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  • Binary data from a serial port in linux using c

    - by user1680393
    I am reading binary data from a serial port on Phidget sbc using Linux to get a command from an application running on a PC. I wrote a test program in VB to read the data into a byte array and convert it to decimal to use it but can’t figure out how to do it in c. I am unable to come up with anything with the research I have done on the internet. Command sent from PC is 0x0F. To check if I am getting correct data I read the data and send it back. Here is what I get back. Returned data has a carriage return added to it. Hex Display 0F00 0000 0D ‘\’ Display \0F\00\00\00\r Normal display just display a strange character. This tells me that the data is there that I can use, but can’t figure out to extract the value 0F or 15. How can I convert the incoming data to use it? I tried converting the received data using strtol, but it returns 0. I also tried setting the port to raw but it did not make any difference. unsigned char buffer1[1]; int ReadPort1() { int result; result = read(file1, &buffer1,1); if(result > 0) { WritePort1(buffer1); sprintf(tempstr, "Port1 data %s %d", buffer1, result); DisplayText(2,tempstr); } return result; } Port Open/Setup void OpenPort1() { //file1 = open("/dev/ttyUSB1", O_RDWR | O_NOCTTY | O_NONBLOCK); file1 = open("/dev/ttyUSB1", O_RDWR | O_NOCTTY | O_NODELAY); if(file1 < 0) printf("Error opening serial port1.\n"); else { SetPort(file1, 115200, 8, 1, 0, 1); port1open = 1; } } void SetPort(int fd, int Baud_Rate, int Data_Bits, int Stop_Bits, int Parity, int raw) { long BAUD; // derived baud rate from command line long DATABITS; long STOPBITS; long PARITYON; long PARITY; struct termios newtio; switch (Baud_Rate) { case 115200: BAUD = B115200; break; case 38400: BAUD = B38400; break; case 19200: BAUD = B19200; break; case 9600: BAUD = B9600; break; } //end of switch baud_rate switch (Data_Bits) { case 8: default: DATABITS = CS8; break; case 7: DATABITS = CS7; break; case 6: DATABITS = CS6; break; case 5: DATABITS = CS5; break; } //end of switch data_bits switch (Stop_Bits) { case 1: default: STOPBITS = 0; break; case 2: STOPBITS = CSTOPB; break; } //end of switch stop bits switch (Parity) { case 0: default: //none PARITYON = 0; PARITY = 0; break; case 1: //odd PARITYON = PARENB; PARITY = PARODD; break; case 2: //even PARITYON = PARENB; PARITY = 0; break; } //end of switch parity newtio.c_cflag = BAUD | DATABITS | STOPBITS | PARITYON | PARITY | CLOCAL | CREAD; newtio.c_iflag = IGNPAR; if(raw == 1) { newtio.c_oflag &= ~OPOST; newtio.c_lflag &= ~(ICANON | ECHO | ECHOE | ISIG); } else { newtio.c_lflag = 0; //ICANON; newtio.c_oflag = 0; } newtio.c_cc[VMIN]=1; newtio.c_cc[VTIME]=0; tcflush(fd, TCIFLUSH); tcsetattr(fd,TCSANOW,&newtio); }

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  • Warning: comparison with string literals results in unspecified behaviour

    - by nunos
    So I starting the project of writing a simplified sheel for linux in c. I am not at all proficient with c nor with Linux that's exactly the reason I decided it would be a good idea. Starting with the parser, I have already encountered some problems. The code should be straightforward that's why I didn't include any comments. I am getting a warning with gcc: "comparison with string literals results in unspecified behaviour" at the lines commented with "WARNING HERE" (see code below). I have no idea why this causes an warning, but the real problem is that even though I am comparing an "<" to an "<" is doesn't get inside the if... I am looking for an answer for the problem explained, however if there's something that you see in the code that should be improved please say so. Just take in mind I am not that proficient and that this is still a work in progress (or better yet, a work in start). Thanks in advance. #include <stdio.h> #include <unistd.h> #include <string.h> typedef enum {false, true} bool; typedef struct { char **arg; char *infile; char *outfile; int background; } Command_Info; int parse_cmd(char *cmd_line, Command_Info *cmd_info) { char *arg; char *args[100]; int i = 0; arg = strtok(cmd_line, " \n"); while (arg != NULL) { args[i] = arg; arg = strtok(NULL, " \n"); i++; } int num_elems = i; cmd_info->infile = NULL; cmd_info->outfile = NULL; cmd_info->background = 0; int iarg = 0; for (i = 0; i < num_elems; i++) { if (args[i] == "&") //WARNING HERE return -1; else if (args[i] == "<") //WARNING HERE if (args[i+1] != NULL) cmd_info->infile = args[i+1]; else return -1; else if (args[i] == ">") //WARNING HERE if (args[i+1] != NULL) cmd_info->outfile = args[i+1]; else return -1; else cmd_info->arg[iarg++] = args[i]; } cmd_info->arg[iarg] = NULL; return 0; } void print_cmd(Command_Info *cmd_info) { int i; for (i = 0; cmd_info->arg[i] != NULL; i++) printf("arg[%d]=\"%s\"\n", i, cmd_info->arg[i]); printf("arg[%d]=\"%s\"\n", i, cmd_info->arg[i]); printf("infile=\"%s\"\n", cmd_info->infile); printf("outfile=\"%s\"\n", cmd_info->outfile); printf("background=\"%d\"\n", cmd_info->background); } int main(int argc, char* argv[]) { char cmd_line[100]; Command_Info cmd_info; printf(">>> "); fgets(cmd_line, 100, stdin); parse_cmd(cmd_line, &cmd_info); print_cmd(&cmd_info); return 0; }

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  • Better, simpler example of 'semantic conflict'?

    - by rhubbarb
    I like to distinguish three different types of conflict from a version control system (VCS): textual syntactic semantic A textual conflict is one that is detected by the merge or update process. This is flagged by the system. A commit of the result is not permitted by the VCS until the conflict is resolved. A syntactic conflict is not flagged by the VCS, but the result will not compile. Therefore this should also be picked up by even a slightly careful programmer. (A simple example might be a variable rename by Left and some added lines using that variable by Right. The merge will probably have an unresolved symbol. Alternatively, this might introduce a semantic conflict by variable hiding.) Finally, a semantic conflict is not flagged by the VCS, the result compiles, but the code may have problems running. In mild cases, incorrect results are produced. In severe cases, a crash could be introduced. Even these should be detected before commit by a very careful programmer, through either code review or unit testing. My example of a semantic conflict uses SVN (Subversion) and C++, but those choices are not really relevant to the essence of the question. The base code is: int i = 0; int odds = 0; while (i < 10) { if ((i & 1) != 0) { odds *= 10; odds += i; } // next ++ i; } assert (odds == 13579) The Left (L) and Right (R) changes are as follows. Left's 'optimisation' (changing the values the loop variable takes): int i = 1; // L int odds = 0; while (i < 10) { if ((i & 1) != 0) { odds *= 10; odds += i; } // next i += 2; // L } assert (odds == 13579) Right's 'optimisation' (changing how the loop variable is used): int i = 0; int odds = 0; while (i < 5) // R { odds *= 10; odds += 2 * i + 1; // R // next ++ i; } assert (odds == 13579) This is the result of a merge or update, and is not detected by SVN (which is correct behaviour for the VCS). int i = 1; // L int odds = 0; while (i < 5) // R { odds *= 10; odds += 2 * i + 1; // R // next i += 2; // L } assert (odds == 13579) The assert fails because odds is 37. So my question is as follows. Is there a simpler example than this? Is there a simple example where the compiled executable has a new crash? As a secondary question, are there cases of this that you have encountered in real code? Again, simple examples are especially welcome.

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  • Break a class in twain, or impose an interface for restricted access?

    - by bedwyr
    What's the best way of partitioning a class when its functionality needs to be externally accessed in different ways by different classes? Hopefully the following example will make the question clear :) I have a Java class which accesses a single location in a directory allowing external classes to perform read/write operations to it. Read operations return usage stats on the directory (e.g. available disk space, number of writes, etc.); write operations, obviously, allow external classes to write data to the disk. These methods always work on the same location, and receive their configuration (e.g. which directory to use, min disk space, etc.) from an external source (passed to the constructor). This class looks something like this: public class DiskHandler { public DiskHandler(String dir, int minSpace) { ... } public void writeToDisk(String contents, String filename) { int space = getAvailableSpace(); ... } public void getAvailableSpace() { ... } } There's quite a bit more going on, but this will do to suffice. This class needs to be accessed differently by two external classes. One class needs access to the read operations; the other needs access to both read and write operations. public class DiskWriter { DiskHandler diskHandler; public DiskWriter() { diskHandler = new DiskHandler(...); } public void doSomething() { diskHandler.writeToDisk(...); } } public class DiskReader { DiskHandler diskHandler; public DiskReader() { diskHandler = new DiskHandler(...); } public void doSomething() { int space = diskHandler.getAvailableSpace(...); } } At this point, both classes share the same class, but the class which should only read has access to the write methods. Solution 1 I could break this class into two. One class would handle read operations, and the other would handle writes: // NEW "UTILITY" CLASSES public class WriterUtil { private ReaderUtil diskReader; public WriterUtil(String dir, int minSpace) { ... diskReader = new ReaderUtil(dir, minSpace); } public void writeToDisk(String contents, String filename) { int = diskReader.getAvailableSpace(); ... } } public class ReaderUtil { public ReaderUtil(String dir, int minSpace) { ... } public void getAvailableSpace() { ... } } // MODIFIED EXTERNALLY-ACCESSING CLASSES public class DiskWriter { WriterUtil diskWriter; public DiskWriter() { diskWriter = new WriterUtil(...); } public void doSomething() { diskWriter.writeToDisk(...); } } public class DiskReader { ReaderUtil diskReader; public DiskReader() { diskReader = new ReaderUtil(...); } public void doSomething() { int space = diskReader.getAvailableSpace(...); } } This solution prevents classes from having access to methods they should not, but it also breaks encapsulation. The original DiskHandler class was completely self-contained and only needed config parameters via a single constructor. By breaking apart the functionality into read/write classes, they both are concerned with the directory and both need to be instantiated with their respective values. In essence, I don't really care to duplicate the concerns. Solution 2 I could implement an interface which only provisions read operations, and use this when a class only needs access to those methods. The interface might look something like this: public interface Readable { int getAvailableSpace(); } The Reader class would instantiate the object like this: Readable diskReader; public DiskReader() { diskReader = new DiskHandler(...); } This solution seems brittle, and prone to confusion in the future. It doesn't guarantee developers will use the correct interface in the future. Any changes to the implementation of the DiskHandler could also need to update the interface as well as the accessing classes. I like it better than the previous solution, but not by much. Frankly, neither of these solutions seems perfect, but I'm not sure if one should be preferred over the other. I really don't want to break the original class up, but I also don't know if the interface buys me much in the long run. Are there other solutions I'm missing?

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  • Scaling an image using the mouse in a WinForms application?

    - by Gaax
    I'm trying to use the position of the mouse to calculate the scaling factor for scaling an image. Basically, the further you get away from the center of the image, the bigger it gets; and the closer to the center you get, the smaller it gets. I have some code so far but it's acting really strange and I have absolutely no more ideas. First I'll let you know, one thing I was trying to do is average out 5 distances to get a more smooth resize animation. Here's my code: private void pictureBoxScale_MouseMove(object sender, MouseEventArgs e) { if (rotateScaleMode && isDraggingToScale) { // For Scaling int sourceWidth = pictureBox1.Image.Width; int sourceHeight = pictureBox1.Image.Height; float dCurrCent = 0; // distance between the current mouse pos and the center of the image float dPrevCent = 0; // distance between the previous mouse pos and the center of the image System.Drawing.Point imgCenter = new System.Drawing.Point(); imgCenter.X = pictureBox1.Location.X + (sourceWidth / 2); imgCenter.Y = pictureBox1.Location.Y + (sourceHeight / 2); // Calculating the distance between the current mouse location and the center of the image dCurrCent = (float)Math.Sqrt(Math.Pow(e.X - imgCenter.X, 2) + Math.Pow(e.Y - imgCenter.Y, 2)); // Calculating the distance between the previous mouse location and the center of the image dPrevCent = (float)Math.Sqrt(Math.Pow(prevMouseLoc.X - imgCenter.X, 2) + Math.Pow(prevMouseLoc.Y - imgCenter.Y, 2)); if (smoothScaleCount < 5) { dCurrCentSmooth[smoothScaleCount] = dCurrCent; dPrevCentSmooth[smoothScaleCount] = dPrevCent; } if (smoothScaleCount == 4) { float currCentSum = 0; float prevCentSum = 0; for (int i = 0; i < 4; i++) { currCentSum += dCurrCentSmooth[i]; } for (int i = 0; i < 4; i++) { prevCentSum += dPrevCentSmooth[i]; } float scaleAvg = (currCentSum / 5) / (prevCentSum / 5); int destWidth = (int)(sourceWidth * scaleAvg); int destHeight = (int)(sourceHeight * scaleAvg); // If statement is for limiting the size of the image if (destWidth > (currentRotatedImage.Width / 2) && destWidth < (currentRotatedImage.Width * 3) && destHeight > (currentRotatedImage.Height / 2) && destWidth < (currentRotatedImage.Width * 3)) { AForge.Imaging.Filters.ResizeBilinear resizeFilter = new AForge.Imaging.Filters.ResizeBilinear(destWidth, destHeight); pictureBox1.Image = resizeFilter.Apply((Bitmap)currentRotatedImage); pictureBox1.Size = pictureBox1.Image.Size; pictureBox1.Refresh(); } smoothScaleCount = -1; } prevMouseLoc = e.Location; currentScaledImage = pictureBox1.Image; smoothScaleCount++; } }

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  • Help with simple linux shell implementation

    - by nunos
    I am implementing a simple version of a linux shell in c. I have succesfully written the parser, but I am having some trouble forking out the child process. However, I think the problem is due to arrays, pointers and such, because just started C with this project and am not still very knowledgable with them. I am getting a segmentation fault and don't know where from. Any help is greatly appreciated. #include <stdio.h> #include <stdlib.h> #include <unistd.h> #include <string.h> #include <sys/wait.h> #include <sys/types.h> #define MAX_COMMAND_LENGTH 250 #define MAX_ARG_LENGTH 250 typedef enum {false, true} bool; typedef struct { char **arg; char *infile; char *outfile; int background; } Command_Info; int parse_cmd(char *cmd_line, Command_Info *cmd_info) { char *arg; char *args[MAX_ARG_LENGTH]; int i = 0; arg = strtok(cmd_line, " "); while (arg != NULL) { args[i] = arg; arg = strtok(NULL, " "); i++; } int num_elems = i; if (num_elems == 0) return -1; cmd_info->infile = NULL; cmd_info->outfile = NULL; cmd_info->background = 0; int iarg = 0; for (i = 0; i < num_elems-1; i++) { if (!strcmp(args[i], "<")) { if (args[i+1] != NULL) cmd_info->infile = args[++i]; else return -1; } else if (!strcmp(args[i], ">")) { if (args[i+1] != NULL) cmd_info->outfile = args[++i]; else return -1; } else cmd_info->arg[iarg++] = args[i]; } if (!strcmp(args[i], "&")) cmd_info->background = true; else cmd_info->arg[iarg++] = args[i]; cmd_info->arg[iarg] = NULL; return 0; } void print_cmd(Command_Info *cmd_info) { int i; for (i = 0; cmd_info->arg[i] != NULL; i++) printf("arg[%d]=\"%s\"\n", i, cmd_info->arg[i]); printf("arg[%d]=\"%s\"\n", i, cmd_info->arg[i]); printf("infile=\"%s\"\n", cmd_info->infile); printf("outfile=\"%s\"\n", cmd_info->outfile); printf("background=\"%d\"\n", cmd_info->background); } void get_cmd(char* str) { fgets(str, MAX_COMMAND_LENGTH, stdin); str[strlen(str)-1] = '\0'; //apaga o '\n' do fim } pid_t exec_simple(Command_Info *cmd_info) { pid_t pid = fork(); if (pid < 0) { perror("Fork Error"); return -1; } if (pid == 0) { execvp(cmd_info->arg[0], cmd_info->arg); perror(cmd_info->arg[0]); exit(1); } return pid; } int main(int argc, char* argv[]) { while (true) { char cmd_line[MAX_COMMAND_LENGTH]; Command_Info cmd_info; printf(">>> "); get_cmd(cmd_line); if ( (parse_cmd(cmd_line, &cmd_info) == -1) ) return -1; parse_cmd(cmd_line, &cmd_info); if (!strcmp(cmd_info.arg[0], "exit")) exit(0); pid_t pid = exec_simple(&cmd_info); waitpid(pid, NULL, 0); } return 0; } Thanks.

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  • Custom Java Swing Meter Control

    - by Tyler
    I'm trying to make a custom swing control that is a meter. The arrow will move up and down. Here is my current code, but I feel I've done it wrong. import java.awt.BasicStroke; import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.LinearGradientPaint; import java.awt.Polygon; import java.awt.Stroke; import java.awt.geom.Point2D; import java.awt.geom.Rectangle2D; import javax.swing.JFrame; import javax.swing.JPanel; public class meter extends JFrame { Stroke drawingStroke = new BasicStroke(2); Rectangle2D rect = new Rectangle2D.Double(105, 50, 40, 200); Double meterPercent = new Double(0.57); public meter() { setTitle("Meter"); setLayout(null); setSize(300, 300); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); setLocationRelativeTo(null); setVisible(true); } public void paint(Graphics g) { // Paint Meter Graphics2D g1 = (Graphics2D) g; g1.setStroke(drawingStroke); g1.draw(rect); // Set Meter Colors Point2D start = new Point2D.Float(0, 0); Point2D end = new Point2D.Float(0, this.getHeight()); float[] dist = { 0.1f, 0.5f, 0.9f }; Color[] colors = { Color.green, Color.yellow, Color.red }; LinearGradientPaint p = new LinearGradientPaint(start, end, dist, colors); g1.setPaint(p); g1.fill(rect); // Make a triangle - Arrow on Meter int[] x = new int[3]; int[] y = new int[3]; int n; // count of points // Set Points for Arrow Integer meterArrowHypotenuse = (int) rect.getX(); Integer meterArrowTip = (int) rect.getY() + (int) (rect.getHeight() * (1 - meterPercent)); x[0] = meterArrowHypotenuse - 25; x[1] = meterArrowHypotenuse - 25; x[2] = meterArrowHypotenuse - 5; y[0] = meterArrowTip - 20; // Top Left y[1] = meterArrowTip + 20; // Bottom Left y[2] = meterArrowTip; // Tip of Arrow n = 3; // Number of points, 3 because its a triangle // Draw Arrow Border Polygon myTriShadow = new Polygon(x, y, n); // a triangle g1.setPaint(Color.black); g1.fill(myTriShadow); // Set Points for Arrow Board x[0] = x[0] + 1; x[1] = x[1] + 1; x[2] = x[2] - 2; y[0] = y[0] + 3; y[1] = y[1] - 3; y[2] = y[2]; Robot robot = new Robot(); Color colorMeter = robot.getPixelColor(x[2]+10, y[2]); // Draw Arrow Polygon myTri = new Polygon(x, y, n); // a triangle Color colr = new Color(colorMeter.getRed(), colorMeter.getGreen(), colorMeter.getBlue()); g1.setPaint(colr); g1.fill(myTri); } public static void main(String[] args) { new meter(); } } Thanks for looking.

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  • C - circular character buffer w/ pthreads

    - by Matt
    I have a homework assignment where I have to implement a circular buffer and add and remove chars with separate threads: #include <pthread.h> #include <stdio.h> #define QSIZE 10 pthread_cond_t full,/* count == QSIZE */ empty,/* count == 0 */ ready; pthread_mutex_t m, n; /* implements critical section */ unsigned int iBuf, /* tail of circular queue */ oBuf; /* head of circular queue */ int count; /* count characters */ char buf [QSIZE]; /* the circular queue */ void Put(char s[]) {/* add "ch"; wait if full */ pthread_mutex_lock(&m); int size = sizeof(s)/sizeof(char); printf("size: %d", size); int i; for(i = 0; i < size; i++) { while (count >= QSIZE) pthread_cond_wait(&full, &m);/* is there empty slot? */ buf[iBuf] = s[i]; /* store the character */ iBuf = (iBuf+1) % QSIZE; /* increment mod QSIZE */ count++; if (count == 1) pthread_cond_signal(&empty);/* new character available */ } pthread_mutex_unlock(&m); } char Get() {/* remove "ch" from queue; wait if empty */ char ch; pthread_mutex_lock(&m); while (count <= 0) pthread_cond_wait(&empty, &m);/* is a character present? */ ch = buf[oBuf]; /* retrieve from the head of the queue */ oBuf = (oBuf+1) % QSIZE; count--; if (count == QSIZE-1) pthread_cond_signal(&full);/* signal existence of a slot */ pthread_mutex_unlock(&m); return ch; } void * p1(void *arg) { int i; for (i = 0; i < 5; i++) { Put("hella"); } } void * p2(void *arg) { int i; for (i = 0; i < 5; i++) { Put("goodby"); } } int main() { pthread_t t1, t2; void *r1, *r2; oBuf = 0; iBuf = 0; count=0; /* all slots are empty */ pthread_cond_init(&full, NULL); pthread_cond_init(&empty, NULL); pthread_mutex_init(&m, NULL); pthread_create(&t1, NULL, p1, &r1); pthread_create(&t2, NULL, p2, &r2); printf("Main"); char c; int i = 0; while (i < 55) { c = Get(); printf("%c",c); i++; } pthread_join(t1, &r1); pthread_join(t2, &r2); return 0; } I shouldn't have to change the logic much at all, the requirements are pretty specific. I think my problem lies in the Put() method. I think the first thread is going in and blocking the critical section and causing a deadlock. I was thinking I should make a scheduling attribute? Of course I could be wrong. I am pretty new to pthreads and concurrent programming, so I could really use some help spotting my error.

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  • Isn't it better to use a single try catch instead of tons of TryParsing and other error handling sometimes?

    - by Ryan Peschel
    I know people say it's bad to use exceptions for flow control and to only use exceptions for exceptional situations, but sometimes isn't it just cleaner and more elegant to wrap the entire block in a try-catch? For example, let's say I have a dialog window with a TextBox where the user can type input in to be parsed in a key-value sort of manner. This situation is not as contrived as you might think because I've inherited code that has to handle this exact situation (albeit not with farm animals). Consider this wall of code: class Animals { public int catA, catB; public float dogA, dogB; public int mouseA, mouseB, mouseC; public double cow; } class Program { static void Main(string[] args) { string input = "Sets all the farm animals CAT 3 5 DOG 21.3 5.23 MOUSE 1 0 1 COW 12.25"; string[] splitInput = input.Split(' '); string[] animals = { "CAT", "DOG", "MOUSE", "COW", "CHICKEN", "GOOSE", "HEN", "BUNNY" }; Animals animal = new Animals(); for (int i = 0; i < splitInput.Length; i++) { string token = splitInput[i]; if (animals.Contains(token)) { switch (token) { case "CAT": animal.catA = int.Parse(splitInput[i + 1]); animal.catB = int.Parse(splitInput[i + 2]); break; case "DOG": animal.dogA = float.Parse(splitInput[i + 1]); animal.dogB = float.Parse(splitInput[i + 2]); break; case "MOUSE": animal.mouseA = int.Parse(splitInput[i + 1]); animal.mouseB = int.Parse(splitInput[i + 2]); animal.mouseC = int.Parse(splitInput[i + 3]); break; case "COW": animal.cow = double.Parse(splitInput[i + 1]); break; } } } } } In actuality there are a lot more farm animals and more handling than that. A lot of things can go wrong though. The user could enter in the wrong number of parameters. The user can enter the input in an incorrect format. The user could specify numbers too large or too small for the data type to handle. All these different errors could be handled without exceptions through the use of TryParse, checking how many parameters the user tried to use for a specific animal, checking if the parameter is too large or too small for the data type (because TryParse just returns 0), but every one should result in the same thing: A MessageBox appearing telling the user that the inputted data is invalid and to fix it. My boss doesn't want different message boxes for different errors. So instead of doing all that, why not just wrap the block in a try-catch and in the catch statement just display that error message box and let the user try again? Maybe this isn't the best example but think of any other scenario where there would otherwise be tons of error handling that could be substituted for a single try-catch. Is that not the better solution?

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  • How to find minimum weight with maximum cost in 0-1 Knapsack algorithm?

    - by Nitin9791
    I am trying to solve a spoj problem Party Schedule the problem statement is- You just received another bill which you cannot pay because you lack the money. Unfortunately, this is not the first time to happen, and now you decide to investigate the cause of your constant monetary shortness. The reason is quite obvious: the lion's share of your money routinely disappears at the entrance of party localities. You make up your mind to solve the problem where it arises, namely at the parties themselves. You introduce a limit for your party budget and try to have the most possible fun with regard to this limit. You inquire beforehand about the entrance fee to each party and estimate how much fun you might have there. The list is readily compiled, but how do you actually pick the parties that give you the most fun and do not exceed your budget? Write a program which finds this optimal set of parties that offer the most fun. Keep in mind that your budget need not necessarily be reached exactly. Achieve the highest possible fun level, and do not spend more money than is absolutely necessary. Input The first line of the input specifies your party budget and the number n of parties. The following n lines contain two numbers each. The first number indicates the entrance fee of each party. Parties cost between 5 and 25 francs. The second number indicates the amount of fun of each party, given as an integer number ranging from 0 to 10. The budget will not exceed 500 and there will be at most 100 parties. All numbers are separated by a single space. There are many test cases. Input ends with 0 0. Output For each test case your program must output the sum of the entrance fees and the sum of all fun values of an optimal solution. Both numbers must be separated by a single space. Example Sample input: 50 10 12 3 15 8 16 9 16 6 10 2 21 9 18 4 12 4 17 8 18 9 50 10 13 8 19 10 16 8 12 9 10 2 12 8 13 5 15 5 11 7 16 2 0 0 Sample output: 49 26 48 32 now I know that it is an advance version of 0/1 knapsack problem where along with maximum cost we also have to find minimum weight that is less than a a given weight and have maximum cost. so I have used dp to solve this problem but still get a wrong awnser on submission while it is perfectly fine with given test cases. My code is typedef vector<int> vi; #define pb push_back #define FOR(i,n) for(int i=0;i<n;i++) int main() { //freopen("input.txt","r",stdin); while(1) { int W,n; cin>>W>>n; if(W==0 && n==0) break; int K[n+1][W+1]; vi val,wt; FOR(i,n) { int x,y; cin>>x>>y; wt.pb(x); val.pb(y); } FOR(i,n+1) { FOR(w,W+1) { if(i==0 || w==0) { K[i][w]=0; } else if (wt[i-1] <= w) { if(val[i-1] + K[i-1][w-wt[i-1]]>=K[i-1][w]) { K[i][w]=val[i-1] + K[i-1][w-wt[i-1]]; } else { K[i][w]=K[i-1][w]; } } else { K[i][w] = K[i-1][w]; } } } int a1=K[n][W],a2; for(int j=0;j<W;j++) { if(K[n][j]==a1) { a2=j; break; } } cout<<a2<<" "<<a1<<"\n"; } return 0; } Could anyone suggest what am I missing??

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  • C++: casting to void* and back

    - by MInner
    * ---Edit - now the whole sourse* When I debug it on the end, "get" and "value" have different values! Probably, I convert to void* and back to User the wrong way? #include <db_cxx.h> #include <stdio.h> struct User{ User(){} int name; int town; User(int a){}; inline int get_index(int a){ return town; } //for another stuff }; int main(){ try { DbEnv* env = new DbEnv(NULL); env->open("./", DB_CREATE | DB_INIT_MPOOL | DB_THREAD | DB_INIT_LOCK | DB_INIT_TXN | DB_RECOVER | DB_INIT_LOG, 0); Db* datab = new Db(env, 0); datab->open(NULL, "db.dbf", NULL, DB_BTREE, DB_CREATE | DB_AUTO_COMMIT, 0); Dbt key, value, get; char a[10] = "bbaaccd"; User u; u.name = 1; u.town = 34; key.set_data(a); key.set_size(strlen(a) + 1 ); value.set_data((void*)&u); value.set_size(sizeof(u)); get.set_flags(DB_DBT_MALLOC); DbTxn* txn; env->txn_begin(NULL, &txn, 0); datab->put(txn, &key, &value, 0); datab->get(txn, &key, &get, 0); txn->commit(0); User g; g = *((User*)&get); printf("%d", g.town); getchar(); return 0; }catch (DbException &e){ printf("%s", e.what()); getchar(); } solution create a kind of "serializator" what would convert all POD's into void* and then will unite these pieces PS Or I'd rewrite User into POD type and everything will be all right, I hope. Add It's strange, but... I cast a defenetly non-pod object to void* and back (it has std::string inside) and it's all right (without sending it to the db and back). How could it be? And after I cast and send 'trough' db defenetly pod object (no extra methods, all members are pod, it's a simple struct {int a; int b; ...}) I get back dirted one. What's wrong with my approach? Add about week after first 'add' Damn... I've compiled it ones, just for have a look at which kind of dirt it returnes, and oh! it's okay!... I can't ! ... AAh!.. Lord... A reasonable question (in 99.999 percent of situations right answer is 'my', but... here...) - whos is this fault? My or VSs?

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  • Why is processing a sorted array faster than an unsorted array?

    - by GManNickG
    Here is a piece of code that shows some very peculiar performance. For some strange reason, sorting the data miraculously speeds up the code by almost 6x: #include <algorithm> #include <ctime> #include <iostream> int main() { // generate data const unsigned arraySize = 32768; int data[arraySize]; for (unsigned c = 0; c < arraySize; ++c) data[c] = std::rand() % 256; // !!! with this, the next loop runs faster std::sort(data, data + arraySize); // test clock_t start = clock(); long long sum = 0; for (unsigned i = 0; i < 100000; ++i) { // primary loop for (unsigned c = 0; c < arraySize; ++c) { if (data[c] >= 128) sum += data[c]; } } double elapsedTime = static_cast<double>(clock() - start) / CLOCKS_PER_SEC; std::cout << elapsedTime << std::endl; std::cout << "sum = " << sum << std::endl; } Without std::sort(data, data + arraySize);, the code runs in 11.54 seconds. With the sorted data, the code runs in 1.93 seconds. Initially I thought this might be just a language or compiler anomaly. So I tried it Java... import java.util.Arrays; import java.util.Random; public class Main { public static void main(String[] args) { // generate data int arraySize = 32768; int data[] = new int[arraySize]; Random rnd = new Random(0); for (int c = 0; c < arraySize; ++c) data[c] = rnd.nextInt() % 256; // !!! with this, the next loop runs faster Arrays.sort(data); // test long start = System.nanoTime(); long sum = 0; for (int i = 0; i < 100000; ++i) { // primary loop for (int c = 0; c < arraySize; ++c) { if (data[c] >= 128) sum += data[c]; } } System.out.println((System.nanoTime() - start) / 1000000000.0); System.out.println("sum = " + sum); } } with a similar but less extreme result. My first thought was that sorting brings the data into cache, but my next thought was how silly that is because the array was just generated. What is going on? Why is a sorted array faster than an unsorted array? The code is summing up some independent terms, the order should not matter.

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  • No improvement in speed when using Ehcache with Hibernate

    - by paddydub
    I'm getting no improvement in speed when using Ehcache with Hibernate Here are the results I get when i run the test below. The test is reading 80 Stop objects and then the same 80 Stop objects again using the cache. On the second read it is hitting the cache, but there is no improvement in speed. Any idea's on what I'm doing wrong? Speed Test: First Read: Reading stops 1-80 : 288ms Second Read: Reading stops 1-80 : 275ms Cache Info: elementsInMemory: 79 elementsInMemoryStore: 79 elementsInDiskStore: 0 JunitCacheTest public class JunitCacheTest extends TestCase { static Cache stopCache; public void testCache() { ApplicationContext context = new ClassPathXmlApplicationContext("beans-hibernate.xml"); StopDao stopDao = (StopDao) context.getBean("stopDao"); CacheManager manager = new CacheManager(); stopCache = (Cache) manager.getCache("ie.dataStructure.Stop.Stop"); //First Read for (int i=1; i<80;i++) { Stop toStop = stopDao.findById(i); } //Second Read for (int i=1; i<80;i++) { Stop toStop = stopDao.findById(i); } System.out.println("elementsInMemory " + stopCache.getSize()); System.out.println("elementsInMemoryStore " + stopCache.getMemoryStoreSize()); System.out.println("elementsInDiskStore " + stopCache.getDiskStoreSize()); } public static Cache getStopCache() { return stopCache; } } HibernateStopDao @Repository("stopDao") public class HibernateStopDao implements StopDao { private SessionFactory sessionFactory; @Transactional(readOnly = true) public Stop findById(int stopId) { Cache stopCache = JunitCacheTest.getStopCache(); Element cacheResult = stopCache.get(stopId); if (cacheResult != null){ return (Stop) cacheResult.getValue(); } else{ Stop result =(Stop) sessionFactory.getCurrentSession().get(Stop.class, stopId); Element element = new Element(result.getStopID(),result); stopCache.put(element); return result; } } } ehcache.xml <cache name="ie.dataStructure.Stop.Stop" maxElementsInMemory="1000" eternal="false" timeToIdleSeconds="5200" timeToLiveSeconds="5200" overflowToDisk="true"> </cache> stop.hbm.xml <class name="ie.dataStructure.Stop.Stop" table="stops" catalog="hibernate3" mutable="false" > <cache usage="read-only"/> <comment></comment> <id name="stopID" type="int"> <column name="STOPID" /> <generator class="assigned" /> </id> <property name="coordinateID" type="int"> <column name="COORDINATEID" not-null="true"> <comment></comment> </column> </property> <property name="routeID" type="int"> <column name="ROUTEID" not-null="true"> <comment></comment> </column> </property> </class> Stop public class Stop implements Comparable<Stop>, Serializable { private static final long serialVersionUID = 7823769092342311103L; private Integer stopID; private int routeID; private int coordinateID; }

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  • How do I get a delete trigger working using fluent API in CTP5?

    - by user668472
    I am having trouble getting referential integrity dialled down enough to allow my delete trigger to fire. I have a dependent entity with three FKs. I want it to be deleted when any of the principal entities is deleted. For principal entities Role and OrgUnit (see below) I can rely on conventions to create the required one-many relationship and cascade delete does what I want, ie: Association is removed when either principal is deleted. For Member, however, I have multiple cascade delete paths (not shown here) which SQL Server doesn't like, so I need to use fluent API to disable cascade deletes. Here is my (simplified) model: public class Association { public int id { get; set; } public int roleid { get; set; } public virtual Role role { get; set; } public int? memberid { get; set; } public virtual Member member { get; set; } public int orgunitid { get; set; } public int OrgUnit orgunit { get; set; } } public class Role { public int id { get; set; } public virtual ICollection<Association> associations { get; set; } } public class Member { public int id { get; set; } public virtual ICollection<Association> associations { get; set; } } public class Organization { public int id { get; set; } public virtual ICollection<Association> associations { get; set; } } My first run at fluent API code looks like this: protected override void OnModelCreating(System.Data.Entity.ModelConfiguration.ModelBuilder modelBuilder) { DbDatabase.SetInitializer<ConfDB_Model>(new ConfDBInitializer()); modelBuilder.Entity<Member>() .HasMany(m=>m.assocations) .WithOptional(a=>a.member) .HasForeignKey(a=>a.memberId) .WillCascadeOnDelete(false); } My seed function creates the delete trigger: protected override void Seed(ConfDB_Model context) { context.Database.SqlCommand("CREATE TRIGGER MemberAssocTrigger ON dbo.Members FOR DELETE AS DELETE Assocations FROM Associations, deleted WHERE Associations.memberId = deleted.id"); } PROBLEM: When I run this, create a Role, a Member, an OrgUnit, and an Association tying the three together all is fine. When I delete the Role, the Association gets cascade deleted as I expect. HOWEVER when I delete the Member I get an exception with a referential integrity error. I have tried setting ON CASCADE SET NULL because my memberid FK is nullable but SQL complains again about multiple cascade paths, so apparently I can cascade nothing in the Member-Association relationship. To get this to work I must add the following code to Seed(): context.Database.SqlCommand("ALTER TABLE dbo.ACLEntries DROP CONSTRAINT member_aclentries"); As you can see, this drops the constraint created by the model builder. QUESTION: this feels like a complete hack. Is there a way using fluent API for me to say that referential integrity should NOT be checked, or otherwise to get it to relax enough for the Member delete to work and allow the trigger to be fired? Thanks in advance for any help you can offer. Although fluent APIs may be "fluent" I find them far from intuitive.

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  • All parts of my Printable Swing component doesn't print

    - by Jonas
    I'm trying to do a printable component (an invoice document). I use JComponent instead of JPanel because I don't want a background. The component has many subcomponents. The main component implements Printable and has a print-method that is calling printAll(g) so that all subcomponents should be printed. But my subcomponents doesn't print. What am I missing? Does all subcomponents also has to implement Printable? import java.awt.BorderLayout; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.print.PageFormat; import java.awt.print.Printable; import java.awt.print.PrinterException; import java.awt.print.PrinterJob; import javax.swing.JComponent; import javax.swing.JFrame; import javax.swing.JLabel; import javax.swing.JPanel; import javax.swing.JTextField; public class PPanel extends JComponent implements Printable { static double w; static double h; public PPanel() { this.setLayout(new BorderLayout()); this.add(new JLabel("Document Body"), BorderLayout.CENTER); this.add(new Header(), BorderLayout.NORTH); this.add(new Footer(), BorderLayout.SOUTH); } class Header extends JComponent { public Header() { this.setLayout(new BorderLayout()); this.add(new TopHeader(), BorderLayout.NORTH); this.add(new LowHeader(), BorderLayout.SOUTH); } } class TopHeader extends JComponent { public TopHeader() { this.setLayout(new BorderLayout()); JLabel companyName = new JLabel("Company name"); JLabel docType = new JLabel("Document type"); this.add(companyName, BorderLayout.WEST); this.add(docType, BorderLayout.EAST); } } class LowHeader extends JComponent { public LowHeader() { this.setLayout(new GridLayout(0,2)); JLabel col1 = new JLabel("Column 1"); JLabel col2 = new JLabel("Column 2"); this.add(col1); this.add(col2); } } class Footer extends JComponent { public Footer() { this.setLayout(new GridLayout(0,2)); JLabel addr = new JLabel("Address"); JLabel sum = new JLabel("Sum"); this.add(addr); this.add(sum); } } public static void main(String[] args) { final PPanel p = new PPanel(); PrinterJob job = PrinterJob.getPrinterJob(); job.setPrintable(p); try { job.print(); } catch (PrinterException ex) { // print failed } // Preview new JFrame() {{ getContentPane().add(p); this.setSize((int)w, (int)h); setVisible(true); }}; } @Override public int print(Graphics g, PageFormat pf, int page) throws PrinterException { if (page > 0) { return NO_SUCH_PAGE; } Graphics2D g2d = (Graphics2D)g; g2d.translate(pf.getImageableX(), pf.getImageableY()); w = pf.getImageableWidth(); h = pf.getHeight(); this.setSize((int)w, (int)h); this.setPreferredSize(new Dimension((int)w, (int)h)); this.doLayout(); this.printAll(g); return PAGE_EXISTS; } }

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  • Converting switch statements to more elegant solution.

    - by masfenix
    I have a 9 x 9 matrix. (think of suduko). 4 2 1 6 8 1 8 5 8 3 1 5 8 1 1 7 5 8 1 1 4 0 5 6 7 0 4 6 2 5 5 4 4 8 1 2 6 8 8 2 8 1 6 3 5 8 4 2 6 4 7 4 1 1 1 3 5 3 8 8 5 2 2 2 6 6 0 8 8 8 0 6 8 7 2 3 3 1 1 7 4 now I wanna be able to get a "quadrant". for example (according to my code) the quadrant 2 , 2 returns the following: 5 4 4 2 8 1 6 4 7 If you've noticed, this is the matrix from the very center of the 9 x 9. I've split everything up in to pairs of "3" if you know what i mean. the first "ROW" is from 0 - 3, the second from 3 - 6, the third for 6 - 9.. I hope this makes sense ( I am open to alternate ways to go about this) anyways, heres my code. I dont really like this way, even though it works. I do want speed though beccause i am making a suduko solver. //a quadrant returns the mini 3 x 3 //row 1 has three quads,"1", "2", 3" //row 2 has three quads "1", "2", "3" etc public int[,] GetQuadrant(int rnum, int qnum) { int[,] returnMatrix = new int[3, 3]; int colBegin, colEnd, rowBegin, rowEnd, row, column; //this is so we can keep track of the new matrix row = 0; column = 0; switch (qnum) { case 1: colBegin = 0; colEnd = 3; break; case 2: colBegin = 3; colEnd = 6; break; case 3: colBegin = 6; colEnd = 9; break; default: colBegin = 0; colEnd = 0; break; } switch (rnum) { case 1: rowBegin = 0; rowEnd = 3; break; case 2: rowBegin = 3; rowEnd = 6; break; case 3: rowBegin = 6; rowEnd = 9; break; default: rowBegin = 0; rowEnd = 0; break; } for (int i = rowBegin ; i < rowEnd; i++) { for (int j = colBegin; j < colEnd; j++) { returnMatrix[row, column] = _matrix[i, j]; column++; } column = 0; row++; } return returnMatrix; }

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  • Constructors taking references in C++

    - by sasquatch
    I'm trying to create constructor taking reference to an object. After creating object using reference I need to prints field values of both objects. Then I must delete first object, and once again show values of fields of both objects. My class Person looks like this : class Person { char* name; int age; public: Person(){ int size=0; cout << "Give length of char*" << endl; cin >> size; name = new char[size]; age = 0; } ~Person(){ cout << "Destroying resources" << endl; delete[] name; delete age; } void init(char* n, int a) { name = n; age = a; } }; Here's my implementation (with the use of function show() ). My professor said that if this task is written correctly it will return an error. #include <iostream> using namespace std; class Person { char* name; int age; public: Person(){ int size=0; cout << "Give length of char*" << endl; cin >> size; name = new char[size]; age = 0; } Person(const Person& p){ name = p.name; age = p.age; } ~Person(){ cout << "Destroying resources" << endl; delete[] name; delete age; } void init(char* n, int a) { name = n; age = a; } void show(char* n, int a){ cout << "Name: " << name << "," << "age: " << age << "," << endl; } }; int main(void) { Person *p = new Person; p->init("Mary", 25); p->show(); Person &p = pRef; pRef->name = "Tom"; pRef->age = 18; Person *p2 = new Person(pRef); p->show(); p2->show(); system("PAUSE"); return 0; }

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  • multiple timer to one process (without linking to rt)

    - by Richard
    Hi, is there any way to register multiple timer to a single process? I have tried following code, yet without success. (Use "gcc -lrt" to compile it...). Program output nothing, which should atleast print "test". Is it possibly due to the dependence to linking to rt? #define TT_SIGUSR1 (SIGRTMAX) #define TT_SIGUSR2 (SIGRTMAX - 1) #define TIME_INTERVAL_1 1 #define TIME_INTERVAL_2 2 #include <signal.h> #include <time.h> #include <stdio.h> #include <unistd.h> #include <linux/unistd.h> #include <sys/syscall.h> #include <sys/time.h> #include <sys/types.h> #include <sched.h> #include <signal.h> #include <setjmp.h> #include <errno.h> #include <assert.h> timer_t create_timer(int signo) { timer_t timerid; struct sigevent se; se.sigev_signo = signo; if (timer_create(CLOCK_REALTIME, &se, &timerid) == -1) { fprintf(stderr, "Failed to create timer\n"); exit(-1); } return timerid; } void set_timer(timer_t timerid, int seconds) { struct itimerspec timervals; timervals.it_value.tv_sec = seconds; timervals.it_value.tv_nsec = 0; timervals.it_interval.tv_sec = seconds; timervals.it_interval.tv_nsec = 0; if (timer_settime(timerid, 0, &timervals, NULL) == -1) { fprintf(stderr, "Failed to start timer\n"); exit(-1); } return; } void install_sighandler2(int signo, void(*handler)(int)) { struct sigaction sigact; sigemptyset(&sigact.sa_mask); sigact.sa_flags = SA_SIGINFO; //register the Signal Handler sigact.sa_sigaction = handler; // Set up sigaction to catch signal first timer if (sigaction(signo, &sigact, NULL) == -1) { printf("sigaction failed"); return -1; } } void install_sighandler(int signo, void(*handler)(int)) { sigset_t set; struct sigaction act; /* Setup the handler */ act.sa_handler = handler; act.sa_flags = SA_RESTART; sigaction(signo, &act, 0); /* Unblock the signal */ sigemptyset(&set); sigaddset(&set, signo); sigprocmask(SIG_UNBLOCK, &set, NULL); return; } void signal_handler(int signo) { printf("receiving sig %d", signo); } int main() { printf("test"); timer_t timer1 = create_timer(TT_SIGUSR1); timer_t timer2 = create_timer(TT_SIGUSR2); set_timer(timer1, TIME_INTERVAL_1); set_timer(timer2, TIME_INTERVAL_2); install_sighandler2(TT_SIGUSR1, signal_handler); install_sighandler(TT_SIGUSR2, signal_handler); while (1) ; return 0; }

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  • retrieving value from database in java

    - by Akcire Atienza
    I am making AGAIN another program that retrieves the inputted data/values of fields from the database I created. but this time, my inputted value will be coming from the JtextField I created. I wonder what's wrong in here bec when I'm running it the output is always null. in this program i will convert the inputted value of my JTextField into int. here it is: public class ButtonHandler implements ActionListener { public void actionPerformed(ActionEvent e) { if(e.getSource() == extendB) { ExtensionForm extend = new ExtensionForm(); extend.setVisible(true); } else if(e.getSource()== searchB) { //get text from the textField String guest = guestIDTF.getText(); //parse the string to integer for retrieving of data int id = Integer.parseInt(guest); GuestsInfo guestInfo = new GuestsInfo(id); Room roomInfo = new Room(id); String labels[] = {guestInfo.getFirstName()+" "+guestInfo.getLastName(),""+roomInfo.getRoomNo(),roomInfo.getRoomType(),guestInfo.getTime(),"11:00"}; for(int z = 0; z<labels.length; z++) { labelDisplay[z].setText(labels[z]); } in my second class it retrieves the inputted values of fields from the database I created here's the code: import java.sql.*; public class Room { private String roomType; private int guestID, roomNo; private Connection con; private PreparedStatement statement; public Room(){ try { Class.forName("com.mysql.jdbc.Driver"); con = DriverManager.getConnection( "jdbc:mysql://localhost:3306/3moronsdb","root",""); } catch (Exception e) { e.printStackTrace(); } } public Room(int guestsID) { this(); try{ statement = con.prepareStatement("SELECT * FROM guest WHERE guestID=?"); statement.setInt(1, guestID); ResultSet rs = statement.executeQuery(); while(rs.next()){ this.guestID = rs.getInt(1); this.roomType = rs.getString(2); this.roomNo = rs.getInt(3); } }catch(Exception e){ System.out.print(e); } } //Constructor for setting rate public Room(String roomType, int roomNo) { this(); try { statement = con.prepareStatement("Insert into room(roomType, roomNo) values(?,?)"); statement.setString(1, roomType); statement.setInt(2, roomNo); statement.executeUpdate(); } catch(Exception e) { e.printStackTrace(); return; } } //getting roomType public String getRoomType(){ return roomType; } //getting roomNo public int getRoomNo(){ return roomNo; } //getting guestID public int getGuestId(){ return guestID; } } i already insert some values in my 3moronsdb which are ( 1, Classic , 103). here's my TEST main class: public class TestMain { public static void main(String [] a){ GuestsInfo guest = new GuestsInfo(1); //note that this instantiation is the other class which i just ask the other day.. (http://stackoverflow.com/questions/12762835/retrieving-values-from-database-in-java) Room rum = new Room(1); System.out.print(rum.getRoomType()+" "+ guest.getFirstName()); } } when i'm running it it only gives me null output for the Room class but i am getting the output of the GuestsInfo class which is 'Ericka'. Can you help me guys? I know I ask this kind of problem yesterday but i really don't know what's wrong in here now..

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  • Java: How to check the random letters from a-z, out of 10 letters minimum 2 letter should be a vowel

    - by kalandar
    I am writing a program to validate the following scenarios: Scenario 1: I am using the Random class from java.util. The random class will generate 10 letters from a-z and within 10 letter, minimum 2 letters must be a vowels. Scenario 2: When the player 1 and player 2 form a word from A-Z, he will score some points. There will be a score for each letter. I have already assigned the values for A-Z. At the end of the game, the system should display a scores for player 1 and player 2. How do i do it? Please help. I will post my code here. Thanks a lot. =========================================== import java.util.Random; import java.util.Scanner; public class FindYourWords { public static void main(String[] args) { Random rand = new Random(); Scanner userInput = new Scanner(System.in); //==================Player object=============================================== Player playerOne = new Player(); playerOne.wordScore = 0; playerOne.choice = "blah"; playerOne.turn = true; Player playerTwo = new Player(); playerTwo.wordScore = 0; playerTwo.choice = "blah"; playerTwo.turn = false; //================== Alphabet ================================================== String[] newChars = { "a", "b", "c", "d", "e", "f", "g", "h", "i", "j", "k", "l", "m", "n", "o", "p", "q", "r", "s", "t", "u", "v", "w", "x", "y", "z" }; //values of the 26 alphabets to be used int [] letterScore = {1,3,3,2,1,4,2,4,1,8,5,1,3,1,1,3,10,1,1,1,1,4,4,8,4,10}; // to assign score to the player1 and player 2 String[] vowel = { "a", "e", "i", "o", "u" }; // values for vowels int vow=0; System.out.println("FINDYOURWORDS\n"); int[] arrayRandom = new int[10]; //int array for word limiter String[] randomLetter = new String[10]; //storing the letters in newChars into this array //=============================================================================== boolean cont = true; while (cont) { if (playerOne.turn) { System.out.print("Letters of Player 1: "); } else if (!playerOne.turn) { System.out.print("Letters of Player 2: "); } for (int i = 0; i < arrayRandom.length; i++) { //running through the array limiter int r = rand.nextInt(newChars.length); //assigning random nums to the array of letters randomLetter[i] = newChars[r]; System.out.print(randomLetter[i]+ " "); } //input section for player System.out.println(""); System.out.println("Enter your word (or '@' to pass or '!' to quit): "); if (playerOne.turn) { playerOne.choice = userInput.next(); System.out.println(playerOne.turn); playerOne.turn = false; } else if (!playerOne.turn){ playerTwo.choice = userInput.next(); System.out.println(playerOne.turn); playerOne.turn = true; } //System.out.println(choice); String[] wordList = FileUtil.readDictFromFile("words.txt"); //Still dunno what this is for if (playerOne.choice.equals("@")) { playerOne.turn = false; } else if (playerTwo.choice.equals("@")) { playerOne.turn = true; } else if (playerOne.choice.equals("!")) { cont = false; } for (int i = 0; i < wordList.length; i++) { //System.out.println(wordList[i]); if (playerOne.choice.equalsIgnoreCase(wordList[i]) || playerTwo.choice.equalsIgnoreCase(wordList[i])){ } } } }}

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  • How to make a character jump, both on objects and just normal jump.

    - by haxerflaxer
    Hi, I'm kind of a beginner when it comes to java programming, and I have a project in school where I'm going to create a game much like Icy Tower. And my question is, how am I going to write to make the character stand on the ground and be able to jump up on objects? Here's my code so far: Part one package Sprites; import java.awt.Image; import java.awt.event.KeyEvent; import javax.swing.ImageIcon; public class jumper { private String jump = "oka.png"; private int dx; private int dy; private int x; private int y; private Image image; public jumper() { ImageIcon ii = new ImageIcon(this.getClass().getResource(jump)); image = ii.getImage(); x = 50; y = 100; } public void move() { x += dx; y += dy; } public int getX() { return x; } public int getY() { return y; } public Image getImage() { return image; } public void keyPressed(KeyEvent e) { int key = e.getKeyCode(); if (key == KeyEvent.VK_LEFT) { dx = -5; ImageIcon ii = new ImageIcon(this.getClass().getResource("oki.png")); image = ii.getImage(); } if (key == KeyEvent.VK_RIGHT){ dx = 5; ImageIcon ii = new ImageIcon(this.getClass().getResource("oka.png")); image = ii.getImage(); } if (key == KeyEvent.VK_SPACE) { dy = -5; } if (key == KeyEvent.VK_DOWN) { dy = 5; } } public void keyReleased(KeyEvent e) { int key = e.getKeyCode(); if (key == KeyEvent.VK_LEFT) { dx = 0; } if (key == KeyEvent.VK_RIGHT){ dx = 0; } if (key == KeyEvent.VK_SPACE) { dy = 0; } if (key == KeyEvent.VK_DOWN) { dy = 0; } } } Part two package Sprites; import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Toolkit; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import javax.swing.JPanel; import javax.swing.Timer; public class board extends JPanel implements ActionListener { private Timer klocka; private jumper jumper; public board() { addKeyListener(new TAdapter()); setFocusable(true); setBackground(Color.WHITE); setDoubleBuffered(true); jumper = new jumper(); klocka = new Timer(5, this); klocka.start(); } public void paint(Graphics g) { super.paint(g); Graphics2D g2d = (Graphics2D)g; g2d.drawImage(jumper.getImage(), jumper.getX(), jumper.getY(), this); Toolkit.getDefaultToolkit().sync(); g.dispose(); } public void actionPerformed(ActionEvent e) { jumper.move(); repaint(); } private class TAdapter extends KeyAdapter { public void keyReleased(KeyEvent e) { jumper.keyReleased(e); } public void keyPressed(KeyEvent e) { jumper.keyPressed(e); } } } Part three package Sprites; import javax.swing.JFrame; public class RType extends JFrame { public RType() { add(new board()); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); setSize(800, 600); setLocationRelativeTo(null); setTitle("R - type"); setResizable(false); setVisible(true); } public static void main(String[] args) { new RType(); } } I really appreciate all the help I can get!

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  • Help with optimizing C# function via C and/or Assembly

    - by MusiGenesis
    I have this C# method which I'm trying to optimize: // assume arrays are same dimensions private void DoSomething(int[] bigArray1, int[] bigArray2) { int data1; byte A1; byte B1; byte C1; byte D1; int data2; byte A2; byte B2; byte C2; byte D2; for (int i = 0; i < bigArray1.Length; i++) { data1 = bigArray1[i]; data2 = bigArray2[i]; A1 = (byte)(data1 >> 0); B1 = (byte)(data1 >> 8); C1 = (byte)(data1 >> 16); D1 = (byte)(data1 >> 24); A2 = (byte)(data2 >> 0); B2 = (byte)(data2 >> 8); C2 = (byte)(data2 >> 16); D2 = (byte)(data2 >> 24); A1 = A1 > A2 ? A1 : A2; B1 = B1 > B2 ? B1 : B2; C1 = C1 > C2 ? C1 : C2; D1 = D1 > D2 ? D1 : D2; bigArray1[i] = (A1 << 0) | (B1 << 8) | (C1 << 16) | (D1 << 24); } } The function basically compares two int arrays. For each pair of matching elements, the method compares each individual byte value and takes the larger of the two. The element in the first array is then assigned a new int value constructed from the 4 largest byte values (irrespective of source). I think I have optimized this method as much as possible in C# (probably I haven't, of course - suggestions on that score are welcome as well). My question is, is it worth it for me to move this method to an unmanaged C DLL? Would the resulting method execute faster (and how much faster), taking into account the overhead of marshalling my managed int arrays so they can be passed to the method? If doing this would get me, say, a 10% speed improvement, then it would not be worth my time for sure. If it was 2 or 3 times faster, then I would probably have to do it. Note: please, no "premature optimization" comments, thanks in advance. This is simply "optimization".

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  • Difficulty creating classes and arrays of those classes C#

    - by Lucifer Fayte
    I'm trying to implement a Discrete Fourier Transformation algorithm for a project I'm doing in school. But creating a class is seeming to be difficult(which it shouldn't be). I'm using Visual Studio 2012. Basically I need a class called Complex to store the two values I get from a DFT; The real portion and the imaginary portion. This is what I have so far for that: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace SoundEditor_V3 { public class Complex { public double real; public double im; public Complex() { real = 0; im = 0; } } } The problem is that it doesn't recognize the constructor as a constructor, now I'm just learning C#, but I looked it up online and this is how it's supposed to look apparently. It recognizes my constructor as a method. Why is that? Am I creating the class wrong? It's doing the same thing for my Fourier class as well. So each time I try to create a Fourier object and then use it's method...there is no such thing. example, I do this: Fourier fou = new Fourier(); fou.DFT(s, N, amp, 0); and it tells me fou is a 'field' but is used like a 'type' why is it saying that? Here is the code for my Fourier class as well: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace SoundEditor_V3 { public class Fourier { //FOURIER //N = number of samples //s is the array of samples(data) //amp is the array where the complex result will be written to //start is the where in the array to start public void DFT(byte[] s, int N, ref Complex[] amp, int start) { Complex tem = new Complex(); int f; int t; for (f = 0; f < N; f++) { tem.real = 0; tem.im = 0; for (t = 0; t < N; t++) { tem.real += s[t + start] * Math.Cos(2 * Math.PI * t * f / N); tem.im -= s[t + start] * Math.Sin(2 * Math.PI * t * f / N); } amp[f].real = tem.real; amp[f].im = tem.im; } } //INVERSE FOURIER public void IDFT(Complex[] A, ref int[] s) { int N = A.Length; int t, f; double result; for (t = 0; t < N; t++) { result = 0; for (f = 0; f < N; f++) { result += A[f].real * Math.Cos(2 * Math.PI * t * f / N) - A[f].im * Math.Sin(2 * Math.PI * t * f / N); } s[t] = (int)Math.Round(result); } } } } I'm very much stuck at the moment, any and all help would be appreciated. Thank you.

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  • Objective-C(iPhone SDK) - Code for Chemical Equation Balancer help

    - by Evan
    -(IBAction) balancer: (id) sender{ double M[4][4]; M[0][0] = 6.0; M[0][1] = 0.0; M[0][2] = -1.0; M[0][3] = 0.0; M[1][0] = 12.0; M[1][1] = 0.0; M[1][2] = 0.0; M[1][3] = 2.0; M[2][0] = 6.0; M[2][1] = 2.0; M[2][2] = -2.0; M[2][3] = 1.0; M[3][0] = 0.0; M[3][1] = 0.0; M[3][2] = 0.0; M[3][3] = 0.0; int rowCount = 4; int columnCount = 4; int lead = 0; for (int r = 0; r < rowCount; r++) { if (lead = columnCount) break; int i = r; while (M[i][lead] == 0) { i++; if (i == rowCount) { i = r; lead++; if (lead == columnCount){ break; } } } double temp[4] ; temp[0] = M[r][0]; temp[1] = M[r][1]; temp[2] = M[r][2]; temp[3] = M[r][3]; M[r][0] = M[i][0]; M[r][1] = M[i][1]; M[r][2] = M[i][2]; M[r][3] = M[i][3]; M[i][0] = temp[0]; M[i][1] = temp[1]; M[i][2] = temp[2]; M[i][3] = temp[3]; double lv = M[r][lead]; for (int j = 0; j < columnCount; j++) M[r][j] = M[r][j] / lv; for (int f = 0; f < rowCount; f++) { if (f != r) { double l = M[f][lead]; for (int j = 0; j < columnCount; j++) M[f][j] = M[f][j] - l * M[r][j]; } } lead++; } NSString* myNewString = [NSString stringWithFormat:@"%g",M[0][3]]; label1.text = myNewString; } This is returning NaN, while it should be returning .16666667 for M[0][3]. Any suggestions on how to fix this?

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  • How do you make a character jump, both on objects and just normal jump?

    - by haxerflaxer
    Hi, I'm kind of a beginner when it comes to java programming, and I have a project in school where I'm going to create a game much like Icy Tower. And my question is, how am I going to write to make the character stand on the ground and be able to jump up on objects? Here's my code so far: Part one package Sprites; import java.awt.Image; import java.awt.event.KeyEvent; import javax.swing.ImageIcon; public class jumper { private String jump = "oka.png"; private int dx; private int dy; private int x; private int y; private Image image; public jumper() { ImageIcon ii = new ImageIcon(this.getClass().getResource(jump)); image = ii.getImage(); x = 50; y = 100; } public void move() { x += dx; y += dy; } public int getX() { return x; } public int getY() { return y; } public Image getImage() { return image; } public void keyPressed(KeyEvent e) { int key = e.getKeyCode(); if (key == KeyEvent.VK_LEFT) { dx = -5; ImageIcon ii = new ImageIcon(this.getClass().getResource("oki.png")); image = ii.getImage(); } if (key == KeyEvent.VK_RIGHT){ dx = 5; ImageIcon ii = new ImageIcon(this.getClass().getResource("oka.png")); image = ii.getImage(); } if (key == KeyEvent.VK_SPACE) { dy = -5; } if (key == KeyEvent.VK_DOWN) { dy = 5; } } public void keyReleased(KeyEvent e) { int key = e.getKeyCode(); if (key == KeyEvent.VK_LEFT) { dx = 0; } if (key == KeyEvent.VK_RIGHT){ dx = 0; } if (key == KeyEvent.VK_SPACE) { dy = 0; } if (key == KeyEvent.VK_DOWN) { dy = 0; } } } Part two package Sprites; import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Toolkit; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import javax.swing.JPanel; import javax.swing.Timer; public class board extends JPanel implements ActionListener { private Timer klocka; private jumper jumper; public board() { addKeyListener(new TAdapter()); setFocusable(true); setBackground(Color.WHITE); setDoubleBuffered(true); jumper = new jumper(); klocka = new Timer(5, this); klocka.start(); } public void paint(Graphics g) { super.paint(g); Graphics2D g2d = (Graphics2D)g; g2d.drawImage(jumper.getImage(), jumper.getX(), jumper.getY(), this); Toolkit.getDefaultToolkit().sync(); g.dispose(); } public void actionPerformed(ActionEvent e) { jumper.move(); repaint(); } private class TAdapter extends KeyAdapter { public void keyReleased(KeyEvent e) { jumper.keyReleased(e); } public void keyPressed(KeyEvent e) { jumper.keyPressed(e); } } } Part three package Sprites; import javax.swing.JFrame; public class RType extends JFrame { public RType() { add(new board()); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); setSize(800, 600); setLocationRelativeTo(null); setTitle("R - type"); setResizable(false); setVisible(true); } public static void main(String[] args) { new RType(); } } I really appreciate all the help I can get!

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