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  • Indexing through Android string resources

    - by gssi
    OK, I've got the code to allow me to index through the string resources. Now, how do I get the value of a specific resource item without knowing its name? Here's the index loop: Field[] fLst = R.string.class.getFields(); for(Field f : fLst){ Log.i(dbgTag, "Field Entry: R.string." + f.getName()); } Thanks for your efforts ...

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  • microsoft indexing service

    - by Daz
    Hello I want to utilise Microsoft indexing service , but I dont like to fact they you need to manually index the files and build the catalog. Is there a way to automate this eg, call an api from code, as a scheduled task , or perhaps command line commands that will index a folder and built the catalog. This is for a searching a document repository built using asp.net Thanks

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  • How do I get a array to just count how many numbers there are instead of counting the value of each number?

    - by Chad Loos
    //This is the output of the program *** start of 276 2D Arrays_03.cpp program *** Number Count Total 1 3 3 2 6 9 3 15 24 4 6 30 5 9 39 *** end of 276 2D Arrays_03.cpp program *** #include <iostream> #include <string> #include <iomanip> using namespace std; const int COLUMN_SIZE = 13; int main(void) { const int ROW_SIZE = 3; const int COUNT_SIZE = 5; void countValues(const int[][COLUMN_SIZE], const int, int[]); void display(const int [], const int); int numbers[ROW_SIZE][COLUMN_SIZE] = {{1, 3, 4, 5, 3, 2, 3, 5, 3, 4, 5, 3, 2}, {2, 1, 3, 4, 5, 3, 2, 3, 5, 3, 4, 5, 3}, {3, 4, 5, 3, 2, 1, 3, 4, 5, 3, 2, 3, 5}}; int counts[COUNT_SIZE] = {0}; string choice; cout << "*** start of 276 2D Arrays_03.cpp program ***" << endl; cout << endl; countValues(numbers, ROW_SIZE, counts); display(counts, COUNT_SIZE); cout << endl; cout << endl; cout << "*** end of 276 2D Arrays_03.cpp program ***" << endl << endl; cin.get(); return 0; } // end main() This is the function where I need to count each of the values. I know how to sum rows and cols, but I'm not quite sure of the code to just tally the values themselves. void countValues(const int numbers[][COLUMN_SIZE], const int ROW_SIZE, int counts[]) This is what I have so far. { for (int index = 0; index < ROW_SIZE; index++) counts[index]; {

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  • url rewriting in php

    - by HIma
    Hai I have one more doubt in apache mod_rewrite. I want to rewrite the url mydomain/index.php?category=1&id=1 To mydomain/index/category/1/id/1 How I write rule in .htaccess And what is the link that i have to give inside the a tag Please give me a solution..

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  • javascript url parsing

    - by Ra
    Hi, I have a url like http://mywebsite.com/folder1/folder2/index how to parse this above url and get all the values separately? I want the output like http, mywebsite.com, folder1, folder2, index Thanks in adavance

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  • Rails - dynamically adding to sortable_element

    - by tiny_clanger
    Am adding to a sortable list using Ajax, and to get the Scriptaculous effects to kick in after the add, the only way I have found is by re-executing sortable_element. Can anyone suggest a better way of doing this, at the complete code is a hack: <%= link_to_remote "Add", :url = { :controller = "pages", :action = "add_fragment", :pid = pid, :index = index }, :complete = "eval(decodeURIComponent(#{sortable_element 'frag_list', :url = sort_frag_pages_path, :complete = visual_effect(:highlight, 'frag_list'), :handle = 'handle'}).gsub('//',''));" %

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  • htaccess url rewrite with multiple variables in url

    - by Cata
    Hello, I want to make some url rewrite rules on my .htaccess file so that this link: http://myseite.com/index.php?var1=value1&var2=value2 will become : http://myseite.com/var1/value2.html So far I have managed successfully to solve this problem but only for one variable. I also tried this code: RewriteRule ^([^/]*)/([^/]*)\.html$ /index.php?var1=$1&var2=$2 [L] But it doesn't work.. Thank you for the help!

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  • XNA 4.0 draw a cube with DrawUserIndexedPrimitives method [on hold]

    - by Leggy7
    EDIT Since I read what Mark H suggested (thanks a lot, I found it very useful) I think my question can become clearer structured this way: Using XNA 4.0, I'm trying to draw a cube. Im using this method: GraphicsDevice.DrawUserIndexedPrimitives<VertexPositionColor>( PrimitiveType.LineList, primitiveList, 0, // vertex buffer offset to add to each element of the index buffer 8, // number of vertices in pointList lineListIndices, // the index buffer 0, // first index element to read 7 // number of primitives to draw ); I got the code sample from this page which simply draw a serie of triangles. I want to modify this code in order to draw a cube. I was able to slitghly move the camera so I can have the perception of solidity, I set the vertex array to contain the 8 points defining a cube. But I can't fully understand how many primitives I have to draw (last parameter) for each of PrimitiveType. So, I wasn't able to draw the cube (just some of the edges in a non-defined order). More in detail: to build the vertex index list, the sample used // Initialize an array of indices of type short. lineListIndices = new short[(points * 2) - 2]; // Populate the array with references to indices in the vertex buffer for (int i = 0; i < points - 1; i++) { lineListIndices[i * 2] = (short)(i); lineListIndices[(i * 2) + 1] = (short)(i + 1); } I'm ashamed to say I cannot do the same in the case of a cube. what has to be the size of the lineListIndices? how should I populate it? In which order? And how do these things change when I use a different PrimitiveType? In the code sample there are also another couple of calls which I cannot fully understand, which are: // Initialize the vertex buffer, allocating memory for each vertex. vertexBuffer = new VertexBuffer(graphics.GraphicsDevice, vertexDeclaration, points, BufferUsage.None); // Set the vertex buffer data to the array of vertices. vertexBuffer.SetData<VertexPositionColor>(pointList); and vertexDeclaration = new VertexDeclaration(new VertexElement[] { new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0), new VertexElement(12, VertexElementFormat.Color, VertexElementUsage.Color, 0) } ); that is, for VertexBuffer and VertexDeclaration I could not find and significant (monkey-like) guide. I reported them too because I think they could be involded in understanding things. I think I also have to understand something related to the order the vertexes are stored in the array. But actually I have no clue of what I should learn to have this function drawing a cube. So, if anybody could point me to the right direction, it wil be appreciated. Hope to have made myself clear this time

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  • MVC can't find my Areas page

    - by Steven
    I created an Area in my application named Admin. It's pretty basic, looks like this: Areas Admin Controllers CompaniesController.cs Models Views Companies Index.aspx AdminAreaRegistration.cs When I try to view my Index page by going to /Admin/Companies, I get a "The resource cannot be found" message. I find it weird that I don't get any sort of error message. I'm not sure what's going on here, has anyone come across this?

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  • How to call a method on UIButton in NSArray?

    - by user1792818
    I'm trying to enable a button but the button that I would enable in this function changes. I have an array of the buttons but when I use the .enabled on the array index I want it says that this doesn't work for IDs. I have used this array to set the text of each button before using: [[ButtonArray objectAtIndex: Index] setTitle:(@"blahblahblah") forState: UIControlStateNormal]; is there any way to use a similar function call to enable and disable?

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  • Java Error When correct code is put together

    - by Eric
    I have a few string problems that I need to put together for a complete homework assignment. They all work correctly by themselves, but when I put them together in the main function, the last one that finds the smallest word in a string gives an error. Anyone know why? public static void main(String[] args){ Scanner sc = new Scanner(System.in); //Length of Word String word1 = sc.next(); System.out.println(word1.length()); //Evens in one string odds in the other String word2 = sc.next(); StringBuilder even = new StringBuilder(); StringBuilder odd = new StringBuilder(); for(int i = 0; i < word2.length(); i++){ if(i % 2 == 0){ even.append(word2.charAt(i)); } else{ odd.append(word2.charAt(i)); } } System.out.println(even + " " + odd); //Diminishing Suffix String word3 = sc.next(); for(int j = 0; j < word3.length(); j++){ System.out.print(word3.substring(j, word3.length()) + " "); } System.out.printf("\n"); //Letter Replacement String word4 = sc.next(); String word5 = sc.next(); String word6 = sc.next(); String word7 = word4.replace(word5, word6); System.out.println(word7); //How many times x appears in xstring String word8 = sc.next(); String word9 = sc.next(); int index = word8.indexOf(word9); int count = 0; while (index != -1) { count++; word8 = word8.substring(index + 1); index = word8.indexOf(word9); } System.out.println(count); System.out.println(); //Lexicographically smallest word String Sentence = sc.nextLine(); String[] myWords = Sentence.split(" "); int shortestLengths, shortestLocation; shortestLengths=(myWords[1]).length(); shortestLocation=1; for (int i = 1; i <myWords.length; i++) { if ((myWords[i]).length() < shortestLengths) { shortestLengths=(myWords[i]).length(); shortestLocation=i; } } System.out.println(myWords[shortestLocation]); } } Talking about the lexicographically smallest one

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  • Timing issue with jQuery and $(document).ready()

    - by ripper234
    I have the following code block code when the document is ready: $(document).ready(function() { createDivs(); // creates some divs with class 'foo'; // iterate $(".foo").each(function(index) { alert(index + " - " + $(this).text()); }); } I find that the "iterate" part misses the divs I created in the createDivs() method entirely! Is there some timing issue I'm not aware of? Why doesn't jquery see the divs that were just created?

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  • Using .htaccess to change my website URLs

    - by James P
    I have some pages organised like this: http://localhost/index.html http://localhost/download.html http://localhost/contact.html And I need them changed to suit the following URL structure: http://localhost/ http://localhost/download http://localhost/contact Without making sub directories and putting in pages as index.html. As far as I know .htaccess can be used for this, but I have no idea what I need to add to my .htaccess file to make this work. Can anyone provide some help? Thanks.

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  • Protecting from crashes (beyond bounds) with [object objectAtIndex:]

    - by Tom
    Hi! I'd like to know if there's a way to verify if an index exists before getting it. So it'd be way to protect my code against: *** Terminating app due to uncaught exception 'NSRangeException', reason: '*** -[NSCFArray objectAtIndex:]: index (2) beyond bounds (0)' Like in PHP you can do: isset($object[10]); and it'll return true if it exists. Is there such a method in Objective-C/Cocoa? Thanks!

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  • How to validate if an HTMLLIElement is hidden with jQuery

    - by Hanzel
    I'm iterating through a variable called content, it contains several HTMLLIElement objects. How can i use jQuery's or JavaScript's functions with this object?, what I'm trying to do is the kind of validation written in the commented code. $.each(content, function(index, value){ //if(!value.is(':hidden')){ console.log(index + ' : ' + value); //} }); What I'm getting is Uncaught TypeError: Object # has no method 'is' If I do value.getAttribute('style'); I get 'display: none;'

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  • Problem with RewriteCond %{QUERY_STRING}, backreference not dispaying in final URL

    - by eb_Dev
    Hi, I have the following in my .htaccess file: RewriteCond %{QUERY_STRING} ^route\=product\/category\&path\=35\&page\=([0-9]+)$ RewriteRule ^index.php$ http://%{HTTP_HOST}/product/category/35/page_$1? [R=301,L] It's not behaving as expected though, when I enter the URL: http://mywebsite.com/index.php?route=product/category&path=35&page=2 It gets rewritten to: http://mywebsite.com/product/category/35/page_ Could someone tell me what I have done wrong please? Thanks, eb_dev

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  • F# and ArcObjects

    - by Marko Apfel
    After having a first look on F# its time to ask: Who could i use F# with ArcObjects. So my first steps was to do something with a feature in a F# interactive session. And these are my first code lines: open ESRI.ArcGIS.esriSystem;;open ESRI.ArcGIS.DataSourcesGDB;;open ESRI.ArcGIS.Geodatabase;;let aoInitialize = new AoInitializeClass();;let status = aoInitialize.Initialize(esriLicenseProductCode.esriLicenseProductCodeArcEditor);;let workspacefactory = new SdeWorkspaceFactoryClass();;// Spatial Database Connection, property "Service": sde:sqlserver:okullet connection = "user=sfg;password=gfs;server=OKUL;database=Praxair;version=SDE.DEFAULT";;let workspace = workspacefactory.OpenFromString(connection, 0);;let featureWorkspace = (box workspace) :?> IFeatureWorkspace;;let featureClass = featureWorkspace.OpenFeatureClass("Praxair.SFG.BP_L_ROHR");;let feature = featureClass.GetFeature(100);;printfn "%A" feature.OID;;

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  • SQL SERVER – PHP on Windows and SQL Server Training Kit

    - by pinaldave
    The PHP on Windows and SQL Server Training Kit includes a comprehensive set of technical content including demos and hands-on labs to help you understand how to build PHP applications using Windows, IIS 7.5 and SQL Server 2008 R2. This release includes the following: PHP & SQL Server Demos Integrating SQL Server Geo-Spatial with PHP SQL Server Reporting Services and PHP PHP & SQL Server Hands On Labs Introduction to Using SQL Server with PHP Using SQL Server Full-Text Search and FILESTREAM Storage with PHP New: Getting Started with SQL Server Migration Assistant for MySQL Download SQL Server PHP on Windows and SQL Server Training Kit Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Documentation, SQL Download, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • Optimizing collision engine bottleneck

    - by Vittorio Romeo
    Foreword: I'm aware that optimizing this bottleneck is not a necessity - the engine is already very fast. I, however, for fun and educational purposes, would love to find a way to make the engine even faster. I'm creating a general-purpose C++ 2D collision detection/response engine, with an emphasis on flexibility and speed. Here's a very basic diagram of its architecture: Basically, the main class is World, which owns (manages memory) of a ResolverBase*, a SpatialBase* and a vector<Body*>. SpatialBase is a pure virtual class which deals with broad-phase collision detection. ResolverBase is a pure virtual class which deals with collision resolution. The bodies communicate to the World::SpatialBase* with SpatialInfo objects, owned by the bodies themselves. There currenly is one spatial class: Grid : SpatialBase, which is a basic fixed 2D grid. It has it's own info class, GridInfo : SpatialInfo. Here's how its architecture looks: The Grid class owns a 2D array of Cell*. The Cell class contains two collection of (not owned) Body*: a vector<Body*> which contains all the bodies that are in the cell, and a map<int, vector<Body*>> which contains all the bodies that are in the cell, divided in groups. Bodies, in fact, have a groupId int that is used for collision groups. GridInfo objects also contain non-owning pointers to the cells the body is in. As I previously said, the engine is based on groups. Body::getGroups() returns a vector<int> of all the groups the body is part of. Body::getGroupsToCheck() returns a vector<int> of all the groups the body has to check collision against. Bodies can occupy more than a single cell. GridInfo always stores non-owning pointers to the occupied cells. After the bodies move, collision detection happens. We assume that all bodies are axis-aligned bounding boxes. How broad-phase collision detection works: Part 1: spatial info update For each Body body: Top-leftmost occupied cell and bottom-rightmost occupied cells are calculated. If they differ from the previous cells, body.gridInfo.cells is cleared, and filled with all the cells the body occupies (2D for loop from the top-leftmost cell to the bottom-rightmost cell). body is now guaranteed to know what cells it occupies. For a performance boost, it stores a pointer to every map<int, vector<Body*>> of every cell it occupies where the int is a group of body->getGroupsToCheck(). These pointers get stored in gridInfo->queries, which is simply a vector<map<int, vector<Body*>>*>. body is now guaranteed to have a pointer to every vector<Body*> of bodies of groups it needs to check collision against. These pointers are stored in gridInfo->queries. Part 2: actual collision checks For each Body body: body clears and fills a vector<Body*> bodiesToCheck, which contains all the bodies it needs to check against. Duplicates are avoided (bodies can belong to more than one group) by checking if bodiesToCheck already contains the body we're trying to add. const vector<Body*>& GridInfo::getBodiesToCheck() { bodiesToCheck.clear(); for(const auto& q : queries) for(const auto& b : *q) if(!contains(bodiesToCheck, b)) bodiesToCheck.push_back(b); return bodiesToCheck; } The GridInfo::getBodiesToCheck() method IS THE BOTTLENECK. The bodiesToCheck vector must be filled for every body update because bodies could have moved meanwhile. It also needs to prevent duplicate collision checks. The contains function simply checks if the vector already contains a body with std::find. Collision is checked and resolved for every body in bodiesToCheck. That's it. So, I've been trying to optimize this broad-phase collision detection for quite a while now. Every time I try something else than the current architecture/setup, something doesn't go as planned or I make assumption about the simulation that later are proven to be false. My question is: how can I optimize the broad-phase of my collision engine maintaining the grouped bodies approach? Is there some kind of magic C++ optimization that can be applied here? Can the architecture be redesigned in order to allow for more performance? Actual implementation: SSVSCollsion Body.h, Body.cpp World.h, World.cpp Grid.h, Grid.cpp Cell.h, Cell.cpp GridInfo.h, GridInfo.cpp

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