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  • [C++] Converting Integer to a Byte Representation

    - by bobber205
    How can I convert a integer to it's byte representation. I want to take an integer and return a vector that has contains 1's and 0's of the integers byte representation. I'm having a heck of a time trying to do this myself so I'd thought I would ask to see if there was a built in library function that could help. Thanks!

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  • Just a small help about switch's use

    - by Laurent Fournier
    If an answer on this already exist, my apologies i've not found on this question... is this statement correct if i want presice actions on integers from -2 to 0, and for those between 1 and 6 apply the same methods with only my integer who'll change ? Like this: public void setCaseGUI(Point pt, int i, boolean b){ plateau.cellule[(int)pt.getAbs()][(int)pt.getOrd()].setSelected(b); plateau.cellule[(int)pt.getAbs()][(int)pt.getOrd()].setIcon(null); switch(i) { case -2: plateau.cellule[(int)pt.getAbs()][(int)pt.getOrd()].setText("F"); plateau.cellule[(int)pt.getAbs()][(int)pt.getOrd()].setForeground(Color.red); break; case -1: plateau.cellule[(int)pt.getAbs()][(int)pt.getOrd()].setText("B"); plateau.cellule[(int)pt.getAbs()][(int)pt.getOrd()].setForeground(Color.red); break; case 0: plateau.cellule[(int)pt.getAbs()][(int)pt.getOrd()].setText(""); plateau.cellule[(int)pt.getAbs()][(int)pt.getOrd()].setForeground(null); break; case 1: case 2: case 3: case 4: case 5: case 6: case 7: case 8: plateau.cellule[(int)pt.getAbs()][(int)pt.getOrd()].setText(String.valueOf(i)); plateau.cellule[(int)pt.getAbs()][(int)pt.getOrd()].setForeground(null); break; default: System.out.println("Erreur de changement d'état/case !"); } } Please don't be too harsh on me i've started to learn dev only a few month ago

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  • How to compile a C++ source code written for Linux/Unix on Windows Vista (code given)

    - by HTMZ
    I have a c++ source code that was written in linux/unix environment by some other author. It gives me errors when i compile it in windows vista environment. I am using Bloodshed Dev C++ v 4.9. please help. #include <iostream.h> #include <map> #include <vector> #include <string> #include <string.h> #include <strstream> #include <unistd.h> #include <stdlib.h> using namespace std; template <class T> class PrefixSpan { private: vector < vector <T> > transaction; vector < pair <T, unsigned int> > pattern; unsigned int minsup; unsigned int minpat; unsigned int maxpat; bool all; bool where; string delimiter; bool verbose; ostream *os; void report (vector <pair <unsigned int, int> > &projected) { if (minpat > pattern.size()) return; // print where & pattern if (where) { *os << "<pattern>" << endl; // what: if (all) { *os << "<freq>" << pattern[pattern.size()-1].second << "</freq>" << endl; *os << "<what>"; for (unsigned int i = 0; i < pattern.size(); i++) *os << (i ? " " : "") << pattern[i].first; } else { *os << "<what>"; for (unsigned int i = 0; i < pattern.size(); i++) *os << (i ? " " : "") << pattern[i].first << delimiter << pattern[i].second; } *os << "</what>" << endl; // where *os << "<where>"; for (unsigned int i = 0; i < projected.size(); i++) *os << (i ? " " : "") << projected[i].first; *os << "</where>" << endl; *os << "</pattern>" << endl; } else { // print found pattern only if (all) { *os << pattern[pattern.size()-1].second; for (unsigned int i = 0; i < pattern.size(); i++) *os << " " << pattern[i].first; } else { for (unsigned int i = 0; i < pattern.size(); i++) *os << (i ? " " : "") << pattern[i].first << delimiter << pattern[i].second; } *os << endl; } } void project (vector <pair <unsigned int, int> > &projected) { if (all) report(projected); map <T, vector <pair <unsigned int, int> > > counter; for (unsigned int i = 0; i < projected.size(); i++) { int pos = projected[i].second; unsigned int id = projected[i].first; unsigned int size = transaction[id].size(); map <T, int> tmp; for (unsigned int j = pos + 1; j < size; j++) { T item = transaction[id][j]; if (tmp.find (item) == tmp.end()) tmp[item] = j ; } for (map <T, int>::iterator k = tmp.begin(); k != tmp.end(); ++k) counter[k->first].push_back (make_pair <unsigned int, int> (id, k->second)); } for (map <T, vector <pair <unsigned int, int> > >::iterator l = counter.begin (); l != counter.end (); ) { if (l->second.size() < minsup) { map <T, vector <pair <unsigned int, int> > >::iterator tmp = l; tmp = l; ++tmp; counter.erase (l); l = tmp; } else { ++l; } } if (! all && counter.size () == 0) { report (projected); return; } for (map <T, vector <pair <unsigned int, int> > >::iterator l = counter.begin (); l != counter.end(); ++l) { if (pattern.size () < maxpat) { pattern.push_back (make_pair <T, unsigned int> (l->first, l->second.size())); project (l->second); pattern.erase (pattern.end()); } } } public: PrefixSpan (unsigned int _minsup = 1, unsigned int _minpat = 1, unsigned int _maxpat = 0xffffffff, bool _all = false, bool _where = false, string _delimiter = "/", bool _verbose = false): minsup(_minsup), minpat (_minpat), maxpat (_maxpat), all(_all), where(_where), delimiter (_delimiter), verbose (_verbose) {}; ~PrefixSpan () {}; istream& read (istream &is) { string line; vector <T> tmp; T item; while (getline (is, line)) { tmp.clear (); istrstream istrs ((char *)line.c_str()); while (istrs >> item) tmp.push_back (item); transaction.push_back (tmp); } return is; } ostream& run (ostream &_os) { os = &_os; if (verbose) *os << transaction.size() << endl; vector <pair <unsigned int, int> > root; for (unsigned int i = 0; i < transaction.size(); i++) root.push_back (make_pair (i, -1)); project (root); return *os; } void clear () { transaction.clear (); pattern.clear (); } }; int main (int argc, char **argv) { extern char *optarg; unsigned int minsup = 1; unsigned int minpat = 1; unsigned int maxpat = 0xffffffff; bool all = false; bool where = false; string delimiter = "/"; bool verbose = false; string type = "string"; int opt; while ((opt = getopt(argc, argv, "awvt:M:m:L:d:")) != -1) { switch(opt) { case 'a': all = true; break; case 'w': where = true; break; case 'v': verbose = true; break; case 'm': minsup = atoi (optarg); break; case 'M': minpat = atoi (optarg); break; case 'L': maxpat = atoi (optarg); break; case 't': type = string (optarg); break; case 'd': delimiter = string (optarg); break; default: cout << "Usage: " << argv[0] << " [-m minsup] [-M minpat] [-L maxpat] [-a] [-w] [-v] [-t type] [-d delimiter] < data .." << endl; return -1; } } if (type == "int") { PrefixSpan<unsigned int> prefixspan (minsup, minpat, maxpat, all, where, delimiter, verbose); prefixspan.read (cin); prefixspan.run (cout); }else if (type == "short") { PrefixSpan<unsigned short> prefixspan (minsup, minpat, maxpat, all, where, delimiter, verbose); prefixspan.read (cin); prefixspan.run (cout); } else if (type == "char") { PrefixSpan<unsigned char> prefixspan (minsup, minpat, maxpat, all, where, delimiter, verbose); prefixspan.read (cin); prefixspan.run (cout); } else if (type == "string") { PrefixSpan<string> prefixspan (minsup, minpat, maxpat, all, where, delimiter, verbose); prefixspan.read (cin); prefixspan.run (cout); } else { cerr << "Unknown Item Type: " << type << " : choose from [string|int|short|char]" << endl; return -1; } return 0; }

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  • Using array as map value: Cant see the error

    - by Tom
    Hi all, Im trying to create a map, where the key is an int, and the value is an array int red[3] = {1,0,0}; int green[3] = {0,1,0}; int blue[3] = {0,0,1}; std::map<int, int[3]> colours; colours.insert(std::pair<int,int[3]>(GLUT_LEFT_BUTTON,red)); //THIS IS LINE 24 ! colours.insert(std::pair<int,int[3]>(GLUT_MIDDLE_BUTTON,blue)); colours.insert(std::pair<int,int[3]>(GLUT_RIGHT_BUTTON,green)); However, when I try to compile this code, I get the following error. g++ (Ubuntu 4.4.1-4ubuntu8) 4.4.1 In file included from /usr/include/c++/4.4/bits/stl_algobase.h:66, from /usr/include/c++/4.4/bits/stl_tree.h:62, from /usr/include/c++/4.4/map:60, from ../src/utils.cpp:9: /usr/include/c++/4.4/bits/stl_pair.h: In constructor ‘std::pair<_T1, _T2>::pair(const _T1&, const _T2&) [with _T1 = int, _T2 = int [3]]’: ../src/utils.cpp:24: instantiated from here /usr/include/c++/4.4/bits/stl_pair.h:84: error: array used as initializer /usr/include/c++/4.4/bits/stl_pair.h: In constructor ‘std::pair<_T1, _T2>::pair(const std::pair<_U1, _U2>&) [with _U1 = int, _U2 = int [3], _T1 = const int, _T2 = int [3]]’: ../src/utils.cpp:24: instantiated from here /usr/include/c++/4.4/bits/stl_pair.h:101: error: array used as initializer In file included from /usr/include/c++/4.4/map:61, from ../src/utils.cpp:9: /usr/include/c++/4.4/bits/stl_map.h: In member function ‘_Tp& std::map<_Key, _Tp, _Compare, _Alloc>::operator[](const _Key&) [with _Key = int, _Tp = int [3], _Compare = std::less<int>, _Alloc = std::allocator<std::pair<const int, int [3]> >]’: ../src/utils.cpp:30: instantiated from here /usr/include/c++/4.4/bits/stl_map.h:450: error: conversion from ‘int’ to non-scalar type ‘int [3]’ requested make: *** [src/utils.o] Error 1 I really cant see where the error is. Or even if there's an error. Any help (please include an explanation to help me avoid this mistake) will be appreciated. Thanks in advance.

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  • CUDA threads for inner loop

    - by Manolete
    I've got this kernel __global__ void kernel1(int keep, int include, int width, int* d_Xco, int* d_Xnum, bool* d_Xvalid, float* d_Xblas) { int i, k; i = threadIdx.x + blockIdx.x * blockDim.x; if(i < keep){ for(k = 0; k < include ; k++){ int val = (d_Xblas[i*include + k] >= 1e5); int aux = d_Xnum[i]; d_Xblas[i*include + k] *= (!val); d_Xco[i*width + aux] = k; d_Xnum[i] +=val; d_Xvalid[i*include + k] = (!val); } } } launched with int keep = 9000; int include = 23000; int width = 0.2*include; int threads = 192; int blocks = keep+threads-1/threads; kernel1 <<< blocks,threads >>>( keep, include, width, d_Xco, d_Xnum, d_Xvalid, d_Xblas ); This kernel1 works fine but it is obviously not totally optimized. I thought it would be straight forward to eliminate the inner loop k but for some reason it doesn't work fine. My first idea was: __global__ void kernel2(int keep, int include, int width, int* d_Xco, int* d_Xnum, bool* d_Xvalid, float* d_Xblas) { int i, k; i = threadIdx.x + blockIdx.x * blockDim.x; k = threadIdx.y + blockIdx.y * blockDim.y; if((i < keep) && (k < include) ) { int val = (d_Xblas[i*include + k] >= 1e5); int aux = d_Xnum[i]; d_Xblas[i*include + k] *= (float)(!val); d_Xco[i*width + aux] = k; atomicAdd(&d_Xnum[i], val); d_Xvalid[i*include + k] = (!val); } } launched with a 2D grid: int keep = 9000; int include = 23000; int width = 0.2*include; int th = 32; dim3 threads(th,th); dim3 blocks (keep+threads.x-1/threads.x, include+threads.y-1/threads.y); kernel2 <<< blocks,threads >>>( keep, include, width, d_Xco, d_Xnum, d_Xvalid, d_Xblas ); Although I believe the idea is fine, it does not work and I am running out of ideas here. Could you please help me out here? I also think the problem could be in d_Xco which stores the position k in a smaller array , so the order matters, but I can't think of any other way of doing it...

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  • datagrid binding

    - by abcdd007
    using System; using System.Data; using System.Configuration; using System.Collections; using System.Web; using System.Web.Security; using System.Web.UI; using System.Web.UI.WebControls; using System.Web.UI.WebControls.WebParts; using System.Web.UI.HtmlControls; using System.Data.SqlClient; public partial class OrderMaster : System.Web.UI.Page { BLLOrderMaster objMaster = new BLLOrderMaster(); protected void Page_Load(object sender, EventArgs e) { if (!Page.IsPostBack) { SetInitialRow(); string OrderNumber = objMaster.SelectDetails().ToString(); if (OrderNumber != "") { txtOrderNo.Text = OrderNumber.ToString(); txtOrderDate.Focus(); } } } private void InsertEmptyRow() { DataTable dt = new DataTable(); DataRow dr = null; dt.Columns.Add(new DataColumn("ItemCode", typeof(string))); dt.Columns.Add(new DataColumn("Description", typeof(string))); dt.Columns.Add(new DataColumn("Unit", typeof(string))); dt.Columns.Add(new DataColumn("Qty", typeof(string))); dt.Columns.Add(new DataColumn("Rate", typeof(string))); dt.Columns.Add(new DataColumn("Disc", typeof(string))); dt.Columns.Add(new DataColumn("Amount", typeof(string))); for (int i = 0; i < 5; i++) { dr = dt.NewRow(); dr["ItemCode"] = string.Empty; dr["Description"] = string.Empty; dr["Unit"] = string.Empty; dr["Qty"] = string.Empty; dr["Rate"] = string.Empty; dr["Disc"] = string.Empty; dr["Amount"] = string.Empty; dt.Rows.Add(dr); } //GridView1.DataSource = dt; //GridView1.DataBind(); } private void SetInitialRow() { DataTable dt = new DataTable(); DataRow dr = null; dt.Columns.Add(new DataColumn("RowNumber", typeof(string))); dt.Columns.Add(new DataColumn("ItemCode", typeof(string))); dt.Columns.Add(new DataColumn("Description", typeof(string))); dt.Columns.Add(new DataColumn("Unit", typeof(string))); dt.Columns.Add(new DataColumn("Qty", typeof(string))); dt.Columns.Add(new DataColumn("Rate", typeof(string))); dt.Columns.Add(new DataColumn("Disc", typeof(string))); dt.Columns.Add(new DataColumn("Amount", typeof(string))); dr = dt.NewRow(); dr["RowNumber"] = 1; dr["ItemCode"] = string.Empty; dr["Description"] = string.Empty; dr["Unit"] = string.Empty; dr["Qty"] = string.Empty; dr["Rate"] = string.Empty; dr["Disc"] = string.Empty; dr["Amount"] = string.Empty; dt.Rows.Add(dr); //Store DataTable ViewState["OrderDetails"] = dt; Gridview1.DataSource = dt; Gridview1.DataBind(); } protected void AddNewRowToGrid() { int rowIndex = 0; if (ViewState["OrderDetails"] != null) { DataTable dtCurrentTable = (DataTable)ViewState["OrderDetails"]; DataRow drCurrentRow = null; if (dtCurrentTable.Rows.Count > 0) { for (int i = 1; i <= dtCurrentTable.Rows.Count; i++) { //extract the TextBox values TextBox box1 = (TextBox)Gridview1.Rows[rowIndex].Cells[1].FindControl("txtItemCode"); TextBox box2 = (TextBox)Gridview1.Rows[rowIndex].Cells[2].FindControl("txtdescription"); TextBox box3 = (TextBox)Gridview1.Rows[rowIndex].Cells[3].FindControl("txtunit"); TextBox box4 = (TextBox)Gridview1.Rows[rowIndex].Cells[4].FindControl("txtqty"); TextBox box5 = (TextBox)Gridview1.Rows[rowIndex].Cells[5].FindControl("txtRate"); TextBox box6 = (TextBox)Gridview1.Rows[rowIndex].Cells[6].FindControl("txtdisc"); TextBox box7 = (TextBox)Gridview1.Rows[rowIndex].Cells[7].FindControl("txtamount"); drCurrentRow = dtCurrentTable.NewRow(); drCurrentRow["RowNumber"] = i + 1; drCurrentRow["ItemCode"] = box1.Text; drCurrentRow["Description"] = box2.Text; drCurrentRow["Unit"] = box3.Text; drCurrentRow["Qty"] = box4.Text; drCurrentRow["Rate"] = box5.Text; drCurrentRow["Disc"] = box6.Text; drCurrentRow["Amount"] = box7.Text; rowIndex++; } //add new row to DataTable dtCurrentTable.Rows.Add(drCurrentRow); //Store the current data to ViewState ViewState["OrderDetails"] = dtCurrentTable; //Rebind the Grid with the current data Gridview1.DataSource = dtCurrentTable; Gridview1.DataBind(); } } else { // } //Set Previous Data on Postbacks SetPreviousData(); } private void SetPreviousData() { int rowIndex = 0; if (ViewState["OrderDetails"] != null) { DataTable dt = (DataTable)ViewState["OrderDetails"]; if (dt.Rows.Count > 0) { for (int i = 1; i < dt.Rows.Count; i++) { TextBox box1 = (TextBox)Gridview1.Rows[rowIndex].Cells[1].FindControl("txtItemCode"); TextBox box2 = (TextBox)Gridview1.Rows[rowIndex].Cells[2].FindControl("txtdescription"); TextBox box3 = (TextBox)Gridview1.Rows[rowIndex].Cells[3].FindControl("txtunit"); TextBox box4 = (TextBox)Gridview1.Rows[rowIndex].Cells[4].FindControl("txtqty"); TextBox box5 = (TextBox)Gridview1.Rows[rowIndex].Cells[5].FindControl("txtRate"); TextBox box6 = (TextBox)Gridview1.Rows[rowIndex].Cells[6].FindControl("txtdisc"); TextBox box7 = (TextBox)Gridview1.Rows[rowIndex].Cells[7].FindControl("txtamount"); box1.Text = dt.Rows[i]["ItemCode"].ToString(); box2.Text = dt.Rows[i]["Description"].ToString(); box3.Text = dt.Rows[i]["Unit"].ToString(); box4.Text = dt.Rows[i]["Qty"].ToString(); box5.Text = dt.Rows[i]["Rate"].ToString(); box6.Text = dt.Rows[i]["Disc"].ToString(); box7.Text = dt.Rows[i]["Amount"].ToString(); rowIndex++; } dt.AcceptChanges(); } ViewState["OrderDetails"] = dt; } } protected void BindOrderDetails() { DataTable dtOrderDetails = new DataTable(); if (ViewState["OrderDetails"] != null) { dtOrderDetails = (DataTable)ViewState["OrderDetails"]; } else { dtOrderDetails.Columns.Add(""); dtOrderDetails.Columns.Add(""); dtOrderDetails.Columns.Add(""); dtOrderDetails.Columns.Add(""); dtOrderDetails.Columns.Add(""); dtOrderDetails.Columns.Add(""); dtOrderDetails.AcceptChanges(); DataRow dr = dtOrderDetails.NewRow(); dtOrderDetails.Rows.Add(dr); ViewState["OrderDetails"] = dtOrderDetails; } if (dtOrderDetails != null) { Gridview1.DataSource = dtOrderDetails; Gridview1.DataBind(); if (Gridview1.Rows.Count > 0) { ((LinkButton)Gridview1.Rows[Gridview1.Rows.Count - 1].FindControl("btnDelete")).Visible = false; } } } protected void btnSave_Click(object sender, EventArgs e) { if (txtOrderDate.Text != "" && txtOrderNo.Text != "" && txtPartyName.Text != "" && txttotalAmount.Text !="") { BLLOrderMaster bllobj = new BLLOrderMaster(); DataTable dtdetails = new DataTable(); UpdateItemDetailRow(); dtdetails = (DataTable)ViewState["OrderDetails"]; SetValues(bllobj); int k = 0; k = bllobj.Insert_Update_Delete(1, bllobj, dtdetails); if (k > 0) { ScriptManager.RegisterStartupScript(this, this.GetType(), "Login Denied", "<Script>alert('Order Code Alraddy Exist');</Script>", false); } else { ScriptManager.RegisterStartupScript(this, this.GetType(), "Login Denied", "<Script>alert('Record Saved Successfully');</Script>", false); } dtdetails.Clear(); SetInitialRow(); txttotalAmount.Text = ""; txtOrderNo.Text = ""; txtPartyName.Text = ""; txtOrderDate.Text = ""; txttotalQty.Text = ""; string OrderNumber = objMaster.SelectDetails().ToString(); if (OrderNumber != "") { txtOrderNo.Text = OrderNumber.ToString(); txtOrderDate.Focus(); } } else { txtOrderNo.Text = ""; } } public void SetValues(BLLOrderMaster bllobj) { if (txtOrderNo.Text != null && txtOrderNo.Text.ToString() != "") { bllobj.OrNumber = Convert.ToInt16(txtOrderNo.Text); } if (txtOrderDate.Text != null && txtOrderDate.Text.ToString() != "") { bllobj.Date = DateTime.Parse(txtOrderDate.Text.ToString()).ToString("dd/MM/yyyy"); } if (txtPartyName.Text != null && txtPartyName.Text.ToString() != "") { bllobj.PartyName = txtPartyName.Text; } bllobj.TotalBillAmount = txttotalAmount.Text == "" ? 0 : int.Parse(txttotalAmount.Text); bllobj.TotalQty = txttotalQty.Text == "" ? 0 : int.Parse(txttotalQty.Text); } protected void txtdisc_TextChanged(object sender, EventArgs e) { double total = 0; double totalqty = 0; foreach (GridViewRow dgvr in Gridview1.Rows) { TextBox tb = (TextBox)dgvr.Cells[7].FindControl("txtamount"); double sum; if (double.TryParse(tb.Text.Trim(), out sum)) { total += sum; } TextBox tb1 = (TextBox)dgvr.Cells[4].FindControl("txtqty"); double qtysum; if (double.TryParse(tb1.Text.Trim(), out qtysum)) { totalqty += qtysum; } } txttotalAmount.Text = total.ToString(); txttotalQty.Text = totalqty.ToString(); AddNewRowToGrid(); Gridview1.TabIndex = 1; } public void UpdateItemDetailRow() { DataTable dt = new DataTable(); if (ViewState["OrderDetails"] != null) { dt = (DataTable)ViewState["OrderDetails"]; } if (dt.Rows.Count > 0) { for (int i = 0; i < Gridview1.Rows.Count; i++) { dt.Rows[i]["ItemCode"] = (Gridview1.Rows[i].FindControl("txtItemCode") as TextBox).Text.ToString(); if (dt.Rows[i]["ItemCode"].ToString() == "") { dt.Rows[i].Delete(); break; } else { dt.Rows[i]["Description"] = (Gridview1.Rows[i].FindControl("txtdescription") as TextBox).Text.ToString(); dt.Rows[i]["Unit"] = (Gridview1.Rows[i].FindControl("txtunit") as TextBox).Text.ToString(); dt.Rows[i]["Qty"] = (Gridview1.Rows[i].FindControl("txtqty") as TextBox).Text.ToString(); dt.Rows[i]["Rate"] = (Gridview1.Rows[i].FindControl("txtRate") as TextBox).Text.ToString(); dt.Rows[i]["Disc"] = (Gridview1.Rows[i].FindControl("txtdisc") as TextBox).Text.ToString(); dt.Rows[i]["Amount"] = (Gridview1.Rows[i].FindControl("txtamount") as TextBox).Text.ToString(); } } dt.AcceptChanges(); } ViewState["OrderDetails"] = dt; } }

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  • evaluating a code of a graph [migrated]

    - by mazen.r.f
    This is relatively a long code,if you have the tolerance and the will to find out how to make this code work then take a look please, i will appreciate your feed back. i have spent two days trying to come up with a code to represent a graph , then calculate the shortest path using dijkastra algorithm , but i am not able to get the right result , even the code runs without errors , but the result is not correct , always i am getting 0. briefly,i have three classes , Vertex, Edge, Graph , the Vertex class represents the nodes in the graph and it has id and carried ( which carry the weight of the links connected to it while using dijkastra algorithm ) and a vector of the ids belong to other nodes the path will go through before arriving to the node itself , this vector is named previous_nodes. the Edge class represents the edges in the graph it has two vertices ( one in each side ) and a wight ( the distance between the two vertices ). the Graph class represents the graph , it has two vectors one is the vertices included in this graph , and the other is the edges included in the graph. inside the class Graph there is a method its name shortest takes the sources node id and the destination and calculates the shortest path using dijkastra algorithm, and i think that it is the most important part of the code. my theory about the code is that i will create two vectors one for the vertices in the graph i will name it vertices and another vector its name is ver_out it will include the vertices out of calculation in the graph, also i will have two vectors of type Edge , one its name edges for all the edges in the graph and the other its name is track to contain temporarily the edges linked to the temporarily source node in every round , after the calculation of every round the vector track will be cleared. in main() i created five vertices and 10 edges to simulate a graph , the result of the shortest path supposedly to be 4 , but i am always getting 0 , that means i am having something wrong in my code , so if you are interesting in helping me find my mistake and how to make the code work , please take a look. the way shortest work is as follow at the beginning all the edges will be included in the vector edges , we select the edges related to the source and put them in the vector track , then we iterate through track and add the wight of every edge to the vertex (node ) related to it ( not the source vertex ) , then after we clear track and remove the source vertex from the vector vertices and select a new source , and start over again select the edges related to the new source , put them in track , iterate over edges in tack , adding the weights to the corresponding vertices then remove this vertex from the vector vertices, and clear track , and select a new source , and so on . here is the code. #include<iostream> #include<vector> #include <stdlib.h> // for rand() using namespace std; class Vertex { private: unsigned int id; // the name of the vertex unsigned int carried; // the weight a vertex may carry when calculating shortest path vector<unsigned int> previous_nodes; public: unsigned int get_id(){return id;}; unsigned int get_carried(){return carried;}; void set_id(unsigned int value) {id = value;}; void set_carried(unsigned int value) {carried = value;}; void previous_nodes_update(unsigned int val){previous_nodes.push_back(val);}; void previous_nodes_erase(unsigned int val){previous_nodes.erase(previous_nodes.begin() + val);}; Vertex(unsigned int init_val = 0, unsigned int init_carried = 0) :id (init_val), carried(init_carried) // constructor { } ~Vertex() {}; // destructor }; class Edge { private: Vertex first_vertex; // a vertex on one side of the edge Vertex second_vertex; // a vertex on the other side of the edge unsigned int weight; // the value of the edge ( or its weight ) public: unsigned int get_weight() {return weight;}; void set_weight(unsigned int value) {weight = value;}; Vertex get_ver_1(){return first_vertex;}; Vertex get_ver_2(){return second_vertex;}; void set_first_vertex(Vertex v1) {first_vertex = v1;}; void set_second_vertex(Vertex v2) {second_vertex = v2;}; Edge(const Vertex& vertex_1 = 0, const Vertex& vertex_2 = 0, unsigned int init_weight = 0) : first_vertex(vertex_1), second_vertex(vertex_2), weight(init_weight) { } ~Edge() {} ; // destructor }; class Graph { private: std::vector<Vertex> vertices; std::vector<Edge> edges; public: Graph(vector<Vertex> ver_vector, vector<Edge> edg_vector) : vertices(ver_vector), edges(edg_vector) { } ~Graph() {}; vector<Vertex> get_vertices(){return vertices;}; vector<Edge> get_edges(){return edges;}; void set_vertices(vector<Vertex> vector_value) {vertices = vector_value;}; void set_edges(vector<Edge> vector_ed_value) {edges = vector_ed_value;}; unsigned int shortest(unsigned int src, unsigned int dis) { vector<Vertex> ver_out; vector<Edge> track; for(unsigned int i = 0; i < edges.size(); ++i) { if((edges[i].get_ver_1().get_id() == vertices[src].get_id()) || (edges[i].get_ver_2().get_id() == vertices[src].get_id())) { track.push_back (edges[i]); edges.erase(edges.begin()+i); } }; for(unsigned int i = 0; i < track.size(); ++i) { if(track[i].get_ver_1().get_id() != vertices[src].get_id()) { track[i].get_ver_1().set_carried((track[i].get_weight()) + track[i].get_ver_2().get_carried()); track[i].get_ver_1().previous_nodes_update(vertices[src].get_id()); } else { track[i].get_ver_2().set_carried((track[i].get_weight()) + track[i].get_ver_1().get_carried()); track[i].get_ver_2().previous_nodes_update(vertices[src].get_id()); } } for(unsigned int i = 0; i < vertices.size(); ++i) if(vertices[i].get_id() == src) vertices.erase(vertices.begin() + i); // removing the sources vertex from the vertices vector ver_out.push_back (vertices[src]); track.clear(); if(vertices[0].get_id() != dis) {src = vertices[0].get_id();} else {src = vertices[1].get_id();} for(unsigned int i = 0; i < vertices.size(); ++i) if((vertices[i].get_carried() < vertices[src].get_carried()) && (vertices[i].get_id() != dis)) src = vertices[i].get_id(); //while(!edges.empty()) for(unsigned int round = 0; round < vertices.size(); ++round) { for(unsigned int k = 0; k < edges.size(); ++k) { if((edges[k].get_ver_1().get_id() == vertices[src].get_id()) || (edges[k].get_ver_2().get_id() == vertices[src].get_id())) { track.push_back (edges[k]); edges.erase(edges.begin()+k); } }; for(unsigned int n = 0; n < track.size(); ++n) if((track[n].get_ver_1().get_id() != vertices[src].get_id()) && (track[n].get_ver_1().get_carried() > (track[n].get_ver_2().get_carried() + track[n].get_weight()))) { track[n].get_ver_1().set_carried((track[n].get_weight()) + track[n].get_ver_2().get_carried()); track[n].get_ver_1().previous_nodes_update(vertices[src].get_id()); } else if(track[n].get_ver_2().get_carried() > (track[n].get_ver_1().get_carried() + track[n].get_weight())) { track[n].get_ver_2().set_carried((track[n].get_weight()) + track[n].get_ver_1().get_carried()); track[n].get_ver_2().previous_nodes_update(vertices[src].get_id()); } for(unsigned int t = 0; t < vertices.size(); ++t) if(vertices[t].get_id() == src) vertices.erase(vertices.begin() + t); track.clear(); if(vertices[0].get_id() != dis) {src = vertices[0].get_id();} else {src = vertices[1].get_id();} for(unsigned int tt = 0; tt < edges.size(); ++tt) { if(vertices[tt].get_carried() < vertices[src].get_carried()) { src = vertices[tt].get_id(); } } } return vertices[dis].get_carried(); } }; int main() { cout<< "Hello, This is a graph"<< endl; vector<Vertex> vers(5); vers[0].set_id(0); vers[1].set_id(1); vers[2].set_id(2); vers[3].set_id(3); vers[4].set_id(4); vector<Edge> eds(10); eds[0].set_first_vertex(vers[0]); eds[0].set_second_vertex(vers[1]); eds[0].set_weight(5); eds[1].set_first_vertex(vers[0]); eds[1].set_second_vertex(vers[2]); eds[1].set_weight(9); eds[2].set_first_vertex(vers[0]); eds[2].set_second_vertex(vers[3]); eds[2].set_weight(4); eds[3].set_first_vertex(vers[0]); eds[3].set_second_vertex(vers[4]); eds[3].set_weight(6); eds[4].set_first_vertex(vers[1]); eds[4].set_second_vertex(vers[2]); eds[4].set_weight(2); eds[5].set_first_vertex(vers[1]); eds[5].set_second_vertex(vers[3]); eds[5].set_weight(5); eds[6].set_first_vertex(vers[1]); eds[6].set_second_vertex(vers[4]); eds[6].set_weight(7); eds[7].set_first_vertex(vers[2]); eds[7].set_second_vertex(vers[3]); eds[7].set_weight(1); eds[8].set_first_vertex(vers[2]); eds[8].set_second_vertex(vers[4]); eds[8].set_weight(8); eds[9].set_first_vertex(vers[3]); eds[9].set_second_vertex(vers[4]); eds[9].set_weight(3); unsigned int path; Graph graf(vers, eds); path = graf.shortest(2, 4); cout<< path << endl; return 0; }

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  • Evaluating code for a graph [migrated]

    - by mazen.r.f
    This is relatively long code. Please take a look at this code if you are still willing to do so. I will appreciate your feedback. I have spent two days trying to come up with code to represent a graph, calculating the shortest path using Dijkstra's algorithm. But I am not able to get the right result, even though the code runs without errors. The result is not correct and I am always getting 0. I have three classes: Vertex, Edge, and Graph. The Vertex class represents the nodes in the graph and it has id and carried (which carry the weight of the links connected to it while using Dijkstra's algorithm) and a vector of the ids belong to other nodes the path will go through before arriving to the node itself. This vector is named previous_nodes. The Edge class represents the edges in the graph and has two vertices (one in each side) and a width (the distance between the two vertices). The Graph class represents the graph. It has two vectors, where one is the vertices included in this graph, and the other is the edges included in the graph. Inside the class Graph, there is a method named shortest() that takes the sources node id and the destination and calculates the shortest path using Dijkstra's algorithm. I think that it is the most important part of the code. My theory about the code is that I will create two vectors, one for the vertices in the graph named vertices, and another vector named ver_out (it will include the vertices out of calculation in the graph). I will also have two vectors of type Edge, where one is named edges (for all the edges in the graph), and the other is named track (to temporarily contain the edges linked to the temporary source node in every round). After the calculation of every round, the vector track will be cleared. In main(), I've created five vertices and 10 edges to simulate a graph. The result of the shortest path supposedly is 4, but I am always getting 0. That means I have something wrong in my code. If you are interesting in helping me find my mistake and making the code work, please take a look. The way shortest work is as follow: at the beginning, all the edges will be included in the vector edges. We select the edges related to the source and put them in the vector track, then we iterate through track and add the width of every edge to the vertex (node) related to it (not the source vertex). After that, we clear track and remove the source vertex from the vector vertices and select a new source. Then we start over again and select the edges related to the new source, put them in track, iterate over edges in track, adding the weights to the corresponding vertices, then remove this vertex from the vector vertices. Then clear track, and select a new source, and so on. #include<iostream> #include<vector> #include <stdlib.h> // for rand() using namespace std; class Vertex { private: unsigned int id; // the name of the vertex unsigned int carried; // the weight a vertex may carry when calculating shortest path vector<unsigned int> previous_nodes; public: unsigned int get_id(){return id;}; unsigned int get_carried(){return carried;}; void set_id(unsigned int value) {id = value;}; void set_carried(unsigned int value) {carried = value;}; void previous_nodes_update(unsigned int val){previous_nodes.push_back(val);}; void previous_nodes_erase(unsigned int val){previous_nodes.erase(previous_nodes.begin() + val);}; Vertex(unsigned int init_val = 0, unsigned int init_carried = 0) :id (init_val), carried(init_carried) // constructor { } ~Vertex() {}; // destructor }; class Edge { private: Vertex first_vertex; // a vertex on one side of the edge Vertex second_vertex; // a vertex on the other side of the edge unsigned int weight; // the value of the edge ( or its weight ) public: unsigned int get_weight() {return weight;}; void set_weight(unsigned int value) {weight = value;}; Vertex get_ver_1(){return first_vertex;}; Vertex get_ver_2(){return second_vertex;}; void set_first_vertex(Vertex v1) {first_vertex = v1;}; void set_second_vertex(Vertex v2) {second_vertex = v2;}; Edge(const Vertex& vertex_1 = 0, const Vertex& vertex_2 = 0, unsigned int init_weight = 0) : first_vertex(vertex_1), second_vertex(vertex_2), weight(init_weight) { } ~Edge() {} ; // destructor }; class Graph { private: std::vector<Vertex> vertices; std::vector<Edge> edges; public: Graph(vector<Vertex> ver_vector, vector<Edge> edg_vector) : vertices(ver_vector), edges(edg_vector) { } ~Graph() {}; vector<Vertex> get_vertices(){return vertices;}; vector<Edge> get_edges(){return edges;}; void set_vertices(vector<Vertex> vector_value) {vertices = vector_value;}; void set_edges(vector<Edge> vector_ed_value) {edges = vector_ed_value;}; unsigned int shortest(unsigned int src, unsigned int dis) { vector<Vertex> ver_out; vector<Edge> track; for(unsigned int i = 0; i < edges.size(); ++i) { if((edges[i].get_ver_1().get_id() == vertices[src].get_id()) || (edges[i].get_ver_2().get_id() == vertices[src].get_id())) { track.push_back (edges[i]); edges.erase(edges.begin()+i); } }; for(unsigned int i = 0; i < track.size(); ++i) { if(track[i].get_ver_1().get_id() != vertices[src].get_id()) { track[i].get_ver_1().set_carried((track[i].get_weight()) + track[i].get_ver_2().get_carried()); track[i].get_ver_1().previous_nodes_update(vertices[src].get_id()); } else { track[i].get_ver_2().set_carried((track[i].get_weight()) + track[i].get_ver_1().get_carried()); track[i].get_ver_2().previous_nodes_update(vertices[src].get_id()); } } for(unsigned int i = 0; i < vertices.size(); ++i) if(vertices[i].get_id() == src) vertices.erase(vertices.begin() + i); // removing the sources vertex from the vertices vector ver_out.push_back (vertices[src]); track.clear(); if(vertices[0].get_id() != dis) {src = vertices[0].get_id();} else {src = vertices[1].get_id();} for(unsigned int i = 0; i < vertices.size(); ++i) if((vertices[i].get_carried() < vertices[src].get_carried()) && (vertices[i].get_id() != dis)) src = vertices[i].get_id(); //while(!edges.empty()) for(unsigned int round = 0; round < vertices.size(); ++round) { for(unsigned int k = 0; k < edges.size(); ++k) { if((edges[k].get_ver_1().get_id() == vertices[src].get_id()) || (edges[k].get_ver_2().get_id() == vertices[src].get_id())) { track.push_back (edges[k]); edges.erase(edges.begin()+k); } }; for(unsigned int n = 0; n < track.size(); ++n) if((track[n].get_ver_1().get_id() != vertices[src].get_id()) && (track[n].get_ver_1().get_carried() > (track[n].get_ver_2().get_carried() + track[n].get_weight()))) { track[n].get_ver_1().set_carried((track[n].get_weight()) + track[n].get_ver_2().get_carried()); track[n].get_ver_1().previous_nodes_update(vertices[src].get_id()); } else if(track[n].get_ver_2().get_carried() > (track[n].get_ver_1().get_carried() + track[n].get_weight())) { track[n].get_ver_2().set_carried((track[n].get_weight()) + track[n].get_ver_1().get_carried()); track[n].get_ver_2().previous_nodes_update(vertices[src].get_id()); } for(unsigned int t = 0; t < vertices.size(); ++t) if(vertices[t].get_id() == src) vertices.erase(vertices.begin() + t); track.clear(); if(vertices[0].get_id() != dis) {src = vertices[0].get_id();} else {src = vertices[1].get_id();} for(unsigned int tt = 0; tt < edges.size(); ++tt) { if(vertices[tt].get_carried() < vertices[src].get_carried()) { src = vertices[tt].get_id(); } } } return vertices[dis].get_carried(); } }; int main() { cout<< "Hello, This is a graph"<< endl; vector<Vertex> vers(5); vers[0].set_id(0); vers[1].set_id(1); vers[2].set_id(2); vers[3].set_id(3); vers[4].set_id(4); vector<Edge> eds(10); eds[0].set_first_vertex(vers[0]); eds[0].set_second_vertex(vers[1]); eds[0].set_weight(5); eds[1].set_first_vertex(vers[0]); eds[1].set_second_vertex(vers[2]); eds[1].set_weight(9); eds[2].set_first_vertex(vers[0]); eds[2].set_second_vertex(vers[3]); eds[2].set_weight(4); eds[3].set_first_vertex(vers[0]); eds[3].set_second_vertex(vers[4]); eds[3].set_weight(6); eds[4].set_first_vertex(vers[1]); eds[4].set_second_vertex(vers[2]); eds[4].set_weight(2); eds[5].set_first_vertex(vers[1]); eds[5].set_second_vertex(vers[3]); eds[5].set_weight(5); eds[6].set_first_vertex(vers[1]); eds[6].set_second_vertex(vers[4]); eds[6].set_weight(7); eds[7].set_first_vertex(vers[2]); eds[7].set_second_vertex(vers[3]); eds[7].set_weight(1); eds[8].set_first_vertex(vers[2]); eds[8].set_second_vertex(vers[4]); eds[8].set_weight(8); eds[9].set_first_vertex(vers[3]); eds[9].set_second_vertex(vers[4]); eds[9].set_weight(3); unsigned int path; Graph graf(vers, eds); path = graf.shortest(2, 4); cout<< path << endl; return 0; }

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  • error_expected_primary expression before in. In functions

    - by user2975402
    Here is my code. I try to fix it and I always obtain the same error: expected primary expression before 'int'. in line 47, 55, 63, 80, 86. And I've already tried this program in small pieces before and it works. It doesn't marked that error. ` #include using namespace std; int add (int a, int b) { int r; r=a+b; return (r); } int ssub (int a, int b) { int r; r=a-b; return (r); } int mult(int a, int b) { int r; r=a*b; return (r); } int menu(int a, int b){ int r; char x; cout <<"What do you want to do: \na.Adding \n s. Substract \n m. Multiply. \n. e. Exit"<<endl; cin>>x; switch (x){ case 'a': cout << "Give a value for a"<<endl; cin>>a; cout <<"Give a value for b"<<endl; cin>>b; add (int a, int b); //aquí y en otras líneas me sale: expected primary expression before int. break; case 's': cout << "Give a value for a"<<endl; cin>>a; cout <<"Give a value for b"<<endl; cin>>b; ssub (int a, int b); break; case 'm': cout << "Give a value for a"<<endl; cin>>a; cout <<"Give a value for b"<<endl; cin>>b; mult (int a, int b); break; case 'e': x='e'; break; default: cout<<"Wrong choice. Run the program again and choose another letter"<<endl; break; } return r; } cout<<"The result is " << menu (int a, int b)<<endl; int main() { menu (int a, int b); return 0; } `

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  • C# 2D Camera Max Zoom

    - by Craig
    I have a simple ship sprite moving around the screen along with a 2D Camera. I have zooming in and out working, however when I zoom out it goes past the world bounds and has the cornflower blue background showing. How do I sort it that I can only zoom out as far as showing the entire world (which is a picture of OZ) and thats it? I dont want any of the cornflower blue showing. Cheers! namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } }

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  • creating a pre-menu level select screen

    - by Ephiras
    Hi I am working on creating a tower Defence java applet game and have come to a road block about implementing a title screen that i can select the level and difficulty of the rest of the game. my title screen class is called Menu. from this menu class i need to pass in many different variables into my Main class. i have used different classes before and know how to run them and such. but if both classes extend applet and each has its individual graphics method how can i run things from Main even though it was created in Menu. what i essentially want to do is run the Menu class withits action listeners and graphics until a Difficulty button has been selected, run the main class (which 100% works without having to have the Menu class) and pretty much terminate Menu so that i cannot go back to it, do not see its buttons or graphics menus. can i run one applet annd when i choose a button close that one and launch the other one? IF you would like to download the full project you can find it here, i had to comment out all the code that wasn't working my Menu class import java.awt.*; import java.awt.event.*; import java.applet.*; public class Menu extends Applet implements ActionListener{ Button bEasy,bMed,bHard; Main m; public void init(){ bEasy= new Button("Easy"); bEasy.setBounds(140,200,100,50); add(bEasy); bMed = new Button("Medium");bMed.setBounds(280,200,100,50); add(bMed); bHard= new Button("Hard");bHard.setBounds(420,200,100,50); add(bHard); setLayout(null); } public void actionPerformed(ActionEvent e){ Main m = new Main(20,10,3000,mapMed);//break; switch (e.getSource()){ case bEasy: Main m = new Main(6000,20,"levels/levelEasy.png");break;//enimies tower money world case bMed: Main m = new Main(4000,15,"levels/levelMed.png");break; case bHard: Main m = new Main(2000,10,"levels/levelEasy.png");break; default: break; } } public void paint(){ //m.draw(g) } } and here is my main class initialising code. import java.awt.*; import java.awt.event.*; import java.applet.*; import java.io.IOException; public class Main extends Applet implements Runnable, MouseListener, MouseMotionListener, ActionListener{ Button startButton, UpgRange, UpgDamage; //set up the buttons Color roadCol,startCol,finCol,selGrass,selRoad; //set up the colors Enemy e[][]; Tower t[]; Image towerpic,backpic,roadpic,levelPic; private Image i; private Graphics doubleG; //here is the world 0=grass 1=road 2=start 3=end int world[][],eStartX,eStartY; boolean drawMouse,gameEnd; static boolean start=false; static int gridLength=15; static int round=0; int Mx,My,timer=1500; static int sqrSize=31; int towers=0,towerSelected=-10; static int castleHealth=2000; String levelPath; //choose the level Easy Med or Hard int maxEnemy[] = {5,7,12,20,30,15,50,30,40,60};//number of enimies per round int maxTowers=15;//maximum number of towers allowed static int money =2000,damPrice=600,ranPrice=350,towerPrice=700; //money = the intial ammount of money you start of with //damPrice is the price to increase the damage of a tower //ranPrice is the price to increase the range of a tower public void main(int cH,int mT,int mo,int dP,int rP,int tP,String path,int[] mE)//constructor 1 castleHealth=cH; maxTowers=mT; money=mo; damPrice=dP; ranPrice=rP; towerPrice=tP; String levelPath=path; maxEnemy = mE; buildLevel(); } public void main(int cH,int mT,String path)//basic constructor castleHealth=cH; maxTowers=mT; String levelPath=path; maxEnemy = mE; buildLevel(); } public void init(){ setSize(sqrSize*15+200,sqrSize*15);//set the size of the screen roadCol = new Color(255,216,0);//set the colors for the different objects startCol = new Color(0,38,255); finCol = new Color(255,0,0); selRoad = new Color(242,204,155);//selColor is the color of something when your mouse hovers over it selGrass = new Color(0,190,0); roadpic = getImage(getDocumentBase(),"images/road.jpg"); towerpic = getImage(getDocumentBase(),"images/tower.png"); backpic = getImage(getDocumentBase(),"images/grass.jpg"); levelPic = getImage(getDocumentBase(),"images/level.jpg"); e= new Enemy[maxEnemy.length][];//activates all of the enimies for (int r=0;r<e.length;r++) e[r] = new Enemy[maxEnemy[r]]; t= new Tower[maxTowers]; for (int i=0;i<t.length;i++) t[i]= new Tower();//activates all the towers for (int i=0;i<e.length; i++)//sets all of the enimies starting co ordinates for (int j=0;j<e[i].length;j++) e[i][j] = new Enemy(eStartX,eStartY,world); initButtons();//initialise all the buttons addMouseMotionListener(this); addMouseListener(this); }

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  • Draw Bug 2D player Camera

    - by RedShft
    I have just implemented a 2D player camera for my game, everything works properly except the player on the screen jitters when it moves between tiles. What I mean by jitter, is that if the player is moving the camera updates the tileset to be drawn and if the player steps to the right, the camera snaps that way. The movement is not smooth. I'm guessing this is occurring because of how I implemented the function to calculate the current viewable area or how my draw function works. I'm not entirely sure how to fix this. This camera system was entirely of my own creation and a first attempt at that, so it's very possible this is not a great way of doing things. My camera class, pulls information from the current tileset and calculates the viewable area. Right now I am targettng a resolution of 800 by 600. So I try to fit the appropriate amount of tiles for that resolution. My camera class, after calculating the current viewable tileset relative to the players location, returns a slice of the original tileset to be drawn. This tileset slice is updated every frame according to the players position. This slice is then passed to the map class, which draws the tile on screen. //Map Draw Function //This draw function currently matches the GID of the tile to it's location on the //PNG file of the tileset and then draws this portion on the screen void Draw(SDL_Surface* background, int[] _tileSet) { enforce( tilesetImage != null, "Tileset is null!"); enforce( background != null, "BackGround is null!"); int i = 0; int j = 0; SDL_Rect DestR, SrcR; SrcR.x = 0; SrcR.y = 0; SrcR.h = 32; SrcR.w = 32; foreach(tile; _tileSet) { //This code is matching the current tiles ID to the tileset image SrcR.x = cast(short)(tileWidth * (tile >= 11 ? (tile - ((tile / 10) * 10) - 1) : tile - 1)); SrcR.y = cast(short)(tileHeight * (tile > 10 ? (tile / 10) : 0)); //Applying the tile to the surface SDL_BlitSurface( tilesetImage, &SrcR, background, &DestR ); //this keeps track of what column/row we are on i++; if ( i == mapWidth ) { i = 0; j++; } DestR.x = cast(short)(i * tileWidth); DestR.y = cast(short)(j * tileHeight); } } //Camera Class class Camera { private: //A rectangle representing the view area SDL_Rect viewArea; //In number of tiles int viewAreaWidth; int viewAreaHeight; //This is the x and y coordinate of the camera in MAP SPACE IN PIXELS vect2 cameraCoordinates; //The player location in map space IN PIXELS vect2 playerLocation; //This is the players location in screen space; vect2 playerScreenLoc; int playerTileCol; int playerTileRow; int cameraTileCol; int cameraTileRow; //The map is stored in a single array with the tile ids //this corresponds to the index of the starting and ending tile int cameraStartTile, cameraEndTile; //This is a slice of the current tile set int[] tileSetCopy; int mapWidth; int mapHeight; int tileWidth; int tileHeight; public: this() { this.viewAreaWidth = 25; this.viewAreaHeight = 19; this.cameraCoordinates = vect2(0, 0); this.playerLocation = vect2(0, 0); this.viewArea = SDL_Rect (0, 0, 0, 0); this.tileWidth = 32; this.tileHeight = 32; } void Init(vect2 playerPosition, ref int[] tileSet, int mapWidth, int mapHeight ) { playerLocation = playerPosition; this.mapWidth = mapWidth; this.mapHeight = mapHeight; CalculateCurrentCameraPosition( tileSet, playerPosition ); //writeln( "Tile Set Copy: ", tileSetCopy ); //writeln( "Orginal Tile Set: ", tileSet ); } void CalculateCurrentCameraPosition( ref int[] tileSet, vect2 playerPosition ) { playerLocation = playerPosition; playerTileCol = cast(int)((playerLocation.x / tileWidth) + 1); playerTileRow = cast(int)((playerLocation.y / tileHeight) + 1); //writeln( "Player Tile (Column, Row): ","(", playerTileCol, ", ", playerTileRow, ")"); cameraTileCol = playerTileCol - (viewAreaWidth / 2); cameraTileRow = playerTileRow - (viewAreaHeight / 2); CameraMapBoundsCheck(); //writeln( "Camera Tile Start (Column, Row): ","(", cameraTileCol, ", ", cameraTileRow, ")"); cameraStartTile = ( (cameraTileRow - 1) * mapWidth ) + cameraTileCol - 1; //writeln( "Camera Start Tile: ", cameraStartTile ); cameraEndTile = cameraStartTile + ( viewAreaWidth * viewAreaHeight ) * 2; //writeln( "Camera End Tile: ", cameraEndTile ); tileSetCopy = tileSet[cameraStartTile..cameraEndTile]; } vect2 CalculatePlayerScreenLocation() { cameraCoordinates.x = cast(float)(cameraTileCol * tileWidth); cameraCoordinates.y = cast(float)(cameraTileRow * tileHeight); playerScreenLoc = playerLocation - cameraCoordinates + vect2(32, 32);; //writeln( "Camera Coordinates: ", cameraCoordinates ); //writeln( "Player Location (Map Space): ", playerLocation ); //writeln( "Player Location (Screen Space): ", playerScreenLoc ); return playerScreenLoc; } void CameraMapBoundsCheck() { if( cameraTileCol < 1 ) cameraTileCol = 1; if( cameraTileRow < 1 ) cameraTileRow = 1; if( cameraTileCol + 24 > mapWidth ) cameraTileCol = mapWidth - 24; if( cameraTileRow + 19 > mapHeight ) cameraTileRow = mapHeight - 19; } ref int[] GetTileSet() { return tileSetCopy; } int GetViewWidth() { return viewAreaWidth; } }

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  • Why does my int, booleans, doubles does not work?

    - by SystemNetworks
    As you see, my code does not work. When armor1 is true, it would add my life. goldA is another class. public void goldenArmor(GameContainer gc, StateBasedGame sbg, Graphics g) { if(armor1==true) { goldA.life = life; goldA.intelligence = intelligence; goldA.power = power; goldA.lifeLeft = lifeLeft; goldA.head(); goldA.body(); goldA.legs(); } } My other class: package javagame; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Image; import org.newdawn.slick.Input; import org.newdawn.slick.SlickException; /* Note: Copyright(C)2012 System Networks | Square NET | Julius Bryan Gambe. You cannot copy the style, story of the game and gameplay! To programmers: The int,doubles,strings,booleans are properly sorted out. Please don't mess it up. */ /* NOTE: We have loops but not for programming. The loop is: 1.show the world to user 2.Obtain input from the user 3.Shows the update, repeat step 1 */ import org.newdawn.slick.*; import org.newdawn.slick.state.*; import org.lwjgl.input.Mouse; //contents: // public class GoldenArmor{ //get it from play public int life; public double intelligence; public int lifeLeft; public double power; public GoldenArmor() { // TODO Auto-generated constructor stub } //start here public void head() { life += 10; intelligence +=0.5; } public void body() { lifeLeft += 100; } public void legs() { power += 100; } } /* SYSTEM NETWORKS(C) 2012 NET FRONT */ The life, intelligence, power, lifeLeft are nothing but to use it as just reference to prevent stack overflow. And at my main class, it becomes my real booleans, int, doubles. How do I fix this? It does not add it to my normal int.

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  • Collision disturbing the jumping mechanic in java 2D game [on hold]

    - by user50931
    So I have been working on a 2D Java game recently and everything was going smoothly, until I reached a problem to do with the players jumping mechanic. So far I've got the player to jump a fixed rate and fall due to gravity. Hers my code for my Player class. public class Player extends GameObject { public Player(int x, int y, int width, int height, ObjectId id) { super(x, y, width, height, id); } @Override public void tick(ArrayList<GameObject> object) { if(go){ x+=vx; y+=vy; } if(vx <0){ facing =-1; }else if(vx >0) facing =1; checkCollision(object); checkStance(); } private void checkStance() { if(falling){ //gravity jumping = false; vy = speed/2; } if(jumping){ // Calculates how high jump should be vy = -speed*2; if(jumpY - y >= maxJumpHeight) falling =true; } } private void checkCollision(ArrayList<GameObject> object) { for(int i=0; i< object.size(); i++ ){ GameObject tempObject = object.get(i); if(tempObject.getId() == ObjectId.Ledge){ if(getBoundsTop().intersects(tempObject.getBoundsAll())){ //Top y = tempObject.getY() + tempObject.getBoundsAll().height; falling =true; } if(getBoundsRight().intersects(tempObject.getBoundsAll())){ // Right x = tempObject.getX() -width ; } if(getBoundsLeft().intersects(tempObject.getBoundsAll())){ //Left x = tempObject.getX() + tempObject.getWidth(); } if(getBoundsBottom().intersects(tempObject.getBoundsAll())){ //Bottom y = tempObject.getY() - height; falling =false; vy=0; }else{ falling =true; } } } } @Override public void render(Graphics g) { g.setColor(Color.BLACK); g.fillRect((int)x, (int)y, width, height); } @Override public Rectangle getBoundsAll() { return new Rectangle((int)x, (int)y,width,height); } public Rectangle getBoundsTop() { return new Rectangle((int) x , (int)y ,width,height/15); } public Rectangle getBoundsBottom() { return new Rectangle( (int)x , (int) y +height -(height /15),width,height/15); } public Rectangle getBoundsLeft() { return new Rectangle( (int) x , (int) y + height /10 ,width/8,height - (height /5)); } public Rectangle getBoundsRight() { return new Rectangle((int) x + width - (width/8) ,(int) y + height /10 ,width/8,height - height/5); } } My problem is when I add: else{ falling =true; } during the loop of the ArrayList to check collision, it stops the player from jumping and keeps him on the ground. I've tried to find a way around this but haven't had any luck. Any suggestions?

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  • Visual Studio Wcf Test Client - entering an Int array

    - by WebDude
    Hi, I've found the Visual Studio WCF test client quite useful when it comes to a quick test of my WCF service. This is the test client found in this location relative to your Visual Studio install directory: \Common7\IDE\WcfTestClient.exe I have a few service calls that require a parameter of type System.Int32[] I can't seem to figure out what values to enter against for this parameter as i keep receiving the error '[value entered]' is not a valid value for this type Trying to enter the value 27 i have tried the following, but all fails 27 { 27 } new System.Int32[] { 27 } Can anyone please help with how to do this

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  • Storing objects in the array

    - by Ockonal
    Hello, I want to save boost signals objects in the map (association: signal name ? signal object). The signals signature is different, so the second type of map should be boost::any. map<string, any> mSignalAssociation; The question is how to store objects without defining type of new signal signature? typedef boost::signals2::signal<void (int KeyCode)> sigKeyPressed; mSignalAssociation.insert(make_pair("KeyPressed", sigKeyPressed())); // This is what I need: passing object without type definition mSignalAssociation["KeyPressed"] = (typename boost::signals2::signal<void (int KeyCode)>()); // One more trying which won't work. And I don't want use this sigKeyPressed mKeyPressed; mSignalAssociation["KeyPressed"] = mKeyPressed; All this tryings throw the error: /usr/include/boost/noncopyable.hpp: In copy constructor ‘boost::signals2::signal_base::signal_base(const boost::signals2::signal_base&)’: In file included from /usr/include/boost/signals2/detail/signals_common.hpp:17:0, /usr/include/boost/noncopyable.hpp:27:7: error: ‘boost::noncopyable_::noncopyable::noncopyable(const boost::noncopyable_::noncopyable&)’ is private /usr/include/boost/signals2/signal_base.hpp:22:5: error: within this context ---------- /usr/include/boost/signals2/detail/signal_template.hpp: In copy constructor ‘boost::signals2::signal1<void, int&, boost::signals2::optional_last_value<void>, int, std::less<int>, boost::function<void(int)>, boost::function<void(const boost::signals2::connection&, int)>, boost::signals2::mutex>::signal1(const boost::signals2::signal1<void, int, boost::signals2::optional_last_value<void>, int, std::less<int>, boost::function<void(int)>, boost::function<void(const boost::signals2::connection&, int)>, boost::signals2::mutex>&)’: In file included from /usr/include/boost/preprocessor/iteration/detail/iter/forward1.hpp:52:0, /usr/include/boost/signals2/detail/signal_template.hpp:578:5: note: synthesized method ‘boost::signals2::signal_base::signal_base(const boost::signals2::signal_base&)’ first required here from /usr/include/boost/signals2.hpp:16, --------- /usr/include/boost/signals2/preprocessed_signal.hpp: In copy constructor ‘boost::signals2::signal<void(int)>::signal(const boost::signals2::signal<void(int)>&)’: In file included from /usr/include/boost/signals2/signal.hpp:36:0, /usr/include/boost/signals2/preprocessed_signal.hpp:42:5: note: synthesized method ‘boost::signals2::signal1<void, int, boost::signals2::optional_last_value<void>, int, std::less<int>, boost::function<void(int)>, boost::function<void(const boost::signals2::connection&, int)>, boost::signals2::mutex>::signal1(const boost::signals2::signal1<void, int, boost::signals2::optional_last_value<void>, int, std::less<int>, boost::function<void(int)>, boost::function<void(const boost::signals2::connection&, int)>, boost::signals2::mutex>&)’ first required here from /home/ockonal/Workspace/Projects/Pseudoform-2/include/Core/Systems.hpp:6,

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  • Unable to convert from Julian INT date to regular TSQL Datetime

    - by Bluehiro
    Help me Stackoverflow, I'm close to going all "HULK SMASH" on my keyboard over this issue. I have researched carefully but I'm obviously not getting something right. I am working with a Julian dates referenced from a proprietary tool (Platinum SQL?), though I'm working in SQL 2005. I can convert their "special" version of Julian into datetime when I run a select statement. Unfortunately it will not insert into a datetime column, I get the following error when I try: The conversion of a char data type to a datetime data type resulted in an out-of-range datetime value. So I can't setup datetime criteria for running a report off of the Stored Procedure. Original Value: 733416 Equivalent Calendar Value: 01-09-2009 Below is my code... I'm so close but I can't quite see what's wrong, I need my convert statement to actually convert the Julian value (733416) into a compatible TSQL DATETIME value. SELECT org_id, CASE WHEN date_applied = 0 THEN '00-00-00' ELSE convert(char(50),dateadd(day,date_applied-729960,convert(datetime, '07-25-99')),101) END AS date_applied, CASE WHEN date_posted = 0 THEN '00-00-00' ELSE convert(char(50),dateadd(day,date_posted-729960,convert(datetime, '07-25-99')),101) END AS date_posted from general_vw

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  • Using [assembly: System.Runtime.CompilerServices.InternalsVisibleTo("System.Windows")] To expose Int

    - by Anthony
    Ok so I had a qustion awhile back regarding Silverlight 4 Data Binding with anonymous types, one of the answers was to use [assembly: System.Runtime.CompilerServices.InternalsVisibleTo("System.Windows")] in your AssemblyInfo.cs file. I tried this and it works! I know I'm making all my internal properties classes and methods visible to the System.Windows Assembley. But what kind of risk is this with the following in mind: The product is a hosted silverlight based web application, so it wont be distributed. Thanks in advance

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  • Scala n00b: Critique my code

    - by Peter
    G'day everyone, I'm a Scala n00b (but am experienced with other languages) and am learning the language as I find time - very much enjoying it so far! Usually when learning a new language the first thing I do is implement Conway's Game of Life, since it's just complex enough to give a good sense of the language, but small enough in scope to be able to whip up in a couple of hours (most of which is spent wrestling with syntax). Anyhoo, having gone through this exercise with Scala I was hoping the Scala gurus out there might take a look at the code I've ended up with and provide feedback on it. I'm after anything - algorithmic improvements (particularly concurrent solutions!), stylistic improvements, alternative APIs or language constructs, disgust at the length of my function names - whatever feedback you've got, I'm keen to hear it! You should be able to run the following script via "scala GameOfLife.scala" - by default it will run a 20x20 board with a single glider on it - please feel free to experiment. // CONWAY'S GAME OF LIFE (SCALA) abstract class GameOfLifeBoard(val aliveCells : Set[Tuple2[Int, Int]]) { // Executes a "time tick" - returns a new board containing the next generation def tick : GameOfLifeBoard // Is the board empty? def empty : Boolean = aliveCells.size == 0 // Is the given cell alive? protected def alive(cell : Tuple2[Int, Int]) : Boolean = aliveCells contains cell // Is the given cell dead? protected def dead(cell : Tuple2[Int, Int]) : Boolean = !alive(cell) } class InfiniteGameOfLifeBoard(aliveCells : Set[Tuple2[Int, Int]]) extends GameOfLifeBoard(aliveCells) { // Executes a "time tick" - returns a new board containing the next generation override def tick : GameOfLifeBoard = new InfiniteGameOfLifeBoard(nextGeneration) // The next generation of this board protected def nextGeneration : Set[Tuple2[Int, Int]] = aliveCells flatMap neighbours filter shouldCellLiveInNextGeneration // Should the given cell should live in the next generation? protected def shouldCellLiveInNextGeneration(cell : Tuple2[Int, Int]) : Boolean = (alive(cell) && (numberOfAliveNeighbours(cell) == 2 || numberOfAliveNeighbours(cell) == 3)) || (dead(cell) && numberOfAliveNeighbours(cell) == 3) // The number of alive neighbours for the given cell protected def numberOfAliveNeighbours(cell : Tuple2[Int, Int]) : Int = aliveNeighbours(cell) size // Returns the alive neighbours for the given cell protected def aliveNeighbours(cell : Tuple2[Int, Int]) : Set[Tuple2[Int, Int]] = aliveCells intersect neighbours(cell) // Returns all neighbours (whether dead or alive) for the given cell protected def neighbours(cell : Tuple2[Int, Int]) : Set[Tuple2[Int, Int]] = Set((cell._1-1, cell._2-1), (cell._1, cell._2-1), (cell._1+1, cell._2-1), (cell._1-1, cell._2), (cell._1+1, cell._2), (cell._1-1, cell._2+1), (cell._1, cell._2+1), (cell._1+1, cell._2+1)) // Information on where the currently live cells are protected def xVals = aliveCells map { cell => cell._1 } protected def xMin = (xVals reduceLeft (_ min _)) - 1 protected def xMax = (xVals reduceLeft (_ max _)) + 1 protected def xRange = xMin until xMax + 1 protected def yVals = aliveCells map { cell => cell._2 } protected def yMin = (yVals reduceLeft (_ min _)) - 1 protected def yMax = (yVals reduceLeft (_ max _)) + 1 protected def yRange = yMin until yMax + 1 // Returns a simple graphical representation of this board override def toString : String = { var result = "" for (y <- yRange) { for (x <- xRange) { if (alive (x,y)) result += "# " else result += ". " } result += "\n" } result } // Equality stuff override def equals(other : Any) : Boolean = { other match { case that : InfiniteGameOfLifeBoard => (that canEqual this) && that.aliveCells == this.aliveCells case _ => false } } def canEqual(other : Any) : Boolean = other.isInstanceOf[InfiniteGameOfLifeBoard] override def hashCode = aliveCells.hashCode } class FiniteGameOfLifeBoard(val boardWidth : Int, val boardHeight : Int, aliveCells : Set[Tuple2[Int, Int]]) extends InfiniteGameOfLifeBoard(aliveCells) { override def tick : GameOfLifeBoard = new FiniteGameOfLifeBoard(boardWidth, boardHeight, nextGeneration) // Determines the coordinates of all of the neighbours of the given cell override protected def neighbours(cell : Tuple2[Int, Int]) : Set[Tuple2[Int, Int]] = super.neighbours(cell) filter { cell => cell._1 >= 0 && cell._1 < boardWidth && cell._2 >= 0 && cell._2 < boardHeight } // Information on where the currently live cells are override protected def xRange = 0 until boardWidth override protected def yRange = 0 until boardHeight // Equality stuff override def equals(other : Any) : Boolean = { other match { case that : FiniteGameOfLifeBoard => (that canEqual this) && that.boardWidth == this.boardWidth && that.boardHeight == this.boardHeight && that.aliveCells == this.aliveCells case _ => false } } override def canEqual(other : Any) : Boolean = other.isInstanceOf[FiniteGameOfLifeBoard] override def hashCode : Int = { 41 * ( 41 * ( 41 + super.hashCode ) + boardHeight.hashCode ) + boardWidth.hashCode } } class GameOfLife(initialBoard: GameOfLifeBoard) { // Run the game of life until the board is empty or the exact same board is seen twice // Important note: this method does NOT necessarily terminate!! def go : Unit = { var currentBoard = initialBoard var previousBoards = List[GameOfLifeBoard]() while (!currentBoard.empty && !(previousBoards contains currentBoard)) { print(27.toChar + "[2J") // ANSI: clear screen print(27.toChar + "[;H") // ANSI: move cursor to top left corner of screen println(currentBoard.toString) Thread.sleep(75) // Warning: unbounded list concatenation can result in OutOfMemoryExceptions ####TODO: replace with LRU bounded list previousBoards = List(currentBoard) ::: previousBoards currentBoard = currentBoard tick } // Print the final board print(27.toChar + "[2J") // ANSI: clear screen print(27.toChar + "[;H") // ANSI: move cursor to top left corner of screen println(currentBoard.toString) } } // Script starts here val simple = Set((1,1)) val square = Set((4,4), (4,5), (5,4), (5,5)) val glider = Set((2,1), (3,2), (1,3), (2,3), (3,3)) val initialBoard = glider (new GameOfLife(new FiniteGameOfLifeBoard(20, 20, initialBoard))).go //(new GameOfLife(new InfiniteGameOfLifeBoard(initialBoard))).go // COPYRIGHT PETER MONKS 2010 Thanks! Peter

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  • Assigning static final int in a JUnit (4.8.1) test suite

    - by Dr. Monkey
    I have a JUnit test class in which I have several static final ints that can be redefined at the top of the tester code to allow some variation in the test values. I have logic in my @BeforeClass method to ensure that the developer has entered values that won't break my tests. I would like to improve variation further by allowing these ints to be set to (sensible) random values in the @BeforeClass method if the developer sets a boolean useRandomValues = true;. I could simply remove the final keyword to allow the random values to overwrite the initialisation values, but I have final there to ensure that these values are not inadvertently changed, as some tests rely on the consistency of these values. Can I use a constructor in a JUnit test class? Eclipse starts putting red underlines everywhere if I try to make my @BeforeClass into a constructor for the test class, and making a separate constructor doesn't seem to allow assignment to these variables (even if I leave them unassigned at their declaration); Is there another way to ensure that any attempt to change these variables after the @BeforeClass method will result in a compile-time error? Can I make something final after it has been initialised?

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  • Fastest sort of fixed length 6 int array

    - by kriss
    Answering to another StackOverflow question (this one) I stumbled upon an interresting sub-problem. What is the fastest way to sort an array of 6 ints ? As the question is very low level (will be executed by a GPU): we can't assume libraries are available (and the call itself has it's cost), only plain C to avoid emptying instruction pipeline (that has a very high cost) we should probably minimize branches, jumps, and every other kind of control flow breaking (like those hidden behind sequence points in && or ||). room is constrained and minimizing registers and memory use is an issue, ideally in place sort is probably best. Really this question is a kind of Golf where the goal is not to minimize source length but execution speed. I call it 'Zening` code as used in the title of the book Zen of Code optimization by Michael Abrash and it's sequels.

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  • Isn't INT more efficient than UNIQUEIDENTIFIER?

    - by ck
    I have a parent table and child table where the columns that join them together are the UNIQUEIDENTIFIER type. The child table has a clustered index on the column that joins it to the parent table (its PK, which is also clustered). I have created a copy of both of these tables but changed the relationship columns to be INTs instead, have rebuilt the indexes so that they are essentially the same structure and can be queried in the same way. When I query for a known 20 records from the parent table, pulling in all the related records from the child tables, I get identical query costs across both, i.e. 50/50 cost for the batches. If this is true, then my giant project to change all of the tables like this appears to be pointless, other than speeding up inserts. Can anyone provide any light on the situation?

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  • Best way to do powerOf(int x, int n)?

    - by Mike
    So given x, and power, n, solve for X^n. There's the easy way that's O(n)... I can get it down to O(n/2), by doing numSquares = n/2; numOnes = n%2; return (numSquares * x * x + numOnes * x); Now there's a log(n) solution, does anyone know how to do it? It can be done recursively.

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