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  • c++ quick sort running time

    - by chnet
    I have a question about quick sort algorithm. I implement quick sort algorithm and play it. The elements in initial unsorted array are random numbers chosen from certain range. I find the range of random number effects the running time. For example, the running time for 1, 000, 000 random number chosen from the range (1 - 2000) takes 40 seconds. While it takes 9 seconds if the 1,000,000 number chosen from the range (1 - 10,000). But I do not know how to explain it. In class, we talk about the pivot value can effect the depth of recursion tree. For my implementation, the last value of the array is chosen as pivot value. I do not use randomized scheme to select pivot value. int partition( vector<int> &vec, int p, int r) { int x = vec[r]; int i = (p-1); int j = p; while(1) { if (vec[j] <= x){ i = (i+1); int temp = vec[j]; vec[j] = vec[i]; vec[i] = temp; } j=j+1; if (j==r) break; } int temp = vec[i+1]; vec[i+1] = vec[r]; vec[r] = temp; return i+1; } void quicksort ( vector<int> &vec, int p, int r) { if (p<r){ int q = partition(vec, p, r); quicksort(vec, p, q-1); quicksort(vec, q+1, r); } } void random_generator(int num, int * array) { srand((unsigned)time(0)); int random_integer; for(int index=0; index< num; index++){ random_integer = (rand()%10000)+1; *(array+index) = random_integer; } } int main() { int array_size = 1000000; int input_array[array_size]; random_generator(array_size, input_array); vector<int> vec(input_array, input_array+array_size); clock_t t1, t2; t1 = clock(); quicksort(vec, 0, (array_size - 1)); // call quick sort int length = vec.size(); t2 = clock(); float diff = ((float)t2 - (float)t1); cout << diff << endl; cout << diff/CLOCKS_PER_SEC <<endl; }

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  • SQL indexing on varchar

    - by alex
    I have a table whose columns are varchar(50) and a float - I need to (very quickly) look get the float associated with a given string. Even with indexing, this is rather slow. I know, however, that each string is associated with an integer, which I know at the time of lookup, so that each string maps to a unique integer, but each integer does not map to a unique string. One might think of it as a tree structure. Is there anything to be gained by adding this integer to the table, indexing on it, and using a query like SELECT floatval FROM mytable WHERE phrase=givenstring AND assoc=givenint? This is Postgres, and if you couldn't tell, I have very little experience with databases.

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  • Java array assignment (multiple values)

    - by Danny King
    Hello, I have a Java array defined already e.g. float[] values = new float[3]; I would like to do something like this further on in the code: values = {0.1f, 0.2f, 0.3f}; But that gives me a compile error. Is there a nicer way to define multiple values at once, rather than doing this?: values[0] = 0.1f; values[1] = 0.2f; values[2] = 0.3f; Thanks!

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  • Android EditText and addTextChangedListener

    - by Alex
    im currently porting a database manager to android and due to performance reasons i like to update only propertys that have been modified. Im trying to do this with the addTextChangedListener in order to add modified entrys to a List, but my Program never enters any of its methods. EditText Et = (EditText) Editors.get(Prop.Name); Et.addTextChangedListener(new TextWatcher() { @Override public void afterTextChanged(Editable s) { // TODO Auto-generated method stub } @Override public void beforeTextChanged(CharSequence s, int start, int count, int after) { // TODO Auto-generated method stub } @Override public void onTextChanged(CharSequence s, int start, int before, int count) { // TODO Auto-generated method stub if(Prop.GetType() == Property.PROPTYPE.num) { float f = Float.parseFloat(s.toString()); Prop.FromString(f); } else { Prop.FromString(s.toString()); } propertiesToUpdate.add(Prop); }); Et.setText(Prop.ToString());

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  • best practice on precedence of variable declaration and error handling in C

    - by guest
    is there an advantage in one of the following two approaches over the other? here it is first tested, whether fopen succeeds at all and then all the variable declarations take place, to ensure they are not carried out, since they mustn't have had to void func(void) { FILE *fd; if ((fd = fopen("blafoo", "+r")) == NULL ) { fprintf(stderr, "fopen() failed\n"); exit(EXIT_FAILURE); } int a, b, c; float d, e, f; /* variable declarations */ /* remaining code */ } this is just the opposite. all variable declarations take place, even if fopen fails void func(void) { FILE *fd; int a, b, c; float d, e, f; /* variable declarations */ if ((fd = fopen("blafoo", "+r")) == NULL ) { fprintf(stderr, "fopen() failed\n"); exit(EXIT_FAILURE); } /* remaining code */ } does the second approach produce any additional cost, when fopen fails? would love to hear your thoughts!

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  • jQuery appendTo (switching back and forth)

    - by Starboy
    So what I'm trying to accomplish is a simple appendTo a certain element. The issue I'm having is after execute is run, it appends to the location but then proceed to go back to the ul it resides in. <script type="text/javascript"> function execute() { $('#desCopy').appendTo('#description') $('#imgPlace').appendTo('#IMGbox') } </script> <div id="content" style="background:#000; width:989px;"> <div style="float:left; left:18px; margin:0; width:337px; position:relative; padding:15px 0 0 0; color:#FFF;"> <div id="description"> </div> </div> <div id="IMGbox" style="float:left; position:relative; display:block; background:#F00; width:652px; height:258px; background:#0FF; overflow:hidden;"> </div> <div style="float:right; background:#CCC; height:25px; width:652px;"> <ul> <li><a href="" onclick="execute()">Slide 1</a> <ul style=""> <li><span id="desCopy">Test description, Test description</span></li> <li><img src="images/test.jpg" id="imgPlace"></li> </ul> </li> </ul> </div> </div>

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  • Pixel plot method errors out without error message.

    - by sonny5
    // The following method blows up (big red x on screen) without generating error info. Any // ideas why? // MyPlot.PlotPixel(x, y, Color.BlueViolet, Grf); // runs if commented out // My goal is to draw a pixel on a form. Is there a way to increase the pixel size also? using System; using System.Drawing; using System.Drawing.Drawing2D; using System.Collections; using System.ComponentModel; using System.Windows.Forms; using System.Data; public class Plot : System.Windows.Forms.Form { private Size _ClientArea; //keeps the pixels info private double _Xspan; private double _Yspan; public Plot() { InitializeComponent(); } public Size ClientArea { set { _ClientArea = value; } } private void InitializeComponent() { this.AutoScaleBaseSize = new System.Drawing.Size(5, 13); this.ClientSize = new System.Drawing.Size(400, 300); this.Text="World Plot (world_plot.cs)"; this.Resize += new System.EventHandler(this.Form1_Resize); this.Paint += new System.Windows.Forms.PaintEventHandler(this.doLine); this.Paint += new System.Windows.Forms.PaintEventHandler(this.TransformPoints); // new this.Paint += new System.Windows.Forms.PaintEventHandler(this.DrawRectangleFloat); this.Paint += new System.Windows.Forms.PaintEventHandler(this.DrawWindow_Paint); } private void DrawWindow_Paint(object sender, PaintEventArgs e) { Graphics Grf = e.Graphics; pixPlot(Grf); } static void Main() { Application.Run(new Plot()); } private void doLine(object sender, System.Windows.Forms.PaintEventArgs e) { // no transforms done yet!!! Graphics g = e.Graphics; g.FillRectangle(Brushes.White, this.ClientRectangle); Pen p = new Pen(Color.Black); g.DrawLine(p, 0, 0, 100, 100); // draw DOWN in y, which is positive since no matrix called p.Dispose(); } public void PlotPixel(double X, double Y, Color C, Graphics G) { Bitmap bm = new Bitmap(1, 1); bm.SetPixel(0, 0, C); G.DrawImageUnscaled(bm, TX(X), TY(Y)); } private int TX(double X) //transform real coordinates to pixels for the X-axis { double w; w = _ClientArea.Width / _Xspan * X + _ClientArea.Width / 2; return Convert.ToInt32(w); } private int TY(double Y) //transform real coordinates to pixels for the Y-axis { double w; w = _ClientArea.Height / _Yspan * Y + _ClientArea.Height / 2; return Convert.ToInt32(w); } private void pixPlot(Graphics Grf) { Plot MyPlot = new Plot(); double x = 12.0; double y = 10.0; MyPlot.ClientArea = this.ClientSize; Console.WriteLine("x = {0}", x); Console.WriteLine("y = {0}", y); //MyPlot.PlotPixel(x, y, Color.BlueViolet, Grf); // blows up } private void DrawRectangleFloat(object sender, PaintEventArgs e) { // Create pen. Pen penBlu = new Pen(Color.Blue, 2); // Create location and size of rectangle. float x = 0.0F; float y = 0.0F; float width = 200.0F; float height = 200.0F; // translate DOWN by 200 pixels // Draw rectangle to screen. e.Graphics.DrawRectangle(penBlu, x, y, width, height); } private void TransformPoints(object sender, System.Windows.Forms.PaintEventArgs e) { // after transforms Graphics g = this.CreateGraphics(); Pen penGrn = new Pen(Color.Green, 3); Matrix myMatrix2 = new Matrix(1, 0, 0, -1, 0, 0); // flip Y axis with -1 g.Transform = myMatrix2; g.TranslateTransform(0, 200, MatrixOrder.Append); // translate DOWN the same distance as the rectangle... // ...so this will put it at lower left corner g.DrawLine(penGrn, 0, 0, 100, 90); // notice that y 90 is going UP } private void Form1_Resize(object sender, System.EventArgs e) { Invalidate(); } }

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  • Query joining in sql server 2005

    - by Domnic
    I have two queries like: SELECT PC_COMP_CODE, PC_SL_LDGR_CODE, PC_SL_ACNO ACCOUNT, COUNT(PC_CHEQUE_NO) CHQS, SUM(CONVERT(FLOAT, PC_AMOUNT)) CHQ_AMT FROM GLAS_PDC_CHEQUES WHERE PC_COMP_CODE = '1' AND PC_DISCD IS NULL GROUP BY PC_SL_LDGR_CODE, PC_SL_ACNO ,PC_COMP_CODE ORDER BY PC_SL_ACNO -------------------------------------------------- SELECT COAD_PTY_FULL_NAME,PC_COMP_CODE, PC_SL_LDGR_CODE, PC_SL_ACNO, PC_DEPT_NO, PC_DOC_TYPE, PC_CHEQUE_NO, PC_BANK_AC_NO FROM GLAS_PTY_ADDRESS,GLAS_SBLGR_MASTERS,GLAS_PDC_CHEQUES WHERE COAD_COMP_CODE = '1' AND SLMA_COMP_CODE = COAD_COMP_CODE AND SLMA_ADDR_ID = COAD_ADDR_ID AND SLMA_LDGRCTL_CODE = PC_SL_LDGR_CODE AND PC_COMP_CODE=SLMA_COMP_CODE AND SLMA_ACNO = PC_SL_ACNO AND SLMA_LDGRCTL_YEAR = DBO.GLAS_VALIDATIONS_GET_OPEN_YEAR(PC_COMP_CODE) If I execute first query alone I get 5 records... If I join the above two query like: SELECT PC_COMP_CODE, PC_SL_LDGR_CODE, PC_SL_ACNO ACCOUNT, COUNT(PC_CHEQUE_NO) CHQS, SUM(CONVERT(FLOAT, PC_AMOUNT)) CHQ_AMT, COAD_PTY_FULL_NAME FROM GLAS_PDC_CHEQUES LEFT OUTER JOIN GLAS_SBLGR_MASTERS ON( SLMA_COMP_CODE=PC_COMP_CODE AND SLMA_LDGRCTL_CODE = PC_SL_LDGR_CODE AND SLMA_ACNO = PC_SL_ACNO ) LEFT OUTER JOIN GLAS_PTY_ADDRESS ON( SLMA_COMP_CODE = COAD_COMP_CODE AND SLMA_ADDR_ID = COAD_ADDR_ID) WHERE PC_COMP_CODE = '1' AND PC_DISCD IS NULL AND SLMA_LDGRCTL_YEAR = DBO.GLAS_VALIDATIONS_GET_OPEN_YEAR(PC_COMP_CODE) GROUP BY PC_SL_LDGR_CODE, PC_SL_ACNO ,PC_COMP_CODE,COAD_PTY_FULL_NAME ORDER BY PC_SL_ACNO then I just get 2 records.... I need that 5 records to display after join..... How can I do it?

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  • Android material L image transition interpolator

    - by Diolor
    This is more of a mathematics question rather than programming. Well, I would like to ask id you know what is the interpolator described in Material design: It looks to be an AccelerateDecelerateInterpolator but the deceleration effect decays slower. My best hatch is : public class MaterialInterpolator implements Interpolator { @Override public float getInterpolation(float input) { if(input<1./3f) return new AccelerateInterpolator().getInterpolation(input); else return new DecelerateInterpolator().getInterpolation(input); } } Which creates a gap between the values: Time / Value 0.3,0.09 0.317,0.100489 0.333,0.110889 <-- gap 0.35,0.57750005 0.367,0.599311 0.383,0.61931103 0.4,0.64 Source: http://www.google.com/design/spec/patterns/imagery-treatment.html

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  • Need some constructive criticism on my SSE/Assembly attempt

    - by Brett
    Hello, I'm working on converting a bit of code to SSE, and while I have the correct output it turns out to be slower than standard c++ code. The bit of code that I need to do this for is: float ox = p2x - (px * c - py * s)*m; float oy = p2y - (px * s - py * c)*m; What I've got for SSE code is: void assemblycalc(vector4 &p, vector4 &sc, float &m, vector4 &xy) { vector4 r; __m128 scale = _mm_set1_ps(m); __asm { mov eax, p //Load into CPU reg mov ebx, sc movups xmm0, [eax] //move vectors to SSE regs movups xmm1, [ebx] mulps xmm0, xmm1 //Multiply the Elements movaps xmm2, xmm0 //make a copy of the array shufps xmm2, xmm0, 0x1B //shuffle the array subps xmm0, xmm2 //subtract the elements mulps xmm0, scale //multiply the vector by the scale mov ecx, xy //load the variable into cpu reg movups xmm3, [ecx] //move the vector to the SSE regs subps xmm3, xmm0 //subtract xmm3 - xmm0 movups [r], xmm3 //Save the retun vector, and use elements 0 and 3 } } Since its very difficult to read the code, I'll explain what I did: loaded vector4 , xmm0 _ p = [px , py , px , py ] mult. by vector4, xmm1 _ cs = [c , c , s , s ] _____________mult---------------------------- result,______ xmm0 = [px*c, py*c, px*s, py*s] reuse result, xmm0 = [px*c, py*c, px*s, py*s] shuffle result, xmm2 = [py*s, px*s, py*c, px*c] ___________subtract---------------------------- result, xmm0 = [px*c-py*s, py*c-px*s, px*s-py*c, py*s-px*c] reuse result, xmm0 = [px*c-py*s, py*c-px*s, px*s-py*c, py*s-px*c] load m vector4, scale = [m, m, m, m] ______________mult---------------------------- result, xmm0 = [(px*c-py*s)*m, (py*c-px*s)*m, (px*s-py*c)*m, (py*s-px*c)*m] load xy vector4, xmm3 = [p2x, p2x, p2y, p2y] reuse, xmm0 = [(px*c-py*s)*m, (py*c-px*s)*m, (px*s-py*c)*m, (py*s-px*c)*m] ___________subtract---------------------------- result, xmm3 = [p2x-(px*c-py*s)*m, p2x-(py*c-px*s)*m, p2y-(px*s-py*c)*m, p2y-(py*s-px*c)*m] then ox = xmm3[0] and oy = xmm3[3], so I essentially don't use xmm3[1] or xmm3[4] I apologize for the difficulty reading this, but I'm hoping someone might be able to provide some guidance for me, as the standard c++ code runs in 0.001444ms and the SSE code runs in 0.00198ms. Let me know if there is anything I can do to further explain/clean this up a bit. The reason I'm trying to use SSE is because I run this calculation millions of times, and it is a part of what is slowing down my current code. Thanks in advance for any help! Brett

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  • Is java.util.Scanner that slow?

    - by Cristian Vrabie
    Hi guys, In a Android application I want to use Scanner class to read a list of floats from a text file (it's a list of vertex coordinates for OpenGL). Exact code is: Scanner in = new Scanner(new BufferedInputStream(getAssets().open("vertexes.off"))); final float[] vertexes = new float[nrVertexes]; for(int i=0;i<nrVertexFloats;i++){ vertexes[i] = in.nextFloat(); } It seems however that this is incredibly slow (it took 30 minutes to read 10,000 floats!) - as tested on the 2.1 emulator. What's going on? I don't remember Scanner to be that slow when I used it on the PC (truth be told I never read more than 100 values before). Or is it something else, like reading from an asset input stream? Thanks for the help!

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  • NSImage different size in code different shown by Finder/Preview

    - by krasnyk
    I have a couple of images that i use in my application(one of them is attached). The strange thing is that the real image size(shown by finder and preview) is 1200x701 px. When I access image from the code and as for its size, I get 360x210px. What is going on? Code I'm using to get the size of the image: NSImage *newImg = [[NSImage alloc] initWithContentsOfURL: [NSURL URLFromPasteboard:[sender draggingPasteboard]]]; float h = [newImg size].height; //height is 210px - should be 701px float w = [newImg size].width; //width is 320px - should be 1200px The content of the newImg is the same image that has been pointed and loaded - I display it in the NSImageView anyway so I see. Just the size taken with -size is wrong. This is the image:

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  • How do I define a template class and divide it into multiple files?

    - by hkBattousai
    I have written a simple template class for test purpose. It compiles without any errors, but when I try to use it in main(), it give some linker errors. main.cpp #include <iostream> #include "MyNumber.h" int wmain(int argc, wchar_t * argv[]) { MyNumber<float> num; num.SetValue(3.14); std::cout << "My number is " << num.GetValue() << "." << std::endl; system("pause"); return 0; } MyNumber.h #pragma once template <class T> class MyNumber { public: MyNumber(); ~MyNumber(); void SetValue(T val); T GetValue(); private: T m_Number; }; MyNumber.cpp #include "MyNumber.h" template <class T> MyNumber<T>::MyNumber() { m_Number = static_cast<T>(0); } template <class T> MyNumber<T>::~MyNumber() { } template <class T> void MyNumber<T>::SetValue(T val) { m_Number = val; } template <class T> T MyNumber<T>::GetValue() { return m_Number; } When I build this code, I get the following linker errors: Error 7 Console Demo C:\Development\IDE\Visual Studio 2010\SAVE\Grand Solution\X64\Debug\Console Demo.exe 1 error LNK1120: 4 unresolved externals Error 3 Console Demo C:\Development\IDE\Visual Studio 2010\SAVE\Grand Solution\Console Demo\main.obj error LNK2019: unresolved external symbol "public: __cdecl MyNumber::~MyNumber(void)" (??1?$MyNumber@M@@QEAA@XZ) referenced in function wmain Error 6 Console Demo C:\Development\IDE\Visual Studio 2010\SAVE\Grand Solution\Console Demo\main.obj error LNK2019: unresolved external symbol "public: __cdecl MyNumber::MyNumber(void)" (??0?$MyNumber@M@@QEAA@XZ) referenced in function wmain Error 4 Console Demo C:\Development\IDE\Visual Studio 2010\SAVE\Grand Solution\Console Demo\main.obj error LNK2019: unresolved external symbol "public: float __cdecl MyNumber::GetValue(void)" (?GetValue@?$MyNumber@M@@QEAAMXZ) referenced in function wmain Error 5 Console Demo C:\Development\IDE\Visual Studio 2010\SAVE\Grand Solution\Console Demo\main.obj error LNK2019: unresolved external symbol "public: void __cdecl MyNumber::SetValue(float)" (?SetValue@?$MyNumber@M@@QEAAXM@Z) referenced in function wmain But, if I leave main() empty, I don't get any linker errors. What is wrong with my template class? What am I doing wrong?

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  • Webpage layout order for my webapp - does it matter if the Sidebar is programmatically displayed bef

    - by Jack W-H
    OK that's the worst title I could ever possibly think up. But I'm not too sure how to phrase it! What I mean is, is it inefficient for the browser, search engine optimisation, or any other important factors, if programmatically my float:righted sidebar appears in the markup before the main content div, which is set to float:left? To the user, the main content appears on the left, and the sidebar on the right. In the source code it appears like so: <div id="sidebar">This is where my sidebar goes </div> <div id="content">This is where my content goes </div> Will this affect SEO or other factors in my page?

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  • Intersection of sets Mongodb

    - by afvasd
    Hi everyone I am new to mongo, this is my db design: product := { name: str group: ref, comments: [ ref, ref, ref, ref ] } comments := { ... a bunch of comments stuff } tag := { _id: int, #Need this for online requests tag: str, products: [ {product: ref, score: float}, ... ], comments: [ {comment: ref, score: float}, ...], } So my usage pattern is: GIVEN a product, find comments that have certain tag and sort them accordingly. My current approach involves: Look for that tag object that has tag=myTag pull all the comments out, sorted look for that product where product.name=myProduct pull all the comments out (which are dbrefs by the way) loop through the result of 2, and checking if they are in 4, (this I can do a limit 10) etc. It's pretty inefficient. Any better methods?

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  • Single-letter prefix for PHP class constants?

    - by keithjgrant
    I've noticed many (all?) PHP constants have a single-letter prefix, like E_NOTICE, T_STRING, etc. When defining a set of class constants that work in conjunction with one another, do you prefer to follow similar practice, or do you prefer to be more verbose? class Foo { // let's say 'I' means "input" or some other relevant word const I_STRING = 'string'; const I_INTEGER = 'integer'; const I_FLOAT = 'float'; } or class Bar { const INPUT_STRING = 'string'; const INPUT_INTEGER = 'integer'; const INPUT_FLOAT = 'float'; }

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  • Simple XNA 2D demo: why is my F# version slower than C# version?

    - by Den
    When running this XNA application it should display a rotated rectangle that moves from top-left corner to bottom-right corner. It looks like my F# version is noticeably much slower. It seems that the Draw method skips a lot of frames. I am using VS 2012 RC, XNA 4.0, .NET 4.5, F# 3.0. I am trying to make it as functional as possible. What could be the reason for poor performance? C#: class Program { static void Main(string[] args) { using (var game = new FlockGame()) { game.Run(); } } } public class FlockGame : Game { private GraphicsDeviceManager graphics; private DrawingManager drawingManager; private Vector2 position = Vector2.Zero; public FlockGame() { graphics = new GraphicsDeviceManager(this); } protected override void Initialize() { drawingManager = new DrawingManager(graphics.GraphicsDevice); this.IsFixedTimeStep = false; } protected override void Update(GameTime gameTime) { position = new Vector2(position.X + 50.1f * (float)gameTime.ElapsedGameTime.TotalSeconds, position.Y + 50.1f * (float)gameTime.ElapsedGameTime.TotalSeconds); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { //this.GraphicsDevice.Clear(Color.Lavender) drawingManager.DrawRectangle(position, new Vector2(100.0f, 100.0f), 0.7845f, Color.Red); base.Draw(gameTime); } } public class DrawingManager { private GraphicsDevice GraphicsDevice; private Effect Effect; public DrawingManager(GraphicsDevice graphicsDevice) { GraphicsDevice = graphicsDevice; this.Effect = new BasicEffect(this.GraphicsDevice) { VertexColorEnabled = true, Projection = Matrix.CreateOrthographicOffCenter(0.0f, this.GraphicsDevice.Viewport.Width, this.GraphicsDevice.Viewport.Height, 0.0f, 0.0f, 1.0f) }; } private VertexPositionColor[] GetRectangleVertices (Vector2 center, Vector2 size, float radians, Color color) { var halfSize = size/2.0f; var topLeft = -halfSize; var bottomRight = halfSize; var topRight = new Vector2(bottomRight.X, topLeft.Y); var bottomLeft = new Vector2(topLeft.X, bottomRight.Y); topLeft = Vector2.Transform(topLeft, Matrix.CreateRotationZ(radians)) + center; topRight = Vector2.Transform(topRight, Matrix.CreateRotationZ(radians)) + center; bottomRight = Vector2.Transform(bottomRight, Matrix.CreateRotationZ(radians)) + center; bottomLeft = Vector2.Transform(bottomLeft, Matrix.CreateRotationZ(radians)) + center; return new VertexPositionColor[] { new VertexPositionColor(new Vector3(topLeft, 0.0f), color), new VertexPositionColor(new Vector3(topRight, 0.0f), color), new VertexPositionColor(new Vector3(topRight, 0.0f), color), new VertexPositionColor(new Vector3(bottomRight, 0.0f), color), new VertexPositionColor(new Vector3(bottomRight, 0.0f), color), new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color), new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color), new VertexPositionColor(new Vector3(topLeft, 0.0f), color) }; } public void DrawRectangle(Vector2 center, Vector2 size, float radians, Color color) { var vertices = GetRectangleVertices(center, size, radians, color); foreach (var pass in this.Effect.CurrentTechnique.Passes) { pass.Apply(); this.GraphicsDevice.DrawUserPrimitives(PrimitiveType.LineList, vertices, 0, vertices.Length/2); } } } F#: namespace Flocking module FlockingProgram = open System open Flocking [<STAThread>] [<EntryPoint>] let Main _ = use g = new FlockGame() g.Run() 0 //------------------------------------------------------------------------------ namespace Flocking open System open System.Diagnostics open Microsoft.Xna.Framework open Microsoft.Xna.Framework.Graphics open Microsoft.Xna.Framework.Input type public FlockGame() as this = inherit Game() let mutable graphics = new GraphicsDeviceManager(this) let mutable drawingManager = null let mutable position = Vector2.Zero override Game.LoadContent() = drawingManager <- new Rendering.DrawingManager(graphics.GraphicsDevice) this.IsFixedTimeStep <- false override Game.Update gameTime = position <- Vector2(position.X + 50.1f * float32 gameTime.ElapsedGameTime.TotalSeconds, position.Y + 50.1f * float32 gameTime.ElapsedGameTime.TotalSeconds) base.Update gameTime override Game.Draw gameTime = //this.GraphicsDevice.Clear(Color.Lavender) Rendering.DrawRectangle(drawingManager, position, Vector2(100.0f, 100.0f), 0.7845f, Color.Red) base.Draw gameTime //------------------------------------------------------------------------------ namespace Flocking open System open System.Collections.Generic open Microsoft.Xna.Framework open Microsoft.Xna.Framework.Graphics open Microsoft.Xna.Framework.Input module Rendering = [<AllowNullLiteral>] type DrawingManager (graphicsDevice : GraphicsDevice) = member this.GraphicsDevice = graphicsDevice member this.Effect = new BasicEffect(this.GraphicsDevice, VertexColorEnabled = true, Projection = Matrix.CreateOrthographicOffCenter(0.0f, float32 this.GraphicsDevice.Viewport.Width, float32 this.GraphicsDevice.Viewport.Height, 0.0f, 0.0f, 1.0f)) let private GetRectangleVertices (center:Vector2, size:Vector2, radians:float32, color:Color) = let halfSize = size / 2.0f let mutable topLeft = -halfSize let mutable bottomRight = halfSize let mutable topRight = new Vector2(bottomRight.X, topLeft.Y) let mutable bottomLeft = new Vector2(topLeft.X, bottomRight.Y) topLeft <- Vector2.Transform(topLeft, Matrix.CreateRotationZ(radians)) + center topRight <- Vector2.Transform(topRight, Matrix.CreateRotationZ(radians)) + center bottomRight <- Vector2.Transform(bottomRight, Matrix.CreateRotationZ(radians)) + center bottomLeft <- Vector2.Transform(bottomLeft, Matrix.CreateRotationZ(radians)) + center [| new VertexPositionColor(new Vector3(topLeft, 0.0f), color) new VertexPositionColor(new Vector3(topRight, 0.0f), color) new VertexPositionColor(new Vector3(topRight, 0.0f), color) new VertexPositionColor(new Vector3(bottomRight, 0.0f), color) new VertexPositionColor(new Vector3(bottomRight, 0.0f), color) new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color) new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color) new VertexPositionColor(new Vector3(topLeft, 0.0f), color) |] let DrawRectangle (drawingManager:DrawingManager, center:Vector2, size:Vector2, radians:float32, color:Color) = let vertices = GetRectangleVertices(center, size, radians, color) for pass in drawingManager.Effect.CurrentTechnique.Passes do pass.Apply() drawingManager.GraphicsDevice.DrawUserPrimitives(PrimitiveType.LineList, vertices, 0, vertices.Length/2)

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  • Gamepad Control for Processing + Android to Control Arduino Robot

    - by Iker
    I would like to create a Multitouch Gamepad control for Processing and use it to control a remote Arduino Robot. I would like to make the GUI on Processing and compile it for Android. Here is the GUI Gamepad for Processing I have created so far: float easing = 0.09; // start position int posX = 50; int posY = 200; // target position int targetX = 50; int targetY = 200; boolean dragging = false; void setup() { size(500,250); smooth(); } void draw() { background(255); if (!dragging) { // calculate the difference in position, apply easing and add to vx/vy float vx = (targetX - (posX)) * easing; float vy = (targetY - (posY)) * easing; // Add the velocity to the current position: make it move! posX += vx; posY += vy; } if(mousePressed) { dragging = true; posX = mouseX; posY = mouseY; } else { dragging = false; } DrawGamepad(); DrawButtons(); } void DrawGamepad() { //fill(0,155,155); //rect(0, 150, 100, 100, 15); ellipseMode(RADIUS); // Set ellipseMode to RADIUS fill(0,155,155); // Set fill to blue ellipse(50, 200, 50, 50); // Draw white ellipse using RADIUS mode ellipseMode(CENTER); // Set ellipseMode to CENTER fill(255); // Set fill to white// ellipse(posX, posY, 35, 35); // Draw gray ellipse using CENTER mode } void DrawButtons() { fill(0,155,155); // Set fill to blue ellipse(425, 225, 35, 35); ellipse(475, 225, 35, 35); fill(255,0,0); // Set fill to blue ellipse(425, 175, 35, 35); ellipse(475, 175, 35, 35); } I have realized that probably that code will not support Multitouch events on Android so I came up with another code found on this link Can Processing handle multi-touch? So the aim of this project is to create de multitouch gamepad to use to control my Arduino Robot. The gamepad should detect which key was pressed as well as the direction of the Joystick. Any help appreciated.

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  • Random number within a range based on a normal distribution

    - by ConfusedAgain
    I'm math challenged today :( I want to generate random numbers with a range (n to m, eg 100 to 150), but instead of purely random I want the results to be based on the normal distribution. By this I mean that in general I want the numbers "clustered" around 125. I've found this random number package that seems to have a lot of what I need: http://beta.codeproject.com/KB/recipes/Random.aspx It supports a variety of random generators (include mersiene twister) and can apply the generator to a distribution. But I'm confused... if I use a normal distribution generator the random numbers are from roughly -6 to +8 (apparently the true range is float.min to float.max). How do a scale that to my required range?

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  • Create a Sin wave line with Processing

    - by Nintari
    Hey everybody, first post here, and probably an easy one. I've got the code from Processing's reference site: float a = 0.0; float inc = TWO_PI/25.0; for(int i=0; i<100; i=i+4) { line(i, 50, i, 50+sin(a)*40.0); a = a + inc; } http://processing.org/reference/sin_.html However, what I need is a line that follows the curve of a Sin wave, not lines representing points along the curve and ending at the 0 axis. So basically I need to draw an "S" shape with a sin wave equation. Can someone run me through how to do this? Thank you in advance, -Askee

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  • dose not name a type error in c++

    - by user985316
    #include <math.h> #include <stdlib.h> #include <stdio.h> #include <vector> #define IE 40 #define JE 40 #define KE 40 #define ia 7 #define ja 7 #define ka 7 #define NFREQS 3 using namespace std; main() float l,m,n,i,j,k,ic,jc,kc,nsteps,n_pml; float ddx,dt,T,epsz,muz,pi,eaf,npml; int ib,jb,kb; . . . . ic=IE*0.5 ; jc=JE*0.5 ; ....'ic'dose not name a type. ....'jc'dose not name a type.

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  • drawRect is not refreshing the screen

    - by coure06
    I have this code in my drawRect method float aValue = .0167f; float fValue = 20; for(int i=1; i<=6; i++) { CGContextSelectFont(context, "Arial", fValue, kCGEncodingMacRoman); CGContextSetCharacterSpacing(context, 0); CGContextSetTextDrawingMode(context, kCGTextFill); NSString *hString = [[NSString alloc] initWithFormat:@"%i",i]; CGContextSetRGBFillColor(context, 1, 1, 1, aValue); CGContextShowTextAtPoint(context, i*25, i*16, [hString UTF8String], [hString length]); aValue += 0.167; fValue += 1; } I am calling a method using NSTimer like this staticTimer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:@selector(refreshUIView) userInfo:nil repeats:YES]; here is the refreshUIView -(void)refreshUIView { [self setNeedsDisplay]; } Problem is that drawRect is not clearing the screen, its just over writing what have been written last time on screen.

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  • Doing arithmetic with up to two decimal places in Python?

    - by user248237
    I have two floats in Python that I'd like to subtract, i.e. v1 = float(value1) v2 = float(value2) diff = v1 - v2 I want "diff" to be computed up to two decimal places, that is compute it using %.2f of v1 and %.2f of v2. How can I do this? I know how to print v1 and v2 up to two decimals, but not how to do arithmetic like that. The particular issue I am trying to avoid is this. Suppose that: v1 = 0.982769777778 v2 = 0.985980444444 diff = v1 - v2 and then I print to file the following: myfile.write("%.2f\t%.2f\t%.2f\n" %(v1, v2, diff)) then I will get the output: 0.98 0.99 0.00, suggesting that there's no difference between v1 and v2, even though the printed result suggests there's a 0.01 difference. How can I get around this? thanks.

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  • HLSL/XNA Ambient light texture mixed up with multi pass lighting

    - by Manu-EPITA
    I've been having some troubles lately with lighting. I have found a source on google which is working pretty good on the example. However, when I try to implement it to my current project, I am getting some very weird bugs. The main one is that my textures are "mixed up" when I only activate the ambient light, which means that a model gets the texture of another one . I am using the same effect for every meshes of my models. I guess this could be the problem, but I don't really know how to "reset" an effect for a new model. Is it possible? Here is my shader: float4x4 WVP; float4x4 WVP; float3x3 World; float3 Ke; float3 Ka; float3 Kd; float3 Ks; float specularPower; float3 globalAmbient; float3 lightColor; float3 eyePosition; float3 lightDirection; float3 lightPosition; float spotPower; texture2D Texture; sampler2D texSampler = sampler_state { Texture = <Texture>; MinFilter = anisotropic; MagFilter = anisotropic; MipFilter = linear; MaxAnisotropy = 16; }; struct VertexShaderInput { float4 Position : POSITION0; float2 Texture : TEXCOORD0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Texture : TEXCOORD0; float3 PositionO: TEXCOORD1; float3 Normal : NORMAL0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WVP); output.Normal = input.Normal; output.PositionO = input.Position.xyz; output.Texture = input.Texture; return output; } float4 PSAmbient(VertexShaderOutput input) : COLOR0 { return float4(Ka*globalAmbient + Ke,1) * tex2D(texSampler,input.Texture); } float4 PSDirectionalLight(VertexShaderOutput input) : COLOR0 { //Difuze float3 L = normalize(-lightDirection); float diffuseLight = max(dot(input.Normal,L), 0); float3 diffuse = Kd*lightColor*diffuseLight; //Specular float3 V = normalize(eyePosition - input.PositionO); float3 H = normalize(L + V); float specularLight = pow(max(dot(input.Normal,H),0),specularPower); if(diffuseLight<=0) specularLight=0; float3 specular = Ks * lightColor * specularLight; //sum all light components float3 light = diffuse + specular; return float4(light,1) * tex2D(texSampler,input.Texture); } technique MultiPassLight { pass Ambient { VertexShader = compile vs_3_0 VertexShaderFunction(); PixelShader = compile ps_3_0 PSAmbient(); } pass Directional { PixelShader = compile ps_3_0 PSDirectionalLight(); } } And here is how I actually apply my effects: public void ApplyLights(ModelMesh mesh, Matrix world, Texture2D modelTexture, Camera camera, Effect effect, GraphicsDevice graphicsDevice) { graphicsDevice.BlendState = BlendState.Opaque; effect.CurrentTechnique.Passes["Ambient"].Apply(); foreach (ModelMeshPart part in mesh.MeshParts) { graphicsDevice.SetVertexBuffer(part.VertexBuffer); graphicsDevice.Indices = part.IndexBuffer; // Texturing graphicsDevice.BlendState = BlendState.AlphaBlend; if (modelTexture != null) { effect.Parameters["Texture"].SetValue( modelTexture ); } graphicsDevice.DrawIndexedPrimitives( PrimitiveType.TriangleList, part.VertexOffset, 0, part.NumVertices, part.StartIndex, part.PrimitiveCount ); // Applying our shader to all the mesh parts effect.Parameters["WVP"].SetValue( world * camera.View * camera.Projection ); effect.Parameters["World"].SetValue(world); effect.Parameters["eyePosition"].SetValue( camera.Position ); graphicsDevice.BlendState = BlendState.Additive; // Drawing lights foreach (DirectionalLight light in DirectionalLights) { effect.Parameters["lightColor"].SetValue(light.Color.ToVector3()); effect.Parameters["lightDirection"].SetValue(light.Direction); // Applying changes and drawing them effect.CurrentTechnique.Passes["Directional"].Apply(); graphicsDevice.DrawIndexedPrimitives( PrimitiveType.TriangleList, part.VertexOffset, 0, part.NumVertices, part.StartIndex, part.PrimitiveCount ); } } I am also applying this when loading the effect: effect.Parameters["lightColor"].SetValue(Color.White.ToVector3()); effect.Parameters["globalAmbient"].SetValue(Color.White.ToVector3()); effect.Parameters["Ke"].SetValue(0.0f); effect.Parameters["Ka"].SetValue(0.01f); effect.Parameters["Kd"].SetValue(1.0f); effect.Parameters["Ks"].SetValue(0.3f); effect.Parameters["specularPower"].SetValue(100); Thank you very much UPDATE: I tried to load an effect for each model when drawing, but it doesn't seem to have changed anything. I suppose it is because XNA detects that the effect has already been loaded before and doesn't want to load a new one. Any idea why?

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  • Help with Pixel Shader effect for brightness and contrast

    - by Hans
    What is a simple pixel shader script effect to apply brightness and contrast? I found this one, but it doesn't seem to be correct: sampler2D input : register(s0); float brightness : register(c0); float contrast : register(c1); float4 main(float2 uv : TEXCOORD) : COLOR { float4 color = tex2D(input, uv); float4 result = color; result = color + brightness; result = result * (1.0+contrast)/1.0; return result; } thanks!

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