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  • How can I assign pointer member with long string?

    - by Nano HE
    Hi, When I did the practice below to erase my pointer member and assign new value to it. (*pMyPointer).member.erase(); (*pMyPointer).member.assign("Hello"); // Successfully Than I tried more... (*pMyPointer).member.erase(); (*pMyPointer).member.assign("Long Multi Lines Format String"); // How to? If the long multi lines string can't quote by double quoter, how to handle it. Thank you.

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  • How long can a hash left out in the open be considered safe?

    - by Xeoncross
    If I were to leave a SHA2 family hash out on my website - how long would it be considered safe? How long would I have before I could be sure that someone would find a collision for it and know what was hashed? I know that the amount of time would be based on the computational power of the one seeking to break it. It would also depend on the string length, but I'm curious just how secure hashes are. Since many of us run web-servers we constantly have to be prepared for the day when someone might make it all the way to the database which stores the user hashes. So, move the server security out of the way and then what do you have? This is a slightly theoretical area for many of the people I have talked with, so I would love to actually have some more information about average expectations for cracking.

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  • How to make this very long url appear short?

    - by Camran
    I have made most my site SE friendly, but one part of my site bugs me... I have a HUGE form in one of the pages, and when submitting the form (action=php_page) URL is so long it covers half a word document in one line with all the passing variables... This is very ugly... Is there any way to make this long URL appear short? Or some other solution you know of? Let me know if you need more input... Thanks

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  • Should I convert overly-long UTF-8 strings to their shortest normal form?

    - by Grant McLean
    I've just been reworking my Encoding::FixLatin Perl module to handle overly-long UTF-8 byte sequences and convert them to the shortest normal form. My question is quite simply "is this a bad idea"? A number of sources (including this RFC) suggest that any over-long UTF-8 should be treated as an error and rejected. They caution against "naive implementations" and leave me with the impression that these things are inherently unsafe. Since the whole purpose of my module is to clean up messy data files with mixed encodings and convert them to nice clean utf8, this seems like just one more thing I can clean up so the application layer doesn't have to deal with it. My code does not concern itself with any semantic meaning the resulting characters might have, it simply converts them into a normalised form. Am I missing something. Is there a hidden danger I haven't considered?

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  • I'm maintaining a java class that's 40K lines long.. problem?

    - by Billworth Vandory
    This may be a subjective question leading to deletion but I would really like some feedback. Recently, I moved to another very large enterprise project where I work as a C++ developer. I was aghast to find most classes in the project are anywhere from 8K to 50K lines long with methods that are 1K to 8K lines long. It's mostly business logic dealing with DB tables and data management, full of conditional statements to handle the use cases. Are classes this large common in large enterprise systems? I realize without looking at the code it's hard to make a determination, but have you ever worked on a system with classes this large?

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  • Iterating over a large data set in long running Python process - memory issues?

    - by user1094786
    I am working on a long running Python program (a part of it is a Flask API, and the other realtime data fetcher). Both my long running processes iterate, quite often (the API one might even do so hundreds of times a second) over large data sets (second by second observations of certain economic series, for example 1-5MB worth of data or even more). They also interpolate, compare and do calculations between series etc. What techniques, for the sake of keeping my processes alive, can I practice when iterating / passing as parameters / processing these large data sets? For instance, should I use the gc module and collect manually? Any advice would be appreciated. Thanks!

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  • How long would this have to go on for...

    - by Pieman
    I have the Pi formulae -Well one of them... 1 - 1/3 + 1/5 - 1/7 etc. How long would it take to get to like 1000 S.F correct? -Well, not how long, how big would the denominator be? -I have it updating 4 times in one refresh: http://zombiewrath.com/pi.php So the section above would be done in one refresh, then 7 to 13 in another etc. Answer this maths question please :) Also how can I get the 10,002 length variable onto 'seperate lines'? -I want it to fill 100% screen width -no scrolling needed (well downwards only)

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  • How long will a USB key with an OS installed on it last?

    - by Xananax
    I've heard numerous times that installing an OS on a USB key is a bad thing to do, as USBs typically have a certain number of writes before dying, and installing an OS on it will wear it out (unless it's used sporadically for rescue purposes). Nonetheless, I am very tempted to install some flavour of Linux (Ubuntu or Arch, I haven't decided yet) on a small, transportable, USB Key. My problem is, although you read a lot that it's "bad", you are never told how bad. How long would it last (provided, say, a pc that is 24/7 on)? A month? A year? Five years? Is there recipes to make it last longer? Is there any reason beside weariness that should prevent me from attempting this? I mean, if it can be calculated, then I could theoretically shield myself by doing regular backups on another key when the deadline gets close (for example). Notes I am not talking of using a USB as a live CD, but actually installing the OS on it.) When I say "USB Key", I refer to the little USBs with a flash memory, not an external USB hard drive. For the curious, my reason is that I work in a lot of different places, on different PCs, and I have a very customized session, with my own WM, my own key bindings, my own scripts, , a selection of plugins for firefox and chrome, etc, and currently I am synchronizing all this through a mix of dropbox, git, and transporting files on USBs, and and it's becoming a chore. It would be much simpler for me to just plug the USB and mount the hard disk of the PC I am using and use it's processing power without actually needing to install any OS on it.

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  • Open GL stars are not rendering

    - by Darestium
    I doing Nehe's Open GL Lesson 9. I'm using SFML for windowing, the strange thing is no stars are rendering. #include <SFML/System.hpp> #include <SFML/Window.hpp> #include <SFML/Graphics.hpp> #include <iostream> void processEvents(sf::Window *app); void processInput(sf::Window *app); void renderGlScene(sf::Window *app); void init(); int loadResources(); const int NUM_OF_STARS = 50; float triRot = 0.0f; float quadRot = 0.0f; bool twinkle = false; bool tKey = false; float zoom = 15.0f; float tilt = 90.0f; float spin = 0.0f; unsigned int loop; unsigned int texture_handle[1]; typedef struct { int r, g, b; float distance; float angle; } stars; stars star[NUM_OF_STARS]; int main() { sf::Window app(sf::VideoMode(800, 600, 32), "Nehe Lesson 9"); app.UseVerticalSync(false); init(); if (loadResources() == -1) { return EXIT_FAILURE; } while (app.IsOpened()) { processEvents(&app); processInput(&app); renderGlScene(&app); app.Display(); } return EXIT_SUCCESS; } int loadResources() { sf::Image img_data; // Load Texture if (!img_data.LoadFromFile("data/images/star.bmp")) { std::cout << "Could not load data/images/star.bmp"; return -1; } // Generate 1 texture glGenTextures(1, &texture_handle[0]); // Linear filtering glBindTexture(GL_TEXTURE_2D, texture_handle[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img_data.GetWidth(), img_data.GetHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img_data.GetPixelsPtr()); return 0; } void processInput(sf::Window *app) { const sf::Input& input = app->GetInput(); if (input.IsKeyDown(sf::Key::T) && !tKey) { tKey = true; twinkle = !twinkle; } if (!input.IsKeyDown(sf::Key::T)) { tKey = false; } if (input.IsKeyDown(sf::Key::Up)) { tilt -= 0.05f; } if (input.IsKeyDown(sf::Key::Down)) { tilt += 0.05f; } if (input.IsKeyDown(sf::Key::PageUp)) { zoom -= 0.02f; } if (input.IsKeyDown(sf::Key::Up)) { zoom += 0.02f; } } void init() { glClearDepth(1.f); glClearColor(0.f, 0.f, 0.f, 0.f); // Enable texturing glEnable(GL_TEXTURE_2D); //glDepthMask(GL_TRUE); // Setup a perpective projection glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.f, 1.f, 1.f, 500.f); glShadeModel(GL_SMOOTH); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glEnable(GL_BLEND); for (loop = 0; loop < NUM_OF_STARS; loop++) { star[loop].distance = (float)loop / NUM_OF_STARS * 5.0f; // Calculate distance from the centre // Give stars random rgb value star[loop].r = rand() % 256; star[loop].g = rand() % 256; star[loop].b = rand() % 256; } } void processEvents(sf::Window *app) { sf::Event event; while (app->GetEvent(event)) { if (event.Type == sf::Event::Closed) { app->Close(); } if (event.Type == sf::Event::KeyPressed && event.Key.Code == sf::Key::Escape) { app->Close(); } } } void renderGlScene(sf::Window *app) { app->SetActive(); // Clear color depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Apply some transformations glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // Select texture glBindTexture(GL_TEXTURE_2D, texture_handle[0]); for (loop = 0; loop < NUM_OF_STARS; loop++) { glLoadIdentity(); // Reset The View Before We Draw Each Star glTranslatef(0.0f, 0.0f, zoom); // Zoom Into The Screen (Using The Value In 'zoom') glRotatef(tilt, 1.0f, 0.0f, 0.0f); // Tilt The View (Using The Value In 'tilt') glRotatef(star[loop].angle, 0.0f, 1.0f, 0.0f); // Rotate To The Current Stars Angle glTranslatef(star[loop].distance, 0.0f, 0.0f); // Move Forward On The X Plane glRotatef(-star[loop].angle,0.0f,1.0f,0.0f); // Cancel The Current Stars Angle glRotatef(-tilt,1.0f,0.0f,0.0f); // Cancel The Screen Tilt if (twinkle) { glColor4ub(star[(NUM_OF_STARS - loop) - 1].r, star[(NUM_OF_STARS - loop)-1].g, star[(NUM_OF_STARS - loop) - 1].b, 255); glBegin(GL_QUADS); // Begin Drawing The Textured Quad glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glEnd(); // Done Drawing The Textured Quad } glRotatef(spin,0.0f,0.0f,1.0f); // Rotate The Star On The Z Axis // Assign A Color Using Bytes glColor4ub(star[loop].r, star[loop].g, star[loop].b, 255); glBegin(GL_QUADS); // Begin Drawing The Textured Quad glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glEnd(); // Done Drawing The Textured Quad spin += 0.01f; // Used To Spin The Stars star[loop].angle += (float)loop / NUM_OF_STARS; // Changes The Angle Of A Star star[loop].distance -= 0.01f; // Changes The Distance Of A Star if (star[loop].distance < 0.0f) { star[loop].distance += 5.0f; // Move The Star 5 Units From The Center star[loop].r = rand() % 256; // Give It A New Red Value star[loop].g = rand() % 256; // Give It A New Green Value star[loop].b = rand() % 256; // Give It A New Blue Value } } } I've looked over the code atleast 10 times now and I can't figure out the problem. Any help would be much appreciated.

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  • How To: Using spatial data with Entity Framework and Connector/Net

    - by GABMARTINEZ
    One of the new features introduced in Entity Framework 5.0 is the incorporation of some new types of data within an Entity Data Model: the spatial data types. These types allow us to perform operations on coordinates values in an easier way. There's no need to add stored routines or functions for every operation among these geometry types, now the user can have the alternative to put this logic on his application or keep it in the database. In the new 6.7.4 version there's also this new feature incorporated to Connector/Net library so our users can start exploring it and could provide us some feedback or comments about this new functionality. Through this tutorial on how to create a Code First Entity Model with a geometry column, we'll show an example on using Geometry types and some common operations when using geometry types inside an application. Requirements: - Connector/Net 6.7.4 - Entity Framework 5.0 version - .NET Framework 4.5 version - Basic understanding on Entity Framework and C# language. - An installed and running instance of MySQL Server 5.5.x or 5.6.10 version- Visual Studio 2012. Step One: Create a new Console Application  Inside Visual Studio select File->New Project menu option and select the Console Application template. Also make sure the .Net 4.5 version is selected so the new features for EF 5.0 will work with the application. Step Two: Add the Entity Framework Package For adding the Entity Framework Package there is more than one option: the package manager console or the Manage Nuget Packages option dialog. If you want to open the Package Manager Console, go to the Tools Menu -> Library Package Manager -> Package Manager Console. On the Package Manager Console Type:Install-Package EntityFrameworkThis will add the reference to the project of the latest released No alpha version of Entity Framework. Step Three: Adding Entity class and DBContext We'll add a simple class that represents a table entity to save some places and its location using a DBGeometry column that will be mapped to a Geometry type in MySQL. After that some operations can be performed using this data. public class MyPlace { [Key] public int Id { get; set; } public string name { get; set; } public DbGeometry location { get; set; } } public class JourneyDb : DbContext { public DbSet<MyPlace> MyPlaces { get; set; } }  Also make sure to add the connection string to the App.Config file as in the example: <?xml version="1.0" encoding="utf-8"?> <configuration>   <configSections>     <!-- For more information on Entity Framework configuration, visit http://go.microsoft.com/fwlink/?LinkID=237468 -->     <section name="entityFramework" type="System.Data.Entity.Internal.ConfigFile.EntityFrameworkSection, EntityFramework, Version=5.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" requirePermission="false" />   </configSections>   <startup>     <supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.5" />   </startup>   <connectionStrings>     <add name="JourneyDb" connectionString="server=localhost;userid=root;pwd=;database=journeydb" providerName="MySql.Data.MySqlClient"/>   </connectionStrings>   <entityFramework>     </entityFramework> </configuration> Note also that the <entityFramework> section is empty.Step Four: Adding some new records.On the Program.cs file add the following code for the Main method so the Database gets created and also some new data can be added to the new table. This code adds some records containing some determinate locations. After being added a distance function will be used to know how much distance has each location in reference to the Queens Village Station in New York. static void Main(string[] args)    {     using (JourneyDb cxt = new JourneyDb())      {        cxt.Database.Delete();        cxt.Database.Create();         cxt.MyPlaces.Add(new MyPlace()        {          name = "JFK INTERNATIONAL AIRPORT OF NEW YORK",          location = DbGeometry.FromText("POINT(40.644047 -73.782291)"),        });         cxt.MyPlaces.Add(new MyPlace()        {          name = "ALLEY POND PARK",          location = DbGeometry.FromText("POINT(40.745696 -73.742638)"),        });       cxt.MyPlaces.Add(new MyPlace()        {          name = "CUNNINGHAM PARK",          location = DbGeometry.FromText("POINT(40.735031 -73.768387)"),        });         cxt.MyPlaces.Add(new MyPlace()        {          name = "QUEENS VILLAGE STATION",          location = DbGeometry.FromText("POINT(40.717957 -73.736501)"),        });         cxt.SaveChanges();         var points = (from p in cxt.MyPlaces                      select new { p.name, p.location });        foreach (var item in points)       {         Console.WriteLine("Location " + item.name + " has a distance in Km from Queens Village Station " + DbGeometry.FromText("POINT(40.717957 -73.736501)").Distance(item.location) * 100);       }       Console.ReadKey();      }  }}Output : Location JFK INTERNATIONAL AIRPORT OF NEW YORK has a distance from Queens Village Station 8.69448802402959 Km. Location ALLEY POND PARK has a distance from Queens Village Station 2.84097675104912 Km. Location CUNNINGHAM PARK has a distance from Queens Village Station 3.61695793727275 Km. Location QUEENS VILLAGE STATION has a distance from Queens Village Station 0 Km. Conclusion:Adding spatial data to a table is easier than before when having Entity Framework 5.0. This new Entity Framework feature that handles spatial data columns within the Data layer has a lot of integrated functions and methods toease this type of tasks.Notes:This version of Connector/Net is just released as GA so is preatty much stable to be used on a ProductionEnvironment. Please send us your comments or questions using this blog or at the Forums where we keep answering any questions you have about Connector/Net and MySQL Server.A copy of this sample project can be downloaded here. This application does not include any library so you will haveto add them before running it. Happly MySQL/.Net Coding.

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  • How to implement smooth flocking

    - by Craig
    I'm working on a simple survival game, avoid the big guy and chase the the small guys to stay alive for as long as possible. I have taken the chase and evade example from MSDN create and drawn 20 mice on the screen. I want the small guys to flock when they arent evading. They are doing this, but it isnt as smooth as I would like it to be. How do i make the movement smoother? Its very jittery.# Below is what I have going at the moment, flocking code is within the IF statement, when it isnt set to evading. Any help would be greatly appreciated! :) namespace ChaseAndEvade { class MouseSprite { public enum MouseAiState { // evading the cat Evading, // the mouse can't see the "cat", and it's wandering around. Wander } // how fast can the mouse move? public float MaxMouseSpeed = 4.5f; // and how fast can it turn? public float MouseTurnSpeed = 0.20f; // MouseEvadeDistance controls the distance at which the mouse will flee from // cat. If the mouse is further than "MouseEvadeDistance" pixels away, he will // consider himself safe. public float MouseEvadeDistance = 100.0f; // this constant is similar to TankHysteresis. The value is larger than the // tank's hysteresis value because the mouse is faster than the tank: with a // higher velocity, small fluctuations are much more visible. public float MouseHysteresis = 60.0f; public Texture2D mouseTexture; public Vector2 mouseTextureCenter; public Vector2 mousePosition; public MouseAiState mouseState = MouseAiState.Wander; public float mouseOrientation; public Vector2 mouseWanderDirection; int separationImpact = 4; int cohesionImpact = 6; int alignmentImpact = 2; int sensorDistance = 50; public void UpdateMouse(Vector2 position, MouseSprite [] mice, int numberMice, int index) { Vector2 catPosition = position; int enemies = numberMice; // first, calculate how far away the mouse is from the cat, and use that // information to decide how to behave. If they are too close, the mouse // will switch to "active" mode - fleeing. if they are far apart, the mouse // will switch to "idle" mode, where it roams around the screen. // we use a hysteresis constant in the decision making process, as described // in the accompanying doc file. float distanceFromCat = Vector2.Distance(mousePosition, catPosition); // the cat is a safe distance away, so the mouse should idle: if (distanceFromCat > MouseEvadeDistance + MouseHysteresis) { mouseState = MouseAiState.Wander; } // the cat is too close; the mouse should run: else if (distanceFromCat < MouseEvadeDistance - MouseHysteresis) { mouseState = MouseAiState.Evading; } // if neither of those if blocks hit, we are in the "hysteresis" range, // and the mouse will continue doing whatever it is doing now. // the mouse will move at a different speed depending on what state it // is in. when idle it won't move at full speed, but when actively evading // it will move as fast as it can. this variable is used to track which // speed the mouse should be moving. float currentMouseSpeed; // the second step of the Update is to change the mouse's orientation based // on its current state. if (mouseState == MouseAiState.Evading) { // If the mouse is "active," it is trying to evade the cat. The evasion // behavior is accomplished by using the TurnToFace function to turn // towards a point on a straight line facing away from the cat. In other // words, if the cat is point A, and the mouse is point B, the "seek // point" is C. // C // B // A Vector2 seekPosition = 2 * mousePosition - catPosition; // Use the TurnToFace function, which we introduced in the AI Series 1: // Aiming sample, to turn the mouse towards the seekPosition. Now when // the mouse moves forward, it'll be trying to move in a straight line // away from the cat. mouseOrientation = ChaseAndEvadeGame.TurnToFace(mousePosition, seekPosition, mouseOrientation, MouseTurnSpeed); // set currentMouseSpeed to MaxMouseSpeed - the mouse should run as fast // as it can. currentMouseSpeed = MaxMouseSpeed; } else { // if the mouse isn't trying to evade the cat, it should just meander // around the screen. we'll use the Wander function, which the mouse and // tank share, to accomplish this. mouseWanderDirection and // mouseOrientation are passed by ref so that the wander function can // modify them. for more information on ref parameters, see // http://msdn2.microsoft.com/en-us/library/14akc2c7(VS.80).aspx ChaseAndEvadeGame.Wander(mousePosition, ref mouseWanderDirection, ref mouseOrientation, MouseTurnSpeed); // if the mouse is wandering, it should only move at 25% of its maximum // speed. currentMouseSpeed = .25f * MaxMouseSpeed; Vector2 separate = Vector2.Zero; Vector2 moveCloser = Vector2.Zero; Vector2 moveAligned = Vector2.Zero; // What the AI does when it sees other AIs for (int j = 0; j < enemies; j++) { if (index != j) { // Calculate a vector towards another AI Vector2 separation = mice[index].mousePosition - mice[j].mousePosition; // Only react if other AI is within a certain distance if ((separation.Length() < this.sensorDistance) & (separation.Length()> 0) ) { moveAligned += mice[j].mouseWanderDirection; float distance = Math.Abs(separation.Length()); if (distance == 0) distance = 1; moveCloser += mice[j].mousePosition; separation.Normalize(); separate += separation / distance; } } } if (moveAligned.LengthSquared() != 0) { moveAligned.Normalize(); } if (moveCloser.LengthSquared() != 0) { moveCloser.Normalize(); } moveCloser /= enemies; mice[index].mousePosition += (separate * separationImpact) + (moveCloser * cohesionImpact) + (moveAligned * alignmentImpact); } // The final step is to move the mouse forward based on its current // orientation. First, we construct a "heading" vector from the orientation // angle. To do this, we'll use Cosine and Sine to tell us the x and y // components of the heading vector. See the accompanying doc for more // information. Vector2 heading = new Vector2( (float)Math.Cos(mouseOrientation), (float)Math.Sin(mouseOrientation)); // by multiplying the heading and speed, we can get a velocity vector. the // velocity vector is then added to the mouse's current position, moving him // forward. mousePosition += heading * currentMouseSpeed; } } }

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  • How to re-arrange Excel database from 1 long row, into 3 short rows of unequal lengths and automatically repeat the process?

    - by user326884
    This question is an extension/continuation of my previous question at How to re-arrange Excel database from 1 long row, into 3 short rows and automatically repeat the process? which was answered by Jason Lewis of which I'm grateful. But being a dummy in "Indirect' Excel function, I need assistance again : For example :- In Sheet A, Row 1 has the following data in each cell (all together 72 cells occupied): A1 B1 C1 D1 E1 F1 G1 H1 I1 J1 K1 L1 M1 N1 O1 P1 Q1 R1 S1 T1 U1 V1 W1 X1 Y1 Z1 AA1 AB1 AC1 AD1 AE1 AF1 AG1 AH1 AI1 AJ1 AK1 AL1 AM1 AN1 AO1 AP1 AQ1 AR1 AS1 AT1 AU1 AV1 AW1 AX1 AY1 AZ1 BA1 BB1 BC1 BD1 BE1 BF1 BG1 BH1 BI1 BJ1 BK1 BL1 BM1 BN1 BO1 BP1 BQ1 BR1 BS1 BT1 To be re-arranged into Sheet B in the following format: Row 1 : A1 B1 C1 D1 E1 F1 G1 H1 I1 J1 K1 L1 M1 N1 O1 P1 Q1 R1 S1 T1 U1 V1 W1 X1 Y1 Z1 AA1 AB1 AC1 AD1 AE1 AF1 AG1 AH1 AI1 Row 2 : AJ1 AK1 AL1 AM1 AN1 AO1 AP1 AQ1 AR1 AS1 AT1 AU1 AV1 AW1 AX1 AY1 AZ1 BA1 BB1 BC1 BD1 BE1 BF1 BG1 BH1 BI1 BJ1 BK1 Row 3 : BL1 BM1 BN1 BO1 BP1 BQ1 BR1 BS1 BT1 The Sheet A (database sheet) has a lot of rows (example 3,000 rows, each rows has 72 cells occupied with data), hence the Sheet B (reformatted database) is estimated to have 9,000 rows (i.e. 3 x 3,000) of unequal lengths. Thanking you in anticipation of your speedy response.

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  • My server is taking too long to respond when I connect to it outside the local network [closed]

    - by Buzu
    I have my local server online most of the time because it is easy for clients to access a url and see how their project is coming along. They can see updates in real time. However, I got a message from one of my clients saying that the server was not responding. I have a hosts file, and in that file I have my server's address pointed to the local ip. This is because some problem with the ftp. Due to this setup, I had not noticed that the server was not accessible from outside the local network. The address is http://imbuzu.dyndns.info SSH works fine, I can connect from my windows machine to the server, but HTTP does not. The server is taking too long to respond. Looking at the logs, I see that the last incoming connection to the server from outside the network is this: 77.242.153.180 - - [04/Dec/2012:12:11:01 -0800] "\xce\x89\x8d\x85b\ro" 400 317 "-" "-" I'm going to restart the server, but I doubt that will have any effect on it. --EDIT-- I restarted the server, and it did not help. Also, I pinged the server and it seems to be resolving correctly.

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  • My IDE is showing "undeclared FileNotFoundException must be caught or thrown"

    - by Dan Czarnecki
    I am having the following issue above. I have tried actually putting a try-catch statement into the code as you will see below, but I can't get the compiler to get past that. import java.io.*; public class DirectoryStatistics extends DirectorySize { /* Dan Czarnecki October 24, 2013 Class variables: private File directory A File object that holds the pathname of the directory to look in private long sizeInBytes A variable of type long that holds the size of a file/directory (in bytes) private long fileCount A variable of type long that holds the number of files in a directory Constructors: public DirectoryStatistics(File startingDirectory) throws FileNotFoundException Creates a DirectoryStatistics object, given a pathname (inherited from DirectorySize class), and has 3 instance variables that hold the directory to search in, the size of each file (in bytes), and the number of files within the directory Modification history: October 24, 2013 Original version of class */ private File directory; private long sizeInBytes; private long fileCount; public DirectoryStatistics(File startingDirectory) throws FileNotFoundException { super(startingDirectory); try { if(directory == null) { throw new IllegalArgumentException("null input"); } if(directory.isDirectory() == false) { throw new FileNotFoundException("the following input is not a directory!"); } } catch(IOException ioe) { System.out.println("You have not entered a directory. Please try again."); } } public File getDirectory() { return this.directory; } public long getSizeInBytes() { return this.sizeInBytes; } public long getFileCount() { return this.fileCount; } public long setFileCount(long size) { fileCount = size; return size; } public long setSizeInBytes(long size) { sizeInBytes = size; return size; } public void incrementFileCount() { fileCount = fileCount + 1; } public void addToSizeInBytes(long addend) { sizeInBytes = sizeInBytes + addend; } public String toString() { return "Directory" + this.directory + "Size (in bytes) " + this.sizeInBytes + "Number of files: " + this.fileCount; } public int hashCode() { return this.directory.hashCode(); } public boolean equals(DirectoryStatistics other) { return this.equals(other); } } import java.io.*; import java.util.*; public class DirectorySize extends DirectoryProcessor { /* Dan Czarnecki October 17, 2013 Class variables: private Vector<Long> directorySizeList Variable of type Vector<Long> that holds the total file size of files in that directory as well as files within folders of that directory private Vector<File> currentFile Variable of type Vector<File> that holds the parent directory Constructors: public DirectorySize(File startingDirectory) throws FileNotFoundException Creates a DirectorySize object, takes in a pathname (inherited from DirectoryProcessor class, and has a single vector of a DirectoryStatistics object to hold the files and folders within a directory Modification History October 17, 2013 Original version of class Implemented run() and processFile() methods */ private Vector<DirectoryStatistics> directory; /* private Vector<Long> directorySizeList; private Vector<File> currentFile; */ public DirectorySize(File startingDirectory) throws FileNotFoundException { super(startingDirectory); directory = new Vector<DirectoryStatistics>(); } public void processFile(File file) { DirectoryStatistics parent; int index; File parentFile; System.out.println(file.getName()); System.out.println(file.getParent()); parentFile = file.getParentFile(); parent = new DirectoryStatistics(parentFile); System.out.println(parent); parent.equals(parent); index = directory.indexOf(parent); if(index == 0) { directory.elementAt(index).addToSizeInBytes(file.length()); directory.elementAt(index).incrementFileCount(); } if(index < 0) { directory.addElement(parent); directory.lastElement().setSizeInBytes(file.length()); directory.lastElement().incrementFileCount(); } Could someone tell me why I'm getting this issue?

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  • Strange performance behaviour for 64 bit modulo operation

    - by codymanix
    The last three of these method calls take approx. double the time than the first four. The only difference is that their arguments doesn't fit in integer anymore. But should this matter? The parameter is declared to be long, so it should use long for calculation anyway. Does the modulo operation use another algorithm for numbersmaxint? I am using amd athlon64 3200+, winxp sp3 and vs2008. Stopwatch sw = new Stopwatch(); TestLong(sw, int.MaxValue - 3l); TestLong(sw, int.MaxValue - 2l); TestLong(sw, int.MaxValue - 1l); TestLong(sw, int.MaxValue); TestLong(sw, int.MaxValue + 1l); TestLong(sw, int.MaxValue + 2l); TestLong(sw, int.MaxValue + 3l); Console.ReadLine(); static void TestLong(Stopwatch sw, long num) { long n = 0; sw.Reset(); sw.Start(); for (long i = 3; i < 20000000; i++) { n += num % i; } sw.Stop(); Console.WriteLine(sw.Elapsed); } EDIT: I now tried the same with C and the issue does not occur here, all modulo operations take the same time, in release and in debug mode with and without optimizations turned on: #include "stdafx.h" #include "time.h" #include "limits.h" static void TestLong(long long num) { long long n = 0; clock_t t = clock(); for (long long i = 3; i < 20000000LL*100; i++) { n += num % i; } printf("%d - %lld\n", clock()-t, n); } int main() { printf("%i %i %i %i\n\n", sizeof (int), sizeof(long), sizeof(long long), sizeof(void*)); TestLong(3); TestLong(10); TestLong(131); TestLong(INT_MAX - 1L); TestLong(UINT_MAX +1LL); TestLong(INT_MAX + 1LL); TestLong(LLONG_MAX-1LL); getchar(); return 0; } EDIT2: Thanks for the great suggestions. I found that both .net and c (in debug as well as in release mode) does't not use atomically cpu instructions to calculate the remainder but they call a function that does. In the c program I could get the name of it which is "_allrem". It also displayed full source comments for this file so I found the information that this algorithm special cases the 32bit divisors instead of dividends which was the case in the .net application. I also found out that the performance of the c program really is only affected by the value of the divisor but not the dividend. Another test showed that the performance of the remainder function in the .net program depends on both the dividend and divisor. BTW: Even simple additions of long long values are calculated by a consecutive add and adc instructions. So even if my processor calls itself 64bit, it really isn't :( EDIT3: I now ran the c app on a windows 7 x64 edition, compiled with visual studio 2010. The funny thing is, the performance behavior stays the same, although now (I checked the assembly source) true 64 bit instructions are used.

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  • WebGL First Person Camera - Matrix issues

    - by Ryan Welsh
    I have been trying to make a WebGL FPS camera.I have all the inputs working correctly (I think) but when it comes to applying the position and rotation data to the view matrix I am a little lost. The results can be viewed here http://thistlestaffing.net/masters/camera/index.html and the code here var camera = { yaw: 0.0, pitch: 0.0, moveVelocity: 1.0, position: [0.0, 0.0, -70.0] }; var viewMatrix = mat4.create(); var rotSpeed = 0.1; camera.init = function(canvas){ var ratio = canvas.clientWidth / canvas.clientHeight; var left = -1; var right = 1; var bottom = -1.0; var top = 1.0; var near = 1.0; var far = 1000.0; mat4.frustum(projectionMatrix, left, right, bottom, top, near, far); viewMatrix = mat4.create(); mat4.rotateY(viewMatrix, viewMatrix, camera.yaw); mat4.rotateX(viewMatrix, viewMatrix, camera.pitch); mat4.translate(viewMatrix, viewMatrix, camera.position); } camera.update = function(){ viewMatrix = mat4.create(); mat4.rotateY(viewMatrix, viewMatrix, camera.yaw); mat4.rotateX(viewMatrix, viewMatrix, camera.pitch); mat4.translate(viewMatrix, viewMatrix, camera.position); } //prevent camera pitch from going above 90 and reset yaw when it goes over 360 camera.lockCamera = function(){ if(camera.pitch > 90.0){ camera.pitch = 90; } if(camera.pitch < -90){ camera.pitch = -90; } if(camera.yaw <0.0){ camera.yaw = camera.yaw + 360; } if(camera.yaw >360.0){ camera.yaw = camera.yaw - 0.0; } } camera.translateCamera = function(distance, direction){ //calculate where we are looking at in radians and add the direction we want to go in ie WASD keys var radian = glMatrix.toRadian(camera.yaw + direction); //console.log(camera.position[3], radian, distance, direction); //calc X coord camera.position[0] = camera.position[0] - Math.sin(radian) * distance; //calc Z coord camera.position[2] = camera.position [2] - Math.cos(radian) * distance; console.log(camera.position [2] - (Math.cos(radian) * distance)); } camera.rotateUp = function(distance, direction){ var radian = glMatrix.toRadian(camera.pitch + direction); //calc Y coord camera.position[1] = camera.position[1] + Math.sin(radian) * distance; } camera.moveForward = function(){ if(camera.pitch!=90 && camera.pitch!=-90){ camera.translateCamera(-camera.moveVelocity, 0.0); } camera.rotateUp(camera.moveVelocity, 0.0); } camera.moveBack = function(){ if(camera.pitch!=90 && camera.pitch!=-90){ camera.translateCamera(-camera.moveVelocity, 180.0); } camera.rotateUp(camera.moveVelocity, 180.0); } camera.moveLeft = function(){ camera.translateCamera(-camera.moveVelocity, 270.0); } camera.moveRight = function(){ camera.translateCamera(-camera.moveVelocity, 90.0); } camera.lookUp = function(){ camera.pitch = camera.pitch + rotSpeed; camera.lockCamera(); } camera.lookDown = function(){ camera.pitch = camera.pitch - rotSpeed; camera.lockCamera(); } camera.lookLeft = function(){ camera.yaw= camera.yaw - rotSpeed; camera.lockCamera(); } camera.lookRight = function(){ camera.yaw = camera.yaw + rotSpeed; camera.lockCamera(); } . If there is no problem with my camera then I am doing some matrix calculations within my draw function where a problem might be. //position cube 1 worldMatrix = mat4.create(); mvMatrix = mat4.create(); mat4.translate(worldMatrix, worldMatrix, [-20.0, 0.0, -30.0]); mat4.multiply(mvMatrix, worldMatrix, viewMatrix); setShaderMatrix(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.vertexAttribPointer(shaderProgram.attPosition, 3, gl.FLOAT, false, 8*4,0); gl.vertexAttribPointer(shaderProgram.attTexCoord, 2, gl.FLOAT, false, 8*4, 3*4); gl.vertexAttribPointer(shaderProgram.attNormal, 3, gl.FLOAT, false, 8*4, 5*4); gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, myTexture); gl.uniform1i(shaderProgram.uniSampler, 0); gl.useProgram(shaderProgram); gl.drawArrays(gl.TRIANGLES, 0, vertexBuffer.numItems); //position cube 2 worldMatrix = mat4.create(); mvMatrix = mat4.create(); mat4.multiply(mvMatrix, worldMatrix, viewMatrix); mat4.translate(worldMatrix, worldMatrix, [40.0, 0.0, -30.0]); setShaderMatrix(); gl.drawArrays(gl.TRIANGLES, 0, vertexBuffer.numItems); //position cube 3 worldMatrix = mat4.create(); mvMatrix = mat4.create(); mat4.multiply(mvMatrix, worldMatrix, viewMatrix); mat4.translate(worldMatrix, worldMatrix, [20.0, 0.0, -100.0]); setShaderMatrix(); gl.drawArrays(gl.TRIANGLES, 0, vertexBuffer.numItems); camera.update();

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  • Mass Ball-to-Ball Collision Handling (as in, lots of balls)

    - by BlueThen
    Update: Found out that I was using the radius as the diameter, which was why the mtd was overcompensating. Hi, StackOverflow. I've written a Processing program awhile back simulating ball physics. Basically, I have a large number of balls (1000), with gravity turned on. Detection works great, but my issue is that they start acting weird when they're bouncing against other balls in all directions. I'm pretty confident this involves the handling. For the most part, I'm using Jay Conrod's code. One part that's different is if (distance > 1.0) return; which I've changed to if (distance < 1.0) return; because the collision wasn't even being performed with the first bit of code, I'm guessing that's a typo. The balls overlap when I use his code, which isn't what I was looking for. My attempt to fix it was to move the balls to the edge of each other: float angle = atan2(y - collider.y, x - collider.x); float distance = dist(x,y, balls[ID2].x,balls[ID2].y); x = collider.x + radius * cos(angle); y = collider.y + radius * sin(angle); This isn't correct, I'm pretty sure of that. I tried the correction algorithm in the previous ball-to-ball topic: // get the mtd Vector2d delta = (position.subtract(ball.position)); float d = delta.getLength(); // minimum translation distance to push balls apart after intersecting Vector2d mtd = delta.multiply(((getRadius() + ball.getRadius())-d)/d); // resolve intersection -- // inverse mass quantities float im1 = 1 / getMass(); float im2 = 1 / ball.getMass(); // push-pull them apart based off their mass position = position.add(mtd.multiply(im1 / (im1 + im2))); ball.position = ball.position.subtract(mtd.multiply(im2 / (im1 + im2))); except my version doesn't use vectors, and every ball's weight is 1. The resulting code I get is this: PVector delta = new PVector(collider.x - x, collider.y - y); float d = delta.mag(); PVector mtd = new PVector(delta.x * ((radius + collider.radius - d) / d), delta.y * ((radius + collider.radius - d) / d)); // push-pull apart based on mass x -= mtd.x * 0.5; y -= mtd.y * 0.5; collider.x += mtd.x * 0.5; collider.y += mtd.y * 0.5; This code seems to over-correct collisions. Which doesn't make sense to me because in no other way do I modify the x and y values of each ball, other than this. Some other part of my code could be wrong, but I don't know. Here's the snippet of the entire ball-to-ball collision handling I'm using: if (alreadyCollided.contains(new Integer(ID2))) // if the ball has already collided with this, then we don't need to reperform the collision algorithm return; Ball collider = (Ball) objects.get(ID2); PVector collision = new PVector(x - collider.x, y - collider.y); float distance = collision.mag(); if (distance == 0) { collision = new PVector(1,0); distance = 1; } if (distance < 1) return; PVector velocity = new PVector(vx,vy); PVector velocity2 = new PVector(collider.vx, collider.vy); collision.div(distance); // normalize the distance float aci = velocity.dot(collision); float bci = velocity2.dot(collision); float acf = bci; float bcf = aci; vx += (acf - aci) * collision.x; vy += (acf - aci) * collision.y; collider.vx += (bcf - bci) * collision.x; collider.vy += (bcf - bci) * collision.y; alreadyCollided.add(new Integer(ID2)); collider.alreadyCollided.add(new Integer(ID)); PVector delta = new PVector(collider.x - x, collider.y - y); float d = delta.mag(); PVector mtd = new PVector(delta.x * ((radius + collider.radius - d) / d), delta.y * ((radius + collider.radius - d) / d)); // push-pull apart based on mass x -= mtd.x * 0.2; y -= mtd.y * 0.2; collider.x += mtd.x * 0.2; collider.y += mtd.y * 0.2; Thanks. (Apologies for lack of sources, stackoverflow thinks I'm a spammer)

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  • Filter zipcodes by proximity in Django with the Spherical Law of Cosines

    - by spiffytech
    I'm trying to handle proximity search for a basic store locater in Django. Rather than haul PostGIS around with my app just so I can use GeoDjango's distance filter, I'd like to use the Spherical Law of Cosines distance formula in a model query. I'd like all of the calculations to be done in the database in one query, for efficiency. An example MySQL query from The Internet implementing the Spherical Law of Cosines like this: SELECT id, ( 3959 * acos( cos( radians(37) ) * cos( radians( lat ) ) * cos( radians( lng ) - radians(-122) ) + sin( radians(37) ) * sin( radians( lat ) ) ) ) AS distance FROM stores HAVING distance < 25 ORDER BY distance LIMIT 0 , 20; The query needs to reference the Zipcode ForeignKey for each store's lat/lng values. How can I make all of this work in a Django model query?

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  • Increasing efficiency of N-Body gravity simulation

    - by Postman
    I'm making a space exploration type game, it will have many planets and other objects that will all have realistic gravity. I currently have a system in place that works, but if the number of planets goes above 70, the FPS decreases an practically exponential rates. I'm making it in C# and XNA. My guess is that I should be able to do gravity calculations between 100 objects without this kind of strain, so clearly my method is not as efficient as it should be. I have two files, Gravity.cs and EntityEngine.cs. Gravity manages JUST the gravity calculations, EntityEngine creates an instance of Gravity and runs it, along with other entity related methods. EntityEngine.cs public void Update() { foreach (KeyValuePair<string, Entity> e in Entities) { e.Value.Update(); } gravity.Update(); } (Only relevant piece of code from EntityEngine, self explanatory. When an instance of Gravity is made in entityEngine, it passes itself (this) into it, so that gravity can have access to entityEngine.Entities (a dictionary of all planet objects)) Gravity.cs namespace ExplorationEngine { public class Gravity { private EntityEngine entityEngine; private Vector2 Force; private Vector2 VecForce; private float distance; private float mult; public Gravity(EntityEngine e) { entityEngine = e; } public void Update() { //First loop foreach (KeyValuePair<string, Entity> e in entityEngine.Entities) { //Reset the force vector Force = new Vector2(); //Second loop foreach (KeyValuePair<string, Entity> e2 in entityEngine.Entities) { //Make sure the second value is not the current value from the first loop if (e2.Value != e.Value ) { //Find the distance between the two objects. Because Fg = G * ((M1 * M2) / r^2), using Vector2.Distance() and then squaring it //is pointless and inefficient because distance uses a sqrt, squaring the result simple cancels that sqrt. distance = Vector2.DistanceSquared(e2.Value.Position, e.Value.Position); //This makes sure that two planets do not attract eachother if they are touching, completely unnecessary when I add collision, //For now it just makes it so that the planets are not glitchy, performance is not significantly improved by removing this IF if (Math.Sqrt(distance) > (e.Value.Texture.Width / 2 + e2.Value.Texture.Width / 2)) { //Calculate the magnitude of Fg (I'm using my own gravitational constant (G) for the sake of time (I know it's 1 at the moment, but I've been changing it) mult = 1.0f * ((e.Value.Mass * e2.Value.Mass) / distance); //Calculate the direction of the force, simply subtracting the positions and normalizing works, this fixes diagonal vectors //from having a larger value, and basically makes VecForce a direction. VecForce = e2.Value.Position - e.Value.Position; VecForce.Normalize(); //Add the vector for each planet in the second loop to a force var. Force = Vector2.Add(Force, VecForce * mult); //I have tried Force += VecForce * mult, and have not noticed much of an increase in speed. } } } //Add that force to the first loop's planet's position (later on I'll instead add to acceleration, to account for inertia) e.Value.Position += Force; } } } } I have used various tips (about gravity optimizing, not threading) from THIS question (that I made yesterday). I've made this gravity method (Gravity.Update) as efficient as I know how to make it. This O(N^2) algorithm still seems to be eating up all of my CPU power though. Here is a LINK (google drive, go to File download, keep .Exe with the content folder, you will need XNA Framework 4.0 Redist. if you don't already have it) to the current version of my game. Left click makes a planet, right click removes the last planet. Mouse moves the camera, scroll wheel zooms in and out. Watch the FPS and Planet Count to see what I mean about performance issues past 70 planets. (ALL 70 planets must be moving, I've had 100 stationary planets and only 5 or so moving ones while still having 300 fps, the issue arises when 70+ are moving around) After 70 planets are made, performance tanks exponentially. With < 70 planets, I get 330 fps (I have it capped at 300). At 90 planets, the FPS is about 2, more than that and it sticks around at 0 FPS. Strangely enough, when all planets are stationary, the FPS climbs back up to around 300, but as soon as something moves, it goes right back down to what it was, I have no systems in place to make this happen, it just does. I considered multithreading, but that previous question I asked taught me a thing or two, and I see now that that's not a viable option. I've also thought maybe I could do the calculations on my GPU instead, though I don't think it should be necessary. I also do not know how to do this, it is not a simple concept and I want to avoid it unless someone knows a really noob friendly simple way to do it that will work for an n-body gravity calculation. (I have an NVidia gtx 660) Lastly I've considered using a quadtree type system. (Barnes Hut simulation) I've been told (in the previous question) that this is a good method that is commonly used, and it seems logical and straightforward, however the implementation is way over my head and I haven't found a good tutorial for C# yet that explains it in a way I can understand, or uses code I can eventually figure out. So my question is this: How can I make my gravity method more efficient, allowing me to use more than 100 objects (I can render 1000 planets with constant 300+ FPS without gravity calculations), and if I can't do much to improve performance (including some kind of quadtree system), could I use my GPU to do the calculations?

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  • Array as struct database?

    - by user2985179
    I have a struct that reads data from the user: typedef struct { int seconds; } Time; typedef struct { Time time; double distance; } Training; Training input; scanf("%d %lf", input.time.seconds, input.distance); This scanf will be looped and the user can input different data every time, I want to store this data in an array for later use. I THINK I want something like arr[0].seconds and arr[0].distance. I tried to store the entered data in an array but it didn't really work at all... Training data[10]; data[10].seconds = input.time.seconds; data[10].distance = input.distance; The data will wipe when the program closes and that's how I like it to be. So I want it to be stored in an array, no files or databases!

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  • How to optimize dynamic programming?

    - by Chan
    Problem A number is called lucky if the sum of its digits, as well as the sum of the squares of its digits is a prime number. How many numbers between A and B are lucky? Input: The first line contains the number of test cases T. Each of the next T lines contains two integers, A and B. Output: Output T lines, one for each case containing the required answer for the corresponding case. Constraints: 1 <= T <= 10000 1 <= A <= B <= 10^18 Sample Input: 2 1 20 120 130 Sample Output: 4 1 Explanation: For the first case, the lucky numbers are 11, 12, 14, 16. For the second case, the only lucky number is 120. The problem is quite simple if we use brute force, however the running time is so critical that my program failed most test cases. My current idea is to use dynamic programming by storing the previous sum in a temporary array, so for example: sum_digits(10) = 1 -> sum_digits(11) = sum_digits(10) + 1 The same idea is applied for sum square but with counter equals to odd numbers. Unfortunately, it still failed 9 of 10 test cases which makes me think there must be a better way to solve it. Any idea would be greatly appreciated. #include <iostream> #include <vector> #include <string> #include <algorithm> #include <unordered_map> #include <unordered_set> #include <cmath> #include <cassert> #include <bitset> using namespace std; bool prime_table[1540] = { 0, 0, 1, 1, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0 }; unsigned num_digits(long long i) { return i > 0 ? (long) log10 ((double) i) + 1 : 1; } void get_sum_and_sum_square_digits(long long n, int& sum, int& sum_square) { sum = 0; sum_square = 0; int digit; while (n) { digit = n % 10; sum += digit; sum_square += digit * digit; n /= 10; } } void init_digits(long long n, long long previous_sum[], const int size = 18) { int current_no_digits = num_digits(n); int digit; for (int i = 0; i < current_no_digits; ++i) { digit = n % 10; previous_sum[i] = digit; n /= 10; } for (int i = current_no_digits; i <= size; ++i) { previous_sum[i] = 0; } } void display_previous(long long previous[]) { for (int i = 0; i < 18; ++i) { cout << previous[i] << ","; } } int count_lucky_number(long long A, long long B) { long long n = A; long long end = B; int sum = 0; int sum_square = 0; int lucky_counter = 0; get_sum_and_sum_square_digits(n, sum, sum_square); long long sum_counter = sum; long long sum_square_counter = sum_square; if (prime_table[sum_counter] && prime_table[sum_square_counter]) { lucky_counter++; } long long previous_sum[19] = {1}; init_digits(n, previous_sum); while (n < end) { n++; if (n % 100000000000000000 == 0) { previous_sum[17]++; sum_counter = previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[16] = 0; previous_sum[15] = 0; previous_sum[14] = 0; previous_sum[13] = 0; previous_sum[12] = 0; previous_sum[11] = 0; previous_sum[10] = 0; previous_sum[9] = 0; previous_sum[8] = 0; previous_sum[7] = 0; previous_sum[6] = 0; previous_sum[5] = 0; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 10000000000000000 == 0) { previous_sum[16]++; sum_counter = previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[15] = 0; previous_sum[14] = 0; previous_sum[13] = 0; previous_sum[12] = 0; previous_sum[11] = 0; previous_sum[10] = 0; previous_sum[9] = 0; previous_sum[8] = 0; previous_sum[7] = 0; previous_sum[6] = 0; previous_sum[5] = 0; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 1000000000000000 == 0) { previous_sum[15]++; sum_counter = previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[14] = 0; previous_sum[13] = 0; previous_sum[12] = 0; previous_sum[11] = 0; previous_sum[10] = 0; previous_sum[9] = 0; previous_sum[8] = 0; previous_sum[7] = 0; previous_sum[6] = 0; previous_sum[5] = 0; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 100000000000000 == 0) { previous_sum[14]++; sum_counter = previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[13] = 0; previous_sum[12] = 0; previous_sum[11] = 0; previous_sum[10] = 0; previous_sum[9] = 0; previous_sum[8] = 0; previous_sum[7] = 0; previous_sum[6] = 0; previous_sum[5] = 0; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 10000000000000 == 0) { previous_sum[13]++; sum_counter = previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[12] = 0; previous_sum[11] = 0; previous_sum[10] = 0; previous_sum[9] = 0; previous_sum[8] = 0; previous_sum[7] = 0; previous_sum[6] = 0; previous_sum[5] = 0; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 1000000000000 == 0) { previous_sum[12]++; sum_counter = previous_sum[12] + previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[12] * previous_sum[12] + previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[11] = 0; previous_sum[10] = 0; previous_sum[9] = 0; previous_sum[8] = 0; previous_sum[7] = 0; previous_sum[6] = 0; previous_sum[5] = 0; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 100000000000 == 0) { previous_sum[11]++; sum_counter = previous_sum[11] + previous_sum[12] + previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[11] * previous_sum[11] + previous_sum[12] * previous_sum[12] + previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[10] = 0; previous_sum[9] = 0; previous_sum[8] = 0; previous_sum[7] = 0; previous_sum[6] = 0; previous_sum[5] = 0; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 10000000000 == 0) { previous_sum[10]++; sum_counter = previous_sum[10] + previous_sum[11] + previous_sum[12] + previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[10] * previous_sum[10] + previous_sum[11] * previous_sum[11] + previous_sum[12] * previous_sum[12] + previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[9] = 0; previous_sum[8] = 0; previous_sum[7] = 0; previous_sum[6] = 0; previous_sum[5] = 0; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 1000000000 == 0) { previous_sum[9]++; sum_counter = previous_sum[9] + previous_sum[10] + previous_sum[11] + previous_sum[12] + previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[9] * previous_sum[9] + previous_sum[10] * previous_sum[10] + previous_sum[11] * previous_sum[11] + previous_sum[12] * previous_sum[12] + previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[8] = 0; previous_sum[7] = 0; previous_sum[6] = 0; previous_sum[5] = 0; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 100000000 == 0) { previous_sum[8]++; sum_counter = previous_sum[8] + previous_sum[9] + previous_sum[10] + previous_sum[11] + previous_sum[12] + previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[8] * previous_sum[8] + previous_sum[9] * previous_sum[9] + previous_sum[10] * previous_sum[10] + previous_sum[11] * previous_sum[11] + previous_sum[12] * previous_sum[12] + previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[7] = 0; previous_sum[6] = 0; previous_sum[5] = 0; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 10000000 == 0) { previous_sum[7]++; sum_counter = previous_sum[7] + previous_sum[8] + previous_sum[9] + previous_sum[10] + previous_sum[11] + previous_sum[12] + previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[7] * previous_sum[7] + previous_sum[8] * previous_sum[8] + previous_sum[9] * previous_sum[9] + previous_sum[10] * previous_sum[10] + previous_sum[11] * previous_sum[11] + previous_sum[12] * previous_sum[12] + previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[6] = 0; previous_sum[5] = 0; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 1000000 == 0) { previous_sum[6]++; sum_counter = previous_sum[6] + previous_sum[7] + previous_sum[8] + previous_sum[9] + previous_sum[10] + previous_sum[11] + previous_sum[12] + previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[6] * previous_sum[6] + previous_sum[7] * previous_sum[7] + previous_sum[8] * previous_sum[8] + previous_sum[9] * previous_sum[9] + previous_sum[10] * previous_sum[10] + previous_sum[11] * previous_sum[11] + previous_sum[12] * previous_sum[12] + previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[5] = 0; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 100000 == 0) { previous_sum[5]++; sum_counter = previous_sum[5] + previous_sum[6] + previous_sum[7] + previous_sum[8] + previous_sum[9] + previous_sum[10] + previous_sum[11] + previous_sum[12] + previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[5] * previous_sum[5] + previous_sum[6] * previous_sum[6] + previous_sum[7] * previous_sum[7] + previous_sum[8] * previous_sum[8] + previous_sum[9] * previous_sum[9] + previous_sum[10] * previous_sum[10] + previous_sum[11] * previous_sum[11] + previous_sum[12] * previous_sum[12] + previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 10000 == 0) { previous_sum[4]++; sum_counter = previous_sum[4] + previous_sum[5] + previous_sum[6] + previous_sum[7] + previous_sum[8] + previous_sum[9] + previous_sum[10] + previous_sum[11] + previous_sum[12] + previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[4] * previous_sum[4] + previous_sum[5] * previous_sum[5] + previous_sum[6] * previous_sum[6] + previous_sum[7] * previous_sum[7] + previous_sum[8] * previous_sum[8] + previous_sum[9] * previous_sum[9] + previous_sum[12] * previous_sum[12] + previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 1000 == 0) { previous_sum[3]++; sum_counter = previous_sum[3] + previous_sum[4] + previous_sum[5] + previous_sum[6] + previous_sum[7] + previous_sum[8] + previous_sum[9] + previous_sum[10] + previous_sum[11] + previous_sum[12] + previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[3] * previous_sum[3] + previous_sum[4] * previous_sum[4] + previous_sum[5] * previous_sum[5] + previous_sum[6] * previous_sum[6] + previous_sum[7] * previous_sum[7] + previous_sum[8] * previous_sum[8] + previous_sum[9] * previous_sum[9] + previous_sum[10] * previous_sum[10] + previous_sum[11] * previous_sum[11] + previous_sum[12] * previous_sum[12] + previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 100 == 0) { previous_sum[2]++; sum_counter = previous_sum[2] + previous_sum[3] + previous_sum[4] + previous_sum[5] + previous_sum[6] + previous_sum[7] + previous_sum[8] + previous_sum[9] + previous_sum[10] + previous_sum[11] + previous_sum[12] + previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[2] * previous_sum[2] + previous_sum[3] * previous_sum[3] + previous_sum[4] * previous_sum[4] + previous_sum[5] * previous_sum[5] + previous_sum[6] * previous_sum[6] + previous_sum[7] * previous_sum[7] + previous_sum[8] * previous_sum[8] + previous_sum[9] * previous_sum[9] + previous_sum[10] * previous_sum[10] + previous_sum[11] * previous_sum[11] + previous_sum[12] * previous_sum[12] + previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 10 == 0) { previous_sum[1]++; sum_counter = previous_sum[1] + previous_sum[2] + previous_sum[3] + previous_sum[4] + previous_sum[5] + previous_sum[6] + previous_sum[7] + previous_sum[8] + previous_sum[9] + previous_sum[10] + previous_sum[11] + previous_sum[12] + previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[1] * previous_sum[1] + previous_sum[2] * previous_sum[2] + previous_sum[3] * previous_sum[3] + previous_sum[4] * previous_sum[4] + previous_sum[5] * previous_sum[5] + previous_sum[6] * previous_sum[6] + previous_sum[7] * previous_sum[7] + previous_sum[8] * previous_sum[8] + previous_sum[9] * previous_sum[9] + previous_sum[10] * previous_sum[10] + previous_sum[11] * previous_sum[11] + previous_sum[12] * previous_sum[12] + previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[0] = 0; } else { sum_counter++; sum_square_counter += ((n - 1) % 10) * 2 + 1; } // get_sum_and_sum_square_digits(n, sum, sum_square); // assert(sum == sum_counter && sum_square == sum_square_counter); if (prime_table[sum_counter] && prime_table[sum_square_counter]) { lucky_counter++; } } return lucky_counter; } void inout_lucky_numbers() { int n; cin >> n; long long a; long long b; while (n--) { cin >> a >> b; cout << count_lucky_number(a, b) << endl; } } int main() { inout_lucky_numbers(); return 0; }

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  • I am starting to think that Prevx.com isnt a legit site...but heres my long-winded question

    - by cop1152
    I apologize in advance for the long-winded post. I posted it all because I believe its informative and may be useful. Also, I posted my question at the end. Moments ago I was RDC to a file server in my home (from inside my home). I had opened Firefox and Googled for a manufacturers website. Immediately after clicking the link, Firefox abruptly closed. This seemed odd to me to so I checked the running processes and discovered d.exe, e.exe, and f.exe running. I Googled these processes on a different machine and found them belonging to a key-logger/screen-capturer/trojan called defender.exe, which according to the Prevx lives in c:\documents and settings\user\local settings\temp. (Prevx link http://www.prevx.com/filenames/147352809685142526-X1/DEFENDER32.EXE.html) Simultaneously, an obviously-spoofed Windows Firewall popup appeared on the server asking me to click ‘yes’ to update Windows Firewall. At this time I ended all rogue processes, emptied the temp folder, removed defender.exe from startup, and checked my registry and a few other locations. Before deleting Defender.exe I noted that it was created moments ago, just before Firefox crashed. I believe that I was ‘almost’ infected with this malware. I believe that it needed me to click the phony popup in order to complete infection because it wasn’t allowed to execute processes from the temp folder. After cleaning the machine, I restarted it and have been monitoring it for over an hour. I am debating on whether or not to restore the Windows partition (a separate physical drive from the data) or to just watch it for awhle. I should mention that, because of the specs on this machine, I do not run antivirus software, but I know it well and inspect it regularly. It is a very old Compaq with a 400mhz processer and 512mb of ram. I have a static IP and the server is in the DMZ running an FTP client and some HTTP server software. All files transferred to and stored on this machine are scanned for malware before transferring. Usually the machine only runs 19 processes and performs pretty well for its intended purpose. I posted the story so that you could be aware of a possible new piece of malware and how it acts, but I also have a question or two. First, over the last few months I have noticed that PREVX is listed at the top of most of my Google searches when researching malware, especially for new or obscure malware…and they always want you to purchase something. I don’t think they are one of the top AV companies, so it seems odd that they are always the top Google result. Does anyone have any experience with any of their products? Also, what sites do you rely on for malware researching? Recently, I have found it difficult to find good info because of HijackThis-logs and other deadend info cluttering up my searches. And lastly, besides antivirus, third-party firewall, etc, what settings would you use to lock down a machine to make it more secure in instances where a stubborn admin like myself refuses to run AV? Thanks.

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  • MySQL Full-Text Search Across Multiple Tables - Quick/Long Solution?

    - by Kerry
    Hello all, I have been doing a bit of research on full-text searches as we realized a series of LIKE statements are terrible. My first find was MySQL full-text searches. I tried to implement this and it worked on one table, failed when I was trying to join multiple tables, and so I consulted stackoverflow's articles (look at the end for a list of the ones I've been to) I didn't see anything that clearly answered my questions. I'm trying to get this done literally in an hour or two (quick solution) but I also want to do a better long term solution. Here is my query: SELECT a.`product_id`, a.`name`, a.`slug`, a.`description`, b.`list_price`, b.`price`, c.`image`, c.`swatch`, e.`name` AS industry FROM `products` AS a LEFT JOIN `website_products` AS b ON (a.`product_id` = b.`product_id`) LEFT JOIN ( SELECT `product_id`, `image`, `swatch` FROM `product_images` WHERE `sequence` = 0) AS c ON (a.`product_id` = c.`product_id`) LEFT JOIN `brands` AS d ON (a.`brand_id` = d.`brand_id`) INNER JOIN `industries` AS e ON (a.`industry_id` = e.`industry_id`) WHERE b.`website_id` = 96 AND b.`status` = 1 AND b.`active` = 1 AND MATCH( a.`name`, a.`sku`, a.`description`, d.`name` ) AGAINST ( 'ashley sofa' ) GROUP BY a.`product_id` ORDER BY b.`sequence` LIMIT 0, 9 The error I get is: Incorrect arguments to MATCH If I remove d.name from the MATCH statement it works. I have a full-text index on that column. I saw one of the articles say to use an OR MATCH for this table, but won't that lose the effectiveness of being able to rank them together or match them properly? Other places said to use UNIONs but I don't know how to do that properly. Any advice would be greatly appreciated. In the idea of a long term solution it seems that either Sphinx or Lucene is best. Now by no means and I a MySQL guru, and I heard that Lucene is a bit more complicated to setup, any recommendations or directions would be great. Articles: http://stackoverflow.com/questions/1117005/mysql-full-text-search-across-multiple-tables http://stackoverflow.com/questions/668371/mysql-fulltext-search-across-1-table http://stackoverflow.com/questions/2378366/mysql-how-to-make-multiple-table-fulltext-search http://stackoverflow.com/questions/737275/pros-cons-of-full-text-search-engine-lucene-sphinx-postgresql-full-text-searc http://stackoverflow.com/questions/1059253/searching-across-multiple-tables-best-practices

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