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Search found 236 results on 10 pages for 'numbered'.

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  • Modify a reference numbered group to match against

    - by StuperUser
    I want to match YYYY-YY for sequential years. I at moment I'm trying to match where all the second YY is the 3rd and 4th characters in YYYY with 1 added to it. So far I've got {19|20}(\d{2})-(\d{2}), but not sure how to use ? with reference to (1) or whether I'm going about this the right way and finding out the inevitable "unknown unknowns" (like YY99) with this approach? Edit: Matches: 2010-11,2011-12,2029-30 Not matches: 2010-12, 2010-09,2011-2,2011-2012

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  • Automatically copy files without overwriting, but creating numbered ones instead

    - by user1688322
    I need to copy files at a regular interval, eg once an hour so I tried setting up an xcopy batch saying it should copy the files it needs to copy to another folder. Now when it copies, it overwrites the files which is not what it is supposed to do. When a file is copied, it should create a new file instead, named something like File.txt, File-COPY1.txt, File-COPY2.txt or something like that. Any way to do that? Thanks in advance.

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  • How to create a numbered bullet not in UIwebview but using UItextview

    - by Raviraj Peerbits II
    The format is similar to below text: 1. I need to create the bullet like this which would be helpful to me in my application and need someone to you to share the code with me. 2. Can you help me out and remember the UIwebview is not preferable because i dont have to execute the webviewwillload method. 3. Please find the best and easy way to approach this. 4. Also remember there should be indent spacing. Thanks in advance and its urgent for me.

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  • How can I insert auto-numbered sentences in LibreOffice Writer?

    - by Felix Dombek
    I want to achieve a formatting like this: Some text which references (1), for example because (1) might be an example sentence for some grammatical structure which is explained here. This is auto-numbered text object 1.                                                                                      (1) The number on the right is assigned automatically. If another auto-numbered object is inserted before this, it will change to (2), as will all references in the surrounding text. Some more surrounding text. How can I insert such numbered sentences and references to them in LibreOffice 3.5.1?

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  • How do I determine that an instance of org.apache.poi.hwpf.model.ListData belongs to a numbered lis

    - by leighgordy
    Is there a way to determine if an instance of a org.apache.poi.hwpf.model.ListData belongs to a numbered list or bulleted list? I am using Apache Poi's org.apache.poi.hwpf.HWPFDocument class to read the contents of a word document in order to generate HTML. I can identify the list items in the document by checking to see that the paragraph I am working with is an instance of org.apache.poi.hwpf.model.ListData. I can not find a way to determine if ListData belongs to a bulleted list or a numbered list.

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  • Why did numbered list stop working after I hit Enter?

    - by Michael Leach
    I have a numbered list like: 1.0 Excel 2010 1.1 Introduction to Excel 2010 1.1.A. A general overview of Excel 2010, geared towards beginners 1.1.B. There are 3 videos in this series I put the cursor at the end of the last line on 1.1.B and hit Enter. The next line should begin with 1.1.C but nothing appears when the cursor returns to the next line. Another example, if I put the cursor at the end of 1.1.A and hit enter, I should get a new 1.1.B and the original 1.1.B should be renamed to 1.1.C. After hitting enter, a new 1.1.B doesn't appear and the previous 1.1.B drops all the way to the next page. So the next bullet number that should come up doesn't come up. I tried Microsoft Fix It to reset the Registry and that didn't work either. This is very frustrating. Does anybody know how to fix this?

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  • Why do my numbered headings break when I apply a watermark?

    - by gef05
    I have an MS Word 2010 document. I am editing it in compatibility mode. I have heading 1s as a numbered list. When I apply a watermark to the document the headings break. The number and background shading remain correct, but the text "collapses" - so the word "Introduction" appears one letter wide with all letters drawn one on top of the other (you can open Font properties for the headings and see the entire word in the preview; font spacing shows as normal). Why does this happen? Windows 7, SP1. Opening doc over network from Sharepoint.

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  • How to make numbered chapter titles and paragraph headers in iWork Pages 09?

    - by dyve
    For most of my document writing I use iWork Pages (from iWork '09), and it's usually fine for me. I don't miss Microsoft Word, except for one simple feature: the ability to number chapter titles and paragraph headers for easy reference in the contents of the document and for cross references. Somehow, I cannot find this feature in Pages '09. It is possible to number headers by setting the style to numbered, but it doesn't mitigate well into the generated dynamic contents, and paragraphs don't follow the numbering of higher level elements it seems. Does anyone know how to make this work?

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  • Mac OS X: easiest (free, non-QuickTime Pro) application for converting numbered folder of images to movie

    - by Jared Updike
    I'd like to convert a folder of PNGs into a quicktime .mov with PNG compression (it's a folder of fractals in an animation; PNG compression works great here and the losslessness is important). What programs will do this with minimal fuss? (I don't have or want to pay for a full license of QuickTime Pro.) UPDATE: Let me make this more clear: minimal fuss means: I download some EncoderMagic.app (for example), I double click it to launch it. I select the folder with my numbered images, and out pops my movie. No mess. No resizing. ... Perhaps this doesn't exist (or is called QuickTime Pro?)

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  • How to retrieve a numbered sequence range from a List of filenames?

    - by glenneroo
    I would like to automatically parse the entire numbered sequence range of a List<FileData> of filenames (sans extensions) by checking which part of the filename changes. Here is an example (file extension already removed): First filename: IMG_0000 Last filename: IMG_1000 Numbered Range I need: 0000 to 1000 Except I need to deal with every possible type of file naming convention such as: 0000 ... 9999 20080312_0000 ... 20080312_9999 IMG_0000 - Copy ... IMG_9999 - Copy 8er_green3_00001 .. 8er_green3_09999 etc. I need the entire 0-padded range e.g. 0001 not just 1 The sequence number is 0-padded e.g. 0001 The sequence number can be located anywhere e.g. IMG_0000 - Copy The range can start and end with anything i.e. doesn't have to start with 1 and end with 9999 Whenever I get something working for 8 random test cases, the 9th test breaks everything and I end up re-starting from scratch. I've currently been comparing only the first and last filenames (as opposed to iterating through all filenames): void FindRange(List<FileData> files, out string startRange, out string endRange) { string firstFile = files.First().ShortName; string lastFile = files.Last().ShortName; ... } Does anyone have any clever ideas?

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  • How can I create numbered map markers in Google Maps V3?

    - by kaneuniversal
    I'm working on a map that has multiple markers on it. These markers use a custom icon, but I'd also like to add numbers on top. I've seen how this has been accomplished using older versions of the API. How can I do this in V3? *Note -- the "title" attribute creates a tooltip when you mouseover the marker, but I want something that will be layered on top of the custom image even when you're not hovering on top of it. Here's the documentation for the marker class, and none of these attributes seem to help: http://code.google.com/apis/maps/documentation/v3/reference.html#MarkerOptions Thank you . . . . Michael

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  • Optimize code performance when odd/even threads are doing different things in CUDA

    - by Orion Nebula
    Hi all! I have two large vectors, I am trying to do some sort of element multiplication, where an even-numbered element in the first vector is multiplied by the next odd-numbered element in the second vector .... and where the odd-numbered element in the first vector is multiplied by the preceding even-numbered element in the second vector Ex. vector 1 is V1(1) V1(2) V1(3) V1(4) vector 2 is V2(1) V2(2) V2(3) V2(4) V1(1) * V2(2) V1(3) * V2(4) V1(2) * V2(1) V1(4) * V2(3) I have written a Cuda code to do this: (Pds has the elements of the first vector in shared memory, Nds the second Vector) //instead of using %2 .. i check for the first bit to decide if number is odd/even -- faster if ((tx & 0x0001) == 0x0000) Nds[tx+1] = Pds[tx] * Nds[tx+1]; else Nds[tx-1] = Pds[tx] * Nds[tx-1]; __syncthreads(); Is there anyway to further accelerate this code or avoid divergence ? Thanks

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  • Optimize code perfromance when odd/even threads are doing different things in CUDA

    - by Ashraf
    Hi all! I have two large vectors, I am trying to do some sort of element multiplication, where an even-numbered element in the first vector is multiplied by the next odd-numbered element in the second vector .... and where the odd-numbered element in the first vector is multiplied by the preceding even-numbered element in the second vector Ex. vector 1 is V1(1) V1(2) V1(3) V1(4) vector 2 is V2(1) V2(2) V2(3) V2(4) V1(1) * V2(2) V1(3) * V2(4) V1(2) * V2(1) V1(4) * V2(3) I have written a Cuda code to do this: (Pds has the elements of the first vector in shared memory, Nds the second Vector) //instead of using %2 .. i check for the first bit to decide if number is odd/even -- faster if ((tx & 0x0001) == 0x0000) Nds[tx+1] = Pds[tx] * Nds[tx+1]; else Nds[tx-1] = Pds[tx] * Nds[tx-1]; __syncthreads(); Is there anyway to further accelerate this code or avoid divergence .. Thanks

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  • Strategy and AI for the game 'Proximity'

    - by smci
    'Proximity' is a strategy game of territorial domination similar to Othello, Go and Risk. Two players, uses a 10x12 hex grid. Game invented by Brian Cable in 2007. Seems to be a worthy game for discussing a) optimal strategy then b) how to build an AI Strategies are going to be probabilistic or heuristic-based, due to the randomness factor, and the high branching factor (starts out at 120). So it will be kind of hard to compare objectively. A compute time limit of 5s per turn seems reasonable. Game: Flash version here and many copies elsewhere on the web Rules: here Object: to have control of the most armies after all tiles have been placed. Each turn you received a randomly numbered tile (value between 1 and 20 armies) to place on any vacant board space. If this tile is adjacent to any ally tiles, it will strengthen each tile's defenses +1 (up to a max value of 20). If it is adjacent to any enemy tiles, it will take control over them if its number is higher than the number on the enemy tile. Thoughts on strategy: Here are some initial thoughts; setting the computer AI to Expert will probably teach a lot: minimizing your perimeter seems to be a good strategy, to prevent flips and minimize worst-case damage like in Go, leaving holes inside your formation is lethal, only more so with the hex grid because you can lose armies on up to 6 squares in one move low-numbered tiles are a liability, so place them away from your main territory, near the board edges and scattered. You can also use low-numbered tiles to plug holes in your formation, or make small gains along the perimeter which the opponent will not tend to bother attacking. a triangle formation of three pieces is strong since they mutually reinforce, and also reduce the perimeter Each tile can be flipped at most 6 times, i.e. when its neighbor tiles are occupied. Control of a formation can flow back and forth. Sometimes you lose part of a formation and plug any holes to render that part of the board 'dead' and lock in your territory/ prevent further losses. Low-numbered tiles are obvious-but-low-valued liabilities, but high-numbered tiles can be bigger liabilities if they get flipped (which is harder). One lucky play with a 20-army tile can cause a swing of 200 (from +100 to -100 armies). So tile placement will have both offensive and defensive considerations. Comment 1,2,4 seem to resemble a minimax strategy where we minimize the maximum expected possible loss (modified by some probabilistic consideration of the value ß the opponent can get from 1..20 i.e. a structure which can only be flipped by a ß=20 tile is 'nearly impregnable'.) I'm not clear what the implications of comments 3,5,6 are for optimal strategy. Interested in comments from Go, Chess or Othello players. (The sequel ProximityHD for XBox Live, allows 4-player -cooperative or -competitive local multiplayer increases the branching factor since you now have 5 tiles in your hand at any given time, of which you can only play one. Reinforcement of ally tiles is increased to +2 per ally.)

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  • Find optimal strategy and AI for the game 'Proximity'?

    - by smci
    'Proximity' is a strategy game of territorial domination similar to Othello, Go and Risk. Two players, uses a 10x12 hex grid. Game invented by Brian Cable in 2007. Seems to be a worthy game for discussing a) optimal algorithm then b) how to build an AI. Strategies are going to be probabilistic or heuristic-based, due to the randomness factor, and the insane branching factor (20^120). So it will be kind of hard to compare objectively. A compute time limit of 5s per turn seems reasonable. Game: Flash version here and many copies elsewhere on the web Rules: here Object: to have control of the most armies after all tiles have been placed. Each turn you received a randomly numbered tile (value between 1 and 20 armies) to place on any vacant board space. If this tile is adjacent to any ally tiles, it will strengthen each tile's defenses +1 (up to a max value of 20). If it is adjacent to any enemy tiles, it will take control over them if its number is higher than the number on the enemy tile. Thoughts on strategy: Here are some initial thoughts; setting the computer AI to Expert will probably teach a lot: minimizing your perimeter seems to be a good strategy, to prevent flips and minimize worst-case damage like in Go, leaving holes inside your formation is lethal, only more so with the hex grid because you can lose armies on up to 6 squares in one move low-numbered tiles are a liability, so place them away from your main territory, near the board edges and scattered. You can also use low-numbered tiles to plug holes in your formation, or make small gains along the perimeter which the opponent will not tend to bother attacking. a triangle formation of three pieces is strong since they mutually reinforce, and also reduce the perimeter Each tile can be flipped at most 6 times, i.e. when its neighbor tiles are occupied. Control of a formation can flow back and forth. Sometimes you lose part of a formation and plug any holes to render that part of the board 'dead' and lock in your territory/ prevent further losses. Low-numbered tiles are obvious-but-low-valued liabilities, but high-numbered tiles can be bigger liabilities if they get flipped (which is harder). One lucky play with a 20-army tile can cause a swing of 200 (from +100 to -100 armies). So tile placement will have both offensive and defensive considerations. Comment 1,2,4 seem to resemble a minimax strategy where we minimize the maximum expected possible loss (modified by some probabilistic consideration of the value ß the opponent can get from 1..20 i.e. a structure which can only be flipped by a ß=20 tile is 'nearly impregnable'.) I'm not clear what the implications of comments 3,5,6 are for optimal strategy. Interested in comments from Go, Chess or Othello players. (The sequel ProximityHD for XBox Live, allows 4-player -cooperative or -competitive local multiplayer increases the branching factor since you now have 5 tiles in your hand at any given time, of which you can only play one. Reinforcement of ally tiles is increased to +2 per ally.)

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  • Find optimal/good-enough strategy and AI for the game 'Proximity'?

    - by smci
    'Proximity' is a strategy game of territorial domination similar to Othello, Go and Risk. Two players, uses a 10x12 hex grid. Game invented by Brian Cable in 2007. Seems to be a worthy game for discussing a) optimal algorithm then b) how to build an AI. Strategies are going to be probabilistic or heuristic-based, due to the randomness factor, and the insane branching factor (20^120). So it will be kind of hard to compare objectively. A compute time limit of 5s per turn seems reasonable. Game: Flash version here and many copies elsewhere on the web Rules: here Object: to have control of the most armies after all tiles have been placed. Each turn you received a randomly numbered tile (value between 1 and 20 armies) to place on any vacant board space. If this tile is adjacent to any ally tiles, it will strengthen each tile's defenses +1 (up to a max value of 20). If it is adjacent to any enemy tiles, it will take control over them if its number is higher than the number on the enemy tile. Thoughts on strategy: Here are some initial thoughts; setting the computer AI to Expert will probably teach a lot: minimizing your perimeter seems to be a good strategy, to prevent flips and minimize worst-case damage like in Go, leaving holes inside your formation is lethal, only more so with the hex grid because you can lose armies on up to 6 squares in one move low-numbered tiles are a liability, so place them away from your main territory, near the board edges and scattered. You can also use low-numbered tiles to plug holes in your formation, or make small gains along the perimeter which the opponent will not tend to bother attacking. a triangle formation of three pieces is strong since they mutually reinforce, and also reduce the perimeter Each tile can be flipped at most 6 times, i.e. when its neighbor tiles are occupied. Control of a formation can flow back and forth. Sometimes you lose part of a formation and plug any holes to render that part of the board 'dead' and lock in your territory/ prevent further losses. Low-numbered tiles are obvious-but-low-valued liabilities, but high-numbered tiles can be bigger liabilities if they get flipped (which is harder). One lucky play with a 20-army tile can cause a swing of 200 (from +100 to -100 armies). So tile placement will have both offensive and defensive considerations. Comment 1,2,4 seem to resemble a minimax strategy where we minimize the maximum expected possible loss (modified by some probabilistic consideration of the value ß the opponent can get from 1..20 i.e. a structure which can only be flipped by a ß=20 tile is 'nearly impregnable'.) I'm not clear what the implications of comments 3,5,6 are for optimal strategy. Interested in comments from Go, Chess or Othello players. (The sequel ProximityHD for XBox Live, allows 4-player -cooperative or -competitive local multiplayer increases the branching factor since you now have 5 tiles in your hand at any given time, of which you can only play one. Reinforcement of ally tiles is increased to +2 per ally.)

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  • LaTeX: Unnumbered section in header of document

    - by Soren M
    I have a document where I want to place an unnumbered section in my header. I use the fancyhdr package, and for a numbered section, I would had done something like this: \lhead{\leftmark} But this don't work with unnumbered sections. I'm solving math-problems in my document, so I don't want part-sections and numbered sections Anyone, who knows, how this is done?

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  • How to renumber primary index.

    - by Kamil Mroczek
    I have got a simple MySQL table and primary index (id) is not numbered one by one (1, 31, 35, 100 etc.). I want them to be numbered like (1, 2, 3, 4). Please tell me how to do it. I would also like to point that I am aware of possible consequences of the operation, but I just want to tidy up the table.

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