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  • Tournament bracket method to put distance between teammates

    - by Fred Thomsen
    I am using a proper binary tree to simulate a tournament bracket. It's preferred any competitors in the bracket that are teammates don't meet each other until the later rounds. What is an efficient method in which I can ensure that teammates in the bracket have as much distance as possible from each other? Are there any other data structures besides a tree that would be better for this purpose? EDIT: There can be more than 2 teams represented in a bracket.

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  • How to write the Visitor Pattern for Abstract Syntax Tree in Python?

    - by bodacydo
    My collegue suggested me to write a visitor pattern to navigate the AST. Can anyone tell me more how would I start writing it? As far as I understand, each Node in AST would have visit() method (?) that would somehow get called (from where?). That about concludes my understanding. To simplify everything, suppose I have nodes Root, Expression, Number, Op and the tree looks like this: Root | Op(+) / \ / \ Number(5) \ Op(*) / \ / \ / \ Number(2) Number(444) Can anyone think of how the visitor pattern would visit this tree to produce output: 5 + 2 * 444 Thanks, Boda Cydo.

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  • ExtJs: Tree: how download then select using AJAX calls ?

    - by Olivier Pons
    Hi, Here's my goal : - open a tree - download the root nodes - expand automatically one specific node using AJAX (and loop n times here) until i find a leaf then select the leaf Here's the function that works when I declare the Tree : listeners: { load: function(n) { console.log('load(n)'); n.eachChild( function(n) { if ((n.id=='lys/2007') || (n.id=='lys/2007/08') || (n.id=='lys/2007/08/29')) { n.expand(false,false); } }); } } But if I don't know how to make it more "generic" (almost exactly like the ExtJs documentation). But they don't jump automatically to a specific node (i.e. I want no user interaction). Any idea / advice how to do this? Don't hesitate to edit my post to make it proper English :)

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  • LINQ to XML, a problem conceptualizing how the tree should look.

    - by snark
    Have you ever had one of those days when you've dug a hole but your so deep in now that the only option is to keep on digging and see where you come out? I thought just for giggles in the latest component I'm writing to use LINQ to XML because it was about time I saw what all the hooplah was about. The problem: I am making a graph component that contains series of data that get graphed and then you can apply a formula to that series and graph another series then apply a formula to that series and so on. So I figured that I would do so in 2 steps, create (and manage) an XML representaion of the series and how they relate to each other, then pass this xml to a draw engine which draws. Conceptually its a tree, with the exception of the root all child series being based upon a parent (1 parent can have many children. So I should always be adding child nodes to their parent and if I delete a node(series) then I can simply delete the series and its descendants (then draw) and voila all the messy iterating through each node finding parents and children is unneccessary. Trouble is I dont know how to represent this tree in XML i.e. the structure. My first attempt saw me programatically adding each series as siblings, which worked like a treat because I ended up with an ordered list and thus my order of rendering was maintained. I had this <Chart> <Series id="1">seriesText1</Series> <Series id="2">seriesText2</Series> <Series id="3">seriesText3</Series> <Series id="4">seriesText4</Series> </Chart> I'm in a muddle now ... how can I represent a series and a series that has children series. If some-one can give me a hint to how my tree should look (perhaps with a snippet on how to programatically add nodes to their parents) All the examples I have read usually have some container elements such as <ContactS> or <BookS> but my head says I have <series> some of them parent some of them children. Would appreciate a nudge in the right direction.

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  • Why do my pyramids fade black and then back to colour again

    - by geminiCoder
    I have the following vertecies and norms GLfloat verts[36] = { -0.5, 0, 0.5, 0, 0, -0.5, 0.5, 0, 0.5, 0, 0, -0.5, 0.5, 0, 0.5, 0, 1, 0, -0.5, 0, 0.5, 0, 0, -0.5, 0, 1, 0, 0.5, 0, 0.5, -0.5, 0, 0.5, 0, 1, 0 }; GLfloat norms[36] = { 0, -1, 0, 0, -1, 0, 0, -1, 0, -1, 0.25, 0.5, -1, 0.25, 0.5, -1, 0.25, 0.5, 1, 0.25, -0.5, 1, 0.25, -0.5, 1, 0.25, -0.5, 0, -0.5, -1, 0, -0.5, -1, 0, -0.5, -1 }; I am writing my fists Open GL game, But I need to know for sure if my Normals are correct as the colours aren't rendering correctly. my Pyramids are coloured then fade to black every half rotation then back again. My app so far is based on the boiler plate code provided by apple. heres my modified setUp Method [EAGLContext setCurrentContext:self.context]; [self loadShaders]; self.effect = [[GLKBaseEffect alloc] init]; self.effect.light0.enabled = GL_TRUE; self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f); glEnable(GL_DEPTH_TEST); glGenVertexArraysOES(1, &_vertexArray); //create vertex array glBindVertexArrayOES(_vertexArray); glGenBuffers(1, &_vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(verts) + sizeof(norms), NULL, GL_STATIC_DRAW); //create vertex buffer big enough for both verts and norms and pass NULL as data.. uint8_t *ptr = (uint8_t *)glMapBufferOES(GL_ARRAY_BUFFER, GL_WRITE_ONLY_OES); //map buffer to pass data to it memcpy(ptr, verts, sizeof(verts)); //copy verts memcpy(ptr+sizeof(verts), norms, sizeof(norms)); //copy norms to position after verts glUnmapBufferOES(GL_ARRAY_BUFFER); glEnableVertexAttribArray(GLKVertexAttribPosition); glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0)); //tell GL where verts are in buffer glEnableVertexAttribArray(GLKVertexAttribNormal); glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(sizeof(verts))); //tell GL where norms are in buffer glBindVertexArrayOES(0); And the update method. - (void)update { float aspect = fabsf(self.view.bounds.size.width / self.view.bounds.size.height); GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f); self.effect.transform.projectionMatrix = projectionMatrix; GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f); baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f); // Compute the model view matrix for the object rendered with GLKit GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f); modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f); modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix); self.effect.transform.modelviewMatrix = modelViewMatrix; // Compute the model view matrix for the object rendered with ES2 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f); modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f); modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix); _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL); _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix); _rotation += self.timeSinceLastUpdate * 0.5f; } But providing I understand this correct one pyramid is using the GLKit base effect shaders and the other the shaders which are included in the project. So for both of them to have the same error, I thought it would be the Norms?

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  • Implementation of a distance matrix of a binary tree that is given in the adjacency-list representation

    - by Denise Giubilei
    Given this problem I need an O(n²) implementation of this algorithm: "Let v be an arbitrary leaf in a binary tree T, and w be the only vertex connected to v. If we remove v, we are left with a smaller tree T'. The distance between v and any vertex u in T' is 1 plus the distance between w and u." This is a problem and solution of a Manber's exercise (Exercise 5.12 from U. Manber, Algorithms: A Creative Approach, Addison-Wesley (1989).). The thing is that I can't deal properly with the adjacency-list representation so that the implementation of this algorithm results in a real O(n²) complexity. Any ideas of how the implementation should be? Thanks.

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  • make a tree based on the key of each element in list.

    - by cocobear
    >>> s [{'000000': [['apple', 'pear']]}, {'100000': ['good', 'bad']}, {'200000': ['yeah', 'ogg']}, {'300000': [['foo', 'foo']]}, {'310000': [['#'], ['#']]}, {'320000': ['$', ['1']]}, {'321000': [['abc', 'abc']]}, {'322000': [['#'], ['#']]}, {'400000': [['yeah', 'baby']]}] >>> for i in s: ... print i ... {'000000': [['apple', 'pear']]} {'100000': ['good', 'bad']} {'200000': ['yeah', 'ogg']} {'300000': [['foo', 'foo']]} {'310000': [['#'], ['#']]} {'320000': ['$', ['1']]} {'321000': [['abc', 'abc']]} {'322000': [['#'], ['#']]} {'400000': [['yeah', 'baby']]} i want to make a tree based on the key of each element in list. result in logic will be: {'000000': [['apple', 'pear']]} {'100000': ['good', 'bad']} {'200000': ['yeah', 'ogg']} {'300000': [['foo', 'foo']]} {'310000': [['#'], ['#']]} {'320000': ['$', ['1']]} {'321000': [['abc', 'abc']]} {'322000': [['#'], ['#']]} {'400000': [['yeah', 'baby']]} perhaps a nested list can implement this or I need a tree type?

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  • What do I do with a Concrete Syntax Tree?

    - by Cap
    I'm using pyPEG to create a parse tree for a simple grammar. The tree is represented using lists and tuples. Here's an example: [('command', [('directives', [('directive', [('name', 'retrieve')]), ('directive', [('name', 'commit')])]), ('filename', [('name', 'f30502')])])] My question is what do I do with it at this point? I know a lot depends on what I am trying to do, but I haven't been able to find much about consuming/using parse trees, only creating them. Does anyone have any pointers to references I might use? Thanks for your help.

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  • Red Hat server minimal install

    - by chmeee
    In a farm of virtualized Red Hat servers, there's the need to install a minimal system for security reasons. Minimal installs have serveral advantages (even no security related): Lees exposure to vulnerabilities (if you don't need it, don't install it) Better update process (less packages to update, less probability of breaking the system) Better performance (no unneeded daemons or processes) The less software you have the easier it is to harden the system Unfortunately, this is not easy because the "Minimal Installation" on Red Hat contains lots of unnecessary packages. There is an added challenge as the farm is running Oracle iAS. I've been told that iAS has dependencies with local graphical envieronment. So finally every server in the farm has gnome, X, etc. I've been searching the web and one solution seems to be making a kickstart script that will intall only the necessary packages. But I find this difficult and have several doubts about how to maintain the system dependencies afterwards. How do you install minimal Red Hat servers? Is it Ok to use kickstart or will I have dependency problems in the installation or in updates? Is there any way to avoid installing the graphical environment for iAS?

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  • Ubutu 14.04 triple screen, third screen black and X cursor

    - by Horse
    I am having some issues getting my third screen working properly. I had triple screens working fine on 12.04, using 2 nvidia cards. Did a fresh install of 14.04 and having no end of problems getting it working. It either will just be disabled, or the screen is black with the cursor as an X. I can only enable it from the nvidia server settings tool. The Ubuntu native display settings won't even show the 3rd screen. I tried copying the xorg.conf from my old install, which upon restarting X worked fine on the login screen, but then it just sat there after I logged in and didn’t do anything (mouse was still working). I am using gnome-session-fallback instead of unity if that makes any difference. Still having these issues if I try unity though. How do I get my 3rd screen working and displaying a desktop? Here is my current xorg.conf # nvidia-settings: X configuration file generated by nvidia-settings # nvidia-settings: version 331.20 (buildd@roseapple) Mon Feb 3 15:07:22 UTC 2014 Section "ServerLayout" Identifier "Layout0" Screen 0 "Screen0" 0 0 Screen 1 "Screen1" RightOf "Screen0" InputDevice "Keyboard0" "CoreKeyboard" InputDevice "Mouse0" "CorePointer" Option "Xinerama" "0" EndSection Section "Files" EndSection Section "InputDevice" # generated from default Identifier "Mouse0" Driver "mouse" Option "Protocol" "auto" Option "Device" "/dev/psaux" Option "Emulate3Buttons" "no" Option "ZAxisMapping" "4 5" EndSection Section "InputDevice" # generated from default Identifier "Keyboard0" Driver "kbd" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor0" VendorName "Unknown" ModelName "DELL 1907FP" HorizSync 30.0 - 81.0 VertRefresh 56.0 - 76.0 Option "DPMS" EndSection Section "Monitor" # HorizSync source: unknown, VertRefresh source: unknown Identifier "Monitor1" VendorName "Unknown" ModelName "DELL 1907FP" HorizSync 0.0 - 0.0 VertRefresh 0.0 Option "DPMS" EndSection Section "Monitor" Identifier "Monitor2" VendorName "Unknown" ModelName "DELL 1907FP" HorizSync 30.0 - 81.0 VertRefresh 56.0 - 76.0 EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GTX 580" BusID "PCI:1:0:0" EndSection Section "Device" Identifier "Device1" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GT 520" BusID "PCI:3:0:0" EndSection Section "Device" Identifier "Device2" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GT 520" BusID "PCI:3:0:0" EndSection Section "Screen" # Removed Option "metamodes" "DVI-I-2: nvidia-auto-select +0+0, DVI-I-3: nvidia-auto-select +1280+0" # Removed Option "metamodes" "DVI-I-2: nvidia-auto-select +0+0" # Removed Option "SLI" "Off" # Removed Option "BaseMosaic" "off" # Removed Option "metamodes" "GPU-109d4eb8-b40b-87d7-3fd6-95830d1d5215.DVI-I-2: nvidia-auto-select +0+0, GPU-109d4eb8-b40b-87d7-3fd6-95830d1d5215.DVI-I-3: nvidia-auto-select +1280+0, GPU-82e96214-175e-5e6a-218c-5bdbc948daf2.DVI-I-1: nvidia-auto-select +3200+0" # Removed Option "SLI" "off" # Removed Option "BaseMosaic" "on" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "Stereo" "0" Option "nvidiaXineramaInfoOrder" "DFP-0" Option "metamodes" "DVI-I-2: nvidia-auto-select +0+0, DVI-I-3: nvidia-auto-select +1280+0" Option "SLI" "Off" Option "MultiGPU" "Off" Option "BaseMosaic" "off" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" # Removed Option "metamodes" "nvidia-auto-select +0+0" # Removed Option "metamodes" "DVI-I-3: nvidia-auto-select +0+0" Identifier "Screen1" Device "Device1" Monitor "Monitor1" DefaultDepth 24 Option "Stereo" "0" Option "metamodes" "nvidia-auto-select +0+0" Option "SLI" "Off" Option "MultiGPU" "Off" Option "BaseMosaic" "off" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen2" Device "Device2" Monitor "Monitor2" DefaultDepth 24 Option "Stereo" "0" Option "metamodes" "nvidia-auto-select +0+0" Option "SLI" "Off" Option "MultiGPU" "Off" Option "BaseMosaic" "off" SubSection "Display" Depth 24 EndSubSection EndSection Here is my old 'working in 12.04' xorg.conf # nvidia-settings: X configuration file generated by nvidia-settings # nvidia-settings: version 310.19 ([email protected]) Thu Nov 8 02:08:55 PST 2012 Section "ServerLayout" # Removed Option "Xinerama" "0" Identifier "Layout0" Screen 0 "Screen0" 0 0 Screen 1 "Screen1" RightOf "Screen2" Screen 2 "Screen2" RightOf "Screen0" InputDevice "Keyboard0" "CoreKeyboard" InputDevice "Mouse0" "CorePointer" Option "Xinerama" "1" EndSection Section "Files" EndSection Section "InputDevice" # generated from default Identifier "Mouse0" Driver "mouse" Option "Protocol" "auto" Option "Device" "/dev/psaux" Option "Emulate3Buttons" "no" Option "ZAxisMapping" "4 5" EndSection Section "InputDevice" # generated from default Identifier "Keyboard0" Driver "kbd" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor0" VendorName "Unknown" ModelName "DELL 1907FP" HorizSync 30.0 - 81.0 VertRefresh 56.0 - 76.0 Option "DPMS" EndSection Section "Monitor" # HorizSync source: unknown, VertRefresh source: unknown Identifier "Monitor1" VendorName "Unknown" ModelName "DELL 1907FP" HorizSync 30.0 - 81.0 VertRefresh 56.0 - 76.0 Option "DPMS" EndSection Section "Monitor" Identifier "Monitor2" VendorName "Unknown" ModelName "Apple Cinema HD" HorizSync 74.0 - 74.6 VertRefresh 59.9 - 60.0 EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GTX 580" BusID "PCI:1:0:0" Screen 0 EndSection Section "Device" Identifier "Device1" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GT 520" BusID "PCI:3:0:0" EndSection Section "Device" Identifier "Device2" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GTX 580" BusID "PCI:1:0:0" Screen 1 EndSection Section "Screen" # Removed Option "metamodes" "DFP-0: nvidia-auto-select +0+0, DFP-2: nvidia-auto-select +1280+0" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "Stereo" "0" Option "metamodes" "DFP-0: nvidia-auto-select +0+0; DFP-0: nvidia-auto-select +0+0; DFP-0: 1280x1024_75 +0+0; DFP-0: 1152x864 +0+0; DFP-0: 1024x768 +0+0; DFP-0: 1024x768_60 +0+0; DFP-0: 800x600 +0+0; DFP-0: 800x600_60 +0+0; DFP-0: 640x480 +0+0; DFP-0: 640x480_60 +0+0; DFP-0: nvidia-auto-select +0+0 {viewportout=1280x720+0+152}" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen1" Device "Device1" Monitor "Monitor1" DefaultDepth 24 Option "Stereo" "0" Option "metamodes" "nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen2" Device "Device2" Monitor "Monitor2" DefaultDepth 24 Option "Stereo" "0" Option "metamodes" "DFP-2: nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Extensions" Option "Composite" "Disable" EndSection

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  • Lightning talk: Coderetreat

    - by Michael Williamson
    In the spirit of trying to encourage more deliberate practice amongst coders in Red Gate, Lauri Pesonen had the idea of running a coderetreat in Red Gate. Lauri and I ran the first one a few weeks ago: given that neither of us hadn’t even been to a coderetreat before, let alone run one, I think it turned out quite well. The participants gave positive feedback, saying that they enjoyed the day, wrote some thought-provoking code and would do it again. Sam Blackburn was one of the attendees, and gave a lightning talk to the other developers in one of our regular lightning talk sessions: In case you can’t watch the video, I’ve transcribed the talk below, although I’d recommend watching the video if you can — I didn’t have much time to do the transcribing! So, what is a coderetreat? So it’s not just something in Red Gate, there’s a website and everything, although it’s not a very big website. It calls itself a community network. The basic ideas behind coderetreat are: you’ve got one day, and you split it into one hour sections. You spend three quarters of that coding, and do a little retrospective at the end. You’re supposed to start fresh each, we were told to delete our code after every session. We were in pairs, swapping after each session, and we did the same task every time. In fact, Conway’s Game of Life is the only task mentioned anywhere that I find for coderetreat. So I don’t know what we’ll do next time, or if we’re meant to do the same thing again. There are some guiding principles which felt to us like restrictions, that you have to code in crazy ways to encourage better code. Final thing is that it’s supposed to be free for outsiders to join. It’s meant to be a kind of networking thing, where you link up with people from other companies. We had a pilot day with Michael and Lauri. Since it was basically the first time any of us had done anything like this, everybody was from Red Gate. We didn’t chat to anybody else for the initial one. The task was Conway’s Game of Life, which most of you have probably heard of it, all but one of us knew about it when did the coderetreat. I won’t got into the details of what it is, but it felt like the right size of task, basically one or two groups actually produced something working by the end of the day, and of course that doesn’t mean it’s necessarily a day’s work to produce that because we were starting again every hour. The task really drives you more than trying to create good code, I found. It was really tempting to try and get it working rather than stick to the rules. But it’s really good to stop and try again because there are so many what-ifs when you’ve finished writing something, “what if I’d done it this way?”. You can answer all those questions at a coderetreat because it’s not about getting a product out the door, it’s about learning and playing with ideas. So we had all these different practices we were trying. I’ll try and go through most of these. Single responsibility is this idea that everything should do just one thing. It was the very first session, we were still trying to figure out how do you go about the Game of Life? So by the end of forty-five minutes hadn’t produced very much for that first session. We were still thinking, “Do we start with a board, how do we represent all these squares? It can be infinitely big, help, this is getting really difficult!”. So, most of us didn’t really get anywhere on the first one. Although it was interesting that some people started with the board, one group started with the FateDecider class that decides whether things live or die. A sort of god class, but in a good way. They managed to implement all of the rules without even defining how the squares were arranged or anything like that. Another thing we tried was TDD (test-driven development). I’m sure most of you know what TDD is: Watch a test, watch it fail for the right reason Write code to pass the test, watch it pass Refactor, check the test still passes Repeat! It basically worked, we were able to produce code, but we often found the tests defined the direction that code went, which is obviously the idea of TDD. But you tend to find that by the time you’ve even written your first assertion, which is supposed to be the very first thing you write, because you write your tests backwards from the assertions back to the initial conditions, you’ve already constrained the logic of the code in some way by the time you’ve done that. You then get to this situation of, “Well, we actually want to go in a slightly different direction. Can we do this?”. Can we write tests that don’t constrain the architecture? Wrapping up all primitives: it’s kind of turtles all the way down. We had a Size, which has a Width and Height, which both derive from Dimension. You’ve got pages of code before you’ve even done anything. No getters and setters (use tell don’t ask instead): mocks and stubs for tests are required if you want to assert that your results are what you think they should be. You can’t just check the internal state of the code. And people found that really challenging and it made them think in a different way which I think is really good. Not having mutable state: that was kind of confusing because we weren’t quite sure what fitted within that rule and what didn’t, and I think we were trying too hard to follow the rule rather than the guideline. No if-statements: supposed to use polymorphism instead, but polymorphism still requires a factory with conditional behaviour. We did something really crazy to get around this: public T If(bool condition, Func<T> left, Func<T> right) { var dict = new Dictionary<bool, Func<T>> {{true, left}, {false, right}}; return dict[condition].Invoke(); } That is not really polymorphism, is it? For-loops: you can always replace a for-loop with recursion, but it doesn’t tend to make it any more readable unless it’s the kind of task that really lends itself to that. So it was interesting, it was good practice, but it wouldn’t make it easier it’s the kind of tree-structure algorithm where that would help. Having a limit on the number of levels of indentation: again, I think it does produce very nice, clean code, but it wasn’t actually a challenge because you just extract methods. That’s quite a useful thing because you can apply that to real code and say, “Okay, should this method really be going crazy like this?” No talking: we hated that. It’s like there’s two of you at a computer, and one of you is doing the typing, what does the other guy do if they’re not allowed to talk. The answer is TDD ping-pong – one person writes the tests, and then the other person writes the code to pass the test. And that creates communication without actually having to have discussion about things which is kind of cool. No code comments: just makes no difference to anything. It’s a forty-five minute exercise, so what are you going to put comments in code for? Finally, this is my fault. I discovered an entertaining way of doing the calculation that was kind of cool (using convolutions over the state of the board). Unfortunately, it turns out to be really hard to implement in C#, so didn’t even manage to work out how to do that convolution in C#. It’s trivial in some high-level languages, but you need something matrix-orientated for it to really work. That’s most of it, really. The thoughts that people went away with: we put down our answers to questions like “What have you learnt?” and “What surprised you?”, “How are you going to do things differently?”, and most people said redoing the problem is really, really good for understanding it properly. People hate having a massive legacy codebase that they can’t change, so being able to attack something three different ways in an environment where the end-product isn’t important: that’s something people really enjoyed. Pair-programming: also people said that they wanted to do more of that, especially with TDD ping-pong, where you write the test and somebody else writes the code. Various people thought different things about immutables, but most people thought they were good, they promote functional programming. And TDD people found really hard. “Tell, don’t ask” people found really, really hard and really, really, really hard to do well. And the recursion just made things trickier to debug. But most people agreed that coderetreats are really cool, and we should do more of them.

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  • Dim (NEARLY blank) laptop screen, secondary screen works - why?

    - by LIttle Ancient Forest Kami
    My laptop screen is (almost) black while my secondary screen is fine. I believe it to be backlight / brightness related. Problem description it starts when I start the laptop system loads and works fine, just screen has problems I can see the screen though very faintly / dimly - it's hard to see anything which ain't very white e.g. starting screen has big Thinkpad logo in white, large font - I can see it, though very dimly second screen works very well Official backligtht debugging: using acpi setting as prescribed there for Thinkpads didn't help I can see an entry in /sys/class/backlight/ and it changes when I press hotkeys for brightness (current backlight power for instance goes up or down) acpi-off didn't helpm neither did acpi_backlight=vendor Hardware data Laptop is Thinkpad Edge with glossy screen. 4 processors, 2 cores, exemplary CPU data from cat /proc/cpuinfo reports Genuine Intel i5 (M 480 @ 2.67GHz). OS is Ubuntu Lucid, 10.04 LTS, 64-bit, with Linux generic kernel (2.6.32-44) and GNOME 2.32.2 (though I doubt there lies the problem). $ lspci | grep VGA 01:00.0 VGA compatible controller: ATI Technologies Inc M92 [Mobility Radeon HD 4500 Series] $ lshw -C display *-display description: VGA compatible controller product: M92 [Mobility Radeon HD 4500 Series] vendor: ATI Technologies Inc physical id: 0 bus info: pci@0000:01:00.0 version: 00 width: 32 bits clock: 33MHz capabilities: pm pciexpress msi bus_master cap_list rom configuration: driver=radeon latency=0 resources: irq:33 memory:c0000000-dfffffff(prefetchable) ioport:2000(size=256) memory:f0300000-f030ffff memory:f0320000-f033ffff(prefetchable) Driver I was NOT running any proprietary drivers, just checked with "Hardware drivers". There is one for ATI that is suggested there, though I didn't need it so far. UPDATE: changing the driver to proprietary one (ATI/AMD FGLRX) didn't help. Tried and failed Resetting / running on power or battery / charging / getting rid of static electricity / warming up *doesn't help* This is NOT a blank-screen problem, at least it isn't following official Ubuntu black-screen diagnostics - I can see my screen, though barely. What I will try next: - check last updates I've made - IIRC I am running on nomodeset already, but will verify this Any ideas how to proceed best? What is most probable cause?

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  • Is there a PROPRIETARY driver (NVIDIA or ATI) that actually works with 12.10?

    - by DS13
    NOTE: I see many similar topics on this, but I've tried all their suggestions, and nothing has worked. THE MAIN DIFFERENCE SEEMS TO BE: I always get a black screen with a blinking cursor, while others seem to get through the boot-up and see distorted graphics or just their wallpaper. ISSUE: I do a clean install of Ubuntu 12.10. Boots fine with the “nouveau” graphics driver – graphics (even just menus) are very slow, choppy, and distorted. The three other driver options in Ubuntu (official NVIDIA drivers), all result in a variation of the black screen on boot up. There will be NO access to a command line/GUI in anyway what-so-ever (tried every option recommended out there, but the system is unusable at this stage). I can only reinstall, and try different drivers…and I only ever get one shot at it. QUESTIONS: -Does anyone know of a PROPRIETARY driver that will actually work on 12.10 with a NVIDIA or ATI card? -Should I just buy a newer graphics card to put in as a replacement? MORE INFO: This is my second computer, and I’m just trying to get a working install of Ubuntu on it. I don’t want to put much money into it, as I have seen Ubuntu run great on much older/less capable machines. I’ve got a decent'ish Core2Duo Intel processor (2.13Ghz), 2GB of RAM, 320GB hard drive, 32-bit architecture, and there is no other O/S installed. It appears as if the graphics card (NVIDIA Geforce 7350 LE) is holding me back. TRIED SO FAR: -all drivers available in Ubuntu *all fail -manual install of some different NVIDIA drivers *all fail -also tried installing the generic kernel, Nvidia driver doesn't work in 12.10 *no difference -tried installing 12.04 *same results -every method suggested to at least get a command line after switching to a NVIDIA driver *all fail -UPDATE- Re-tried everything above with a new NVIDIA Geforce 210...same results for everything. -UPDATE #2- Re-tried everything above with a new AMD Radeon HD 6450...installed the proprietary driver from Ubuntu's "Software Sources" menu...EVERYTHING NOW WORKS. See "answer" below for summary.

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  • T60 Screen/LCD gets black after some minutes with a highpitched sound rising and fading

    - by Edward De Leau
    Just now my T60 screen got "black" (so no display). On my second monitor: no problems so the vga output works. symptom: Screen blanks / no display but works on second monitor steps to reproduce: - boot - wait (it does not matter what you do you do not have to login or anything) - (now the monitor of the laptop slowly begins to make a ssssssssHHHHHHHHHHHHHHHHHWOEOEssssssss noice of about 10 seconds) - right after the sounds ends the monitor gets black times seem to be the same each time. software: installed no new software before/after, running zone alarm and antivirus. other: it does not feel hot in any place, there dont seem to be running processes with strange behaviour. warranty: out of warranty what was i doing: typing text on a website and doing some php coding in a text editor. Anyone any idea what I can do here other than buy a new laptop? / does it sound familiar to known cases? update: * exactly the same problem: http://forums.lenovo.com/t5/T61-and-prior-T-series-ThinkPad/T60-Screen-Blackout/m-p/288772 and the second poster (garyj) here: http://forums.lenovo.com/t5/T61-and-prior-T-series-ThinkPad/Black-Screen-on-T60/m-p/235053#M48627 and here: "i have that same problem. i replaced the CCRL on mine and it works fine when the screen is not screwed in. once the frame of the LCD screen (metal portion) touches the metal on the laptop which holds the screen the screen goes black. If the metal is touching the screen when you boot up it boots up with it being very dimmly lit. " from http://forums.lenovo.com/t5/T61-and-prior-T-series-ThinkPad/T60-screen-problems/m-p/205047#M44995 (it seems replacing the lcd is no use, he tried it 3 times). same problem: http://forums.lenovo.com/t5/T61-and-prior-T-series-ThinkPad/T60-black-screen/m-p/80604#M25914 Hmmm... not handy 3 or 4 months ago I ordered and installed a new fan. Now the LCD. Which does not seem the core isse but some electric issue so it seems replacing the LCD is not the thing todo here. I have the following question: If it is not the LCD that needs to be replaced (see other threads) which parts can I order to fix this? Has anyone got any information which could lead me to identify the issue? I have read replacing the "inverter" AND the "backlightning" would that make sense?

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  • OpenGL directional light creating black spots

    - by AnonymousDeveloper
    I probably ought to start by saying that I suspect the problem is that one of my vectors is not in the correct "space", but I don't know for sure. I am having a strange problem with a directional light. When I move the camera away from (0.0, 0.0, 0.0) it creates tiny black spots that grow larger as the distance increases. I apologize ahead of time for the length of the code. Vertex shader: #version 410 core in vec3 vf_normal; in vec3 vf_bitangent; in vec3 vf_tangent; in vec2 vf_textureCoordinates; in vec3 vf_vertex; out vec3 tc_normal; out vec3 tc_bitangent; out vec3 tc_tangent; out vec2 tc_textureCoordinates; out vec3 tc_vertex; uniform mat3 vf_m_normal; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform float vf_te_inner; uniform float vf_te_outer; void main() { tc_normal = vf_normal; tc_bitangent = vf_bitangent; tc_tangent = vf_tangent; tc_textureCoordinates = vf_textureCoordinates; tc_vertex = vf_vertex; gl_Position = vf_m_mvp * vec4(vf_vertex, 1.0); } Tessellation Control shader: #version 410 core layout (vertices = 3) out; in vec3 tc_normal[]; in vec3 tc_bitangent[]; in vec3 tc_tangent[]; in vec2 tc_textureCoordinates[]; in vec3 tc_vertex[]; out vec3 te_normal[]; out vec3 te_bitangent[]; out vec3 te_tangent[]; out vec2 te_textureCoordinates[]; out vec3 te_vertex[]; uniform float vf_te_inner; uniform float vf_te_outer; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; #define ID gl_InvocationID float getTessLevelInner(float distance0, float distance1) { float avgDistance = (distance0 + distance1) / 2.0; return clamp((vf_te_inner - avgDistance), 1.0, vf_te_inner); } float getTessLevelOuter(float distance0, float distance1) { float avgDistance = (distance0 + distance1) / 2.0; return clamp((vf_te_outer - avgDistance), 1.0, vf_te_outer); } void main() { te_normal[gl_InvocationID] = tc_normal[gl_InvocationID]; te_bitangent[gl_InvocationID] = tc_bitangent[gl_InvocationID]; te_tangent[gl_InvocationID] = tc_tangent[gl_InvocationID]; te_textureCoordinates[gl_InvocationID] = tc_textureCoordinates[gl_InvocationID]; te_vertex[gl_InvocationID] = tc_vertex[gl_InvocationID]; float eyeToVertexDistance0 = distance(vec3(0.0), vec4(vf_m_view * vec4(tc_vertex[0], 1.0)).xyz); float eyeToVertexDistance1 = distance(vec3(0.0), vec4(vf_m_view * vec4(tc_vertex[1], 1.0)).xyz); float eyeToVertexDistance2 = distance(vec3(0.0), vec4(vf_m_view * vec4(tc_vertex[2], 1.0)).xyz); gl_TessLevelOuter[0] = getTessLevelOuter(eyeToVertexDistance1, eyeToVertexDistance2); gl_TessLevelOuter[1] = getTessLevelOuter(eyeToVertexDistance2, eyeToVertexDistance0); gl_TessLevelOuter[2] = getTessLevelOuter(eyeToVertexDistance0, eyeToVertexDistance1); gl_TessLevelInner[0] = getTessLevelInner(eyeToVertexDistance2, eyeToVertexDistance0); } Tessellation Evaluation shader: #version 410 core layout (triangles, equal_spacing, cw) in; in vec3 te_normal[]; in vec3 te_bitangent[]; in vec3 te_tangent[]; in vec2 te_textureCoordinates[]; in vec3 te_vertex[]; out vec3 g_normal; out vec3 g_bitangent; out vec4 g_patchDistance; out vec3 g_tangent; out vec2 g_textureCoordinates; out vec3 g_vertex; uniform float vf_te_inner; uniform float vf_te_outer; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat3 vf_m_normal; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_displace; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; vec2 interpolate2D(vec2 v0, vec2 v1, vec2 v2) { return vec2(gl_TessCoord.x) * v0 + vec2(gl_TessCoord.y) * v1 + vec2(gl_TessCoord.z) * v2; } vec3 interpolate3D(vec3 v0, vec3 v1, vec3 v2) { return vec3(gl_TessCoord.x) * v0 + vec3(gl_TessCoord.y) * v1 + vec3(gl_TessCoord.z) * v2; } float amplify(float d, float scale, float offset) { d = scale * d + offset; d = clamp(d, 0, 1); d = 1 - exp2(-2*d*d); return d; } float getDisplacement(vec2 t0, vec2 t1, vec2 t2) { float displacement = 0.0; vec2 textureCoordinates = interpolate2D(t0, t1, t2); vec2 vector = ((t0 + t1 + t2) / 3.0); float sampleDistance = sqrt((vector.x * vector.x) + (vector.y * vector.y)); sampleDistance /= ((vf_te_inner + vf_te_outer) / 2.0); displacement += texture(vf_t_displace, textureCoordinates).x; displacement += texture(vf_t_displace, textureCoordinates + vec2(-sampleDistance, -sampleDistance)).x; displacement += texture(vf_t_displace, textureCoordinates + vec2(-sampleDistance, sampleDistance)).x; displacement += texture(vf_t_displace, textureCoordinates + vec2( sampleDistance, sampleDistance)).x; displacement += texture(vf_t_displace, textureCoordinates + vec2( sampleDistance, -sampleDistance)).x; return (displacement / 5.0); } void main() { g_normal = normalize(interpolate3D(te_normal[0], te_normal[1], te_normal[2])); g_bitangent = normalize(interpolate3D(te_bitangent[0], te_bitangent[1], te_bitangent[2])); g_patchDistance = vec4(gl_TessCoord, (1.0 - gl_TessCoord.y)); g_tangent = normalize(interpolate3D(te_tangent[0], te_tangent[1], te_tangent[2])); g_textureCoordinates = interpolate2D(te_textureCoordinates[0], te_textureCoordinates[1], te_textureCoordinates[2]); g_vertex = interpolate3D(te_vertex[0], te_vertex[1], te_vertex[2]); float displacement = getDisplacement(te_textureCoordinates[0], te_textureCoordinates[1], te_textureCoordinates[2]); float d2 = min(min(min(g_patchDistance.x, g_patchDistance.y), g_patchDistance.z), g_patchDistance.w); d2 = amplify(d2, 50, -0.5); g_vertex += g_normal * displacement * 0.1 * d2; gl_Position = vf_m_mvp * vec4(g_vertex, 1.0); } Geometry shader: #version 410 core layout (triangles) in; layout (triangle_strip, max_vertices = 3) out; in vec3 g_normal[3]; in vec3 g_bitangent[3]; in vec4 g_patchDistance[3]; in vec3 g_tangent[3]; in vec2 g_textureCoordinates[3]; in vec3 g_vertex[3]; out vec3 f_tangent; out vec3 f_bitangent; out vec3 f_eyeDirection; out vec3 f_lightDirection; out vec3 f_normal; out vec4 f_patchDistance; out vec4 f_shadowCoordinates; out vec2 f_textureCoordinates; out vec3 f_vertex; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat3 vf_m_normal; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; void main() { int index = 0; while (index < 3) { vec3 vertexNormal_cameraspace = vf_m_normal * normalize(g_normal[index]); vec3 vertexTangent_cameraspace = vf_m_normal * normalize(f_tangent); vec3 vertexBitangent_cameraspace = vf_m_normal * normalize(f_bitangent); mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); vec3 eyeDirection = -(vf_m_view * vf_m_model * vec4(g_vertex[index], 1.0)).xyz; vec3 lightDirection = normalize(-(vf_m_view * vec4(vf_l_position, 1.0)).xyz); f_eyeDirection = TBN * eyeDirection; f_lightDirection = TBN * lightDirection; f_normal = normalize(g_normal[index]); f_patchDistance = g_patchDistance[index]; f_shadowCoordinates = vf_m_depthBias * vec4(g_vertex[index], 1.0); f_textureCoordinates = g_textureCoordinates[index]; f_vertex = (vf_m_model * vec4(g_vertex[index], 1.0)).xyz; gl_Position = gl_in[index].gl_Position; EmitVertex(); index ++; } EndPrimitive(); } Fragment shader: #version 410 core in vec3 f_bitangent; in vec3 f_eyeDirection; in vec3 f_lightDirection; in vec3 f_normal; in vec4 f_patchDistance; in vec4 f_shadowCoordinates; in vec3 f_tangent; in vec2 f_textureCoordinates; in vec3 f_vertex; out vec4 fragColor; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; vec2 poissonDisk[16] = vec2[]( vec2(-0.94201624, -0.39906216), vec2( 0.94558609, -0.76890725), vec2(-0.09418410, -0.92938870), vec2( 0.34495938, 0.29387760), vec2(-0.91588581, 0.45771432), vec2(-0.81544232, -0.87912464), vec2(-0.38277543, 0.27676845), vec2( 0.97484398, 0.75648379), vec2( 0.44323325, -0.97511554), vec2( 0.53742981, -0.47373420), vec2(-0.26496911, -0.41893023), vec2( 0.79197514, 0.19090188), vec2(-0.24188840, 0.99706507), vec2(-0.81409955, 0.91437590), vec2( 0.19984126, 0.78641367), vec2( 0.14383161, -0.14100790) ); float random(vec3 seed, int i) { vec4 seed4 = vec4(seed,i); float dot_product = dot(seed4, vec4(12.9898, 78.233, 45.164, 94.673)); return fract(sin(dot_product) * 43758.5453); } float amplify(float d, float scale, float offset) { d = scale * d + offset; d = clamp(d, 0, 1); d = 1 - exp2(-2.0 * d * d); return d; } void main() { vec3 lightColor = vf_l_color.xyz; float lightPower = vf_l_color.w; vec3 materialDiffuseColor = texture(vf_t_diffuse, f_textureCoordinates).xyz; vec3 materialAmbientColor = vec3(0.1, 0.1, 0.1) * materialDiffuseColor; vec3 materialSpecularColor = texture(vf_t_specular, f_textureCoordinates).xyz; vec3 n = normalize(texture(vf_t_normal, f_textureCoordinates).rgb * 2.0 - 1.0); vec3 l = normalize(f_lightDirection); float cosTheta = clamp(dot(n, l), 0.0, 1.0); vec3 E = normalize(f_eyeDirection); vec3 R = reflect(-l, n); float cosAlpha = clamp(dot(E, R), 0.0, 1.0); float visibility = 1.0; float bias = 0.005 * tan(acos(cosTheta)); bias = clamp(bias, 0.0, 0.01); for (int i = 0; i < 4; i ++) { float shading = (0.5 / 4.0); int index = i; visibility -= shading * (1.0 - texture(vf_t_shadow, vec3(f_shadowCoordinates.xy + poissonDisk[index] / 3000.0, (f_shadowCoordinates.z - bias) / f_shadowCoordinates.w))); }\n" fragColor.xyz = materialAmbientColor + visibility * materialDiffuseColor * lightColor * lightPower * cosTheta + visibility * materialSpecularColor * lightColor * lightPower * pow(cosAlpha, 5); fragColor.w = texture(vf_t_diffuse, f_textureCoordinates).w; } The following images should be enough to give you an idea of the problem. Before moving the camera: Moving the camera just a little. Moving it to the center of the scene.

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  • minimax depth first search game tree

    - by Arvind
    Hi I want to build a game tree for nine men's morris game. I want to apply minimax algorithm on the tree for doing node evaluations. Minimax uses DFS to evaluate nodes. So should I build the tree first upto a given depth and then apply minimax or can the process of building the tree and evaluation occur together in recursive minimax DFS? Thank you Arvind

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  • How do you display a binary search tree?

    - by fakeit
    I'm being asked to display a binary search tree in sorted order. The nodes of the tree contain strings. I'm not exactly sure what the best way is to attack this problem. Should I be traversing the tree and displaying as I go? Should I flatten the tree into an array and then use a sorting algorithm before I display? I'm not looking for the actual code, just a guide where to go next.

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  • is any drag and drop facility in Black Berry

    - by sairam333
    Hi all i am new to black berry.I have Experience on Android .Now i want to learn Black berry .In android an application contain res folder in that we add the lay out in xml form and we can create the forms easily using views and lay outs. In the same way is there any facility in black berry?please give me some suggestions to prepare forms in black berry .

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  • Maintaing list order in binary tree.

    - by TheBigO
    Given a sequence of numbers, I want to insert the numbers into a balanced binary tree such that when I do a preorder traversal on the tree, it gives me the sequence back. How can I construct the insert method corresponding to this requirement? Remember that the tree must be balanced, so there isn't a completely trivial solution. I was trying to do this with a modified version of an AVL tree, but I'm not sure if this can work out.

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  • Convert a post-order binary tree traversal index to an level-order (breadth-first) index

    - by strfry
    Assuming a complete binary tree, each node can be adressed with the position it appears in a given tree traversal algorithm. For example, the node indices of a simple complete tree with height 3 would look like this: breadth first (aka level-order): 0 / \ 1 2 / \ / \ 3 4 5 6 post-order dept first: 6 / \ 2 5 / \ / \ 0 1 3 4 The height of the tree and an index in the post-order traversal is given. How can i calculate the breadth first index from this information?

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  • Cladogram, tree of life, cladistics, taxonomy in JS or canvas?

    - by boblet
    Good people - I need some help to find a way to create an interactive cladogram or phylogenetic tree (yes, I have read all related posts, and do not find what I am looking for). The thing is, I need the nodes to be name-able. An example would be something like this Most scripts I find are either applets, flash, or simply do not show the node classification, ie it would skip "feliformia" in this example. This is useless to me, as I would then end up with carnivore - anonymous node - anonymous node - anonymous node - tiger, and that is not good. This tree will in theory cover all life, so it could get rather large, and get links and names in english and latin from database. So: no flash, no applets. It must be horizontal, no supertrees (circular). I have gone through this http://bioinfo.unice.fr/biodiv/Tree_editors.html but most of them seems to be either old, not displaying sub-node levels, applets, or way too complex. I imagine this would be a delightful job for canvas/jQuery..? And chances are, someone got there before me? Any pointers much appreciated. Note: if anyone out there would like to do something like this as a project, I will be happy to help, even though it would not benefit me for this project.This type of taxonomy is not as simple as it may seem, and I would be happy see this happen.

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  • How can you get the call tree with python profilers?

    - by Oliver
    I used to use a nice Apple profiler that is built into the System Monitor application. As long as your C++ code was compiled with debug information, you could sample your running application and it would print out an indented tree telling you what percent of the parent function's time was spent in this function (and the body vs. other function calls). For instance, if main called function_1 and function_2, function_2 calls function_3, and then main calls function_3: main (100%, 1% in function body): function_1 (9%, 9% in function body): function_2 (90%, 85% in function body): function_3 (100%, 100% in function body) function_3 (1%, 1% in function body) I would see this and think, "Something is taking a long time in the code in the body of function_2. If I want my program to be faster, that's where I should start." Does anyone know how I can most easily get this exact profiling output for a python program? I've seen people say to do this: import cProfile, pstats prof = cProfile.Profile() prof = prof.runctx("real_main(argv)", globals(), locals()) stats = pstats.Stats(prof) stats.sort_stats("time") # Or cumulative stats.print_stats(80) # 80 = how many to print but it's quite messy compared to that elegant call tree. Please let me know if you can easily do this, it would help quite a bit. Cheers!

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  • A data structure based on the R-Tree: creating new child nodes when a node is full, but what if I ha

    - by Tom
    I realize my title is not very clear, but I am having trouble thinking of a better one. If anyone wants to correct it, please do. I'm developing a data structure for my 2 dimensional game with an infinite universe. The data structure is based on a simple (!) node/leaf system, like the R-Tree. This is the basic concept: you set howmany childs you want a node (a container) to have maximum. If you want to add a leaf, but the node the leaf should be in is full, then it will create a new set of nodes within this node and move all current leafs to their new (more exact) node. This way, very populated areas will have a lot more subdivisions than a very big but rarely visited area. This works for normal objects. The only problem arises when I have more than maxChildsPerNode objects with the exact same X,Y location: because the node is full, it will create more exact subnodes, but the old leafs will all be put in the exact same node again because they have the exact same position -- resulting in an infinite loop of creating more nodes and more nodes. So, what should I do when I want to add more leafs than maxChildsPerNode with the exact same position to my tree? PS. if I failed to explain my problem, please tell me, so I can try to improve the explanation.

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  • Two monitors with Mac Mini - one displays black despite receiving a signal

    - by alex
    My Mac Mini outputs to my two new monitors - Dell U2311Hs. The LED on the bezel displays blue when receiving a signal, or yellow otherwise. Both screens are displaying blue. It also seems my Mini can see both of them... However, one of them is black. It just displays black, but appears to be receiving a signal (when I turn the Mac off, it then displays No Signal). To make things weirder, on startup, the boot up (white with Apple logo) appears on the right monitor (the one that now displays black). Occasionally, it flickers up on the black screen for 1 second. I have tried Detect Displays. It appears to do nothing. I'm also running a dual monitor KVM. Video connections are DVI-D. How can I fix this situation? Thanks. Update This is the weirdest thing - I used the DVI-D cable that came with the KVM and it seems to have fixed it - I didn't both because it looks identical to any other DVI cable (in form an pin out). So, I will accept an answer if someone can tell me what may be the difference in these cables?

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  • Screen occasionally flashes black when under load, sometimes does not recover

    - by Oak
    I've built a brand new machine, but to my horror my monitor occasionally flashes black for around a second, then returning to normal. This happens under load (watching videos / playing games) but only sometimes; e.g. it doesn't occur in "Batman: Arkham City" but does in "XCOM: Enemy Unknown". When watching videos, it also occurs when not watching them full-screen, and it sometimes even occurs when the machine isn't doing anything, just sitting at the desktop and moving the mouse around. Has anyone ran into this problem and knows of any solution? Additionally, sometimes after the black screen, it won't return to normal, instead turning completely corrupt. In these cases even quitting the application doesn't help, but physically disconnecting and reconnecting the monitor fixes the problem. This problem did not occur on my earlier machine which used the same physical monitor. Additional details: Windows Server 2012, configured as Windows 8, with latest updates installed NVIDIA GeForce GTX 660 Ti, with latest driver installed Ample amounts of CPU and RAM for playing the above games and for watching videos. I've read about similar problems elsewhere but could not find a working solution: http://www.youtube.com/watch?v=Zt00C-HXFbA&noredirect=1 http://www.sevenforums.com/hardware-devices/59126-monitor-flashing-black.html https://eu.battle.net/d3/en/forum/topic/4079098908?page=4 http://www.tomshardware.com/forum/347422-33-screen-flickering-black-nvidia-driver-update

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