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  • C# Drawstring Letter Spacing

    - by beckelmw
    Is is somehow possible to control letter spacing when using Graphics.DrawString? I cannot find any overload to DrawString or Font that would allow me to do so. g.DrawString("MyString", new Font("Courier", 44, GraphicsUnit.Pixel), Brushes.Black, new PointF(262, 638)); By letter spacing I mean the distance between letters. With spacing MyString could look like M y S t r i n g if I added enough space.

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  • How to write a buffer-overflow exploit in windows XP,x86?

    - by Mask
    void function(int a, int b, int c) { char buffer1[5]; char buffer2[10]; int *ret; ret = buffer1 + 12; (*ret) += 8;//why is it 8?? } void main() { int x; x = 0; function(1,2,3); x = 1; printf("%d\n",x); } The above demo is from here: http://insecure.org/stf/smashstack.html But it's not working here: D:\test>gcc -Wall -Wextra hw.cpp && a.exe hw.cpp: In function `void function(int, int, int)': hw.cpp:6: warning: unused variable 'buffer2' hw.cpp: At global scope: hw.cpp:4: warning: unused parameter 'a' hw.cpp:4: warning: unused parameter 'b' hw.cpp:4: warning: unused parameter 'c' 1 And I don't understand why it's 8 though the author thinks: A little math tells us the distance is 8 bytes. My gdb dump as called: Dump of assembler code for function main: 0x004012ee <main+0>: push %ebp 0x004012ef <main+1>: mov %esp,%ebp 0x004012f1 <main+3>: sub $0x18,%esp 0x004012f4 <main+6>: and $0xfffffff0,%esp 0x004012f7 <main+9>: mov $0x0,%eax 0x004012fc <main+14>: add $0xf,%eax 0x004012ff <main+17>: add $0xf,%eax 0x00401302 <main+20>: shr $0x4,%eax 0x00401305 <main+23>: shl $0x4,%eax 0x00401308 <main+26>: mov %eax,0xfffffff8(%ebp) 0x0040130b <main+29>: mov 0xfffffff8(%ebp),%eax 0x0040130e <main+32>: call 0x401b00 <_alloca> 0x00401313 <main+37>: call 0x4017b0 <__main> 0x00401318 <main+42>: movl $0x0,0xfffffffc(%ebp) 0x0040131f <main+49>: movl $0x3,0x8(%esp) 0x00401327 <main+57>: movl $0x2,0x4(%esp) 0x0040132f <main+65>: movl $0x1,(%esp) 0x00401336 <main+72>: call 0x4012d0 <function> 0x0040133b <main+77>: movl $0x1,0xfffffffc(%ebp) 0x00401342 <main+84>: mov 0xfffffffc(%ebp),%eax 0x00401345 <main+87>: mov %eax,0x4(%esp) 0x00401349 <main+91>: movl $0x403000,(%esp) 0x00401350 <main+98>: call 0x401b60 <printf> 0x00401355 <main+103>: leave 0x00401356 <main+104>: ret 0x00401357 <main+105>: nop 0x00401358 <main+106>: add %al,(%eax) 0x0040135a <main+108>: add %al,(%eax) 0x0040135c <main+110>: add %al,(%eax) 0x0040135e <main+112>: add %al,(%eax) End of assembler dump. Dump of assembler code for function function: 0x004012d0 <function+0>: push %ebp 0x004012d1 <function+1>: mov %esp,%ebp 0x004012d3 <function+3>: sub $0x38,%esp 0x004012d6 <function+6>: lea 0xffffffe8(%ebp),%eax 0x004012d9 <function+9>: add $0xc,%eax 0x004012dc <function+12>: mov %eax,0xffffffd4(%ebp) 0x004012df <function+15>: mov 0xffffffd4(%ebp),%edx 0x004012e2 <function+18>: mov 0xffffffd4(%ebp),%eax 0x004012e5 <function+21>: movzbl (%eax),%eax 0x004012e8 <function+24>: add $0x5,%al 0x004012ea <function+26>: mov %al,(%edx) 0x004012ec <function+28>: leave 0x004012ed <function+29>: ret In my case the distance should be - = 5,right?But it seems not working..

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  • jquery.ui sortable using a table and item:tr , placeholder difficulties

    - by greg
    Hi I would really like to give some sortable goodness to the myriad old tables I have created. A little work has a proof of concept behaving ok. My one sticking point is that the placeholder does not work at all in IE 7 when using item:TR . It works OK in FF. I can make an perform correctly. It seems to be specific to tables and Any ideas, I have been running through forums, not seeing a lot of people using sortable with tables. <style type="text/css"> .dndPlaceHolder { background-color:Red ; color:Red; height: 20px; line-height:30px; border: solid 2px black; } .dndItem { background-color: #c0c0c0; border:solid 1px black; padding:5px; } </style> <script type="text/javascript" > $(function() { $("#myTable").sortable( { placeholder:'dndPlaceHolder', distance:15, items:'tr', forcePlaceholderSize:true, change : dndChange, update : dndUpdate } ); $("#myTable").disableSelection(); $("#myList").sortable( { placeholder:'dndPlaceHolder', distance:15, items:'li', forcePlaceholderSize:true, change : dndChange, update : dndUpdate } ); $("#myList").disableSelection(); }); function dndChange(event,ui){ } function dndUpdate(event,ui){ var msg = ''; } </script> <table id='myTable' > <tr class='dndItem' id='1'> <td>0 Active - Active</td> </tr> <tr class='dndItem' id='2'> <td>1 Closed - Closed</td> </tr> <tr class='dndItem' id='3'> <td>2 OnHold - On Hold</td> </tr> <tr class='dndItem' id='4'> <td>3 Pending - Pending</td> </tr> </table> <BR> <UL id='myList' > <li class='dndItem' id='1'>0 Active - Active</li> <li class='dndItem' id='2'>1 Closed - Closed</li> <li class='dndItem' id='3'>2 OnHold - On Hold</li> <li class='dndItem' id='4'>3 Pending - Pending</li> </ul>

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  • How to write a buffer-overflow exploit in GCC,windows XP,x86?

    - by Mask
    void function(int a, int b, int c) { char buffer1[5]; char buffer2[10]; int *ret; ret = buffer1 + 12; (*ret) += 8;//why is it 8?? } void main() { int x; x = 0; function(1,2,3); x = 1; printf("%d\n",x); } The above demo is from here: http://insecure.org/stf/smashstack.html But it's not working here: D:\test>gcc -Wall -Wextra hw.cpp && a.exe hw.cpp: In function `void function(int, int, int)': hw.cpp:6: warning: unused variable 'buffer2' hw.cpp: At global scope: hw.cpp:4: warning: unused parameter 'a' hw.cpp:4: warning: unused parameter 'b' hw.cpp:4: warning: unused parameter 'c' 1 And I don't understand why it's 8 though the author thinks: A little math tells us the distance is 8 bytes. My gdb dump as called: Dump of assembler code for function main: 0x004012ee <main+0>: push %ebp 0x004012ef <main+1>: mov %esp,%ebp 0x004012f1 <main+3>: sub $0x18,%esp 0x004012f4 <main+6>: and $0xfffffff0,%esp 0x004012f7 <main+9>: mov $0x0,%eax 0x004012fc <main+14>: add $0xf,%eax 0x004012ff <main+17>: add $0xf,%eax 0x00401302 <main+20>: shr $0x4,%eax 0x00401305 <main+23>: shl $0x4,%eax 0x00401308 <main+26>: mov %eax,0xfffffff8(%ebp) 0x0040130b <main+29>: mov 0xfffffff8(%ebp),%eax 0x0040130e <main+32>: call 0x401b00 <_alloca> 0x00401313 <main+37>: call 0x4017b0 <__main> 0x00401318 <main+42>: movl $0x0,0xfffffffc(%ebp) 0x0040131f <main+49>: movl $0x3,0x8(%esp) 0x00401327 <main+57>: movl $0x2,0x4(%esp) 0x0040132f <main+65>: movl $0x1,(%esp) 0x00401336 <main+72>: call 0x4012d0 <function> 0x0040133b <main+77>: movl $0x1,0xfffffffc(%ebp) 0x00401342 <main+84>: mov 0xfffffffc(%ebp),%eax 0x00401345 <main+87>: mov %eax,0x4(%esp) 0x00401349 <main+91>: movl $0x403000,(%esp) 0x00401350 <main+98>: call 0x401b60 <printf> 0x00401355 <main+103>: leave 0x00401356 <main+104>: ret 0x00401357 <main+105>: nop 0x00401358 <main+106>: add %al,(%eax) 0x0040135a <main+108>: add %al,(%eax) 0x0040135c <main+110>: add %al,(%eax) 0x0040135e <main+112>: add %al,(%eax) End of assembler dump. Dump of assembler code for function function: 0x004012d0 <function+0>: push %ebp 0x004012d1 <function+1>: mov %esp,%ebp 0x004012d3 <function+3>: sub $0x38,%esp 0x004012d6 <function+6>: lea 0xffffffe8(%ebp),%eax 0x004012d9 <function+9>: add $0xc,%eax 0x004012dc <function+12>: mov %eax,0xffffffd4(%ebp) 0x004012df <function+15>: mov 0xffffffd4(%ebp),%edx 0x004012e2 <function+18>: mov 0xffffffd4(%ebp),%eax 0x004012e5 <function+21>: movzbl (%eax),%eax 0x004012e8 <function+24>: add $0x5,%al 0x004012ea <function+26>: mov %al,(%edx) 0x004012ec <function+28>: leave 0x004012ed <function+29>: ret In my case the distance should be - = 5,right?But it seems not working.. Why function needs 56 bytes for local variables?( sub $0x38,%esp )

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  • Unnecessary scroll bars appearing in IE8

    - by Abhishek Jain
    Hi, In my web app there is a page(ChildPage) which is actually contained in an iframe element of another page(ParentPage). This ChildPage has its contents placed in ContentPlaceHolder of a MasterPage. <div id="DivScroll" runat="server" style="overflow-y: auto; overflow-x: auto; width: 100%; height: 100%;"> <asp:ContentPlaceHolder ID="ContentPlaceHolder1" runat="server"> </asp:ContentPlaceHolder> </div> As apparent in the code, contents of ChildPage are scrollable in the div containing it. There is never the need for the scroll bars of browser to appear and it is working this way till IE7. In IE8 browser scrollbras are appearing due to the presence of the following div in ChildPage. <div class="ReadOnlyFlat" id="Div1" style="z-index: 100; visibility: hidden; overflow: auto; width: 100%; position: absolute; height: 300px" runat="server" ms_positioning="FlowLayout"> <radA:RadAjaxPanel ID="RadAjaxPanelA" EnableOutsideScripts="True" runat="server"> <radT:RadTreeView ID="RadTreeView2" TabIndex="1" runat="server" Skin="web20"> <NodeTemplate> <asp:Label ID="Label2" runat="server">Label</asp:Label> <asp:Label ID="Label4" runat="server" Width="10px"></asp:Label> <asp:Label ID="Label3" runat="server" ForeColor="#FF8000" Font-Bold="True">Label</asp:Label> </NodeTemplate> </radT:RadTreeView> </radA:RadAjaxPanel> What actually happens in IE8 is as follows: The above div Div1 is diaplyed on the click of an ImageButton. On the page load this ImageButton is present on the bottom of the page. In this case IE8 shows browser's vertical scrollbar due to height of Div1. When I scroll DivScroll shown in first code snippet, the ImageButton moves up. When the ImageButton is moved sufficiently up so that it is above the bottommost part of page by more than 300px(i.e, the height of Div1) and if I click the ImageButton, the browser's vertical scrollbars disappear. Browser's vertical scrollbar appears in case the distance between ImageButton and the bottom most part of page is less than height of Div1 and disappears when the distance is more than height of Div1. I need that the browser's vertical scrollbar never appears. Please Help.

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  • Algorithm for performing decentralized search in social networks

    - by Jack
    I want to find out all the existing decentralized algorithms that exploit the structural properties of social networks. So far I know the following algorithms - 1) Best connected search - Adamic et al 2) Random Walk (does not exploit any structural property but still it is decentralized) 3) Hamming distance search 4) Weak/Strong tie search Any help would be appreciated

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  • Finding minimum cut-sets between bounded subgraphs

    - by Tore
    If a game map is partitioned into subgraphs, how to minimize edges between subgraphs? I have a problem, Im trying to make A* searches through a grid based game like pacman or sokoban, but i need to find "enclosures". What do i mean by enclosures? subgraphs with as few cut edges as possible given a maximum size and minimum size for number of vertices for each subgraph that act as a soft constraints. Alternatively you could say i am looking to find bridges between subgraphs, but its generally the same problem. Given a game that looks like this, what i want to do is find enclosures so that i can properly find entrances to them and thus get a good heuristic for reaching vertices inside these enclosures. So what i want is to find these colored regions on any given map. My Motivation The reason for me bothering to do this and not just staying content with the performance of a simple manhattan distance heuristic is that an enclosure heuristic can give more optimal results and i would not have to actually do the A* to get some proper distance calculations and also for later adding competitive blocking of opponents within these enclosures when playing sokoban type games. Also the enclosure heuristic can be used for a minimax approach to finding goal vertices more properly. A possible solution to the problem is the Kernighan-Lin algorithm: function Kernighan-Lin(G(V,E)): determine a balanced initial partition of the nodes into sets A and B do A1 := A; B1 := B compute D values for all a in A1 and b in B1 for (i := 1 to |V|/2) find a[i] from A1 and b[i] from B1, such that g[i] = D[a[i]] + D[b[i]] - 2*c[a][b] is maximal move a[i] to B1 and b[i] to A1 remove a[i] and b[i] from further consideration in this pass update D values for the elements of A1 = A1 / a[i] and B1 = B1 / b[i] end for find k which maximizes g_max, the sum of g[1],...,g[k] if (g_max > 0) then Exchange a[1],a[2],...,a[k] with b[1],b[2],...,b[k] until (g_max <= 0) return G(V,E) My problem with this algorithm is its runtime at O(n^2 * lg(n)), i am thinking of limiting the nodes in A1 and B1 to the border of each subgraph to reduce the amount of work done. I also dont understand the c[a][b] cost in the algorithm, if a and b do not have an edge between them is the cost assumed to be 0 or infinity, or should i create an edge based on some heuristic. Do you know what c[a][b] is supposed to be when there is no edge between a and b? Do you think my problem is suitable to use a multi level problem? Why or why not? Do you have a good idea for how to reduce the work done with the kernighan-lin algorithm for my problem?

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  • Git: corrupt loose object

    - by NeoRiddle
    I was trying to merge my master branch with another one called pull-stage, but Git throws me this error: error: inflate: data stream error (invalid distance too far back) error: corrupt loose object '5a63450f4a0b72abbc1221ccb7d9f9bfef333250' fatal: loose object 5a63450f4a0b72abbc1221ccb7d9f9bfef333250 (stored in .git/objects/5a/63450f4a0b72abbc1221ccb7d9f9bfef333250) is corrupt How can I solve this issue? I have reviewed other posts, but with no successful results: How to replace corrupt Git objects with new ones created from my files, which are fine Git: "Corrupt loose object" Corrupted Git Repository (data stream error)

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  • Maze Navigation in Player Stage with Roomba

    - by Scott
    Here is my code: /* Scott Landau Robot Lab Assignment 1 */ // Standard Java Libs import java.io.*; // Player/Stage Libs import javaclient2.*; import javaclient2.structures.*; import javaclient2.structures.sonar.*; // Begin public class SpinningRobot { public static Position2DInterface pos = null; public static LaserInterface laser = null; public static void main(String[] args) { PlayerClient robot = new PlayerClient("localhost", 6665); laser = robot.requestInterfaceLaser(0, PlayerConstants.PLAYER_OPEN_MODE); pos = robot.requestInterfacePosition2D(0,PlayerConstants.PLAYER_OPEN_MODE); robot.runThreaded (-1, -1); pos.setSpeed(0.5f, -0.25f); // end pos float x, y; x = 46.0f; y = -46.0f; boolean done = false; while( !done ){ if(laser.isDataReady()) { float[] laser_data = laser.getData().getRanges(); System.out.println("== IR Sensor =="); System.out.println("Left Wall Distance: "+laser_data[360]); System.out.println("Right Wall Distance: " +laser_data[0]); // if laser doesn't reach left wall, move to detect it // so we can guide using left wall if ( laser_data[360] < 0.6f ) { while ( laser_data[360] < 0.6f ) { pos.setSpeed(0.5f, -0.5f); } } else if ( laser_data[0] < 0.6f ) { while(laser_data[0<0.6f) { pos.setSpeed(0.5f, 0.5f); } } pos.setSpeed(0.5f, -0.25f); // end pos? done = ( (pos.getX() == x) && (pos.getY() == y) ); } } } } // End I was trying to have the Roomba go continuously at a slight right curve, quickly turning away from each wall it came to close to if it recognized it with it's laser. I can only use laser_data[360] and laser_data[0] for this one robot. I think this would eventually navigate the maze. However, I am using the Player Stage platform, and Stage freezes when the Roomba comes close to a wall using this code, I have no idea why. Also, if you can think of a better maze navigation algorithm, please let me know. Thank you!

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  • Algoritms for "fuzzy matching" strings

    - by Alexey Romanov
    By fuzzy matching I don't mean similar strings by Levenshtein distance or something similar, but the way it's used in TextMate/Ido/Icicles: given a list of strings, find those which include all characters in the search string, but possibly with other characters between, preferring the best fit.

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  • Calculating length of objects in binary image - algorithm

    - by Jacek
    I need to calculate length of the object in a binary image (maximum distance between the pixels inside the object). As it is a binary image, so we might consider it a 2D array with values 0 (white) and 1 (black). The thing I need is a clever (and preferably simple) algorithm to perform this operation. Keep in mind there are many objects in the image. The image to clarify: Sample input image:

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  • SQL Server 2008 Spatial Clustering

    - by illvm
    I am trying to group points of geospatial data based on density and relative distance. Is there a way that this can be done in SQL Server 2008 using the spatial features or would it be better to translate the data into graph data and use a graph clustering algorithm?

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  • How to interpolate hue values in HSV colour space?

    - by nick
    Hi, I'm trying to interpolate between two colours in HSV colour space to produce a smooth colour gradient. I'm using a linear interpolation, eg: h = (1 - p) * h1 + p * h2 s = (1 - p) * s1 + p * s2 v = (1 - p) * v1 + p * v2 (where p is the percentage, and h1, h2, s1, s2, v1, v2 are the hue, saturation and value components of the two colours) This produces a good result for s and v but not for h. As the hue component is an angle, the calculation needs to work out the shortest distance between h1 and h2 and then do the interpolation in the right direction (either clockwise or anti-clockwise). What formula or algorithm should I use? EDIT: By following Jack's suggestions I modified my JavaScript gradient function and it works well. For anyone interested, here's what I ended up with: // create gradient from yellow to red to black with 100 steps var gradient = hsbGradient(100, [{h:0.14, s:0.5, b:1}, {h:0, s:1, b:1}, {h:0, s:1, b:0}]); function hsbGradient(steps, colours) { var parts = colours.length - 1; var gradient = new Array(steps); var gradientIndex = 0; var partSteps = Math.floor(steps / parts); var remainder = steps - (partSteps * parts); for (var col = 0; col < parts; col++) { // get colours var c1 = colours[col], c2 = colours[col + 1]; // determine clockwise and counter-clockwise distance between hues var distCCW = (c1.h >= c2.h) ? c1.h - c2.h : 1 + c1.h - c2.h; distCW = (c1.h >= c2.h) ? 1 + c2.h - c1.h : c2.h - c1.h; // ensure we get the right number of steps by adding remainder to final part if (col == parts - 1) partSteps += remainder; // make gradient for this part for (var step = 0; step < partSteps; step ++) { var p = step / partSteps; // interpolate h var h = (distCW <= distCCW) ? c1.h + (distCW * p) : c1.h - (distCCW * p); if (h < 0) h = 1 + h; if (h > 1) h = h - 1; // interpolate s, b var s = (1 - p) * c1.s + p * c2.s; var b = (1 - p) * c1.b + p * c2.b; // add to gradient array gradient[gradientIndex] = {h:h, s:s, b:b}; gradientIndex ++; } } return gradient; }

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  • Algorithm to compare people names to detect identicalness

    - by Pentium10
    I am working on address book synchronization algorithm. I would like to reuse some code if there exists, but couldn't find one yet. Does someone know about an algorithm that will tell me in numbers/float/procent how much two names are identical. Levenstein distance is not good in this approach, as names and our adddress books are matching the begining of each of the name sections. John Smith should match Smith Jon, Jonathan Smith, Johnny Smith

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  • Millions of 3D points: How to find the 10 of them closest to a given point?

    - by Kazoom
    A point in 3-d is defined by (x,y,z). Distance d between any two points (X,Y,Z) and (x,y,z) is d= Sqrt[(X-x)^2 + (Y-y)^2 + (Z-z)^2]. Now there are a million entries in a file, each entry is some point in space, in no specific order. Given any point (a,b,c) find the nearest 10 points to it. How would you store the million points and how would you retrieve those 10 points from that data structure.

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  • millions of 3d points how to 10 closest to origin

    - by Kazoom
    A point in 3-d is defined by (x,y,z). Distance d between any two points (X,Y,Z) and (x,y,z) is d= Sqrt[(X-x)^2 + (Y-y)^2 + (Z-z)^2]. Now there are a million entries in a file, each entry is some point in space, in no specific order. Given any point (a,b,c) find the nearest 10 points to it. How would you store the million points and how would you retrieve those 10 points from that data structure.

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  • Finding whether two geo-coordinates lie on the same road

    - by Amarsh
    Hi there, Given two geo-coordinates in (latitude,longitude) format, is it possible to find out if they lie on the same road? I want to do this programatically not visually. I can perhaps extract addresses and compare the street name, but since streets can change names over a long distance, this solution doesnt sem to work :( Cheers Amarsh

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  • Scrolling two views together

    - by user315441
    I currently have one Scrollview which contains a table layout and one list in my activity. Now my problem is that I wanted to move both of them(Scrollview and list) together and with proper synchronization... So if scrollview is being scrolled then listview should also scroll with the same distance, and vice versa... Thanks in advance.. Abhishek

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  • What kind of data processing problems would CUDA help with?

    - by Chris McCauley
    Hi, I've worked on many data matching problems and very often they boil down to quickly and in parallel running many implementations of CPU intensive algorithms such as Hamming / Edit distance. Is this the kind of thing that CUDA would be useful for? What kinds of data processing problems have you solved with it? Is there really an uplift over the standard quad-core intel desktop? Chris

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  • Calculate the Hilbert value of a point for use in a Hilbert R-Tree?

    - by wrt
    I have an application where a Hilbert R-Tree (wikipedia) (citeseer) would seem to be an appropriate data structure. Specifically, it requires reasonably fast spatial queries over a data set that will experience a lot of updates. However, as far as I can see, none of the descriptions of the algorithms for this data structure even mention how to actually calculate the requisite Hilbert Value; which is the distance along a Hilbert Curve to the point. So any suggestions for how to go about calculating this?

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  • MapKit Annotations and User location

    - by teddafan
    Hi all, I followed this tutorial to make my first app: http://icodeblog.com/2009/12/21/introduction-to-mapkit-in-iphone-os-3-0/ I would really like to know how to sort the annotations in the Table in order of distance to the user (the nearest annotation is the first one on the table) How is it possible to do that? I understand that I must use the CLLocation to find the user's location but then I have no idea. Could any one help me? Cheers, Thank you in advance for your much appreciated help, teddafan

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  • load multiple directions in parallel in google map

    - by Maneesh
    My aim is to get distance between many locations thru GDirection object. Since I am using multiple objects, am not able to get distnace. Can someone help me out. Below is the code. for(ct=0;ct<size;ct++) { var gd=new GDirections(); gd.load("from: " + address + " to: " + offaddress[ct]); GEvent.addListener(directions,"load", function() { sor[ct]= gd.getDistance().html; }

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