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  • Adding complexity by generalising: how far should you go?

    - by marcog
    Reference question: http://stackoverflow.com/questions/4303813/help-with-interview-question The above question asked to solve a problem for an NxN matrix. While there was an easy solution, I gave a more general solution to solve the more general problem for an NxM matrix. A handful of people commented that this generalisation was bad because it made the solution more complex. One such comment is voted +8. Putting aside the hard-to-explain voting effects on SO, there are two types of complexity to be considered here: Runtime complexity, i.e. how fast does the code run Code complexity, i.e. how difficult is the code to read and understand The question of runtime complexity is something that requires a better understanding of the input data today and what it might look like in the future, taking the various growth factors into account where necessary. The question of code complexity is the one I'm interested in here. By generalising the solution, we avoid having to rewrite it in the event that the constraints change. However, at the same time it can often result in complicating the code. In the reference question, the code for NxN is easy to understand for any competent programmer, but the NxM case (unless documented well) could easily confuse someone coming across the code for the first time. So, my question is this: Where should you draw the line between generalising and keeping the code easy to understand?

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  • Creating Parent-Child Relationships in SSRS

    - by Tim Murphy
    As I have been working on SQL Server Reporting Services reports the last couple of weeks I ran into a scenario where I needed to present a parent-child data layout.  It is rare that I have seen a report that was a simple tabular or matrix format and this report continued that trend.  I found that the processes for developing complex SSRS reports aren’t as commonly described as I would have thought.  Below I will layout the process that I went through to create a solution. I started with a List control which will contain the layout of the master (parent) information.  This allows for a main repeating report part.  The dataset for this report should include the data elements needed to be passed to the subreport as parameters.  As you can see the layout is simply text boxes that are bound to the dataset. The next step is to set a row group on the List row.  When the dialog appears select the field that you wish to group your report by.  A good example in this case would be the employee name or ID. Create a second report which becomes the subreport.  The example below has a matrix control.  Create the report as you would any parameter driven document by parameterizing the dataset. Add the subreport to the main report inside the row of the List control.  This can be accomplished by either dragging the report from the solution explorer or inserting a Subreport control and then setting the report name property. The last step is to set the parameters on the subreport.  In this case the subreport has EmpId and ReportYear as parameters.  While some of the documentation on this states that the dialog will automatically detect the child parameters, but this has not been my experience.  You must make sure that the names match exactly.  Tie the name of the parameter to either a field in the dataset or a parameter of the parent report. del.icio.us Tags: SQL Server Reporting Services,SSRS,SQL Server,Subreports

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  • GLSL billboard move center of rotation

    - by Jacob Kofoed
    I have successfully set up a billboard shader that works, it can take in a quad and rotate it so it always points toward the screen. I am using this vertex-shader: void main(){ vec4 tmpPos = (MVP * bufferMatrix * vec4(0.0, 0.0, 0.0, 1.0)) + (MV * vec4( vertexPosition.x * 1.0 * bufferMatrix[0][0], vertexPosition.y * 1.0 * bufferMatrix[1][1], vertexPosition.z * 1.0 * bufferMatrix[2][2], 0.0) ); UV = UVOffset + vertexUV * UVScale; gl_Position = tmpPos; BufferMatrix is the model-matrix, it is an attribute to support Instance-drawing. The problem is best explained through pictures: This is the start position of the camera: And this is the position, looking in from 45 degree to the right: Obviously, as each character is it's own quad, the shader rotates each one around their own center towards the camera. What I in fact want is for them to rotate around a shared center, how would I do this? What I have been trying to do this far is: mat4 translation = mat4(1.0); translation = glm::translate(translation, vec3(pos)*1.f * 2.f); translation = glm::scale(translation, vec3(scale, 1.f)); translation = glm::translate(translation, vec3(anchorPoint - pos) / vec3(scale, 1.f)); Where the translation is the bufferMatrix sent to the shader. What I am trying to do is offset the center, but this might not be possible with a single matrix..? I am interested in a solution that doesn't require CPU calculations each frame, but rather set it up once and then let the shader do the billboard rotation. I realize there's many different solutions, like merging all the quads together, but I would first like to know if the approach with offsetting the center is possible. If it all seems a bit confusing, it's because I'm a little confused myself.

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  • Adding complexity by generalising: how far should you go?

    - by marcog
    Reference question: http://stackoverflow.com/questions/4303813/help-with-interview-question The above question asked to solve a problem for an NxN matrix. While there was an easy solution, I gave a more general solution to solve the more general problem for an NxM matrix. A handful of people commented that this generalisation was bad because it made the solution more complex. One such comment is voted +8. Putting aside the hard-to-explain voting effects on SO, there are two types of complexity to be considered here: Runtime complexity, i.e. how fast does the code run Code complexity, i.e. how difficult is the code to read and understand The question of runtime complexity is something that requires a better understanding of the input data today and what it might look like in the future, taking the various growth factors into account where necessary. The question of code complexity is the one I'm interested in here. By generalising the solution, we avoid having to rewrite it in the event that the constraints change. However, at the same time it can often result in complicating the code. In the reference question, the code for NxN is easy to understand for any competent programmer, but the NxM case (unless documented well) could easily confuse someone coming across the code for the first time. So, my question is this: Where should you draw the line between generalising and keeping the code easy to understand?

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  • 3D zooming technique to maintain the relative position of an object on screen

    - by stark
    Is it possible to zoom to a certain point on screen by modifying the field of view and rotating the view of the camera as to keep that point/object in the same place on screen while zooming ? Changing the camera position is not allowed. I projected the 3D pos of the object on screen and remembered it. Then on each frame I calculate the direction to it in camera space and then I construct a rotation matrix to align this direction to Z axis (in cam space). After this, I calculate the direction from the camera to the object in world space and transform this vector with the matrix I obtained earlier and then use this final vector as the camera's new direction. And it's actually "kinda working", the problem is that it is more/less off than the camera's rotation before starting to zoom depending on the area you are trying to zoom in (larger error on edges/corners). It looks acceptable, but I'm not settling for only this. Any suggestions/resources for doing this technique perfectly? If some of you want to explain the math in detail, be my guest, I can understand these things well.

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  • Adjust sprite bounds of the visible part of texture

    - by Crazy D0G
    Is there any way to adjust the boundaries of the visible part of the sprite? To make it easier to understand: I have a texture, such as shown at figure 1. Then I break it into pieces and fill the resulting fragments using PRKit (wood texture on figure 2 and 3). But the resulting fragments have the transparent (green color on figure 2 and 3) and when creating a sprite from the fragments they have the size of the initial texture. Is there a way to get rid of this transparency and to adjust the size of the visible part (wood texture), openGL or cocos2d-x means? Maybe it help - draw() method from PRKit: void PRFilledPolygon::draw() { //CCNode::draw(); glDisableClientState(GL_COLOR_ARRAY); // we have a pointer to vertex points so enable client state glBindTexture(GL_TEXTURE_2D, texture->getName()); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ONE_MINUS_SRC_ALPHA); glVertexPointer(2, GL_FLOAT, 0, areaTrianglePoints); glTexCoordPointer(2, GL_FLOAT, 0, textureCoordinates); glDrawArrays(GL_TRIANGLES, 0, areaTrianglePointCount); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); //Restore texture matrix and switch back to modelview matrix glEnableClientState(GL_COLOR_ARRAY);}

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  • Should you create a class within a method?

    - by Amndeep7
    I have made a program using Java that is an implementation of this project: http://nifty.stanford.edu/2009/stone-random-art/sml/index.html. Essentially, you create a mathematical expression and, using the pixel coordinate as input, make a picture. After I initially implemented this in serial, I then implemented it in parallel due to the fact that if the picture size is too large or if the mathematical expression is too complex (especially considering the fact that I made the expression recursively), it takes a really long time. During this process, I realized that I needed two classes which implemented the Runnable interface as I had to put in parameters for the run method, which you aren't allowed to do directly. One of these classes ended up being a medium sized static inner class (not large enough to make an independent class file for it though). The other though, just needed a few parameters to determine some indexes and the size of the for loop that I was making run in parallel - here it is: class DataConversionRunnable implements Runnable { int jj, kk, w; DataConversionRunnable(int column, int matrix, int wid) { jj = column; kk = matrix; w = wid; } public void run() { for(int i = 0; i < w; i++) colorvals[kk][jj][i] = (int) ((raw[kk][jj][i] + 1.0) * 255 / 2.0); increaseCounter(); } } My question is should I make it a static inner class or can I just create it in a method? What is the general programming convention followed in this case?

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  • If a library doesn't provide all my needs, how should I proceed?

    - by 9a3eedi
    I'm developing an application involving math and physics models, and I'd like to use a Math library for things like Matrices. I'm using C#, and so I was looking for some libraries and found Math.NET. I'm under the impression, from past experience, that for math, using a robust and industry-approved third party library is much better than writing your own code. It seems good for many purposes, but it does not provide support for Quaternions, which I need to use as a type. Also, I need some functions in Vector and Matrix that also aren't provided, such as rotation matrices and vector rotation functions, and calculating cross products. At the same time, it provides a lot of functions/classes that I simply do not need, which might mean a lot of unnecessary bloat and complexity. At this rate, should I even bother using the library? Should I write my own math library? Or is it a better idea to stick to the third party library and somehow wrap around it? Perhaps I should make a subclass of the Matrix and Vector type of the library? But isn't that considered bad style? I've also tried looking for other libraries but unfortunately I couldn't find anything suitable.

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  • Interesting 3d zooming technique

    - by stark
    Is it possible to zoom to a certain point on screen by modifying the field of view and rotating the camera as to keep that point/object in the same place on screen while zooming ? Changing the camera position is not allowed.. I projected the 3d pos of the object on screen and remembered it. Then on each frame I calculate the direction to it in camera space and then I construct a rotation matrix to align this direction to Z axis (in cam space). After this, I calculate the direction from the camera to the object in world space and transform this vector with the matrix I obtained earlier and then use this final vector as the camera's new direction. And it's actually "kinda working", the problem is that it is more/less off than the camera's rotation before starting to zoom depending on the area you are trying to zoom in (larger error on edges/corners). It looks acceptable, but I'm not settling for only this. Any suggestions/resources for doing this technique perfectly ? If some of you want to explain the math in detail, be my guests, I can understand these things well. Thanks. Edit: I'll check often for responses, I'm really curious about this :D

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  • Basic 3D Collision detection in XNA 4.0

    - by NDraskovic
    I have a problem with detecting collision between 2 models using BoundingSpheres in XNA 4.0. The code I'm using i very simple: private bool IsCollision(Model model1, Matrix world1, Model model2, Matrix world2) { for (int meshIndex1 = 0; meshIndex1 < model1.Meshes.Count; meshIndex1++) { BoundingSphere sphere1 = model1.Meshes[meshIndex1].BoundingSphere; sphere1 = sphere1.Transform(world1); for (int meshIndex2 = 0; meshIndex2 < model2.Meshes.Count; meshIndex2++) { BoundingSphere sphere2 = model2.Meshes[meshIndex2].BoundingSphere; sphere2 = sphere2.Transform(world2); if (sphere1.Intersects(sphere2)) return true; } } return false; } The problem I'm getting is that when I call this method from the Update method, the program behaves as if this method always returns true value (which of course is not correct). The code for calling is very simple (although this is only the test code): if (IsCollision(model1, worldModel1, model2, worldModel2)) { Window.Title = "Intersects"; } What is causing this?

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  • Moviebarcodes Showcases Entire Movies as Frame-based Barcodes

    - by Jason Fitzpatrick
    If you’ve ever wanted a chance to look at at an entire movie in a single glance, here’s your chance. Moviebarcodes shares mock-barcodes generated by turning each frame of a movie into a thin stripe, offering a glimpse into the color choices and shot lengths in popular movies. The barcode seen above was generated from The Matrix; you can see where the green indicates scenes that were shot inside the matrix and thus given a subtle green tint. In the barcode below, generated from the movie Pleasantville you can see the transition in the movie between the color and black and white scenes. In the case of Pleasantville, elements of the black and white world turning to color represent pivotal moments in the plot development which are now neatly mapped out below: Check out the hundreds of barcodes at the link below; you can even order prints of your favorite movies. Find a great rendering in the mix? Share a link in the comments below. Moviebarcodes [via Cool Inforgraphics] How to Create an Easy Pixel Art Avatar in Photoshop or GIMPInternet Explorer 9 Released: Here’s What You Need To KnowHTG Explains: How Does Email Work?

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  • BoundingSpheres move when they should not

    - by NDraskovic
    I have a XNA 4.0 project in which I load a file that contains type and coordinates of items I need to draw to the screen. Also I need to check if one particular type (the only movable one) is passing in front or trough other items. This is the code I use to load the configuration: if (ks.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.L)) { this.GraphicsDevice.Clear(Color.CornflowerBlue); Otvaranje.ShowDialog(); try { using (StreamReader sr = new StreamReader(Otvaranje.FileName)) { String linija; while ((linija = sr.ReadLine()) != null) { red = linija.Split(','); model = red[0]; x = red[1]; y = red[2]; z = red[3]; elementi.Add(Convert.ToInt32(model)); podatci.Add(new Vector3(Convert.ToSingle(x), Convert.ToSingle(y), Convert.ToSingle(z))); sfere.Add(new BoundingSphere(new Vector3(Convert.ToSingle(x), Convert.ToSingle(y), Convert.ToSingle(z)), 1f)); } } } catch (Exception ex) { Window.Title = ex.ToString(); } } The "Otvaranje" is an OpenFileDialog object, "elementi" is a List (determines the type of item that would be drawn), podatci is a List (determines the location where the items will be drawn) and sfere is a List. Now I solved the picking algorithm (checking for ray and bounding sphere intersection) and it works fine, but the collision detection does not. I noticed, while using picking, that BoundingSphere's move even though the objects that they correspond to do not. The movable object is drawn to the world1 Matrix, and the static objects are drawn into the world2 Matrix (world1 and world2 have the same values, I just separated them so that the static elements would not move when the movable one does). The problem is that when I move the item I want, all boundingSpheres move accordingly. How can I move only the boundingSphere that corresponds to that particular item, and leave the rest where they are?

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  • Rotate a vector

    - by marc wellman
    I want my first-person camera to smoothly change its viewing direction from direction d1 to direction d2. The latter direction is indicated by a target position t2. So far I have implemented a rotation that works fine but the speed of the rotation slows down the closer the current direction gets to the desired one. This is what I want to avoid. Here are the two very simple methods I have written so far: // this method initiates the direction change and sets the parameter public void LookAt(Vector3 target) { _desiredDirection = target - _cameraPosition; _desiredDirection.Normalize(); _rotation = new Matrix(); _rotationAxis = Vector3.Cross(Direction, _desiredDirection); _isLooking = true; } // this method gets execute by the Update()-method if _isLooking flag is up. private void _lookingAt() { dist = Vector3.Distance(Direction, _desiredDirection); // check whether the current direction has reached the desired one. if (dist >= 0.00001f) { _rotationAxis = Vector3.Cross(Direction, _desiredDirection); _rotation = Matrix.CreateFromAxisAngle(_rotationAxis, MathHelper.ToRadians(1)); Direction = Vector3.TransformNormal(Direction, _rotation); } else { _onDirectionReached(); _isLooking = false; } } Again, rotation works fine; camera reaches its desired direction. But the speed is not equal over the course of movement - it slows down. How to achieve a rotation with constant speed ?

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  • Matlab: Why is '1' + 1 == 50? [migrated]

    - by phi
    Matlab has weak dynamic typing, which is what causes this weird behaviour. What I do not understand is what exactly happens, as this result really surprises me. Edit: To clarify, what I'm describing is clearly a result of Matlab storing chars in ASCII-format, which was also mentioned in the comments. I'm more interested in the way Matlab handles its variables, and specifically, how and when it assigns a type/tag to the values. Thanks. '1' is a 1-by-1 matrix of chars in matlab and '123' is a 1-by-3 matrix of chars. As expected, 1 returns a 1-by-1 double. Now if I enter '1' + 1 I get 50 as a 1-by-1 double, and if I enter '123' + 1 I get a 1-by-3 double [ 50 51 52 ] Furthermore, if I type 'a' + 1 the result is 98 in a 1-by-1 double. I assume this has to do with how Matlab stores char-variables in ascii form, but how exactly is it handling these? Are the data actually unityped and tagged, or how does it work? Thanks.

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  • How to configure Bullet for LookAt?

    - by AllCoder
    I'm having problems positioning Bullet objects. I am doing: ToolVec3 origin = ToolVec3( obj_posx, obj_posy, obj_posz ); ToolVec3 vmod = ToolVec3( object_sizex / 2.0f, object_sizey / 2.0f, object_sizez / 2.0f ); btTransform shapeTransform = btTransform::getIdentity(); shapeTransform.setOrigin( btVector3(origin.x+vmod.x, origin.y+vmod.y, origin.z+vmod.z) ); btDefaultMotionState* myMotionState = new btDefaultMotionState(shapeTransform); btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,m_collisionShapes[2],localInertia); btRigidBody* body = new btRigidBody(rbInfo); I then do: btCollisionObject* colObj = m_dynamicsWorld->getCollisionObjectArray()[i]; btRigidBody* body = btRigidBody::upcast(colObj); if(body && body->getMotionState()) { btDefaultMotionState* myMotionState = (btDefaultMotionState*)body->getMotionState(); myMotionState->m_graphicsWorldTrans.getOpenGLMatrix(m); } else { colObj->getWorldTransform().getOpenGLMatrix(m); } And after obtaining the matrix m, I paste it as model matrix. I am observing few things: I must add some weird "size / 2" to object's position, to have it drawed normally, I have following "up" look at vector defined: "0.0f, -1.0f, 0.0f" – basically, Y grows up, Z grows forward (to monitor), BUT – x grows LEFT, I think there is some conflict with the X direction.. I cannot obtain consistent positioning having world setup like this How to configure this in Bullet? Why the weird + size/2 requirement?

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  • Android Bitmap: Collision Detecting

    - by Aekasitt Guruvanich
    I am writing an Android game right now and I would need some help in the collision of the Pawns on screen. I figured I could run a for loop on the Player class with all Pawn objects on the screen checking whether or not Width*Height intersects with each other, but is there a more efficient way to do this? And if you do it this way, many of the transparent pixel inside the rectangular area will also be considered as collision as well. Is there a way to check for collision between Bitmap on a Canvas that disregard transparent pixels? The class for player is below and the Pawn class uses the same method of display. Class Player { private Resources res; // Used for referencing Bitmap from predefined location private Bounds bounds; // Class that holds the boundary of the screen private Bitmap image; private float x, y; private Matrix position; private int width, height; private float velocity_x, velocity_y; public Player (Resources resources, Bounds boundary) { res = resources; bounds = boundary; image = BitmapFactory.decodeResource(res, R.drawable.player); width = image.getWidth(); height = image.getHeight(); position = new Matrix(); x = bounds.xMax / 2; // Initially puts the Player in the middle of screen y = bounds.yMax / 2; position.preTranslate(x,y); } public void draw(Canvas canvas) { canvas.drawBitmap(image, position, null); } }

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  • 3D Box Collision Data Import

    - by cboe
    I'm trying to implement a collision system using oriented bounding boxes, using a center for the box, it's extents as a 3D Vector and a rotation matrix, which is all stuff I picked up online and seem to be somewhat the standard. Detecting the center is no problem so I'm gonna leave these out here. My problem however is importing the data from a 3D file. Say I've placed a box with 2 units length on each side aligned to the world axis. The logic results here are extents of 1,1,1 and I use an identity matrix for rotation - easy. However I'm stuck when I rotate the box in the 3D program, say 30 degrees each axis. How would I parse the box? I only have these 8 vertices as information, and I guess what I would need to do is to find out the rotation of said box, apply it to the vertices so they are aligned to world axes and then calculate the extents out of that. How do I get the rotation of the box when I only have the vertex information of the box available?

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  • What is the best way to store a table in C++

    - by Topo
    I'm programming a decision tree in C++ using a slightly modified version of the C4.5 algorithm. Each node represents an attribute or a column of your data set and it has a children per possible value of the attribute. My problem is how to store the training data set having in mind that I have to use a subset for each node so I need a quick way to only select a subset of rows and columns. The main goal is to do it in the most memory and time efficient possible (in that order of priority). The best way I have thought of is to have an array of arrays (or std::vector), or something like that, and for each node have a list (array, vector, etc) or something with the column,line(probably a tuple) pairs that are valid for that node. I now there should be a better way to do this, any suggestions? UPDATE: What I need is something like this: In the beginning I have this data: Paris 4 5.0 True New York 7 1.3 True Tokio 2 9.1 False Paris 9 6.8 True Tokio 0 8.4 False But for the second node I just need this data: Paris 4 5.0 New York 7 1.3 Paris 9 6.8 And for the third node: Tokio 2 9.1 Tokio 0 8.4 But with a table of millions of records with up to hundreds of columns. What I have in mind is keep all the data in a matrix, and then for each node keep the info of the current columns and rows. Something like this: Paris 4 5.0 True New York 7 1.3 True Tokio 2 9.1 False Paris 9 6.8 True Tokio 0 8.4 False Node 2: columns = [0,1,2] rows = [0,1,3] Node 3: columns = [0,1,2] rows = [2,4] This way on the worst case scenario I just have to waste size_of(int) * (number_of_columns + number_of_rows) * node That is a lot less than having an independent data matrix for each node.

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  • Determining Maximum Txpower a WiFi Card Supports?

    - by BigGenius
    I have a Atheros R9285 wifi card. How can i determine , what is max. Txpower it can support? biggenius@hackbook:~$ iwconfig lo no wireless extensions. wlan0 IEEE 802.11abgn ESSID:"Default" Mode:Managed Frequency:2.437 GHz Access Point: 00:08:5C:9D:4F:40 Bit Rate=2 Mb/s Tx-Power=35 dBm Retry long limit:7 RTS thr:off Fragment thr:off Power Management:on Link Quality=24/70 Signal level=-86 dBm Rx invalid nwid:0 Rx invalid crypt:0 Rx invalid frag:0 Tx excessive retries:140 Invalid misc:247 Missed beacon:0 eth0 no wireless extensions. biggenius@hackbook:~$ iw phy0 info Wiphy phy0 Band 1: Capabilities: 0x11ce HT20/HT40 SM Power Save disabled RX HT40 SGI TX STBC RX STBC 1-stream Max AMSDU length: 3839 bytes DSSS/CCK HT40 Maximum RX AMPDU length 65535 bytes (exponent: 0x003) Minimum RX AMPDU time spacing: 8 usec (0x06) HT TX/RX MCS rate indexes supported: 0-7 Frequencies: * 2412 MHz [1] (35.0 dBm) * 2417 MHz [2] (35.0 dBm) * 2422 MHz [3] (35.0 dBm) * 2427 MHz [4] (35.0 dBm) * 2432 MHz [5] (35.0 dBm) * 2437 MHz [6] (35.0 dBm) * 2442 MHz [7] (35.0 dBm) * 2447 MHz [8] (35.0 dBm) * 2452 MHz [9] (35.0 dBm) * 2457 MHz [10] (35.0 dBm) * 2462 MHz [11] (35.0 dBm) * 2467 MHz [12] (35.0 dBm) * 2472 MHz [13] (35.0 dBm) * 2484 MHz [14] (35.0 dBm) Bitrates (non-HT): * 1.0 Mbps * 2.0 Mbps (short preamble supported) * 5.5 Mbps (short preamble supported) * 11.0 Mbps (short preamble supported) * 6.0 Mbps * 9.0 Mbps * 12.0 Mbps * 18.0 Mbps * 24.0 Mbps * 36.0 Mbps * 48.0 Mbps * 54.0 Mbps Band 2: Capabilities: 0x11ce HT20/HT40 SM Power Save disabled RX HT40 SGI TX STBC RX STBC 1-stream Max AMSDU length: 3839 bytes DSSS/CCK HT40 Maximum RX AMPDU length 65535 bytes (exponent: 0x003) Minimum RX AMPDU time spacing: 8 usec (0x06) HT TX/RX MCS rate indexes supported: 0-7 Frequencies: * 5180 MHz [36] (35.0 dBm) * 5200 MHz [40] (35.0 dBm) * 5220 MHz [44] (35.0 dBm) * 5240 MHz [48] (35.0 dBm) * 5260 MHz [52] (35.0 dBm) (passive scanning, no IBSS, radar detection) * 5280 MHz [56] (35.0 dBm) (passive scanning, no IBSS, radar detection) * 5300 MHz [60] (35.0 dBm) (passive scanning, no IBSS, radar detection) * 5320 MHz [64] (35.0 dBm) (passive scanning, no IBSS, radar detection) * 5500 MHz [100] (35.0 dBm) (passive scanning, no IBSS, radar detection) * 5520 MHz [104] (35.0 dBm) (passive scanning, no IBSS, radar detection) * 5540 MHz [108] (35.0 dBm) (passive scanning, no IBSS, radar detection) * 5560 MHz [112] (35.0 dBm) (passive scanning, no IBSS, radar detection) * 5580 MHz [116] (35.0 dBm) (passive scanning, no IBSS, radar detection) * 5600 MHz [120] (35.0 dBm) (passive scanning, no IBSS, radar detection) * 5620 MHz [124] (35.0 dBm) (passive scanning, no IBSS, radar detection) * 5640 MHz [128] (35.0 dBm) (passive scanning, no IBSS, radar detection) * 5660 MHz [132] (35.0 dBm) (passive scanning, no IBSS, radar detection) * 5680 MHz [136] (35.0 dBm) (passive scanning, no IBSS, radar detection) * 5700 MHz [140] (35.0 dBm) (passive scanning, no IBSS, radar detection) * 5745 MHz [149] (35.0 dBm) * 5765 MHz [153] (35.0 dBm) * 5785 MHz [157] (35.0 dBm) * 5805 MHz [161] (35.0 dBm) * 5825 MHz [165] (35.0 dBm) Bitrates (non-HT): * 6.0 Mbps * 9.0 Mbps * 12.0 Mbps * 18.0 Mbps * 24.0 Mbps * 36.0 Mbps * 48.0 Mbps * 54.0 Mbps max # scan SSIDs: 4 max scan IEs length: 2257 bytes Coverage class: 0 (up to 0m) Supported Ciphers: * WEP40 (00-0f-ac:1) * WEP104 (00-0f-ac:5) * TKIP (00-0f-ac:2) * CCMP (00-0f-ac:4) * CMAC (00-0f-ac:6) Available Antennas: TX 0x1 RX 0x3 Configured Antennas: TX 0x1 RX 0x3 Supported interface modes: * IBSS * managed * AP * AP/VLAN * WDS * monitor * mesh point * P2P-client * P2P-GO software interface modes (can always be added): * AP/VLAN * monitor valid interface combinations: * #{ managed, WDS, P2P-client } <= 2048, #{ AP, mesh point, P2P-GO } <= 8, total <= 2048, #channels <= 1 Supported commands: * new_interface * set_interface * new_key * new_beacon * new_station * new_mpath * set_mesh_params * set_bss * authenticate * associate * deauthenticate * disassociate * join_ibss * join_mesh * remain_on_channel * set_tx_bitrate_mask * action * frame_wait_cancel * set_wiphy_netns * set_channel * set_wds_peer * Unknown command (82) * Unknown command (81) * Unknown command (84) * Unknown command (87) * Unknown command (85) * testmode * connect * disconnect Supported TX frame types: * IBSS: 0x0000 0x0010 0x0020 0x0030 0x0040 0x0050 0x0060 0x0070 0x0080 0x0090 0x00a0 0x00b0 0x00c0 0x00d0 0x00e0 0x00f0 * managed: 0x0000 0x0010 0x0020 0x0030 0x0040 0x0050 0x0060 0x0070 0x0080 0x0090 0x00a0 0x00b0 0x00c0 0x00d0 0x00e0 0x00f0 * AP: 0x0000 0x0010 0x0020 0x0030 0x0040 0x0050 0x0060 0x0070 0x0080 0x0090 0x00a0 0x00b0 0x00c0 0x00d0 0x00e0 0x00f0 * AP/VLAN: 0x0000 0x0010 0x0020 0x0030 0x0040 0x0050 0x0060 0x0070 0x0080 0x0090 0x00a0 0x00b0 0x00c0 0x00d0 0x00e0 0x00f0 * mesh point: 0x0000 0x0010 0x0020 0x0030 0x0040 0x0050 0x0060 0x0070 0x0080 0x0090 0x00a0 0x00b0 0x00c0 0x00d0 0x00e0 0x00f0 * P2P-client: 0x0000 0x0010 0x0020 0x0030 0x0040 0x0050 0x0060 0x0070 0x0080 0x0090 0x00a0 0x00b0 0x00c0 0x00d0 0x00e0 0x00f0 * P2P-GO: 0x0000 0x0010 0x0020 0x0030 0x0040 0x0050 0x0060 0x0070 0x0080 0x0090 0x00a0 0x00b0 0x00c0 0x00d0 0x00e0 0x00f0 Supported RX frame types: * IBSS: 0x00d0 * managed: 0x0040 0x00d0 * AP: 0x0000 0x0020 0x0040 0x00a0 0x00b0 0x00c0 0x00d0 * AP/VLAN: 0x0000 0x0020 0x0040 0x00a0 0x00b0 0x00c0 0x00d0 * mesh point: 0x00b0 0x00c0 0x00d0 * P2P-client: 0x0040 0x00d0 * P2P-GO: 0x0000 0x0020 0x0040 0x00a0 0x00b0 0x00c0 0x00d0 Device supports RSN-IBSS.

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  • Siebel CRM: Alive and Jamming at OpenWorld

    - by Tony Berk
    Yes, a rock 'n roll reference in a CRM/Customer Experience blog entry! Sorry, but we are getting excited about OpenWorld and all of the great CRM and Customer Experience sessions we've been planning for the past 6 months (yes, we really do start planning in March!). I also heard that some band named Pearl Jam is making an appearance. Who's tried the Rock Band guitar solo for Alive? Way too difficult for an amateur like me. Anyhow, we are supposed to be highlighting Siebel CRM at OpenWorld. Yes, Siebel will once again have a major presence at OpenWorld and there is a lot of new things to tell you about. If you search the OpenWorld Content Catalog with the tag "siebel", you'll find over 75 sessions. That's over 75 hours of opportunity to hear from Siebel customers, product managers, and implementers. While I invite you to read through the descriptions of all 75+ sessions or check out the OpenWorld Focus On Siebel document, I'd like to try and help with some highlights. The roadmap and strategy session was mentioned in my previous post, but it is important enough to mention again. Siebel CRM Overview, Strategy, and Roadmap (CON9700) - Oct 1, 12:15PM. Come to this session to learn about the Siebel product roadmap and how Oracle is committed to accelerating the pace of innovation and value for its customers on this platform. Additionally, the session covers how Siebel customers can leverage many Oracle assets such as Oracle WebCenter Sites; InQuira, RightNow, and ATG/Endeca applications, and Oracle Policy Automation in conjunction with their current Siebel investments. This session was FULL last year, so I strongly suggest you pre-register via the OpenWorld Schedule Builder. Every year, my favorites are the customer panels, where you get hear 2, 3 or even 4 customers talk about their implementations and often share best practices and lessons learned. Customer Panel: Business Benefits of Deploying Siebel CRM (Session ID: CON9717) - Oct 1, 10:45AM featuring GlaxoSmithKline, PNC Bank and Southwest Airlines. Maximizing User Adoption Rates for Siebel Sales and Siebel Partner Relationship Management (CON9690) Oct 1, 12:15PM featuring CSL Behring, Intuit and McKesson. Best Practices for Upgrading Your Siebel CRM Implementations: Customer Successes (CON9715) - Oct 1, 3:15PM featuring Citrix, Sunlife Financial and Oracle experts. Driving Great Customer Experiences with Siebel Service Applications (CON9604) - Oct 1, 4:45 featuring Farmers Insurance, US Department of Homeland Security and Waste Management There are also a number of customer case study sessions including: Lowe's (CON9740), American Red Cross (CON6535), Ontario Lottery & Gaming's Siebel Marketing and Loyalty (CON4114), and LexisNexis (CON9551). Also, an interesting session on optimizing Siebel on Oracle with ACCOR (CON4289). Have you heard about the new Open UI for Siebel? If you haven't, you should! There are sessions focused on introducing you to the new functionality and how you can unleash the power of the new user interface: User Interface Innovations with the New Siebel “Open UI” (CON9703) Oct 2, 10:15AM and Unleash the Power of “Open UI” (CON9705) - Oct 3, 11:45AM. Other Siebel-related topics you might want to check out: Knowledge Management: Increasing Return on Your CRM Investments with Knowledge (CON9779) - Oct 1, 3:15PM Mobile: Mobile Solutions for Siebel CRM (CON9697) - Oct 2, 5:00PM Siebel Loyalty: Best Practices for Maximizing the Success of Your Loyalty Program with Siebel Loyalty (CON9588) - Oct 2, 5:00PM  Siebel Marketing: Next-Generation Cross-Channel Insight-Driven Customer Dialogue with Siebel Marketing (CON9600) - Oct 3, 10:15AM Integrating with Oracle Commerce: Administer Once and Deploy Everywhere: Integrating the Siebel, ATG, and Endeca Platforms (CON9761) - Oct 2 5:00PM Finally, don't forget the Oracle Applications User Group (OAUG) Special Interest Group for Siebel on Sunday, September 30 at 2:15PM. And of course, the Demogrounds in Moscone West will be full of Oracle and partner demos and information on new solutions. Wow! I told you there was a lot! Good luck finding the best sessions for you and have a great time at OpenWorld. Don't forget to sing along with Pearl Jam!

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  • What are the disadvantages of self-encapsulation?

    - by Dave Jarvis
    Background Tony Hoare's billion dollar mistake was the invention of null. Subsequently, a lot of code has become riddled with null pointer exceptions (segfaults) when software developers try to use (dereference) uninitialized variables. In 1989, Wirfs-Brock and Wikerson wrote: Direct references to variables severely limit the ability of programmers to re?ne existing classes. The programming conventions described here structure the use of variables to promote reusable designs. We encourage users of all object-oriented languages to follow these conventions. Additionally, we strongly urge designers of object-oriented languages to consider the effects of unrestricted variable references on reusability. Problem A lot of software, especially in Java, but likely in C# and C++, often uses the following pattern: public class SomeClass { private String someAttribute; public SomeClass() { this.someAttribute = "Some Value"; } public void someMethod() { if( this.someAttribute.equals( "Some Value" ) ) { // do something... } } public void setAttribute( String s ) { this.someAttribute = s; } public String getAttribute() { return this.someAttribute; } } Sometimes a band-aid solution is used by checking for null throughout the code base: public void someMethod() { assert this.someAttribute != null; if( this.someAttribute.equals( "Some Value" ) ) { // do something... } } public void anotherMethod() { assert this.someAttribute != null; if( this.someAttribute.equals( "Some Default Value" ) ) { // do something... } } The band-aid does not always avoid the null pointer problem: a race condition exists. The race condition is mitigated using: public void anotherMethod() { String someAttribute = this.someAttribute; assert someAttribute != null; if( someAttribute.equals( "Some Default Value" ) ) { // do something... } } Yet that requires two statements (assignment to local copy and check for null) every time a class-scoped variable is used to ensure it is valid. Self-Encapsulation Ken Auer's Reusability Through Self-Encapsulation (Pattern Languages of Program Design, Addison Wesley, New York, pp. 505-516, 1994) advocated self-encapsulation combined with lazy initialization. The result, in Java, would resemble: public class SomeClass { private String someAttribute; public SomeClass() { setAttribute( "Some Value" ); } public void someMethod() { if( getAttribute().equals( "Some Value" ) ) { // do something... } } public void setAttribute( String s ) { this.someAttribute = s; } public String getAttribute() { String someAttribute = this.someAttribute; if( someAttribute == null ) { setAttribute( createDefaultValue() ); } return someAttribute; } protected String createDefaultValue() { return "Some Default Value"; } } All duplicate checks for null are superfluous: getAttribute() ensures the value is never null at a single location within the containing class. Efficiency arguments should be fairly moot -- modern compilers and virtual machines can inline the code when possible. As long as variables are never referenced directly, this also allows for proper application of the Open-Closed Principle. Question What are the disadvantages of self-encapsulation, if any? (Ideally, I would like to see references to studies that contrast the robustness of similarly complex systems that use and don't use self-encapsulation, as this strikes me as a fairly straightforward testable hypothesis.)

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  • Why is this beat detection code failing to register some beats properly?

    - by Quincy
    I made this SoundAnalyzer class to detect beats in songs: class SoundAnalyzer { public SoundBuffer soundData; public Sound sound; public List<double> beatMarkers = new List<double>(); public SoundAnalyzer(string path) { soundData = new SoundBuffer(path); sound = new Sound(soundData); } // C = threshold, N = size of history buffer / 1024 B = bands public void PlaceBeatMarkers(float C, int N, int B) { List<double>[] instantEnergyList = new List<double>[B]; GetEnergyList(B, ref instantEnergyList); for (int i = 0; i < B; i++) { PlaceMarkers(instantEnergyList[i], N, C); } beatMarkers.Sort(); } private short[] getRange(int begin, int end, short[] array) { short[] result = new short[end - begin]; for (int i = 0; i < end - begin; i++) { result[i] = array[begin + i]; } return result; } // get a array of with a list of energy for each band private void GetEnergyList(int B, ref List<double>[] instantEnergyList) { for (int i = 0; i < B; i++) { instantEnergyList[i] = new List<double>(); } short[] samples = soundData.Samples; float timePerSample = 1 / (float)soundData.SampleRate; int sampleIndex = 0; int nextSamples = 1024; int samplesPerBand = nextSamples / B; // for the whole song while (sampleIndex + nextSamples < samples.Length) { complex[] FFT = FastFourier.Calculate(getRange(sampleIndex, nextSamples + sampleIndex, samples)); // foreach band for (int i = 0; i < B; i++) { double energy = 0; for (int j = 0; j < samplesPerBand; j++) energy += FFT[i * samplesPerBand + j].GetMagnitude(); energy /= samplesPerBand; instantEnergyList[i].Add(energy); } if (sampleIndex + nextSamples >= samples.Length) nextSamples = samples.Length - sampleIndex - 1; sampleIndex += nextSamples; samplesPerBand = nextSamples / B; } } // place the actual markers private void PlaceMarkers(List<double> instantEnergyList, int N, float C) { double timePerSample = 1 / (double)soundData.SampleRate; int index = N; int numInBuffer = index; double historyBuffer = 0; //Fill the history buffer with n * instant energy for (int i = 0; i < index; i++) { historyBuffer += instantEnergyList[i]; } // If instantEnergy / samples in buffer < instantEnergy for the next sample then add beatmarker. while (index + 1 < instantEnergyList.Count) { if(instantEnergyList[index + 1] > (historyBuffer / numInBuffer) * C) beatMarkers.Add((index + 1) * 1024 * timePerSample); historyBuffer -= instantEnergyList[index - numInBuffer]; historyBuffer += instantEnergyList[index + 1]; index++; } } } For some reason it's only detecting beats from 637 sec to around 641 sec, and I have no idea why. I know the beats are being inserted from multiple bands since I am finding duplicates, and it seems that it's assigning a beat to each instant energy value in between those values. It's modeled after this: http://www.flipcode.com/misc/BeatDetectionAlgorithms.pdf So why won't the beats register properly?

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  • actionscript3: reflect-class applied on rotationY

    - by algro
    Hi, I'm using a class which applies a visual reflection-effect to defined movieclips. I use a reflection-class from here: link to source. It works like a charm except when I apply a rotation to the movieclip. In my case the reflection is still visible but only a part of it. What am I doing wrong? How could I pass/include the rotation to the Reflection-Class ? Thanks in advance! This is how you apply the Reflection Class to your movieclip: var ref_mc:MovieClip = new MoviClip(); addChild(ref_mc); var r1:Reflect = new Reflect({mc:ref_mc, alpha:50, ratio:50,distance:0, updateTime:0,reflectionDropoff:1}); Now I apply a rotation to my movieclip: ref_mc.rotationY = 30; And Here the Reflect-Class: package com.pixelfumes.reflect{ import flash.display.MovieClip; import flash.display.DisplayObject; import flash.display.BitmapData; import flash.display.Bitmap; import flash.geom.Matrix; import flash.display.GradientType; import flash.display.SpreadMethod; import flash.utils.setInterval; import flash.utils.clearInterval; public class Reflect extends MovieClip{ //Created By Ben Pritchard of Pixelfumes 2007 //Thanks to Mim, Jasper, Jason Merrill and all the others who //have contributed to the improvement of this class //static var for the version of this class private static var VERSION:String = "4.0"; //reference to the movie clip we are reflecting private var mc:MovieClip; //the BitmapData object that will hold a visual copy of the mc private var mcBMP:BitmapData; //the BitmapData object that will hold the reflected image private var reflectionBMP:Bitmap; //the clip that will act as out gradient mask private var gradientMask_mc:MovieClip; //how often the reflection should update (if it is video or animated) private var updateInt:Number; //the size the reflection is allowed to reflect within private var bounds:Object; //the distance the reflection is vertically from the mc private var distance:Number = 0; function Reflect(args:Object){ /*the args object passes in the following variables /we set the values of our internal vars to math the args*/ //the clip being reflected mc = args.mc; //the alpha level of the reflection clip var alpha:Number = args.alpha/100; //the ratio opaque color used in the gradient mask var ratio:Number = args.ratio; //update time interval var updateTime:Number = args.updateTime; //the distance at which the reflection visually drops off at var reflectionDropoff:Number = args.reflectionDropoff; //the distance the reflection starts from the bottom of the mc var distance:Number = args.distance; //store width and height of the clip var mcHeight = mc.height; var mcWidth = mc.width; //store the bounds of the reflection bounds = new Object(); bounds.width = mcWidth; bounds.height = mcHeight; //create the BitmapData that will hold a snapshot of the movie clip mcBMP = new BitmapData(bounds.width, bounds.height, true, 0xFFFFFF); mcBMP.draw(mc); //create the BitmapData the will hold the reflection reflectionBMP = new Bitmap(mcBMP); //flip the reflection upside down reflectionBMP.scaleY = -1; //move the reflection to the bottom of the movie clip reflectionBMP.y = (bounds.height*2) + distance; //add the reflection to the movie clip's Display Stack var reflectionBMPRef:DisplayObject = mc.addChild(reflectionBMP); reflectionBMPRef.name = "reflectionBMP"; //add a blank movie clip to hold our gradient mask var gradientMaskRef:DisplayObject = mc.addChild(new MovieClip()); gradientMaskRef.name = "gradientMask_mc"; //get a reference to the movie clip - cast the DisplayObject that is returned as a MovieClip gradientMask_mc = mc.getChildByName("gradientMask_mc") as MovieClip; //set the values for the gradient fill var fillType:String = GradientType.LINEAR; var colors:Array = [0xFFFFFF, 0xFFFFFF]; var alphas:Array = [alpha, 0]; var ratios:Array = [0, ratio]; var spreadMethod:String = SpreadMethod.PAD; //create the Matrix and create the gradient box var matr:Matrix = new Matrix(); //set the height of the Matrix used for the gradient mask var matrixHeight:Number; if (reflectionDropoff<=0) { matrixHeight = bounds.height; } else { matrixHeight = bounds.height/reflectionDropoff; } matr.createGradientBox(bounds.width, matrixHeight, (90/180)*Math.PI, 0, 0); //create the gradient fill gradientMask_mc.graphics.beginGradientFill(fillType, colors, alphas, ratios, matr, spreadMethod); gradientMask_mc.graphics.drawRect(0,0,bounds.width,bounds.height); //position the mask over the reflection clip gradientMask_mc.y = mc.getChildByName("reflectionBMP").y - mc.getChildByName("reflectionBMP").height; //cache clip as a bitmap so that the gradient mask will function gradientMask_mc.cacheAsBitmap = true; mc.getChildByName("reflectionBMP").cacheAsBitmap = true; //set the mask for the reflection as the gradient mask mc.getChildByName("reflectionBMP").mask = gradientMask_mc; //if we are updating the reflection for a video or animation do so here if(updateTime > -1){ updateInt = setInterval(update, updateTime, mc); } } public function setBounds(w:Number,h:Number):void{ //allows the user to set the area that the reflection is allowed //this is useful for clips that move within themselves bounds.width = w; bounds.height = h; gradientMask_mc.width = bounds.width; redrawBMP(mc); } public function redrawBMP(mc:MovieClip):void { // redraws the bitmap reflection - Mim Gamiet [2006] mcBMP.dispose(); mcBMP = new BitmapData(bounds.width, bounds.height, true, 0xFFFFFF); mcBMP.draw(mc); } private function update(mc):void { //updates the reflection to visually match the movie clip mcBMP = new BitmapData(bounds.width, bounds.height, true, 0xFFFFFF); mcBMP.draw(mc); reflectionBMP.bitmapData = mcBMP; } public function destroy():void{ //provides a method to remove the reflection mc.removeChild(mc.getChildByName("reflectionBMP")); reflectionBMP = null; mcBMP.dispose(); clearInterval(updateInt); mc.removeChild(mc.getChildByName("gradientMask_mc")); } } }

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  • Why my shell program wont open the file got as argument in function "cat"

    - by anna karenina
    I included the code below, sorry to bother you with so much code. Argument parsing is ok, i checked it out with watches. I've put some printfs to check out where the problem may be and it seems that it wont open the file cat receives as argument. i called from shell like "cat -b file" #include <stdio.h> #include <stdlib.h> #include <unistd.h> #include <string.h> #define TRUE 0 #define FALSE 1 void yes(int argc, char *argv[]); int cat(int argc, char *argv[]); //#include "cat.h" //#include "yes.h" //#include"tee.h" char buf[50],c[10], *p2,*p, *pch; int count; char *matrix[20]; void yes(int argc, char *argv[]) { int i; // if (argc >= 2 && *argv[1] == '-') // { //printf("ERROR!"); //} //if (argc == 1) // { while (1) if (puts("y") == EOF) { perror("yes"); exit(FALSE); } // } while (1) for (i = 1; i < argc; i++) if (fputs(argv[i], stdout) == EOF || putchar(i == argc - 1 ? '\n' : ' ') == EOF) { perror("yes"); exit(FALSE); } //exit(TRUE); } int main(int argc, char *argv[]) { //p=(char *)malloc(sizeof(char)*50); do { fprintf (stderr, "$ "); fgets (buf,50,stdin); p=buf; fprintf (stderr, "Comanda primita de la tastatura: "); fputs (buf, stderr); int i=0,j=0; //strcpy(p,buf); strcpy(c,"\0"); while (buf[i] == ' ') { i++; p++; } if (buf[i] == '#') fprintf (stderr, "Nici o comanda, ci e un comentariu!\n"); else { j=0; while (buf[i] != ' ' && buf[i] != '\n') { i++; j++; } strncpy (c,p,j); fprintf (stderr, "%s\n",c); if (strcmp (c,"yes") == 0) { p2 = p+j+1; pch = strtok (p2," "); count = 0; while (pch != NULL) { //printf ("%s\n",pch); matrix[count] = strdup(pch); pch = strtok (NULL, " "); count++; } yes(count, matrix); fprintf (stderr, "Aici se va executa comanda yes\n"); } else if (strcmp (c,"cat") == 0) { p2 = p+j+1; pch = strtok (p2," "); count = 0; while (pch != NULL) { //printf ("%s\n",pch); matrix[count] = strdup(pch); pch = strtok (NULL, " "); count++; } cat(count,matrix); fprintf (stderr, "Aici se va executa comanda cat \n"); } else if (strcmp (c,"tee") == 0) { //tee(); fprintf(stderr, "Aici se va executa comanda tee\n"); } fprintf (stderr, "Aici se va executa comanda basename\n"); strcpy(buf,"\0"); } } while (strcmp(c, "exit") != 0); fprintf (stderr, "Terminat corect!\n"); return 0; } int cat(int argc, char *argv[]) { int c ; opterr = 0 ; optind = 0 ; char number = 0; char squeeze = 0; char marker = 0; fprintf(stderr,"SALUT< SUNT IN FUNCTIZE>\n"); while ((c = getopt (argc, argv, "bnsE")) != -1) switch (c) { case 'b' : number = 1; break; case 'n' : number = 2; break; case 'm' : marker = 1; break; case 's' : squeeze = 1; break; case 'E' : marker = 1; break; } if (optind + 1 != argc) { fprintf (stderr, "\tWrong arguments!\n") ; return -1 ; } FILE * fd = fopen (argv[optind], "r"); printf("am deschis fisierul %s ",argv[optind]); if (fd == NULL) { printf("FISIER NULL asdasdasdasdasd"); return 1; } char line[1025]; int line_count = 1; while (!feof(fd)) { fgets(line, 1025, fd); printf("sunt in while :> %s",line); int len = strlen(line); if (line[len - 1] == '\n') { if(len - 2 >= 0) { if(line[len - 2] == '\r') { line[len - 2] = '\0'; len -= 2; } else { line[len - 1] = '\0'; len -= 1; } } else { line[len - 1] = '\0'; len -= 1; } } if (squeeze == 1 && len == 0) continue; if (number == 1) { fprintf (stdout, "%4d ", line_count); line_count++; } else if (number == 2) { if (len > 0) { fprintf (stdout, "%4d ", line_count); line_count++; } else fprintf (stdout, " "); } fprintf(stdout, "%s", line); if (marker == 1) fprintf(stdout, "$"); fprintf(stdout, "\n"); } fclose (fd); return 0 ; }

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  • How to use JasperDesignViewer to preview a JasperReport?

    - by Jonas
    I'm trying to use JasperReports for the first time, and have written a "Hello World"-document. But I don't know how I can preview my document with JasperDesignViewer. My .jrxml-file compiles fine to a .jasper-file. How do I call JasperDesignViewer? I'm not using Ant. My Java code: import net.sf.jasperreports.engine.JRException; import net.sf.jasperreports.engine.JasperCompileManager; import net.sf.jasperreports.view.JasperDesignViewer; public class ReportTest { public static void main(String[] args) { try { JasperCompileManager.compileReportToFile("reports/ReportFile.jrxml"); //new JasperDesignViewer(); } catch (JRException e) { e.printStackTrace(); } } } My JRXML-file: <?xml version="1.0"?> <!DOCTYPE jasperReport PUBLIC "-//JasperReports//DTD Report Design//EN" "http://jasperreports.sourceforge.net/dtds/jasperreport.dtd"> <jasperReport name="FirstReport"> <detail> <band height="20"> <staticText> <reportElement x="180" y="0" width="200" height="20"/> <text><![CDATA[Hello World!]]></text> </staticText> </band> </detail> </jasperReport>

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