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  • Looking for a fast hash-function.

    - by Julian
    Hello, I'm looking for a special hash-function. Let's say I have a large list of strings, if I order them by their hash-values they should be ordered quasi randomly. The most important point is: it must be super fast. I've tried md5 and sha1 and they're using to much cpu power. Clashes are not a problem. I'm using javascript, so it shouldn't be too complicated to implement.

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  • Shuffling a list with a constraint

    - by 500
    Preparing a new psychophysic experiment, I have 48 original stimuli displayed 4 times (4 conditions). Resulting in 192 trials. Trying to randomize the order of presentation during the experiment, I need to maximize the distance between the 4 display of the same original stimuli. Please Consider : Table[{j, i}, {j, Range[48]}, {i, Range[4]}] Where j is the original stimuli number and i the condition Output Sample : {{1, 1}, {1, 2}, {1, 3}, {1, 4}, {2, 1}, {2, 2}, {2, 3}, {2, 4}, ... {47, 1}, {47, 2}, {47, 3},{47, 4}, {48, 1}, {48, 2}, {48, 3}, {48, 4}} How could I shuffle the order of presentation of those 192 items, maximizing the distance between identical item with regard to j the original stimuli number ?

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  • Strange phantom header margin bug html/css

    - by MickyJimbo
    So I'm creating this website and there is a strange untraceable bug that causes the header to move down 10 or so pixels. On a refresh the header could be correct or it could be broken. I've been testing it on Adobe Browserlab and the results are different every time.There is no discernible pattern making it incredible hard to track down. http://www.freeimagehosting.net/uploads/c866bf594d.jpg Has anyone ever had this problem and been able to fix it?

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  • PHP, MySQL - would results-array shuffle be quicker than "select... order by rand()"?

    - by sombe
    I've been reading a lot about the disadvantages of using "order by rand" so I don't need update on that. I was thinking, since I only need a limited amount of rows retrieved from the db to be randomized, maybe I should do: $r = $db->query("select * from table limit 500"); for($i;$i<500;$i++) $arr[$i]=mysqli_fetch_assoc($r); shuffle($arr); (i know this only randomizes the 500 first rows, be it). would that be faster than $r = $db->("select * from table order by rand() limit 500"); let me just mention, say the db tables were packed with more than...10,000 rows. why don't you do it yourself?!? - well, i have, but i'm looking for your experienced opinion. thanks!

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  • Latest stream cipher considered reasonably secure & easy to implement?

    - by hythlodayr
    (A)RC4 used to fit the bill, since it was so simple to write. But it's also less-than-secure these days. I'm wondering if there's a successor that's: Code is small enough to write & debug within an hour or so, using pseudo code as a template. Still considered secure, as of 2010. Optimized for software. Not encumbered by licensing issues. I can't use crypto libraries, otherwise all of this would be moot. Also, I'll consider block algorithms though I think most are pretty hefty. Thanks.

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  • Any tools can randomly generate the source code according to a language grammar?

    - by wbsun
    A C program source code can be parsed according to the C grammar(described in CFG) and eventually turned into many ASTs. I am considering if such tool exists: it can do the reverse thing by firstly randomly generating many ASTs, which include tokens that don't have the concrete string values, just the types of the tokens, according to the CFG, then generating the concrete tokens according to the tokens' definitions in the regular expression. I can imagine the first step looks like an iterative non-terminals replacement, which is randomly and can be limited by certain number of iteration times. The second step is just generating randomly strings according to regular expressions. Is there any tool that can do this?

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  • How to add precedence to LALR parser like in YACC?

    - by greenoldman
    Please note, I am asking about writing LALR parser, not writing rules for LALR parser. What I need is... ...to mimic YACC precedence definitions. I don't know how it is implemented, and below I describe what I've done and read so far. For now I have basic LALR parser written. Next step -- adding precedence, so 2+3*4 could be parsed as 2+(3*4). I've read about precedence parsers, however I don't see how to fit such model into LALR. I don't understand two points: how to compute when insert parenthesis generator how to compute how many parenthesis the generator should create I insert generators when the symbols is taken from input and put at the stack, right? So let's say I have something like this (| denotes boundary between stack and input): ID = 5 | + ..., at this point I add open, so it gives ID = < 5 | + ..., then I read more input ID = < 5 + | 5 ... and more ID = < 5 + 5 | ; ... and more ID = < 5 + 5 ; | ... At this point I should have several reduce moves in normal LALR, but the open parenthesis does not match so I continue reading more input. Which does not make sense. So this was when problem. And about count, let's say I have such data < 2 + < 3 * 4 >. As human I can see that the last generator should create 2 parenthesis, but how to compute this? After all there could be two scenarios: ( 2 + ( 3 *4 )) -- parenthesis is used to show the outcome of generator or (2 + (( 3 * 4 ) ^ 5) because there was more input Please note that in both cases before 3 was open generator, and after 4 there was close generator. However in both cases, after reading 4 I have to reduce, so I have to know what generator "creates".

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  • How do I generate a random curve for landscape (like Worms)? [closed]

    - by Stas
    Possible Duplicate: How do I generate terrain like that of Scorched Earth? How can I generate Worms-style terrain? I must build random curve line for the 2D Game on the BitMap (like in Worms, from the side). Teacher said that I should do it using Terrain Generation through recourcy (I work in Delphi 7). I understand the main principle, but I don't know how to introduce it as code. All measurements according to the screen resolution.

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  • How do I request a single random row from a force.com database in SOQL?

    - by Ollie C
    Total row-count is in the range 10k-100k rows. Can I use RAND() on force.com? Unfortunately although all the rows have a unique numeric identifier, there are many gaps, and I'd often want to select a random row from a filtered subset anyway. I suspect there's no particularly efficient way to do this, but is it possible at all? Ultimately all I want to do is to extract one row from a table (or a subset based on specific filter criteria) at random. If force.com doesn't let me select a random row, then can I query the rows to select from, and assign sequential IDs to all the rows, say 1-1,035, and then select a random number in that range locally, say 349, and then get row 349?

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  • How to select random image of specific size using Django / Python?

    - by Jonathan
    I've been using this little snippet to select random images. However I would like to change it to select only images of a certain size. I'm running into trouble checking against image size. If I use get_image_dimensions() I need to use a conditional statement, which then requires that I allow exceptions. So, I guess I need some pointers on just limiting by image dimensions. Thanks. import os import random import posixpath from django import template from django.conf import settings register = template.Library() def is_image_file(filename): """Does `filename` appear to be an image file?""" img_types = [".jpg", ".jpeg", ".png", ".gif"] ext = os.path.splitext(filename)[1] return ext in img_types @register.simple_tag def random_image(path): """ Select a random image file from the provided directory and return its href. `path` should be relative to MEDIA_ROOT. Usage: <img src='{% random_image "images/whatever/" %}'> """ fullpath = os.path.join(settings.MEDIA_ROOT, path) filenames = [f for f in os.listdir(fullpath) if is_image_file(f)] pick = random.choice(filenames) return posixpath.join(settings.MEDIA_URL, path, pick)

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  • What to do with random pages after a 301 redirect?

    - by Alex
    Hello, I did a standard 301 redirect for a domain, but the original domain has about 300 pages that have some strength. It doesn't make sense to make them all point back to the new home page because the individual pages are about some topics. Also, there aren't the same pages in the new domain, so where should the original random pages redirect to? I would like to have them rank for the same topics they used to, but without having the original domain giving them strength, they will just stop ranking and die off. What should I do? Thanks, Alex

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  • Is "watermarking" code with random trailing whitespace a good way to detect plagiarism?

    - by paperjam
    Consider this: int f(int x) { return 2 * x * x; } and this int squareAndDouble(int y) { return 2*y*y; } If you found these in independent bodies of code, you might give the two programmers the benefit of the doubt and assume they came up with more-or-less the same function independently. But look at the whitespace at the end of each line of code. Same pattern in both. Surely evidence of copying. On a larger piece of code, correlation of random whitespace at line ends would be irrefutable evidence of a shared origin. Now aside from the obvious weaknesses: e.g. visible or obvious in some editors, easily removed, I was wondering if it was worth deploying something like this in my open source project. My industry has a history of companies ripping off open source projects.

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  • how do I paste text to a line by line text filter like awk, without having stdin echo to the screen?

    - by Barton Chittenden
    I have a text in an email on a windows box that looks something like this: 100 some random text 101 some more random text 102 lots of random text, all different 103 lots of random text, all the same I want to extract the numbers, i.e. the first word on each line. I've got a terminal running bash open on my Linux box... If these were in a text file, I would do this: awk '{print $1}' mytextfile.txt I would like to paste these in, and get my numbers out, without creating a temp file. my naive first attempt looked like this: $ awk '{print $1}' 100 some random text 100 101 some more random text 101 102 lots of random text, all different 103 lots of random text, all the same 102 103 The buffering of stdin and stdout make a hash of this. I wouldn't mind if stdin all printed first, followed by all of stdout; this is what would happen if I were to paste into 'sort' for example, but awk and sed are a different story. a little more thought gave me this: open two terminals. Create a fifo file. Read from the fifo on one terminal, write to it on another. This does in fact work, but I'm lazy. I don't want to open a second terminal. Is there a way in the shell that I can hide the text echoed to the screen when I'm passing it in to a pipe, so that I paste this: 100 some random text 101 some more random text 102 lots of random text, all different 103 lots of random text, all the same but see this? $ awk '{print $1}' 100 101 102 103

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  • How can I log when reads to /dev/random block?

    - by ldrg
    I've noticed that since updating my server to Debian Squeeze the amount of entropy as reported by /proc/sys/kernel/random/entropy_avail is much lower than it was before the upgrade. I would like to know if this lower pool size is big enough to function with or if I need to look into getting more entropy sources. I think having a way to log blocking reads of /dev/random would show whether I have enough entropy or not.

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  • 2D Collision in Canvas - Balls Overlapping When Velocity is High

    - by kushsolitary
    I am doing a simple experiment in canvas using Javascript in which some balls will be thrown on the screen with some initial velocity and then they will bounce on colliding with each other or with the walls. I managed to do the collision with walls perfectly but now the problem is with the collision with other balls. I am using the following code for it: //Check collision between two bodies function collides(b1, b2) { //Find the distance between their mid-points var dx = b1.x - b2.x, dy = b1.y - b2.y, dist = Math.round(Math.sqrt(dx*dx + dy*dy)); //Check if it is a collision if(dist <= (b1.r + b2.r)) { //Calculate the angles var angle = Math.atan2(dy, dx), sin = Math.sin(angle), cos = Math.cos(angle); //Calculate the old velocity components var v1x = b1.vx * cos, v2x = b2.vx * cos, v1y = b1.vy * sin, v2y = b2.vy * sin; //Calculate the new velocity components var vel1x = ((b1.m - b2.m) / (b1.m + b2.m)) * v1x + (2 * b2.m / (b1.m + b2.m)) * v2x, vel2x = (2 * b1.m / (b1.m + b2.m)) * v1x + ((b2.m - b1.m) / (b2.m + b1.m)) * v2x, vel1y = v1y, vel2y = v2y; //Set the new velocities b1.vx = vel1x; b2.vx = vel2x; b1.vy = vel1y; b2.vy = vel2y; } } You can see the experiment here. The problem is, some balls overlap each other and stick together while some of them rebound perfectly. I don't know what is causing this issue. Here's my balls object if that matters: function Ball() { //Random Positions this.x = 50 + Math.random() * W; this.y = 50 + Math.random() * H; //Random radii this.r = 15 + Math.random() * 30; this.m = this.r; //Random velocity components this.vx = 1 + Math.random() * 4; this.vy = 1 + Math.random() * 4; //Random shade of grey color this.c = Math.round(Math.random() * 200); this.draw = function() { ctx.beginPath(); ctx.fillStyle = "rgb(" + this.c + ", " + this.c + ", " + this.c + ")"; ctx.arc(this.x, this.y, this.r, 0, Math.PI*2, false); ctx.fill(); ctx.closePath(); } }

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  • Problems Allocating Objects of Derived Class Where Base Class has Abstract Virtual Functions

    - by user1743901
    I am trying to get this Zombie/Human agent based simulation running, but I am having problems with these derived classes (Human and Zombie) who have parent class "Creature". I have 3 virtual functions declared in "Creature" and all three of these are re-declared AND DEFINED in both "Human" and "Zombie". But for some reason when I have my program call "new" to allocate memory for objects of type Human or Zombie, it complains about the virtual functions being abstract. Here's the code: definitions.h #ifndef definitions_h #define definitions_h class Creature; class Item; class Coords; class Grid { public: Creature*** cboard; Item*** iboard; int WIDTH; int HEIGHT; Grid(int WIDTHVALUE, int HEIGHTVALUE); void FillGrid(); //initializes grid object with humans and zombies void Refresh(); //calls Creature::Die(),Move(),Attack(),Breed() on every square void UpdateBuffer(char** buffer); bool isEmpty(int startx, int starty, int dir); char CreatureType(int xcoord, int ycoord); char CreatureType(int startx, int starty, int dir); }; class Random { public: int* rptr; void Print(); Random(int MIN, int MAX, int LEN); ~Random(); private: bool alreadyused(int checkthis, int len, int* rptr); bool isClean(); int len; }; class Coords { public: int x; int y; int MaxX; int MaxY; Coords() {x=0; y=0; MaxX=0; MaxY=0;} Coords(int X, int Y, int WIDTH, int HEIGHT) {x=X; y=Y; MaxX=WIDTH; MaxY=HEIGHT; } void MoveRight(); void MoveLeft(); void MoveUp(); void MoveDown(); void MoveUpRight(); void MoveUpLeft(); void MoveDownRight(); void MoveDownLeft(); void MoveDir(int dir); void setx(int X) {x=X;} void sety(int Y) {y=Y;} }; class Creature { public: bool alive; Coords Location; char displayletter; Creature() {Location.x=0; Location.y=0;} Creature(int i, int j) {Location.setx(i); Location.sety(j);} virtual void Attack() =0; virtual void AttackCreature(Grid G, int attackdirection) =0; virtual void Breed() =0; void Die(); void Move(Grid G); int DecideSquare(Grid G); void MoveTo(Grid G, int dir); }; class Human : public Creature { public: bool armed; //if armed, chances of winning fight increased for next fight bool vaccinated; //if vaccinated, no chance of getting infected int bitecount; //if a human is bitten, bite count is set to a random number int breedcount; //if a human goes x steps without combat, will breed if next to a human int starvecount; //if a human does not eat in x steps, will die Human() {displayletter='H';} Human(int i, int j) {displayletter='H';} void Attack(Grid G); void AttackCreature(Grid G, int attackdirection); void Breed(Grid G); //will breed after x steps and next to human int DecideAttack(Grid G); }; class Zombie : public Creature { public: Zombie() {displayletter='Z';} Zombie(int i, int j) {displayletter='Z';} void Attack(Grid G); void AttackCreature(Grid G, int attackdirection); void Breed() {} //does nothing int DecideAttack(Grid G); void AttackCreature(Grid G, int attackdirection); }; class Item { }; #endif definitions.cpp #include <cstdlib> #include "definitions.h" Random::Random(int MIN, int MAX, int LEN) //constructor { len=LEN; rptr=new int[LEN]; //allocate array of given length for (int i=0; i<LEN; i++) { int random; do { random = rand() % (MAX-MIN+1) + MIN; } while (alreadyused(random,LEN,rptr)); rptr[i]=random; } } bool Random::alreadyused(int checkthis, int len, int* rptr) { for (int i=0; i<len; i++) { if (rptr[i]==checkthis) return 1; } return 0; } Random::~Random() { delete rptr; } Grid::Grid(int WIDTHVALUE, int HEIGHTVALUE) { WIDTH = WIDTHVALUE; HEIGHT = HEIGHTVALUE; //builds 2d array of creature pointers cboard = new Creature**[WIDTH]; for(int i=0; i<WIDTH; i++) { cboard[i] = new Creature*[HEIGHT]; } //builds 2d array of item pointers iboard = new Item**[WIDTH]; for (int i=0; i<WIDTH; i++) { iboard[i] = new Item*[HEIGHT]; } } void Grid::FillGrid() { /* For each creature pointer in grid, randomly selects whether to initalize as zombie, human, or empty square. This methodology can be changed to initialize different creature types with different probabilities */ int random; for (int i=0; i<WIDTH; i++) { for (int j=0; j<HEIGHT; j++) { Random X(1,100,1); //create a single random integer from [1,100] at X.rptr random=*(X.rptr); if (random < 20) cboard[i][j] = new Human(i,j); else if (random < 40) cboard[i][j] = new Zombie(i,j); else cboard[i][j] = NULL; } } //at this point every creature pointer should be pointing to either //a zombie, human, or NULL with varying probabilities } void Grid::UpdateBuffer(char** buffer) { for (int i=0; i<WIDTH; i++) { for (int j=0; j<HEIGHT; j++) { if (cboard[i][j]) buffer[i][j]=cboard[i][j]->displayletter; else buffer[i][j]=' '; } } } bool Grid::isEmpty(int startx, int starty, int dir) { Coords StartLocation(startx,starty,WIDTH,HEIGHT); switch(dir) { case 1: StartLocation.MoveUp(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 2: StartLocation.MoveUpRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 3: StartLocation.MoveRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 4: StartLocation.MoveDownRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 5: StartLocation.MoveDown(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 6: StartLocation.MoveDownLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 7: StartLocation.MoveLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 8: StartLocation.MoveUpLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; } return 1; } char Grid::CreatureType(int xcoord, int ycoord) { if (cboard[xcoord][ycoord]) //if there is a creature at location xcoord,ycoord return (cboard[xcoord][ycoord]->displayletter); else //if pointer at location xcoord,ycoord is null, return null char return '\0'; } char Grid::CreatureType(int startx, int starty, int dir) { Coords StartLocation(startx,starty,WIDTH,HEIGHT); switch(dir) { case 1: StartLocation.MoveUp(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 2: StartLocation.MoveUpRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 3: StartLocation.MoveRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 4: StartLocation.MoveDownRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 5: StartLocation.MoveDown(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 6: StartLocation.MoveDownLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 7: StartLocation.MoveLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 8: StartLocation.MoveUpLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); } //if function hasn't returned by now, square being looked at is pointer to null return '\0'; //return null char } void Coords::MoveRight() {(x==MaxX)? (x=0):(x++);} void Coords::MoveLeft() {(x==0)? (x=MaxX):(x--);} void Coords::MoveUp() {(y==0)? (y=MaxY):(y--);} void Coords::MoveDown() {(y==MaxY)? (y=0):(y++);} void Coords::MoveUpRight() {MoveUp(); MoveRight();} void Coords::MoveUpLeft() {MoveUp(); MoveLeft();} void Coords::MoveDownRight() {MoveDown(); MoveRight();} void Coords::MoveDownLeft() {MoveDown(); MoveLeft();} void Coords::MoveDir(int dir) { switch(dir) { case 1: MoveUp(); break; case 2: MoveUpRight(); break; case 3: MoveRight(); break; case 4: MoveDownRight(); break; case 5: MoveDown(); break; case 6: MoveDownLeft(); break; case 7: MoveLeft(); break; case 8: MoveUpLeft(); break; case 0: break; } } void Creature::Move(Grid G) { int movedir=DecideSquare(G); MoveTo(G,movedir); } int Creature::DecideSquare(Grid G) { Random X(1,8,8); //X.rptr now points to 8 unique random integers from [1,8] for (int i=0; i<8; i++) { int dir=X.rptr[i]; if (G.isEmpty(Location.x,Location.y,dir)) return dir; } return 0; } void Creature::MoveTo(Grid G, int dir) { Coords OldLocation=Location; Location.MoveDir(dir); G.cboard[Location.x][Location.y]=this; //point new location to this creature G.cboard[OldLocation.x][OldLocation.y]=NULL; //point old location to NULL } void Creature::Die() { if (!alive) { delete this; this=NULL; } } void Human::Breed(Grid G) { if (!breedcount) { Coords BreedLocation=Location; Random X(1,8,8); for (int i=0; i<8; i++) { BreedLocation.MoveDir(X.rptr[i]); if (!G.cboard[BreedLocation.x][BreedLocation.y]) { G.cboard[BreedLocation.x][BreedLocation.y])=new Human(BreedLocation.x,BreedLocation.y); return; } } } } int Human::DecideAttack(Grid G) { Coords AttackLocation=Location; Random X(1,8,8); int attackdir; for (int i=0; i<8; i++) { attackdir=X.rptr[i]; switch(G.CreatureType(Location.x,Location.y,attackdir)) { case 'H': break; case 'Z': return attackdir; case '\0': break; default: break; } } return 0; //no zombies! } int AttackRoll(int para1, int para2) { //outcome 1: Zombie wins, human dies //outcome 2: Human wins, zombie dies //outcome 3: Human wins, zombie dies, but human is bitten Random X(1,100,1); int roll= *(X.rptr); if (roll < para1) return 1; else if (roll < para2) return 2; else return 3; } void Human::AttackCreature(Grid G, int attackdirection) { Coords AttackLocation=Location; AttackLocation.MoveDir(attackdirection); int para1=33; int para2=33; if (vaccinated) para2=101; //makes attackroll > para 2 impossible, never gets infected if (armed) para1-=16; //reduces chance of zombie winning fight int roll=AttackRoll(para1,para2); //outcome 1: Zombie wins, human dies //outcome 2: Human wins, zombie dies //outcome 3: Human wins, zombie dies, but human is bitten switch(roll) { case 1: alive=0; //human (this) dies return; case 2: G.cboard[AttackLocation.x][AttackLocation.y]->alive=0; return; //zombie dies case 3: G.cboard[AttackLocation.x][AttackLocation.y]->alive=0; //zombie dies Random X(3,7,1); //human is bitten bitecount=*(X.rptr); return; } } int Zombie::DecideAttack(Grid G) { Coords AttackLocation=Location; Random X(1,8,8); int attackdir; for (int i=0; i<8; i++) { attackdir=X.rptr[i]; switch(G.CreatureType(Location.x,Location.y,attackdir)) { case 'H': return attackdir; case 'Z': break; case '\0': break; default: break; } } return 0; //no zombies! } void Zombie::AttackCreature(Grid G, int attackdirection) { int reversedirection; if (attackdirection < 9 && attackdirection>0) { (attackdirection<5)? (reversedirection=attackdirection+4):(reversedirection=attackdirection-4); } else reversedirection=0; //this should never happen //when a zombie attacks a human, the Human::AttackZombie() function is called //in the "reverse" direction, utilizing that function that has already been written Coords ZombieLocation=Location; Coords HumanLocation=Location; HumanLocation.MoveDir(attackdirection); if (G.cboard[HumanLocation.x][HumanLocation.y]) //if there is a human there, which there should be G.cboard[HumanLocation.x][HumanLocation.y]->AttackCreature(G,reversedirection); } void Zombie::Attack(Grid G) { int attackdirection=DecideAttack(G); AttackCreature(G,attackdirection); } main.cpp #include <cstdlib> #include <iostream> #include "definitions.h" using namespace std; int main(int argc, char *argv[]) { Grid G(500,500); system("PAUSE"); return EXIT_SUCCESS; }

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  • Is a 302 redirect to a random URL from the homepage an SEO problem?

    - by CookieMonster
    I originally posted this on Stackoverflow, but I believe here is a better place to ask. My web application is very similar to notepad.cc which redirects to a randomly generated URL upon access, e.g. http://myapp.com/roTr94h4Gd. (Please note that notepad.cc is not my site.) Probably because of this redirect feature, when I do "fetch as Google" or "fetch as Bingbot", I get a 302 and no html content. Not even a <html></html> tag. HTTP/1.1 302 Moved Temporarily Server: nginx/1.4.1 Date: Tue, 01 Oct 2013 04:37:37 GMT Content-Type: text/html Transfer-Encoding: chunked Connection: keep-alive X-Powered-By: PHP/5.4.17-1~dotdeb.1 Set-Cookie: PHPSESSID=vp99q5e5t5810e3bnnnvi6sfo2; expires=Thu, 03-Oct-2013 04:37:37 GMT; path=/ Expires: Thu, 19 Nov 1981 08:52:00 GMT Cache-Control: no-store, no-cache, must-revalidate, post-check=0, pre-check=0 Pragma: no-cache Location: /roTr94h4Gd How should I avoid 302 in this case? I suppose I could modify my site to prevent the redirect, but it is a necessary feature of my web app to generate a random URL on each access. I added <meta name="fragment" content="!"> tag into my index page and set it to return a static snapshot of my page when the flag is set. But this still returns a 302. I also added a header to return 200 before redirecting, but this had no effect, either. Could someone tell me a good suggestion to solve this problem?

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  • Can't access random web pages on my MacBook Pro 2012?

    - by Faruk Sahin
    Sometimes I can't access random web pages. The page simply doesn't load. If I wait for around a minute doing nothing, it will load. It happens very random and very intermittent. Sometimes it starts when I try to access youtube.com or cnn.com. When it starts, it happens once in a minute or once in 5 minutes for random web pages. But if I am downloading something, the download continues without any interruption. And also I am able to ping the address I can't browse. Then if I wait for around a minute, everything starts to work fine at the browser side also. I have tried a lot of different browsers. I have tried changing my DNS servers to Google's public DNS servers. Using a cable instead of the wireless connection doesn't work either. No one else in the network has this problem, but me. What can be the problem?

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  • 10 CSS Grid Layout Generators

    - by Jyoti
    There are a lot of online generators which are of no use to any designers, however some can help designers to an extent. Some example of online generators are favicon generators, background generators, button generators, and badge generators. Some of the useful kinds are the ones that solve one purpose with quick and easy steps, especially useful for new designers, following is a list of some useful CSS grid layout generators. Grid Layout Generator By PageColumn: Blueprint Grid CSS Generator: Grid Generator By NetProtozo: Grid Generator By DegisnByGrid: Grid System Generator: YUI CSS Grid Builder: Variable Grid System: Firdamatic: CSS Sourced Ordered Variable Border Columed Page Maker: Grid Designer:

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  • Event Logging in LINQ C# .NET

    The first thing you'll want to do before using this code is to create a table in your database called TableHistory: CREATE TABLE [dbo].[TableHistory] (     [TableHistoryID] [int] IDENTITY NOT NULL ,     [TableName] [varchar] (50) NOT NULL ,     [Key1] [varchar] (50) NOT NULL ,     [Key2] [varchar] (50) NULL ,     [Key3] [varchar] (50) NULL ,     [Key4] [varchar] (50) NULL ,     [Key5] [varchar] (50) NULL ,     [Key6] [varchar] (50)NULL ,     [ActionType] [varchar] (50) NULL ,     [Property] [varchar] (50) NULL ,     [OldValue] [varchar] (8000) NULL ,     [NewValue] [varchar] (8000) NULL ,     [ActionUserName] [varchar] (50) NOT NULL ,     [ActionDateTime] [datetime] NOT NULL ) Once you have created the table, you'll need to add it to your custom LINQ class (which I will refer to as DboDataContext), thus creating the TableHistory class. Then, you'll need to add the History.cs file to your project. You'll also want to add the following code to your project to get the system date: public partial class DboDataContext{ [Function(Name = "GetDate", IsComposable = true)] public DateTime GetSystemDate() { MethodInfo mi = MethodBase.GetCurrentMethod() as MethodInfo; return (DateTime)this.ExecuteMethodCall(this, mi, new object[] { }).ReturnValue; }}private static Dictionary<type,> _cachedIL = new Dictionary<type,>();public static T CloneObjectWithIL<t>(T myObject){ Delegate myExec = null; if (!_cachedIL.TryGetValue(typeof(T), out myExec)) { // Create ILGenerator DynamicMethod dymMethod = new DynamicMethod("DoClone", typeof(T), new Type[] { typeof(T) }, true); ConstructorInfo cInfo = myObject.GetType().GetConstructor(new Type[] { }); ILGenerator generator = dymMethod.GetILGenerator(); LocalBuilder lbf = generator.DeclareLocal(typeof(T)); //lbf.SetLocalSymInfo("_temp"); generator.Emit(OpCodes.Newobj, cInfo); generator.Emit(OpCodes.Stloc_0); foreach (FieldInfo field in myObject.GetType().GetFields( System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic)) { // Load the new object on the eval stack... (currently 1 item on eval stack) generator.Emit(OpCodes.Ldloc_0); // Load initial object (parameter) (currently 2 items on eval stack) generator.Emit(OpCodes.Ldarg_0); // Replace value by field value (still currently 2 items on eval stack) generator.Emit(OpCodes.Ldfld, field); // Store the value of the top on the eval stack into // the object underneath that value on the value stack. // (0 items on eval stack) generator.Emit(OpCodes.Stfld, field); } // Load new constructed obj on eval stack -> 1 item on stack generator.Emit(OpCodes.Ldloc_0); // Return constructed object. --> 0 items on stack generator.Emit(OpCodes.Ret); myExec = dymMethod.CreateDelegate(typeof(Func<t,>)); _cachedIL.Add(typeof(T), myExec); } return ((Func<t,>)myExec)(myObject);}I got both of the above methods off of the net somewhere (maybe even from CodeProject), but it's been long enough that I can't recall where I got them.Explanation of the History ClassThe History class records changes by creating a TableHistory record, inserting the values for the primary key for the table being modified into the Key1, Key2, ..., Key6 columns (if you have more than 6 values that make up a primary key on any table, you'll want to modify this), setting the type of change being made in the ActionType column (INSERT, UPDATE, or DELETE), old value and new value if it happens to be an update action, and the date and Windows identity of the user who made the change.Let's examine what happens when a call is made to the RecordLinqInsert method:public static void RecordLinqInsert(DboDataContext dbo, IIdentity user, object obj){ TableHistory hist = NewHistoryRecord(obj); hist.ActionType = "INSERT"; hist.ActionUserName = user.Name; hist.ActionDateTime = dbo.GetSystemDate(); dbo.TableHistories.InsertOnSubmit(hist);}private static TableHistory NewHistoryRecord(object obj){ TableHistory hist = new TableHistory(); Type type = obj.GetType(); PropertyInfo[] keys; if (historyRecordExceptions.ContainsKey(type)) { keys = historyRecordExceptions[type].ToArray(); } else { keys = type.GetProperties().Where(o => AttrIsPrimaryKey(o)).ToArray(); } if (keys.Length > KeyMax) throw new HistoryException("object has more than " + KeyMax.ToString() + " keys."); for (int i = 1; i <= keys.Length; i++) { typeof(TableHistory) .GetProperty("Key" + i.ToString()) .SetValue(hist, keys[i - 1].GetValue(obj, null).ToString(), null); } hist.TableName = type.Name; return hist;}protected static bool AttrIsPrimaryKey(PropertyInfo pi){ var attrs = from attr in pi.GetCustomAttributes(typeof(ColumnAttribute), true) where ((ColumnAttribute)attr).IsPrimaryKey select attr; if (attrs != null && attrs.Count() > 0) return true; else return false;}RecordLinqInsert takes as input a data context which it will use to write to the database, the user, and the LINQ object to be recorded (a single object, for instance, a Customer or Order object if you're using AdventureWorks). It then calls the NewHistoryRecord method, which uses LINQ to Objects in conjunction with the AttrIsPrimaryKey method to pull all the primary key properties, set the Key1-KeyN properties of the TableHistory object, and return the new TableHistory object. The code would be called in an application, like so: Continue span.fullpost {display:none;}

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  • Is there anyway way to speed up Exchange 2007's Load Generator tool?

    - by JohnM
    I'm running Load Generator to test our new deployment before going live and the initialization process has been running for two days and is only at 25% for ~58000 user test. Does anyone know of a way to speed up this process? Surely it shouldn't take this long. Currently, I've got it running with one master and two remote servers and they aren't peaking out on CPU or Network utilization. Any help you could provide would be greatly appreciated.

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