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  • Efficient way to store a graph for calculation in Hadoop

    - by user337499
    I am currently trying to perform calculations like clustering coefficient on huge graphs with the help of Hadoop. Therefore I need an efficient way to store the graph in a way that I can easily access nodes, their neighbors and the neighbors' neighbors. The graph is quite sparse and stored in a huge tab separated file where the first field is the node from which an edge goes to the second node in field two. Thanks in advance!

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  • Line Graph CGPoints from NSMutableArray

    - by Mattog1456
    I have been trying to adapt the code from the accelerometer example such that when the user depresses a uibutton a point is added to a line graph. Working on the converting two floats, which are the result of calculate as below into a CGPoint and converting the CGPoint into an NSValue and then adding this to a NSMutableArray with the following -(IBAction)calculate:(id)sender { self.points = [NSMutableArray array]; CGPoint pt = CGPointMake(d, c); [self.points addObject:[NSValue valueWithCGPoint:pt]]; NSLog(@"%@", NSStringFromCGPoint(pt)); NSLog(@"%@", [NSString stringWithFormat:@"%d points", self.points.count ]); } But for some reason I am only getting one object stored in the array, it seems everytime push the calculate button the object pt gets overwritten, on the plus side it has the correct x,y coords. Any ideas on this one? UPDATE Removed self.points = [NSMutableArray array]; and placed it in view did load, also set the first points to 0,0. so that is working ok. Now the next problem is that I have a Graph subclass where the CG Drawing is taking place. I am trying to figure out a simple way to be able to access the above NSMutableArray which is in a ViewController class from the graph class. Am so close to the end but am really stuck, any help would be great. Still trying to draw a line graph on a UIView which is on a UIScrollview. The draw rect method is in the UIView Subclass and everything is working there, I have gridlines and labels on the axis and I can draw manually onto it. But the problem I have is that I cannot read the NSMutableArray of the CGPoints, which are the x and y coords. The ViewController performs a calculation and the results are written to the NSMutable array and this is all working fine as well, I can see the CGpoints and their values being written with NSLogs in the ViewController. I have tried various ways to set the NSMutableArray up as a global but to no avail, everything runs but while I can see the points being written in the ViewController they are just not visible to the UIView Subclass. I have also tried to use the addObserver and observeValueForKeyPath methods and once again while everything runs the subclass cannot see the array. Any ideas, suggestions, tips or thoughts would be great

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  • Pencil brush in Photoshop

    - by Yuval
    I have a Wacom Intuos 3 pen tablet. I bought it so I can naturally draw directly into the computer. Working in Photoshop, though, I cannot seem to find the brush settings that mostly resemble drawing with a regular pencil (opacity, edge etc...). Can anybody direct me towards a resource or downloadable brush that will have settings and shape similar to that of a regular, moderately soft pencil? Thanks!

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  • Import GraphViz graph to Microsoft Word 14

    - by rmetzger
    I have created a GraphViz dot-file to visualize a data flow. I have to write a documentation using Microsoft Word and I'd like to include the graph in the document. For some wired reason, MS Word is not able to import SVG files. Then, I generated a .eps file using dot -Teps plan.dot -o plan.eps But once imported into Word, the picture looks horrible. I also tried to convert the svg to wmf using Inkscape. It also looked horrible. Is there a clean way to generate a file using GraphViz that Word can read?

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  • In Process Explorer is it possible change scaling of activity graph the be able to further analyse graph?

    - by therobyouknow
    Is there any way to zoom in, in the System Internals Process Explorer graph? Background I'm trying to work out why my PC freezes/locks up for about a second (the pointer does not move) every so often. This has only been happening for the last 2 days. There is a very narrow spike associated with the freeze, but it's hard to hover over it an analyse what is causing it. My PC spec: ThinkPad X201S 1440x900 i7 2.0GHz 8Gb RAM, 256GB Samsung 840Pro SSD, Windows 8.1 Pro 64bit CalDigit USB 3.0 ExpressCard 34, Ultrabase X200 with DisplayPort to HDMI

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  • How to resize a Flot graph when its containing div changes size

    - by Will Gorman
    I'm using the Flot graphing library jQuery plugin and I haven't found a good way to handle resizing the graph when it's containing <div> changes size (for example, due to window resizing). When handling the onresize event, I've made sure that the width and height of the containing <div>are updated to the correct size and then tried calling both setupGrid and draw on the plot object but with no effect. I've had some success with the approach of just removing and readding the containing <div> and replotting the graph in it. However, this seems to be prone to getting stuck in infinite resize event loops if I have to add other <div> elements to the document at the same time (like for tooltips for the graph) as I'm guessing those can trigger resize events as well? Is there a good way to handle it that I'm missing? (I'm also using ExplorerCanvas for IE in order to be able to use Flot, if that might have anything to do with it. I haven't really tried in any other browsers yet)

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  • Draw a column graph with no space between columns

    - by Andrew Shepherd
    I am using the WPF toolkit, and am trying to render a graph that looks like a histogram. In particular, I want each column to be right up against each other column. There should be no gaps between columns. There are a number of components that you apply when creating a column graph. (See example XAML below). Does anybody know if there is a property you can set on one of the elements which refers to the width of the white space between columns? <charting:Chart Height="600" Width="Auto" HorizontalAlignment="Stretch" Name="MyChart" Title="Column Graph" LegendTitle="Legend"> <charting:ColumnSeries Name="theColumnSeries" Title="Series A" IndependentValueBinding="{Binding Path=Name}" DependentValueBinding="{Binding Path=Population}" Margin="0" > </charting:ColumnSeries> <charting:Chart.Axes> <charting:LinearAxis Orientation="Y" Minimum="200000" Maximum="2500000" ShowGridLines="True" /> <charting:CategoryAxis Name="chartCategoryAxis" /> </charting:Chart.Axes> </charting:Chart>

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  • storing/retrieving data for graph with long continuous stretches

    - by james
    i have a large 2-dimensional data set which i would like to graph. the graph is displayed in a browser and the data is retrieved via ajax. long stretches of this graph will be continuous - e.g., for x=0 through x=1000, y=9, then for x=1001 through x=1100, y=80, etc. the approach i'm considering is to send (from the server) and store (in the browser) only the points where the data changes. so for the example above, i would say data[0] = 9, then data[1001] = 80. then given x=999 for example, retrieving data[999] would actually look up data[0]. the problem that arises is finding a dictionary-like data structure which behaves like this. the approach i'm considering is to store the data in a traditional dictionary object, then also maintain a sorted array of key for that object. when given x=999, it would look at the mid-point of this array, determine whether the nearest lower key is left or right of that midpoint, then repeat with the correct subsection, etc.. does anyone have thoughts on this problem/approach?

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  • Instanced drawing with OpenGL ES 2.0

    - by Mårten Wikström
    In short: Is it possible to use the gl_InstanceID built-in variable in OpenGL ES 2.0? And, if so, how? Some more info: I want to draw multiple instances of an object using glDrawArraysInstanced and gl_InstanceID, and I want my application to run on multiple platforms, including iOS. The specification clearly says that these features require ES 3.0. According to the iOS Device Compatibility Reference ES 3.0 is only available on a few devices (those based on the A7 GPU; so iPhone 5s, but not on iPhone 5 or earlier). So my first assumption was that I needed to avoid using instanced drawing on older iOS devices. However, further down in the compatibility reference document it says that the EXT_draw_instanced extension is supported for all SGX Series 5 processors (that includes iPhone 5 and 4s). This makes me think that I could indeed use instanced drawing on older iOS devices too, by looking up and using the appropriate extension function (EXT or ARB) for glDrawArraysInstanced. I'm currently just running some test code using SDL and GLEW on Windows so I haven't tested anything on iOS yet. However, in my current setup I'm having trouble using the gl_InstanceID built-in variable in a vertex shader. I'm getting the following error message: 'gl_InstanceID' : variable is not available in current GLSL version Enabling the "draw_instanced" extension in GLSL has no effect: #extension GL_ARB_draw_instanced : enable #extension GL_EXT_draw_instanced : enable The error goes away when I specifically declare that I need ES 3.0 (GLSL 300 ES): #version 300 es Although that seem to work fine on my Windows desktop machine in an ES 2.0 context I doubt that this would work on an iPhone 5. So, shall I abandon the idea of being able to use instanced drawing on older iOS devices?

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  • changing the serialization procedure for a graph of objects (.net framework)

    - by pierusch
    Hello I'm developing a scientific application using .net framework. The application depends heavily upon a large data structure (a tree like structure) that has been serialized using a standard binaryformatter object. The graph structure looks like this: <serializable()>Public class BigObjet inherits list(of smallObject) end class <serializable()>public class smallObject inherits list(of otherSmallerObjects) end class ... The binaryFormatter object does a nice job but it's not optimized at all and the entire data structure reaches around 100Mb on my filesystem. Deserialization works too but it's pretty slow (around 30seconds on my quad core). I've found a nice .dll on codeproject (see "optimizing serialization...") so I wrote a modified version of the classes above overriding the default serialization/deserialization procedure reaching very good results. The problem is this: I can't lose the data previosly serialized with the old version and I'd like to be able to use the new serialization/deserialization method. I have some ideas but I'm pretty sure someone will be able to give me a proper and better advice ! use an "helper" graph of objects who takes care of the entire serialization/deserialization procedure reading data from the old format and converting them into the classes I nedd. This could work but the binaryformatter "needs" to know the types being serialized so........ :( modify the "old" graph to include a modified version of serialization procedure...so I'll be able to deserialize old file and save them with the new format......this doesn't sound too good imho. well any help will be higly highly appreciated :)

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  • Fast path cache generation for a connected node graph

    - by Sukasa
    I'm trying to get a faster pathfinding mechanism in place in a game I'm working on for a connected node graph. The nodes are classed into two types, "Networks" and "Routers." In this picture, the blue circles represent routers and the grey rectangles networks. Each network keeps a list of which routers it is connected to, and vice-versa. Routers cannot connect directly to other routers, and networks cannot connect directly to other networks. Networks list which routers they're connected to Routers do the same I need to get an algorithm that will map out a path, measured in the number of networks crossed, for each possible source and destination network excluding paths where the source and destination are the same network. I have one right now, however it is unusably slow, taking about two seconds to map the paths, which becomes incredibly noticeable for all connected players. The current algorithm is a depth-first brute-force search (It was thrown together in about an hour to just get the path caching working) which returns an array of networks in the order they are traversed, which explains why it's so slow. Are there any algorithms that are more efficient? As a side note, while these example graphs have four networks, the in-practice graphs have 55 networks and about 20 routers in use. Paths which are not possible also can occur, and as well at any time the network/router graph topography can change, requiring the path cache to be rebuilt. What approach/algorithm would likely provide the best results for this type of a graph?

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  • How do we keep dependent data structures up to date?

    - by Geo
    Suppose you have a parse tree, an abstract syntax tree, and a control flow graph, each one logically derived from the one before. In principle it is easy to construct each graph given the parse tree, but how can we manage the complexity of updating the graphs when the parse tree is modified? We know exactly how the tree has been modified, but how can the change be propagated to the other trees in a way that doesn't become difficult to manage? Naturally the dependent graph can be updated by simply reconstructing it from scratch every time the first graph changes, but then there would be no way of knowing the details of the changes in the dependent graph. I currently have four ways to attempt to solve this problem, but each one has difficulties. Nodes of the dependent tree each observe the relevant nodes of the original tree, updating themselves and the observer lists of original tree nodes as necessary. The conceptual complexity of this can become daunting. Each node of the original tree has a list of the dependent tree nodes that specifically depend upon it, and when the node changes it sets a flag on the dependent nodes to mark them as dirty, including the parents of the dependent nodes all the way down to the root. After each change we run an algorithm that is much like the algorithm for constructing the dependent graph from scratch, but it skips over any clean node and reconstructs each dirty node, keeping track of whether the reconstructed node is actually different from the dirty node. This can also get tricky. We can represent the logical connection between the original graph and the dependent graph as a data structure, like a list of constraints, perhaps designed using a declarative language. When the original graph changes we need only scan the list to discover which constraints are violated and how the dependent tree needs to change to correct the violation, all encoded as data. We can reconstruct the dependent graph from scratch as though there were no existing dependent graph, and then compare the existing graph and the new graph to discover how it has changed. I'm sure this is the easiest way because I know there are algorithms available for detecting differences, but they are all quite computationally expensive and in principle it seems unnecessary so I'm deliberately avoiding this option. What is the right way to deal with these sorts of problems? Surely there must be a design pattern that makes this whole thing almost easy. It would be nice to have a good solution for every problem of this general description. Does this class of problem have a name?

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  • shortest directed odd cycle

    - by gleb-pendler
    6.1.4 Describe an algorithm based on breadth-first search for finding a shortest odd cycle in a graph. 6.3.5 Describe an algorithm based on directed breadth-first search for finding a shortest directed odd cycle in a digraph. what is most importent is that it must be a directed graph not necessary bfs but must be the shortest directed odd cycle!!! Question was taken from "Graph Theory" by J.A. Bondy and U.S.R. Murty thanks in advance!!!

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  • Music meta missing from Facebook /home

    - by Peter Watts
    When somebody shares a Spotify playlist, the attachment is missing from the Graph API. What is shown in Facebook: What is returned by the Graph API: { "id": "********_******", "from": { "name": "*****", "id": "*****" }, "message": "Refused's setlist from last night's secret show in Sweden...", "icon": "http://photos-c.ak.fbcdn.net/photos-ak-snc1/v85005/74/174829003346/app_2_174829003346_5511.gif", "actions": [ { "name": "Comment", "link": "http://www.facebook.com/*****/posts/*****" }, { "name": "Like", "link": "http://www.facebook.com/*****/posts/*****" }, { "name": "Get Spotify", "link": "http://www.spotify.com/redirect/download-social" } ], "type": "link", "application": { "name": "Spotify", "canvas_name": "get-spotify", "namespace": "get-spotify", "id": "174829003346" }, "created_time": "2012-03-01T22:24:28+0000", "updated_time": "2012-03-01T22:24:28+0000", "likes": { "data": [ { "name": "***** *****", "id": "*****" } ], "count": 1 }, "comments": { "count": 0 }, "is_published": true } There's absolutely no reference to an attachment, other than the fact the type is 'link' and the application is Spotify. If you want to test, Spotify's page (http://graph.facebook.com/spotify/feed) usually has a playlist or two embedded (and missing from Graph API). Also if you filter your home feed to just Spotify stories (http://graph.facebook.com/me/home?filter=app_174829003346), you'll get a bunch of useless stories without attachments (assuming your friends shared music recently) Anyone have any ideas how to access the playlist details, or is it unavailable to third party developers (if so, this is a very a bad user experience, because the story makes no sense without the attachment). I am able to fetch scrobbles without any trouble using the user_actions.listens. Also, if there is a recent activity story, e.g. "Peter listened to The Shins", I am able to get information about the band. The problem only happens on attachments.

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  • Upload images to a specific Facebook Album

    - by Imran Naqvi
    Hi stackoverflow, i can create an album using facebook graph api by posting data to http://graph.facebook.com/PROFILE_ID/albums it returns an id, which is not the album id. I confirmed it in two ways by going to that album, aid is different than what id i received and by posting http://graph.facebook.com/{ALBUM_ID_I_RECIEVED/photos, but the photo is never published to newly created album instead it is published to a default application album. I need to know the real album id so that i can upload images to newly created album. Please Help

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  • What are the best ways to store Graphs in persistent storage

    - by nicoslepicos
    I am wondering what the best ways to store graphs in persistent storage are, for later analysis, search, clustering, etc. I see neo4j being an option, I am curious if there are also other graph databases available. Does anyone have any insights into how larger social networks store their graph based data (or other sites that require the storage of graph like models, e.g. RDF). What about options like Cassandra, or MySQL?

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  • Optimally reducing maximum flow

    - by ArIck
    Given a parameter k, I'm trying to delete k edges from a directed graph such that the maximum flow is reduced by as much as possible. The graph has a source s and a sink t, and the capacity of each edge is one. The graph may or may not contain cycles. My proposed solution would be to first perform a topological sorting on the graph, using an algorithm that "forgives" cycles -- perhaps by ignoring edges that lead us back to the source. Then (assuming k = 1): i = 0 for each vertex u order by topological(u) for each edge (u, v) order by topological(v) descending if topological(v) > topological(u) then delete (u, v) if ++i = k then return else // edge doesn't contribute to max flow, ignore Would this work, or am I totally off-track here?

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  • Insane Graphics.lineStyle behavior

    - by Simon
    Hi all, I'd like some help with a little project of mine. Background: i have a little hierarchy of Sprite derived classes (5 levels starting from the one, that is the root application class in Flex Builder). Width and Height properties are overriden so that my class always remembers it's requested size (not just bounding size around content) and also those properties explicitly set scaleX and scaleY to 1, so that no scaling would ever be involved. After storing those values, draw() method is called to redraw content. Drawing: Drawing is very straight forward. Only the deepest object (at 1-indexed level 5) draws something into this.graphics object like this: var gr:Graphics = this.graphics; gr.clear(); gr.lineStyle(0, this.borderColor, 1, true, LineScaleMode.NONE); gr.beginFill(0x0000CC); gr.drawRoundRectComplex(0, 0, this.width, this.height, 10, 10, 0, 0); gr.endFill(); Further on: There is also MouseEvent.MOUSE_WHEEL event attached to the parent of the object that draws. What handler does is simply resizes that drawing object. Problem: Screenshot When resizing sometimes that hairline border line with LineScaleMode.NONE set gains thickness (quite often even 10 px) + it quite often leaves a trail of itself (as seen in the picture above and below blue box (notice that box itself has one px black border)). When i set lineStile thickness to NaN or alpha to 0, that trail is no more happening. I've been coming back to this problem and dropping it for some other stuff for over a week now. Any ideas anyone? P.S. Grey background is that of Flash Player itself, not my own choise.. :D

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  • Plotting an Arc in Discrete Steps

    - by phobos51594
    Good afternoon, Background My question relates to the plotting of an arbitrary arc in space using discrete steps. It is unique, however, in that I am not drawing to a canvas in the typical sense. The firmware I am designing is for a gcode interpreter for a CNC mill that will translate commands into stepper motor movements. Now, I have already found a similar question on this very site, but the methodology suggested (Bresenham's Algorithm) appears to be incompatable for moving an object in space, as it only relies on the calculation of one octant of a circle which is then mirrored about the remaining axes of symmetry. Furthermore, the prescribed method of calculation an arc between two arbitrary angles relies on trigonometry (I am implementing on a microcontroller and would like to avoid costly trig functions, if possible) and simply not taking the steps that are out of the range. Finally, the algorithm only is designed to work in one rotational direction (e.g. counterclockwise). Question So, on to the actual question: Does anyone know of a general-purpose algorithm that can be used to "draw" an arbitrary arc in discrete steps while still giving respect to angular direction (CW / CCW)? The final implementation will be done in C, but the language for the purpose of the question is irrelevant. Thank you in advance. References S.O post on drawing a simple circle using Bresenham's Algorithm: "Drawing" an arc in discrete x-y steps Wiki page describing Bresenham's Algorithm for a circle http://en.wikipedia.org/wiki/Midpoint_circle_algorithm Gcode instructions to be implemented (see. G2 and G3) http://linuxcnc.org/docs/html/gcode.html

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  • efficient android rendering

    - by llll
    I've read quite a few tutorials on game programming on android, and all of them provide basically the same solution as to drawing the game, that is having a dedicated thread spinning like this: public void run() { while(true) { if(!surfaceHolder.getSurface().isValid()) continue; Canvas canvas = surfaceHolder.lockCanvas(); drawGame(canvas); /* do actual drawing here */ surfaceHolder.unlockCanvasAndPost(canvas); } } now I'm wondering, isn't this wasteful? Suppose I've a game with very simple graphics, so that the actual time in drawGame is little; then I'm going to draw the same things on and on, stealing cpu from the other threads; a possibility could be skipping the drawing and sleeping a bit if the game state hasn't changed, which I could check by having the state update thread mantaining a suitable status flag. But maybe there are other options. For example, couldn'it be possible to synchronize with rendering, so that I don't post updates too often? Or am I missing something and that is precisely what lockCanvas does, that is it blocks and burns no cpu until proper time? Thanks in advance L.

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  • How would you update 100+ variables if something is changed in a different class?

    - by N. Lucas
    I have a class Grid which produces a graph paper like grid on in the drawing area. I then have 5 other classes for different shapes to draw with; Line, Polygon, Ellipse, Curve, Arc Now, these 5 classes use an instance of Grid because Grid has a resolution and a scale. Inside Grid I have: public function set resolution(x:Number):void { _gap = (modBy10(x) / 10); _scale = (modBy10(x) / (this.resolution * _scale)); draw(); } public function get resolution():Number { return (_gap * 10); } public function set scale(x:Number):void { _scale = (this.resolution / x); } public function get scale():Number { return _scale; } /**/ public function scaleLength(x:Number):Number { return (x * this.scale); } public function scaleLengthDown(x:Number):Number { return (x / this.scale); } public function scaleArea(x:Number):Number { return (x / Math.pow(this.scale, 2)); } I'm just lost for a solution on how to update every instance of my 5 drawing classes when Grid is changed. For instance, Polygon is made up of multiple instances of Line, Line(length, angle) where "length" is in either in, ft, cm, or m. If the user wishes to change the scale from say 10ft per 100px resolution.. Is there an easier way than re-drawing every Line inside Polygon?

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  • Facebook Graph API: Upload Photo To Album

    - by st4ck0v3rfl0w
    Hello All, I'm trying to familiarize myself with Facebook's new Graph API and so far I can fetch and write some data pretty easily. Something I'm struggling to find decent documentation on is uploading images to an album. According to http://developers.facebook.com/docs/api#publishing you need to supply the message argument. But I'm not quite sure how to construct it. Older resources I've read are: http://wiki.auzigog.com/Facebook_Photo_Uploads http://wiki.developers.facebook.com/index.php/Photos.upload If someone has more information or could help me tackle uploading photos to an album using Facebook Graph API please reply!

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