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  • Random noise in Solr score

    - by Andrea Campi
    I am looking for a way of introducing random noise into my scoring function, and I'm at a loss on how to best proceed. Some background: We use Solr for a web application that manages large-ish sets of photos for agencies. One customer has an interesting requirement for scoring: 'quality' field, maintained by editors, from 1 (highest) to 3 (lowest); 'date' field, boosting more recent photos; I would probably use a logarithmic function; However, due to how the stock photo market works, this will likely result in many similar photos appearing together. Their request is to give 'quality' a large boost, but introduce some randomness so that photos will not appear in a strict date order. Any idea? EDITED: a key requirement is to have "stable" query results: if I search twice for "tropical island" I can get a slightly different result set, but if I ask for the first page, then the second, then the first, I'd better get the same results :)

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  • Problem with averaging corrupted images to eliminate the noise in MATLAB

    - by Mertie Pertie
    I want to average some .jpg images which are corrupted by zero-mean Gaussian additive noise. After searching around, I figured out to add the image matrices and divide the sum by the number of matrices. However, the resultant image is totally black. Normally when the number of image increases then the resultant image gets better. But when I use more images it gets darker. I am using 800x600 black and white .jpg images. Here is the script I used: image1 = imread ('PIC1.jpg'); image2 = imread ('PIC2.jpg'); image3 = imread ('PIC3.jpg'); image4 = imread ('PIC4.jpg'); sum = image1 + image2 + image3 + image4; av = sum / 4; imshow(av);

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  • C# Random Number Generator getting stuck in a cycle

    - by Jean Azzopardi
    Hi, I am using .NET to create an artificial life program and I am using C#'s pseudo random class defined in a Singleton. The idea is that if I use the same random number generator throughout the application, I could merely save the seed and then reload from the seed to recompute a certain interesting run. public sealed class RandomNumberGenerator : Random { private static readonly RandomNumberGenerator instance = new RandomNumberGenerator(); RandomNumberGenerator() { } public static RandomNumberGenerator Instance { get { return instance; } } } I also wanted a method that could give me two different random numbers. public static Tuple<int, int> TwoDifferentRandomNumbers(this Random rnd, int minValue, int maxValue) { if (minValue >= maxValue) throw new ArgumentOutOfRangeException("maxValue", "maxValue must be greater than minValue"); if (minValue + 1 == maxValue) return Tuple.Create<int, int>(minValue, maxValue); int rnd1 = rnd.Next(minValue, maxValue); int rnd2 = rnd.Next(minValue, maxValue); while (rnd1 == rnd2) { rnd2 = rnd.Next(minValue, maxValue); } return Tuple.Create<int, int>(rnd1, rnd2); } The problem is that sometimes rnd.Next(minValue,maxValuealways returns minValue. If I breakpoint at this point and try creating a double and setting it to rnd.NextDouble(), it returns 0.0. Anyone know why this is happening? I know that it is a pseudo random number generator, but frankly, I hadn't expected it to lock at 0. The random number generator is being accessed from multiple threads... could this be the source of the problem?

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  • Bursts of white noise sound when playing videos

    - by Dave M G
    I've recently freshly reinstalled Ubuntu, and Mythbuntu, on all my computers. On one of my computers, Mythbuntu 11.10, when I play a video, when it starts, I get a burst of white noise (static) that stays on. If I stop the video and restart it, the noise goes away. Sometimes if I fast forward or manipulate the video, the noise will start. It seems to be initiated, and stopped, by starting or interacting with the video. Any ideas as to why this is happening and how I can get rid of it?

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  • Retrieving related data in the Symfony Admin Generator

    - by bjoern
    I have a problem with the Admin Generator. The Table of Pages have the column sf_guard_user_id. The rest of the table looks as this part of the generator.yml in the line display, list: title: Pages display: [=title, sfGuardUser, views, state, privacy, created_at, updated_at] sort: [created_at, desc] fields: sfGuardUser: { label: Author } created_at: { label: Published, date_format: dd.MM.y } updated_at: { label: Updated, date_format: dd.MM.y } table_method: retrieveUserList Now the sf_guard_user_id is been replaced and the username ist displayed. Don't get me wrong, that works fine. But how can I get other variables from the sfGuarsUser relation? When I only add salt or another variable to display I get this, Unknown record property / related component "salt" on "simplePage" But why?

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  • Hibernate: can I override an identifier generator using XML with a custom generator?

    - by Ken Liu
    I want to use a custom sequence generator in my application, but the entity is located in a domain model jar that is shared with other applications. Apparently entity annotations can be overridden in orm.xml but I can't figure out the proper XML incantation to get this to work. I can modify the annotation in the entity like this this: @GenericGenerator(name = "MYGEN", strategy = "MyCustomGenerator") @GeneratedValue(generator = "MYGEN") But I need to somehow map this to orm.xml in order to override the original annotation. Looking at the orm.xml schema here it appears that I can't even specify a generation type besides "sequence" and "table".

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  • Yield only as many are required from a generator

    - by Matt Joiner
    I wish to yield from a generator only as many items are required. In the following code a, b, c = itertools.count() I receive this exception: ValueError: too many values to unpack I've seen several related questions, however I have zero interest in the remaining items from the generator, I only wish to receive as many as I ask for, without providing that quantity in advance. It seems to me that Python determines the number of items you want, but then proceeds to try to read and store more than that number. How can I yield only as many items as I require, without passing in how many items I want?

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  • Get special numbers from a random number generator

    - by Wikeno
    I have a random number generator: int32_t ksp_random_table[GENERATOR_DEG] = { -1726662223, 379960547, 1735697613, 1040273694, 1313901226, 1627687941, -179304937, -2073333483, 1780058412, -1989503057, -615974602, 344556628, 939512070, -1249116260, 1507946756, -812545463, 154635395, 1388815473, -1926676823, 525320961, -1009028674, 968117788, -123449607, 1284210865, 435012392, -2017506339, -911064859, -370259173, 1132637927, 1398500161, -205601318, }; int front_pointer=3, rear_pointer=0; int32_t ksp_rand() { int32_t result; ksp_random_table[ front_pointer ] += ksp_random_table[ rear_pointer ]; result = ( ksp_random_table[ front_pointer ] >> 1 ) & 0x7fffffff; front_pointer++, rear_pointer++; if (front_pointer >= GENERATOR_DEG) front_pointer = 0; if (rear_pointer >= GENERATOR_DEG) rear_pointer = 0; return result; } void ksp_srand(unsigned int seed) { int32_t i, dst=0, kc=GENERATOR_DEG, word, hi, lo; word = ksp_random_table[0] = (seed==0) ? 1 : seed; for (i = 1; i < kc; ++i) { hi = word / 127773, lo = word % 127773; word = 16807 * lo - 2836 * hi; if (word < 0) word += 2147483647; ksp_random_table[++dst] = word; } front_pointer=3, rear_pointer=0; kc *= 10; while (--kc >= 0) ksp_rand(); } I'd like know what type of pseudo random number generation algorithm this is. My guess is a multiple linear congruential generator. And is there a way of seeding this algorithm so that after 987721(1043*947) numbers it would return 15 either even-only, odd-only or alternating odd and even numbers? It is a part of an assignment for a long term competition and i've got no idea how to solve it. I don't want the final solution, I'd like to learn how to do it myself.

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  • Averaging corrupted images to eliminate the noise

    - by Mertie Pertie
    Hi all As you can get it from the title, I want to average some .jpg images which are corrupted by zero-mean Gaussian additive. After searching over internet, I figured out to add image matrices and divide the sum by the # of matrices. However the resultant image is totally black. Normally when the number of image increases then the resultant image gets better. But When I use more images it gets darker. I am using 800x600 black and white images with .jpg ext Here is the script I used; image1 = imread ('PIC1.jpg'); image2 = imread ('PIC2.jpg'); image3 = imread ('PIC3.jpg'); image4 = imread ('PIC4.jpg'); sum = image1 + image2 + image3 + image4; av = sum / 4; imshow(av); Thanks in advance

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  • Averaging corrupted images to eliminate the noise in Matlab

    - by Mertie Pertie
    Hi all As you can get it from the title, I want to average some .jpg images which are corrupted by zero-mean Gaussian additive. After searching over internet, I figured out to add image matrices and divide the sum by the # of matrices. However the resultant image is totally black. Normally when the number of image increases then the resultant image gets better. But When I use more images it gets darker. I am using 800x600 black and white images with .jpg ext Here is the script I used; image1 = imread ('PIC1.jpg'); image2 = imread ('PIC2.jpg'); image3 = imread ('PIC3.jpg'); image4 = imread ('PIC4.jpg'); sum = image1 + image2 + image3 + image4; av = sum / 4; imshow(av); Thanks in advance

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  • Simplex Noise Help

    - by Alex Larsen
    Im Making A Minecraft Like Gae In XNA C# And I Need To Generate Land With Caves This Is The Code For Simplex I Have /// <summary> /// 1D simplex noise /// </summary> /// <param name="x"></param> /// <returns></returns> public static float Generate(float x) { int i0 = FastFloor(x); int i1 = i0 + 1; float x0 = x - i0; float x1 = x0 - 1.0f; float n0, n1; float t0 = 1.0f - x0 * x0; t0 *= t0; n0 = t0 * t0 * grad(perm[i0 & 0xff], x0); float t1 = 1.0f - x1 * x1; t1 *= t1; n1 = t1 * t1 * grad(perm[i1 & 0xff], x1); // The maximum value of this noise is 8*(3/4)^4 = 2.53125 // A factor of 0.395 scales to fit exactly within [-1,1] return 0.395f * (n0 + n1); } /// <summary> /// 2D simplex noise /// </summary> /// <param name="x"></param> /// <param name="y"></param> /// <returns></returns> public static float Generate(float x, float y) { const float F2 = 0.366025403f; // F2 = 0.5*(sqrt(3.0)-1.0) const float G2 = 0.211324865f; // G2 = (3.0-Math.sqrt(3.0))/6.0 float n0, n1, n2; // Noise contributions from the three corners // Skew the input space to determine which simplex cell we're in float s = (x + y) * F2; // Hairy factor for 2D float xs = x + s; float ys = y + s; int i = FastFloor(xs); int j = FastFloor(ys); float t = (float)(i + j) * G2; float X0 = i - t; // Unskew the cell origin back to (x,y) space float Y0 = j - t; float x0 = x - X0; // The x,y distances from the cell origin float y0 = y - Y0; // For the 2D case, the simplex shape is an equilateral triangle. // Determine which simplex we are in. int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords if (x0 > y0) { i1 = 1; j1 = 0; } // lower triangle, XY order: (0,0)->(1,0)->(1,1) else { i1 = 0; j1 = 1; } // upper triangle, YX order: (0,0)->(0,1)->(1,1) // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where // c = (3-sqrt(3))/6 float x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords float y1 = y0 - j1 + G2; float x2 = x0 - 1.0f + 2.0f * G2; // Offsets for last corner in (x,y) unskewed coords float y2 = y0 - 1.0f + 2.0f * G2; // Wrap the integer indices at 256, to avoid indexing perm[] out of bounds int ii = i % 256; int jj = j % 256; // Calculate the contribution from the three corners float t0 = 0.5f - x0 * x0 - y0 * y0; if (t0 < 0.0f) n0 = 0.0f; else { t0 *= t0; n0 = t0 * t0 * grad(perm[ii + perm[jj]], x0, y0); } float t1 = 0.5f - x1 * x1 - y1 * y1; if (t1 < 0.0f) n1 = 0.0f; else { t1 *= t1; n1 = t1 * t1 * grad(perm[ii + i1 + perm[jj + j1]], x1, y1); } float t2 = 0.5f - x2 * x2 - y2 * y2; if (t2 < 0.0f) n2 = 0.0f; else { t2 *= t2; n2 = t2 * t2 * grad(perm[ii + 1 + perm[jj + 1]], x2, y2); } // Add contributions from each corner to get the final noise value. // The result is scaled to return values in the interval [-1,1]. return 40.0f * (n0 + n1 + n2); // TODO: The scale factor is preliminary! } public static float Generate(float x, float y, float z) { // Simple skewing factors for the 3D case const float F3 = 0.333333333f; const float G3 = 0.166666667f; float n0, n1, n2, n3; // Noise contributions from the four corners // Skew the input space to determine which simplex cell we're in float s = (x + y + z) * F3; // Very nice and simple skew factor for 3D float xs = x + s; float ys = y + s; float zs = z + s; int i = FastFloor(xs); int j = FastFloor(ys); int k = FastFloor(zs); float t = (float)(i + j + k) * G3; float X0 = i - t; // Unskew the cell origin back to (x,y,z) space float Y0 = j - t; float Z0 = k - t; float x0 = x - X0; // The x,y,z distances from the cell origin float y0 = y - Y0; float z0 = z - Z0; // For the 3D case, the simplex shape is a slightly irregular tetrahedron. // Determine which simplex we are in. int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords /* This code would benefit from a backport from the GLSL version! */ if (x0 >= y0) { if (y0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } // X Y Z order else if (x0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 0; k2 = 1; } // X Z Y order else { i1 = 0; j1 = 0; k1 = 1; i2 = 1; j2 = 0; k2 = 1; } // Z X Y order } else { // x0<y0 if (y0 < z0) { i1 = 0; j1 = 0; k1 = 1; i2 = 0; j2 = 1; k2 = 1; } // Z Y X order else if (x0 < z0) { i1 = 0; j1 = 1; k1 = 0; i2 = 0; j2 = 1; k2 = 1; } // Y Z X order else { i1 = 0; j1 = 1; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } // Y X Z order } // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z), // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where // c = 1/6. float x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords float y1 = y0 - j1 + G3; float z1 = z0 - k1 + G3; float x2 = x0 - i2 + 2.0f * G3; // Offsets for third corner in (x,y,z) coords float y2 = y0 - j2 + 2.0f * G3; float z2 = z0 - k2 + 2.0f * G3; float x3 = x0 - 1.0f + 3.0f * G3; // Offsets for last corner in (x,y,z) coords float y3 = y0 - 1.0f + 3.0f * G3; float z3 = z0 - 1.0f + 3.0f * G3; // Wrap the integer indices at 256, to avoid indexing perm[] out of bounds int ii = i % 256; int jj = j % 256; int kk = k % 256; // Calculate the contribution from the four corners float t0 = 0.6f - x0 * x0 - y0 * y0 - z0 * z0; if (t0 < 0.0f) n0 = 0.0f; else { t0 *= t0; n0 = t0 * t0 * grad(perm[ii + perm[jj + perm[kk]]], x0, y0, z0); } float t1 = 0.6f - x1 * x1 - y1 * y1 - z1 * z1; if (t1 < 0.0f) n1 = 0.0f; else { t1 *= t1; n1 = t1 * t1 * grad(perm[ii + i1 + perm[jj + j1 + perm[kk + k1]]], x1, y1, z1); } float t2 = 0.6f - x2 * x2 - y2 * y2 - z2 * z2; if (t2 < 0.0f) n2 = 0.0f; else { t2 *= t2; n2 = t2 * t2 * grad(perm[ii + i2 + perm[jj + j2 + perm[kk + k2]]], x2, y2, z2); } float t3 = 0.6f - x3 * x3 - y3 * y3 - z3 * z3; if (t3 < 0.0f) n3 = 0.0f; else { t3 *= t3; n3 = t3 * t3 * grad(perm[ii + 1 + perm[jj + 1 + perm[kk + 1]]], x3, y3, z3); } // Add contributions from each corner to get the final noise value. // The result is scaled to stay just inside [-1,1] return 32.0f * (n0 + n1 + n2 + n3); // TODO: The scale factor is preliminary! } private static byte[] perm = new byte[512] { 151,160,137,91,90,15, 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166, 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196, 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123, 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9, 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228, 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107, 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254, 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180, 151,160,137,91,90,15, 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166, 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196, 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123, 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9, 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228, 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107, 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254, 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180 }; private static int FastFloor(float x) { return (x > 0) ? ((int)x) : (((int)x) - 1); } private static float grad(int hash, float x) { int h = hash & 15; float grad = 1.0f + (h & 7); // Gradient value 1.0, 2.0, ..., 8.0 if ((h & 8) != 0) grad = -grad; // Set a random sign for the gradient return (grad * x); // Multiply the gradient with the distance } private static float grad(int hash, float x, float y) { int h = hash & 7; // Convert low 3 bits of hash code float u = h < 4 ? x : y; // into 8 simple gradient directions, float v = h < 4 ? y : x; // and compute the dot product with (x,y). return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -2.0f * v : 2.0f * v); } private static float grad(int hash, float x, float y, float z) { int h = hash & 15; // Convert low 4 bits of hash code into 12 simple float u = h < 8 ? x : y; // gradient directions, and compute dot product. float v = h < 4 ? y : h == 12 || h == 14 ? x : z; // Fix repeats at h = 12 to 15 return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -v : v); } private static float grad(int hash, float x, float y, float z, float t) { int h = hash & 31; // Convert low 5 bits of hash code into 32 simple float u = h < 24 ? x : y; // gradient directions, and compute dot product. float v = h < 16 ? y : z; float w = h < 8 ? z : t; return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -v : v) + ((h & 4) != 0 ? -w : w); } This Is My World Generation Code Block[,] BlocksInMap = new Block[1024, 256]; public bool IsWorldGenerated = false; Random r = new Random(); private void RunThread() { for (int BH = 0; BH <= 256; BH++) { for (int BW = 0; BW <= 1024; BW++) { Block b = new Block(); if (BH >= 192) { } BlocksInMap[BW, BH] = b; } } IsWorldGenerated = true; } public void GenWorld() { new Thread(new ThreadStart(RunThread)).Start(); } And This Is A Example Of How I Set Blocks Block b = new Block(); b.BlockType = = Block.BlockTypes.Air; This Is A Example Of How I Set Models foreach (Block b in MyWorld) { switch(b.BlockType) { case Block.BlockTypes.Dirt: b.Model = DirtModel; break; ect. } } How Would I Use These To Generate To World (The Block Array) And If Possible Thread It More? btw It's 1024 Wide And 256 Tall

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  • Biased Random Number Generator

    - by cmptrer
    I am looking for a random number generator that can be biased. For instance, say I want a random number between 1-5, with the probability being: 1: Comes up 20% of the time 2: Comes up 10% of the time 3: Comes up 40% of the time 4: Comes up 25% of the time 5: Comes up 5% of the time Is there anything in the standard library, or other libraries out there that would do this? Alternatively, is there an efficient way to do this myself?

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  • Class Map Generator for Fluent NHibernate

    - by Farzad
    Is there a Class Map generator for Fluent NHibernate? I need something like db2hbm but I want it to generate Fluent Class Maps instead of xml mappings. I am aware of AutoMapping for Fluent but that is not what I want. I want to be able to generate Class Map files from tables in database and push them to my src repository.

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  • python html generator

    - by Meloun
    I am looking for an easily implemented html generator for python. I found this one http://www.decalage.info/python/html but there is no way to add css elements (id, class) for table. thx

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  • Is there a message generator

    - by Jlouro
    I don’t want to have my messages to the user stored in the application, or in a resource file. By message I mean, those difficult strings that we have to write to tell the user what is going on or wrong in the application at the precise time. Is there a simple message generator? Simple stuff, but as to handle singular/plural and feminine/masculine.

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  • Nested generator functions in python

    - by Yuval A
    Consider a tuple v = (a,b,c) and a generator function generate(x) which receives an item from the tuple and generates several options for each item. What is the pythonic way of generating a set of all the possible combinations of the result of generate(x) on each item in the tuple? I could do this: v = (a,b,c) for d in generate(v[0]): for e in generate(v[1]): for f in generate(v[2]): print d,e,f but that's just ugly, plus I need a generic solution.

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  • Python: concatenate generator and item

    - by TarGz
    I have a generator (numbers) and a value (number). I would like to iterate over these as if they were one sequence: i for i in tuple(my_generator) + (my_value,) The problem is, as far as I undestand, this creates 3 tuples only to immediately discard them and also copies items in "my_generator" once. Better approch would be: def con(seq, item): for i in seq: yield seq yield item i for i in con(my_generator, my_value) But I was wondering whether it is possible to do it without that function definition

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  • Noise Canceling Earphones

    - by Mark Treadwell
    I travel a lot. The hours spent droning through the sky can be made more tolerable with an MP3 player and a set of noise-cancelling headphones. Reducing the sound of the airflow and engines is a great relief. For a year or two, I used a pair of folding Sony MDR-NC5 Noise Canceling Headphones, the ear foam covers self-destructed. I replaced them with old washcloth material and was happy, but the DW thought it looked bad.  I switched to a new set of Sony MDR-NC6 Noise Canceling Headphones.  These worked equally well, although they did not fold as small as the MDR-NC5 headphones. Over four years of use, the MDR-NC6 headphones started cutting out and making popping noises.  This was not surprising considering the beating they took on travel in my backpack.  It looked like I needed another new set. The older MDR-NC5 headphones were still on the shelf with the hated washcloth covers.  A quick search online showed a vibrant business in selling replacement ear foams, often at exorbitant prices.  Nowhere did I see ear foam covers made for the oblong MDR-NC5.  I then realized that foam is stretchable and that the shape should not matter.  After another search and some consideration, I purchased 2-5/16" foam pad ear covers that were able to stretch over the MDR-NC5's strange shape.  Problem solved for less than $5.

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  • What parser generator do you recommend

    - by stefan.ciobaca
    I'm currently shopping for a FOSS parser generator for a project of mine. It has to support either C or C++. I've looked at bison/flex and at boost::spirit. I went from writing my own to spirit to bison to spirit to bison to spirit, each time hit by some feature I found unpleasant. The thing I hate most about bison/flex is that they actually generate C/C++ source for you. There are a number of disadvantages to this, e.g. debugging. I like spirit from this point of view, but I find it very very heavy on syntax. I am curious about what you are using, what you would recommend, and general thoughts about the state of the art in parser generators. I am also curious to hear about approaches being used in other languages for parsing problems.

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