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  • Project Euler 16: (Iron)Python

    - by Ben Griswold
    In my attempt to learn (Iron)Python out in the open, here’s my solution for Project Euler Problem 16.  As always, any feedback is welcome. # Euler 16 # http://projecteuler.net/index.php?section=problems&id=16 # 2^15 = 32768 and the sum of its digits is # 3 + 2 + 7 + 6 + 8 = 26. # What is the sum of the digits of the number 2^1000? import time start = time.time() print sum([int(i) for i in str(2**1000)]) print "Elapsed Time:", (time.time() - start) * 1000, "millisecs" a=raw_input('Press return to continue')

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  • Project Euler 6: (Iron)Python

    - by Ben Griswold
    In my attempt to learn (Iron)Python out in the open, here’s my solution for Project Euler Problem 6.  As always, any feedback is welcome. # Euler 6 # http://projecteuler.net/index.php?section=problems&id=6 # Find the difference between the sum of the squares of # the first one hundred natural numbers and the square # of the sum. import time start = time.time() square_of_sums = sum(range(1,101)) ** 2 sum_of_squares = reduce(lambda agg, i: agg+i**2, range(1,101)) print square_of_sums - sum_of_squares print "Elapsed Time:", (time.time() - start) * 1000, "millisecs" a=raw_input('Press return to continue')

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  • yield – Just yet another sexy c# keyword?

    - by George Mamaladze
    yield (see NSDN c# reference) operator came I guess with .NET 2.0 and I my feeling is that it’s not as wide used as it could (or should) be.   I am not going to talk here about necessarity and advantages of using iterator pattern when accessing custom sequences (just google it).   Let’s look at it from the clean code point of view. Let's see if it really helps us to keep our code understandable, reusable and testable.   Let’s say we want to iterate a tree and do something with it’s nodes, for instance calculate a sum of their values. So the most elegant way would be to build a recursive method performing a classic depth traversal returning the sum.           private int CalculateTreeSum(Node top)         {             int sumOfChildNodes = 0;             foreach (Node childNode in top.ChildNodes)             {                 sumOfChildNodes += CalculateTreeSum(childNode);             }             return top.Value + sumOfChildNodes;         }     “Do One Thing” Nevertheless it violates one of the most important rules “Do One Thing”. Our  method CalculateTreeSum does two things at the same time. It travels inside the tree and performs some computation – in this case calculates sum. Doing two things in one method is definitely a bad thing because of several reasons: ·          Understandability: Readability / refactoring ·          Reuseability: when overriding - no chance to override computation without copying iteration code and vice versa. ·          Testability: you are not able to test computation without constructing the tree and you are not able to test correctness of tree iteration.   I want to spend some more words on this last issue. How do you test the method CalculateTreeSum when it contains two in one: computation & iteration? The only chance is to construct a test tree and assert the result of the method call, in our case the sum against our expectation. And if the test fails you do not know wether was the computation algorithm wrong or was that the iteration? At the end to top it all off I tell you: according to Murphy’s Law the iteration will have a bug as well as the calculation. Both bugs in a combination will cause the sum to be accidentally exactly the same you expect and the test will PASS. J   Ok let’s use yield! That’s why it is generally a very good idea not to mix but isolate “things”. Ok let’s use yield!           private int CalculateTreeSumClean(Node top)         {             IEnumerable<Node> treeNodes = GetTreeNodes(top);             return CalculateSum(treeNodes);         }             private int CalculateSum(IEnumerable<Node> nodes)         {             int sumOfNodes = 0;             foreach (Node node in nodes)             {                 sumOfNodes += node.Value;             }             return sumOfNodes;         }           private IEnumerable<Node> GetTreeNodes(Node top)         {             yield return top;             foreach (Node childNode in top.ChildNodes)             {                 foreach (Node currentNode in GetTreeNodes(childNode))                 {                     yield return currentNode;                 }             }         }   Two methods does not know anything about each other. One contains calculation logic another jut the iteration logic. You can relpace the tree iteration algorithm from depth traversal to breath trevaersal or use stack or visitor pattern instead of recursion. This will not influence your calculation logic. And vice versa you can relace the sum with product or do whatever you want with node values, the calculateion algorithm is not aware of beeng working on some tree or graph.  How about not using yield? Now let’s ask the question – what if we do not have yield operator? The brief look at the generated code gives us an answer. The compiler generates a 150 lines long class to implement the iteration logic.       [CompilerGenerated]     private sealed class <GetTreeNodes>d__0 : IEnumerable<Node>, IEnumerable, IEnumerator<Node>, IEnumerator, IDisposable     {         ...        150 Lines of generated code        ...     }   Often we compromise code readability, cleanness, testability, etc. – to reduce number of classes, code lines, keystrokes and mouse clicks. This is the human nature - we are lazy. Knowing and using such a sexy construct like yield, allows us to be lazy, write very few lines of code and at the same time stay clean and do one thing in a method. That's why I generally welcome using staff like that.   Note: The above used recursive depth traversal algorithm is possibly the compact one but not the best one from the performance and memory utilization point of view. It was taken to emphasize on other primary aspects of this post.

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  • Make the JavaScript Test Pass

    Add code on the commented line: var f = function () { var value = // ??? return f.sum = (f.sum || 0) + value;} ... to make the following QUnit test pass: test("Running sum", function () { equals(f(3), 3); equals(f(3), 6); equals(f(4), 10); jQuery([1, 2, 3]).each(f); equals(f(0), 16); }); Possible Answer It's a goofy scenario, but one possible solution uses a technique you'll see frequently inside today's JavaScript libraries. First, we'll need to use the implicit arguments parameter inside...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Cocos2d: Moving background on update: offsett issue

    - by mm24
    working with Objective C, iOS and Cocos2d I am developing a vertical scrolling shooter game for iPhone (retina display models with 640 width x 960 height pixel resolution). My basic algorithm works as following: I create two instances of an image that has exactly 640 width x 960 height pixel of resolution, which we will call imageA and imageB I then set the two imags with exactly 480.0f of offset from each other, as the screenSize of a CCScene is set by default to 480.0f. At each update method call I move the two images by the same value. I make sure that their offsett stays to 480.0f However when running the game I see a 1 pixel height line between the two images. This literally bugs me and would like to adjust this. What am I doing wrong? This is a zoom in on the background when the "offsett line" is visible. The white line you can see divides the two background images and is not meant to exist as both images are completely black :): If I change the yPositionOfSecondElement value to 479.0f until the first loop the two images overlap correctly, but as soon as the loop starts the two images starts having an offsett of -1.0f. Here is the initialization code: -(void) init { //... screenHeight = 480.0f; yPositionOfSecondElement= screenHeight;//I tried subtracting an offsett of -1 but eventually the image would go wrong again yPositionOfFirstElement = 0.0f; loopedBackgroundImageInstanceA = [BackgroundLoopedImage loopImageForLevel:levelName]; loopedBackgroundImageInstanceA.anchorPoint = CGPointMake(0.5f, 0.0f); loopedBackgroundImageInstanceA.position = CGPointMake(160.0f, yPositionOfFirstElement); [node addChild:loopedBackgroundImageInstanceA z:zLevelBackground]; //loopedBackgroundImageInstanceA.color= ccRED; loopedBackgroundImageInstanceB = [BackgroundLoopedImage loopImageForLevel:levelName]; loopedBackgroundImageInstanceB.anchorPoint = CGPointMake(0.5f, 0.0f); loopedBackgroundImageInstanceB.position = CGPointMake(160.0f, yPositionOfSecondElement); [node addChild:loopedBackgroundImageInstanceB z:zLevelBackground]; //.... } And here is the move code called at each update: -(void) moveBackgroundSprites:(BackgroundLoopedImage*)imageA :(BackgroundLoopedImage*)imageB :(ccTime)delta { isEligibleToMove=false; //This is done to avoid rounding errors float yStep = delta * [GameController sharedGameController].currentBackgroundSpeed; NSString* formattedNumber = [NSString stringWithFormat:@"%.02f", yStep]; yStep = atof([formattedNumber UTF8String]); //First should adjust position of images [self adjustPosition:imageA :imageB]; //The can get the actual image position CGPoint posA = imageA.position; CGPoint posB = imageB.position; //Here could verify if the checksum is equal to the required difference (should be 479.0f) if (![self verifyCheckSum:posA :posB]) { CCLOG(@"does not comply A"); } //At this stage can compute the hypotetical new position CGPoint newPosA = CGPointMake(posA.x, posA.y - yStep); CGPoint newPosB = CGPointMake(posB.x, posB.y - yStep); // Reposition stripes when they're out of bounds if (newPosA.y <= -yPositionOfSecondElement) { newPosA.y = yPositionOfSecondElement; [imageA shuffle]; if (timeElapsed>=endTime && hasReachedEndLevel==FALSE) { hasReachedEndLevel=TRUE; shouldMoveImageEnd=TRUE; } } else if (newPosB.y <= -yPositionOfSecondElement) { newPosB.y = yPositionOfSecondElement; [imageB shuffle]; if (timeElapsed>=endTime && hasReachedEndLevel==FALSE) { hasReachedEndLevel=TRUE; shouldMoveImageEnd=TRUE; } } //Here should verify that the check sum is equal to 479.0f if (![self verifyCheckSum:posA :posB]) { CCLOG(@"does not comply B"); } imageA.position = newPosA; imageB.position = newPosB; //Here could verify that the check sum is equal to 479.0f if (![self verifyCheckSum:posA :posB]) { CCLOG(@"does not comply C"); } isEligibleToMove=true; } -(BOOL) verifyCheckSum:(CGPoint)posA :(CGPoint)posB { BOOL comply = false; float sum = 0.0f; if (posA.y > posB.y) { sum = posA.y - posB.y; } else if (posB.y > posA.y){ sum = posB.y - posA.y; } else{ return false; } if (sum!=yPositionOfSecondElement) { comply= false; } else{ comply=true; } return comply; } And here is what happens on the update: if(shouldMoveImageA && shouldMoveImageB) { if (isEligibleToMove) { [self moveBackgroundSprites:loopedBackgroundImageInstanceA :loopedBackgroundImageInstanceB :delta]; } Forget about shouldMoveImageA and shouldMoveImageB, this is just for when the background reaches the end of level, this works.

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  • What is the runtime of this program

    - by grebwerd
    I was wondering what the run time of this small program would be? #include <stdio.h> int main(int argc, char* argv[]) { int i; int j; int inputSize; int sum = 0; if(argc == 1) inputSize = 16; else inputSize = atoi(argv[i]); for(i = 1; i <= inputSize; i++){ for(j = i; j < inputSize; j *=2 ){ printf("The value of sum is %d\n",++sum); } } } n S floor(log n - log (n-i)) = ? i =1 and that each summation would be the floor value between log(n) - log(n-i). Would the run time be n log n?

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  • What is the Big-O time complexity of this algorithm

    - by grebwerd
    I was wondering what the run time of this small program would be? #include <stdio.h> int main(int argc, char* argv[]) { int i; int j; int inputSize; int sum = 0; if(argc == 1) inputSize = 16; else inputSize = atoi(argv[i]); for(i = 1; i <= inputSize; i++){ for(j = i; j < inputSize; j *=2 ){ printf("The value of sum is %d\n",++sum); } } } n S floor(log n - log (n-i)) = ? i =1 and that each summation would be the floor value between log(n) - log(n-i). Would the run time be n log n?

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  • Checking validation of entries in a Sudoku game written in Java

    - by Mico0
    I'm building a simple Sudoku game in Java which is based on a matrix (an array[9][9]) and I need to validate my board state according to these rules: all rows have 1-9 digits all columns have 1-9 digits. each 3x3 grid has 1-9 digits. This function should be efficient as possible for example if first case is not valid I believe there's no need to check other cases and so on (correct me if I'm wrong). When I tried doing this I had a conflict. Should I do one large for loop and inside check columns and row (in two other loops) or should I do each test separately and verify every case by it's own? (Please don't suggest too advanced solutions with other class/object helpers.) This is what I thought about: Main validating function (which I want pretty clean): public boolean testBoard() { boolean isBoardValid = false; if (validRows()) { if (validColumns()) { if (validCube()) { isBoardValid = true; } } } return isBoardValid; } Different methods to do the specific test such as: private boolean validRows() { int rowsDigitsCount = 0; for (int num = 1; num <= 9; num++) { boolean foundDigit = false; for (int row = 0; (row < board.length) && (!foundDigit); row++) { for (int col = 0; col < board[row].length; col++) { if (board[row][col] == num) { rowsDigitsCount++; foundDigit = true; break; } } } } return rowsDigitsCount == 9 ? true : false; } I don't know if I should keep doing tests separately because it looks like I'm duplicating my code.

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  • Why is n given the initial value of 1 in this loop?

    - by notypist
    From Kochan's "Programming in C": Input: printf ("TABLE OF TRIANGULAR NUMBERS\n\n"); printf (" n Sum from 1 to n\n"); printf ("--- ---------------\n"); triangularNumber = 0; for(n=1; n<=10; ++n){ triangularNumber += n; ? printf (" %i", n); } Output (only partly pasted): TABLE OF TRIANGULAR NUMBERS n = 1 Sum from 1 to n = 1 n = 2 Sum from 1 to n = 2 Question: I understand the purpose of this, but here's what I can't get my head around: If within the loop we assign an initial value of "1" to "n", then we check if n<=10, and if that's true (which it should be with the initial value), we then add "1" to n. Shouldn't (and I know it shouldn't, just don't understand why) the initial value displayed in our table be n=2 ? Thanks in advance for your patience and effort!

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  • spoj: runlength

    - by user285825
    For RLM problem of SPOJ: This is the problem: "Run-length encoding of a number replaces a run of digits (that is, a sequence of consecutive equivalent digits) with the number of digits followed by the digit itself. For example, 44455 would become 3425 (three fours, two fives). Note that run-length encoding does not necessarily shorten the length of the data: 11 becomes 21, and 42 becomes 1412. If a number has more than nine consecutive digits of the same type, the encoding is done greedily: each run grabs as many digits as it can, so 111111111111111 is encoded as 9161. Implement an integer arithmetic calculator that takes operands and gives results in run-length format. You should support addition, subtraction, multiplication, and division. You won't have to divide by zero or deal with negative numbers. Input/Output The input will consist of several test cases, one per line. For each test case, compute the run-length mathematics expression and output the original expression and the result, as shown in the examples. The (decimal) representation of all operands and results will fit in signed 64-bit integers." These are my testcases: input: 11 + 11 988726 - 978625 12 * 41 1124 / 1112 13 * 33 15 / 16 19222317121013161815142715181017 + 10 10 + 19222317121013161815142715181017 19222317121013161815142715181017 / 19222317121013161815142715181017 19222317121013161815142715181017 / 11 11 / 19222317121013161815142715181017 19222317121013161815142715181017 / 12 12 / 19222317121013161815142715181017 19222317121013161815142715181017 / 141621161816101118141217131817191014 141621161816101118141217131817191014 / 19222317121013161815142715181017 19222317121013161815142715181017 / 141621161816101118141217131817191013 141621161816101118141217131817191013 / 19222317121013161815142715181017 19222317121013161815142715181017 * 11 11 * 19222317121013161815142715181017 19222317121013161815142715181017 * 10 10 * 19222317121013161815142715181017 19222317121013161815142715181017 - 10 19222317121013161815142715181017 - 19222317121013161815142715181017 19222317121013161815142715181017 - 141621161816101118141217131817191014 19222317121013161815142715181017 - 141621161816101118141217131817191013 141621161816101118141217131817191013 + 141621161816101118141217131817191013 141621161816101118141217131817191013 + 141621161816101118141217131817191014 141621161816101118141217131817191014 + 141621161816101118141217131817191013 141621161816101118141217131817191014 + 10 10 + 141621161816101118141217131817191013 141621161816101118141217131817191013 + 11 11 + 141621161816101118141217131817191013 141621161816101118141217131817191013 * 12 12 * 141621161816101118141217131817191013 141621161816101118141217131817191014 - 141621161816101118141217131817191014 141621161816101118141217131817191013 - 141621161816101118141217131817191013 141621161816101118141217131817191013 - 10 141621161816101118141217131817191014 - 11 141621161816101118141217131817191014 - 141621161816101118141217131817191013 141621161816101118141217131817191014 / 141621161816101118141217131817191014 141621161816101118141217131817191014 / 141621161816101118141217131817191013 141621161816101118141217131817191013 / 141621161816101118141217131817191014 141621161816101118141217131817191013 / 141621161816101118141217131817191013 141621161816101118141217131817191014 * 11 11 * 141621161816101118141217131817191014 141621161816101118141217131817191014 / 11 11 / 141621161816101118141217131817191014 10 + 10 10 + 11 10 + 15 15 + 10 11 + 10 11 + 10 10 - 10 15 - 10 10 * 10 10 * 15 15 * 10 10 / 111213 output: 11 + 11 = 12 988726 - 978625 = 919111 12 * 41 = 42 1124 / 1112 = 1112 13 * 33 = 39 15 / 16 = 10 19222317121013161815142715181017 + 10 = 19222317121013161815142715181017 10 + 19222317121013161815142715181017 = 19222317121013161815142715181017 19222317121013161815142715181017 / 19222317121013161815142715181017 = 11 19222317121013161815142715181017 / 11 = 19222317121013161815142715181017 11 / 19222317121013161815142715181017 = 10 19222317121013161815142715181017 / 12 = 141621161816101118141217131817191013 12 / 19222317121013161815142715181017 = 10 19222317121013161815142715181017 / 141621161816101118141217131817191014 = 11 141621161816101118141217131817191014 / 19222317121013161815142715181017 = 10 19222317121013161815142715181017 / 141621161816101118141217131817191013 = 12 141621161816101118141217131817191013 / 19222317121013161815142715181017 = 10 19222317121013161815142715181017 * 11 = 19222317121013161815142715181017 11 * 19222317121013161815142715181017 = 19222317121013161815142715181017 19222317121013161815142715181017 * 10 = 10 10 * 19222317121013161815142715181017 = 10 19222317121013161815142715181017 - 10 = 19222317121013161815142715181017 19222317121013161815142715181017 - 19222317121013161815142715181017 = 10 19222317121013161815142715181017 - 141621161816101118141217131817191014 = 141621161816101118141217131817191013 19222317121013161815142715181017 - 141621161816101118141217131817191013 = 141621161816101118141217131817191014 141621161816101118141217131817191013 + 141621161816101118141217131817191013 = 19222317121013161815142715181016 141621161816101118141217131817191013 + 141621161816101118141217131817191014 = 19222317121013161815142715181017 141621161816101118141217131817191014 + 141621161816101118141217131817191013 = 19222317121013161815142715181017 141621161816101118141217131817191014 + 10 = 141621161816101118141217131817191014 10 + 141621161816101118141217131817191013 = 141621161816101118141217131817191013 141621161816101118141217131817191013 + 11 = 141621161816101118141217131817191014 11 + 141621161816101118141217131817191013 = 141621161816101118141217131817191014 141621161816101118141217131817191013 * 12 = 19222317121013161815142715181016 12 * 141621161816101118141217131817191013 = 19222317121013161815142715181016 141621161816101118141217131817191014 - 141621161816101118141217131817191014 = 10 141621161816101118141217131817191013 - 141621161816101118141217131817191013 = 10 141621161816101118141217131817191013 - 10 = 141621161816101118141217131817191013 141621161816101118141217131817191014 - 11 = 141621161816101118141217131817191013 141621161816101118141217131817191014 - 141621161816101118141217131817191013 = 11 141621161816101118141217131817191014 / 141621161816101118141217131817191014 = 11 141621161816101118141217131817191014 / 141621161816101118141217131817191013 = 11 141621161816101118141217131817191013 / 141621161816101118141217131817191014 = 10 141621161816101118141217131817191013 / 141621161816101118141217131817191013 = 11 141621161816101118141217131817191014 * 11 = 141621161816101118141217131817191014 11 * 141621161816101118141217131817191014 = 141621161816101118141217131817191014 141621161816101118141217131817191014 / 11 = 141621161816101118141217131817191014 11 / 141621161816101118141217131817191014 = 10 10 + 10 = 10 10 + 11 = 11 10 + 15 = 15 15 + 10 = 15 11 + 10 = 11 11 + 10 = 11 10 - 10 = 10 15 - 10 = 15 10 * 10 = 10 10 * 15 = 10 15 * 10 = 10 10 / 111213 = 10 I am getting consistently wrong answer. I generated the above testcases trying to make them as representative as possible (boundary conditions, etc). I am not sure how to test it further. Some guidline would be really appreciated.

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  • CentOS server. What does it mean when the total used RAM does not equal the sum of RES?

    - by Michael Green
    I'm having a problem with a virtual hosted server running CentOS. In the past month a process (java based) that had been running fine started having problems getting memory when the JVM was started. One strange thing I've noticed is that when I start the process, the PID says it is using 470mb of RAM while the 'used' memory immediately drops by over a 1GB. If I run 'top', the total RES used across all processes falls short of the 'used' listed at the top by almost 700mb. The support person says this means I have a memory leak with my process. I don't know what to believe because I would expect a memory leak to simply waste the memory the process is allocated not to consume additional memory that doesn't show up using 'top'. I'm a developer and not a server guy so I'm appealing to the experts. To me, if the total RES memory doesn't add up to the total 'used' it indicates that something is wrong with my virtual server set-up. Would you also suspect a memory leaking java process in this case? If I use free before: total used free shared buffers cached Mem: 2097152 149264 1947888 0 0 0 -/+ buffers/cache: 149264 1947888 Swap: 0 0 0 free after: total used free shared buffers cached Mem: 2097152 1094116 1003036 0 0 0 -/+ buffers/cache: 1094116 1003036 Swap: 0 0 0 So it looks as though the process is using (or causing to be used) nearly 1GB of RAM. Since the process (based on top is only using 452mb, does that mean that the kernal is all of a sudden using an additional 500mb?

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  • Dynamically load and call delegates based on source data

    - by makerofthings7
    Assume I have a stream of records that need to have some computation. Records will have a combination of these functions run Sum, Aggregate, Sum over the last 90 seconds, or ignore. A data record looks like this: Date;Data;ID Question Assuming that ID is an int of some kind, and that int corresponds to a matrix of some delegates to run, how should I use C# to dynamically build that launch map? I'm sure this idea exists... it is used in Windows Forms which has many delegates/events, most of which will never actually be invoked in a real application. The sample below includes a few delegates I want to run (sum, count, and print) but I don't know how to make the quantity of delegates fire based on the source data. (say print the evens, and sum the odds in this sample) using System; using System.Threading; using System.Collections.Generic; internal static class TestThreadpool { delegate int TestDelegate(int parameter); private static void Main() { try { // this approach works is void is returned. //ThreadPool.QueueUserWorkItem(new WaitCallback(PrintOut), "Hello"); int c = 0; int w = 0; ThreadPool.GetMaxThreads(out w, out c); bool rrr =ThreadPool.SetMinThreads(w, c); Console.WriteLine(rrr); // perhaps the above needs time to set up6 Thread.Sleep(1000); DateTime ttt = DateTime.UtcNow; TestDelegate d = new TestDelegate(PrintOut); List<IAsyncResult> arDict = new List<IAsyncResult>(); int count = 1000000; for (int i = 0; i < count; i++) { IAsyncResult ar = d.BeginInvoke(i, new AsyncCallback(Callback), d); arDict.Add(ar); } for (int i = 0; i < count; i++) { int result = d.EndInvoke(arDict[i]); } // Give the callback time to execute - otherwise the app // may terminate before it is called //Thread.Sleep(1000); var res = DateTime.UtcNow - ttt; Console.WriteLine("Main program done----- Total time --> " + res.TotalMilliseconds); } catch (Exception e) { Console.WriteLine(e); } Console.ReadKey(true); } static int PrintOut(int parameter) { // Console.WriteLine(Thread.CurrentThread.ManagedThreadId + " Delegate PRINTOUT waited and printed this:"+parameter); var tmp = parameter * parameter; return tmp; } static int Sum(int parameter) { Thread.Sleep(5000); // Pretend to do some math... maybe save a summary to disk on a separate thread return parameter; } static int Count(int parameter) { Thread.Sleep(5000); // Pretend to do some math... maybe save a summary to disk on a separate thread return parameter; } static void Callback(IAsyncResult ar) { TestDelegate d = (TestDelegate)ar.AsyncState; //Console.WriteLine("Callback is delayed and returned") ;//d.EndInvoke(ar)); } }

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  • Weighted random selection using Walker's Alias Method (c# implementation)

    - by Chuck Norris
    I was looking for this algorithm (algorithm which will randomly select from a list of elements where each element has different probability of being picked (weight) ) and found only python and c implementations, after I did a C# one, a bit different (but I think simpler) I thought I should share it, and ask your opinion ? this is it: using System; using System.Collections.Generic; using System.Linq; namespace ChuckNorris { class Program { static void Main(string[] args) { var oo = new Dictionary<string, int> { {"A",7}, {"B",1}, {"C",9}, {"D",8}, {"E",11}, }; var rnd = new Random(); var pick = rnd.Next(oo.Values.Sum()); var sum = 0; var res = ""; foreach (var o in oo) { sum += o.Value; if(sum >= pick) { res = o.Key; break; } } Console.WriteLine("result is "+ res); } } } if anyone can remake it in f# please post your code

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  • TeX Font Mapping

    - by reprogrammer
    I am using a package written on top of XeLaTeX. This package uses fontspec to specify fonts for different parts of your text: latin, non-latin, math mode, ... The package comes with several sample files. I was able to xelatex most of them that depend on regular ttf or otf files. However, one of them tries to set the font of digits in math mode to some font, say "NonLatin Digits". But, the font doesn't seem to be a regular font. There are two files in the same directory called "nonlatindigits.map" and "nonlatindigits.tec". TECkit uses these mapping files to generate TeX fonts. However, for some reason it fails to create the files, and xelatex issues the following error message. kpathsea: Invalid fontname `NonLatin Digits', contains ' ' ! Font \zf@basefont="NonLatin Digits" at 10.0pt not loadable: Metric (TFM) file or installed font not found. The kpathsea program complains about the whitespace, but removing the whitespace does solve the problem with loading the TFM file. Any clues what I am doing wrong?

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  • Translate query to NHibernate

    - by Rob Walker
    I am trying to learn NHibernate, and am having difficulty translating a SQL query into one using the criteria API. The data model has tables: Part (Id, Name, ...), Order (Id, PartId, Qty), Shipment (Id, PartId, Qty) For all the parts I want to find the total quantity ordered and the total quantity shipped. In SQL I have: select shipment.part_id, sum(shipment.quantity), sum(order.quantity) from shipment cross join order on order.part_id = shipment.part_id group by shipment.part_id Alternatively: select id, (select sum(quantity) from shipment where part_id = part.id), (select sum(quantity) from order where part_id = part.id) from part But the latter query takes over twice as long to execute. Any suggestions on how to create these queries in (fluent) NHibernate? I have all the tables mapped and loading/saving/etc the entities works fine.

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  • jQuery calculation plugin: show total in form field rather than text

    - by Katherine
    I'm embarrassed by the 'basicness' of this question, but after wasted hours, here goes. In an effort to do something with the jQuery Calculation plugin, I am playing with the basic example of the order form on the plugin site. I want to have the grand total as a form field,rather than text, so I can use the value. The function that calculates and shows the grand total is: function ($this){ // sum the total of the $("[id^=total_item]") selector var sum = $this.sum(); $("#grandTotal").text( // round the results to 2 digits sum.toFixed(2) ); } the total updates on keyup in: <span id="grandTotal"></span> But this does not work with: <input type="text" id="grandTotal" value=""/> Can anyone point me to what I need to add/change to make that work? To call my javascript basic would be a compliment, so please talk to me like I know nothing!

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  • Python adding elements from string

    - by owca
    I have a string like this "1 1 3 2 1 1 1 2 1 1 1 1 1 1 1 1,5 0,33 0,66 1 0,33 0,66 1 1 2 1 1 2 1 1 2 0,5 0,66 2 1 2 1 1 1 0 1". How to add elements to each other in python ? I've tried : list = [] for x in str.replace(' ', ''): list.append(x) sum = 0 for y in list: sum = sum + double(x) but I'm getting errors constantly.

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  • Beginner question - Loop invariants (Specifically Ch.3 of "Accelerated C++")

    - by Owen
    Hi - as I said, a complete beginner question here. I'm currently working my way through "Accelerated C++" and just came across this in chapter 3: // invariant: // we have read count grades so far, and // sum is the sum of the first count grades while (cin >> x) { ++count; sum += x; } The authors follow this by explaining that the invariant needs special attention paid to it because when the input is read into the variable x, we will have read count+1 grades and thus the invariant will be untrue. Similarly, when we have incremented the counter, the variable sum will no longer be the sum of the last count grades (in case you hadn't guessed, it's the traditional program for calculating student marks). What I don't understand is why this matters. Surely for just about any other loop, a similar statement would be true? For example, here is the book's first while loop (the output is filled in later): // invariant: we have written r rows so far while (r != rows) { // write a row of output std::cout << std::endl; ++r; } Once we have written the appropriate row of output, surely the invariant is false until we have incremented r, just as in the other example? It's probably something really obvious, anyone could enlighten me as to what makes these two cases different, that'd be great - and thanks in advance for taking the time to answer such a complete novice question. Owen

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  • Cross join (pivot) with n-n table containing values

    - by Styx31
    I have 3 tables : TABLE MyColumn ( ColumnId INT NOT NULL, Label VARCHAR(80) NOT NULL, PRIMARY KEY (ColumnId) ) TABLE MyPeriod ( PeriodId CHAR(6) NOT NULL, -- format yyyyMM Label VARCHAR(80) NOT NULL, PRIMARY KEY (PeriodId) ) TABLE MyValue ( ColumnId INT NOT NULL, PeriodId CHAR(6) NOT NULL, Amount DECIMAL(8, 4) NOT NULL, PRIMARY KEY (ColumnId, PeriodId), FOREIGN KEY (ColumnId) REFERENCES MyColumn(ColumnId), FOREIGN KEY (PeriodId) REFERENCES MyPeriod(PeriodId) ) MyValue's rows are only created when a real value is provided. I want my results in a tabular way, as : Column | Month 1 | Month 2 | Month 4 | Month 5 | Potatoes | 25.00 | 5.00 | 1.60 | NULL | Apples | 2.00 | 1.50 | NULL | NULL | I have successfully created a cross-join : SELECT MyColumn.Label AS [Column], MyPeriod.Label AS [Period], ISNULL(MyValue.Amount, 0) AS [Value] FROM MyColumn CROSS JOIN MyPeriod LEFT OUTER JOIN MyValue ON (MyValue.ColumnId = MyColumn.ColumnId AND MyValue.PeriodId = MyPeriod.PeriodId) Or, in linq : from p in MyPeriods from c in MyColumns join v in MyValues on new { c.ColumnId, p.PeriodId } equals new { v.ColumnId, v.PeriodId } into values from nv in values.DefaultIfEmpty() select new { Column = c.Label, Period = p.Label, Value = nv.Amount } And seen how to create a pivot in linq (here or here) : (assuming MyDatas is a view with the result of the previous query) : from c in MyDatas group c by c.Column into line select new { Column = line.Key, Month1 = line.Where(l => l.Period == "Month 1").Sum(l => l.Value), Month2 = line.Where(l => l.Period == "Month 2").Sum(l => l.Value), Month3 = line.Where(l => l.Period == "Month 3").Sum(l => l.Value), Month4 = line.Where(l => l.Period == "Month 4").Sum(l => l.Value) } But I want to find a way to create a resultset with, if possible, Month1, ... properties dynamic. Note : A solution which results in a n+1 query : from c in MyDatas group c by c.Column into line select new { Column = line.Key, Months = from l in line group l by l.Period into period select new { Period = period.Key, Amount = period.Sum(l => l.Value) } }

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  • Block filters using fragment shaders

    - by Nils
    I was following this tutorial using Apple's OpenGL Shader Builder (tool similar to Nvidia's fx composer, but simpler). I could easily apply the filters, but I don't understand if they worked correct (and if so how can I improve the output). For example the blur filter: OpenGL itself does some image processing on the textures, so if they are displayed in a higher resolution than the original image, they are blurred already by OpenGL. Second the blurred part is brighter then the part not processed, I think this does not make sense, since it just takes pixels from the direct neighborhood. This is defined by float step_w = (1.0/width); Which I don't quite understand: The pixels are indexed using floating point values?? Edit: I forgot to attach the exact code I used: Fragment Shader // Originally taken from: http://www.ozone3d.net/tutorials/image_filtering_p2.php#part_2 #define KERNEL_SIZE 9 float kernel[KERNEL_SIZE]; uniform sampler2D colorMap; uniform float width; uniform float height; float step_w = (1.0/width); float step_h = (1.0/height); // float step_w = 20.0; // float step_h = 20.0; vec2 offset[KERNEL_SIZE]; void main(void) { int i = 0; vec4 sum = vec4(0.0); offset[0] = vec2(-step_w, -step_h); // south west offset[1] = vec2(0.0, -step_h); // south offset[2] = vec2(step_w, -step_h); // south east offset[3] = vec2(-step_w, 0.0); // west offset[4] = vec2(0.0, 0.0); // center offset[5] = vec2(step_w, 0.0); // east offset[6] = vec2(-step_w, step_h); // north west offset[7] = vec2(0.0, step_h); // north offset[8] = vec2(step_w, step_h); // north east // Gaussian kernel // 1 2 1 // 2 4 2 // 1 2 1 kernel[0] = 1.0; kernel[1] = 2.0; kernel[2] = 1.0; kernel[3] = 2.0; kernel[4] = 4.0; kernel[5] = 2.0; kernel[6] = 1.0; kernel[7] = 2.0; kernel[8] = 1.0; // TODO make grayscale first // Laplacian Filter // 0 1 0 // 1 -4 1 // 0 1 0 /* kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0; kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0; kernel[6] = 0.0; kernel[7] = 2.0; kernel[8] = 0.0; */ // Mean Filter // 1 1 1 // 1 1 1 // 1 1 1 /* kernel[0] = 1.0; kernel[1] = 1.0; kernel[2] = 1.0; kernel[3] = 1.0; kernel[4] = 1.0; kernel[5] = 1.0; kernel[6] = 1.0; kernel[7] = 1.0; kernel[8] = 1.0; */ if(gl_TexCoord[0].s<0.5) { // For every pixel sample the neighbor pixels and sum up for( i=0; i<KERNEL_SIZE; i++ ) { // select the pixel with the concerning offset vec4 tmp = texture2D(colorMap, gl_TexCoord[0].st + offset[i]); sum += tmp * kernel[i]; } sum /= 16.0; } else if( gl_TexCoord[0].s>0.51 ) { sum = texture2D(colorMap, gl_TexCoord[0].xy); } else // Draw a red line { sum = vec4(1.0, 0.0, 0.0, 1.0); } gl_FragColor = sum; } Vertex Shader void main(void) { gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position = ftransform(); }

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  • MDX equivalent to SQL subqueries with aggregation

    - by James Lampe
    I'm new to MDX and trying to solve the following problem. Investigated calculated members, subselects, scope statements, etc but can't quite get it to do what I want. Let's say I'm trying to come up with the MDX equivalent to the following SQL query: SELECT SUM(netMarketValue) net, SUM(CASE WHEN netMarketValue > 0 THEN netMarketValue ELSE 0 END) assets, SUM(CASE WHEN netMarketValue < 0 THEN netMarketValue ELSE 0 END) liabilities, SUM(ABS(netMarketValue)) gross someEntity1 FROM ( SELECT SUM(marketValue) netMarketValue, someEntity1, someEntity2 FROM <some set of tables> GROUP BY someEntity1, someEntity2) t GROUP BY someEntity1 In other words, I have an account ledger where I hide internal offsetting transactions (within someEntity2), then calculate assets & liabilities after aggregating them by someEntity2. Then I want to see the grand total of those assets & liabilities aggregated by the bigger entity, someEntity1. In my MDX schema I'd presumably have a cube with dimensions for someEntity1 & someEntity2, and marketValue would be my fact table/measure. I suppose i could create another DSV that did what my subquery does (calculating net), and simply create a cube with that as my measure dimension, but I wonder if there is a better way. I'd rather not have 2 cubes (one for these net calculations and another to go to a lower level of granularity for other use cases), since it will be a lot of duplicate info in my database. These will be very large cubes.

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  • Date problem in MYSQL Query

    - by davykiash
    Am looking for a query to sum values in a particular time duration say an year or a particular month in an year using MYSQL syntax.Note that my transaction_date column stores daily amount transacted. Am example of a query that returns total sales in an year query would look something like this SELECT SUM(transaction_amount) WHERE transaction_date = (YEAR) Am example of a query that returns total sales in an particular month and year would look something like this SELECT SUM(transaction_amount) WHERE transaction_date = (YEAR)(MONTH) How achievable is this?

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  • MYSQL - Group by limit

    - by jono2010
    Hello Is there a simple way to LIMIT the GROUP BY results to the top 2. The following query returns all the results. Using 'LIMIT 2' reduces the overall list to the top 2 entries only. select distinct(rating_name), id_markets, sum(rating_good) 'good', sum(rating_neutral)'neutral', sum(rating_bad) 'bad' from ratings where rating_year=year(curdate()) and rating_week= week(curdate(),1) group by rating_name,id_markets order by rating_name, sum(rating_good) desc Results in the following :- poland 78 48 24 12 <- keep poland 1 15 5 0 <- keep poland 23 12 6 3 poland 2 5 0 0 poland 3 0 5 0 poland 4 0 0 5 ireland 1 9 3 0 <- keep ireland 2 3 0 0 <- keep ireland 3 0 3 0 ireland 4 0 0 3 france 12 24 12 6 <- keep france 1 3 1 0 <- keep france 231 1 0 0 france 2 1 0 0 france 4 0 0 1 france 3 0 1 0 Thanks Jon

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  • Required Working Precision for the BBP Algorithm?

    - by brainfsck
    Hello, I'm looking to compute the nth digit of Pi in a low-memory environment. As I don't have decimals available to me, this integer-only BBP algorithm in Python has been a great starting point. I only need to calculate one digit of Pi at a time. How can I determine the lowest I can set D, the "number of digits of working precision"? D=4 gives me many correct digits, but a few digits will be off by one. For example, computing digit 393 with precision of 4 gives me 0xafda, from which I extract the digit 0xa. However, the correct digit is 0xb. No matter how high I set D, it seems that testing a sufficient number of digits finds an one where the formula returns an incorrect value. I've tried upping the precision when the digit is "close" to another, e.g. 0x3fff or 0x1000, but cannot find any good definition of "close"; for instance, calculating at digit 9798 gives me 0xcde6 , which is not very close to 0xd000, but the correct digit is 0xd. Can anyone help me figure out how much working precision is needed to calculate a given digit using this algorithm? Thank you,

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  • Memory Leaks - Objective-C

    - by reising1
    Can anyone help point out memory leaks? I'm getting a bunch within this method and I'm not sure exactly how to fix it. - (NSMutableArray *)getTop5AndOtherKeysAndValuesFromDictionary:(NSMutableDictionary *)dict { NSLog(@"get top 5"); int sumOfAllValues = 0; NSMutableArray *arr = [[[NSMutableArray alloc] init] retain]; for(NSString *key in dict){ NSString *value = [[dict objectForKey:key] retain]; [arr addObject:value]; sumOfAllValues += [value intValue]; } //sort values NSArray *sorted = [[arr sortedArrayUsingFunction:sort context:NULL] retain]; [arr release]; //top 5 values int sumOfTop5 = 0; NSMutableArray *top5 = [[[NSMutableArray alloc] init] retain]; for(int i = 0; i < 5; i++) { int proposedIndex = [sorted count] - 1 - i; if(proposedIndex >= 0) { [top5 addObject:[sorted objectAtIndex:([sorted count] - i - 1)]]; sumOfTop5 += [[sorted objectAtIndex:([sorted count] - i - 1)] intValue]; } } [sorted release]; //copy of all keys NSMutableArray *copyOfKeys = [[[NSMutableArray alloc] init] retain]; for(NSString *key in dict) { [copyOfKeys addObject:key]; } //copy of top 5 values NSMutableArray *copyOfTop5 = [[[NSMutableArray alloc] init] retain]; for(int i = 0; i < [top5 count]; i++) { [copyOfTop5 addObject:[top5 objectAtIndex:i]]; } //get keys with top 5 values NSMutableArray *outputKeys = [[[NSMutableArray alloc] init] retain]; for(int i = 0; i < [top5 count]; i++) { NSString *targetValue = [top5 objectAtIndex:i]; for(int j = 0; j < [copyOfKeys count]; j++) { NSString *key = [copyOfKeys objectAtIndex:j]; NSString *val = [dict objectForKey:key]; if([val isEqualToString:targetValue]) { [outputKeys addObject:key]; [copyOfKeys removeObjectAtIndex:j]; break; } } } [outputKeys addObject:@"Other"]; [top5 addObject:[[NSString stringWithFormat:@"%d",(sumOfAllValues - sumOfTop5)] retain]]; NSMutableArray *output = [[NSMutableArray alloc] init]; [output addObject:outputKeys]; [output addObject:top5]; NSMutableArray *percents = [[NSMutableArray alloc] init]; int sum = sumOfAllValues; float leftOverSum = sum * 1.0f; int count = [top5 count]; float val1, val2, val3, val4, val5; if(count >= 1) val1 = ([[top5 objectAtIndex:0] intValue] * 1.0f)/sum; else val1 = 0.0f; if(count >=2) val2 = ([[top5 objectAtIndex:1] intValue] * 1.0f)/sum; else val2 = 0.0f; if(count >= 3) val3 = ([[top5 objectAtIndex:2] intValue] * 1.0f)/sum; else val3 = 0.0f; if(count >= 4) val4 = ([[top5 objectAtIndex:3] intValue] * 1.0f)/sum; else val4 = 0.0f; if(count >=5) val5 = ([[top5 objectAtIndex:4] intValue] * 1.0f)/sum; else val5 = 0.0f; if(val1 >= .00001f) { NSMutableArray *a1 = [[NSMutableArray alloc] init]; [a1 addObject:[outputKeys objectAtIndex:0]]; [a1 addObject:[top5 objectAtIndex:0]]; [a1 addObject:[NSString stringWithFormat:@"%.01f",(val1*100)]]; [percents addObject:a1]; leftOverSum -= ([[top5 objectAtIndex:0] intValue] * 1.0f); } if(val2 >= .00001f) { NSMutableArray *a2 = [[NSMutableArray alloc] init]; [a2 addObject:[outputKeys objectAtIndex:1]]; [a2 addObject:[top5 objectAtIndex:1]]; [a2 addObject:[NSString stringWithFormat:@"%.01f",(val2*100)]]; [percents addObject:a2]; leftOverSum -= ([[top5 objectAtIndex:1] intValue] * 1.0f); } if(val3 >= .00001f) { NSMutableArray *a3 = [[NSMutableArray alloc] init]; [a3 addObject:[outputKeys objectAtIndex:2]]; [a3 addObject:[top5 objectAtIndex:2]]; [a3 addObject:[NSString stringWithFormat:@"%.01f",(val3*100)]]; [percents addObject:a3]; leftOverSum -= ([[top5 objectAtIndex:2] intValue] * 1.0f); } if(val4 >= .00001f) { NSMutableArray *a4 = [[NSMutableArray alloc] init]; [a4 addObject:[outputKeys objectAtIndex:3]]; [a4 addObject:[top5 objectAtIndex:3]]; [a4 addObject:[NSString stringWithFormat:@"%.01f",(val4*100)]]; [percents addObject:a4]; leftOverSum -= ([[top5 objectAtIndex:3] intValue] * 1.0f); } if(val5 >= .00001f) { NSMutableArray *a5 = [[NSMutableArray alloc] init]; [a5 addObject:[outputKeys objectAtIndex:4]]; [a5 addObject:[top5 objectAtIndex:4]]; [a5 addObject:[NSString stringWithFormat:@"%.01f",(val5*100)]]; [percents addObject:a5]; leftOverSum -= ([[top5 objectAtIndex:4] intValue] * 1.0f); } float valOther = (leftOverSum/sum); if(valOther >= .00001f) { NSMutableArray *a6 = [[NSMutableArray alloc] init]; [a6 addObject:[outputKeys objectAtIndex:5]]; [a6 addObject:[top5 objectAtIndex:5]]; [a6 addObject:[NSString stringWithFormat:@"%.01f",(valOther*100)]]; [percents addObject:a6]; } [output addObject:percents]; NSLog(@"mu - a"); //[arr release]; NSLog(@"mu - b"); //[copyOfKeys release]; NSLog(@"mu - c"); //[copyOfTop5 release]; NSLog(@"mu - c"); //[outputKeys release]; //[top5 release]; //[percents release]; return output; }

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