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  • Join and sum not compatible matrices through data.table

    - by leodido
    My goal is to "sum" two not compatible matrices (matrices with different dimensions) using (and preserving) row and column names. I've figured this approach: convert the matrices to data.table objects, join them and then sum columns vectors. An example: > M1 1 3 4 5 7 8 1 0 0 1 0 0 0 3 0 0 0 0 0 0 4 1 0 0 0 0 0 5 0 0 0 0 0 0 7 0 0 0 0 1 0 8 0 0 0 0 0 0 > M2 1 3 4 5 8 1 0 0 1 0 0 3 0 0 0 0 0 4 1 0 0 0 0 5 0 0 0 0 0 8 0 0 0 0 0 > M1 %ms% M2 1 3 4 5 7 8 1 0 0 2 0 0 0 3 0 0 0 0 0 0 4 2 0 0 0 0 0 5 0 0 0 0 0 0 7 0 0 0 0 1 0 8 0 0 0 0 0 0 This is my code: M1 <- matrix(c(0,0,1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0), byrow = TRUE, ncol = 6) colnames(M1) <- c(1,3,4,5,7,8) M2 <- matrix(c(0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0), byrow = TRUE, ncol = 5) colnames(M2) <- c(1,3,4,5,8) # to data.table objects DT1 <- data.table(M1, keep.rownames = TRUE, key = "rn") DT2 <- data.table(M2, keep.rownames = TRUE, key = "rn") # join and sum of common columns if (nrow(DT1) > nrow(DT2)) { A <- DT2[DT1, roll = TRUE] A[, list(X1 = X1 + X1.1, X3 = X3 + X3.1, X4 = X4 + X4.1, X5 = X5 + X5.1, X7, X8 = X8 + X8.1), by = rn] } That outputs: rn X1 X3 X4 X5 X7 X8 1: 1 0 0 2 0 0 0 2: 3 0 0 0 0 0 0 3: 4 2 0 0 0 0 0 4: 5 0 0 0 0 0 0 5: 7 0 0 0 0 1 0 6: 8 0 0 0 0 0 0 Then I can convert back this data.table to a matrix and fix row and column names. The questions are: how to generalize this procedure? I need a way to automatically create list(X1 = X1 + X1.1, X3 = X3 + X3.1, X4 = X4 + X4.1, X5 = X5 + X5.1, X7, X8 = X8 + X8.1) because i want to apply this function to matrices which dimensions (and row/columns names) are not known in advance. In summary I need a merge procedure that behaves as described. there are other strategies/implementations that achieve the same goal that are, at the same time, faster and generalized? (hoping that some data.table monster help me) to what kind of join (inner, outer, etc. etc.) is assimilable this procedure? Thanks in advance. p.s.: I'm using data.table version 1.8.2 EDIT - SOLUTIONS @Aaron solution. No external libraries, only base R. It works also on list of matrices. add_matrices_1 <- function(...) { a <- list(...) cols <- sort(unique(unlist(lapply(a, colnames)))) rows <- sort(unique(unlist(lapply(a, rownames)))) out <- array(0, dim = c(length(rows), length(cols)), dimnames = list(rows,cols)) for (m in a) out[rownames(m), colnames(m)] <- out[rownames(m), colnames(m)] + m out } @MadScone solution. Used reshape2 package. It works only on two matrices per call. add_matrices_2 <- function(m1, m2) { m <- acast(rbind(melt(M1), melt(M2)), Var1~Var2, fun.aggregate = sum) mn <- unique(colnames(m1), colnames(m2)) rownames(m) <- mn colnames(m) <- mn m } BENCHMARK (100 runs with microbenchmark package) Unit: microseconds expr min lq median uq max 1 add_matrices_1 196.009 257.5865 282.027 291.2735 549.397 2 add_matrices_2 13737.851 14697.9790 14864.778 16285.7650 25567.448 No need to comment the benchmark: @Aaron solution wins. I'll continue to investigate a similar solution for data.table objects. I'll add other solutions eventually reported or discovered.

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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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  • Where can I find BLAS example code (in Fortran)?

    - by Feynman
    I have been searching for decent documentation on blas, and I have found some 315 pages of dense material that ctrl-f does not work on. It provides all the information regarding what input arguments the routines take, but there are a LOT of input arguments and I could really use some example code. I am unable to locate any. I know there has to be some or no one would be able to use these libraries! Specifically, I use ATLAS installed via macports on a mac osx 10.5.8 and I use gfortran from gcc 4.4 (also installed via macports). I am coding in Fortran 90. I am still quite new to Fortran, but I have a fair amount of experience with mathematica, matlab, perl, and shell scripting. I would like to be able to initialize and multiply a dense complex vector by a dense symmetric (but not hermitian) complex matrix. The elements of the matrix are defined through a mathematical function of the indices--call it f(i,j). Could anyone provide some code or a link to some code?

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  • python matrices - list index out of range

    - by user1888493
    I am writing a function, that takes a matrix as input, such as the one below. Then the it returns the matrix' inverse, where all the 1s are changed to 0s and all the 0s changed to 1s, while keeping the diagonal from top left to bottom right 0s. An example input: g1 = [[0, 1, 1, 0], [1, 0, 0, 1], [1, 0, 0, 1], [0, 1, 1, 0]] the function should output this: g1 = [[0, 0, 0, 1], [0, 0, 1, 0], [0, 1, 0, 0], [1, 0, 0, 0]] When I run the program, it raises a list index out of range error. I'm sure this happens, because the loops I have set up are trying to access values that do not exist. But how do I allow an input of unknown row and column size? I only know how to do this with a single list, but a list of lists? Following you see the transforming function, but not the test function that calls it: def inverse_graph(graph): # take in graph # change all zeros to ones and ones to zeros r, c = 0, 0 # row, column equal zero while (graph[r][c] == 0 or graph[r][c] == 1): # while the current row has a value. while (graph[r][c] == 0 or graph[r][c] == 1): # while the current column has a value if (graph[r][c] == 0): graph[r][c] = 1 elif (graph[r][c] == 1): graph[r][c] = 0 c+=1 c=0 r+=1 c=0 r=0 # sets diagonal to zeros while (g1[r][c] == 0 or g1[r][c] == 1): g1[r][c]=0 c+=1 r+=1 return graph

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  • Have a trouble with the function roots

    - by user3707462
    Hey guys I have multiple problems with using function 'roots'. I Have to find zeros of 's^1000 + 1'. I made Y = zeros(1,1000) then manually changed the 1000th matrice to '1'. but then 'root' function does not work with it ! Another problem is that I am having trouble with matrix multiplication. The question is finding zeros(roots) of (s^6 + 6*s^5 + 15*s^4 + 20*s^3 + 15*s^2 + 6*s +1)*(s^6 + 6s^5 + 15*s^4 +15*s^2 +6*s +1) so i did: a = [1 6 15 20 15 6 1] b = [1 6 15 0 15 6 1] y = a.*b; roots(y) but this gives me -27.9355 + 0.0000i -8.2158 + 0.0000i 0.1544 + 0.9880i 0.1544 - 0.9880i -0.1217 + 0.0000i -0.0358 + 0.0000i where I calculate the original equation with wolfram then I have made matrix as : p = [1 12 66 200 375 492 524 492 375 200 66 12 1] roots(p) and this gives me : -3.1629 + 2.5046i -3.1629 - 2.5046i 0.3572 + 0.9340i 0.3572 - 0.9340i -1.0051 + 0.0000i -1.0025 + 0.0044i -1.0025 - 0.0044i -0.9975 + 0.0044i -0.9975 - 0.0044i -0.9949 + 0.0000i -0.1943 + 0.1539i -0.1943 - 0.1539i and I think the second solution is right (that is what wolfram alpha gave me) How would you answer these two questions through matlab guys?

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  • 2D Rendering with OpenGL ES 2.0 on Android (matrices not working)

    - by TranquilMarmot
    So I'm trying to render two moving quads, each at different locations. My shaders are as simple as possible (vertices are only transformed by the modelview-projection matrix, there's only one color). Whenever I try and render something, I only end up with slivers of color! I've only done work with 3D rendering in OpenGL before so I'm having issues with 2D stuff. Here's my basic rendering loop, simplified a bit (I'm using the Matrix manipulation methods provided by android.opengl.Matrix and program is a custom class I created that just calls GLES20.glUniformMatrix4fv()): Matrix.orthoM(projection, 0, 0, windowWidth, 0, windowHeight, -1, 1); program.setUniformMatrix4f("Projection", projection); At this point, I render the quads (this is repeated for each quad): Matrix.setIdentityM(modelview, 0); Matrix.translateM(modelview, 0, quadX, quadY, 0); program.setUniformMatrix4f("ModelView", modelview); quad.render(); // calls glDrawArrays and all I see is a sliver of the color each quad is! I'm at my wits end here, I've tried everything I can think of and I'm at the point where I'm screaming at my computer and tossing phones across the room. Anybody got any pointers? Am I using ortho wrong? I'm 100% sure I'm rendering everything at a Z value of 0. I tried using frustumM instead of orthoM, which made it so that I could see the quads but they would get totally skewed whenever they got moved, which makes sense if I correctly understand the way frustum works (it's more for 3D rendering, anyway). If it makes any difference, I defined my viewport with GLES20.glViewport(0, 0, windowWidth, windowHeight); Where windowWidth and windowHeight are the same values that are pased to orthoM It might be worth noting that the android.opengl.Matrix methods take in an offset as the second parameter so that multiple matrices can be shoved into one array, so that'w what the first 0 is for For reference, here's my vertex shader code: uniform mat4 ModelView; uniform mat4 Projection; attribute vec4 vPosition; void main() { mat4 mvp = Projection * ModelView; gl_Position = vPosition * mvp; } I tried swapping Projection * ModelView with ModelView * Projection but now I just get some really funky looking shapes... EDIT Okay, I finally figured it out! (Note: Since I'm new here (longtime lurker!) I can't answer my own question for a few hours, so as soon as I can I'll move this into an actual answer to the question) I changed Matrix.orthoM(projection, 0, 0, windowWidth, 0, windowHeight, -1, 1); to float ratio = windowWwidth / windowHeight; Matrix.orthoM(projection, 0, 0, ratio, 0, 1, -1, 1); I then had to scale my projection matrix to make it a lot smaller with Matrix.scaleM(projection, 0, 0.05f, 0.05f, 1.0f);. I then added an offset to the modelview translations to simulate a camera so that I could center on my action (so Matrix.translateM(modelview, 0, quadX, quadY, 0); was changed to Matrix.translateM(modelview, 0, quadX + camX, quadY + camY, 0);) Thanks for the help, all!

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  • xna orbit camera troubles

    - by user17753
    I have a Model named cube to which I load in LoadContent(): cube = Content.Load<Model>("untitled");. In the Draw Method I call DrawModel: private void DrawModel(Model m, Matrix world) { foreach (ModelMesh mesh in m.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.View = camera.View; effect.Projection = camera.Projection; effect.World = world; } mesh.Draw(); } } camera is of the Camera type, a class I've setup. Right now it is instantiated in the initialization section with the graphics aspect ratio and the translation (world) vector of the model, and the Draw loop calls the camera.UpdateCamera(); before drawing the models. class Camera { #region Fields private Matrix view; // View Matrix for Camera private Matrix projection; // Projection Matrix for Camera private Vector3 position; // Position of Camera private Vector3 target; // Point camera is "aimed" at private float aspectRatio; //Aspect Ratio for projection private float speed; //Speed of camera private Vector3 camup = Vector3.Up; #endregion #region Accessors /// <summary> /// View Matrix of the Camera -- Read Only /// </summary> public Matrix View { get { return view; } } /// <summary> /// Projection Matrix of the Camera -- Read Only /// </summary> public Matrix Projection { get { return projection; } } #endregion /// <summary> /// Creates a new Camera. /// </summary> /// <param name="AspectRatio">Aspect Ratio to use for the projection.</param> /// <param name="Position">Target coord to aim camera at.</param> public Camera(float AspectRatio, Vector3 Target) { target = Target; aspectRatio = AspectRatio; ResetCamera(); } private void Rotate(Vector3 Axis, float Amount) { position = Vector3.Transform(position - target, Matrix.CreateFromAxisAngle(Axis, Amount)) + target; } /// <summary> /// Resets Default Values of the Camera /// </summary> private void ResetCamera() { speed = 0.05f; position = target + new Vector3(0f, 20f, 20f); projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, aspectRatio, 0.5f, 100f); CalculateViewMatrix(); } /// <summary> /// Updates the Camera. Should be first thing done in Draw loop /// </summary> public void UpdateCamera() { Rotate(Vector3.Right, speed); CalculateViewMatrix(); } /// <summary> /// Calculates the View Matrix for the camera /// </summary> private void CalculateViewMatrix() { view = Matrix.CreateLookAt(position,target, camup); } I'm trying to create the camera so that it can orbit the center of the model. For a test I am calling Rotate(Vector3.Right, speed); but it rotates almost right but gets to a point where it "flips." If I rotate along a different axis Rotate(Vector3.Up, speed); everything seems OK in that direction. So I guess, can someone tell me what I'm not accounting for in the above code I wrote? Or point me to an example of an orbiting camera that can be fixed on an arbitrary point?

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  • Memory read/write access efficiency

    - by wolfPack88
    I've heard conflicting information from different sources, and I'm not really sure which one to believe. As such, I'll post what I understand and ask for corrections. Let's say I want to use a 2D matrix. There are three ways that I can do this (at least that I know of). 1: int i; char **matrix; matrix = malloc(50 * sizeof(char *)); for(i = 0; i < 50; i++) matrix[i] = malloc(50); 2: int i; int rowSize = 50; int pointerSize = 50 * sizeof(char *); int dataSize = 50 * 50; char **matrix; matrix = malloc(dataSize + pointerSize); char *pData = matrix + pointerSize - rowSize; for(i = 0; i < 50; i++) { pData += rowSize; matrix[i] = pData; } 3: //instead of accessing matrix[i][j] here, we would access matrix[i * 50 + j] char *matrix = malloc(50 * 50); In terms of memory usage, my understanding is that 3 is the most efficient, 2 is next, and 1 is least efficient, for the reasons below: 3: There is only one pointer and one allocation, and therefore, minimal overhead. 2: Once again, there is only one allocation, but there are now 51 pointers. This means there is 50 * sizeof(char *) more overhead. 1: There are 51 allocations and 51 pointers, causing the most overhead of all options. In terms of performance, once again my understanding is that 3 is the most efficient, 2 is next, and 1 is least efficient. Reasons being: 3: Only one memory access is needed. We will have to do a multiplication and an addition as opposed to two additions (as in the case of a pointer to a pointer), but memory access is slow enough that this doesn't matter. 2: We need two memory accesses; once to get a char *, and then to the appropriate char. Only two additions are performed here (once to get to the correct char * pointer from the original memory location, and once to get to the correct char variable from wherever the char * points to), so multiplication (which is slower than addition) is not required. However, on modern CPUs, multiplication is faster than memory access, so this point is moot. 1: Same issues as 2, but now the memory isn't contiguous. This causes cache misses and extra page table lookups, making it the least efficient of the lot. First and foremost: Is this correct? Second: Is there an option 4 that I am missing that would be even more efficient?

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  • iPhone OpenGL ES - How to Pick

    - by Ali Nadalizadeh
    I'm working on an OpenGL ES1 app which displays a 2D grid and allows user to navigate and scale/rotate it. I need to know the exact translation of View Touch coordinates into my opengl world and grid cell. Are there any helpers to do the reverse of last few transforms which I do for navigation ? or I should calculate and do the matrix stuff by hand ?

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  • Graph representation benchmarking

    - by Carlucho
    Currently am developing a program that solves (if possible) any given labyrinth of dimensions from 3X4 to 26x30. I represent the graph using both adj matrix (sparse) and adj list. I would like to know how to output the total time taken by the DFS to find the solution using one and then the other method. Programatically, how could i produce such benchmark?

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  • Matrices of "long"s in Java/COLT?

    - by Darren Wilkinson
    I'm very new to Java/COLT so apologies if this is a dumb question... But, is it possible to define (2d) matrices of type "long" using the cern.colt.matrix stuff? If so, how?! I can find an abstract class for "Object" and a concrete implementation for "double", but then I am stuck... Thanks,

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  • Any ideas on How to search a 2D array quickly?

    - by Tattat
    I jave a 2D array like this, just like a matrix: {{1, 2, 4, 5, 3, 6}, {8, 3, 4, 4, 5, 2}, {8, 3, 4, 2, 6, 2}, //code skips... ... } I want to get all the "4" position, instead of searching the array one by way, and return the position, how can I search it faster / more efficient? thz in advance.

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  • java double[][] - display as image

    - by joe_shmoe
    Hi all, just wondering if there is a simple way in java to display the contents of say 16x16 array of doubles [0..1] as a greyscale image (ala matlab)? using an unfamiliar matrix library, so I'd like to check that I'm on the right track. don't really care if it is slow or ugly, or if it requires external library - it's just there for a quick look, so as long as it works, I'm fine.

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  • Graph representation

    - by Carlucho
    Given graph, how could i represent it using adj matrix?. I have read lots of tutorials, post, slides, etc but i cant get my head round it, i just need that little push.

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  • How do you rotate a two dimensional array?

    - by swilliams
    Inspired by Raymond Chen's post, say you have a 4x4 two dimensional array, write a function that rotates it 90 degrees. Raymond links to a solution in pseudo code, but I'd like to see some real world stuff. [1][2][3][4] [5][6][7][8] [9][0][1][2] [3][4][5][6] Becomes: [3][9][5][1] [4][0][6][2] [5][1][7][3] [6][2][8][4] Update: Nick's answer is the most straightforward, but is there a way to do it better than n^2? What if the matrix was 10000x10000?

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  • Efficiently solving sparse matrices

    - by anon
    For solving spare matrices, in general, how big does the matrix have to be (as a rule of thumb) for methods like congraduate descent to be faster than brute force solvers (that do not take advantage o sparsity)?

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  • XNA model drawing problem

    - by user1990950
    When using this code: public static void DrawModel(Model model, Vector3 position, Vector3 offset, float xRotation, float yRotation, float zRotation, float allrot, float xScale, float yScale, float zScale) { position.Y *= -1; offset.Y *= -1; Matrix worldMatrix = ((Matrix.CreateRotationZ(MathHelper.ToRadians(zRotation)) * Matrix.CreateRotationX(MathHelper.ToRadians(xRotation))) * Matrix.CreateRotationY(MathHelper.ToRadians(yRotation))) * (Matrix.CreateTranslation(offset) * Matrix.CreateRotationY(MathHelper.ToRadians(allrot))) * Matrix.CreateScale(xScale, yScale, zScale); worldMatrix *= Matrix.CreateTranslation(position) * theCamera.GetTransformation() * Matrix.CreateTranslation(new Vector3(-(graphics.GraphicsDevice.Viewport.Width / 2), graphics.GraphicsDevice.Viewport.Height / 2, 0)); foreach (ModelMesh mesh in model.Meshes) { for (int i = 0; i < mesh.Effects.Count; i++) { ((BasicEffect)mesh.Effects[i]).EnableDefaultLighting(); ((BasicEffect)mesh.Effects[i]).World = worldMatrix; ((BasicEffect)mesh.Effects[i]).View = viewMatrix; ((BasicEffect)mesh.Effects[i]).Projection = projectionMatrix; } mesh.Draw(); } } The model rotates and then scales. It should scale and then rotate, but whenever I try to change it, it won't work.

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  • How do I go about overloading C++ operators to allow for chaining?

    - by fneep
    I, like so many programmers before me, am tearing my hair out writing the right-of-passage-matrix-class-in-C++. I have never done very serious operator overloading and this is causing issues. Essentially, by stepping through This is what I call to cause the problems. cMatrix Kev = CT::cMatrix::GetUnitMatrix(4, true); Kev *= 4.0f; cMatrix Baz = Kev; Kev = Kev+Baz; //HERE! What seems to be happening according to the debugger is that Kev and Baz are added but then the value is lost and when it comes to reassigning to Kev, the memory is just its default dodgy values. How do I overload my operators to allow for this statement? My (stripped down) code is below. //header class cMatrix { private: float* _internal; UInt32 _r; UInt32 _c; bool _zeroindexed; //fast, assumes zero index, no safety checks float cMatrix::_getelement(UInt32 r, UInt32 c) { return _internal[(r*this->_c)+c]; } void cMatrix::_setelement(UInt32 r, UInt32 c, float Value) { _internal[(r*this->_c)+c] = Value; } public: cMatrix(UInt32 r, UInt32 c, bool IsZeroIndexed); cMatrix( cMatrix& m); ~cMatrix(void); //operators cMatrix& operator + (cMatrix m); cMatrix& operator += (cMatrix m); cMatrix& operator = (const cMatrix &m); }; //stripped source file cMatrix::cMatrix(cMatrix& m) { _r = m._r; _c = m._c; _zeroindexed = m._zeroindexed; _internal = new float[_r*_c]; UInt32 size = GetElementCount(); for (UInt32 i = 0; i < size; i++) { _internal[i] = m._internal[i]; } } cMatrix::~cMatrix(void) { delete[] _internal; } cMatrix& cMatrix::operator+(cMatrix m) { return cMatrix(*this) += m; } cMatrix& cMatrix::operator*(float f) { return cMatrix(*this) *= f; } cMatrix& cMatrix::operator*=(float f) { UInt32 size = GetElementCount(); for (UInt32 i = 0; i < size; i++) { _internal[i] *= f; } return *this; } cMatrix& cMatrix::operator+=(cMatrix m) { if (_c != m._c || _r != m._r) { throw new cCTException("Cannot add two matrix classes of different sizes."); } if (!(_zeroindexed && m._zeroindexed)) { throw new cCTException("Zero-Indexed mismatch."); } for (UInt32 row = 0; row < _r; row++) { for (UInt32 column = 0; column < _c; column++) { float Current = _getelement(row, column) + m._getelement(row, column); _setelement(row, column, Current); } } return *this; } cMatrix& cMatrix::operator=(const cMatrix &m) { if (this != &m) { _r = m._r; _c = m._c; _zeroindexed = m._zeroindexed; delete[] _internal; _internal = new float[_r*_c]; UInt32 size = GetElementCount(); for (UInt32 i = 0; i < size; i++) { _internal[i] = m._internal[i]; } } return *this; }

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  • Converting a WPFToolkit DataGrid from 1D list to 2D matrix

    - by user61073
    Hello - I am wondering if anyone has attempted the following or has an idea as to how to do it. I have a WPFToolkit DataGrid which is bound to an ObservableCollection of items. As such, the DataGrid is shown with as many rows in the ObservableCollection, and as many columns as I have defined in for the DataGrid. That all is good. What I now need is to provide another view of the same data, only, instead, the DataGrid is shown with as many cells in the ObservableCollection. So let's say, my ObservableCollection has 100 items in it. The original scenario showed the DataGrid with 100 rows and 1 column. In the modified scenario, I need to show it with 10 rows and 10 columns, where each cell shows the value that was in the original representation. In other words, I need to transform my 1D ObservableCollection to a 2D ObservableCollection and display it in the DataGrid. I know how to do that programmatically in the code behind, but can it be done in XAML? Let me simplify the problem a little, in case anybody can have a crack at this. The XAML below does the following: * Defines an XmlDataProvider just for dummy data * Creates a DataGrid with 10 columns o each column is a DataGridTemplateColumn using the same CellTemplate * The CellTemplate is a simple TextBlock bound to an XML element If you run the XAML below, you will find that the DataGrid ends up with 5 rows, one for each book, and 10 columns that have identical content (all showing the book titles). However, what I am trying to accomplish, albeit with a different data set, is that in this case, I would end up with one row, with each book title appearing in a single cell in row 1, occupying cells 0-4, and nothing in cells 5-9. Then, if I added more data and had 12 books in my XML data source, I would get row 1 completely filled (cells covering the first 10 titles) and row 2 would get the first 2 cells filled. Can my scenario be accomplished primarily in XAML, or should I resign myself to working in the code behind? Any guidance would greatly be appreciated. Thanks so much! <UserControl xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" xmlns:custom="http://schemas.microsoft.com/wpf/2008/toolkit" mc:Ignorable="d" x:Name="UserControl" d:DesignWidth="600" d:DesignHeight="400" > <UserControl.Resources> <XmlDataProvider x:Key="InventoryData" XPath="Inventory/Books"> <x:XData> <Inventory xmlns=""> <Books> <Book ISBN="0-7356-0562-9" Stock="in" Number="9"> <Title>XML in Action</Title> <Summary>XML Web Technology</Summary> </Book> <Book ISBN="0-7356-1370-2" Stock="in" Number="8"> <Title>Programming Microsoft Windows With C#</Title> <Summary>C# Programming using the .NET Framework</Summary> </Book> <Book ISBN="0-7356-1288-9" Stock="out" Number="7"> <Title>Inside C#</Title> <Summary>C# Language Programming</Summary> </Book> <Book ISBN="0-7356-1377-X" Stock="in" Number="5"> <Title>Introducing Microsoft .NET</Title> <Summary>Overview of .NET Technology</Summary> </Book> <Book ISBN="0-7356-1448-2" Stock="out" Number="4"> <Title>Microsoft C# Language Specifications</Title> <Summary>The C# language definition</Summary> </Book> </Books> <CDs> <CD Stock="in" Number="3"> <Title>Classical Collection</Title> <Summary>Classical Music</Summary> </CD> <CD Stock="out" Number="9"> <Title>Jazz Collection</Title> <Summary>Jazz Music</Summary> </CD> </CDs> </Inventory> </x:XData> </XmlDataProvider> <DataTemplate x:Key="GridCellTemplate"> <TextBlock> <TextBlock.Text> <Binding XPath="Title"/> </TextBlock.Text> </TextBlock> </DataTemplate> </UserControl.Resources> <Grid x:Name="LayoutRoot"> <custom:DataGrid HorizontalAlignment="Stretch" VerticalAlignment="Stretch" IsSynchronizedWithCurrentItem="True" Background="{DynamicResource WindowBackgroundBrush}" HeadersVisibility="All" RowDetailsVisibilityMode="Collapsed" SelectionUnit="CellOrRowHeader" CanUserResizeRows="False" GridLinesVisibility="None" RowHeaderWidth="35" AutoGenerateColumns="False" CanUserReorderColumns="False" CanUserSortColumns="False"> <custom:DataGrid.Columns> <custom:DataGridTemplateColumn CellTemplate="{StaticResource GridCellTemplate}" Header="01" /> <custom:DataGridTemplateColumn CellTemplate="{StaticResource GridCellTemplate}" Header="02" /> <custom:DataGridTemplateColumn CellTemplate="{StaticResource GridCellTemplate}" Header="03" /> <custom:DataGridTemplateColumn CellTemplate="{StaticResource GridCellTemplate}" Header="04" /> <custom:DataGridTemplateColumn CellTemplate="{StaticResource GridCellTemplate}" Header="05" /> <custom:DataGridTemplateColumn CellTemplate="{StaticResource GridCellTemplate}" Header="06" /> <custom:DataGridTemplateColumn CellTemplate="{StaticResource GridCellTemplate}" Header="07" /> <custom:DataGridTemplateColumn CellTemplate="{StaticResource GridCellTemplate}" Header="08" /> <custom:DataGridTemplateColumn CellTemplate="{StaticResource GridCellTemplate}" Header="09" /> <custom:DataGridTemplateColumn CellTemplate="{StaticResource GridCellTemplate}" Header="10" /> </custom:DataGrid.Columns> <custom:DataGrid.ItemsSource> <Binding Source="{StaticResource InventoryData}" XPath="Book"/> </custom:DataGrid.ItemsSource> </custom:DataGrid> </Grid>

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