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  • Implement Semi-Round-Robin file which can be expanded and saved on demand

    - by ircmaxell
    Ok, that title is going to be a little bit confusing. Let me try to explain it a little bit better. I am building a logging program. The program will have 3 main states: Write to a round-robin buffer file, keeping only the last 10 minutes of data. Write to a buffer file, ignoring the time (record all data). Rename entire buffer file, and start a new one with the past 10 minutes of data (and change state to 1). Now, the use case is this. I have been experiencing some network bottlenecks from time to time in our network. So I want to build a system to record TCP traffic when it detects the bottleneck (detection via Nagios). However by the time it detects the bottlenecking, most of the useful data has already been transmitted. So, what I'd like is to have a deamon that runs something like dumpcap all the time. In normal mode, it'll only keep the past 10 minutes of data (Since there's no point in keeping a boat load of data if it's not needed). But when Nagios alerts, I will send a signal in the deamon to store everything. Then, when Naigos recovers it will send another signal to stop storing and flush the buffer to a save file. Now, the problem is that I can't see how to cleanly store a rotating 10 minutes of data. I could store a new file every 10 minutes and delete the old ones if in mode 1. But that seems a bit dirty to me (especially when it comes to figuring out when the alert happened in the file). Ideally, the file that was saved should be such that the alert is always at the 10:00 mark in the file. While that is possible with new files every 10 minutes, it seems like a bit dirty to "repair" the files to that point. Any ideas? Should I just do a rotating file system and combine them into 1 at the end (doing quite a bit of post-processing)? Is there a way to implement the semi-round-robin file cleanly so that there is no need for any post-processing? Thanks Oh, and the language doesn't matter as much at this stage (I'm leaning towards Python, but have no objection to any other language. It's less of an issue than the overall design)...

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  • Underbraces in Word math zones and dealing with stretchy parentheses

    - by Johannes Rössel
    Parentheses in Word usually stretch with whatever they're containing. This might be un-noticeable for things like but for stuff like it's definitely nice, especially compared to the fact that naïve LaTeX users often produce uglinesses such as There is a problem, however, when using under-/overbraces in math and putting parentheses around the complete term it becomes ugly. For simple things like shown here this can be solved by not letting the parentheses stretch which looks almost right. However, for more complex things it's certainly not an option: Both variants look horrible. So is there a way of letting the parentheses only stretch around the actual term parts, not including the under-/overbraces? Those are frequently used for annotations of individual pieces, so simply not using them is a bad idea too. In LaTeX you can get away with guesswork and using explicit sizes for the parentheses instead of relying on \left and \right but I haven't found a comparable option in Word yet. Since the underbrace is (tree-wise) a sibling of the term in parentheses it probably simply has to stretch and there probably can't be an algorithm that determines when to stretch or when not, considering that \above and \below are used for annotations as well but also for other things where perentheses have to stretch. Also, since the parenthesized expression is opaque from the outside one has to put the underbrace inside. From a markup point of view, at least. One can probably draw the rest around but that falls apart when styles change and wouldn't be a good idea either.

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  • Underbraces in Word math zones and dealing with parentheses

    - by Johannes Rössel
    Parentheses in Word usually stretch with whatever they're containing. This might be un-noticeable for things like but for stuff like it's definitely nice, especially compared to the fact that naïve LaTeX users often produce uglinesses such as There is a problem, however, when using under-/overbraces in math and putting parentheses around the complete term it becomes ugly. For simple things like shown here this can be solved by not letting the parentheses stretch which looks almost right. However, for more complex things it's certainly not an option: Both variants look horrible. So is there a way of letting the parentheses only stretch around the actual term parts, not including the under-/overbraces? Those are frequently used for annotations of individual pieces, so simply not using them is a bad idea too. In LaTeX you can get away with guesswork and using explicit sizes for the parentheses instead of relying on \left and \right but I haven't found a comparable option in Word yet. Since the underbrace is (tree-wise) a sibling of the term in parentheses it probably simply has to stretch and there probably can't be an algorithm that determines when to stretch or when not, considering that \above and \below are used for annotations as well but also for other things where perentheses have to stretch. Also, since the parenthesized expression is opaque from the outside one has to put the underbrace inside. From a markup point of view, at least. One can probably draw the rest around but that falls apart when styles change and wouldn't be a good idea either.

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  • Round-robin assignment

    - by Robert
    Hi, I have a Customers table and would like to assign a Salesperson to each customer in a round-robin fashion. Customers --CustomerID --FName --SalespersonID Salesperson --SalespersonID --FName So, if I have 15 customers and 5 salespeople, I would like the end result to look something like this: CustomerID -- FName -- SalespersonID 1 -- A -- 1 2 -- B -- 2 3 -- C -- 3 4 -- D -- 4 5 -- E -- 5 6 -- F -- 1 7 -- G -- 2 8 -- H -- 3 9 -- I -- 4 10 -- J -- 5 11 -- K -- 1 12 -- L -- 2 13 -- M -- 3 14 -- N -- 4 15 -- 0 -- 5 etc... I've been playing around with this for a bit and am trying to write some SQL to update my Customers table with the appropriate SalespersonID, but am having some trouble getting it to work. Any ideas are greatly appreciated!

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  • Math.max and Math.min outputting highest and lowest values allowed

    - by user1696162
    so I'm trying to make a program that will output the sum, average, and smallest and largest values. I have everything basically figured out except the smallest and largest values are outputting 2147483647 and -2147483647, which I believe are the absolute smallest and largest values that Java will compute. Anyway, I want to compute the numbers that a user enters, so this obviously isn't correct. Here is my class. I assume something is going wrong in the addValue method. public class DataSet { private int sum; private int count; private int largest; private int smallest; private double average; public DataSet() { sum = 0; count = 0; largest = Integer.MAX_VALUE; smallest = Integer.MIN_VALUE; average = 0; } public void addValue(int x) { count++; sum = sum + x; largest = Math.max(x, largest); smallest = Math.min(x, smallest); } public int getSum() { return sum; } public double getAverage() { average = sum / count; return average; } public int getCount() { return count; } public int getLargest() { return largest; } public int getSmallest() { return smallest; } } And here is my tester class for this project: public class DataSetTester { public static void main(String[] arg) { DataSet ds = new DataSet(); ds.addValue(13); ds.addValue(-2); ds.addValue(3); ds.addValue(0); System.out.println("Count: " + ds.getCount()); System.out.println("Sum: " + ds.getSum()); System.out.println("Average: " + ds.getAverage()); System.out.println("Smallest: " + ds.getSmallest()); System.out.println("Largest: " + ds.getLargest()); } } Everything outputs correctly (count, sum, average) except the smallest and largest numbers. If anyone could point me in the right direction of what I'm doing wrong, that would be great. Thanks.

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  • Android-Java: Constructing a triangle based on Coordinates on a map and your bearing

    - by Aidan
    Hi Guys, I'm constructing a geolocation based application and I'm trying to figure out a way to make my application realise when a user is facing the direction of the given location (a particular long / lat co-ord). I've got the math figured, I just have the triangle to construct. //UPDATE So I've figured out a good bit of this... Below is a method which takes in a long / lat value and attempts to compute a triangle finding a point 700 meters away and one to its left + right. It'd then use these to construct the triangle. It computes the correct longitude but the latitude ends up somewhere off the coast of east Africa. (I'm in Ireland!). public void drawtri(double currlng,double currlat, double bearing){ bearing = (bearing < 0 ? -bearing : bearing); System.out.println("RUNNING THE DRAW TRIANGLE METHOD!!!!!"); System.out.println("CURRENT LNG" + currlng); System.out.println("CURRENT LAT" + currlat); System.out.println("CURRENT BEARING" + bearing); //Find point X(x,y) double distance = 0.7; //700 meters. double R = 6371.0; //The radius of the earth. //Finding X's y value. Math.toRadians(currlng); Math.toRadians(currlat); Math.toRadians(bearing); distance = distance/R; Global.Alat = Math.asin(Math.sin(currlat)*Math.cos(distance)+ Math.cos(currlat)*Math.sin(distance)*Math.cos(bearing)); System.out.println("CURRENT ALAT!!: " + Global.Alat); //Finding X's x value. Global.Alng = currlng + Math.atan2(Math.sin(bearing)*Math.sin(distance) *Math.cos(currlat), Math.cos(distance)-Math.sin(currlat)*Math.sin(Global.Alat)); Math.toDegrees(Global.Alat); Math.toDegrees(Global.Alng); //Co-ord of Point B(x,y) // Note: Lng = X axis, Lat = Y axis. Global.Blat = Global.Alat+ 00.007931; Global.Blng = Global.Alng; //Co-ord of Point C(x,y) Global.Clat = Global.Alat - 00.007931; Global.Clng = Global.Alng; } From debugging I've determined the problem lies with the computation of the latitude done here.. Global.Alat = Math.asin(Math.sin(currlat)*Math.cos(distance)+ Math.cos(currlat)*Math.sin(distance)*Math.cos(bearing)); I have no idea why though and don't know how to fix it. I got the formula from this site.. http://www.movable-type.co.uk/scripts/latlong.html It appears correct and I've tested multiple things... I've tried converting to Radians then post computations back to degrees, etc. etc. Anyone got any ideas how to fix this method so that it will map the triangle ONLY 700 meters in from my current location in the direction that I am facing? Thanks, EDIT/// Converting the outcome to radians gives me a lat of 5.6xxxxxxxxxxxxxx .I have a feeling this bug has something to do with conversions but its not THAT simple. The equation is correct, it just.. outputs wrong..

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  • Is Programming == Math?

    - by moffdub
    I've heard many times that all programming is really a subset of math. Some suggest that OO, at its roots, is mathematically based. I don't get the connection. Aside from some obvious examples: using induction to prove a recursive algorithm formal correctness proofs functional languages lambda calculus asymptotic complexity DFAs, NFAs, Turing Machines, and theoretical computation in general the fact that everything on the box is binary In what ways is programming really a subset of math? I'm looking for an explanation that might have relevance to enterprise/OO development (if there is a strong enough connection, that is). Thanks in advance. Edit: as I stated in a comment to an answer, math is uber important to programming, but what I struggle with is the "subset" argument.

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  • How to round CGFloat

    - by Johannes Jensen
    I made this method + (CGFloat) round: (CGFloat)f { int a = f; CGFloat b = a; return b; } It works as expected but it only rounds down. And if it's a negative number it still rounds down. This was just a quick method I made, it isn't very important that it rounds correctly, I just made it to round the camera's x and y values for my game. Is this method okay? Is it fast? Or is there a better solution?

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  • Math Problem With Percentages

    - by TheDarkIn1978
    i'm terrible at math. trust me, you math experts will see why after reading my question. i have an object that is 300px in height. i need to calculate the percentage of that height where 90% = 300px (or the full height), 45% = 150px, 0% = 0px. so essentially, if i ask for 45% of the object's height, it will return 150px, or if i ask for 32% of the object's height, it will return __? i believe this is really basic math, so i apologize in advance.

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  • What Math topics & resources to consider as beginner to indulge the book - Introduction to Algorithm

    - by sector7
    I'm a programmer who's beginning to appreciate the knowledge & usability of Algorithms in my work as I move forward with my skill-set. I don't want to take the short path by learning how to apply algorithms "as-is" but would rather like to know the foundation and fundamentals behind them. For that I need Math, at which I'm pretty "basic". I'm considering getting tuition's for that. What I would like is to have a concise syllabus/set of topics/book which I could hand over to my math tutor to get started. HIGHLY DESIRED: one book. the silver bullet. (fingers crossed!) PS: I've got some leads but want to hear you guys/gurus out: Discrete Math, Combinatorics, Graph theory, Calculus, Linear Algebra, and Number Theory. Looking forward to your answers. Thanks!

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  • Finding the normal of OBB face with an OBB penetrating

    - by Milo
    Below is an illustration: I have an OBB in an OBB (see below for OBB2D code if needed). What I need to determine is, what face it is in, and what direction do I point the normal? The goal is to get the OBB out of the OBB so the normal needs to face outward of the OBB. How could I go about: Finding what face the line is penetrating given the 4 corners of the OBB and the class below: if we define dx=x2-x1 and dy=y2-y1, then the normals are (-dy, dx) and (dy, -dx). Which normal points outward of the OBB? Thanks public class OBB2D { // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(Vector2D center, float w, float h, float angle) { set(center,w,h,angle); } public OBB2D(float left, float top, float width, float height) { set(new Vector2D(left + (width / 2), top + (height / 2)),width,height,0.0f); } public void set(Vector2D center,float w, float h,float angle) { Vector2D X = new Vector2D( (float)Math.cos(angle), (float)Math.sin(angle)); Vector2D Y = new Vector2D((float)-Math.sin(angle), (float)Math.cos(angle)); X = X.multiply( w / 2); Y = Y.multiply( h / 2); corner[0] = center.subtract(X).subtract(Y); corner[1] = center.add(X).subtract(Y); corner[2] = center.add(X).add(Y); corner[3] = center.subtract(X).add(Y); computeAxes(); extents.x = w / 2; extents.y = h / 2; computeDimensions(center,angle); } private void computeDimensions(Vector2D center,float angle) { this.center.x = center.x; this.center.y = center.y; this.angle = angle; boundingRect.left = Math.min(Math.min(corner[0].x, corner[3].x), Math.min(corner[1].x, corner[2].x)); boundingRect.top = Math.min(Math.min(corner[0].y, corner[1].y),Math.min(corner[2].y, corner[3].y)); boundingRect.right = Math.max(Math.max(corner[1].x, corner[2].x), Math.max(corner[0].x, corner[3].x)); boundingRect.bottom = Math.max(Math.max(corner[2].y, corner[3].y),Math.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(new Vector2D(rect.centerX(),rect.centerY()),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0] = corner[1].subtract(corner[0]); axis[1] = corner[3].subtract(corner[0]); // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { axis[a] = axis[a].divide((axis[a].length() * axis[a].length())); origin[a] = corner[0].dot(axis[a]); } } public void moveTo(Vector2D center) { Vector2D centroid = (corner[0].add(corner[1]).add(corner[2]).add(corner[3])).divide(4.0f); Vector2D translation = center.subtract(centroid); for (int c = 0; c < 4; ++c) { corner[c] = corner[c].add(translation); } computeAxes(); computeDimensions(center,angle); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } };

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  • Bouncing off a circular Boundary with multiple balls?

    - by Anarkie
    I am making a game like this : Yellow Smiley has to escape from red smileys, when yellow smiley hits the boundary game is over, when red smileys hit the boundary they should bounce back with the same angle they came, like shown below: Every 10 seconds a new red smiley comes in the big circle, when red smiley hits yellow, game is over, speed and starting angle of red smileys should be random. I control the yellow smiley with arrow keys. The biggest problem I have reflecting the red smileys from the boundary with the angle they came. I don't know how I can give a starting angle to a red smiley and bouncing it with the angle it came. I would be glad for any tips! My js source code : var canvas = document.getElementById("mycanvas"); var ctx = canvas.getContext("2d"); // Object containing some global Smiley properties. var SmileyApp = { radius: 15, xspeed: 0, yspeed: 0, xpos:200, // x-position of smiley ypos: 200 // y-position of smiley }; var SmileyRed = { radius: 15, xspeed: 0, yspeed: 0, xpos:350, // x-position of smiley ypos: 65 // y-position of smiley }; var SmileyReds = new Array(); for (var i=0; i<5; i++){ SmileyReds[i] = { radius: 15, xspeed: 0, yspeed: 0, xpos:350, // x-position of smiley ypos: 67 // y-position of smiley }; SmileyReds[i].xspeed = Math.floor((Math.random()*50)+1); SmileyReds[i].yspeed = Math.floor((Math.random()*50)+1); } function drawBigCircle() { var centerX = canvas.width / 2; var centerY = canvas.height / 2; var radiusBig = 300; ctx.beginPath(); ctx.arc(centerX, centerY, radiusBig, 0, 2 * Math.PI, false); // context.fillStyle = 'green'; // context.fill(); ctx.lineWidth = 5; // context.strokeStyle = '#003300'; // green ctx.stroke(); } function lineDistance( positionx, positiony ) { var xs = 0; var ys = 0; xs = positionx - 350; xs = xs * xs; ys = positiony - 350; ys = ys * ys; return Math.sqrt( xs + ys ); } function drawSmiley(x,y,r) { // outer border ctx.lineWidth = 3; ctx.beginPath(); ctx.arc(x,y,r, 0, 2*Math.PI); //red ctx.fillStyle="rgba(255,0,0, 0.5)"; ctx.fillStyle="rgba(255,255,0, 0.5)"; ctx.fill(); ctx.stroke(); // mouth ctx.beginPath(); ctx.moveTo(x+0.7*r, y); ctx.arc(x,y,0.7*r, 0, Math.PI, false); // eyes var reye = r/10; var f = 0.4; ctx.moveTo(x+f*r, y-f*r); ctx.arc(x+f*r-reye, y-f*r, reye, 0, 2*Math.PI); ctx.moveTo(x-f*r, y-f*r); ctx.arc(x-f*r+reye, y-f*r, reye, -Math.PI, Math.PI); // nose ctx.moveTo(x,y); ctx.lineTo(x, y-r/2); ctx.lineWidth = 1; ctx.stroke(); } function drawSmileyRed(x,y,r) { // outer border ctx.lineWidth = 3; ctx.beginPath(); ctx.arc(x,y,r, 0, 2*Math.PI); //red ctx.fillStyle="rgba(255,0,0, 0.5)"; //yellow ctx.fillStyle="rgba(255,255,0, 0.5)"; ctx.fill(); ctx.stroke(); // mouth ctx.beginPath(); ctx.moveTo(x+0.4*r, y+10); ctx.arc(x,y+10,0.4*r, 0, Math.PI, true); // eyes var reye = r/10; var f = 0.4; ctx.moveTo(x+f*r, y-f*r); ctx.arc(x+f*r-reye, y-f*r, reye, 0, 2*Math.PI); ctx.moveTo(x-f*r, y-f*r); ctx.arc(x-f*r+reye, y-f*r, reye, -Math.PI, Math.PI); // nose ctx.moveTo(x,y); ctx.lineTo(x, y-r/2); ctx.lineWidth = 1; ctx.stroke(); } // --- Animation of smiley moving with constant speed and bounce back at edges of canvas --- var tprev = 0; // this is used to calculate the time step between two successive calls of run function run(t) { requestAnimationFrame(run); if (t === undefined) { t=0; } var h = t - tprev; // time step tprev = t; SmileyApp.xpos += SmileyApp.xspeed * h/1000; // update position according to constant speed SmileyApp.ypos += SmileyApp.yspeed * h/1000; // update position according to constant speed for (var i=0; i<SmileyReds.length; i++){ SmileyReds[i].xpos += SmileyReds[i].xspeed * h/1000; // update position according to constant speed SmileyReds[i].ypos += SmileyReds[i].yspeed * h/1000; // update position according to constant speed } // change speed direction if smiley hits canvas edges if (lineDistance(SmileyApp.xpos, SmileyApp.ypos) + SmileyApp.radius > 300) { alert("Game Over"); } // redraw smiley at new position ctx.clearRect(0,0,canvas.height, canvas.width); drawBigCircle(); drawSmiley(SmileyApp.xpos, SmileyApp.ypos, SmileyApp.radius); for (var i=0; i<SmileyReds.length; i++){ drawSmileyRed(SmileyReds[i].xpos, SmileyReds[i].ypos, SmileyReds[i].radius); } } // uncomment these two lines to get every going // SmileyApp.speed = 100; run(); // --- Control smiley motion with left/right arrow keys function arrowkeyCB(event) { event.preventDefault(); if (event.keyCode === 37) { // left arrow SmileyApp.xspeed = -100; SmileyApp.yspeed = 0; } else if (event.keyCode === 39) { // right arrow SmileyApp.xspeed = 100; SmileyApp.yspeed = 0; } else if (event.keyCode === 38) { // up arrow SmileyApp.yspeed = -100; SmileyApp.xspeed = 0; } else if (event.keyCode === 40) { // right arrow SmileyApp.yspeed = 100; SmileyApp.xspeed = 0; } } document.addEventListener('keydown', arrowkeyCB, true); JSFiddle : http://jsfiddle.net/gj4Q7/

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  • Math for core animation?

    - by jasonbogd
    What is a good level of math required for, like, advanced core animation? Take this for example: http://cocoadex.com/2008/01/lemur-math.html And what's a good book/resource to learn it? -Jason

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  • [LaTeX] Math symbols in listings

    - by Michal
    Hi, I have a problem with Latex -- I don't know how to put mathematical equations and symbols in listings. I use --listings-- package and it's offers great looking listings, but it doesn't allow math symbols in $ .. $. Another package --algorithms-- allows math, but listings doesn't look as good as in --listings-- (the problem is that --algorithms-- demands to get new line after every --if--, --then--, etc.) Thanks for reply Michal

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  • Solve math question in PHP

    - by Koning WWWWWWWWWWWWWWWWWWWWWWW
    The user can enter a math problem like 5 + 654, 6 ^ 24, 2!, sqrt(543), log(54), sin 5, sin(50). After some reformatting (e.g. change sin 5 into sin(5)), and doing an eval, PHP gives me the right result. However, this is quite unsafe. Can anyone point me in the right direction parsing and solving a math question like the examples above, which is safe? Thanks.

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  • What Precalculus knowledge is required before learning Discrete Math Computer Science topics?

    - by Ein Doofus
    Below I've listed the chapters from a Precalculus book as well as the author recommended Computer Science chapters from a Discrete Mathematics book. Although these chapters are from two specific books on these subjects I believe the topics are generally the same between any Precalc or Discrete Math book. What Precalculus topics should one know before starting these Discrete Math Computer Science topics?: Discrete Mathematics CS Chapters 1.1 Propositional Logic 1.2 Propositional Equivalences 1.3 Predicates and Quantifiers 1.4 Nested Quantifiers 1.5 Rules of Inference 1.6 Introduction to Proofs 1.7 Proof Methods and Strategy 2.1 Sets 2.2 Set Operations 2.3 Functions 2.4 Sequences and Summations 3.1 Algorithms 3.2 The Growths of Functions 3.3 Complexity of Algorithms 3.4 The Integers and Division 3.5 Primes and Greatest Common Divisors 3.6 Integers and Algorithms 3.8 Matrices 4.1 Mathematical Induction 4.2 Strong Induction and Well-Ordering 4.3 Recursive Definitions and Structural Induction 4.4 Recursive Algorithms 4.5 Program Correctness 5.1 The Basics of Counting 5.2 The Pigeonhole Principle 5.3 Permutations and Combinations 5.6 Generating Permutations and Combinations 6.1 An Introduction to Discrete Probability 6.4 Expected Value and Variance 7.1 Recurrence Relations 7.3 Divide-and-Conquer Algorithms and Recurrence Relations 7.5 Inclusion-Exclusion 8.1 Relations and Their Properties 8.2 n-ary Relations and Their Applications 8.3 Representing Relations 8.5 Equivalence Relations 9.1 Graphs and Graph Models 9.2 Graph Terminology and Special Types of Graphs 9.3 Representing Graphs and Graph Isomorphism 9.4 Connectivity 9.5 Euler and Hamilton Ptahs 10.1 Introduction to Trees 10.2 Application of Trees 10.3 Tree Traversal 11.1 Boolean Functions 11.2 Representing Boolean Functions 11.3 Logic Gates 11.4 Minimization of Circuits 12.1 Language and Grammars 12.2 Finite-State Machines with Output 12.3 Finite-State Machines with No Output 12.4 Language Recognition 12.5 Turing Machines Precalculus Chapters R.1 The Real-Number System R.2 Integer Exponents, Scientific Notation, and Order of Operations R.3 Addition, Subtraction, and Multiplication of Polynomials R.4 Factoring R.5 Rational Expressions R.6 Radical Notation and Rational Exponents R.7 The Basics of Equation Solving 1.1 Functions, Graphs, Graphers 1.2 Linear Functions, Slope, and Applications 1.3 Modeling: Data Analysis, Curve Fitting, and Linear Regression 1.4 More on Functions 1.5 Symmetry and Transformations 1.6 Variation and Applications 1.7 Distance, Midpoints, and Circles 2.1 Zeros of Linear Functions and Models 2.2 The Complex Numbers 2.3 Zeros of Quadratic Functions and Models 2.4 Analyzing Graphs of Quadratic Functions 2.5 Modeling: Data Analysis, Curve Fitting, and Quadratic Regression 2.6 Zeros and More Equation Solving 2.7 Solving Inequalities 3.1 Polynomial Functions and Modeling 3.2 Polynomial Division; The Remainder and Factor Theorems 3.3 Theorems about Zeros of Polynomial Functions 3.4 Rational Functions 3.5 Polynomial and Rational Inequalities 4.1 Composite and Inverse Functions 4.2 Exponential Functions and Graphs 4.3 Logarithmic Functions and Graphs 4.4 Properties of Logarithmic Functions 4.5 Solving Exponential and Logarithmic Equations 4.6 Applications and Models: Growth and Decay 5.1 Systems of Equations in Two Variables 5.2 System of Equations in Three Variables 5.3 Matrices and Systems of Equations 5.4 Matrix Operations 5.5 Inverses of Matrices 5.6 System of Inequalities and Linear Programming 5.7 Partial Fractions 6.1 The Parabola 6.2 The Circle and Ellipse 6.3 The Hyperbola 6.4 Nonlinear Systems of Equations

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  • How do I transition from physics and math to programming?

    - by inovaovao
    I'm a physics PhD with little actual programming experience. I've always liked programming and played around with BASIC, Pascal as a teen, but the extent of my experience writing complex programs comes from an introductory course in computer science. Now I've decided that I'm more interested in programming than in physics and started to learn Java. Coming from a physics or math-heavy background, what would be the best strategy to maximize my value in the field?

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  • How to round current time in teradata and insert into timestamp(6) feilds

    - by user3471254
    I have a table with date fields of timestamp(6) fields . create table test_time ( t1 timestamp(6) format 'mm/dd/yyyy hh:mm:si' , ); I want to insert into this table with current date and time rounded. i.e. say for example if the current date time is 08/07/2014 10:34:56 then the value in the table should be 08/07/2014 10:00:00 . (or) if current data and time is 08/07/2014 10:54:56 then also the value should be 08/07/2014 10:34:56

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  • MKL Accelerated Math Libraries for Java...

    - by Kaopua
    I've looked at the related threads on StackOverflow and Googled with not much luck. I'm also very new to Java (I'm coming from a C# and .NET background) so please bear with me. There is so much available in the Java world it's pretty overwhelming. I'm starting on a new Java-on-Linux project that requires some heavy and highly repetitious numerical calculations (i.e. statistics, FFT, Linear Algebra, Matrices, etc.). So maximizing the performance of the mathematical operations is a requirement, as is ensuring the math is correct. So hence I have an interest in finding a Java library that perhaps leverages native acceleration such as MKL, and is proven (so commercial options are definitely a possibility here). In the .NET space there are highly optimized and MKL accelerated commercial Mathematical libraries such as Centerspace NMath and Extreme Optimization. Is there anything comparable in Java? Most of the math libraries I have found for Java either do not seem to be actively maintained (such as Colt) or do not appear to leverage MKL or other native acceleration (such as Apache Commons Math). I have considered trying to leverage MKL directly from Java myself (e.g. JNI), but me being new to Java (let alone interoperating between Java and native libraries) it seemed smarter finding a Java library that has already done this correctly, efficiently, and is proven. Again I apologize if I am mistaken or misguided (even in regarding any libraries I've mentioned) and my ignorance of the Java offerings. It's a whole new world for me coming from the heavily commercialized Microsoft stock so I could easily be mistaken on where to look and regarding the Java libraries I've mentioned. I would greatly appreciate any help or advice.

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  • What is different about C++ math.h abs() compared to my abs()

    - by moka
    I am currently writing some glsl like vector math classes in c++, and I just implemented an abs() function like this: template<class T> static inline T abs(T _a) { return _a < 0 ? -_a : _a; } I compared its speed to the default c++ abs from math.h like this: clock_t begin = clock(); for(int i=0; i<10000000; ++i) { float a = abs(-1.25); }; clock_t end = clock(); unsigned long time1 = (unsigned long)((float)(end-begin) / ((float)CLOCKS_PER_SEC/1000.0)); begin = clock(); for(int i=0; i<10000000; ++i) { float a = myMath::abs(-1.25); }; end = clock(); unsigned long time2 = (unsigned long)((float)(end-begin) / ((float)CLOCKS_PER_SEC/1000.0)); std::cout<<time1<<std::endl; std::cout<<time2<<std::endl; Now the default abs takes about 25ms while mine takes 60. I guess there is some low level optimisation going on. Does anybody know how math.h abs works internally? The performance difference is nothing dramatic, but I am just curious!

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  • Math.Round(decimal) Problem

    - by gtas
    Ok this is new, Math.Round(1.5) returns 2, i need 1. How to handle this? [EDITED] I know its the elementary default way, i need the opposite. Wrong typing meaning. Any Suggestions?

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  • Why is Perl's Math::Complex taking up so much time when I try acos(1)?

    - by synapz
    While trying to profile my Perl program, I find that Math::Complex is taking up a lot of time with what looks like some kind of warning. Also, my code shouldn't have any complex numbers being generated or used, so I am not sure what it is doing in Math::Complex, anyway. Here's the FastProf output for the most expensive lines: /usr/lib/perl5/5.8.8/Math/Complex.pm:182 1.55480 276232: _cannot_make("real part", $re) unless $re =~ /^$gre$/; /usr/lib/perl5/5.8.8/Math/Complex.pm:310 1.01132 453641: sub cartesian {$_[0]->{c_dirty} ? /usr/lib/perl5/5.8.8/Math/Complex.pm:315 0.97497 562188: sub set_cartesian { $_[0]->{p_dirty}++; $_[0]->{c_dirty} = 0; /usr/lib/perl5/5.8.8/Math/Complex.pm:189 0.86302 276232: return $self; /usr/lib/perl5/5.8.8/Math/Complex.pm:1332 0.85628 293660: $self->{display_format} = { %display_format }; /usr/lib/perl5/5.8.8/Math/Complex.pm:185 0.81529 276232: _cannot_make("imaginary part", $im) unless $im =~ /^$gre$/; /usr/lib/perl5/5.8.8/Math/Complex.pm:1316 0.78749 293660: my %display_format = %DISPLAY_FORMAT; /usr/lib/perl5/5.8.8/Math/Complex.pm:1335 0.69534 293660: %{$self->{display_format}} : /usr/lib/perl5/5.8.8/Math/Complex.pm:186 0.66697 276232: $self->set_cartesian([$re, $im ]); /usr/lib/perl5/5.8.8/Math/Complex.pm:170 0.62790 276232: my $self = bless {}, shift; /usr/lib/perl5/5.8.8/Math/Complex.pm:172 0.56733 276232: if (@_ == 0) { /usr/lib/perl5/5.8.8/Math/Complex.pm:316 0.53179 281094: $_[0]->{'cartesian'} = $_[1] } /usr/lib/perl5/5.8.8/Math/Complex.pm:1324 0.48768 293660: if (@_ == 1) { /usr/lib/perl5/5.8.8/Math/Complex.pm:1319 0.44835 293660: if (exists $self->{display_format}) { /usr/lib/perl5/5.8.8/Math/Complex.pm:1318 0.40355 293660: if (ref $self) { # Called as an object method /usr/lib/perl5/5.8.8/Math/Complex.pm:187 0.39950 276232: $self->display_format('cartesian'); /usr/lib/perl5/5.8.8/Math/Complex.pm:1315 0.39312 293660: my $self = shift; /usr/lib/perl5/5.8.8/Math/Complex.pm:1331 0.38087 293660: if (ref $self) { # Called as an object method /usr/lib/perl5/5.8.8/Math/Complex.pm:184 0.35171 276232: $im ||= 0; /usr/lib/perl5/5.8.8/Math/Complex.pm:181 0.34145 276232: if (defined $re) { /usr/lib/perl5/5.8.8/Math/Complex.pm:171 0.33492 276232: my ($re, $im); /usr/lib/perl5/5.8.8/Math/Complex.pm:390 0.20658 128280: my ($z1, $z2, $regular) = @_; /usr/lib/perl5/5.8.8/Math/Complex.pm:391 0.20631 128280: if ($z1->{p_dirty} == 0 and ref $z2 and $z2->{p_dirty} == 0) { Thanks for any help!

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