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  • Python what's the data structure for triple data

    - by Paul
    I've got a set of data that has three attributes, say A, B, and C, where A is kind of the index (i.e., A is used to look up the other two attributes.) What would be the best data structure for such data? I used two dictionaries, with A as the index of each. However, there's key errors when the query to the data doesn't match any instance of A.

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  • Pointer inside a struct / thread

    - by bruno
    Hi! I have this warning "warning: assignment from incompatible pointer type " in this line: data1->transformed_block[l] = &transformed_block[l]; - void print_message_function ( void *ptr ) { dt *data; data = (dt *) ptr; printf("Dentro da thread Numero0: %ld\n", data->L_norm_NewBlock); pthread_exit(0); } typedef struct data_thread { long L_norm_NewBlock; int Bsize_X; int Bsize_Y; int *transformed_block[MAX_LEVEL]; long L_norm_OrigBlock; } dt; void function() { int *transformed_block[MAX_LEVEL]; pthread_t thread1; dt *data1; pthread_attr_t attr; pthread_attr_init(&attr); //Fills structure data1 = (dt *) malloc(sizeof(dt)); data1->transformed_block[l] = &transformed_block[l]; data1->L_norm_NewBlock=0; data1->Bsize_Y = Bsize_Y; data1->Bsize_X = Bsize_X; pthread_create(&thread1, &attr, (void *) &print_message_function, (void *) &data1); } I want to get rid of that warning, and the values i get inside the thread are wrong. For example data1-L_norm_NewBlock=0; in the thread guives me a differente value (not 0 like it should be).

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  • Matrix multiplication using pairs

    - by sc_ray
    Hi, I am looking into alternate ways to do a Matrix Multiplication. Instead of storing my matrix as a two-dimensional array, I am using a vector such as vector<pair<pair<int,int >,int > > to store my matrix. The pair within my pair (pair) stores my indices (i,j) and the other int stores the value for the given (i,j) pair. I thought I might have some luck implementing my sparse array this way. The problem is when I try to multiply this matrix with itself. If this was a 2-d array implementation, I would have multiplied the matrix as follows: for(i=0; i<row1; i++) { for(j=0; j<col1; j++) { C[i][j] = 0; for(k=0; k<col2; k++) C[i][j] += A[i][j] * A[j][k]; } } Can somebody point out a way to achieve the same result using my vector of 'pair of pairs'? Thanks

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  • String Storage and Retrieval in Android

    - by dweebsonduty
    I have a program that has items with 3 attributes. Name(String) : Count(String) : Amount(String) Currently I am writing the database when someone is trying to access a section then reading from the database. The writing is taking too long. So my question is how can I perhaps create a nested array where I can say if name = carrot then print carrot['count'] and carrot['amount']. I am very new to Java so some sample code would be great. Or any other suggestions that you may have as far as tackling this issue.

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  • mailing system DB structure, need help

    - by Anna
    i have a system there user(sender) can write a note to friends(receivers), number of receivers=0. Text of the message is saved in DB and visible to sender and all receivers then they login to system. Sender can add more receivers at any time. More over any of receivers can edit the message and even remove it from DB. For this system i created 3 tables, shortly: users(userID, username, password) messages(messageID, text) list(id, senderID, receiverID, messageID) in table "list" each row corresponds to pair sender-receiver, like sender_x_ID -- receiver_1_ID -- message_1_ID sender_x_ID -- receiver_2_ID -- message_1_ID sender_x_ID -- receiver_3_ID -- message_1_ID Now the problem is: 1. if user deletes the message from table "messages" how to automatically delete all rows from table "list" which correspond to deleted message. Do i have to include some foreign keys? More important: 2. if sender has let say 3 receivers for his message1 (username1, username2 and username3) and at certain moment decides to add username4 and username5 and at the same time exclude username1 from the list of receivers. PHP code will get the new list of receivers (username2, username3, username4, username5) That means insert to table "list" sender_x_ID -- receiver_4_ID -- message_1_ID sender_x_ID -- receiver_5_ID -- message_1_ID and also delete from table "list" the row corresponding to user1 (which is not in the list or receivers any more) sender_x_ID -- receiver_1_ID -- message_1_ID which sql query to send from PHP to make it in an easy and intelligent way? Please help! Examples of sql queries would be perfect!

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  • c++ lists question

    - by mousey
    I want put a value from front of the list into an another list but I am getting an error. for exmaple List<int> li; List<int> li2; ............. ............. li2.push_back(li.front()); // this statement doesnt work for me. Can someone please help me. example code: list li; list li2; li.push_back(1); li.push_back(2); li.push_back(3); for(int i=0;i<3;i++) { cout<<li.front()<<endl; li2.push_back(li.pop_front()); }

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  • What's beyond c,c++ and data structure?

    - by sagacious
    I have learnt c and c++ programming languages.i have learnt data structure too. Now i'm confused what to do next?my aim is to be a good programmer. i want to go deeper into the field of programming and making the practical applications of what i have learnt. So,the question takes the form-what to do next?Or is there any site where i can see advantage of every language with it's features? sorry,if there's any language error and thanks in advance.

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  • Efficient mapping of game entity positions in Java

    - by byte
    In Java (Swing), say I've got a 2D game where I have various types of entities on the screen, such as a player, bad guys, powerups, etc. When the player moves across the screen, in order to do efficient checking of what is in the immediate vicinity of the player, I would think I'd want indexed access to the things that are near the character based on their position. For example, if player 'P' steps onto element 'E' in the following example... | | | | | | | | | |P| | | | |E| | | | | | | | | ... would be to do something like: if(player.getPosition().x == entity.getPosition().x && entity.getPosition.y == thing.getPosition().y) { //do something } And thats fine, but that implies that the entities hold their positions, and therefor if I had MANY entities on the screen I would have to loop through all possible entities available and check each ones position against the player position. This seems really inefficient especially if you start getting tons of entities. So, I would suspect I'd want some sort of map like Map<Point, Entity> map = new HashMap<Point, Entity>(); And store my point information there, so that I could access these entities in constant time. The only problem with that approach is that, if I want to move an entity to a different point on the screen, I'd have to search through the values of the HashMap for the entity I want to move (inefficient since I dont know its Point position ahead of time), and then once I've found it remove it from the HashMap, and re-insert it with the new position information. Any suggestions or advice on what sort of data structure / storage format I ought to be using here in order to have efficient access to Entities based on their position, as well as Position's based on the Entity?

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  • C++ union data-structure, easy acccess of bits within a DWORD

    - by TK
    Im running through a set of DirectX tutorials online and I have the following structure: struct CUSTOMVERTEX { FLOAT x, y, z, rhw; // from the D3DFVF_XYZRHW flag DWORD color; // from the D3DFVF_DIFFUSE flag } My basic understanding of directX leads me to thing tha color is made up of 8-bit alpha, red, green and blue channels. I am attempting to get east access to these channels. Rather than write the following code numerous times (within the CUSTOMVERTEX structure): public: int red() { return (color & 0x00FF0000) >> 16; } I could write a more elegant somution with a combination of a union and a structure e.g. struct CUSTOMVERTEX { FLOAT x, y, z, rhw; // from the D3DFVF_XYZRHW flag #pragma pack(2) union { DWORD color; // from the D3DFVF_DIFFUSE flag struct { char a; char r; char g; char b; }; }; } However this does not appear to function as expected, the values in r, g, & b almost appear the reverse of whats in color e.g. if color is 0x12345678 a = 0x78, r = 0x56. Is this an endieness issue? Also what other problems could I be expecting from this solution? e.g. overflow from the color members? I guess what Im asking is ... is there a better way to do this?!

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  • c++ templates and inheritance

    - by Armen Ablak
    Hey, I'm experiencing some problems with breaking my code to reusable parts using templates and inheritance. I'd like to achieve that my tree class and avltree class use the same node class and that avltree class inherits some methods from the tree class and adds some specific ones. So I came up with the code below. Compiler throws an error in tree.h as marked below and I don't really know how to overcome this. Any help appreciated! :) node.h: #ifndef NODE_H #define NODE_H #include "tree.h" template <class T> class node { T data; ... node() ... friend class tree<T>; }; #endif tree.h #ifndef DREVO_H #define DREVO_H #include "node.h" template <class T> class tree { public: //signatures tree(); ... void insert(const T&); private: node<T> *root; //missing type specifier - int assumed. Note: C++ does not support default-int }; //implementations #endif avl.h #ifndef AVL_H #define AVL_H #include "tree.h" #include "node.h" template <class T> class avl: public tree<T> { public: //specific int findMin() const; ... protected: void rotateLeft(node<T> *)const; private: node<T> *root; }; #endif avl.cpp (I tried separating headers from implementation, it worked before I started to combine avl code with tree code) #include "drevo" #include "avl.h" #include "vozlisce.h" template class avl<int>; //I know that only avl with int can be used like this, but currently this is doesn't matter :) //implementations ...

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  • C++ priority queue structure userd ?

    - by John Retallack
    While searching for some functions in C++ STL documentation I read that push and pop for priority queues needs constant time. "Constant (in the priority_queue). Although notice that push_heap operates in logarithmic time." My question is what kind of data structure is used to mantain a priority queue with O(1) for push and pop ?

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  • Binary Search Tree can't delete the root

    - by Ali Zahr
    Everything is working fine in this function, but the problem is that I can't delete the root, I couldn't figure out what's the bug here.I've traced the "else part" it works fine until the return, it returns the old value I don't know why. Plz Help! node *removeNode(node *Root, int key) { node *tmp = new node; if(key > Root->value) Root->right = removeNode(Root->right,key); else if(key < Root->value) Root->left = removeNode(Root->left, key); else if(Root->left != NULL && Root->right != NULL) { node *minNode = findNode(Root->right); Root->value = minNode->value; Root->right = removeNode(Root->right,Root->value); } else { tmp = Root; if(Root->left == NULL) Root = Root->right; else if(Root->right == NULL) Root = Root->left; delete tmp; } return Root; }

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  • Sorted queue with dropping out elements

    - by ffriend
    I have a list of jobs and queue of workers waiting for these jobs. All the jobs are the same, but workers are different and sorted by their ability to perform the job. That is, first person can do this job best of all, second does it just a little bit worse and so on. Job is always assigned to the person with the highest skills from those who are free at that moment. When person is assigned a job, he drops out of the queue for some time. But when he is done, he gets back to his position. So, for example, at some moment in time worker queue looks like: [x, x, .83, x, .7, .63, .55, .54, .48, ...] where x's stand for missing workers and numbers show skill level of left workers. When there's a new job, it is assigned to 3rd worker as the one with highest skill of available workers. So next moment queue looks like: [x, x, x, x, .7, .63, .55, .54, .48, ...] Let's say, that at this moment worker #2 finishes his job and gets back to the list: [x, .91, x, x, .7, .63, .55, .54, .48, ...] I hope the process is completely clear now. My question is what algorithm and data structure to use to implement quick search and deletion of worker and insertion back to his position. For the moment the best approach I can see is to use Fibonacci heap that have amortized O(log n) for deleting minimal element (assigning job and deleting worker from queue) and O(1) for inserting him back, which is pretty good. But is there even better algorithm / data structure that possibly take into account the fact that elements are already sorted and only drop of the queue from time to time?

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  • Complexity in using Binary search and Trie

    - by user121196
    given a large list of alphabetically sorted words in a file,I need to write a program that, given a word x, determines if x is in the list. Preprocessing is ok since I will be calling this function many times over different inputs. priorties: 1. speed. 2. memory I already know I can use (n is number of words, m is average length of the words) 1. a trie, time is O(log(n)), space(best case) is O(log(n*m)), space(worst case) is O(n*m). 2. load the complete list into memory, then binary search, time is O(log(n)), space is O(n*m) I'm not sure about the complexity on tri, please correct me if they are wrong. Also are there other good approaches?

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  • Reference table values in a war against magic numbers

    - by Alex N.
    This question bugged me for years now and can't seem to find good solution still. I working in PHP and Java but it sounds like this maybe language-agnostic :) Say we have a standard status reference table that holds status ids for some kind of entity. Further let's assume the table will have just 5 values, and will remain like this for a long time, maybe edited occasionally with addition of a new status. When you fetch a row and need to see what status it is you have 2 options(as I see it at least) - put it straight ID values(magic numbers that is) or use a named constant. Latter seem much cleaner, the question though is where those named constants should leave? In a model class? In a class that uses this particular constant? Somewhere else?

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  • Copy a LinkedList that has a Random Pointer in it

    - by Bragaadeesh
    Hi, First of all this is not a homework, this is an interview question that I got from a company I attended today. You have a singly linked list with the Node structure as the following class Node{ int data; Node next; Node random; } You have a typical singly linked list of length n. The random pointer in each node in the linkedlist randomly points to some Node within the linked list. The Question is to create a copy of the linked list efficiently into a different LinkedList. I said that I will first calculate the Random pointer's position in the linked list and store it in an array. Then create a new linked list normally. Then iterate through the linked list by setting the random pointer where they belong by reading the values stored from the array. I know its a very brute force technique and the interviewer asked me to come up with a better solution but I couldnt. Please can someone answer this? I can explain if the question is not clear.

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  • how to go the middle of the singularly linked list in one iteration?

    - by u3050
    Recently I have been asked one question that in a singularly linked list how do we go to the middle of the list in one iteration. A --> B --> C --> D (even nodes) for this it should return address which points to B A --> B --> C (odd nodes) for this also it should return address which points to B There is one solution of taking two pointers one moves one time and other moves two times but it does not seem working here LinkedList p1,p2; while(p2.next != null) { p1 = p1.next; p2 = p2.next.next; } System.out.print("middle of the node" + p1.data); //This does not give accurate result in odd and even Please help if anyone has did this before.

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  • Array of Structs Initialization....

    - by user69514
    Hi I am working on a program where I have to initialize a deck of cards. I am using a struct to represent a card. However I'm not filling it correctly as I get a bunch of zero's when I display the deck of cards. I believe my mistake is in this line but I'm not sure: struct card temp = {"Clubs", value, false}; The code: void initCards(){ int count = 0; int location = 0; const int hand = 12; //add hearts int value=2; while( count < hand ){ struct card temp = {"Hearts", value, false}; cards[location] = temp; value++; count++; } count = 0; //add diamonts value = 2; while( count < hand ){ struct card temp = {"Diamonds", value, false}; cards[count] = temp; value++; count++; } //add spades count = 0; value = 2; while( count < hand ){ struct card temp = {"Spades", value, false}; cards[count] = temp; value++; count++; } //add clubs count = 0; value = 2; while( count < hand ){ struct card temp = {"Clubs", value, false}; cards[count] = temp; value++; count++; } //print the deck for(int i=0; i<52; i++){ cout << cards[i].type << " " << cards[i].rank << endl; } }

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  • Identifying the parts of this typedef struct in C?

    - by Tommy
    Please help me identify the parts of this typdef struct and what each part does and how it can be used: typedef struct my_struct { int a; int b; int c; } struct_int, *p_s; struct_int struct_array[5]; my_struct is the...? struct_int is the...? *p_s is the...and can be used to point to what? struct_array is the...? Also, when creating the array of structs, why do we use struct_int instead of my_struct ? Thank You!

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  • Java: Is there a way to efficiently insert or remove many elements from the middle of a LinkedList?

    - by allyourcode
    I was expecting to find this in Java's LinkedList, since the point of linked lists is to be able to efficiently insert (and remove) anywhere (assuming you have some kind of pointer to the location where you want to insert or remove). I'm not finding anything in the API though. Am I overlooking something? The closest thing I can find to this are the add and remove method in ListIterator. This has some limitations though. In particular, other iterators become invalid as soon as the underlying LinkedList is modified via remove, according to the API. This is born out in my tests as well; the following program results in a IllegalStateException: import java.util.*; public class RemoveFromLinkedList { public static void main(String[] args) { LinkedList<Integer> myList= new LinkedList<Integer>(); for (int i = 0; i < 10; ++i) { myList.add(i); } ListIterator<Integer> i1 = myList.listIterator(); ListIterator<Integer> i2 = myList.listIterator(); for (int i = 0; i < 3; ++i) { i1.next(); i2.next(); } System.out.println("i1.next() should be 3: " + i1.next()); i1.remove(); i1.remove(); // Exception! System.out.println("i2.next() should be 5: " + i2.next()); } } Ideally, what I'm expecting is something like this: // In my imagination only. This is the way Java actually works, afaict. // Construct two insertion/deletion points in LinkedList myLinkedList. myIterator = myLinkedList.iterator(); for (...) { myIterator.next(); } start = myIterator.clone(); for (...) { myIterator.next(); } // Later... after = myLinkedList.spliceAfter(myIterator, someOtherLinkedList); // start, myIterator, and after are still all valid; thus, I can do this: // Removes everything I just spliced in, as well as some other stuff before that. myLinkedList.remove(start, after); // Now, myIterator is invalid, but not start, nor after. C++ has something like this for its list class (template). Only iterators pointing to moved elements become invalidated, not ALL iterators.

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