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  • generic function for extracting values from an array with one particular key in PHP

    - by Sabya
    Is it possible in PHP to extract values from an array with a particular key path and return an array of those values? I'll explain with an example: $user = array ( array( id => 1, email =>'[email protected]', project => array ('project_id' => 222, 'project_name' => 'design') ), array( id => 2, email =>'[email protected]', project => array ('project_id' => 333, 'project_name' => 'design') ) ); /** I have to write a function something like: */ $projectIds = extractValuesWithKey($user, array('project', 'project_id')); print_r($projectIds); Output: Array( [0] => 222, [1] => 333 )

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  • Fatal error: Cannot use string offset as an array

    - by learner
    Array ( [0] = Array ( [auth_id] = 1 [auth_section] = Client Data Base [auth_parent_id] = 0 [auth_admin] = 1 [sub] = Array ( [0] = Array ( [auth_id] = 2 [auth_section] = Client Contact [auth_parent_id] = 1 [auth_admin] = 1 ) ) ) [1] => Array ( [auth_id] => 6 [auth_section] => All Back Grounds [auth_parent_id] => 0 [auth_admin] => ,4 [sub] => Array ( [0] => Array ( [auth_id] => 7 [auth_section] => Edit Custom [auth_parent_id] => 6 [auth_admin] => 1 ) ) ) [2] => Array ( [auth_id] => 20 [auth_section] => Order Mail [auth_parent_id] => 0 [auth_admin] => 1 [sub] => ) } When I process the sub inner array it shows this error how can I avoid that :)

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  • Ruby: how to know depth of multidemensional array

    - by hqt
    This is my problem I have met in my assignment. Array A has two elements: array B and array C. Array B has two elements: array D and array E At some point, array X just contains two elements: string a and string b. I don't know how to determine how deep array A is. For example: arrA = [ [ [1,2] ] ] I have tested by: A[0][0][0] == nil which returns false. Moreover, A[0][0]..[0] == nil always returns false. So, I cannot do this way to know how deep array A is.

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  • php multidimensional array if loop

    - by user1091558
    I have a multidimensional array like this array[value][1][1] Now i would like to implement if loop like this if ($value = array[value][1][1]) { echo "It works"; } Now it works if i assign the values like [1][1],[2][1]. Is it possible to compare the whole array. I mean if the array looks like array[value][1][1],array[value][2][1],..........,array[value][n][1] It works should be echoed. I tried like this. if ($value = array[value][][]) { echo "It works"; } But its not working. Can anyone give me the correct syntax?

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  • I need help with 2D collision response (of stacking rotating polygons, with friction and gravity, for a game)

    - by Register Sole
    Hi I am looking for suggestions on how to write a collision response for game programming purpose (so not a scientific simulation). I am dealing with 2D polygons that are rotating, and I want them to be able to stack. I also want friction and gravity. I have a detection mechanism that returns the separating axis, how long the polygons are overlapping, and up to 2 points of contact. For the response, I am currently using an impulse-based response, which main idea is: find the separating axis, length of overlap, and the point of contact (if there are two, pick a random point between to simulate averaged force. i believe there are better ways than this) separate the object (modifying their positions, taking into account of their masses. i do not separate them completely though, to keep track that they are colliding to reduce jitter) calculate normal force based on the coefficient of restitution as if there is no friction. calculate friction, as if there is no normal force. I also assume that the direction of the friction is the same throughout the collision. apply the two forces (which result in a rather inaccurate result, since each force is calculated as if the other is not present. for non-rotating bodies though, this method is exact) I am aware that this method requires the coefficient of friction to be sufficiently small due to the assumption that the direction of friction stays the same in a collision. Also, the result is visually satisfying if gravity is not present. However, when there is gravity, objects on ground jitter and drift (even with zero coefficient of restitution)! It also happens for stacking objects. Larger coefficient of restitution and gravity increase the jittering. I hope you can help me with this. Some things i would like to know more about is how to handle collision with two point of contacts (how to end up having an object sitting still on the ground?), how to reduce, and prevent if possible, jitter and drift (do people use the most accurate method possible, or is there a trick to overcome this?), and how to handle multiple objects collision (for example, in the case of stacking objects, how do I check collisions between all of them and keep them all stable at every frame so they don't jitter?). A total reformulation of my algorithm is also welcomed, as long as it works. Another thing to note is that I am not making a Physics game, so I only need a visually satisfying response (though a realistic response is preferable, if it is not performance-heavy). But surely jittering and drifting objects on flat ground are not at all acceptable. In addition, I am a Physics student, so feel free to talk about impulse and whatever needed. Finally, I'm sorry for the long post. I tried to be as concise as I can. Thank you for reading it! EDIT It seems what I didn't manage to come up all this time is to separate resting contact as a class of its own and how to solve them. Currently reading the paper suggested by Jedediah. More suggestions on the topic are welcome :) CASE CLOSED After reading various papers referenced in the paper, successfully implemented simultaneous impulse method (referring to the original paper by Erin Catto, [Catt05]). Thanks maaaan!! The paper is wonderful. The current system is visibly much better than the previous. Still haven't separated resting contact as a class of its own though, which brings me to my next question. Love you all! Haha (sorry, I'm just so happy thanks to you).

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  • delete pointer to 2d array c ++

    - by user1848054
    i have this pointer to 2d array of Robot class Robot ***rob; and this is here the code for the constructor !! and the program works fine !!! but now i am trying to build a destructor to delete this pointer !! and it keeps on crashing the program !! my question is , how to delete this pointer to 2d array of robots ? RobotsWorld::RobotsWorld(int x , int y) { X=x;Y=y; // returns the limitation of the matrix rob = new Robot**[x]; for(int i = 0; i < x; i++) { rob[i] = new Robot*[y]; for(int j = 0; j < y; j++) { rob[i][j] = NULL; } } }

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  • XNA 2D mouse picking

    - by Corndog
    I'm working on a simple 2D Real time strategy game using XNA. Right now I have reached the point where I need to be able to click on the sprite for a unit or building and be able to reference the object associated with that sprite. From the research I have done over the last three days I have found many references on how to do "Mouse picking" in 3D which does not seem to apply to my situation. I understand that another way to do this is to simply have an array of all "selectable" objects in the world and when the player clicks on a sprite it checks the mouse location against the locations of all the objects in the array. the problem I have with this approach is that it would become rather slow if the number of units and buildings grows to larger numbers. (it also does not seem very elegant) so what are some other ways I could do this. (Please note that I have also worked over the ideas of using a Hash table to associate the object with the sprite location, and using a 2 dimensional array where each location in the array represents one pixel in the world. once again they seem like rather clunky ways of doing things.)

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  • More complex view matrix calculation required to composite 3d models with 2d video

    - by lzcd
    I'm utilising some 2d / 3d tracking data (provided by pfHoe) to help integrate some 3d models into the playback of some 2d video. Things are working.... okay... but there's still some visible 'slipping' of the models against the video background and I suspect this is may be because the XNA CreatePerspective helper method isn't taking into account some of the additional data supplied by pfHoe such as independent horizontal / vertical field of view angles and focal length. Would anyone be able to point me towards some examples of constructing view matrices that include such details?

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  • C Programming: malloc() for a 2D array (using pointer-to-pointer)

    - by vikramtheone
    Hi Guys, yesterday I had posted a question: How should I pass a pointer to a function and allocate memory for the passed pointer from inside the called function? From the answers I got, I was able to understand what mistake I was doing. I'm facing a new problem now, can anyone help out with this? I want to dynamically allocate a 2D array, so I'm passing a Pointer-to-Pointer from my main() to another function called alloc_2D_pixels(...), where I use malloc(...) and for(...) loop to allocate memory for the 2D array. Well, after returning from the alloc_2D_pixels(...) function, the pointer-to-pointer still remains NULL, so naturally, when I try accessing or try to free(...) the Pointer-to-Pointer, the program hangs. Can anyone suggest me what mistakes I'm doing here? Help!!! Vikram SOURCE: main() { unsigned char **ptr; unsigned int rows, cols; if(alloc_2D_pixels(&ptr, rows, cols)==ERROR) // Satisfies this condition printf("Memory for the 2D array not allocated"); // NO ERROR is returned if(ptr == NULL) // ptr is NULL so no memory was allocated printf("Yes its NULL!"); // Because ptr is NULL, with any of these 3 statements below the program HANGS ptr[0][0] = 10; printf("Element: %d",ptr[0][0]); free_2D_alloc(&ptr); } signed char alloc_2D_pixels(unsigned char ***memory, unsigned int rows, unsigned int cols) { signed char status = NO_ERROR; memory = malloc(rows * sizeof(unsigned char** )); if(memory == NULL) { status = ERROR; printf("ERROR: Memory allocation failed!"); } else { int i; for(i = 0; i< cols; i++) { memory[i] = malloc(cols * sizeof(unsigned char)); if(memory[i]==NULL) { status = ERROR; printf("ERROR: Memory allocation failed!"); } } } // Inserted the statements below for debug purpose only memory[0][0] = (unsigned char)10; // I'm able to access the array from printf("\nElement %d",memory[0][0]); // here with no problems return status; } void free_2D_pixels(unsigned char ***ptr, unsigned int rows) { int i; for(i = 0; i < rows; i++) { free(ptr[i]); } free(ptr); }

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  • initialising a 2-dim Array in Scala

    - by Stefan W.
    (Scala 2.7.7:) I don't get used to 2d-Arrays. Arrays are mutable, but how do I specify a 2d-Array which is - let's say of size 3x4. The dimension (2D) is fixed, but the size per dimension shall be initializable. I tried this: class Field (val rows: Int, val cols: Int, sc: java.util.Scanner) { var field = new Array [Char](rows)(cols) for (r <- (1 to rows)) { val line = sc.nextLine () val spl = line.split (" ") field (r) = spl.map (_.charAt (0)) } def put (val rows: Int, val cols: Int, c: Char) = todo () } I get this error: :11: error: value update is not a member of Char field (r) = spl.map (_.charAt (0)) If it would be Java, it would be much more code, but I would know how to do it, so I show what I mean: public class Field { private char[][] field; public Field (int rows, int cols, java.util.Scanner sc) { field = new char [rows][cols]; for (int r = 0; r < rows; ++r) { String line = sc.nextLine (); String[] spl = line.split (" "); for (int c = 0; c < cols; ++c) field [r][c] = spl[c].charAt (0); } } public static void main (String args[]) { new Field (3, 4, new java.util.Scanner ("fraese.fld")); } } and fraese.fld would look, for example, like that: M M M M . M I get some steps wide with val field = new Array Array [Char] but how would I then implement 'put'? Or is there a better way to implement the 2D-Array. Yes, I could use a one-dim-Array, and work with put (y, x, c) = field (y * width + x) = c but I would prefer a notation which looks more 2d-ish.

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  • How to move positions within an array?

    - by Jade Mulholland
    A program that simply moves array elements. Two variables: userInputVariable and blankSpaceVariable. I have a 2D array named table. Defined as table[userInputVariable + 1][6] I am printing out this array in a table format, and the far left column is numbered by whatever number the user entered at the beginning of the program. I then ask the user where they would like to enter a blank space within the array. This blank space acts like a divider for all the other information in the array. For example, if the user enters 10 at the start for the userInputVariable, and then enters 5 for the blank space. Once printed, the numbers should go like this: 1, 2, 3, 4, --, 5, 6, 7, 8, 9, 10. My plan has been to create a for loop and try to move all the numbers in the array back a position starting from the blank space variable. What I currently have, but does not work: for (int i = blankSpaceVariable; i < table.length - 1; i++) { table[i] = table[i + 1]; } table[blankSpaceVariable] = "--"; With my current code, the numbers go like this: 1, 2, 3, 4, 6, 7, 8, 9, 10 Tried completing this a few different ways also, but the other info within my 2D array didn't move with the numbers. So I thought that this approach can hopefully move all the info within my 2D array down, and make way for a blank section. All help is greatly appreciated!

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  • PHP array help getting a value from the key

    - by sea_1987
    I have a variable that looks likes this, $rslt['expected_salary_level'] This returns a string similar to LEVEL_3, in another array that looks like this I have a set of salaries, Array ( [LEVEL_1] => Array ( [nice_name] => under &pound;10,000 [low] => 1 [high] => 10000 ) [LEVEL_2] => Array ( [nice_name] => &pound;10,000 - &pound;15,000 [low] => 10000 [high] => 15000 ) [LEVEL_3] => Array ( [nice_name] => &pound;15,000 - &pound;20,000 [low] => 15000 [high] => 20000 ) [LEVEL_4] => Array ( [nice_name] => &pound;20,000 - &pound;25,000 [low] => 20000 [high] => 25000 ) [LEVEL_5] => Array ( [nice_name] => &pound;25,000 - &pound;30,000 [low] => 25000 [high] => 30000 ) [LEVEL_6] => Array ( [nice_name] => &pound;30,000 - &pound;40,000 [low] => 30000 [high] => 40000 ) [LEVEL_7] => Array ( [nice_name] => &pound;40,000 - &pound;50,000 [low] => 40000 [high] => 50000 ) [LEVEL_8] => Array ( [nice_name] => &pound;50,000 - &pound;100,000 [low] => 50000 [high] => 100000 ) [LEVEL_9] => Array ( [nice_name] => &pound;100,000 or more [low] => 100000 [high] => 9999999 ) [LEVEL_VOLUNTARY] => Array ( [nice_name] => Voluntary [low] => [high] => ) [LEVEL_UNSPECIFIED] => Array ( [nice_name] => Not specified [low] => [high] => ) ) How do I get at the associated nice name?

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  • PHP 5.2 Function needed for GENERIC sorting of a recordset array

    - by donbriggs
    Somebody must have come up with a solution for this by now. We are using PHP 5.2. (Don't ask me why.) I wrote a PHP class to display a recordset as an HTML table/datagrid, and I wish to expand it so that we can sort the datagrid by whichever column the user selects. In the below example data, we may need to sort the recordset array by Name, Shirt, Assign, or Age fields. I will take care of the display part, I just need help with sorting the data array. As usual, I query a database to get a result, iterate throught he result, and put the records into an assciateiave array. So, we end up with an array of arrays. (See below.) I need to be able to sort by any column in the dataset. However, I will not know the column names at design time, nor will I know if the colums will be string or numeric values. I have seen a ton of solutions to this, but I have not seen a GOOD and GENERIC solution Can somebody please suggest a way that I can sort the recordset array that is GENERIC, and will work on any recordset? Again, I will not know the fields names or datatypes at design time. The array presented below is ONLY an example. UPDATE: Yes, I would love to have the database do the sorting, but that is just not going to happen. The queries that we are running are very complex. (I am not really querying a table of Star Trek characters.) They include joins, limits, and complex WHERE clauses. Writing a function to pick apart the SQL statement to add an ORDER BY is really not an option. Besides, sometimes we already have the array that is a result of the query, rather than the ability to run a new query. Array ( [0] => Array ( [name] => Kirk [shrit] => Gold [assign] => Bridge ) [1] => Array ( [name] => Spock [shrit] => Blue [assign] => Bridge ) [2] => Array ( [name] => Uhura [shrit] => Red [assign] => Bridge ) [3] => Array ( [name] => Scotty [shrit] => Red [assign] => Engineering ) [4] => Array ( [name] => McCoy [shrit] => Blue [assign] => Sick Bay ) )

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  • Finding the sum of 2D Arrays in Ruby

    - by Bragaadeesh
    Hi, I have an array of two dimensional Arrays. I want to create a new two dimensional array which finds the sum of these values in the 2D arrays. Sum at x,y of new array = Sum at x,y of arr1 + Sum at x,y of arr2 + .... |1,2,4| |1,1,1| |1,1,1| |2,4,6| |1,1,1| |1,1,1| |2,4,6| |1,1,1| |1,1,1| |2,4,6| |1,1,1| |1,1,1| Now adding the above two dimensional arrays will result in, |3,4,6| |4,6,8| |4,6,8| |4,6,8| How to achieve this in Ruby (not in any other languages). I have written a method, but it looks very long and ugly.

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  • copy array from one class to another class array

    - by shishir.bobby
    hi all, i hv an array ("array A", which contains 3 objects, fox ex, to,from,message) in class "A". and in class "B",i m having another array ("array B"),which fills tableview,of class "B" only. i need to fill tableview,with the values of class A's array (i.e array A,with the object values, to,from,message). how can i do it?? how to copy array from another class ? i hope i m clear with my question regards shishir

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  • How do I cap rendering of tiles in a 2D game with SDL?

    - by farmdve
    I have some boilerplate code working, I basically have a tile based map composed of just 3 colors, and some walls and render with SDL. The tiles are in a bmp file, but each tile inside it corresponds to an internal number of the type of tile(color, or wall). I have pretty basic collision detection and it works, I can also detetc continuous presses, which allows me to move pretty much anywhere I want. I also have a moving camera, which follows the object. The problem is that, the tile based map is bigger than the resolution, thus not all of the map can be displayed on the screen, but it's still rendered. I would like to cap it, but since this is new to me, I pretty much have no idea. Although I cannot post all the code, as even though I am a newbie and the code pretty basic, it's already quite a few lines, I can post what I tried to do void set_camera() { //Center the camera over the dot camera.x = ( player.box.x + DOT_WIDTH / 2 ) - SCREEN_WIDTH / 2; camera.y = ( player.box.y + DOT_HEIGHT / 2 ) - SCREEN_HEIGHT / 2; //Keep the camera in bounds. if(camera.x < 0 ) { camera.x = 0; } if(camera.y < 0 ) { camera.y = 0; } if(camera.x > LEVEL_WIDTH - camera.w ) { camera.x = LEVEL_WIDTH - camera.w; } if(camera.y > LEVEL_HEIGHT - camera.h ) { camera.y = LEVEL_HEIGHT - camera.h; } } set_camera() is the function which calculates the camera position based on the player's positions. I won't pretend I know much about it. Rectangle box = {0,0,0,0}; for(int t = 0; t < TOTAL_TILES; t++) { if(box.x < (camera.x - TILE_WIDTH) || box.y > (camera.y - TILE_HEIGHT)) apply_surface(box.x - camera.x, box.y - camera.y, surface, screen, &clips[tiles[t]]); box.x += TILE_WIDTH; //If we've gone too far if(box.x >= LEVEL_WIDTH) { //Move back box.x = 0; //Move to the next row box.y += TILE_HEIGHT; } } This is basically my render code. The for loop loops over 192 tiles stored in an int array, each with their own unique value describing the tile type(wall or one of three possible colored tiles). box is an SDL_Rect containing the current position of the tile, which is calculated on render. TILE_HEIGHT and TILE_WIDTH are of value 80. So the cap is determined by if(box.x < (camera.x - TILE_WIDTH) || box.y > (camera.y - TILE_HEIGHT)) However, this is just me playing with the values and see what doesn't break it. I pretty much have no idea how to calculate it. My screen resolution is 1024/768, and the tile map is of size 1280/960.

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  • How to sort an array by some specific key?

    - by vinothkumar
    I have an array look like below. $array[0]['keyword'] = 'cricket '; $array[0]['noofhits'] = '26'; $array[0]['keyword'] = 'food '; $array[0]['noofhits'] = '17'; $array[0]['keyword'] = 'mypax'; $array[0]['noofhits'] = '22'; $array[0]['keyword'] = 'next'; $array[0]['noofhits'] = '22'; $array[0]['keyword'] = 'nextbutton'; $array[0]['noofhits'] = '22'; $array[0]['keyword'] = 'picture'; $array[0]['noofhits'] = '18'; I want to sort the array using the noofhits. How can I do? Advance Thanks for your advice.

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  • How to declare a 2D array of 2D array pointers and access them?

    - by vikramtheone
    Hi Guys, How can I declare an 2D array of 2D Pointers? And later access the individual array elements of the 2D arrays. Is my approach correct? void alloc_2D(int ***memory, unsigned int rows, unsigned int cols); int main() { int i, j; int **ptr; int **array[10][10]; for(i=0;i<10;i++) { for(j=0;j<10;j++) { alloc_2D(&ptr, 10, 10); array[i][j] = ptr; } } //After I do this, how can I access the 10 individual 2D arrays? return 0; } void alloc_2D(int ***memory, unsigned int rows, unsigned int cols) { int **ptr; *memory = NULL; ptr = malloc(rows * sizeof(int*)); if(ptr == NULL) { printf("\nERROR: Memory allocation failed!"); } else { int i; for(i = 0; i< rows; i++) { ptr[i] = malloc(cols * sizeof(float)); if(ptr[i]==NULL) { printf("\nERROR: Memory allocation failed!"); } } } *memory = ptr; }

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  • [PHP] using the magic __set() method with 2D arrays

    - by Spoonface
    If I have the following registry class: Class registry { private $_vars; public function __construct() { $this->_vars = array(); } public function __set($key, $val) { $this->_vars[$key] = $val; } public function __get($key) { if (isset($this->_vars[$key])) return $this->_vars[$key]; } public function printAll() { print "<pre>".print_r($this->_vars,true)."</pre>"; } } $reg = new registry(); $reg->arr = array(1,2,3); $reg->arr = array_merge($reg->arr,array(4)); $reg->printAll(); Would there be an easier way to push a new item onto the 'arr' array? This code: 'array[] = item' doesn't work with the magic set method, and I couldn't find any useful info with google. Thanks for your time!

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  • slicing 2d numpy array

    - by MedicalMath
    I have a 2d numpy array called FilteredOutput that has 2 columns and 10001 rows, though the number of rows is a variable. I am trying to take the 2nd column of FilteredOutput and use it to populate a new 1d numpy array called timeSeriesArray using the following line of code: timeSeriesArray=p.array(FilteredOutput[:,0]) I got this syntax from the following link. But the problem is that I am getting the following error message: TypeError: list indices must be integers, not tuple Can anyone show me the proper syntax for populating the 1d array timeSeriesArray with the contents of the second column of the 2d array FilteredOutput?

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  • Transferring data from 2d Dynamic array in C to CUDA and back

    - by Soumya
    I have a dynamically declared 2D array in my C program, the contents of which I want to transfer to a CUDA kernel for further processing. Once processed, I want to populate the dynamically declared 2D array in my C code with the CUDA processed data. I am able to do this with static 2D C arrays but not with dynamically declared C arrays. Any inputs would be welcome! I mean the dynamic array of dynamic arrays. The test code that I have written is as below. #include "cuda_runtime.h" #include "device_launch_parameters.h" #include <stdio.h> #include <conio.h> #include <math.h> #include <stdlib.h> const int nItt = 10; const int nP = 5; __device__ int d_nItt = 10; __device__ int d_nP = 5; __global__ void arr_chk(float *d_x_k, float *d_w_k, int row_num) { int index = (blockIdx.x * blockDim.x) + threadIdx.x; int index1 = (row_num * d_nP) + index; if ( (index1 >= row_num * d_nP) && (index1 < ((row_num +1)*d_nP))) //Modifying only one row data pertaining to one particular iteration { d_x_k[index1] = row_num * d_nP; d_w_k[index1] = index; } } float **mat_create2(int r, int c) { float **dynamicArray; dynamicArray = (float **) malloc (sizeof (float)*r); for(int i=0; i<r; i++) { dynamicArray[i] = (float *) malloc (sizeof (float)*c); for(int j= 0; j<c;j++) { dynamicArray[i][j] = 0; } } return dynamicArray; } /* Freeing memory - here only number of rows are passed*/ void cleanup2d(float **mat_arr, int x) { int i; for(i=0; i<x; i++) { free(mat_arr[i]); } free(mat_arr); } int main() { //float w_k[nItt][nP]; //Static array declaration - works! //float x_k[nItt][nP]; // if I uncomment this dynamic declaration and comment the static one, it does not work..... float **w_k = mat_create2(nItt,nP); float **x_k = mat_create2(nItt,nP); float *d_w_k, *d_x_k; // Device variables for w_k and x_k int nblocks, blocksize, nthreads; for(int i=0;i<nItt;i++) { for(int j=0;j<nP;j++) { x_k[i][j] = (nP*i); w_k[i][j] = j; } } for(int i=0;i<nItt;i++) { for(int j=0;j<nP;j++) { printf("x_k[%d][%d] = %f\t",i,j,x_k[i][j]); printf("w_k[%d][%d] = %f\n",i,j,w_k[i][j]); } } int size1 = nItt * nP * sizeof(float); printf("\nThe array size in memory bytes is: %d\n",size1); cudaMalloc( (void**)&d_x_k, size1 ); cudaMalloc( (void**)&d_w_k, size1 ); if((nP*nItt)<32) { blocksize = nP*nItt; nblocks = 1; } else { blocksize = 32; // Defines the number of threads running per block. Taken equal to warp size nthreads = blocksize; nblocks = ceil(float(nP*nItt) / nthreads); // Calculated total number of blocks thus required } for(int i = 0; i< nItt; i++) { cudaMemcpy( d_x_k, x_k, size1,cudaMemcpyHostToDevice ); //copy of x_k to device cudaMemcpy( d_w_k, w_k, size1,cudaMemcpyHostToDevice ); //copy of w_k to device arr_chk<<<nblocks, blocksize>>>(d_x_k,d_w_k,i); cudaMemcpy( x_k, d_x_k, size1, cudaMemcpyDeviceToHost ); cudaMemcpy( w_k, d_w_k, size1, cudaMemcpyDeviceToHost ); } printf("\nVerification after return from gpu\n"); for(int i = 0; i<nItt; i++) { for(int j=0;j<nP;j++) { printf("x_k[%d][%d] = %f\t",i,j,x_k[i][j]); printf("w_k[%d][%d] = %f\n",i,j,w_k[i][j]); } } cudaFree( d_x_k ); cudaFree( d_w_k ); cleanup2d(x_k,nItt); cleanup2d(w_k,nItt); getch(); return 0;

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  • Traverse 2D Array (Matrix) Diagonally

    - by jonobr1
    So I found this thread that was extremely helpful in traversing an array diagonally. I'm stuck though on mirroring it. For example: var m = 3; var n = 4; var a = new Array(); var b = 0; for(var i = 0; i < m; i++) { a[i] = new Array(n); for(var j = 0; j < n; j++) { a[i][j] = b; b++; } } for (var i = 0; i < m + n - 1; i++) { var z1 = (i < n) ? 0 : i - n + 1; var z2 = (i < m) ? 0 : i - m + 1; for (var j = i - z2; j >= z1; j--) { console.log(a[j][i - j]); } } Console reads [[0],[4,1],[8,5,2],[9,6,3],[10,7],[11]] I'd like it to read [[8],[4,9],[0,5,10],[1,6,11],[2,7],[3]] Been stumped for awhile, it's like a rubik's cube _<

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  • php array_unique

    - by dotty
    HAy, i have an array Array( [0] => Array ( [0] => 33 [user_id] => 33 [1] => 3 [frame_id] => 3 ) [1] => Array ( [0] => 33 [user_id] => 33 [1] => 3 [frame_id] => 3 ) [2] => Array ( [0] => 33 [user_id] => 33 [1] => 8 [frame_id] => 8 ) [3] => Array ( [0] => 33 [user_id] => 33 [1] => 3 [frame_id] => 3 ) [4] => Array ( [0] => 33 [user_id] => 33 [1] => 3 [frame_id] => 3 ) ) As you can see key 0 is the same as 1,3 and 4. And key 2 is different from them all. When running the array_unique function on them, the only left is Array ( [0] => Array ( [0] => 33 [user_id] => 33 [1] => 3 [frame_id] => 3 ) ) any ideas why array_unique isn't working as expected?

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  • Scala Array constructor?

    - by Lukasz Lew
    scala> val a = Array [Double] (10) a: Array[Double] = Array(10.0) scala> val a = new Array [Double] (10) a: Array[Double] = Array(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) Why these two expressions have different semantics?

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