Search Results

Search found 834 results on 34 pages for 'looping'.

Page 22/34 | < Previous Page | 18 19 20 21 22 23 24 25 26 27 28 29  | Next Page >

  • How to yield a single element from for loop in scala?

    - by Julio Faerman
    Much like this question: Functional code for looping with early exit Say the code is def findFirst[T](objects: List[T]):T = { for (obj <- objects) { if (expensiveFunc(obj) != null) return /*???*/ Some(obj) } None } How to yield a single element from a for loop like this in scala? I do not want to use find, as proposed in the original question, i am curious about if and how it could be implemented using the for loop. * UPDATE * First, thanks for all the comments, but i guess i was not clear in the question. I am shooting for something like this: val seven = for { x <- 1 to 10 if x == 7 } return x And that does not compile. The two errors are: - return outside method definition - method main has return statement; needs result type I know find() would be better in this case, i am just learning and exploring the language. And in a more complex case with several iterators, i think finding with for can actually be usefull. Thanks commenters, i'll start a bounty to make up for the bad posing of the question :)

    Read the article

  • vb6 listbox list timer

    - by user3138338
    i want to iterate listbox list item with Timer1 . for example, if listbox list item have 'A','B','C' then i want to make run 'A' then run timer1 and after finish 'B' then run timer1 and so on maybe this is easy for someone but it not easy for me because Timer1 is continue looping and it make me some confused. sorry my bad english and anyone could enlight me i really much appreate! Private Sub Command1_Click() For xx = 0 To List3.listcount - 1 Timer1.Enabled = True Next xx End Sub Public Sub Timer1_Timer() some code.... . . End Sub

    Read the article

  • Can i query a List? Java

    - by Nitesh Panchal
    Hello, Say i have List<SomeObject> objList = new ArrayList<SomeObject>(); If someObject contains a field named id. Can we find it through some query like objList.filter('id=2'); wihout looping through the list? If not, then why? This can be so useful method and used as an alternative to write tedious for loop? Just a question that came to my mind so i thought i must clear it here :) Thanks in advance :)

    Read the article

  • making mysql query using splite string?

    - by Marco
    lets say i have a group of number like (3,2,5) the normal way i use to split them and searching mysql to get value is to split them using explode in PHP EXAMPLE $string = '3,4,5'; $array = explode(',',$string); foreach($array as $value){ $query = 'SELECT ID FROM TABLE WHERE ID = "'.$value.'"'; } it work like this but it make the script extremely slow i need now if there is away to split this string into the query it self and return the result without looping with PHP ?

    Read the article

  • sequencing function calls in javascript - are callbacks the only way?

    - by tim
    I read through various threads like this one for example. But it really escapes me how to accomplish the following: I have 4 functions, and want them happen one after another in sequence. Notice they are in incorrect order, to get my point across. I want the result that will output "1, 2, 3, 4' function firstFunction(){ // some very time consuming asynchronous code... console.log('1'); } function thirdFunction(){ // definitely dont wanna do this until secondFunction is finished console.log('3'); } function secondFunction(){ // waits for firstFunction to be completed console.log('2'); } function fourthFunction(){ // last function, not executed until the other 3 are done. console.log('4'); } I tried to figure out callbacks but am getting lost :( Isn't there some simple way to do this? Like looping through an array...

    Read the article

  • Why do dicts of defaultdict(int)'s use so much memory? (and other simple python performance question

    - by dukhat
    import numpy as num from collections import defaultdict topKeys = range(16384) keys = range(8192) table = dict((k,defaultdict(int)) for k in topKeys) dat = num.zeros((16384,8192), dtype="int32") print "looping begins" #how much memory should this use? I think it shouldn't use more that a few #times the memory required to hold (16384*8192) int32's (512 mb), but #it uses 11 GB! for k in topKeys: for j in keys: dat[k,j] = table[k][j] print "done" What is going on here? Furthermore, this similar script takes eons to run compared to the first one, and also uses an absurd quantity of memory. topKeys = range(16384) keys = range(8192) table = [(j,0) for k in topKeys for j in keys] I guess python ints might be 64 bit ints, which would account for some of this, but do these relatively natural and simple constructions really produce such a massive overhead? I guess these scripts show that they do, so my question is: what exactly is causing the high memory usage in the first script and the long runtime and high memory usage of the second script and is there any way to avoid these costs?

    Read the article

  • Removing control / special characters from log file

    - by digitalsky
    I have a log file captured by tclsh which captures all the backspace characters (ctrl-H, shows up as "^H") and color-setting sequences (eg. ^[[32m .... ^[[0m ). What is an efficient way to remove them? ^[...m This one is easy since, I can just do "sed -i /^[.*m//g" to remove them ^H Right now I have "sed -i s/.^H//", which "applies" a backspace, but I have to keep looping this until there are no more backspaces. while [ logfile == `grep -l ^H logfile` ]; do sed -i s/.^H// logfile ; done; "sed -i s/.^H//g" doesn't work because it would match consecutive backspaces. This process takes 11 mins for my log file with ~6k lines, which is too long. Any better ways to remove the backspace?

    Read the article

  • BizTalk 2009 - Custom Functoid Categories

    - by StuartBrierley
    I recently had cause to code a number of custom functoids to aid with some maps that I was writing. Once these were developed and deployed to C:\Program Files\Microsoft BizTalk Server 2009\Developer Tools\Mapper Extensions a quick refresh allowed them to appear in toolbox.  After dropping these on a map and configuring the appropriate inputs I tested the map to check that they worked as expected.  All but one of the functoids worked as expecetd, but the final functoid appeared not to be firing at all. I had already tested the code used in a simple test harness application, so I was confident in the code used, but I still needed to figure out what the problem might be. Debugging the map helped me on the way; for some reason the functoid in question was not shown correctly - the functoid definition was wrong. After some investigations I found that the functoid type you assign when coding a custom functoid affects more than just the category it appears in; different functoid types have different capabilities, including what they can link too.  For example, a logical functoid can not provide content for an output element, it can only say whether the element exists.  Map this via a Value Mapping functoid and the value of true or false can be seen in the output element. The functoid I was having problems with was one whare I had used the XPath functoid type, this had seemed to be a good fit as I was looking up content in a config file using xpath and I wanted it to appear the advanced area.  From the table below you can see that this functoid type is marked as "Internal Only", preventing it from being used for custom functoids.  Changing my type to String allowed the functoid to function as expected. Category Description Toolbox Group Assert Internal Use Only Advanced Conversion Converts characters to and from numerics and converts numbers from one base to another. Conversion Count Internal Use Only Advanced Cumulative Performs accumulations of the value of a field that occurs multiple times in a source document and outputs a single output. Cumulative DatabaseExtract Internal Use Only Database DatabaseLookup Internal Use Only Database DateTime Adds date, time, date and time, or add days to a specified date, in output data. Date/Time ExistenceLooping Internal Use Only Advanced Index Internal Use Only Advanced Iteration Internal Use Only Advanced Keymatch Internal Use Only Advanced Logical Controls conditional behavior of other functoids to determine whether particular output data is created. Logical Looping Internal Use Only Advanced MassCopy Internal Use Only Advanced Math Performs specific numeric calculations such as addition, multiplication, and division. Mathematical NilValue Internal Use Only Advanced Scientific Performs specific scientific calculations such as logarithmic, exponential, and trigonometric functions. Scientific Scripter Internal Use Only Advanced String Manipulates data strings by using well-known string functions such as concatenation, length, find, and trim. String TableExtractor Internal Use Only Advanced TableLooping Internal Use Only Advanced Unknown Internal Use Only Advanced ValueMapping Internal Use Only Advanced XPath Internal Use Only Advanced Links http://msdn.microsoft.com/en-us/library/microsoft.biztalk.basefunctoids.functoidcategory(BTS.20).aspx http://blog.eliasen.dk/CommentView,guid,d33b686b-b059-4381-a0e7-1c56e808f7f0.aspx

    Read the article

  • WinAPI window taking 50% of CPU when idle

    - by henryprescott
    I'm currently working on a game that creates a window using WindowsAPI. However, at the moment the process is taking up 50% of my CPU. All I am doing is creating the window and looping using the code found below: int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) { MSG message = {0}; WNDCLASSEX wcl = {0}; wcl.cbSize = sizeof(wcl); wcl.style = CS_OWNDC | CS_HREDRAW | CS_VREDRAW; wcl.lpfnWndProc = WindowProc; wcl.cbClsExtra = 0; wcl.cbWndExtra = 0; wcl.hInstance = hInstance = hInstance; wcl.hIcon = LoadIcon(0, IDI_APPLICATION); wcl.hCursor = LoadCursor(0, IDC_ARROW); wcl.hbrBackground = 0; wcl.lpszMenuName = 0; wcl.lpszClassName = "GL2WindowClass"; wcl.hIconSm = 0; if (!RegisterClassEx(&wcl)) return 0; hWnd = CreateAppWindow(wcl, "Application"); if (hWnd) { if (Init()) { ShowWindow(hWnd, nShowCmd); UpdateWindow(hWnd); while (true) { while (PeekMessage(&message, 0, 0, 0, PM_REMOVE)) { if (message.message == WM_QUIT) break; TranslateMessage(&message); DispatchMessage(&message); } if (message.message == WM_QUIT) break; if (hasFocus) { elapsedTime = GetElapsedTimeInSeconds(); lastEarth += elapsedTime; lastUpdate += elapsedTime; lastFrame += elapsedTime; lastParticle += elapsedTime; if(lastUpdate >= (1.0f / 100.0f)) { Update(lastUpdate); lastUpdate = 0; } if(lastFrame >= (1.0f / 60.0f)) { UpdateFrameRate(lastFrame); lastFrame = 0; Render(); SwapBuffers(hDC); } if(lastEarth >= (1.0f / 10.0f)) { UpdateEarthAnimation(); lastEarth = 0; } if(lastParticle >= (1.0f / 30.0f)) { particleManager->rightBooster->Update(); particleManager->rightBoosterSmoke->Update(); particleManager->leftBooster->Update(); particleManager->leftBoosterSmoke->Update(); particleManager->breakUp->Update(); lastParticle = 0; } } else { WaitMessage(); } } } Cleanup(); UnregisterClass(wcl.lpszClassName, hInstance); } return static_cast<int>(message.wParam); } So even when I am not drawing anything when the window has focus it still takes up 50%. I don't understand how this is taking up so much system resources. Am I doing something wrong? Any help would be much appreciated, thank you!

    Read the article

  • Finding the Twins when Implementing Catmull-Clark subdivision using Half-Edge mesh [migrated]

    - by Ailurus
    Note: The description became a little longer than expected. Do you know a readable implementation of this algorithm using this mesh? Please let me know! I'm trying to implement Catmull-Clark subdivision using Matlab (because later on the results have to be compared with some other stuff already implemented in Matlab). First try was with a Vertex-Face mesh, the algorithm works but it is of course not very efficient (since you need neighbouring information for edges and faces). Therefore, I'm now using a Half-Edge mesh (info), see also the paper of Lutz Kettner. Wikipedia link to the idea behind Catmull-Clark SDV: Wiki. My problem lies in finding the Twin HalfEdges, I'm just not sure how to do this. Below I'm describing my thoughts on the implementation, trying to keep it concise. Half-Edge mesh (using indices to Vertices/HalfEdges/Faces): Vertex (x,y,z,Outgoing_HalfEdge) HalfEdge (HeadVertex (or TailVertex, which one should I use), Next, Face, Twin). Face (HalfEdge) To keep it simple for now, assume that every face is a quadrilateral. The actual mesh is a list of Vertices, HalfEdges and Faces. The new mesh will consist of NewVertices, NewHalfEdges and NewFaces, like this (note: Number_... is the number of ...): NumberNewVertices: Number_Faces + Number_HalfEdges/2 + Number_Vertices NumberNewHalfEdges: 4 * 4 * NumberFaces NumberNewfaces: 4 * NumberFaces Catmull-Clark: Find the FacePoint (centroid) of each Face: --> Just average the x,y,z values of the vertices, save as a NewVertex. Find the EdgePoint of each HalfEdge: --> To prevent duplicates (each HalfEdge has a Twin which would result in the same HalfEdge) --> Only calculate EdgePoints of the HalfEdge which has the lowest index of the Pair. Update old Vertices Ok, now all the new Vertices are calculated (however, their Outgoing_HalfEdge is still unknown). Next step to save the new HalfEdges and Faces. This is the part causing me problems! Loop through each old Face, there are 4 new Faces to be created (because of the quadrilateral assumption) First create the 4 new HalfEdges per New Face, starting at the FacePoint to the Edgepoint Next a new HalfEdge from the EdgePoint to an Updated Vertex Another new one from the Updated Vertex to the next EdgePoint Finally the fourth new HalfEdge from the EdgePoint back to the FacePoint. The HeadVertex of each new HalfEdge is known, the Next HalfEdge too. The Face is also known (since it is the new face you're creating!). Only the Twin HalfEdge is unknown, how should I know this? By the way, while looping through the Vertices of the new Face, assign the Outgoing_HalfEdge to the Vertices. This is probably the place to find out which HalfEdge is the Twin. Finally, after the 4 new HalfEdges are created, save the Face with the HalfVertex index the last newly created HalfVertex. I hope this is clear, if needed I can post my (obviously not-yet-finished) Matlab code.

    Read the article

  • XNA Notes 001

    - by George Clingerman
    Just a quick recap of things I noticed going on in or around the XNA community this past week. I’m sure there’s a lot I missed (it’s a pretty big community with lots of different parts to it) but these where the things I caught that I thought were pretty cool. The XNA Team Michael Klucher gave a list of books every gamer should read. http://twitter.com/#!/mklucher/status/22313041135673344 Shawn Hargreaves posted Nelxon Studio posting about a cheatsheet for converting 3.1 to 4.0 http://blogs.msdn.com/b/shawnhar/archive/2011/01/04/xna-3-1-to-4-0-cheat-sheet.aspx?utm_source=twitterfeed&utm_medium=twitter XNA Game Studio won the Frontline award for Programming Tool by GameDev magazine! Congrats to the XNA team! http://www.gdmag.com/homepage.htm XNA MVPs In January several MVPs were up for re-election, Jim Perry, Andy ‘The ZMan’ Dunn, Glenn Wilson and myself were all re-award a Microsoft MVP award for their contributions to the XNA/DirectX communities. https://mvp.support.microsoft.com/communities/mvp.aspx?product=1&competency=XNA%2fDirectX A movement to get Michael McLaughlin an MVP award has started and you can join in too! http://twitter.com/#!/theBigDaddio/status/22744458621620224 http://www.xnadevelopment.com/MVP/MichaelMcLaughlinMVP.txt Don’t forget you can nominate ANYONE for a MVP award, that’s how they work. https://mvp.support.microsoft.com/gp/mvpbecoming  XNA Developers James Silva of Ska Studios hit 9,200 sales of ZP2KX and recommends you listen to Infected Mushroom. http://twitter.com/#!/Jamezila/status/22538865357094912 http://en.wikipedia.org/wiki/Infected_Mushroom Noogy creator of the upcoming XBLA title Dust an Elysian tail posts some details into his art creation. http://noogy.com/image/statue/statue.html Xbox LIVE Indie Game News Microsoft posts acknowledging there was an issue with the sales data that has been addressed and apologized for not posting about it sooner. http://forums.create.msdn.com/forums/p/71347/436154.aspx#436154 Winter Uprising sales still chugging along and being updated by Xalterax (by those developers willing to actually share sales numbers. Thanks for sharing guys, much appreciated!) http://forums.create.msdn.com/forums/t/70147.aspx Don’t forget about Dream Build Play coming up in February! http://www.dreambuildplay.com/Main/Home.aspx The Best Xbox LIVE Indie Games December Edition comes out on NeoGaf http://www.neogaf.com/forum/showthread.php?t=414485 The Greatest XBox LIVE Indie Games of 2010 on DealSpwn – Congrats to DrMistry and MStarGames for his #1 spot with his massive XBLIG Space Pirates From Tomorrow! http://www.dealspwn.com/xbligoty-2010/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+Dealspwn+%28Dealspwn%29 XNA Game Development The future of XACT and WP7 has finally been confirmed and we finally know what our options are for looping audio seamlessly on WP7. http://forums.create.msdn.com/forums/p/61826/436639.aspx#436639  Super Mario 3 Design Notes is an interesting read for XBLIG developers, giving some insight to the training that natural occurs for players as they start playing the game. Good things for XBLIG developers to think about. http://www.significant-bits.com/super-mario-bros-3-level-design-lessons

    Read the article

  • How can I convert a 2D bitmap (Used for terrain) to a 2D polygon mesh for collision?

    - by Megadanxzero
    So I'm making an artillery type game, sort of similar to Worms with all the usual stuff like destructible terrain etc... and while I could use per-pixel collision that doesn't give me collision normals or anything like that. Converting it all to a mesh would also mean I could use an existing physics library, which would be better than anything I can make by myself. I've seen people mention doing this by using Marching Squares to get contours in the bitmap, but I can't find anything which mentions how to turn these into a mesh (Unless it refers to a 3D mesh with contour lines defining different heights, which is NOT what I want). At the moment I can get a basic Marching Squares contour which looks something like this (Where the grid-like lines in the background would be the Marching Squares 'cells'): That needs to be interpolated to get a smoother, more accurate result but that's the general idea. I had a couple ideas for how to turn this into a mesh, but many of them wouldn't work in certain cases, and the one which I thought would work perfectly has turned out to be very slow and I've not even finished it yet! Ideally I'd like whatever I end up using to be fast enough to do every frame for cases such as rapidly-firing weapons, or digging tools. I'm thinking there must be some kind of existing algorithm/technique for turning something like this into a mesh, but I can't seem to find anything. I've looked at some things like Delaunay Triangulation, but as far as I can tell that won't correctly handle concave shapes like the above example, and also wouldn't account for holes within the terrain. I'll go through the technique I came up with for comparison and I guess I'll see if anyone has a better idea. First of all interpolate the Marching Squares contour lines, creating vertices from the line ends, and getting vertices where lines cross cell edges (Important). Then, for each cell containing vertices create polygons by using 2 vertices, and a cell corner as the 3rd vertex (Probably the closest corner). Do this for each cell and I think you should have a mesh which accurately represents the original bitmap (Though there will only be polygons at the edges of the bitmap, and large filled in areas in between will be empty). The only problem with this is that it involves lopping through every pixel once for the initial Marching Squares, then looping through every cell (image height + 1 x image width + 1) at least twice, which ends up being really slow for any decently sized image...

    Read the article

  • Collision Detection for 2D

    - by Bhaskar
    I am working on a simple game, where I need to do a collision detection of two Texture2D. The code I have written is: bool perPixelCollission = false; Texture2D texture1 = sprite1.Texture; Texture2D texture2 = sprite1.Texture; Vector2 position1 = new Vector2(sprite1.CurrentScope.X, sprite1.CurrentScope.Y); Vector2 position2 = new Vector2(sprite2.CurrentScope.X, sprite2.CurrentScope.Y); uint[] bitsA = new uint[texture1.Width * texture1.Height]; uint[] bitsB = new uint[texture2.Width * texture2.Height]; Rectangle texture1Rectangle = new Rectangle(Convert.ToInt32(position1.X), Convert.ToInt32(position1.Y), texture1.Width, texture1.Height); Rectangle texture2Rectangle = new Rectangle(Convert.ToInt32(position2.X), Convert.ToInt32(position2.Y), texture2.Width, texture2.Height); texture1.GetData<uint>(bitsA); texture2.GetData<uint>(bitsB); int x1 = Math.Max(texture1Rectangle.X, texture2Rectangle.X); int x2 = Math.Min(texture1Rectangle.X + texture1Rectangle.Width, texture2Rectangle.X + texture2Rectangle.Width); int y1 = Math.Max(texture1Rectangle.Y, texture2Rectangle.Y); int y2 = Math.Min(texture1Rectangle.Y + texture1Rectangle.Height, texture2Rectangle.Y + texture2Rectangle.Height); for (int y = y1; y < y2; ++y) { for (int x = x1; x < x2; ++x) { if (((bitsA[(x - texture1Rectangle.X) + (y - texture1Rectangle.Y) * texture1Rectangle.Width] & 0xFF000000) >> 24) > 20 && ((bitsB[(x - texture2Rectangle.X) + (y - texture2Rectangle.Y) * texture2Rectangle.Width] & 0xFF000000) >> 24) > 20) { perPixelCollission = true; break; } } // Reduce amount of looping by breaking out of this. if (perPixelCollission) { break; } } return perPixelCollission; But this code is really making the game slow. Where can I get some very good collision detection tutorial and code? What is wrong in this code?

    Read the article

  • How far should an entity take care of its properties values by itself?

    - by Kharlos Dominguez
    Let's consider the following example of a class, which is an entity that I'm using through Entity Framework. - InvoiceHeader - BilledAmount (property, decimal) - PaidAmount (property, decimal) - Balance (property, decimal) I'm trying to find the best approach to keep Balance updated, based on the values of the two other properties (BilledAmount and PaidAmount). I'm torn between two practices here: Updating the balance amount every time BilledAmount and PaidAmount are updated (through their setters) Having a UpdateBalance() method that the callers would run on the object when appropriate. I am aware that I can just calculate the Balance in its getter. However, it isn't really possible because this is an entity field that needs to be saved back to the database, where it has an actual column, and where the calculated amount should be persisted to. My other worry about the automatically updating approach is that the calculated values might be a little bit different from what was originally saved to the database, due to rounding values (an older version of the software, was using floats, but now decimals). So, loading, let's say 2000 entities from the database could change their status and make the ORM believe that they have changed and be persisted back to the database the next time the SaveChanges() method is called on the context. It would trigger a mass of updates that I am not really interested in, or could cause problems, if the calculation methods changed (the entities fetched would lose their old values to be replaced by freshly recalculated ones, simply by being loaded). Then, let's take the example even further. Each invoice has some related invoice details, which also have BilledAmount, PaidAmount and Balance (I'm simplifying my actual business case for the sake of the example, so let's assume the customer can pay each item of the invoice separately rather than as a whole). If we consider the entity should take care of itself, any change of the child details should cause the Invoice totals to change as well. In a fully automated approach, a simple implementation would be looping through each detail of the invoice to recalculate the header totals, every time one the property changes. It probably would be fine for just a record, but if a lot of entities were fetched at once, it could create a significant overhead, as it would perform this process every time a new invoice detail record is fetched. Possibly worse, if the details are not already loaded, it could cause the ORM to lazy-load them, just to recalculate the balances. So far, I went with the Update() method-way, mainly for the reasons I explained above, but I wonder if it was right. I'm noticing I have to keep calling these methods quite often and at different places in my code and it is potential source of bugs. It also has a detrimental effect on data-binding because when the properties of the detail or header changes, the other properties are left out of date and the method has no way to be called. What is the recommended approach in this case?

    Read the article

  • Collision rectangle response

    - by dotty
    I'm having difficulties getting a moveable rectangle to collide with more than one rectangle. I'm using SFML and it has a handy function called Intersect() which takes 2 rectangles and returns the intersections. I have a vector full of rectangles which I want my moveable rectangle to collide with. I'm looping through this using the following code (p is the moveble rectangle). IsCollidingWith returns a bool but also uses SFML's Interesect to work out the intersections. while(unsigned i = 0; i!= testRects.size(); i++){ if(p.IsCollidingWith(testRects[i]){ p.Collide(testRects[i]); } } and the actual Collide() code void gameObj::collide( gameObj collidingObject ){ printf("%f %f\n", this->colliderResult.width, this->colliderResult.height); if (this->colliderResult.width < this->colliderResult.height) { // collided on X if (this->getCollider().left < collidingObject.getCollider().left ) { this->move( -this->colliderResult.width , 0); }else { this->move( this->colliderResult.width, 0 ); } } if(this->colliderResult.width > this->colliderResult.height){ if (this->getCollider().top < collidingObject.getCollider().top ) { this->move( 0, -this->colliderResult.height); }else { this->move( 0, this->colliderResult.height ); } } } and the IsCollidingWith() code is bool gameObj::isCollidingWith( gameObj testObject ){ if (this->getCollider().intersects( testObject.getCollider(), this->colliderResult )) { return true; }else { return false; } } This works fine when there's only 1 Rect in the scene. However, when there's move than one Rect it causes issue when working out 2 collisions at once. Any idea how to deal with this correctly? I have uploaded a video to youtube to show my problem. The console on the far-right shows the width and height of the intersections. You can see on the console that it's trying to calculate 2 collisions at once, I think this is where the problem is being caused. The youtube video is at http://www.youtube.com/watch?v=fA2gflOMcAk also , this image also seems to illustrate the problem nicely. Can someone please help, I've been stuck on this all weekend!

    Read the article

  • Looking for an algorithm to connect dots - shortest route

    - by e4ch
    I have written a program to solve a special puzzle, but now I'm kind of stuck at the following problem: I have about 3200 points/nodes/dots. Each of these points is connected to a few other points (usually 2-5, theoretical limit is 1-26). I have exactly one starting point and about 30 exit points (probably all of the exit points are connected to each other). Many of these 3200 points are probably not connected to neither start nor end point in any way, like a separate net, but all points are connected to at least one other point. I need to find the shortest number of hops to go from entry to exit. There is no distance between the points (unlike the road or train routing problem), just the number of hops counts. I need to find all solutions with the shortest number of hops, and not just one solution, but all. And potentially also solutions with one more hop etc. I expect to have a solution with about 30-50 hops to go from start to exit. I already tried: 1) randomly trying possibilities and just starting over when the count was bigger than a previous solution. I got first solution with 3500 hops, then it got down to about 97 after some minutes, but looking at the solutions I saw problems like unnecessary loops and stuff, so I tried to optimize a bit (like not going back where it came from etc.). More optimizations are possible, but this random thing doesn't find all best solutions or takes too long. 2) Recursively run through all ways from start (chess-problem-like) and breaking the try when it reached a previous point. This was looping at about a length of 120 nodes, so it tries chains that are (probably) by far too long. If we calculate 4 possibilities and 120 nodes, we're reaching 1.7E72 possibilities, which is not possible to calculate through. This is called Depth-first search (DFS) as I found out in the meantime. Maybe I should try Breadth-first search by adding some queue? The connections between the points are actually moves you can make in the game and the points are how the game looks like after you made the move. What would be the algorithm to use for this problem? I'm using C#.NET, but the language shouldn't matter.

    Read the article

  • Latency between IIS and SQL on same physical, two VMs

    - by Jerad Rose
    I have a single server (2x4 core CPUs, 32GB ram), that is a Windows Server 2012 Hyper V host, and it hosts two guest VMs (also Windows Server 2012 instances). One of them is a web server, the other is a SQL server. When hitting a page that loops over 50 records, there is noticeable latency. I capture/report the timings of each iteration on the loop, and each iteration is about 20-30 milliseconds. Of course, this amounts to over a second of latency for the whole loop. I thought maybe SQL needed to be tuned, but running profiler on it, the queries are showing almost 0 duration, so it seems the bottleneck is in transit between the two VMs. I have both VMs configured to use the actual NIC (vs. using a VNIC), so maybe that's part of my problem. Also, this is a classic ASP site, so it's using the SQL OLE DB provider, and I'm wondering if that is part of the problem. This is a new server setup, from an existing Windows 2003/IIS6 server setup where both web and DB run on the same server instance (no virtualization). On that setup, there is no such latency when looping over the cursor like this. But there are so many variables, I'm not sure where to start ruling things out.

    Read the article

  • Unable to communicate with EWS from Exchange Server

    - by kschieck
    We are currently running a 2 server exchange environment with Edge services on their own. We are in the process of trying to deploy a piece of software that uses the EWS API which has brought me to this form, the software ties into the EWS service and uses it to forward messages (this is failing). Using the software error logs I have found that accessing EWS from the exchange server is not possible. From my work machine and an external address I can type the following https ://webmail.companyname.com/ews/exchange.asmx and be prompted for a username and password, once I enter credentials I get a screen full of information from services.wsdl. The problem is when I try the same URL from the exchange server and get the credentials prompt I cannot get past it. Even with the same credentials that work externally and from my desk it just keeps looping around. Capture from software log (11:41:32.6415 000017e4 System.Net.WebException: The request failed with HTTP status 401: Unauthorized.) I have also found the same results when trying https://webmail.companyname.com/ Autodiscover /Autodiscover.xml . Environment Information Server 2008 STD 64bit Exchange 2007 SP1 Purchased Cert – webmail.companyname.com I have also confirmed that all services have the proper internal and external URL’s. Any help would be appreciated.

    Read the article

  • How can I inject clips [ads] in a playlist every x minutes (even if previous clip is not over)

    - by azera
    Sorry for the title, I find it quite hard to describe what I want to do in a single sentence We have a few TV here linked to our computer, which we use to display clips about what we do in our sport center, what you should do to stay in good form ect ... It's running non stop, actually though vlc + playlist. Those main clips are 1-2 hours long and we have about 20 of them looping randomly all day. We would like to inject ads for some of our sponsiored products every now and then during the playlist, like say one ad every 15 minute. Does any one know how we can do that, while keeping the main clip random order ? I thought about encoding the whole thing as a single movie with ads inserted, but then it's not random. So we can put the ads in the playlist itself right ? Except clips are several hours long and we want that more often than that. Cutting the main clips in several pieces seems to work but that kind of sucks as new clips are made every month. If any one has an idea, thanks a lot

    Read the article

  • How to install wordpress without a web browser

    - by bvandrunen
    What I am trying to do is to automate wordpress website creation for the company I am working on. We have lots of information in our database for our customers and we want to create a wordpress website for each customer. The process works great and we have no trouble with the creation of websites/transfer of data or anything like that. The problem we do have is when we buy a new domain (http://www.newdomain.com) our process breaks (we call a stored procedure which installs all the data after the URL is called to install wordpress) if the domain takes more than 15min to resolve. We have tried doing looping (where the process checks to see if the domain resolves and keeps trying - but eventually if fails). So what we are looking for is to see if there is a way to install an URL without actually having the domain resolve yet. I have seen where possibilities where you can change the wp-config file but this doesn't work since we have more than one domain and it changes the source URL for all the domains. What we really need is just a way for us to manually start the install script through a call either through a database or some other way that doesn't check to see if the domain is resolved or pointing at the server or not. Thank for any suggestions. EDIT: All we do to install wordpress is call this URL: http://"newdomain".com/wp-admin/install.php?step=2 - if you change settings in the backend calling this URL will install wordpress without having to go through the wp-admin/install.php form

    Read the article

  • C sockets, chat server and client, problem echoing back.

    - by wretrOvian
    Hi This is my chat server : #include <stdio.h> #include <stdlib.h> #include <unistd.h> #include <sys/types.h> #include <sys/socket.h> #include <netdb.h> #include <string.h> #define LISTEN_Q 20 #define MSG_SIZE 1024 struct userlist { int sockfd; struct sockaddr addr; struct userlist *next; }; int main(int argc, char *argv[]) { // declare. int listFD, newFD, fdmax, i, j, bytesrecvd; char msg[MSG_SIZE], ipv4[INET_ADDRSTRLEN]; struct addrinfo hints, *srvrAI; struct sockaddr_storage newAddr; struct userlist *users, *uptr, *utemp; socklen_t newAddrLen; fd_set master_set, read_set; // clear sets FD_ZERO(&master_set); FD_ZERO(&read_set); // create a user list users = (struct userlist *)malloc(sizeof(struct userlist)); users->sockfd = -1; //users->addr = NULL; users->next = NULL; // clear hints memset(&hints, 0, sizeof hints); // prep hints hints.ai_family = AF_INET; hints.ai_socktype = SOCK_STREAM; hints.ai_flags = AI_PASSIVE; // get srver info if(getaddrinfo("localhost", argv[1], &hints, &srvrAI) != 0) { perror("* ERROR | getaddrinfo()\n"); exit(1); } // get a socket if((listFD = socket(srvrAI->ai_family, srvrAI->ai_socktype, srvrAI->ai_protocol)) == -1) { perror("* ERROR | socket()\n"); exit(1); } // bind socket bind(listFD, srvrAI->ai_addr, srvrAI->ai_addrlen); // listen on socket if(listen(listFD, LISTEN_Q) == -1) { perror("* ERROR | listen()\n"); exit(1); } // add listfd to master_set FD_SET(listFD, &master_set); // initialize fdmax fdmax = listFD; while(1) { // equate read_set = master_set; // run select if(select(fdmax+1, &read_set, NULL, NULL, NULL) == -1) { perror("* ERROR | select()\n"); exit(1); } // query all sockets for(i = 0; i <= fdmax; i++) { if(FD_ISSET(i, &read_set)) { // found active sockfd if(i == listFD) { // new connection // accept newAddrLen = sizeof newAddr; if((newFD = accept(listFD, (struct sockaddr *)&newAddr, &newAddrLen)) == -1) { perror("* ERROR | select()\n"); exit(1); } // resolve ip if(inet_ntop(AF_INET, &(((struct sockaddr_in *)&newAddr)->sin_addr), ipv4, INET_ADDRSTRLEN) == -1) { perror("* ERROR | inet_ntop()"); exit(1); } fprintf(stdout, "* Client Connected | %s\n", ipv4); // add to master list FD_SET(newFD, &master_set); // create new userlist component utemp = (struct userlist*)malloc(sizeof(struct userlist)); utemp->next = NULL; utemp->sockfd = newFD; utemp->addr = *((struct sockaddr *)&newAddr); // iterate to last node for(uptr = users; uptr->next != NULL; uptr = uptr->next) { } // add uptr->next = utemp; // update fdmax if(newFD > fdmax) fdmax = newFD; } else { // existing sockfd transmitting data // read if((bytesrecvd = recv(i, msg, MSG_SIZE, 0)) == -1) { perror("* ERROR | recv()\n"); exit(1); } msg[bytesrecvd] = '\0'; // find out who sent? for(uptr = users; uptr->next != NULL; uptr = uptr->next) { if(i == uptr->sockfd) break; } // resolve ip if(inet_ntop(AF_INET, &(((struct sockaddr_in *)&(uptr->addr))->sin_addr), ipv4, INET_ADDRSTRLEN) == -1) { perror("* ERROR | inet_ntop()"); exit(1); } // print fprintf(stdout, "%s\n", msg); // send to all for(j = 0; j <= fdmax; j++) { if(FD_ISSET(j, &master_set)) { if(send(j, msg, strlen(msg), 0) == -1) perror("* ERROR | send()"); } } } // handle read from client } // end select result handle } // end looping fds } // end while return 0; } This is my client: #include <stdio.h> #include <stdlib.h> #include <unistd.h> #include <sys/types.h> #include <sys/socket.h> #include <netdb.h> #include <string.h> #define MSG_SIZE 1024 int main(int argc, char *argv[]) { // declare. int newFD, bytesrecvd, fdmax; char msg[MSG_SIZE]; fd_set master_set, read_set; struct addrinfo hints, *srvrAI; // clear sets FD_ZERO(&master_set); FD_ZERO(&read_set); // clear hints memset(&hints, 0, sizeof hints); // prep hints hints.ai_family = AF_INET; hints.ai_socktype = SOCK_STREAM; hints.ai_flags = AI_PASSIVE; // get srver info if(getaddrinfo(argv[1], argv[2], &hints, &srvrAI) != 0) { perror("* ERROR | getaddrinfo()\n"); exit(1); } // get a socket if((newFD = socket(srvrAI->ai_family, srvrAI->ai_socktype, srvrAI->ai_protocol)) == -1) { perror("* ERROR | socket()\n"); exit(1); } // connect to server if(connect(newFD, srvrAI->ai_addr, srvrAI->ai_addrlen) == -1) { perror("* ERROR | connect()\n"); exit(1); } // add to master, and add keyboard FD_SET(newFD, &master_set); FD_SET(STDIN_FILENO, &master_set); // initialize fdmax if(newFD > STDIN_FILENO) fdmax = newFD; else fdmax = STDIN_FILENO; while(1) { // equate read_set = master_set; if(select(fdmax+1, &read_set, NULL, NULL, NULL) == -1) { perror("* ERROR | select()"); exit(1); } // check server if(FD_ISSET(newFD, &read_set)) { // read data if((bytesrecvd = recv(newFD, msg, MSG_SIZE, 0)) < 0 ) { perror("* ERROR | recv()"); exit(1); } msg[bytesrecvd] = '\0'; // print fprintf(stdout, "%s\n", msg); } // check keyboard if(FD_ISSET(STDIN_FILENO, &read_set)) { // read data from stdin if((bytesrecvd = read(STDIN_FILENO, msg, MSG_SIZE)) < 0) { perror("* ERROR | read()"); exit(1); } msg[bytesrecvd] = '\0'; // send if((send(newFD, msg, bytesrecvd, 0)) == -1) { perror("* ERROR | send()"); exit(1); } } } return 0; } The problem is with the part where the server recv()s data from an FD, then tries echoing back to all [send() ]; it just dies, w/o errors, and my client is left looping :(

    Read the article

  • WPF - LayoutUpdated event firing repeatedly

    - by Drew Noakes
    I've been adding a bit of animation to my WPF application. Thanks to Dan Crevier's unique solution to animating the children of a panel combined with the awesome WPF Penner animations it turned out to be fairly straightforward to make one of my controls look great and have its children move about with some nice animation. Unfortunately this all comes with a performance overhead. I'm happy to have the performance hit when items are added/removed or the control is resized, but it seems that this perf hit occurs consistently throughout the application's lifetime, even when items are completely static. The PanelLayoutAnimator class uses an attached property to hook the UIElement.LayoutUpdated.aspx) event. When this event fires, render transforms are animated to cause the children to glide to their new positions. Unfortunately it seems that the LayoutUpdated event fires every second or so, even when nothing is happening in the application (at least I don't think my code's doing anything -- the app doesn't have focus and the mouse is steady.) As the reason for the event is not immediately apparent to the event handler, all children of the control have to be reevaluated. This event is being called about once a second when idle. The frequency increases when actually using the app. So my question is, how can I improve the performance here? Any answer that assists would be appreciated, but I'm currently stuck on these sub-questions: What causes the LayoutUpdated event to fire so frequently? Is this supposed to happen, and if not, how can I find out why it's firing and curtail it? Is there a more convenient way within the handler to know whether something has happened that might have moved children? If so, I could bail out early and avoid the overhead of looping each child. For now I will work around this issue by disabling animation when there are more than N children in the panel.

    Read the article

  • What is the equivalent of memset in C#?

    - by Jedidja
    I need to fill a byte[] with a single non-zero value. How can I do this in C# without looping through each byte in the array? Update: The comments seem to have split this into two questions - Is there a Framework method to fill a byte[] that might be akin to memset What is the most efficient way to do it when we are dealing with a very large array? I totally agree that using a simple loop works just fine, as Eric and others have pointed out. The point of the question was to see if I could learn something new about C# :) I think Juliet's method for a Parallel operation should be even faster than a simple loop. Benchmarks: Thanks to Mikael Svenson: http://techmikael.blogspot.com/2009/12/filling-array-with-default-value.html It turns out the simple for loop is the way to go unless you want to use unsafe code. Apologies for not being clearer in my original post. Eric and Mark are both correct in their comments; need to have more focused questions for sure. Thanks for everyone's suggestions and responses.

    Read the article

  • Google Maps v3: Enforcing min. zoom level when using fitBounds

    - by chris
    I'm drawing a series of markers on a map (using v3 of the maps api). In v2, I had the following code: bounds = new GLatLngBounds(); ... loop thru and put markers on map ... bounds.extend(point); ... end looping map.setCenter(bounds.getCenter()); var level = map.getBoundsZoomLevel(bounds); if ( level == 1 ) level = 5; map.setZoom(level > 6 ? 6 : level); And that work fine to ensure that there was always an appropriate level of detail displayed on the map. I'm trying to duplicate this functionality in v3, but the setZoom and fitBounds don't seem to be cooperating: ... loop thru and put markers on the map var ll = new google.maps.LatLng(p.lat,p.lng); bounds.extend(ll); ... end loop var zoom = map.getZoom(); map.setZoom(zoom > 6 ? 6 : zoom); map.fitBounds(bounds); I've tried different permutation (moving the fitBounds before the setZoom, for example) but nothing I do with setZoom seems to affect the map. Am I missing something? Is there a way to do this?

    Read the article

  • Accessing Request object from custom JSP tags

    - by Byron
    I'm trying to make a set of custom tags that encapsulate form elements (markup and validation). There's a method given to retrieve the "Out" object easily: JspWriter out = getJspContext().getOut(); However I can't figure out how to get the request object. I want to be able to directly access the submitted form values from within the Tag class so that I can validate each field. The documentation is quite sparse, so I thought maybe I could use the JspContext object to somehow get the request attributes. But I don't understand the different scopes. System.out.println(getJspContext().findAttribute("field1")); always prints "null". Enumeration e = getJspContext().getAttributeNamesInScope(1); Looping through and printing out the enumeration just gives me a list of classes that don't exist: javax.servlet.jsp.jspOut javax.servlet.jsp.jspPage javax.servlet.jsp.jspSession javax.servlet.jsp.jspApplication javax.servlet.jsp.jspPageContext javax.servlet.jsp.jspConfig javax.servlet.jsp.jspResponse javax.servlet.jsp.jspRequest So is this even possible? If not, could anyone point me to a tag library that deals with form display and validation? I searched the internet for a couple hours and it seemed every single one was discontinued and I couldn't download them. Either that or suggest a better alternative for handling forms.

    Read the article

< Previous Page | 18 19 20 21 22 23 24 25 26 27 28 29  | Next Page >