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  • How to generate a random alpha-numeric string in Java

    - by Todd
    I've been looking for a simple java algorithm to generate a pseudo-random alpha-numeric string. In my situation it would be used as a unique session/key identifier that would "likely" be unique over 500K+ generation (my needs don't really require anything much more sophisticated) . Ideally I would be able to specify a length depending on my uniqueness needs. For example, a generated string of length 12 might look something like "AEYGF7K0DM1X". Answers: I like @Apocalisp and @erickson's answers equally well. The only downside to @Apocalisp's answer is it requires an apache class. Thanks to both for the help!

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  • Can I run into legal issues with random names?

    - by Nathan Sabruka
    I'm currently building a game whose NPC's are going to be assigned a random gender and a random name for the right gender. To do this I will be using a "database" of names (actually a text file with tuples). There would also be a list of last names, which will be added to the first name also randomly. My question is the following. Suppose one such random name is "George Bush", and this person has been randomly assigned the job of president. As you can see, this could easily be seen as having been "copied" from a real-life person. The main issue is this. Names will be randomly-generated, yes, but the seed for random-number generation will be constant. In other words, the name of an NPC would be randomly-generated, i.e. I wouldn't choose it, but it would be the same for every player. Could this get me in trouble? We cannot verify all possible names, since the generated number of NPC's could be potentially limitless (new NPC's are being created whenever needed).

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  • Finding perfect numbers in C# (optimization)

    - by paradox
    I coded up a program in C# to find perfect numbers within a certain range as part of a programming challenge . However, I realized it is very slow when calculating perfect numbers upwards of 10000. Are there any methods of optimization that exist for finding perfect numbers? My code is as follows: using System; using System.Collections.Generic; using System.Linq; namespace ConsoleTest { class Program { public static List<int> FindDivisors(int inputNo) { List<int> Divisors = new List<int>(); for (int i = 1; i<inputNo; i++) { if (inputNo%i==0) Divisors.Add(i); } return Divisors; } public static void Main(string[] args) { const int limit = 100000; List<int> PerfectNumbers = new List<int>(); List<int> Divisors=new List<int>(); for (int i=1; i<limit; i++) { Divisors = FindDivisors(i); if (i==Divisors.Sum()) PerfectNumbers.Add(i); } Console.Write("Output ="); for (int i=0; i<PerfectNumbers.Count; i++) { Console.Write(" {0} ",PerfectNumbers[i]); } Console.Write("\n\n\nPress any key to continue . . . "); Console.ReadKey(true); } } }

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  • program that writes the even and odd numbers

    - by user292489
    enter code herei was writting a program that can read a set of numbers file called dog.txt; and also writes to two file separating odd and even. i was able to compile my program however, the output expected is not the same which was supposed to be even numbers in one file called EVEN, odd numbers in file odd. #include <stdio.h> #include <stdlib.h> int main(int argc, char *argv[]) { int i; int even,odd; int num; if (argc != 4) { printf("Usage: executable in_file output_file\n"); exit(0); } FILE *dog = fopen(argv[1], "r"); FILE *feven= fopen(argv[2], "w"); FILE *fodd= fopen (argv[3], "w"); while (fscanf(dog, "%d", &num) != EOF) { if (0==i%2){ i++; printf("even= %d\n", num); } else if(i!=0){ i++; printf("odd= %d\n", num); } } fclose(feven); fclose(fodd); fclose(dog); return 0; } output: even= 1 odd= 2 even= 34 odd= 44 even= 66 odd= 78 even= 94 odd= 21 even= 23 odd= 54 even= 44 odd= 65 even= 78 odd= 68 even= 92

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  • How to create a magic square in PHP?

    - by TerranRich
    I'd like to try my hand at creating a Magic Square in PHP (i.e. a grid of numbers that all add up to the same value), but I really don't know where to start. I know of the many methods that create magic square, such as starting "1" at a fixed position, then moving in a specific direction with each iteration. But that doesn't create a truly randomized Magic Square, which is what I'm aiming for. I want to be able to generate an N-by-N Magic Square of N² numbers where each row and column adds up to N(N²+1)/2 (e.g. a 5x5 square where all rows/columns add up to 65 — the diagonals don't matter). Can anybody provide a starting point? I don't want anybody to do the work for me, I just need to know how to start such a project? I know of one generator, written in Java (http://www.dr-mikes-math-games-for-kids.com/how-to-make-a-magic-square.html) but the last Java experience I had was over 10 years ago before I quickly abandoned it. Therefore, I don't really understand what the code is actually doing. I did notice, however, that when you generate a new square, it shows the numbers 1-25 (for a 5x5 square), in order, before quickly generating a fresh randomized square.

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  • How can I get an NPC to move randomly in XNA?

    - by Fishwaffles
    I basically want a character to walk in one direction for a while, stop, then go in another random direction. Right now my sprites look but don't move, randomly very quickly in all directions then wait and have another seizure. I will post the code I have so far in case that is useful. class NPC: Mover { int movementTimer = 0; public override Vector2 direction { get { Random rand = new Random(); int randDirection = rand.Next(8); Vector2 inputDirection = Vector2.Zero; if (movementTimer >= 50) { if (randDirection == 4) { inputDirection.X -= 1; movingLeft = true; } else movingLeft = false; if (randDirection == 1) { inputDirection.X += 1; movingRight = true; } else movingRight = false; if (randDirection == 2) { inputDirection.Y -= 1; movingUp = true; } else movingUp = false; if (randDirection == 3) { inputDirection.Y += 25; movingDown = true; } else movingDown = false; if (movementTimer >= 100) { movementTimer = 0; } } return inputDirection * speed; } } public NPC(Texture2D textureImage, Vector2 position, Point frameSize, int collisionOffset, Point currentFrame, Point sheetSize, Vector2 speed) : base(textureImage, position, frameSize, collisionOffset, currentFrame, sheetSize, speed) { } public NPC(Texture2D textureImage, Vector2 position, Point frameSize, int collisionOffset, Point currentFrame, Point sheetSize, Vector2 speed, int millisecondsPerframe) : base(textureImage, position, frameSize, collisionOffset, currentFrame, sheetSize, speed, millisecondsPerframe) { } public override void Update(GameTime gameTime, Rectangle clientBounds) { movementTimer++; position += direction; if (position.X < 0) position.X = 0; if (position.Y < 0) position.Y = 0; if (position.X > clientBounds.Width - frameSize.X) position.X = clientBounds.Width - frameSize.X; if (position.Y > clientBounds.Height - frameSize.Y) position.Y = clientBounds.Height - frameSize.Y; base.Update(gameTime, clientBounds); } }

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  • java number exceeds long.max_value - how to detect?

    - by jurchiks
    I'm having problems detecting if a sum/multiplication of two numbers exceeds the maximum value of a long integer. Example code: long a = 2 * Long.MAX_VALUE; System.out.println("long.max * smth > long.max... or is it? a=" + a); This gives me -2, while I would expect it to throw a NumberFormatException... Is there a simple way of making this work? Because I have some code that does multiplications in nested IF blocks or additions in a loop and I would hate to add more IFs to each IF or inside the loop. Edit: oh well, it seems that this answer from another question is the most appropriate for what I need: http://stackoverflow.com/a/9057367/540394 I don't want to do boxing/unboxing as it adds unnecassary overhead, and this way is very short, which is a huge plus to me. I'll just write two short functions to do these checks and return the min or max long. Edit2: here's the function for limiting a long to its min/max value according to the answer I linked to above: /** * @param a : one of the two numbers added/multiplied * @param b : the other of the two numbers * @param c : the result of the addition/multiplication * @return the minimum or maximum value of a long integer if addition/multiplication of a and b is less than Long.MIN_VALUE or more than Long.MAX_VALUE */ public static long limitLong(long a, long b, long c) { return (((a > 0) && (b > 0) && (c <= 0)) ? Long.MAX_VALUE : (((a < 0) && (b < 0) && (c >= 0)) ? Long.MIN_VALUE : c)); } Tell me if you think this is wrong.

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  • What's the best way to "shuffle" a table of database records?

    - by Darth
    Say that I have a table with a bunch of records, which I want to randomly present to users. I also want users to be able to paginate back and forth, so I have to perserve some sort of order, at least for a while. The application is basically only AJAX and it uses cache for already visited pages, so even if I always served random results, when the user tries to go back, he will get the previous page, because it will load from the local cache. The problem is, that if I return only random results, there might be some duplicates. Each page contains 6 results, so to prevent this, I'd have to do something like WHERE id NOT IN (1,2,3,4 ...) where I'd put all the previously loaded IDs. Huge downside of that solution is that it won't be possible to cache anything on the server side, as every user will request different data. Alternate solution might be to create another column for ordering the records, and shuffle it every insert time unit here. The problem here is, I'd need to set random number out of a sequence to every record in the table, which would take as many queries as there are records. I'm using Rails and MySQL if that's of any relevance.

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  • Unexpected crash while using looking phone numbers in iPhone address book

    - by FX
    I have a rather unexpected result with the following code: ABAddressBookRef addressBook = ABAddressBookCreate(); CFArrayRef people = ABAddressBookCopyArrayOfAllPeople(addressBook); CFIndex nPeople = ABAddressBookGetPersonCount(addressBook); NSLog (@"npeople = %d = %d", nPeople, CFArrayGetCount(people)); for (CFIndex i = 0; i < nPeople; i++) { ABRecordRef record = CFArrayGetValueAtIndex(people,i); ABMultiValueRef numbers = ABRecordCopyValue(record, kABPersonPhoneProperty); CFIndex count = ABMultiValueGetCount(numbers); NSLog (@"%d %d", i, count); } I never reach the second NSLog, it crashes on the call to ABMultiValueGetCount with: : * -[NSCFString count]: unrecognized selector sent to instance 0x383e72f4 : Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '** -[NSCFString count]: unrecognized selector sent to instance 0x383e72f4' In short, it's behaving as if my "numbers" variable was an NSString. While I wrote the code above myself, the same can be found in many examples on the web. Does someone here spot anything wrong with it? Oh, and also: it only crashes in Release mode (in debug mode, all is fine).

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  • 3x3 array = 10 numbers

    - by user1708505
    i have this code #include <math.h> #include <stdio.h> const int n = 3; const int s = 3; int getm(int mat[n][s]); int printm(int mat[n][s]); int main() { int m[n][s]; getm(m); printm(m); return 0; } int getm(int mat[n][s]) { for(int x = 0;x < n;x++) { for (int y = 0;y<s;y++) { scanf("%i ", &mat[x][y]); } } return 0; } int printm(int mat[n][s]) { for(int x = 0;x<n;x++) { for(int y = 0;y<s;y++) { printf("%i ", mat[x][y]); if(y==(s-1)) { printf("\n"); } } } } which shoud ask for 9 numbers to make a 3x3 matrix array, but it actually asks for 10 numbers, printm is working well - printing only 9 numbers. Where is error?

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  • iptables, blocking large numbers of IP Addresses

    - by Twirrim
    I'm looking to block IP addresses in a relatively automated fashion if they look to be 'screen scraping' content from websites that we host. In the past this was achieved by some ingenious perl scripts and OpenBSD's pf. pf is great in that you can provide it nice tables of IP addresses and it will efficiently handle blocking based on them. However for various reasons (before my time) they made the decision to switch to CentOS. iptables doesn't natively provide the ability to block large numbers of addresses (I'm told it wasn't unusual to be blocking 5000+), and I'm a bit cautious over adding that many rules into an iptable. ipt_recent would be awesome for doing this, plus it provides a lot of flexibility for just severely slowing down access, but there is a bug in the CentOS kernel that is stopping me from using it (reported, but awaiting fix). Using ipset would entail compiling a more up-to-date version of iptables than comes with CentOS which whilst I'm perfectly capable of doing it, I'd rather not do from a patching, security and consistency perspective. Other than those two it looks like nfblock is a reasonable alternative. Is anyone aware of other ways of achieving this? Are my concerns about several thousand IP addresses in iptables as individual rules unfounded?

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  • TCP Handshake and port numbers

    - by Guido
    (I have a question about the TCP handshake and how port numbers are assigned, if this does not belong here, let me know.) Hi, I'm studying TCP/IP from the book "Internetworking with TCP/IP" by Douglas Comer. In the TCP chapter it mentions that TCP defines an "endpoint" as a pair (IP address, port number), and a connection is defined by two endpoints. This has a few implications, such as, a local TCP port could be in several connections at once, as long as there are no two from the same IP and the same remote port. This also means that the amount of established connections is almost limitless (2^16 for every IPv4 address. 2^48 in total). Now, in class, I was told that when one connects to a listening port, both sides agree on a different port to use, so the communication can happen and the listener socket remains free. This was also my belief before reading the book. Now I feel like I should obviously trust the book (It's Comer!), but is there any truth to the other explanation? Thanks

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  • iptables, blocking large numbers of IP Addresses

    - by Twirrim
    I'm looking to block IP addresses in a relatively automated fashion if they look to be 'screen scraping' content from websites that we host. In the past this was achieved by some ingenious perl scripts and OpenBSD's pf. pf is great in that you can provide it nice tables of IP addresses and it will efficiently handle blocking based on them. However for various reasons (before my time) they made the decision to switch to CentOS. iptables doesn't natively provide the ability to block large numbers of addresses (I'm told it wasn't unusual to be blocking 5000+), and I'm a bit cautious over adding that many rules into an iptable. ipt_recent would be awesome for doing this, plus it provides a lot of flexibility for just severely slowing down access, but there is a bug in the CentOS kernel that is stopping me from using it (reported, but awaiting fix). Using ipset would entail compiling a more up-to-date version of iptables than comes with CentOS which whilst I'm perfectly capable of doing it, I'd rather not do from a patching, security and consistency perspective. Other than those two it looks like nfblock is a reasonable alternative. Is anyone aware of other ways of achieving this? Are my concerns about several thousand IP addresses in iptables as individual rules unfounded?

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  • Maze not being random.

    - by Matt Habel
    Hey there, I am building a program that generates a maze so I can later translate the path to my graphical part. I have most of it working, however, every time you can just take the east and south routes, and you'll get to the end. Even if I set the width as high as 64, so the maze is 64*64, I'm able to choose those 2 options and get to the end every time. I really don't understand why it is doing that. The code is below, it's fairly easy to understand. import random width = 8 def check(x,y): """Figures out the directions that Gen can move while""" if x-1 == -1: maze[x][y][3] = 0 if x+1 == width + 1: maze[x][y][1] = 0 if y+1 == width + 1: maze[x][y][2] = 0 if y-1 == -1: maze[x][y][0] = 0 if x + 1 in range(0,width) and visited[x+1][y] == False: maze[x][y][1] = 2 if x - 1 in range(0,width) and visited[x-1][y] == False: maze[x][y][3] = 2 if y + 1 in range(0,width) and visited[x][y+1] == False: maze[x][y][2] = 2 if y - 1 in range(0,width) and visited[x][y-1] == False: maze[x][y][0] = 2 def possibleDirs(x,y): """Figures out the ways that the person can move in each square""" dirs = [] walls = maze[x][y] if walls[0] == 1: dirs.append('n') if walls[1] == 1: dirs.append('e') if walls[2] == 1: dirs.append('s') if walls[3] == 1: dirs.append('w') return dirs def Gen(x,y): """Generates the maze using a depth-first search and recursive backtracking.""" visited[x][y] = True dirs = [] check(x,y) if maze[x][y][0] == 2: dirs.append(0) if maze[x][y][1] == 2: dirs.append(1) if maze[x][y][2] == 2: dirs.append(2) if maze[x][y][3] == 2: dirs.append(3) print dirs if len(dirs): #Randonly selects a derection for the current square to move past.append(current[:]) pos = random.choice(dirs) maze[x][y][pos] = 1 if pos == 0: current[1] -= 1 maze[x][y-1][2] = 1 if pos == 1: current[0] += 1 maze[x+1][y][3] = 1 if pos == 2: current[1] += 1 maze[x][y+1][0] = 1 if pos == 3: current[0] -= 1 maze[x-1][y][1] = 1 else: #If there's nowhere to go, go back one square lastPlace = past.pop() current[0] = lastPlace[0] current[1] = lastPlace[1] #Build the initial values for the maze to be replaced later maze = [] visited = [] past = [] #Generate empty 2d list with a value for each of the xy coordinates for i in range(0,width): maze.append([]) for q in range(0, width): maze[i].append([]) for n in range(0, 4): maze[i][q].append(4) #Makes a list of falses for all the non visited places for x in range(0, width): visited.append([]) for y in range(0, width): visited[x].append(False) dirs = [] print dirs current = [0,0] #Generates the maze so every single square has been filled. I'm not sure how this works, as it is possible to only go south and east to get to the final position. while current != [width-1, width-1]: Gen(current[0], current[1]) #Getting the ways the person can move in each square for i in range(0,width): dirs.append([]) for n in range(0,width): dirs[i].append([]) dirs[i][n] = possibleDirs(i,n) print dirs print visited pos = [0,0] #The user input part of the maze while pos != [width - 1, width - 1]: dirs = [] print pos if maze[pos[0]][pos[1]][0] == 1: dirs.append('n') if maze[pos[0]][pos[1]][1] == 1: dirs.append('e') if maze[pos[0]][pos[1]][2] == 1: dirs.append('s') if maze[pos[0]][pos[1]][3] == 1: dirs.append('w') print dirs path = raw_input("What direction do you want to go: ") if path not in dirs: print "You can't go that way!" continue elif path.lower() == 'n': pos[1] -= 1 elif path.lower() == 'e': pos[0] += 1 elif path.lower() == 's': pos[1] += 1 elif path.lower() == 'w': pos[0] -= 1 print"Good job!" As you can see, I think the problem is at the point where I generate the maze, however, when I just have it go until the current point is at the end, it doesn't fill every maze and is usually just one straight path. Thanks for helping. Update: I have changed the for loop that generates the maze to a simple while loop and it seems to work much better. It seems that when the for loop ran, it didn't go recursively, however, in the while loop it's perfectly fine. However, now all the squares do not fill out.

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  • Computer randomly reboots during "intensive activity".

    - by Reznor
    My friend has been playing games on his new build for some time now. However, lately, his computer will randomly reboot out of nowhere, so far only happening in game, and presumably only to happen in game as it happens nowhere else. This can happen in game during play or even in the options. Note, it isn't a crash or blue screen. It's just a normal reboot. This started today, I believe, and has only occured in two games: Dead Space and Stalker: Shadow of Chernobyl. He has played a handful of games before these, for about a week or so, without this problem. We theorized on two possibilities: Maybe something is overheating? Maybe the power supply is inadequate? These two were quickly dismissed, as all his components were operating at normal temperatures when he got back to his desktop from the reboot, and we all know these parts don't exactly cool down quickly, especially if they get hot enough to trigger a reboot. Besides, I know at-least my motherboard reports processor overheating at start-up, and requests I press f1 to continue into boot. The PSU one was dismissed too. He has an 850w power supply on a rig that was estimated to take only 720 some watts, that's with some overcompensating to be safe. He opened up his case to make sure nothing was seated wrong or in the way. All was fine, but he did notice a sticker on his video card. It had a giant barcode on it and some numbers. Now, I'm used to seeing these stickers, they're the warranty stickers, right, and removal voids the warranty? Yeah, well, we find it odd because this sticker is slapped right over the circuits of the video card, not on a block or anything. Is this normal? Should he remove it? Right now, I am concerned with the memory. Could that be at fault? Here are his specs: Windows 7 Home Premium, 64-Bit Intel i7 950 EVGA GeForce 570 GTX 4 GB DDR3 PC10666 dual-channel Corsair RAM Corsair 850w PSU Gigabyte GA-X58A-UD3R Western Digital 1 TB WD1001FALS

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  • Is there such a concept as "pseudo implementation" in software development?

    - by MachuPichu
    I'm looking for a label to describe the practice of using human-based computation methods or other means of "faking" an algorithm for the sake of getting a product or demo off the ground quickly without spending the time to develop an technical/scalable/analytical solution? Eg: using Amazon Turk to count the number of empty tables in a restaurant. I'm also looking to learn more about this subject, but not sure what to search for. Human-based computation is only one method, I'm interested in the general idea of pseudo-implementation. Any ideas, recommended reading? Thanks

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  • Smarty: Display a random sentence from array

    - by Martind
    I have a smarty template, that I want to display a random sentence on each reload. I could do it with this: in php file: $sentences = array('Hello you', 'Hi mate', 'Welcome'); shuffle($sentences); $smarty->assign('sentence', $sentences[0]); in template file: <h1>{$sentence}</h1> Is it possible to do all this in the template instead? Since this isn't exactly programming logic but more a presentation logic, i would like it all in the template like so: <h1>{'Hello you', 'Hi mate', 'Welcome'| selectRandom }</h1> Something like that?

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  • Random sort list with LINQ and Entity Framework in vb.net

    - by Sander Versluys
    I've seen many examples in LINQ but i'm not able to reproduce the same result in vb.net. I have following code: Dim context As New MyModel.Entities() Dim rnd As New System.Random() Dim gardens As List(Of Tuin) = (From t In context.Gardens Where _ t.Approved = True And _ Not t.Famous = True _ Order By rnd.Next() _ Select t).ToList() But i receive an error when binding this list to a control. LINQ to Entities does not recognize the method 'Int32 Next()' method, and this method cannot be translated into a store expression. Any suggestion on how to get this to work?

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  • Weighted random selection using Walker's Alias Method (c# implementation)

    - by Chuck Norris
    I was looking for this algorithm (algorithm which will randomly select from a list of elements where each element has different probability of being picked (weight) ) and found only python and c implementations, after I did a C# one, a bit different (but I think simpler) I thought I should share it, and ask your opinion ? this is it: using System; using System.Collections.Generic; using System.Linq; namespace ChuckNorris { class Program { static void Main(string[] args) { var oo = new Dictionary<string, int> { {"A",7}, {"B",1}, {"C",9}, {"D",8}, {"E",11}, }; var rnd = new Random(); var pick = rnd.Next(oo.Values.Sum()); var sum = 0; var res = ""; foreach (var o in oo) { sum += o.Value; if(sum >= pick) { res = o.Key; break; } } Console.WriteLine("result is "+ res); } } } if anyone can remake it in f# please post your code

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  • plpgsql function to generate random readable strings

    - by Peter
    Hi I have written the following function but it's isn't returning anything when I run it. Can somebody help identify the issue? CREATE OR REPLACE FUNCTION GenerateReadableRandomString ( len INT ) RETURNS varchar AS $$ DECLARE validchars VARCHAR; randomstr VARCHAR; randint INT; i INT; BEGIN validchars := 'ABCEFHJKLMNPRTWXY3478'; i := 0; LOOP randint := ceil(random() * char_length(validchars)); randomstr := randomstr || substring(validchars from randint for 1); i := i + 1; EXIT WHEN i = len; END LOOP; RETURN randomstr; END; $$ LANGUAGE plpgsql;

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  • IPC using SendMessage but receiver have random window caption

    - by iira
    I found "Delphi Inter Process Communication (IPC) using SendMessage" with Google. Here's a piece of the code from Sender to send a message for Receiver : procedure TfrmClient.FormCreate(Sender: TObject); begin MyMsg := RegisterWindowMessage('MyMessage'); ServerApplicationHandle := FindWindow('TApplication', 'Project1'); end; The problem is my receiver have random caption name. So how can I send a message to receiver? Any idea? My Sender is a DLL and my receiver is Exe.

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  • php random array

    - by user295189
    I am trying to get a random array like this srand((float) microtime() * 10000000); $input = array("Neo", "Morpheus", "Trinity", "Cypher", "Tank"); $rand_keys = array_rand($input, 2); echo $input[$rand_keys[0]] . "\n"; echo $input[$rand_keys[1]] . "\n"; it shows 2 numbers randomly if I have $rand_keys = array_rand($input, 2);$rand_keys = array_rand($input, 5); but since I want all 5 to show it doesnt work. whats causing that. I need to use array_rand. thanks

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  • loading mp3 from file using random access to flash.media.Sound

    - by Irfan Mulic
    We are migrating application from Delphi to Flex (Air) that plays mp3 files from random access big file. it has positions and sizes to extract mp3 data to FileStream-MemoryStream and then we use bass.dll to play it from memory stream. Now I have to play those same mp3's in flex but I am not sure how... I was reading something similar for reading/writing data using ByteArray from here but how to apply it to flash.media.Sound ? http://livedocs.adobe.com/flex/3/html/help.html?content=ByteArrays_2.html Any help?

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  • random numbers in C

    - by Sergey
    for(i = 0; i < n; i++){ srand(time(NULL)); printf("%d ", time(NULL)); for(j = 0; j < (n-1); j++){ a[i,j] = rand(); } } I try to generate random numbers, but they are the same... I try srand(i * time(NULL)). No matter.. What should i do?

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  • Document: How do I include a random fragment from another document

    - by NXT
    I have a word document that I am converting to docbook. This word document has short sections that are quoted from another document. I thinking that I should use a blockquote or sidebar to contain the quoted document. But how do I go about making random headings in non sequential order? For example I might be quoting a section of a document that looks like this: -------------------------------------- B. Damage Assessment blah...paragraphs B.1 Responsibilities. some stuff... B.2 Authority some more stuff... -------------------------------------- Those headings are totally unrelated to the flow of the containing document. Is this an appropriate place to use the bridgehead element?

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