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  • yield – Just yet another sexy c# keyword?

    - by George Mamaladze
    yield (see NSDN c# reference) operator came I guess with .NET 2.0 and I my feeling is that it’s not as wide used as it could (or should) be.   I am not going to talk here about necessarity and advantages of using iterator pattern when accessing custom sequences (just google it).   Let’s look at it from the clean code point of view. Let's see if it really helps us to keep our code understandable, reusable and testable.   Let’s say we want to iterate a tree and do something with it’s nodes, for instance calculate a sum of their values. So the most elegant way would be to build a recursive method performing a classic depth traversal returning the sum.           private int CalculateTreeSum(Node top)         {             int sumOfChildNodes = 0;             foreach (Node childNode in top.ChildNodes)             {                 sumOfChildNodes += CalculateTreeSum(childNode);             }             return top.Value + sumOfChildNodes;         }     “Do One Thing” Nevertheless it violates one of the most important rules “Do One Thing”. Our  method CalculateTreeSum does two things at the same time. It travels inside the tree and performs some computation – in this case calculates sum. Doing two things in one method is definitely a bad thing because of several reasons: ·          Understandability: Readability / refactoring ·          Reuseability: when overriding - no chance to override computation without copying iteration code and vice versa. ·          Testability: you are not able to test computation without constructing the tree and you are not able to test correctness of tree iteration.   I want to spend some more words on this last issue. How do you test the method CalculateTreeSum when it contains two in one: computation & iteration? The only chance is to construct a test tree and assert the result of the method call, in our case the sum against our expectation. And if the test fails you do not know wether was the computation algorithm wrong or was that the iteration? At the end to top it all off I tell you: according to Murphy’s Law the iteration will have a bug as well as the calculation. Both bugs in a combination will cause the sum to be accidentally exactly the same you expect and the test will PASS. J   Ok let’s use yield! That’s why it is generally a very good idea not to mix but isolate “things”. Ok let’s use yield!           private int CalculateTreeSumClean(Node top)         {             IEnumerable<Node> treeNodes = GetTreeNodes(top);             return CalculateSum(treeNodes);         }             private int CalculateSum(IEnumerable<Node> nodes)         {             int sumOfNodes = 0;             foreach (Node node in nodes)             {                 sumOfNodes += node.Value;             }             return sumOfNodes;         }           private IEnumerable<Node> GetTreeNodes(Node top)         {             yield return top;             foreach (Node childNode in top.ChildNodes)             {                 foreach (Node currentNode in GetTreeNodes(childNode))                 {                     yield return currentNode;                 }             }         }   Two methods does not know anything about each other. One contains calculation logic another jut the iteration logic. You can relpace the tree iteration algorithm from depth traversal to breath trevaersal or use stack or visitor pattern instead of recursion. This will not influence your calculation logic. And vice versa you can relace the sum with product or do whatever you want with node values, the calculateion algorithm is not aware of beeng working on some tree or graph.  How about not using yield? Now let’s ask the question – what if we do not have yield operator? The brief look at the generated code gives us an answer. The compiler generates a 150 lines long class to implement the iteration logic.       [CompilerGenerated]     private sealed class <GetTreeNodes>d__0 : IEnumerable<Node>, IEnumerable, IEnumerator<Node>, IEnumerator, IDisposable     {         ...        150 Lines of generated code        ...     }   Often we compromise code readability, cleanness, testability, etc. – to reduce number of classes, code lines, keystrokes and mouse clicks. This is the human nature - we are lazy. Knowing and using such a sexy construct like yield, allows us to be lazy, write very few lines of code and at the same time stay clean and do one thing in a method. That's why I generally welcome using staff like that.   Note: The above used recursive depth traversal algorithm is possibly the compact one but not the best one from the performance and memory utilization point of view. It was taken to emphasize on other primary aspects of this post.

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  • Make the JavaScript Test Pass

    Add code on the commented line: var f = function () { var value = // ??? return f.sum = (f.sum || 0) + value;} ... to make the following QUnit test pass: test("Running sum", function () { equals(f(3), 3); equals(f(3), 6); equals(f(4), 10); jQuery([1, 2, 3]).each(f); equals(f(0), 16); }); Possible Answer It's a goofy scenario, but one possible solution uses a technique you'll see frequently inside today's JavaScript libraries. First, we'll need to use the implicit arguments parameter inside...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Cocos2d: Moving background on update: offsett issue

    - by mm24
    working with Objective C, iOS and Cocos2d I am developing a vertical scrolling shooter game for iPhone (retina display models with 640 width x 960 height pixel resolution). My basic algorithm works as following: I create two instances of an image that has exactly 640 width x 960 height pixel of resolution, which we will call imageA and imageB I then set the two imags with exactly 480.0f of offset from each other, as the screenSize of a CCScene is set by default to 480.0f. At each update method call I move the two images by the same value. I make sure that their offsett stays to 480.0f However when running the game I see a 1 pixel height line between the two images. This literally bugs me and would like to adjust this. What am I doing wrong? This is a zoom in on the background when the "offsett line" is visible. The white line you can see divides the two background images and is not meant to exist as both images are completely black :): If I change the yPositionOfSecondElement value to 479.0f until the first loop the two images overlap correctly, but as soon as the loop starts the two images starts having an offsett of -1.0f. Here is the initialization code: -(void) init { //... screenHeight = 480.0f; yPositionOfSecondElement= screenHeight;//I tried subtracting an offsett of -1 but eventually the image would go wrong again yPositionOfFirstElement = 0.0f; loopedBackgroundImageInstanceA = [BackgroundLoopedImage loopImageForLevel:levelName]; loopedBackgroundImageInstanceA.anchorPoint = CGPointMake(0.5f, 0.0f); loopedBackgroundImageInstanceA.position = CGPointMake(160.0f, yPositionOfFirstElement); [node addChild:loopedBackgroundImageInstanceA z:zLevelBackground]; //loopedBackgroundImageInstanceA.color= ccRED; loopedBackgroundImageInstanceB = [BackgroundLoopedImage loopImageForLevel:levelName]; loopedBackgroundImageInstanceB.anchorPoint = CGPointMake(0.5f, 0.0f); loopedBackgroundImageInstanceB.position = CGPointMake(160.0f, yPositionOfSecondElement); [node addChild:loopedBackgroundImageInstanceB z:zLevelBackground]; //.... } And here is the move code called at each update: -(void) moveBackgroundSprites:(BackgroundLoopedImage*)imageA :(BackgroundLoopedImage*)imageB :(ccTime)delta { isEligibleToMove=false; //This is done to avoid rounding errors float yStep = delta * [GameController sharedGameController].currentBackgroundSpeed; NSString* formattedNumber = [NSString stringWithFormat:@"%.02f", yStep]; yStep = atof([formattedNumber UTF8String]); //First should adjust position of images [self adjustPosition:imageA :imageB]; //The can get the actual image position CGPoint posA = imageA.position; CGPoint posB = imageB.position; //Here could verify if the checksum is equal to the required difference (should be 479.0f) if (![self verifyCheckSum:posA :posB]) { CCLOG(@"does not comply A"); } //At this stage can compute the hypotetical new position CGPoint newPosA = CGPointMake(posA.x, posA.y - yStep); CGPoint newPosB = CGPointMake(posB.x, posB.y - yStep); // Reposition stripes when they're out of bounds if (newPosA.y <= -yPositionOfSecondElement) { newPosA.y = yPositionOfSecondElement; [imageA shuffle]; if (timeElapsed>=endTime && hasReachedEndLevel==FALSE) { hasReachedEndLevel=TRUE; shouldMoveImageEnd=TRUE; } } else if (newPosB.y <= -yPositionOfSecondElement) { newPosB.y = yPositionOfSecondElement; [imageB shuffle]; if (timeElapsed>=endTime && hasReachedEndLevel==FALSE) { hasReachedEndLevel=TRUE; shouldMoveImageEnd=TRUE; } } //Here should verify that the check sum is equal to 479.0f if (![self verifyCheckSum:posA :posB]) { CCLOG(@"does not comply B"); } imageA.position = newPosA; imageB.position = newPosB; //Here could verify that the check sum is equal to 479.0f if (![self verifyCheckSum:posA :posB]) { CCLOG(@"does not comply C"); } isEligibleToMove=true; } -(BOOL) verifyCheckSum:(CGPoint)posA :(CGPoint)posB { BOOL comply = false; float sum = 0.0f; if (posA.y > posB.y) { sum = posA.y - posB.y; } else if (posB.y > posA.y){ sum = posB.y - posA.y; } else{ return false; } if (sum!=yPositionOfSecondElement) { comply= false; } else{ comply=true; } return comply; } And here is what happens on the update: if(shouldMoveImageA && shouldMoveImageB) { if (isEligibleToMove) { [self moveBackgroundSprites:loopedBackgroundImageInstanceA :loopedBackgroundImageInstanceB :delta]; } Forget about shouldMoveImageA and shouldMoveImageB, this is just for when the background reaches the end of level, this works.

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  • What is the runtime of this program

    - by grebwerd
    I was wondering what the run time of this small program would be? #include <stdio.h> int main(int argc, char* argv[]) { int i; int j; int inputSize; int sum = 0; if(argc == 1) inputSize = 16; else inputSize = atoi(argv[i]); for(i = 1; i <= inputSize; i++){ for(j = i; j < inputSize; j *=2 ){ printf("The value of sum is %d\n",++sum); } } } n S floor(log n - log (n-i)) = ? i =1 and that each summation would be the floor value between log(n) - log(n-i). Would the run time be n log n?

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  • What is the Big-O time complexity of this algorithm

    - by grebwerd
    I was wondering what the run time of this small program would be? #include <stdio.h> int main(int argc, char* argv[]) { int i; int j; int inputSize; int sum = 0; if(argc == 1) inputSize = 16; else inputSize = atoi(argv[i]); for(i = 1; i <= inputSize; i++){ for(j = i; j < inputSize; j *=2 ){ printf("The value of sum is %d\n",++sum); } } } n S floor(log n - log (n-i)) = ? i =1 and that each summation would be the floor value between log(n) - log(n-i). Would the run time be n log n?

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  • Why is n given the initial value of 1 in this loop?

    - by notypist
    From Kochan's "Programming in C": Input: printf ("TABLE OF TRIANGULAR NUMBERS\n\n"); printf (" n Sum from 1 to n\n"); printf ("--- ---------------\n"); triangularNumber = 0; for(n=1; n<=10; ++n){ triangularNumber += n; ? printf (" %i", n); } Output (only partly pasted): TABLE OF TRIANGULAR NUMBERS n = 1 Sum from 1 to n = 1 n = 2 Sum from 1 to n = 2 Question: I understand the purpose of this, but here's what I can't get my head around: If within the loop we assign an initial value of "1" to "n", then we check if n<=10, and if that's true (which it should be with the initial value), we then add "1" to n. Shouldn't (and I know it shouldn't, just don't understand why) the initial value displayed in our table be n=2 ? Thanks in advance for your patience and effort!

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  • CentOS server. What does it mean when the total used RAM does not equal the sum of RES?

    - by Michael Green
    I'm having a problem with a virtual hosted server running CentOS. In the past month a process (java based) that had been running fine started having problems getting memory when the JVM was started. One strange thing I've noticed is that when I start the process, the PID says it is using 470mb of RAM while the 'used' memory immediately drops by over a 1GB. If I run 'top', the total RES used across all processes falls short of the 'used' listed at the top by almost 700mb. The support person says this means I have a memory leak with my process. I don't know what to believe because I would expect a memory leak to simply waste the memory the process is allocated not to consume additional memory that doesn't show up using 'top'. I'm a developer and not a server guy so I'm appealing to the experts. To me, if the total RES memory doesn't add up to the total 'used' it indicates that something is wrong with my virtual server set-up. Would you also suspect a memory leaking java process in this case? If I use free before: total used free shared buffers cached Mem: 2097152 149264 1947888 0 0 0 -/+ buffers/cache: 149264 1947888 Swap: 0 0 0 free after: total used free shared buffers cached Mem: 2097152 1094116 1003036 0 0 0 -/+ buffers/cache: 1094116 1003036 Swap: 0 0 0 So it looks as though the process is using (or causing to be used) nearly 1GB of RAM. Since the process (based on top is only using 452mb, does that mean that the kernal is all of a sudden using an additional 500mb?

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  • Dynamically load and call delegates based on source data

    - by makerofthings7
    Assume I have a stream of records that need to have some computation. Records will have a combination of these functions run Sum, Aggregate, Sum over the last 90 seconds, or ignore. A data record looks like this: Date;Data;ID Question Assuming that ID is an int of some kind, and that int corresponds to a matrix of some delegates to run, how should I use C# to dynamically build that launch map? I'm sure this idea exists... it is used in Windows Forms which has many delegates/events, most of which will never actually be invoked in a real application. The sample below includes a few delegates I want to run (sum, count, and print) but I don't know how to make the quantity of delegates fire based on the source data. (say print the evens, and sum the odds in this sample) using System; using System.Threading; using System.Collections.Generic; internal static class TestThreadpool { delegate int TestDelegate(int parameter); private static void Main() { try { // this approach works is void is returned. //ThreadPool.QueueUserWorkItem(new WaitCallback(PrintOut), "Hello"); int c = 0; int w = 0; ThreadPool.GetMaxThreads(out w, out c); bool rrr =ThreadPool.SetMinThreads(w, c); Console.WriteLine(rrr); // perhaps the above needs time to set up6 Thread.Sleep(1000); DateTime ttt = DateTime.UtcNow; TestDelegate d = new TestDelegate(PrintOut); List<IAsyncResult> arDict = new List<IAsyncResult>(); int count = 1000000; for (int i = 0; i < count; i++) { IAsyncResult ar = d.BeginInvoke(i, new AsyncCallback(Callback), d); arDict.Add(ar); } for (int i = 0; i < count; i++) { int result = d.EndInvoke(arDict[i]); } // Give the callback time to execute - otherwise the app // may terminate before it is called //Thread.Sleep(1000); var res = DateTime.UtcNow - ttt; Console.WriteLine("Main program done----- Total time --> " + res.TotalMilliseconds); } catch (Exception e) { Console.WriteLine(e); } Console.ReadKey(true); } static int PrintOut(int parameter) { // Console.WriteLine(Thread.CurrentThread.ManagedThreadId + " Delegate PRINTOUT waited and printed this:"+parameter); var tmp = parameter * parameter; return tmp; } static int Sum(int parameter) { Thread.Sleep(5000); // Pretend to do some math... maybe save a summary to disk on a separate thread return parameter; } static int Count(int parameter) { Thread.Sleep(5000); // Pretend to do some math... maybe save a summary to disk on a separate thread return parameter; } static void Callback(IAsyncResult ar) { TestDelegate d = (TestDelegate)ar.AsyncState; //Console.WriteLine("Callback is delayed and returned") ;//d.EndInvoke(ar)); } }

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  • Weighted random selection using Walker's Alias Method (c# implementation)

    - by Chuck Norris
    I was looking for this algorithm (algorithm which will randomly select from a list of elements where each element has different probability of being picked (weight) ) and found only python and c implementations, after I did a C# one, a bit different (but I think simpler) I thought I should share it, and ask your opinion ? this is it: using System; using System.Collections.Generic; using System.Linq; namespace ChuckNorris { class Program { static void Main(string[] args) { var oo = new Dictionary<string, int> { {"A",7}, {"B",1}, {"C",9}, {"D",8}, {"E",11}, }; var rnd = new Random(); var pick = rnd.Next(oo.Values.Sum()); var sum = 0; var res = ""; foreach (var o in oo) { sum += o.Value; if(sum >= pick) { res = o.Key; break; } } Console.WriteLine("result is "+ res); } } } if anyone can remake it in f# please post your code

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  • Translate query to NHibernate

    - by Rob Walker
    I am trying to learn NHibernate, and am having difficulty translating a SQL query into one using the criteria API. The data model has tables: Part (Id, Name, ...), Order (Id, PartId, Qty), Shipment (Id, PartId, Qty) For all the parts I want to find the total quantity ordered and the total quantity shipped. In SQL I have: select shipment.part_id, sum(shipment.quantity), sum(order.quantity) from shipment cross join order on order.part_id = shipment.part_id group by shipment.part_id Alternatively: select id, (select sum(quantity) from shipment where part_id = part.id), (select sum(quantity) from order where part_id = part.id) from part But the latter query takes over twice as long to execute. Any suggestions on how to create these queries in (fluent) NHibernate? I have all the tables mapped and loading/saving/etc the entities works fine.

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  • jQuery calculation plugin: show total in form field rather than text

    - by Katherine
    I'm embarrassed by the 'basicness' of this question, but after wasted hours, here goes. In an effort to do something with the jQuery Calculation plugin, I am playing with the basic example of the order form on the plugin site. I want to have the grand total as a form field,rather than text, so I can use the value. The function that calculates and shows the grand total is: function ($this){ // sum the total of the $("[id^=total_item]") selector var sum = $this.sum(); $("#grandTotal").text( // round the results to 2 digits sum.toFixed(2) ); } the total updates on keyup in: <span id="grandTotal"></span> But this does not work with: <input type="text" id="grandTotal" value=""/> Can anyone point me to what I need to add/change to make that work? To call my javascript basic would be a compliment, so please talk to me like I know nothing!

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  • Python adding elements from string

    - by owca
    I have a string like this "1 1 3 2 1 1 1 2 1 1 1 1 1 1 1 1,5 0,33 0,66 1 0,33 0,66 1 1 2 1 1 2 1 1 2 0,5 0,66 2 1 2 1 1 1 0 1". How to add elements to each other in python ? I've tried : list = [] for x in str.replace(' ', ''): list.append(x) sum = 0 for y in list: sum = sum + double(x) but I'm getting errors constantly.

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  • Beginner question - Loop invariants (Specifically Ch.3 of "Accelerated C++")

    - by Owen
    Hi - as I said, a complete beginner question here. I'm currently working my way through "Accelerated C++" and just came across this in chapter 3: // invariant: // we have read count grades so far, and // sum is the sum of the first count grades while (cin >> x) { ++count; sum += x; } The authors follow this by explaining that the invariant needs special attention paid to it because when the input is read into the variable x, we will have read count+1 grades and thus the invariant will be untrue. Similarly, when we have incremented the counter, the variable sum will no longer be the sum of the last count grades (in case you hadn't guessed, it's the traditional program for calculating student marks). What I don't understand is why this matters. Surely for just about any other loop, a similar statement would be true? For example, here is the book's first while loop (the output is filled in later): // invariant: we have written r rows so far while (r != rows) { // write a row of output std::cout << std::endl; ++r; } Once we have written the appropriate row of output, surely the invariant is false until we have incremented r, just as in the other example? It's probably something really obvious, anyone could enlighten me as to what makes these two cases different, that'd be great - and thanks in advance for taking the time to answer such a complete novice question. Owen

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  • Cross join (pivot) with n-n table containing values

    - by Styx31
    I have 3 tables : TABLE MyColumn ( ColumnId INT NOT NULL, Label VARCHAR(80) NOT NULL, PRIMARY KEY (ColumnId) ) TABLE MyPeriod ( PeriodId CHAR(6) NOT NULL, -- format yyyyMM Label VARCHAR(80) NOT NULL, PRIMARY KEY (PeriodId) ) TABLE MyValue ( ColumnId INT NOT NULL, PeriodId CHAR(6) NOT NULL, Amount DECIMAL(8, 4) NOT NULL, PRIMARY KEY (ColumnId, PeriodId), FOREIGN KEY (ColumnId) REFERENCES MyColumn(ColumnId), FOREIGN KEY (PeriodId) REFERENCES MyPeriod(PeriodId) ) MyValue's rows are only created when a real value is provided. I want my results in a tabular way, as : Column | Month 1 | Month 2 | Month 4 | Month 5 | Potatoes | 25.00 | 5.00 | 1.60 | NULL | Apples | 2.00 | 1.50 | NULL | NULL | I have successfully created a cross-join : SELECT MyColumn.Label AS [Column], MyPeriod.Label AS [Period], ISNULL(MyValue.Amount, 0) AS [Value] FROM MyColumn CROSS JOIN MyPeriod LEFT OUTER JOIN MyValue ON (MyValue.ColumnId = MyColumn.ColumnId AND MyValue.PeriodId = MyPeriod.PeriodId) Or, in linq : from p in MyPeriods from c in MyColumns join v in MyValues on new { c.ColumnId, p.PeriodId } equals new { v.ColumnId, v.PeriodId } into values from nv in values.DefaultIfEmpty() select new { Column = c.Label, Period = p.Label, Value = nv.Amount } And seen how to create a pivot in linq (here or here) : (assuming MyDatas is a view with the result of the previous query) : from c in MyDatas group c by c.Column into line select new { Column = line.Key, Month1 = line.Where(l => l.Period == "Month 1").Sum(l => l.Value), Month2 = line.Where(l => l.Period == "Month 2").Sum(l => l.Value), Month3 = line.Where(l => l.Period == "Month 3").Sum(l => l.Value), Month4 = line.Where(l => l.Period == "Month 4").Sum(l => l.Value) } But I want to find a way to create a resultset with, if possible, Month1, ... properties dynamic. Note : A solution which results in a n+1 query : from c in MyDatas group c by c.Column into line select new { Column = line.Key, Months = from l in line group l by l.Period into period select new { Period = period.Key, Amount = period.Sum(l => l.Value) } }

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  • MDX equivalent to SQL subqueries with aggregation

    - by James Lampe
    I'm new to MDX and trying to solve the following problem. Investigated calculated members, subselects, scope statements, etc but can't quite get it to do what I want. Let's say I'm trying to come up with the MDX equivalent to the following SQL query: SELECT SUM(netMarketValue) net, SUM(CASE WHEN netMarketValue > 0 THEN netMarketValue ELSE 0 END) assets, SUM(CASE WHEN netMarketValue < 0 THEN netMarketValue ELSE 0 END) liabilities, SUM(ABS(netMarketValue)) gross someEntity1 FROM ( SELECT SUM(marketValue) netMarketValue, someEntity1, someEntity2 FROM <some set of tables> GROUP BY someEntity1, someEntity2) t GROUP BY someEntity1 In other words, I have an account ledger where I hide internal offsetting transactions (within someEntity2), then calculate assets & liabilities after aggregating them by someEntity2. Then I want to see the grand total of those assets & liabilities aggregated by the bigger entity, someEntity1. In my MDX schema I'd presumably have a cube with dimensions for someEntity1 & someEntity2, and marketValue would be my fact table/measure. I suppose i could create another DSV that did what my subquery does (calculating net), and simply create a cube with that as my measure dimension, but I wonder if there is a better way. I'd rather not have 2 cubes (one for these net calculations and another to go to a lower level of granularity for other use cases), since it will be a lot of duplicate info in my database. These will be very large cubes.

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  • Block filters using fragment shaders

    - by Nils
    I was following this tutorial using Apple's OpenGL Shader Builder (tool similar to Nvidia's fx composer, but simpler). I could easily apply the filters, but I don't understand if they worked correct (and if so how can I improve the output). For example the blur filter: OpenGL itself does some image processing on the textures, so if they are displayed in a higher resolution than the original image, they are blurred already by OpenGL. Second the blurred part is brighter then the part not processed, I think this does not make sense, since it just takes pixels from the direct neighborhood. This is defined by float step_w = (1.0/width); Which I don't quite understand: The pixels are indexed using floating point values?? Edit: I forgot to attach the exact code I used: Fragment Shader // Originally taken from: http://www.ozone3d.net/tutorials/image_filtering_p2.php#part_2 #define KERNEL_SIZE 9 float kernel[KERNEL_SIZE]; uniform sampler2D colorMap; uniform float width; uniform float height; float step_w = (1.0/width); float step_h = (1.0/height); // float step_w = 20.0; // float step_h = 20.0; vec2 offset[KERNEL_SIZE]; void main(void) { int i = 0; vec4 sum = vec4(0.0); offset[0] = vec2(-step_w, -step_h); // south west offset[1] = vec2(0.0, -step_h); // south offset[2] = vec2(step_w, -step_h); // south east offset[3] = vec2(-step_w, 0.0); // west offset[4] = vec2(0.0, 0.0); // center offset[5] = vec2(step_w, 0.0); // east offset[6] = vec2(-step_w, step_h); // north west offset[7] = vec2(0.0, step_h); // north offset[8] = vec2(step_w, step_h); // north east // Gaussian kernel // 1 2 1 // 2 4 2 // 1 2 1 kernel[0] = 1.0; kernel[1] = 2.0; kernel[2] = 1.0; kernel[3] = 2.0; kernel[4] = 4.0; kernel[5] = 2.0; kernel[6] = 1.0; kernel[7] = 2.0; kernel[8] = 1.0; // TODO make grayscale first // Laplacian Filter // 0 1 0 // 1 -4 1 // 0 1 0 /* kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0; kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0; kernel[6] = 0.0; kernel[7] = 2.0; kernel[8] = 0.0; */ // Mean Filter // 1 1 1 // 1 1 1 // 1 1 1 /* kernel[0] = 1.0; kernel[1] = 1.0; kernel[2] = 1.0; kernel[3] = 1.0; kernel[4] = 1.0; kernel[5] = 1.0; kernel[6] = 1.0; kernel[7] = 1.0; kernel[8] = 1.0; */ if(gl_TexCoord[0].s<0.5) { // For every pixel sample the neighbor pixels and sum up for( i=0; i<KERNEL_SIZE; i++ ) { // select the pixel with the concerning offset vec4 tmp = texture2D(colorMap, gl_TexCoord[0].st + offset[i]); sum += tmp * kernel[i]; } sum /= 16.0; } else if( gl_TexCoord[0].s>0.51 ) { sum = texture2D(colorMap, gl_TexCoord[0].xy); } else // Draw a red line { sum = vec4(1.0, 0.0, 0.0, 1.0); } gl_FragColor = sum; } Vertex Shader void main(void) { gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position = ftransform(); }

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  • Date problem in MYSQL Query

    - by davykiash
    Am looking for a query to sum values in a particular time duration say an year or a particular month in an year using MYSQL syntax.Note that my transaction_date column stores daily amount transacted. Am example of a query that returns total sales in an year query would look something like this SELECT SUM(transaction_amount) WHERE transaction_date = (YEAR) Am example of a query that returns total sales in an particular month and year would look something like this SELECT SUM(transaction_amount) WHERE transaction_date = (YEAR)(MONTH) How achievable is this?

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  • MYSQL - Group by limit

    - by jono2010
    Hello Is there a simple way to LIMIT the GROUP BY results to the top 2. The following query returns all the results. Using 'LIMIT 2' reduces the overall list to the top 2 entries only. select distinct(rating_name), id_markets, sum(rating_good) 'good', sum(rating_neutral)'neutral', sum(rating_bad) 'bad' from ratings where rating_year=year(curdate()) and rating_week= week(curdate(),1) group by rating_name,id_markets order by rating_name, sum(rating_good) desc Results in the following :- poland 78 48 24 12 <- keep poland 1 15 5 0 <- keep poland 23 12 6 3 poland 2 5 0 0 poland 3 0 5 0 poland 4 0 0 5 ireland 1 9 3 0 <- keep ireland 2 3 0 0 <- keep ireland 3 0 3 0 ireland 4 0 0 3 france 12 24 12 6 <- keep france 1 3 1 0 <- keep france 231 1 0 0 france 2 1 0 0 france 4 0 0 1 france 3 0 1 0 Thanks Jon

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  • Memory Leaks - Objective-C

    - by reising1
    Can anyone help point out memory leaks? I'm getting a bunch within this method and I'm not sure exactly how to fix it. - (NSMutableArray *)getTop5AndOtherKeysAndValuesFromDictionary:(NSMutableDictionary *)dict { NSLog(@"get top 5"); int sumOfAllValues = 0; NSMutableArray *arr = [[[NSMutableArray alloc] init] retain]; for(NSString *key in dict){ NSString *value = [[dict objectForKey:key] retain]; [arr addObject:value]; sumOfAllValues += [value intValue]; } //sort values NSArray *sorted = [[arr sortedArrayUsingFunction:sort context:NULL] retain]; [arr release]; //top 5 values int sumOfTop5 = 0; NSMutableArray *top5 = [[[NSMutableArray alloc] init] retain]; for(int i = 0; i < 5; i++) { int proposedIndex = [sorted count] - 1 - i; if(proposedIndex >= 0) { [top5 addObject:[sorted objectAtIndex:([sorted count] - i - 1)]]; sumOfTop5 += [[sorted objectAtIndex:([sorted count] - i - 1)] intValue]; } } [sorted release]; //copy of all keys NSMutableArray *copyOfKeys = [[[NSMutableArray alloc] init] retain]; for(NSString *key in dict) { [copyOfKeys addObject:key]; } //copy of top 5 values NSMutableArray *copyOfTop5 = [[[NSMutableArray alloc] init] retain]; for(int i = 0; i < [top5 count]; i++) { [copyOfTop5 addObject:[top5 objectAtIndex:i]]; } //get keys with top 5 values NSMutableArray *outputKeys = [[[NSMutableArray alloc] init] retain]; for(int i = 0; i < [top5 count]; i++) { NSString *targetValue = [top5 objectAtIndex:i]; for(int j = 0; j < [copyOfKeys count]; j++) { NSString *key = [copyOfKeys objectAtIndex:j]; NSString *val = [dict objectForKey:key]; if([val isEqualToString:targetValue]) { [outputKeys addObject:key]; [copyOfKeys removeObjectAtIndex:j]; break; } } } [outputKeys addObject:@"Other"]; [top5 addObject:[[NSString stringWithFormat:@"%d",(sumOfAllValues - sumOfTop5)] retain]]; NSMutableArray *output = [[NSMutableArray alloc] init]; [output addObject:outputKeys]; [output addObject:top5]; NSMutableArray *percents = [[NSMutableArray alloc] init]; int sum = sumOfAllValues; float leftOverSum = sum * 1.0f; int count = [top5 count]; float val1, val2, val3, val4, val5; if(count >= 1) val1 = ([[top5 objectAtIndex:0] intValue] * 1.0f)/sum; else val1 = 0.0f; if(count >=2) val2 = ([[top5 objectAtIndex:1] intValue] * 1.0f)/sum; else val2 = 0.0f; if(count >= 3) val3 = ([[top5 objectAtIndex:2] intValue] * 1.0f)/sum; else val3 = 0.0f; if(count >= 4) val4 = ([[top5 objectAtIndex:3] intValue] * 1.0f)/sum; else val4 = 0.0f; if(count >=5) val5 = ([[top5 objectAtIndex:4] intValue] * 1.0f)/sum; else val5 = 0.0f; if(val1 >= .00001f) { NSMutableArray *a1 = [[NSMutableArray alloc] init]; [a1 addObject:[outputKeys objectAtIndex:0]]; [a1 addObject:[top5 objectAtIndex:0]]; [a1 addObject:[NSString stringWithFormat:@"%.01f",(val1*100)]]; [percents addObject:a1]; leftOverSum -= ([[top5 objectAtIndex:0] intValue] * 1.0f); } if(val2 >= .00001f) { NSMutableArray *a2 = [[NSMutableArray alloc] init]; [a2 addObject:[outputKeys objectAtIndex:1]]; [a2 addObject:[top5 objectAtIndex:1]]; [a2 addObject:[NSString stringWithFormat:@"%.01f",(val2*100)]]; [percents addObject:a2]; leftOverSum -= ([[top5 objectAtIndex:1] intValue] * 1.0f); } if(val3 >= .00001f) { NSMutableArray *a3 = [[NSMutableArray alloc] init]; [a3 addObject:[outputKeys objectAtIndex:2]]; [a3 addObject:[top5 objectAtIndex:2]]; [a3 addObject:[NSString stringWithFormat:@"%.01f",(val3*100)]]; [percents addObject:a3]; leftOverSum -= ([[top5 objectAtIndex:2] intValue] * 1.0f); } if(val4 >= .00001f) { NSMutableArray *a4 = [[NSMutableArray alloc] init]; [a4 addObject:[outputKeys objectAtIndex:3]]; [a4 addObject:[top5 objectAtIndex:3]]; [a4 addObject:[NSString stringWithFormat:@"%.01f",(val4*100)]]; [percents addObject:a4]; leftOverSum -= ([[top5 objectAtIndex:3] intValue] * 1.0f); } if(val5 >= .00001f) { NSMutableArray *a5 = [[NSMutableArray alloc] init]; [a5 addObject:[outputKeys objectAtIndex:4]]; [a5 addObject:[top5 objectAtIndex:4]]; [a5 addObject:[NSString stringWithFormat:@"%.01f",(val5*100)]]; [percents addObject:a5]; leftOverSum -= ([[top5 objectAtIndex:4] intValue] * 1.0f); } float valOther = (leftOverSum/sum); if(valOther >= .00001f) { NSMutableArray *a6 = [[NSMutableArray alloc] init]; [a6 addObject:[outputKeys objectAtIndex:5]]; [a6 addObject:[top5 objectAtIndex:5]]; [a6 addObject:[NSString stringWithFormat:@"%.01f",(valOther*100)]]; [percents addObject:a6]; } [output addObject:percents]; NSLog(@"mu - a"); //[arr release]; NSLog(@"mu - b"); //[copyOfKeys release]; NSLog(@"mu - c"); //[copyOfTop5 release]; NSLog(@"mu - c"); //[outputKeys release]; //[top5 release]; //[percents release]; return output; }

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  • how to reuse subquery result in mysql

    - by chris
    I'm doing a statistic job like this: SUM |COND1 |COND2 |... -------------------------- 100 |80 | 70 |... The SUM result is calculated from multiple tables, and the CONDs are subset of that. I wrote a sql like this: select tmp1.id,sum,cond1,cond2 as count from ( select id, count(*) as sum from table_1 group by table1.id) tmp1 left join ( select id, count(*) as cond1 from table1 where condition1 group by table1.id) tmp2 on tmp1.id=tmp2.id left join ( select id, count(*) as cond2 from table1 where condition2 group by table1.id) tmp3 on tmp1.id=tmp3.id the problem is that this is very poor efficiency, it will be better if i could use the result of tmp1, but i don't know how to do that. update: simplified the sql, what i mean is how to reuse the first select result of table_1

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  • knockout.js bind to static data

    - by MatteS
    whats the suggested way to bind to existing static data? I have to include this in the viewmodel because its used in computed values. http://jsfiddle.net/z2ykC/4/ <div id="sum" data-bind="text: sum"> </div> <div class="line"> dynamic: <span data-bind="text: dynamicValue"></span> static: <span data-bind="text: staticValue">312</span> <button data-bind="click: getDataFromServer">get data</button> </div> <div class="line"> dynamic: <span data-bind="text: dynamicValue"></span> static: <span data-bind="text: staticValue">123</span> <button data-bind="click: getDataFromServer">get data</button> </div> ? function SumViewModel(lines){ this.sum = ko.computed(function(){ var value = 0; $.each(lines, function(index, element){ var staticValue = element.staticValue(); if (staticValue) value += staticValue; var dynamicValue = element.dynamicValue(); if (dynamicValue) value += dynamicValue; value += dynamicValue; }); return value; }); } function LineViewModel() { this.randomNumber = function(max) { return Math.floor((Math.random() * max) + 1); }; this.dynamicValue = ko.observable(0); this.staticValue = ko.observable(); this.getDataFromServer = function() { this.dynamicValue(this.randomNumber(300)); }; }; var lines = []; $('.line').each(function(index, element) { var line = new LineViewModel() //line.staticValue(parseInt($('[data-bind*="staticValue"]', element).text())); lines.push(line); ko.applyBindings(line, element); }); var sum = new SumViewModel(lines); ko.applyBindings(sum, $('#sum')[0]);

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  • Adding Polynomials (Linked Lists)......Bug Help

    - by Brian
    I have written a program that creates nodes that in this class are parts of polynomials and then the two polynomials get added together to become one polynomial (list of nodes). All my code compiles so the only problem I am having is that the nodes are not inserting into the polynomial via the insert method I have in polynomial.java and when running the program it does create nodes and displays them in the 2x^2 format but when it comes to add the polynomials together it displays o as the polynomials, so if anyone can figure out whats wrong and what I can do to fix it it would be much appreciated. Here is the code: import java.util.Scanner; class Polynomial{ public termNode head; public Polynomial() { head = null; } public boolean isEmpty() { return (head == null); } public void display() { if (head == null) System.out.print("0"); else for(termNode cur = head; cur != null; cur = cur.getNext()) { System.out.println(cur); } } public void insert(termNode newNode) { termNode prev = null; termNode cur = head; while (cur!=null && (newNode.compareTo(cur)<0)) { prev = null; cur = cur.getNext(); } if (prev == null) { newNode.setNext(head); head = newNode; } else { newNode.setNext(cur); prev.setNext(newNode); } } public void readPolynomial(Scanner kb) { boolean done = false; double coefficient; int exponent; termNode term; head = null; //UNLINK ANY PREVIOUS POLYNOMIAL System.out.println("Enter 0 and 0 to end."); System.out.print("coefficient: "); coefficient = kb.nextDouble(); System.out.println(coefficient); System.out.print("exponent: "); exponent = kb.nextInt(); System.out.println(exponent); done = (coefficient == 0 && exponent == 0); while(!done) { Polynomial poly = new Polynomial(); term = new termNode(coefficient,exponent); System.out.println(term); poly.insert(term); System.out.println("Enter 0 and 0 to end."); System.out.print("coefficient: "); coefficient = kb.nextDouble(); System.out.println(coefficient); System.out.print("exponent: "); exponent = kb.nextInt(); System.out.println(exponent); done = (coefficient==0 && exponent==0); } } public static Polynomial add(Polynomial p, Polynomial q) { Polynomial r = new Polynomial(); double coefficient; int exponent; termNode first = p.head; termNode second = q.head; termNode sum = r.head; termNode term; while (first != null && second != null) { if (first.getExp() == second.getExp()) { if (first.getCoeff() != 0 && second.getCoeff() != 0); { double addCoeff = first.getCoeff() + second.getCoeff(); term = new termNode(addCoeff,first.getExp()); sum.setNext(term); first.getNext(); second.getNext(); } } else if (first.getExp() < second.getExp()) { sum.setNext(second); term = new termNode(second.getCoeff(),second.getExp()); sum.setNext(term); second.getNext(); } else { sum.setNext(first); term = new termNode(first.getNext()); sum.setNext(term); first.getNext(); } } while (first != null) { sum.setNext(first); } while (second != null) { sum.setNext(second); } return r; } } Here is my Node class: class termNode implements Comparable { private int exp; private double coeff; private termNode next; public termNode(double coefficient, int exponent) { coeff = coefficient; exp = exponent; next = null; } public termNode(termNode inTermNode) { coeff = inTermNode.coeff; exp = inTermNode.exp; } public void setData(double coefficient, int exponent) { coefficient = coeff; exponent = exp; } public double getCoeff() { return coeff; } public int getExp() { return exp; } public void setNext(termNode link) { next = link; } public termNode getNext() { return next; } public String toString() { if (exp == 0) { return(coeff + " "); } else if (exp == 1) { return(coeff + "x"); } else { return(coeff + "x^" + exp); } } public int compareTo(Object other) { if(exp ==((termNode) other).exp) return 0; else if(exp < ((termNode) other).exp) return -1; else return 1; } } And here is my Test class to run the program. import java.util.Scanner; class PolyTest{ public static void main(String [] args) { Scanner kb = new Scanner(System.in); Polynomial r; Polynomial p = new Polynomial(); System.out.println("Enter first polynomial."); p.readPolynomial(kb); Polynomial q = new Polynomial(); System.out.println(); System.out.println("Enter second polynomial."); q.readPolynomial(kb); r = Polynomial.add(p,q); System.out.println(); System.out.print("The sum of "); p.display(); System.out.print(" and "); q.display(); System.out.print(" is "); r.display(); } }

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  • Why is numpy's einsum faster than numpy's built in functions?

    - by Ophion
    Lets start with three arrays of dtype=np.double. Timings are performed on a intel CPU using numpy 1.7.1 compiled with icc and linked to intel's mkl. A AMD cpu with numpy 1.6.1 compiled with gcc without mkl was also used to verify the timings. Please note the timings scale nearly linearly with system size and are not due to the small overhead incurred in the numpy functions if statements these difference will show up in microseconds not milliseconds: arr_1D=np.arange(500,dtype=np.double) large_arr_1D=np.arange(100000,dtype=np.double) arr_2D=np.arange(500**2,dtype=np.double).reshape(500,500) arr_3D=np.arange(500**3,dtype=np.double).reshape(500,500,500) First lets look at the np.sum function: np.all(np.sum(arr_3D)==np.einsum('ijk->',arr_3D)) True %timeit np.sum(arr_3D) 10 loops, best of 3: 142 ms per loop %timeit np.einsum('ijk->', arr_3D) 10 loops, best of 3: 70.2 ms per loop Powers: np.allclose(arr_3D*arr_3D*arr_3D,np.einsum('ijk,ijk,ijk->ijk',arr_3D,arr_3D,arr_3D)) True %timeit arr_3D*arr_3D*arr_3D 1 loops, best of 3: 1.32 s per loop %timeit np.einsum('ijk,ijk,ijk->ijk', arr_3D, arr_3D, arr_3D) 1 loops, best of 3: 694 ms per loop Outer product: np.all(np.outer(arr_1D,arr_1D)==np.einsum('i,k->ik',arr_1D,arr_1D)) True %timeit np.outer(arr_1D, arr_1D) 1000 loops, best of 3: 411 us per loop %timeit np.einsum('i,k->ik', arr_1D, arr_1D) 1000 loops, best of 3: 245 us per loop All of the above are twice as fast with np.einsum. These should be apples to apples comparisons as everything is specifically of dtype=np.double. I would expect the speed up in an operation like this: np.allclose(np.sum(arr_2D*arr_3D),np.einsum('ij,oij->',arr_2D,arr_3D)) True %timeit np.sum(arr_2D*arr_3D) 1 loops, best of 3: 813 ms per loop %timeit np.einsum('ij,oij->', arr_2D, arr_3D) 10 loops, best of 3: 85.1 ms per loop Einsum seems to be at least twice as fast for np.inner, np.outer, np.kron, and np.sum regardless of axes selection. The primary exception being np.dot as it calls DGEMM from a BLAS library. So why is np.einsum faster that other numpy functions that are equivalent? The DGEMM case for completeness: np.allclose(np.dot(arr_2D,arr_2D),np.einsum('ij,jk',arr_2D,arr_2D)) True %timeit np.einsum('ij,jk',arr_2D,arr_2D) 10 loops, best of 3: 56.1 ms per loop %timeit np.dot(arr_2D,arr_2D) 100 loops, best of 3: 5.17 ms per loop The leading theory is from @sebergs comment that np.einsum can make use of SSE2, but numpy's ufuncs will not until numpy 1.8 (see the change log). I believe this is the correct answer, but have not been able to confirm it. Some limited proof can be found by changing the dtype of input array and observing speed difference and the fact that not everyone observes the same trends in timings.

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  • sort the "rollup" in group by

    - by shantanuo
    I found that the "with rollup" option used with group by is very useful. But it does not behave with "order by" clause. Is there any way to order by the way I want as well as calculate the sub-totals? CREATE TABLE `mygroup` ( `id` int(11) default NULL, `country` varchar(100) default NULL ) ENGINE=MyISAM ; INSERT INTO `mygroup` VALUES (1,'India'),(5,'India'),(8,'India'),(18,'China'),(28,'China'),(28,'China'); mysql>select country, sum(id) from mygroup group by country with rollup; +---------+---------+ | country | sum(id) | +---------+---------+ | China | 74 | | India | 14 | | NULL | 88 | +---------+---------+ 3 rows in set (0.00 sec) mysql>select country, sum(id) as cnt from mygroup group by country order by cnt ; +---------+------+ | country | cnt | +---------+------+ | India | 14 | | China | 74 | +---------+------+ 2 rows in set (0.00 sec) mysql>select country, sum(id) as cnt from mygroup group by country with rollup order by cnt; ERROR 1221 (HY000): Incorrect usage of CUBE/ROLLUP and ORDER BY Expected Result: +---------+------+ | country | cnt | +---------+------+ | India | 14 | | China | 74 | | NULL | 88 | +---------+---------+ 3 rows in set (0.00 sec)

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