Search Results

Search found 3055 results on 123 pages for 'ptr vector'.

Page 15/123 | < Previous Page | 11 12 13 14 15 16 17 18 19 20 21 22  | Next Page >

  • R: How can I reorder the rows of a matrix, data.frame or vector according to another one.

    - by John
    test1 <- as.matrix(c(1, 2, 3, 4, 5)) row.names(test1) <- c("a", "b", "c", "d", "e") test2 <- as.matrix(c(6, 7, 8, 9, 10)) row.names(test2) <- c("e", "d", "c", "b", "a") test1 [,1] a 1 d 2 c 3 b 4 e 5 test2 [,1] e 6 d 7 c 8 b 9 a 10 How can I reorder test2 so that the rows are in the same order as test1? e.g: test2 [,1] a 10 d 7 c 8 b 9 e 6 I tried to use the reorder function with: reorder (test1, test2) but I could not figure out the correct syntax. I see that reorder takes a vector, and I'm here using a matrix. My real data has one character vector and another as a data.frame. I figured that the data structure would not matter too much for this example above, I just need help with the syntax and can adapt it to my real problem.

    Read the article

  • How to return a 'read-only' copy of a vector

    - by michael
    Hi, I have a class which has a private attribute vector rectVec; class A { private: vector<Rect> rectVec; }; My question is how can I return a 'read-only' copy of my Vector? I am thinking of doing this: class A { public: const vect<Rect>& getRectVec() { return rectVect; } } Is that the right way? I am thinking this can guard against the callee modify the vector(add/delete Rect in vector), what about the Rect inside the vector?

    Read the article

  • Billboarding + aligning with velocity direction

    - by roxlu
    I'm working on a particle system where I'm orientating the billboard using the inverted orientation matrix of my camera. This works quite well and my quad are rotated correctly towards the camera. But, now I want to to rotate the quads in such a way that they point towards the direction they are going to. In 2D this can be done by normalizing the velocity vector and using that vector for a rotation around the Z-axis (where vel.x = cos(a) and vel.y = sin(a)). But how does this work in 3D? Thanks roxlu

    Read the article

  • convert orientation vec3 to a rotation matrix

    - by lapin
    I've got a normalized vec3 that represents an orientation. Each frame of animation, an object's orientation changes slightly, so I add a delta vector to the orientation vector and then normalize to find the new orientation. I'd like to convert the vec3 that represents an orientation into a rotation matrix that I can use to orient my object. If it helps, my object is a cone, and I'd like to rotate it about the pointy end, not from its center :) PS I know I should use quaternions because of the gimbal lock problem. If someone can explain quats too, that'd be great :)

    Read the article

  • How To Use Layer Masks and Vector Masks to Remove Complex Backgrounds in Photoshop

    - by Eric Z Goodnight
    Ever removed a background in Photoshop, only to find want to use parts of that background later? Layer Masks and Vector Masks are the elegant and often misunderstood answer to this common problem. Keep reading to see how they work. In this article, we’ll learn exactly what a Layer Mask is, and two methods to use them in practically any version of Photoshop, including a simpler example for less experienced Photoshop users, and another for more seasoned users who are comfortable with the Pen tool and vectors Latest Features How-To Geek ETC How to Upgrade Windows 7 Easily (And Understand Whether You Should) The How-To Geek Guide to Audio Editing: Basic Noise Removal Install a Wii Game Loader for Easy Backups and Fast Load Times The Best of CES (Consumer Electronics Show) in 2011 The Worst of CES (Consumer Electronics Show) in 2011 HTG Projects: How to Create Your Own Custom Papercraft Toy Outlook2Evernote Imports Notes from Outlook to Evernote Firefox 4.0 Beta 9 Available for Download – Get Your Copy Now The Frustrations of a Computer Literate Watching a Newbie Use a Computer [Humorous Video] Season0nPass Jailbreaks Current Gen Apple TVs IBM’s Jeopardy Playing Computer Watson Shows The Pros How It’s Done [Video] Tranquil Juice Drop Abstract Wallpaper

    Read the article

  • Debugging Minimum Translation Vector

    - by SyntheCypher
    I implemented the minimum translation vector from codezealot's tutorial on SAT (Separating Axis Theorem) but I'm having an issue I can't quite figure out. Here's the example I have: As you can see in top and bottom left images regardless of the side the of the green car which red car is penetrating the MTV for the red car still remains as a negative number also here is the same example when the front of the red car is facing the opposite direction the number will always be positive. When the red car is past the half way through the green car it should switch polarity. I thought I'd compensated for this in my code, but apparently not either that or it's a bug I can find. Here is my function for finding and returning the MTV, any help would be much appreciated: Code

    Read the article

  • What is a normalized Vector?

    - by draiden
    Can someone explain the following code? I need to learn what each part means so I can turn it into enemy movement in a space shoot-em-up Vec2d playerPos; Vec2d direction; // always normalized float velocity; I get the above is naming two 2d Vector objects, and creating a variable called velocity. I'm not sure what the normalized comment is about, though. update() { direction = normalize(playerPos - enemyPos); playerPos = playerPos + direction * velocity; }

    Read the article

  • Orienting ship movement in asteroids [closed]

    - by BadSniper
    Possible Duplicate: Move sprite in the direction it is facing? I'm programming asteroids game. I'm trying to give velocity in the direction of ship face. I've tried using velocity.x = velocity.x * cos r, velocity.y = velocity.y * sin r where velocity is a vector and r is the angle rotated. but it's not moving in right direction. Could someone help with this problem? It is supposed to return the vector in which ship is facing. I don't understand the problem.

    Read the article

  • Do classes which have a vector has a member have memory issues

    - by user263766
    I am just starting out C++, so sorry if this is a dumb question. I have a class Braid whose members are vectors. I have not written an assignment operator. When I do a lot of assignments to an object of the type Braid, I run into memory issues :- 0 0xb7daff89 in _int_malloc () from /lib/libc.so.6 #1 0xb7db2583 in malloc () from /lib/libc.so.6 #2 0xb7f8ac59 in operator new(unsigned int) () from /usr/lib/libstdc++.so.6 #3 0x0804d05e in __gnu_cxx::new_allocator<int>::allocate (this=0xbf800204, __n=1) at /usr/lib/gcc/i686-pc-linux-gnu/4.4.3/../../../../include/c++/4.4.3/ext/new_allocator.h:89 #4 0x0804cb0e in std::_Vector_base<int, std::allocator<int> >::_M_allocate (this=0xbf800204, __n=1) at /usr/lib/gcc/i686-pc-linux-gnu/4.4.3/../../../../include/c++/4.4.3/bits/stl_vector.h:140 #5 0x0804c086 in _Vector_base (this=0xbf800204, __n=1, __a=...) at /usr/lib/gcc/i686-pc-linux-gnu/4.4.3/../../../../include/c++/4.4.3/bits/stl_vector.h:113 #6 0x0804b4b7 in vector (this=0xbf800204, __x=...) at /usr/lib/gcc/i686-pc-linux-gnu/4.4.3/../../../../include/c++/4.4.3/bits/stl_vector.h:242 #7 0x0804b234 in Braid (this=0xbf800204) at braid.h:13 #8 0x080495ed in Braid::cycleBraid (this=0xbf8001b4) at braid.cpp:191 #9 0x080497c6 in Braid::score (this=0xbf800298, b=...) at braid.cpp:251 #10 0x08049c46 in Braid::evaluateMove (this=0xbf800468, move=1, pos=0, depth=2, b=...) I suspect that these memory issues are because the vectors are getting resized. What I want to know is whether objects of type Braid automatically expand when its members expand? he code I am writing is really long so I will post the section which is causing the problems. Here is the relevant section of the code :- class Braid { private : vector<int> braid; //Stores the braid. int strands; vector < vector<bool> > history; vector < vector<bool> > CM; public : Braid () : strands(0) {} Braid operator * (Braid); Braid* inputBraid(int,vector<int>); int printBraid(); int printBraid(vector<vector<int>::iterator>); vector<int>::size_type size() const; ..... ..... } Here is the function which causes the issue :- int Braid::evaluateMove(int move,int pos,int depth,Braid b) { int netscore = 0; Braid curr(*this); curr = curr.move(move,pos); netscore += curr.score(b); while(depth > 1) { netscore += curr.evaluateMove(1,0,depth,b); netscore += curr.evaluateMove(2,0,depth,b); for(int i = 0; i < braid.size();++i) { netscore += curr.evaluateMove(3,i,depth,b); netscore += curr.evaluateMove(4,i,depth,b); netscore += curr.evaluateMove(5,i,depth,b); curr = curr.cycleBraid(); netscore += curr.evaluateMove(6,0,depth,b); } --depth; } return netscore; }

    Read the article

  • Why Does My Vector<PEVENTLOGRECORD> Mysteriously Get Cleared?

    - by Eric
    Hello everyone, I am making a program that reads and stores data from Windows EventLog files (.evt) in C++. I am using the calls OpenBackupEventLog(ServerName, FileName) and ReadEventLog(...). Also using this: PEVENTLOGRECORD Anyway, without supplying all of the code, here is the basic idea: 1. I get a handle to the .evt file using OpenBackupEventLog() and passing in a file name. 2. I then use ReadEventLog() to fill up a buffer with an unknown number of EventLog messages. 3. I traverse through the buffer and add each message to a vector 4. I keep filling up buffers (repeat steps 2 and 3) until I reach the end of the file. Here is my code for filling the vector: vector<PEVENTLOGRECORD> allRecords; while(_status == ERROR_SUCCESS) { if(!ReadEventLog(...)) CheckStatus(); else FillVectorFromBuffer(allRecords) } // Function FillVectorFromBuffer FillVectorFromBuffer(vector(PEVENTLOGRECORD) &allRecords) { int bytesExamined = 0; PBYTE pRecord = (PBYTE)_lpBuffer; // This is one of the params in ReadEventLog() while(bytesExamined < _pnBytesRead) // Another param from ReadEventLog { PEVENTLOGRECORD currentRecord = (PEVENTLOGRECORD)(pRecord); allRecords.push_back(currentRecord); pRecord += currentRecord->Length; bytesExamined += currentRecord->Length; } } Anyway, whenever I run this, it will get all the EventLogs in the file, and the vector will have everything I want it to. But as soon as this line: if(!ReadEventLog()) gets called and returns true (aka ReadEventLog() returns false), then every field in my vector gets set to zero. The vector will still contain the correct number of elements, it's just that all of the fields in the PEVENTLOGRECORD struct are now zero. Anyone with better debugging experience have any ideas? Thanks.

    Read the article

  • returning reference to a vector from a method and using its public members

    - by memC
    dear experts, I have a vector t_vec that stores references to instances of class Too. The code is shown below. In the main , I have a vector t_vec_2 which has the same memory address as B::t_vec. But when I try to access t_vec_2[0].val1 it gives error val1 not declared. Could you please point out what is wrong? Also, if you know of a better way to return a vector from a method, please let me know! Thanks in advance. class Too { public: Too(); ~Too(){}; int val1; }; Too::Too(){ val1 = 10; }; class B { public: vector<Too*> t_vec; Too* t1; vector<Too*>& get_tvec(); B(){t1 = new Too();}; ~B(){delete t1;}; }; vector<Too*>& B::get_tvec(){ t_vec.push_back(t1); return t_vec; } int main(){ B b; b = B(); vector<Too*>& t_vec_2 = b.get_tvec(); // Getting error std::cout << "\n val1 = " << t_vec_2[0].val1; return 0; }

    Read the article

  • Empty vector of type <stuff*>

    - by bo23
    I have a vector populated with objects: std::vector<Stuff*> stuffVector; and am trying to delete all elements of it using a cleanup function void CleanUp() { for (std::vector<Stuff*>::size_type i = 0 ; i < stuffVector.size() ; i++) { stuffVector.erase(stuffVector.begin()+i); } cout << stuffVector.size() << endl; if (stuffVector.size() == 0) cout << "Vector Emptied" << endl; } This always reports back with a size of however many objects are in the vector, and doesn't actually seem to delete anything at all. It's odd as a similar function works elsewhere to delete a specific object from the vector: void DestroyStuff() { if (stuffVector.size() > 1) { for (std::vector<Stuff*>::size_type i = 0 ; i < stuffVector.size() ; i++ ) { if(stuffVector[i]->CanDestroy()) { stuffVector.erase (stuffVector.begin()+i); } } } } The above works fine, but CleanUp() does not. Why might this be happening?

    Read the article

  • std::vector optimisation required

    - by marcp
    I've written a routine that uses std::vector<double> rather heavily. It runs rather slowly and AQTime seems to imply that I am constructing mountains of vectors but I'm not sure why I would be. For some context, my sample run iterates 10 times. Each iteration copies 3 c arrays of ~400 points into vectors and creates 3 new same sized vectors for output. Each output point might be the result of summing up to 20 points from 2 of the input vectors, which works out to a worst case of 10*400*3*2*20 = 480,000 dereferences. Incredibly the profiler indicates that some of the std:: methods are being called 46 MILLION times. I suspect I'm doing something wrong! Some code: vector<double>gdbChannel::GetVector() { if (fHaveDoubleData & (fLength > 0)) { double * pD = getDoublePointer(); vector<double>v(pD, pD + fLength); return v; } else { throw(Exception("attempt to retrieve vector on empty line")); ; } } void gdbChannel::SaveVector(GX_HANDLE _hLine, const vector<double> & V) { if (hLine != _hLine) { GetLine(_hLine, V.size(), true); } GX_DOUBLE * pData = getDoublePointer(); memcpy(pData, &V[0], V.size()*sizeof(V[0])); ReplaceData(); } ///This routine gets called 10 times bool SpecRatio::DoWork(GX_HANDLE_PTR pLine) { if (!(hKin.GetLine(*pLine, true) && hUin.GetLine(*pLine, true) && hTHin.GetLine(*pLine, true))) { return true; } vector<double>vK = hKin.GetVector(); vector<double>vU = hUin.GetVector(); vector<double>vTh = hTHin.GetVector(); if ((vK.size() == 0) || (vU.size() == 0) || (vTh.size() == 0)) { return true; } ///TODO: confirm all vectors the same lenghth len = vK.size(); vUK.clear(); // these 3 vectors are declared as private class members vUTh.clear(); vThK.clear(); vUK.reserve(len); vUTh.reserve(len); vThK.reserve(len); // TODO: ensure everything is same fidincr, fidstart and length for (int i = 0; i < len; i++) { if (vK.at(i) < MinK) { vUK.push_back(rDUMMY); vUTh.push_back(rDUMMY); vThK.push_back(rDUMMY); } else { vUK.push_back(RatioPoint(vU, vK, i, UMin, KMin)); vUTh.push_back(RatioPoint(vU, vTh, i, UMin, ThMin)); vThK.push_back(RatioPoint(vTh, vK, i, ThMin, KMin)); } } hUKout.setFidParams(hKin); hUKout.SaveVector(*pLine, vUK); hUTHout.setFidParams(hKin); hUTHout.SaveVector(*pLine, vUTh); hTHKout.setFidParams(hKin); hTHKout.SaveVector(*pLine, vThK); return TestError(); } double SpecRatio::VValue(vector<double>V, int Index) { double result; if ((Index < 0) || (Index >= len)) { result = 0; } else { try { result = V.at(Index); if (OasisUtils::isDummy(result)) { result = 0; } } catch (out_of_range) { result = 0; } } return result; } double SpecRatio::RatioPoint(vector<double>Num, vector<double>Denom, int Index, double NumMin, double DenomMin) { double num = VValue(Num, Index); double denom = VValue(Denom, Index); int s = 0; // Search equalled 10 in this case while (((num < NumMin) || (denom < DenomMin)) && (s < Search)) { num += VValue(Num, Index - s) + VValue(Num, Index + s); denom += VValue(Denom, Index - s) + VValue(Denom, Index + s); s++; } if ((num < NumMin) || (denom < DenomMin)) { return rDUMMY; } else { return num / denom; } } The top AQTime offenders are: std::_Uninit_copy , double *, std::allocator 3.65 secs and 115731 Hits std::_Construct 1.69 secs and 46450637 Hits std::_Vector_const_iterator ::operator !=1.66 secs and 46566395 Hits and so on... std::allocator<double>::construct, operator new, std::_Vector_const_iterator<double, std::allocator<double> >::operator ++, std::_Vector_const_iterator<double, std::allocator<double> >::operator * std::_Vector_const_iterator<double, std::allocator<double> >::operator == each get called over 46 million times. I'm obviously doing something wrong to cause all these objects to be created. Can anyone see my error(s)?

    Read the article

  • Pointing class property to another class with vectors

    - by jmclem
    I've got a simple class, and another class that has a property that points to the first class: #include <iostream> #include <vector> using namespace std; class first{ public: int var1; }; class second{ public: first* classvar; }; Then, i've got a void that's supposed to point "classvar" to the intended iteration of the class "first". void fill(vector<second>& sec, vector<first>& fir){ sec[0].classvar = &fir[0]; } Finally the main(). Create and fill a vector of class "first", create "second" vector, and run the fill function. int main(){ vector<first> a(1); a[0].var1 = 1000; vector<second> b(1); fill(b, a); cout << b[0].classvar.var1 << '\n'; system("PAUSE"); return 0; } This gives me the following error: 1>c:\...\main.cpp(29) : error C2228: left of '.var1' must have class/struct/union 1> type is 'first *' And I can't figure out why it reads the "classvar" as the whole vector instead of just the single instance. Should I do this cout << b[0].classvar[0].var1 << '\n'; it reads perfectly. Can anyone figure out the problem? Thanks in advance

    Read the article

  • VS2010 vector's iterator incompatible

    - by Ernesto Rojo Jr
    I just updated to VS2010 from 2008. Now i'm getting an exception from vector iterators. Here's a code snippet that shows the issue. std::vector<CButton*> m_objButtons; for (std::vector<CButton*>::iterator i = m_objButtons.begin(); i != m_objButtons.end(); ++i) {} I get the debug message "vector iterators incompatible". Anyone run into this too?

    Read the article

  • ArrayCollection versus Vector Objects in FLEX

    - by Vetsin
    Can anyone tell me the applicable differences between an ArrayCollection and a Vector in flex? I'm unsure if I should be using one over the other. I saw that Vector is type safe and that makes me feel better, but are there disadvantages? public var ac:ArrayCollection = new ArrayCollection(); versus public var vec:Vector.<String> = new Vector.<String>(); Thanks.

    Read the article

  • Clamping a vector to a minimum and maximum?

    - by user146780
    I came accross this: t = Clamp(t/d, 0, 1) but I'm not sure how to perform this operation on a vector. What are the steps to clamp a vector if one was writing their own vector implementation? Thanks clamp clamping a vector to a minimum and a maximum ex: pc = # the point you are coloring now p0 = # start point p1 = # end point v = p1 - p0 d = Length(v) v = Normalize(v) # or Scale(v, 1/d) v0 = pc - p0 t = Dot(v0, v) t = Clamp(t/d, 0, 1) color = (start_color * t) + (end_color * (1 - t))

    Read the article

< Previous Page | 11 12 13 14 15 16 17 18 19 20 21 22  | Next Page >