write concise code, but especially help you to shrink the codebase to unbelievably small sizes :-). Order here. WebLogic Partner Community For regular information become a member in the WebLogic Partner Community please visit: http://www.oracle.com/partners/goto/wls-emea ( OPN account required). If you need support with your account please contact the Oracle Partner Business Center. BlogTwitterLinkedInMixForumWiki Technorati Tags: Adam Bien,Real World Java,Java,Java EE,WebLogic Community,Oracle,OPN,Jürgen Kress

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  • Ur/Web new purely functional language for web programming?

    - by Phuc Nguyen
    I came across the Ur/Web project during my search for web frameworks for Haskell-like languages. It looks like a very interesting project done by one person. Basically, it is a domain-specific purely functional language for web programming, taking the best of ML and Haskell. The syntax is ML, but there are type classes and monad from Haskell, and it's strictly evaluated. Server-side is compiled to native code, client to Javascript. See the slides and FAQ page for other advertised advantages. Looking at the demos and their source code, I think the project is very promising. The latest version is something 20110123, so it seems to be under active development at this time. My question: Has anybody here had any further experience with it? Are there problems/annoyances compared to Haskell, apart from ML's slightly more verbose syntax? Even if it's not well known yet, I hope more people will know of it. OMG this looks very cool to me. I don't want this project to die!!

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  • Oracle Open World – Larry Ellison

    - by Tim Koekkoek
    On 30th September, Oracle Open World 2012 started. Oracle Open World is the world’s largest and most important annual conference for Oracle users, technologists, partners and customers. The conference consists of various trainings, exhibitions, hands-on workshops, networking and of course, keynotes from big names across the IT industry. The keynote of Larry Ellison, CEO of Oracle, is always one of the highlights of Oracle Open World. Interested in what he said this year? Please see below some highlights of his keynote: For more information about Oracle Open World, check http://www.oracle.com/openworld/index.html!

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  • Box2d world width and height ratio with screen width and height

    - by Sujith
    I have view, for example GameView which extends SurfaceView . I have integrated Box2D physics in GameView. I have two widths , GameView width, height and Box2D physics world width ,height. I need to get the position of box2d world with the GameView co-ordinates. For example, Total width of screen = 240 Total height of screen = 320 Screen points needed to be mapped onto box2d co-ordinates (x,y) = 127, 139 For this i need to get the max width and height of the Box2d physics world. Is there is any way to get the max width and height of Box2d world. or Can i limit the width and height of box2d world within the screen resolution.

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  • OS choice for functional developing

    - by Carsten König
    I'm mainly a .NET developer so I normaly use Windows/VisualStudio (that means: I'm spoiled) but I'm enjoying Haskell and other (mostly functional) languagues in my spare time. Now for Haskell the windows-support is ok (you can get the Haskell-Platform) but latley I tried to get a basic Clojure/Scheme environment set up and it's just a pain on windows. So I'm thinking about trying out another OS for better tooling and languague support. Of course that leaves me with MacOS or some Linux distribution. I never used MacOS before and of course Linux would be cheaper (free) and I don't think I can parallel-boot MacOS on your normal PC-Hardware (can you?). PLUS: I don't have a clue about the tools you can use on those (to me) forign OSs. To make it short: I want to explore more Haskell, Clojure, Scala, Scheme and of course need at least good tooling for JavaScript/HTML5/Css. Support for .NET/Mono/F# would be great but for this I will still have my Win7 boot. So I like to know: - what is your prefered OS, Distribution (is Ubuntu viable?) - what Editor/IDE are you using Thank you for your help! PS: I'm not sure if this is the right place for this question but I surely hope so - if not please let me know where I should move this to (StackOverflow don't seem to be the right place IMHO)

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  • Java 2D World question

    - by Munkybunky
    I have a 2D world background made up of a Grid of graphics, which I display on screen with a viewport (800x600) and it all works. My question is I have the following code to convert the mouse co-ordinates to world co-ordinates then World co-ordinates to grid co-ordinates then grid co-ordinates to screen co-ordinates. //Add camerax to mouse screen co-ords to convert to world co-ords. int cursorx_world=(int)camerax+(int)GameInput.mousex; int cursorx_grid=(int)cursorx_world/blocksize; // World Co-ords / gridsize give grid co-ords int cursorx_screen=-(int)camerax+(cursorx_grid*blocksize); So is there anyway I can convert straight from mouse screen co-ords to screen co-ordinates?

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  • Use Shakespeare-text and external file

    - by Adam
    How can I convert the below example to use an external file instead of the embedded lazy text quasi quotes? {-# LANGUAGE QuasiQuotes, OverloadedStrings #-} import Text.Shakespeare.Text import qualified Data.Text.Lazy.IO as TLIO import Data.Text (Text) import Control.Monad (forM_) data Item = Item { itemName :: Text , itemQty :: Int } items :: [Item] items = [ Item "apples" 5 , Item "bananas" 10 ] main :: IO () main = forM_ items $ \item -> TLIO.putStrLn [lt|You have #{show $ itemQty item} #{itemName item}.|] This is from the yesod online book.

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  • Running multiple box2D world objects on a server

    - by CharbelAbdo
    I'm creating a multiplayer game using LibGdx (with Box2d) and Kryonet. Since this is the first time I work on multiplayer games, I read a bit about server - client implementations, and it turns out that the server should handle important tasks like collision detection, hits, characters dying etc... Based on some articles (like the excellent Gabriel Gambetta Fast paced multiplayer series), I also know that the client should work in parallel to avoid the lag while the server responds to commands. Physics wise, each game will have 2 players, and any projectiles fired. What I'm thinking of doing is the following: Create a physics world on the client When the game is signaled to start, I create the same physics world on the server (without any rendering obviously). Whenever the player issues a command (move or fire), I send the command to the server and immediately start processing it on the client. When the server receives the command, it applies it on the server's world (set velocity etc...) Each 100ms, the server sends the new state to the client which corrects what was calculated locally. Any critical action (hit, death, level up) is calculated only on the server and sent to the client. Essentially, I would have a Box2d World object running on the server for each game in progress, in sync with the worlds running on the clients. The alternative would be to do my own calculations on the server instead of relying on Box2D to do them for me, but I'm trying to avoid that. My question is: Is it wise to have, for example, 1000 instances of the World object running and executing steps on the server? Tomcat used around 750 MBytes of memory when trying it without any object added to the world. Anybody tried that before? If not, is there any alternative? Google did not help me, are there any guidelines to use when you want to have physics on both the client and the server? Thanks for any help.

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  • How to improve Minecraft-esque voxel world performance?

    - by SomeXnaChump
    After playing Minecraft I marveled a bit at its large worlds but at the same time I found them extremely slow to navigate, even with a quad core and meaty graphics card. Now I assume Minecraft is fairly slow because: A) It's written in Java, and as most of the spatial partitioning and memory management activities happen in there, it would naturally be slower than a native C++ version. B) It doesn't partition its world very well. I could be wrong on both assumptions; however it got me thinking about the best way to manage large voxel worlds. As it is a true 3D world, where a block can exist in any part of the world, it is basically a big 3D array [x][y][z], where each block in the world has a type (i.e BlockType.Empty = 0, BlockType.Dirt = 1 etc.) Now, I am assuming to make this sort of world perform well you would need to: A) Use a tree of some variety (oct/kd/bsp) to split all the cubes out; it seems like an oct/kd would be the better option as you can just partition on a per cube level not a per triangle level. B) Use some algorithm to work out which blocks can currently be seen, as blocks closer to the user could obfuscate the blocks behind, making it pointless to render them. C) Keep the block object themselves lightweight, so it is quick to add and remove them from the trees. I guess there is no right answer to this, but I would be interested to see peoples' opinions on the subject. How would you improve performance in a large voxel-based world?

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  • Forbes Announcing The World’s Top 20 Billionaires

    - by Suganya
    Forbes company recently conducted a survey to figure out the world’s Billionaires list and has released it listing the top 20 names of the Billionaires. The company says that for the third time in the last three years the world has a new richest man for this year. So it means that Bill Gates was beaten up by someone else in world. Who is the new richest man in the world?   Forbes.Com announced the richest man in world and this time it is not Bill Gates. But it is Carlos Slim Helu who is into Telecom industry. Carlos lives in Mexico and he had the third richest man’s place last year. Having shown a Net worth of $ 53.5 Billion, Carlos has increased $18.5 Billion in a year. Carlos swooped on the privatization of Mexico’s national telephone service during the last decade and now has achieved the world’s first richest man. Following Carlos, in the second position is Bill Gates with the Nett worth of $53 Billion. As Bill Gates requires no great introduction, lets move on to the next place. The third place is occupied by Warren Buffett followed by Mukesh Ambani and Lakshmi Mittal in fourth and fifth places respectively. The top 20 names of world’s richest people, their occupation and the Nett worth that they hold are S.No Name Nett Worth (in $ Billion) Source of Income 1 Carlos Slim Helu 53.5 Telecom 2 Bill Gates 53 Microsoft 3 Warren Buffett 47 Investments 4 Mukesh Ambani 29 Petrochemical, Oil and Gas 5 Lakshmi Mittal 28.7 Steel 6 Lawrence Ellison 28 Oracle 7 Bernard Arnault 27.5 Luxury Goods 8 Eike Batista 27 Mining, Oil 9 Amancio Ortega 25 Fashion, Retail 10 Karl Albrecht 23.5 Supermarkets 11 Ingvar Kamprad and Family 23 IKEA 12 Christy Walton and Family 22.5 Wal-Mart 13 Stefan Persson 22.4 H & M 14 Li Ka-shing 21 Diversified 15 Jim C. Walton 20.7 Wal-Mart 16 Alice Walton 20.6 Wal-Mart 17 Liliane Bettencourt 20 L’Oreal 18 S. Robson Walton 19.8 Wal-Mart 19 Prince Alwaleed bin Talal Alsaud 19.4 Diversified 20 David Thomson and Family 19 Thomson Reuters   Source: Forbes and Image Credit : kevindooley Join us on Facebook to read all our stories right inside your Facebook news feed.

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  • Type classes or implicit parameters? What do you prefer and why? [closed]

    - by Petr Pudlák
    I was playing a bit with Scalaz and I realized that Haskell's type classes are very similar to Scala's implicit parameters. While Haskell passes the methods defined by a type class using hidden dictionaries, Scala allows a similar thing using implicit parameters. For example, in Haskell, one could write: incInside :: (Functor f) => f Int -> f Int incInside = fmap (+ 1) and the same function using Scalaz: import scalaz._; import Scalaz._; def incInside[F[_]](x: F[Int])(implicit fn: Functor[F]): F[Int] = fn.fmap(x, (_:Int) + 1); I wonder: If you could choose (i.e. your favorite language would offer both), what would you pick - implicits or type classes? And what are your pros/cons?

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