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  • Which OpenGL functions are not GPU-accelerated?

    - by Xavier Ho
    I was shocked when I read this (from the OpenGL wiki): glTranslate, glRotate, glScale Are these hardware accelerated? No, there are no known GPUs that execute this. The driver computes the matrix on the CPU and uploads it to the GPU. All the other matrix operations are done on the CPU as well : glPushMatrix, glPopMatrix, glLoadIdentity, glFrustum, glOrtho. This is the reason why these functions are considered deprecated in GL 3.0. You should have your own math library, build your own matrix, upload your matrix to the shader. For a very, very long time I thought most of the OpenGL functions use the GPU to do computation. I'm not sure if this is a common misconception, but after a while of thinking, this makes sense. Old OpenGL functions (2.x and older) are really not suitable for real-world applications, due to too many state switches. This makes me realise that, possibly, many OpenGL functions do not use the GPU at all. So, the question is: Which OpenGL function calls don't use the GPU? I believe knowing the answer to the above question would help me become a better programmer with OpenGL. Please do share some of your insights.

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  • Animate screen while loading textures

    - by Omega
    My RPG-like game has random battles. When the player enters a random battle, it is necessary for my game to load the textures used within that battle (animated monsters, animations, etc). The textures are quite a lot, and rather big (the battles are very graphical intensive). Such process consumes significant time. And while it is loading, the whole screen freezes. The game's map freezes, and the wait time is significant - I personally find it annoying. I can't afford to preload the textures because, after doing some math, I realized: If I preload all the textures at the beginning of the game, the application will definitely crash. If I preload the textures that are used in a specific map when the player enters the map, the application is very likely to crash as well. I can only afford to load the textures when I need them, and dispose of them as soon as the battle ends. I'd prefer to not use a "loading screen" image because it affects my game's design and concept. I want to avoid this approach. If I could do some kind of animation while loading the textures, it would be great, which leads to my question: is that possible? What kind of animation, you ask? Well, how about... you remember when Final Fantasy used to distort the screen while apparently loading the textures? Something like that. But well, distorting is quite a time-consuming process as well, so maybe just a cool frame-by-frame animation or something. While writing this, I realized that I could make small pauses between textures (there are multiple textures), and during such pauses, I update the screen to represent the animation's state. However, this is very unlikely to happen, because each texture is 2048x2048, so the animation would be refreshed at a rather laggy (and annoying) rate. I'd prefer to avoid this as well.

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  • select2: "text is undefined" when getting json using ajax

    - by user3046715
    I'm having an issue when getting json results back to select2. My json does not return a result that has a "text" field so need to format the result so that select2 accepts "Name". This code works if the text field in the json is set to "text" but in this case, I cannot change the formatting of the json result (code outside my control). $("#e1").select2({ formatNoMatches: function(term) {return term +" does not match any items." }, ajax: { // instead of writing the function to execute the request we use Select2's convenient helper url: "localhost:1111/Items.json", dataType: 'jsonp', cache: true, quietMillis: 200, data: function (term, page) { return { q: term, // search term p: page, s: 15 }; }, results: function (data, page) { // parse the results into the format expected by Select2. var numPages = Math.ceil(data.total / 15); return {results: data.Data, numPages: numPages}; } } }); I have looked into the documentation and found some statements you can put into the results such as text: 'Name', but I am still getting "text is undefined". Thanks for any help.

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  • Deterministic floating point and .NET

    - by code2code
    How can I guarantee that floating point calculations in a .NET application (say in C#) always produce the same bit-exact result? Especially when using different versions of .NET and running on different platforms (x86 vs x86_64). Inaccuracies of floating point operations do not matter. In Java I'd use strictfp. In C/C++ and other low level languages this problem is essentially solved by accessing the FPU / SSE control registers but that's probably not possible in .NET. Even with control of the FPU control register the JIT of .NET will generate different code on different platforms. Something like HotSpot would be even worse in this case... Why do I need it? I'm thinking about writing a real-time strategy (RTS) game which heavily depends on fast floating point math together with a lock stepped simulation. Essentially I will only transmit user input across the network. This also applies to other games which implement replays by storing the user input. Not an option are: decimals (too slow) fixed point values (too slow and cumbersome when using sqrt, sin, cos, tan, atan...) update state across the network like an FPS: Sending position information for hundreds or a few thousand units is not an option Any ideas?

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  • Refresh Div with Jquery at fixed time

    - by Ben C
    I've got a php script that tells me when the next bus is due, and at the moment I'm refreshing this into a div, using jquery, every minute or so. Now, because I know the time at which the data will change (after the bus has come), I want it to refresh the div at this time (or just after, doesn't really matter). I should point out that I'm fairly new to js, but this is what I've got so far: var nextbustime = $('#bus').contents(); var nextbustime = new Date(nextbustime); var now = new Date(); var t = nextbustime.getTime() - now.getTime(); var refreshId = setTimeout(function() { $('#bus').fadeOut("slow").load('modules/bus.php?randval='+ Math.random()).fadeIn("slow"); }, t); The div is loaded originally with a php include. Naturally, what I've done doesn't work at all. Do I need some loops going on? Do I need to refresh the time calculator? Please please help! Thanks in advance...

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  • Attempt to use a while loop for the 'next' arg of a for loop generates #arg error

    - by JerryK
    Am attempting to teach myself to program using Tcl. The task i've set myself to motivate my learning of Tcl is to solve the 8 queens problem. My approach to creating a program is to successively 'prototype' a solution. I have asked an earlier question related to the correctly laying out the nested for loops and received a helpful answer. To my dismay I find that the next development of my code creates the same interpreter error : "wrong # args" I have been careful to have an open brace at the end of the line preceding the while loop command. I've also tried to put the arguments of the whileloop in braces. This generates a different error. I have sincerely tried to understand the Tcl syntax man page - not too successfully - suggested by the answerer of my earlier question. Here is the code set allowd 1 set notallowd 0 for {set r1p 1} {$r1p <= 8} {incr r1p } { puts "1st row q placed at $r1p" ;# re-initialize r2 'free for q placemnt' array after every change of r1 q pos: for {set i 1 } {$i <= 8} {incr i} { set r2($i) $allowd } for { set r2($r1p) $notallowd ; set r2([expr $r1p-1]) $notallowd ; set r2([expr $r1p+1]) $notallowd ; set r2p 1} {$r2p <= 8} { ;# 'next' arg of r2 forloop will be a whileloop : while r2($r2p)== $notallowd incr r2p } { puts "2nd row q placed at $r2p" ;# end of 'commnd' arg of r2 forloop } } Where am I going wrong? EDIT : to provide clear reply @slebetman As stated in my text, I did brace the arguments of the whileloop (indeed that was how i first wrote the code) below is exactly the layout of the r2 forloop tried: for { set r2($r1p) $notallowd ; set r2([expr $r1p-1]) $notallowd ; set r2([expr $r1p+1]) $notallowd ; set r2p 1} {$r2p <= 8} { ;# 'next' arg of r2 forloop will be a whileloop : while { r2($r2p)== $notallowd } { incr r2p } } { puts "2nd row q placed at $r2p" ;# end of 'commnd' arg of r2 forloop } but this generates the fatal interpreter error : "unknown math function 'r2' while compiling while { r2($r2p .... "

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  • Python parsing error message functions

    - by user1716168
    The code below was created by me with the help of many SO veterans: The code takes an entered math expression and splits it into operators and operands for later use. I have created two functions, the parsing function that splits, and the error function. I am having problems with the error function because it won't display my error messages and I feel the function is being ignored when the code runs. An error should print if an expression such as this is entered: 3//3+4,etc. where there are two operators together, or there are more than two operators in the expression overall, but the error messages dont print. My code is below: def errors(): numExtrapolation,opExtrapolation=parse(expression) if (len(numExtrapolation) == 3) and (len(opExtrapolation) !=2): print("Bad1") if (len(numExtrapolation) ==2) and (len(opExtrapolation) !=1): print("Bad2") def parse(expression): operators= set("*/+-") opExtrapolate= [] numExtrapolate= [] buff=[] for i in expression: if i in operators: numExtrapolate.append(''.join(buff)) buff= [] opExtrapolate.append(i) opExtrapolation=opExtrapolate else: buff.append(i) numExtrapolate.append(''.join(buff)) numExtrapolation=numExtrapolate #just some debugging print statements print(numExtrapolation) print("z:", len(opExtrapolation)) return numExtrapolation, opExtrapolation errors() Any help would be appreciated. Please don't introduce new code that is any more advanced than the code already here. I am looking for a solution to my problem... not large new code segments. Thanks.

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  • Drawing line graphics leads Flash to spiral out of control!

    - by drpepper
    Hi, I'm having problems with some AS3 code that simply draws on a Sprite's Graphics object. The drawing happens as part of a larger procedure called on every ENTER_FRAME event of the stage. Flash neither crashes nor returns an error. Instead, it starts running at 100% CPU and grabs all the memory that it can, until I kill the process manually or my computer buckles under the pressure when it gets up to around 2-3 GB. This will happen at a random time, and without any noticiple slowdown beforehand. WTF? Has anyone seen anything like this? PS: I used to do the drawing within a MOUSE_MOVE event handler, which brought this problem on even faster. PPS: I'm developing on Linux, but reproduced the same problem on Windows. UPDATE: You asked for some code, so here we are. The drawing function looks like this: public static function drawDashedLine(i_graphics : Graphics, i_from : Point, i_to : Point, i_on : Number, i_off : Number) : void { const vecLength : Number = Point.distance(i_from, i_to); i_graphics.moveTo(i_from.x, i_from.y); var dist : Number = 0; var lineIsOn : Boolean = true; while(dist < vecLength) { dist = Math.min(vecLength, dist + (lineIsOn ? i_on : i_off)); const p : Point = Point.interpolate(i_from, i_to, 1 - dist / vecLength); if(lineIsOn) i_graphics.lineTo(p.x, p.y); else i_graphics.moveTo(p.x, p.y); lineIsOn = !lineIsOn; } } and is called like this (m_graphicsLayer is a Sprite): m_graphicsLayer.graphics.clear(); if (m_destinationPoint) { m_graphicsLayer.graphics.lineStyle(2, m_fixedAim ? 0xff0000 : 0x333333, 1); drawDashedLine(m_graphicsLayer.graphics, m_initialPos, m_destinationPoint, 10, 10); }

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  • Time complexity of a powerset generating function

    - by Lirik
    I'm trying to figure out the time complexity of a function that I wrote (it generates a power set for a given string): public static HashSet<string> GeneratePowerSet(string input) { HashSet<string> powerSet = new HashSet<string>(); if (string.IsNullOrEmpty(input)) return powerSet; int powSetSize = (int)Math.Pow(2.0, (double)input.Length); // Start at 1 to skip the empty string case for (int i = 1; i < powSetSize; i++) { string str = Convert.ToString(i, 2); string pset = str; for (int k = str.Length; k < input.Length; k++) { pset = "0" + pset; } string set = string.Empty; for (int j = 0; j < pset.Length; j++) { if (pset[j] == '1') { set = string.Concat(set, input[j].ToString()); } } powerSet.Add(set); } return powerSet; } So my attempt is this: let the size of the input string be n in the outer for loop, must iterate 2^n times (because the set size is 2^n). in the inner for loop, we must iterate 2*n times (at worst). 1. So Big-O would be O((2^n)*n) (since we drop the constant 2)... is that correct? And n*(2^n) is worse than n^2. if n = 4 then (4*(2^4)) = 64 (4^2) = 16 if n = 100 then (10*(2^10)) = 10240 (10^2) = 100 2. Is there a faster way to generate a power set, or is this about optimal?

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  • Detect mouseover and show tooltip text for dots on an HTML Canvas

    - by carl asquith
    Ive recently created a "map" although not very sophisticated (im working on it) it has the basic function and is generally heading in the right direction. If you look at it you can see a tiny red dots and on those tiny red dots i want to mouseover it and see text basically but ive had a bit of trouble getting the code right. http://hummingbird2.x10.mx/website%20creation/mainpage.htm This is all the code so far. <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN""http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title>Oynx Warrior</title> <link rel="stylesheet" type="text/css" href="mystyle.css" /> </head> <body> <h1>Oynx Warrior</h1> <canvas id="myCanvas" width="500" height="500" style="border:1px solid #c3c3c3;"> Your browser does not support the canvas element. </canvas> <script type="text/javascript"> var c=document.getElementById("myCanvas"); var cxt=c.getContext("2d"); cxt.fillStyle="#red"; cxt.beginPath(); cxt.arc(50,50,1,0,Math.PI*2,true); cxt.closePath(); cxt.fill(); </script> </body> </html>

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  • F# How to tokenise user input: separating numbers, units, words?

    - by David White
    I am fairly new to F#, but have spent the last few weeks reading reference materials. I wish to process a user-supplied input string, identifying and separating the constituent elements. For example, for this input: XYZ Hotel: 6 nights at 220EUR / night plus 17.5% tax the output should resemble something like a list of tuples: [ ("XYZ", Word); ("Hotel:", Word); ("6", Number); ("nights", Word); ("at", Operator); ("220", Number); ("EUR", CurrencyCode); ("/", Operator); ("night", Word); ("plus", Operator); ("17.5", Number); ("%", PerCent); ("tax", Word) ] Since I'm dealing with user input, it could be anything. Thus, expecting users to comply with a grammar is out of the question. I want to identify the numbers (could be integers, floats, negative...), the units of measure (optional, but could include SI or Imperial physical units, currency codes, counts such as "night/s" in my example), mathematical operators (as math symbols or as words including "at" "per", "of", "discount", etc), and all other words. I have the impression that I should use active pattern matching -- is that correct? -- but I'm not exactly sure how to start. Any pointers to appropriate reference material or similar examples would be great.

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  • How to display buttons after enterframe event is over in Corona?

    - by user1463542
    I am trying to display two buttons called countd_again and main_menu after my enterframe event is over. I can't see those buttons after enterframe event is over,though. Can you check my code,please? And also i want to add new addListener for the buttons using director and scene. module(..., package.seeall) function new() local localGroup = display.newGroup(); display.setStatusBar(display.HiddenStatusBar) local background = display.newImage("background.png") start=os.time() cnt=1 local countd_again = display.newImage("yeniden.png") countd_again.x=100 countd_again.y=100 countd_again.isVisible= false; countd_again.alpha=0; countd_again.scene="helloWorld"; local main_menu= display.newImage("anamenu.png") main_menu.x=100 main_menu.y=300 main_menu.isVisible=false; main_menu.alpha=0; main_menu.scene="helloWorld" -- listener function local function onEveryFrame( event ) if (cnt~=0) then cnt= 3-(os.time()-start) minute = math.floor(cnt/60) second=cnt%60 --print(minute,second) minTxt=display.newText(minute,50,50,nil,100) secTxt=display.newText(second,250,50,nil,100) transition.to(minTxt, {time=100, alpha=0}) transition.to(secTxt,{time=100, alpha=0}) else Runtime: removeEventListener("enterFrame",onEveryFrame) countd_again.isVisible=true; main_menu.isVisible=true; transition.to(countd_again,{time=500,alpha=1}); transition.to(main_menu,{time=500,alpha=1}); countd_again: addEventListener("touch", changeScene) main_menu: addEventListener("touch", changeScene) end end -- assign the above function as an "enterFrame" listener Runtime:addEventListener( "enterFrame", onEveryFrame ) function changeScene(e) if(e.phase=="ended") then director:changeScene(e.target.scene); end end countd_again: addEventListener("touch", changeScene) main_menu: addEventListener("touch", changeScene) localGroup: insert(countd_again) localGroup:insert(main_menu) localGroup:insert(background) return localGroup; end

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  • WPF Drag-to-scroll doesn't work correctly.

    - by Garegin
    Hi all, I am tying to realize a drag-to-scroll functionality in my application and have problems on my way. Can anybody help me? I have a ScrollViewer and inside it an ItemsControl and within ItemsTemplate I have a UserControl. I want to drag that UserControl within ItemsControl. I want the ScrollViewer to scroll down, when I am dragging to the boundaries of the ItemsControl. protected override void OnPreviewMouseMove(System.Windows.Input.MouseEventArgs e) { if (this.IsMouseCaptured) { // Get the new mouse position. Point mouseDragCurrentPoint = e.GetPosition(this); if (Math.Abs(mouseDragCurrentPoint.Y - this.ActualHeight) <= 50) { this._scrollStartOffset.Y += 5; _containingScrollViewer.ScrollToVerticalOffset(this._scrollStartOffset.Y); } if (mouseDragCurrentPoint.Y <= 50) { this._scrollStartOffset.Y -= 5; _containingScrollViewer.ScrollToVerticalOffset(this._scrollStartOffset.Y); } } base.OnPreviewMouseMove(e); } When i start dragging by calling DragDrop.DoDragDrop() scrolling don't happens. But when i disable dragging, the ScrollViewer scrolls down dependong on mouse position. Maybe there's something that i don't take into accont about dragging and Capturing the mouse? Thanks for attention. Garegin

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  • C program - Seg fault, cause of

    - by resonant_fractal
    Running this gives me a seg fault (gcc filename.c -lm), when i enter 6 (int) as a value. Please help me get my head around this. The intended functionality has not yet been implemented, but I need to know why I'm headed into seg faults already. Thanks! #include<stdio.h> #include<math.h> int main (void) { int l = 5; int n, i, tmp, index; char * s[] = {"Sheldon", "Leonard", "Penny", "Raj", "Howard"}; scanf("%d", &n); //Solve Sigma(Ai*2^(i-1)) = (n - k)/l if (n/l <= 1) printf("%s\n", s[n-1]); else { tmp = n; for (i = 1;;) { tmp = tmp - (l * pow(2,i-1)); if (tmp <= 5) { // printf("Breaking\n"); break; } ++i; } printf("Last index = %d\n", i); // ***NOTE*** //Value lies in next array, therefore ++i; index = tmp + pow(2, n-1); printf("%d\n", index); } return 0; }

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  • returning a pointed to an object within a std::vector

    - by memC
    I have a very basic question on returning a reference to an element of a vector . There is a vector vec that stores instances of class Foo. I want to access an element from this vector . ( don't want to use the vector index) . How should I code the method getFoo here? #include<vector> #include<stdio.h> #include<iostream> #include<math.h> using namespace std; class Foo { public: Foo(){}; ~Foo(){}; }; class B { public: vector<Foo> vec; Foo* getFoo(); B(){}; ~B(){}; }; Foo* B::getFoo(){ int i; vec.push_back(Foo()); i = vec.size() - 1; // how to return a pointer to vec[i] ?? return vec.at(i); }; int main(){ B b; b = B(); int i = 0; for (i = 0; i < 5; i ++){ b.getFoo(); } return 0; }

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  • Attempted GCF app for Android

    - by Aaron
    I am new to Android and am trying to create a very basic app that calculates and displays the GCF of two numbers entered by the user. Here is a copy of my GCF.java: package com.example.GCF; import java.util.Arrays; import android.app.Activity; import android.os.Bundle; import android.view.View; import android.view.View.OnClickListener; import android.widget.Button; import android.widget.EditText; import android.widget.TextView; public class GCF extends Activity { private TextView mAnswer; private EditText mA, mB; private Button ok; private String A, B; private int iA, iB; public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); mA = (EditText) findViewById(R.id.entry); mB = (EditText) findViewById(R.id.entry1); ok = (Button) findViewById(R.id.ok); mAnswer = (TextView) findViewById(R.id.answer1); ok.setOnClickListener(new OnClickListener() { public void onClick(View v) { A = mA.getText().toString(); B = mB.getText().toString(); } }); // the String to int conversion happens here iA = Integer.parseInt(A.trim()); iB = Integer.parseInt(B.trim()); while (iA != iB) { int[] nums={ iA, iB, Math.abs(iA-iB) }; Arrays.sort(nums); iA=nums[0]; iB=nums[1]; } updateDisplay(); } private void updateDisplay() { mAnswer.setText( new StringBuilder().append(iA)); } } Any Suggestions? Thank you!

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  • Sorting in Lua, counting number of items

    - by Josh
    Two quick questions (I hope...) with the following code. The script below checks if a number is prime, and if not, returns all the factors for that number, otherwise it just returns that the number prime. Pay no attention to the zs. stuff in the script, for that is client specific and has no bearing on script functionality. The script itself works almost wonderfully, except for two minor details - the first being the factor list doesn't return itself sorted... that is, for 24, it'd return 1, 2, 12, 3, 8, 4, 6, and 24 instead of 1, 2, 3, 4, 6, 8, 12, and 24. I can't print it as a table, so it does need to be returned as a list. If it has to be sorted as a table first THEN turned into a list, I can deal with that. All that matters is the end result being the list. The other detail is that I need to check if there are only two numbers in the list or more. If there are only two numbers, it's a prime (1 and the number). The current way I have it does not work. Is there a way to accomplish this? I appreciate all the help! function get_all_factors(number) local factors = 1 for possible_factor=2, math.sqrt(number), 1 do local remainder = number%possible_factor if remainder == 0 then local factor, factor_pair = possible_factor, number/possible_factor factors = factors .. ", " .. factor if factor ~= factor_pair then factors = factors .. ", " .. factor_pair end end end factors = factors .. ", and " .. number return factors end local allfactors = get_all_factors(zs.param(1)) if zs.func.numitems(allfactors)==2 then return zs.param(1) .. " is prime." else return zs.param(1) .. " is not prime, and its factors are: " .. allfactors end

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  • Int - number too large. How to get program to fail?

    - by Dave
    Hi Problem: How do you get a program to fail if a number goes beyond the bounds of its type? This code below gives the wrong answer for sum of primes under 2 million as I'd used an int instead of a long. [TestMethod] public void CalculateTheSumOfPrimesBelow2million() { int result = PrimeTester.calculateTheSumOfPrimesBelow(2000000); // 2million Assert.AreEqual(1, result); // 1,179,908,154 .. this was what I got with an int... // correct answer was 142,913,828,922 with a long } public static class PrimeTester { public static int calculateTheSumOfPrimesBelow(int maxPrimeBelow) { // we know 2 is a prime number int sumOfPrimes = 2; int currentNumberBeingTested = 3; while (currentNumberBeingTested < maxPrimeBelow) { double squareRootOfNumberBeingTested = (double)Math.Sqrt(currentNumberBeingTested); bool isPrime = true; for (int i = 2; i <= squareRootOfNumberBeingTested; i++) { if (currentNumberBeingTested % i == 0) { isPrime = false; break; } } if (isPrime) sumOfPrimes += currentNumberBeingTested; currentNumberBeingTested += 2; // as we don't want to test even numbers } return sumOfPrimes; } }

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  • How to break out from nested doseqs

    - by fizbin
    Hi, I have a question regarding nested doseq loops. In the start function, once I find an answer I set the atom to true, so that the outer loop validation with :while fails. However it seems that it doesn't break it, and the loops keep on going. What's wrong with it? I am also quite confused with the usage of atoms, refs, agents (Why do they have different names for the update functions when then the mechanism is almost the same?) etc. Is it okay to use an atom in this situation as a flag? Obviously I need a a variable like object to store a state. (def pentagonal-list (map (fn [a] (/ (* a (dec (* 3 a))) 2)) (iterate inc 1))) (def found (atom false)) (defn pentagonal? [a] (let [y (/ (inc (Math/sqrt (inc (* 24 a)))) 6) x (mod (* 10 y) 10)] (if (zero? x) true false))) (defn both-pent? [a b] (let [sum (+ b a) diff (- a b)] (if (and (pentagonal? sum) (pentagonal? diff)) true false))) (defn start [] (doseq [x pentagonal-list :while (false? @found)] (doseq [y pentagonal-list :while (<= y x)] (if (both-pent? x y) (do (reset! found true) (println (- x y)))))))

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  • How would you update 100+ variables if something is changed in a different class?

    - by N. Lucas
    I have a class Grid which produces a graph paper like grid on in the drawing area. I then have 5 other classes for different shapes to draw with; Line, Polygon, Ellipse, Curve, Arc Now, these 5 classes use an instance of Grid because Grid has a resolution and a scale. Inside Grid I have: public function set resolution(x:Number):void { _gap = (modBy10(x) / 10); _scale = (modBy10(x) / (this.resolution * _scale)); draw(); } public function get resolution():Number { return (_gap * 10); } public function set scale(x:Number):void { _scale = (this.resolution / x); } public function get scale():Number { return _scale; } /**/ public function scaleLength(x:Number):Number { return (x * this.scale); } public function scaleLengthDown(x:Number):Number { return (x / this.scale); } public function scaleArea(x:Number):Number { return (x / Math.pow(this.scale, 2)); } I'm just lost for a solution on how to update every instance of my 5 drawing classes when Grid is changed. For instance, Polygon is made up of multiple instances of Line, Line(length, angle) where "length" is in either in, ft, cm, or m. If the user wishes to change the scale from say 10ft per 100px resolution.. Is there an easier way than re-drawing every Line inside Polygon?

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  • Using "from __future__ import division" in my program, but it isn't loaded with my program

    - by Sara Fauzia
    I wrote the following program in Python 2 to do Newton's method computations for my math problem set, and while it works perfectly, for reasons unbeknownst to me, when I initially load it in ipython with %run -i NewtonsMethodMultivariate.py, the Python 3 division is not imported. I know this because after I load my Python program, entering x**(3/4) gives "1". After manually importing the new division, then x**(3/4) remains x**(3/4), as expected. Why is this? # coding: utf-8 from __future__ import division from sympy import symbols, Matrix, zeros x, y = symbols('x y') X = Matrix([[x],[y]]) tol = 1e-3 def roots(h,a): def F(s): return h.subs({x: s[0,0], y: s[1,0]}) def D(s): return h.jacobian(X).subs({x: s[0,0], y: s[1,0]}) if F(a) == zeros(2)[:,0]: return a else: while (F(a)).norm() > tol: a = a - ((D(a))**(-1))*F(a) print a.evalf(10) I would use Python 3 to avoid this issue, but my Linux distribution only ships SymPy for Python 2. Thanks to the help anyone can provide. Also, in case anyone was wondering, I haven't yet generalized this script for nxn Jacobians, and only had to deal with 2x2 in my problem set. Additionally, I'm slicing the 2x2 zero matrix instead of using the command zeros(2,1) because SymPy 0.7.1, installed on my machine, complains that "zeros() takes exactly one argument", though the wiki suggests otherwise. Maybe this command is only for the git version.

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  • Cannot make a static reference to the non-static type MyRunnable

    - by kaiwii ho
    Here is the whole code : import java.util.ArrayList; public class Test{ ThreadLocal<ArrayList<E>>arraylist=new ThreadLocal<ArrayList<E>>(){ @Override protected ArrayList<E> initialValue() { // TODO Auto-generated method stub //return super.initialValue(); ArrayList<E>arraylist=new ArrayList<E>(); for(int i=0;i<=20;i++) arraylist.add((E) new Integer(i)); return arraylist; } }; class MyRunnable implements Runnable{ private Test mytest; public MyRunnable(Test test){ mytest=test; // TODO Auto-generated constructor stub } @Override public void run() { System.out.println("before"+mytest.arraylist.toString()); ArrayList<E>myarraylist=(ArrayList<E>) mytest.arraylist.get(); myarraylist.add((E) new Double(Math.random())); mytest.arraylist.set(myarraylist); System.out.println("after"+mytest.arraylist.toString()); } // TODO Auto-generated method stub } public static void main(String[] args){ Test test=new Test<Double>(); System.out.println(test.arraylist.toString()); new Thread(new MyRunnable(test)).start(); new Thread(new MyRunnable(test)).start(); System.out.println(arraylist.toString()); } } my questions are: 1\ why the new Thread(new MyRunnable(test)).start(); cause the error: Cannot make a static reference to the non-static type MyRunnable ? 2\ what is the static reference refer to right here? thx in advanced

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  • graph and all pairs shortest path in java

    - by Sandra
    I am writing a java program using Flyod-Warshall algorithm “All pairs shortest path”. I have written the following : a0 is the adjacency matrix of my graph, but has infinity instead of 0. vList is the list of vertexes and the cost for each edge is 1. Path[i][j] = k+1 means for going from I to j you first go to k then j int[][] path = new int[size][size]; for(int i = 0; i<path.length;i++) { for(int j = 0; j<path.length; j++) { if(adjM[i][j]==1) path[i][j]=j+1; } } //*************** for (int k = 0; k < vList.size(); k++) for (int i = 0; i < vList.size(); i++) for (int j = 0; j < vList.size(); j++) { if (a0[i][j]>a0[i][k]+ a0[k][j]) path[i][j] = k + 1; a0[i][j] = Math.min(a0[i][j], a0[i][k] + a0[k][j]); } After running this code, in the result a0 is correct, but path is not correct and I don’t know why!. Would you please help me?

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  • loop is cut one element of the array

    - by Walaa
    The problem is : Write a program that reads a number n and then declares an array of n elements. The program then fills the array with the first n numbers, where each number is two to the power of the previous. Finally, display array’s contents. My code : import java.util.*; public class Q1 { static Scanner scan = new Scanner (System.in); public static void main(String args [] ) { int num; int i = 0; System.out.println("Enter a number :"); num = scan.nextInt(); double [] a=new double[num]; a[0]= num ; for ( ;i<=a.length-1 ; i++) { a[i+1] = Math.pow(2,a[i]); System.out.println((int)(a[i]) ); } } } The error is : ----jGRASP exec: java Q1 Enter a number : 4 4 16 65536 Exception in thread "main" java.lang.ArrayIndexOutOfBoundsException: 4 at Q1.main(Q1.java:16) ----jGRASP wedge2: exit code for process is 1. why it says that? And the number by user printed twice!

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  • Reading input files in FORTRAN

    - by lollygagger
    Purpose: Create a program that takes two separate files, opens and reads them, assigns their contents to arrays, do some math with those arrays, create a new array with product numbers, print to a new file. Simple enough right? My input files have comment characters at the beginning. One trouble is, they are '#' which are comment characters for most plotting programs, but not FORTRAN. What is a simple way to tell the computer not to look at these characters? Since I have no previous FORTRAN experience, I am plowing through this with two test files. Here is what I have so far: PROGRAM gain IMPLICIT NONE REAL, DIMENSION (1:4, 1:8) :: X, Y, Z OPEN(1, FILE='test.out', & STATUS='OLD', ACTION='READ') ! opens the first file READ(1,*), X OPEN(2, FILE='test2.out', & STATUS='OLD', ACTION='READ') ! opens the second file READ(2,*), Y PRINT*, X, Y Z = X*Y ! PRINT*, Z OPEN(3, FILE='test3.out', STATUS='NEW', ACTION='WRITE') !creates a new file WRITE(3,*), Z CLOSE(1) CLOSE(2) CLOSE(3) END PROGRAM PS. Please do not overwhelm me with a bunch of code monkey gobblety gook. I am a total programming novice. I do not understand all the lingo, that is why I came here instead of searching for help in existing websites. Thanks.

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