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  • Splitting a list based on another list values in Mathematica

    - by Max
    In Mathematica I have a list of point coordinates size = 50; points = Table[{RandomInteger[{0, size}], RandomInteger[{0, size}]}, {i, 1, n}]; and a list of cluster indices these points belong to clusterIndices = {1, 1, 1, 1, 1, 1, 1, 2, 2, 1, 2, 1, 2, 1, 1, 1, 1, 1, 1, 1}; what is the easiest way to split the points into two separate lists based on the clusterIndices values?

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  • Thread Safety of C# List<T> for readers

    - by ILIA BROUDNO
    I am planning to create the list once in a static constructor and then have multiple instances of that class read it (and enumerate through it) concurrently without doing any locking. In this article http://msdn.microsoft.com/en-us/library/6sh2ey19.aspx MS describes the issue of thread safety as follows: Public static (Shared in Visual Basic) members of this type are thread safe. Any instance members are not guaranteed to be thread safe. A List can support multiple readers concurrently, as long as the collection is not modified. Enumerating through a collection is intrinsically not a thread-safe procedure. In the rare case where an enumeration contends with one or more write accesses, the only way to ensure thread safety is to lock the collection during the entire enumeration. To allow the collection to be accessed by multiple threads for reading and writing, you must implement your own synchronization. The "Enumerating through a collection is intrinsically not a thread-safe procedure." Statement is what worries me. Does this mean that it is thread safe for readers only scenario, but as long as you do not use enumeration? Or is it safe for my scenario?

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  • Parent and siblings inherits a child list items styles

    - by elvista
    I have a simple menu <ul id="menu"> <li class="leaf"><a href="#">Menu Item 1</a></li> <li class="leaf"><a href="#">Menu Item 2</a></li> <li class="expanded"><a href="#">Menu Item 3</a> <ul> <li class="leaf"><a href="#">Menu Item a</a></li> <li class="leaf"><a href="#">Menu Item b</a></li> <li class="leaf"><a href="#">Menu Item c</a></li> </ul> </li> <li class="leaf"><a href="#">Menu Item 4</a></li> </ul> and ul#menu li:hover {font-weight:bold;} The problem I am facing is when I hover above a ul li li, the parent as well as all its siblings gets the hover effect. I only want the list item I hovered above to get the effect. I tried ul#menu li.leaf:hover {..}, ul#menu li.expanded:hover {..} , but even in that case, when I hover above li.expanded, it's child inherits the style. It is important for me to style the list items, not a (the style is more complicated than the one I posted) How do I fix this?

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  • Classic string manipulation interview questions?

    - by user189364
    Hi, I am scheduled to have an onsite interview so I am preparing few basic questions. According to the company profile, they are big on string manipulation questions. So far I have manually coded these functions: String length, copy, concat, remove white space Reverse Anagrams Palindrome Please can some can give me a list of more classic string questions which I can practice before going there?

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  • List comprehension from multiple sources in Python?

    - by Noah
    Is it possible to replace the following with a list comprehension? res = [] for a, _, c in myList: for i in c: res.append((a, i)) For example: # Input myList = [("Foo", None, [1, 2, 3]), ("Bar", None, ["i", "j"])] # Output res = [("Foo", 1), ("Foo", 2), ("Foo", 3), ("Bar", "i"), ("Bar", "j")]

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  • Feedback on "market manipulation", a peripheral game mechanic for a satirical MMO

    - by BerndBrot
    This question asks for feedback on a specific game-mechanic. Since there is not one right feedback on a game mechanic, I tried to provide enough context and guidelines to still make it possible for users to rate answers and to accept an answer as the best answer (following these criteria from Writer.SE's meta website). Please comment if you have any suggestions on how I could improve the question in that regard. So, let's begin with the game itself and some of its elements which are relevant for this question. Context I'm working on a satirical, text-based multiplayer adventure and role-playing game set in modern-day London. The game resolves around the concept of sin and features a myriad of (venomous) allusions to all the things that go wrong in this world. Players can choose between character classes like bullshit artist (consultant), bankster, lawyer, mobster, celebrity, politician, etc. In order to complete the game, the player has to live so sinfully with regard to any of the seven deadly sins that a demon is willing to offer them a contract of sponsorship. On their quest to live a sinful live, characters explore more and more locations of modern-day London (on a GoogleMap), fight "monsters" like insurance sales agents or Jehovah's Witnesses, and complete quests, like building a PowerPoint presentation out of marketing buzz words or keeping up a number of substance abuse effects in order to progress on the gluttony path. Battles are turn based with both combatants having a deck of cards, with which they try to make their enemy give in to temptations of all sorts. Tempted enemies sometimes become contacts (an item drop mechanic), which can be exploited for various benefits, depending on their area of influence (finance, underworld, bureaucracy, etc.), level of influence, and kind of sway that the player has over them (bribed, seduced, threatened, etc.) Once a contract has been exploited, the player loses that contact. Most actions require turns. Turns are limited, but refill each day. Criteria A number of peripheral game mechanics are supposed to represent real world abuses and mischief in a humorous way integrate real world data and events to strengthen the feeling of relevance of the game's humor with regard to real world problems add fun ways of interacting with other players add ways for players to express themselves through game-play Market manipulation is one such peripheral game mechanic and should fulfill all of these goals. Market manipulation This is my initial design of the mechanic: Players can enter the London Stock Exchange (LSE) (without paying a turn) LSE displays the stock prices of a number of companies in industries like weapons or tobacco as well as some derivatives based on wheat and corn. The stock prices are calculated based on the actual stock prices of these companies and derivatives (in real time) any market manipulations that were conducted by the players any market corrections of the system Players can buy and sell shares with cash, a resource in the game, at current in-game market value (without paying a turn). Players can manipulate the market, i.e. let the price of a share either rise or fall, by some amount, over a certain period of time. Manipulating the market requires 1 turn A contact in the financial sector (see above). The higher the level of influence of the contact, the stronger the effect of the manipulation on the stock price, and/or the shorter it takes for the manipulation to manifest itself. Market manipulation also adds a crime to the player's record. (There are a multitude of ways to take care of that, but it is still another "cost" of market manipulations.) The system continuously corrects market manipulations by letting the in-game prices converge towards their real world counterparts at a rate of 2% of the difference between the two per hour. Because of this market correction mechanism, pushing up prices (and screwing down prices) becomes increasingly difficult the higher (lower) the price already is. Whenever food prices reach a certain level, in-game stories are posted about hunger catastrophes happening somewhere far, far away (maybe with links to real world news stories). Whenever a player sells a certain number of shares with a sufficiently high margin, they are mentioned in that day's in-game financial news. Since the number of stock options is very limited, players will inevitably collide in their efforts to manipulate the market in their favor. Hopefully, it will also be a fun side-arena for guilds and covenants to fight each other. Question(s) What do you think of this mechanism given the criteria for peripheral game mechanics that I specified for my game? Do you have any ideas how the mechanic could be improved with regard to these criteria (or otherwise)? Could it be improved to allow for more expressive game-play, or involve an allusion to some other real world madness (like short selling, leveraging, or some other banking magic)? Are there any game-theoretic problems with this mechanic, like maybe certain dominant individual strategies that, collectively, lead to every player profiting and thus eliminating the idea of market manipulation PVP? Also, if you like (or dislike) this question, feel free to participate in the discussion on GDSE meta: "Should we be more lax with regard to SE's question/answer format to make game design questions possible?"

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  • How do I process a nested list?

    - by ddbeck
    Suppose I have a bulleted list like this: * list item 1 * list item 2 (a parent) ** list item 3 (a child of list item 2) ** list item 4 (a child of list item 2 as well) *** list item 5 (a child of list item 4 and a grand-child of list item 2) * list item 6 I'd like to parse that into a nested list or some other data structure which makes the parent-child relationship between elements explicit (rather than depending on their contents and relative position). For example, here's a list of tuples containing an item and a list of its children (and so forth): [('list item 1',), ('list item 2', [('list item 3',), [('list item 4', [('list item 5'),]] ('list item 6',)] I've attempted to do this with plain Python and some experimentation with Pyparsing, but I'm not making progress. I'm left with two major questions: What's the strategy I need to employ to make this work? I know recursion is part of the solution, but I'm having a hard time making the connection between this and, say, a Fibonacci sequence. I'm certain I'm not the first person to have done this, but I don't know the terminology of the problem to make fruitful searches for more information on this topic. What problems are related to this so that I can learn more about solving these kinds of problems in general?

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  • Powershell and some simple string manipulation

    - by Pat
    need some help with building a powershell script to help with some basic string manipulation. I know just enough powershell to get in trouble, but can't figure out the syntax or coding to make this work. I have a text file that looks like this - Here is your list of servers: server1 server2.domain.local server3 Total number of servers: 3 I need to take that text file and drop the first and last lines (Always first and last.) Then I need to take every other line and basically turn it into a CSV file. The final output should be a text file that looks like this - server1,server2.domain.local,server3 Any suggestions on where to start? Thanks!

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  • Bitwise operators versus .NET abstractions for bit manipulation in C# prespective

    - by Leron
    I'm trying to get basic skills in working with bits using C#.NET. I posted an example yesterday with a simple problem that needs bit manipulation which led me to the fact that there are two main approaches - using bitwise operators or using .NET abstractions such as BitArray (Please let me know if there are more build-in tools for working with bits other than BitArray in .NET and how to find more info for them if there are?). I understand that bitwise operators work faster but using BitArray is something much more easier for me, but one thing I really try to avoid is learning bad practices. Even though my personal preferences are for the .NET abstraction(s) I want to know which i actually better to learn and use in a real program. Thinking about it I'm tempted to think that .NET abstractions are not that bad at, after all there must be reason to be there and maybe being a beginner it's more natural to learn the abstraction and later on improve my skills with low level operations, but this is just random thoughts.

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  • Haskell - function (that returns a list) on each element in a list

    - by Ben
    The assignment is to create a multiples function and I essentially want todo the following code: map (\t -> scanl (\x y -> x+y) t (repeat t)) listofnumbers The problem is that the scanl function returns a list of results rather than the one which the map function requires. So is there a function that will allow the return of lists?

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  • Linked List manipulation, issues retrieving data c++

    - by floatfil
    I'm trying to implement some functions to manipulate a linked list. The implementation is a template typename T and the class is 'List' which includes a 'head' pointer and also a struct: struct Node { // the node in a linked list T* data; // pointer to actual data, operations in T Node* next; // pointer to a Node }; Since it is a template, and 'T' can be any data, how do I go about checking the data of a list to see if it matches the data input into the function? The function is called 'retrieve' and takes two parameters, the data and a pointer: bool retrieve(T target, T*& ptr); // This is the prototype we need to use for the project "bool retrieve : similar to remove, but not removed from list. If there are duplicates in the list, the first one encountered is retrieved. Second parameter is unreliable if return value is false. E.g., " Employee target("duck", "donald"); success = company1.retrieve(target, oneEmployee); if (success) { cout << "Found in list: " << *oneEmployee << endl; } And the function is called like this: company4.retrieve(emp3, oneEmployee) So that when you cout *oneEmployee, you'll get the data of that pointer (in this case the data is of type Employee). (Also, this is assuming all data types have the apropriate overloaded operators) I hope this makes sense so far, but my issue is in comparing the data in the parameter and the data while going through the list. (The data types that we use all include overloads for equality operators, so oneData == twoData is valid) This is what I have so far: template <typename T> bool List<T>::retrieve(T target , T*& ptr) { List<T>::Node* dummyPtr = head; // point dummy pointer to what the list's head points to for(;;) { if (*dummyPtr->data == target) { // EDIT: it now compiles, but it breaks here and I get an Access Violation error. ptr = dummyPtr->data; // set the parameter pointer to the dummy pointer return true; // return true } else { dummyPtr = dummyPtr->next; // else, move to the next data node } } return false; } Here is the implementation for the Employee class: //-------------------------- constructor ----------------------------------- Employee::Employee(string last, string first, int id, int sal) { idNumber = (id >= 0 && id <= MAXID? id : -1); salary = (sal >= 0 ? sal : -1); lastName = last; firstName = first; } //-------------------------- destructor ------------------------------------ // Needed so that memory for strings is properly deallocated Employee::~Employee() { } //---------------------- copy constructor ----------------------------------- Employee::Employee(const Employee& E) { lastName = E.lastName; firstName = E.firstName; idNumber = E.idNumber; salary = E.salary; } //-------------------------- operator= --------------------------------------- Employee& Employee::operator=(const Employee& E) { if (&E != this) { idNumber = E.idNumber; salary = E.salary; lastName = E.lastName; firstName = E.firstName; } return *this; } //----------------------------- setData ------------------------------------ // set data from file bool Employee::setData(ifstream& inFile) { inFile >> lastName >> firstName >> idNumber >> salary; return idNumber >= 0 && idNumber <= MAXID && salary >= 0; } //------------------------------- < ---------------------------------------- // < defined by value of name bool Employee::operator<(const Employee& E) const { return lastName < E.lastName || (lastName == E.lastName && firstName < E.firstName); } //------------------------------- <= ---------------------------------------- // < defined by value of inamedNumber bool Employee::operator<=(const Employee& E) const { return *this < E || *this == E; } //------------------------------- > ---------------------------------------- // > defined by value of name bool Employee::operator>(const Employee& E) const { return lastName > E.lastName || (lastName == E.lastName && firstName > E.firstName); } //------------------------------- >= ---------------------------------------- // < defined by value of name bool Employee::operator>=(const Employee& E) const { return *this > E || *this == E; } //----------------- operator == (equality) ---------------- // if name of calling and passed object are equal, // return true, otherwise false // bool Employee::operator==(const Employee& E) const { return lastName == E.lastName && firstName == E.firstName; } //----------------- operator != (inequality) ---------------- // return opposite value of operator== bool Employee::operator!=(const Employee& E) const { return !(*this == E); } //------------------------------- << --------------------------------------- // display Employee object ostream& operator<<(ostream& output, const Employee& E) { output << setw(4) << E.idNumber << setw(7) << E.salary << " " << E.lastName << " " << E.firstName << endl; return output; } I will include a check for NULL pointer but I just want to get this working and will test it on a list that includes the data I am checking. Thanks to whoever can help and as usual, this is for a course so I don't expect or want the answer, but any tips as to what might be going wrong will help immensely!

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  • Random List of numbers in C

    - by Ant
    I have just started a C programming course and so far have only done the basics like printf, read a little on variables etc on the course book. The teacher has tasked us with writing a program that will take a value entered by the user, this will be the number of students in the class (25 at the moment but can be variable). It will then list the number of students randomly and place them in 3 columns. The purpose is to sort students into groups of 3 randomly, then display on the screen in columns. Now my question is not for the code that defeats the object of me attempting the exercise, but how to structure it. I can see that using an array can be used to display the list, but really after some pointers on how best to approach the problem in blocks, then I can attempt to program each block.

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  • trying to append a list, but something breaks

    - by romunov
    I'm trying to create an empty list which will have as many elements as there are num.of.walkers. I then try to append, to each created element, a new sub-list (length of new sub-list corresponds to a value in a. When I fiddle around in R everything goes smooth: list.of.dist[[1]] <- vector("list", a[1]) list.of.dist[[2]] <- vector("list", a[2]) list.of.dist[[3]] <- vector("list", a[3]) list.of.dist[[4]] <- vector("list", a[4]) I then try to write a function. Here is my feeble attempt that results in an error. Can someone chip in what am I doing wrong? countNumberOfWalks <- function(walk.df) { list.of.walkers <- sort(unique(walk.df$label)) num.of.walkers <- length(unique(walk.df$label)) #Pre-allocate objects for further manipulation list.of.dist <- vector("list", num.of.walkers) a <- c() # Count the number of walks per walker. for (i in list.of.walkers) { a[i] <- nrow(walk.df[walk.df$label == i,]) } a <- as.vector(a) # Add a sublist (length = number of walks) for each walker. for (i in i:num.of.walkers) { list.of.dist[[i]] <- vector("list", a[i]) } return(list.of.dist) } > num.of.walks.per.walker <- countNumberOfWalks(walk.df) Error in vector("list", a[i]) : vector size cannot be NA

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  • Using FindAll on a List<List<T>> type

    - by Ken Foster
    Assuming public class MyClass { public int ID {get; set; } public string Name {get; set; } } and List<MyClass> classList = //populate with MyClass instances of various IDs I can do List<MyClass> result = classList.FindAll(class => class.ID == 123); and that will give me a list of just classes with ID = 123. Works great, looks elegant. Now, if I had List<List<MyClass>> listOfClassLists = //populate with Lists of MyClass instances How do I get a filtered list where the lists themselves are filtered. I tried List<List<MyClass>> result = listOfClassLists.FindAll (list => list.FindAll(class => class.ID == 123).Count > 0); it looks elegant, but doesn't work. It only includes Lists of classes where at least one class has an ID of 123, but it includes ALL MyClass instances in that list, not just the ones that match. I ended up having to do List<List<MyClass>> result = Results(listOfClassLists, 123); private List<List<MyClass>> Results(List<List<MyClass>> myListOfLists, int id) { List<List<MyClass>> results = new List<List<MyClass>>(); foreach (List<MyClass> myClassList in myListOfLists) { List<MyClass> subList = myClassList.FindAll(myClass => myClass.ID == id); if (subList.Count > 0) results.Add(subList); } return results; } which gets the job done, but isn't that elegant. Just looking for better ways to do a FindAll on a List of Lists. Ken

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  • String Manipulation in C

    - by baris_a
    Hi guys, I am helping my nephew for his C lab homework, it is a string manipulation assignment and applying Wang's algorithm. Here is the BNF representation for the input. <sequent> ::= <lhs> # <rhs> <lhs> ::= <formulalist>| e <rhs> ::= <formulalist>| e <formulalist> ::= <formula>|<formula> , <formulalist> <formula> ::= <letter>| - <formula>| (<formula><in?xop><formula>) <in?xop> ::= & | | | > <letter> ::= A | B | ... | Z What is the best practice to handle and parse this kind of input in C? How can I parse this structure without using struct? Thanks in advance.

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  • Unique elements of list within list in python

    - by user2901061
    We are given a list of animals in different zoos and need to find which zoos have animals that are not in any others. The animals of each zoo are separated by spaces, and each zoo is originally separated by a comma. I am currently enumerating over all of the zoos to split each animal and create lists within lists for different zoos as such: for i, zoo in enumerate(zoos): zoos[i] = zoo.split() However, I then do not know how to tell and count how many of the zoos have unique animals. I figure it is something else with enumerate and possibly sets, but cannot get it down exactly. Any help is greatly appreciated. Thanks

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  • Optimizing list comprehension to find pairs of co-prime numbers

    - by user3685422
    Given A,B print the number of pairs (a,b) such that GCD(a,b)=1 and 1<=a<=A and 1<=b<=B. Here is my answer: return len([(x,y) for x in range(1,A+1) for y in range(1,B+1) if gcd(x,y) == 1]) My answer works fine for small ranges but takes enough time if the range is increased. such as 1 <= A <= 10^5 1 <= B <= 10^5 is there a better way to write this or can this be optimized?

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