Search Results

Search found 3370 results on 135 pages for 'attack vector'.

Page 23/135 | < Previous Page | 19 20 21 22 23 24 25 26 27 28 29 30  | Next Page >

  • Initialization vector - DES/triple-des algorithm

    - by user312373
    Hi, In order to generate the encrypted data we would need to define a Key that should suffice generating the data. But in .net DESCryptoServiceProvider requires Key and Intialisation Vector to generate the encrypted data. In this regard, I would like to know the importance & the benefit gained by defining this initialisation vector field. Is this mandatory while encryption using DES algorithm. Pls share your thoughts on the same. Regards, Balu

    Read the article

  • Checking for duplicates in a vector

    - by xbonez
    I have to check a vector for duplicates. What is the best way to approach this: I take the first element, compare it against all other elements in the vector. Then take the next element and do the same and so on. Is this the best way to do it, or is there a more efficient way to check for dups?

    Read the article

  • Save all file names in a directory to a vector

    - by Bobby
    I need to save all ".xml" file names in a directory to a vector. To make a long story short, I cannot use the dirent API. It seems as if C++ does not have any concept of "directories". Once I have the filenames in a vector, I can iterate through and "fopen" these files. Is there an easy way to get these filenames at runtime?

    Read the article

  • Converting a ts object to a plain old vector in R

    - by taskforce145
    I need to use a function on a vector that does not take a ts object. I'm trying to convert it to a plain old vector but I just can't seem to figure it out. I googled around but mostly people are trying to convert data types into ts object. I want to go the other way. Any help would be appreciated.

    Read the article

  • Sort std::vector by an element inside?

    - by user146780
    I currently have a std::vector which holds std::vector of double. I'd want to sort it by the second element of the double vectore. ex: instead of sorting by MyVec[0] or myvec[1] I wat it to sort myVec[0] and myvec[1] based on myvec[0][1] myvec[1][1]. Basically sort by a contained value, not the objects in it. so if myvec[0][1] is less than myvec[1][1] then myvec[0] and myvec[1] will swap. Thanks

    Read the article

  • C++ int vector to c#

    - by Stefan Koenen
    I'm doing a C# project and I want to call next_permutation from the algorithm library in C++. I found the way to call c++ functions in c# but i dont know how to get vectors from c++ and use it in c# (cause next_permutation require a int vector...) this is what I'm trying at the moment: extern void NextPermutation(vector<int>& permutation) { next_permutation (permutation.begin(),permutation.end()); } [DllImport("PEDLL.dll", CallingConvention = CallingConvention.Cdecl)] private static extern void NextPermutation(IntPtr test);

    Read the article

  • Creating a series of vectors from a vector

    - by bluetongue
    I have a simple two vector dataframe (length=30) that looks something like this: > mDF Param1 w.IL.L 1 AuZgFw 0.5 2 AuZfFw 2 3 AuZgVw 74.3 4 AuZfVw 20.52 5 AuTgIL 80.9 6 AuTfIL 193.3 7 AuCgFL 0.2 8 ... I'd like to use each of the rows to form 30 single value numeric vectors with the name of the vector taken from mDF$Param1, so that: > AuZgFw [1] 0.5 etc I've tried melting and casting, but I suspect there may be an easier way?? Thanks in advance BT

    Read the article

  • Insert SVG directly into Microsoft Publisher without converting file format

    - by nhinkle
    How can I insert an SVG image into a Microsoft Publisher 2010 document as a vector image without having to first convert it to a bitmap format like PNG? Copying and pasting an SVG file into a Publisher document does not work. I am aware that one can convert an SVG to EPS, and insert that, since Publisher accepts EPS files. The problem is that it is time consuming to convert, and often the colors come out wrong. If this is the only way to get vector graphics into Publisher, then is there a one-step method to convert an SVG to EPS and paste it into Publisher at one fell swoop?

    Read the article

  • vector quality of svg and pdf

    - by Kasper
    I'm converting pdf files to svg as it is easier to use svg files on webpages. I first thought the quality of svg must be similar to pdf, as they are both vector graphics. However, now I look a little better on it, it seems that pdf is a bit superior: (https://dl.dropboxusercontent.com/u/58922976/Photos/1.png) I wonder if I could change this in some way. Is this because pdf vectors are just better quality ? Or is this because chrome renders svg in lower quality than adobe reader renders pdf ? Is this a setting in the svg file that I could change ? Here is the pdf file: https://dl.dropboxusercontent.com/u/58922976/syllabusLinAlg2012.59.pdf And here is the svg file: (https://dl.dropboxusercontent.com/u/58922976/syllabusLinAlg2012.59.svg) I've made this svg file in illustrator, and only chrome is able to use the embedded svg fonts. So firefox and internet explorer won't give the expected result.

    Read the article

  • PHP Zend Hash Vulnerability Exploitation Vector [closed]

    - by Resurrected Laplacian
    Possible Duplicate: CVE-2007-5416 PHP Zend Hash Vulnerability Exploitation Vector (Drupal) According to exploit-db, http://www.exploit-db.com/exploits/4510/, it says the following: Example: http://www.example.com/drupal/?_menu[callbacks][1][callback]=drupal_eval&_menu[items][][type]=-1&-312030023=1&q=1/ What are "[callbacks]","[1]" and all these stuffs? What should I put in to these stuffs? Can anyone present a real possible example? I wasn't asking for a real website; I was asking for a possible example! So, how would address be like - what should I put in to these stuffs, as the question says..

    Read the article

  • How to find vector for the quaternion from X Y Z rotations

    - by can poyrazoglu
    I am creating a very simple project on OpenGL and I'm stuck with rotations. I am trying to rotate an object indepentdently in all 3 axes: X, Y, and Z. I've had sleepless nights due to the "gimbal lock" problem after rotating about one axis. I've then learned that quaternions would solve my problem. I've researched about quaternions and implementd it, but I havent't been able to convert my rotations to quaternions. For example, if I want to rotate around Z axis 90 degrees, I just create the {0,0,1} vector for my quaternion and rotate it around that axis 90 degrees using the code here: http://iphonedevelopment.blogspot.com/2009/06/opengl-es-from-ground-up-part-7_04.html (the most complicated matrix towards the bottom) That's ok for one vector, but, say, I first want to rotate 90 degrees around Z, then 90 degrees around X (just as an example). What vector do I need to pass in? How do I calculate that vector. I am not good with matrices and trigonometry (I know the basics and the general rules, but I'm just not a whiz) but I need to get this done. There are LOTS of tutorials about quaternions, but I seem to understand none (or they don't answer my question). I just need to learn to construct the vector for rotations around more than one axis combined. UPDATE: I've found this nice page about quaternions and decided to implement them this way: http://www.cprogramming.com/tutorial/3d/quaternions.html Here is my code for quaternion multiplication: void cube::quatmul(float* q1, float* q2, float* resultRef){ float w = q1[0]*q2[0] - q1[1]*q2[1] - q1[2]*q2[2] - q1[3]*q2[3]; float x = q1[0]*q2[1] + q1[1]*q2[0] + q1[2]*q2[3] - q1[3]*q2[2]; float y = q1[0]*q2[2] - q1[1]*q2[3] + q1[2]*q2[0] + q1[3]*q2[1]; float z = q1[0]*q2[3] + q1[1]*q2[2] - q1[2]*q2[1] + q1[3]*q2[0]; resultRef[0] = w; resultRef[1] = x; resultRef[2] = y; resultRef[3] = z; } Here is my code for applying a quaternion to my modelview matrix (I have a tmodelview variable that is my target modelview matrix): void cube::applyquat(){ float& x = quaternion[1]; float& y = quaternion[2]; float& z = quaternion[3]; float& w = quaternion[0]; float magnitude = sqrtf(w * w + x * x + y * y + z * z); if(magnitude == 0){ x = 1; w = y = z = 0; }else if(magnitude != 1){ x /= magnitude; y /= magnitude; z /= magnitude; w /= magnitude; } tmodelview[0] = 1 - (2 * y * y) - (2 * z * z); tmodelview[1] = 2 * x * y + 2 * w * z; tmodelview[2] = 2 * x * z - 2 * w * y; tmodelview[3] = 0; tmodelview[4] = 2 * x * y - 2 * w * z; tmodelview[5] = 1 - (2 * x * x) - (2 * z * z); tmodelview[6] = 2 * y * z - 2 * w * x; tmodelview[7] = 0; tmodelview[8] = 2 * x * z + 2 * w * y; tmodelview[9] = 2 * y * z + 2 * w * x; tmodelview[10] = 1 - (2 * x * x) - (2 * y * y); tmodelview[11] = 0; glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadMatrixf(tmodelview); glMultMatrixf(modelview); glGetFloatv(GL_MODELVIEW_MATRIX, tmodelview); glPopMatrix(); } And my code for rotation (that I call externally), where quaternion is a class variable of the cube: void cube::rotatex(int angle){ float quat[4]; float ang = angle * PI / 180.0; quat[0] = cosf(ang / 2); quat[1] = sinf(ang/2); quat[2] = 0; quat[3] = 0; quatmul(quat, quaternion, quaternion); applyquat(); } void cube::rotatey(int angle){ float quat[4]; float ang = angle * PI / 180.0; quat[0] = cosf(ang / 2); quat[1] = 0; quat[2] = sinf(ang/2); quat[3] = 0; quatmul(quat, quaternion, quaternion); applyquat(); } void cube::rotatez(int angle){ float quat[4]; float ang = angle * PI / 180.0; quat[0] = cosf(ang / 2); quat[1] = 0; quat[2] = 0; quat[3] = sinf(ang/2); quatmul(quat, quaternion, quaternion); applyquat(); } I call, say rotatex, for 10-11 times for rotating only 1 degree, but my cube gets rotated almost 90 degrees after 10-11 times of 1 degree, which doesn't make sense. Also, after calling rotation functions in different axes, My cube gets skewed, gets 2 dimensional, and disappears (a column in modelview matrix becomes all zeros) irreversibly, which obviously shouldn't be happening with a correct implementation of the quaternions.

    Read the article

  • Problem implementing Blinn–Phong shading model

    - by Joe Hopfgartner
    I did this very simple, perfectly working, implementation of Phong Relflection Model (There is no ambience implemented yet, but that doesn't bother me for now). The functions should be self explaining. /** * Implements the classic Phong illumination Model using a reflected light * vector. */ public class PhongIllumination implements IlluminationModel { @RGBParam(r = 0, g = 0, b = 0) public Vec3 ambient; @RGBParam(r = 1, g = 1, b = 1) public Vec3 diffuse; @RGBParam(r = 1, g = 1, b = 1) public Vec3 specular; @FloatParam(value = 20, min = 1, max = 200.0f) public float shininess; /* * Calculate the intensity of light reflected to the viewer . * * @param P = The surface position expressed in world coordinates. * * @param V = Normalized viewing vector from surface to eye in world * coordinates. * * @param N = Normalized normal vector at surface point in world * coordinates. * * @param surfaceColor = surfaceColor Color of the surface at the current * position. * * @param lights = The active light sources in the scene. * * @return Reflected light intensity I. */ public Vec3 shade(Vec3 P, Vec3 V, Vec3 N, Vec3 surfaceColor, Light lights[]) { Vec3 surfaceColordiffused = Vec3.mul(surfaceColor, diffuse); Vec3 totalintensity = new Vec3(0, 0, 0); for (int i = 0; i < lights.length; i++) { Vec3 L = lights[i].calcDirection(P); N = N.normalize(); V = V.normalize(); Vec3 R = Vec3.reflect(L, N); // reflection vector float diffuseLight = Vec3.dot(N, L); float specularLight = Vec3.dot(V, R); if (diffuseLight > 0) { totalintensity = Vec3.add(Vec3.mul(Vec3.mul( surfaceColordiffused, lights[i].calcIntensity(P)), diffuseLight), totalintensity); if (specularLight > 0) { Vec3 Il = lights[i].calcIntensity(P); Vec3 Ilincident = Vec3.mul(Il, Math.max(0.0f, Vec3 .dot(N, L))); Vec3 intensity = Vec3.mul(Vec3.mul(specular, Ilincident), (float) Math.pow(specularLight, shininess)); totalintensity = Vec3.add(totalintensity, intensity); } } } return totalintensity; } } Now i need to adapt it to become a Blinn-Phong illumination model I used the formulas from hearn and baker, followed pseudocodes and tried to implement it multiple times according to wikipedia articles in several languages but it never worked. I just get no specular reflections or they are so weak and/or are at the wrong place and/or have the wrong color. From the numerous wrong implementations I post some little code that already seems to be wrong. So I calculate my Half Way vector and my new specular light like so: Vec3 H = Vec3.mul(Vec3.add(L.normalize(), V), Vec3.add(L.normalize(), V).length()); float specularLight = Vec3.dot(H, N); With theese little changes it should already work (maby not with correct intensity but basically it should be correct). But the result is wrong. Here are two images. Left how it should render correctly and right how it renders. If i lower the shininess factor you can see a little specular light at the top right: Altough I understand the concept of Phong illumination and also the simplified more performant adaptaion of blinn phong I am trying around for days and just cant get it to work. Any help is appriciated. Edit: I was made aware of an error by this answer, that i am mutiplying by |L+V| instead of dividing by it when calculating H. I changed to deviding doing so: Vec3 H = Vec3.mul(Vec3.add(L.normalize(), V), 1/Vec3.add(L.normalize(), V).length()); Unfortunately this doesnt change much. The results look like this: and if I rise the specular constant and lower the shininess You can see the effects more clearly in a smilar wrong way: However this division just the normalisation. I think I am missing one step. Because the formulas like this just dont make sense to me. If you look at this picture: http://en.wikipedia.org/wiki/File:Blinn-Phong_vectors.svg The projection of H to N is far less than V to R. And if you imagine changing the vector V in the picture the angle is the same when the viewing vector is "on the left side". and becomes more and more different when going to the right. I pesonally would multiply the whole projection by two to become something similiar (and the hole point is to avoid the calculation of R). Altough I didnt read anythinga bout that anywehre i am gonna try this out... Result: The intension of the specular light is far too much (white areas) and the position is still wrong. I think I am messing something else up because teh reflection are just at the wrong place. But what? Edit: Now I read on wikipedia in the notes that the angle of N/H is in fact approximalty half or V/R. To compensate that i should multiply my shineness exponent by 4 rather than my projection. If i do that I end up with this: Far to intense but still one thing. The projection is at the wrong place. Where could i mess up my vectors?

    Read the article

  • Free Memory Occupied by Std List, Vector, Map etc

    - by Graviton
    Coming from a C# background, I have only vaguest idea on memory management on C++-- all I know is that I would have to free the memory manually. As a result my C++ code is written in such a way that objects of the type std::vector, std::list, std::map are freely instantiated, used, but not freed. I didn't realize this point until I am almost done with my programs, now my code is consisted of the following kinds of patterns: struct Point_2 { double x; double y; }; struct Point_3 { double x; double y; double z; }; list<list<Point_2>> Computation::ComputationJob(list<Point_3> pts3D, vector<Point_2> vectors) { map<Point_2, double> pt2DMap=ConstructPointMap(pts3D); vector<Point_2> vectorList = ConstructVectors(vectors); list<list<Point_2>> faceList2D=ConstructPoints(vectorList , pt2DMap); return faceList2D; } My question is, must I free every.single.one of the list usage ( in the above example, this means that I would have to free pt2DMap, vectorList and faceList2D)? That would be very tedious! I might just as well rewrite my Computation class so that it is less prone to memory leak. Any idea how to fix this?

    Read the article

  • Vector ArrayIndexOutOfBounds

    - by Esmond
    I'm having an ArrayIndexOutofBounds exception with the following code. The exception is thrown at the line where Node nodeJ = vect.get(j) but it does not make sense to me since j is definitely smaller than i and Node nodeI = vect.get(i) does not throw any exception. any help is appreciated. public static Vector join(Vector vect) throws ItemNotFoundException { Vector<Node> remain = vect; for (int i = 1; i < vect.size(); i++) { Node nodeI = vect.get(i); for (int j = 0; j < i; j++) {//traverse the nodes before nodeI Node nodeJ = vect.get(j); if (nodeI.getChild1().getSeq().equals(nodeJ.getSeq())) { nodeI.removeChild(nodeJ); nodeI.setChild(nodeJ); remain.remove(j); } if (nodeI.getChild2().getSeq().equals(nodeJ.getSeq())) { nodeI.removeChild(nodeJ); nodeI.setChild(nodeJ); remain.remove(j); } } } return remain; }

    Read the article

  • C++ boost mpl vector

    - by Gokul
    I understand that the following code won't work, as i is a runtime parameter and not a compile time parameter. But i want to know, whether there is a way to achieve the same. i have a list of classes and i need to call a template function, with each of these classes. void GucTable::refreshSessionParams() { typedef boost::mpl::vector< SessionXactDetails, SessionSchemaInfo > SessionParams; for( int i = 0; i < boost::mpl::size<SessionParams>::value; ++i ) boost::mpl::at<SessionParams, i>::type* sparam = g_getSessionParam< boost::mpl::at<SessionParams, i>::type >(); sparam->updateFromGucTable(this); } } Can someone suggest me a easy and elegant way to perform the same? i need to iterate through the mpl::vector and use the type to call a global function and then use that parameter to do some run-time operations. Thanks in advance, Gokul. Working code typedef boost::mpl::vector< SessionXactDetails, SessionSchemaInfo > SessionParams; class GucSessionIterator { private: GucTable& m_table; public: GucSessionIterator(GucTable& table) :m_table(table) { } template< typename U > void operator()(const U& ) { g_getSessionParam<U>()->updateFromGucTable(m_table); } }; void GucTable::refreshSessionParams() { boost::mpl::for_each< SessionParams >( GucSessionIterator(*this) ); return; }

    Read the article

  • Save result of for loop in a vector

    - by hendrik
    i think I'm just too tired to see the mistake. i wrote a function to get the maximal value for two data sets from a for loop plot_zu <- function(x) {for (i in 1:x){ z=data_raw[grep(a[i], data_raw$Gene.names),] b=data_raw_ace[grep(a[i], data_raw_ace$Gene.names),] p<-vector("numeric", length(1:length(a))) p[i]<-max(z$t_test_diff) return(p)} } so picture: a is a vector of names and the data set (data_raw(_ace)) are filtered by it. In the end i would like to have all maxima values of column t_test_diff in a vector. After that i want to add the t_test_diff column values from data_raw_ace also. So the problem is, that i get this: [1] 1.210213 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 [8] 0.000000 0.000000 So there is a problem with brackets or something but i cannot see it ( first value fits). Sorry for no good example but i think it is understandable and an easy to solve question. If im to dumb to explain my problem right, i will add an example. !! Thx a lot !! grateful Hendrik

    Read the article

  • Boost ASIO async_write "Vector iterator not dereferencable"

    - by xeross
    Hey, I've been working on an async boost server program, and so far I've got it to connect. However I'm now getting a "Vector iterator not dereferencable" error. I suspect the vector gets destroyed or dereferenced before he packet gets sent thus causing the error. void start() { Packet packet; packet.setOpcode(SMSG_PING); send(packet); } void send(Packet packet) { cout << "DEBUG> Transferring packet with opcode " << packet.GetOpcode() << endl; async_write(m_socket, buffer(packet.write()), boost::bind(&Session::writeHandler, shared_from_this(), placeholders::error, placeholders::bytes_transferred)); } void writeHandler(const boost::system::error_code& errorCode, size_t bytesTransferred) { cout << "DEBUG> Transfered " << bytesTransferred << " bytes to " << m_socket.remote_endpoint().address().to_string() << endl; } Start gets called once a connection is made. packet.write() returns a uint8_t vector Would it matter if I'd change void send(Packet packet) to void send(Packet& packet) Not in relation to this problem but performance wise.

    Read the article

  • find contiguous stretches of equal data in a vector

    - by mariotomo
    I have a numeric vector, it contains patches of elements that are repeating, something like: R> data <- c(1,1,1,2,2,2,3,3,2,2,2,2,2,3,3,1,1,1,1,1) R> data [1] 1 1 1 2 2 2 3 3 2 2 2 2 2 3 3 1 1 1 1 1 R> I need to extract contiguous patches of elements equals to a specific value... but I'm only interested in the patch around a specific position. so, my input is: (1) the numeric vector, (2) the desired value, (3) the position. I want to return a logic vector indicating which positions satisfy the request. if at that position the data does not equal the value, I return all FALSE. possible outcomes that are not all F would be: [1] 1 1 1 2 2 2 3 3 2 2 2 2 2 3 3 1 1 1 1 1 [1] T T T F F F F F F F F F F F F F F F F F [2] F F F T T T F F F F F F F F F F F F F F [3] F F F F F F T T F F F F F F F F F F F F [4] F F F F F F F F T T T T T F F F F F F F [5] F F F F F F F F F F F F F T T F F F F F [6] F F F F F F F F F F F F F F F T T T T T

    Read the article

  • Determining if an unordered vector<T> has all unique elements

    - by Hooked
    Profiling my cpu-bound code has suggested I that spend a long time checking to see if a container contains completely unique elements. Assuming that I have some large container of unsorted elements (with < and = defined), I have two ideas on how this might be done: The first using a set: template <class T> bool is_unique(vector<T> X) { set<T> Y(X.begin(), X.end()); return X.size() == Y.size(); } The second looping over the elements: template <class T> bool is_unique2(vector<T> X) { typename vector<T>::iterator i,j; for(i=X.begin();i!=X.end();++i) { for(j=i+1;j!=X.end();++j) { if(*i == *j) return 0; } } return 1; } I've tested them the best I can, and from what I can gather from reading the documentation about STL, the answer is (as usual), it depends. I think that in the first case, if all the elements are unique it is very quick, but if there is a large degeneracy the operation seems to take O(N^2) time. For the nested iterator approach the opposite seems to be true, it is lighting fast if X[0]==X[1] but takes (understandably) O(N^2) time if all the elements are unique. Is there a better way to do this, perhaps a STL algorithm built for this very purpose? If not, are there any suggestions eek out a bit more efficiency?

    Read the article

  • Determing if an unordered vector<T> has all unique elements

    - by Hooked
    Profiling my cpu-bound code has suggested I that spend a long time checking to see if a container contains completely unique elements. Assuming that I have some large container of unsorted elements (with < and = defined), I have two ideas on how this might be done: The first using a set: template <class T> bool is_unique(vector<T> X) { set<T> Y(X.begin(), X.end()); return X.size() == Y.size(); } The second looping over the elements: template <class T> bool is_unique2(vector<T> X) { typename vector<T>::iterator i,j; for(i=X.begin();i!=X.end();++i) { for(j=i+1;j!=X.end();++j) { if(*i == *j) return 0; } } return 1; } I've tested them the best I can, and from what I can gather from reading the documentation about STL, the answer is (as usual), it depends. I think that in the first case, if all the elements are unique it is very quick, but if there is a large degeneracy the operation seems to take O(N^2) time. For the nested iterator approach the opposite seems to be true, it is lighting fast if X[0]==X[1] but takes (understandably) O(N^2) time if all the elements are unique. Is there a better way to do this, perhaps a STL algorithm built for this very purpose? If not, are there any suggestions eek out a bit more efficiency?

    Read the article

< Previous Page | 19 20 21 22 23 24 25 26 27 28 29 30  | Next Page >