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  • Lightweight alternative to R for RHEL?

    - by Eric Rath
    I want to use R for some statistical analysis of logfile information, but found that even the "limited" R-core RPM has a lot of dependencies not already installed. I don't want to install so many packages for a peripheral need. Are there lightweight alternatives for simple statistical analysis on RHEL 6? I have an R script that accepts on stdin a large set of values -- one value per line -- and prints out the min, max, mean, median, 95th percentile, and standard deviation. For more context, I'm using grep and awk to find GET requests for a particular path in our webserver log files, get the response times, and calculate the metrics listed above in order to measure the impact on performance of changes to a web application. I don't need any graphing capabilities, just simple computation. Is there something I've overlooked?

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  • Clone/mirror a textbox in a PDF form

    - by Tim Pietzcker
    I've got a PDF form in Acrobat X Pro where users can enter their name in a textbox on the first page. I would like the contents of that box to be cloned/mirrored in another box on the second page of the same form: However, in the Properties dialog of the second textbox, I can't find a way to reference the first one. I do have options to calculate numerical values and perform validation etc. etc., but I can't seem to simply have it display the contents of another textbox. Is this not possible in PDF forms, or am I overlooking something obvious?

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  • Get Directory Size through SFTP

    - by Nongo
    A client has a managed websever; on this server is an e-commerce script and part of the script dumps a backup every week. The backup is stored on the web server (not in the HTTP route). The ISP takes a copy, and my clients wants to take a copy too. What I am trying to do is before downloading the file I want to be able to calculate the backup directory size - but the only access I have is through SFTP. Is it possible to easily get the directory size and then use this in a PowerShell Script. NOTE: I have written an automatic download script in Powershell, and I want to extend this. Forgive me if this sounds vague I can provide further info if you have any specific questions.

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  • How to fix basicHttpBinding in WCF when using multiple proxy clients?

    - by Hemant
    [Question seems a little long but please have patience. It has sample source to explain the problem.] Consider following code which is essentially a WCF host: [ServiceContract (Namespace = "http://www.mightycalc.com")] interface ICalculator { [OperationContract] int Add (int aNum1, int aNum2); } [ServiceBehavior (InstanceContextMode = InstanceContextMode.PerCall)] class Calculator: ICalculator { public int Add (int aNum1, int aNum2) { Thread.Sleep (2000); //Simulate a lengthy operation return aNum1 + aNum2; } } class Program { static void Main (string[] args) { try { using (var serviceHost = new ServiceHost (typeof (Calculator))) { var httpBinding = new BasicHttpBinding (BasicHttpSecurityMode.None); serviceHost.AddServiceEndpoint (typeof (ICalculator), httpBinding, "http://172.16.9.191:2221/calc"); serviceHost.Open (); Console.WriteLine ("Service is running. ENJOY!!!"); Console.WriteLine ("Type 'stop' and hit enter to stop the service."); Console.ReadLine (); if (serviceHost.State == CommunicationState.Opened) serviceHost.Close (); } } catch (Exception e) { Console.WriteLine (e); Console.ReadLine (); } } } Also the WCF client program is: class Program { static int COUNT = 0; static Timer timer = null; static void Main (string[] args) { var threads = new Thread[10]; for (int i = 0; i < threads.Length; i++) { threads[i] = new Thread (Calculate); threads[i].Start (null); } timer = new Timer (o => Console.WriteLine ("Count: {0}", COUNT), null, 1000, 1000); Console.ReadLine (); timer.Dispose (); } static void Calculate (object state) { var c = new CalculatorClient ("BasicHttpBinding_ICalculator"); c.Open (); while (true) { try { var sum = c.Add (2, 3); Interlocked.Increment (ref COUNT); } catch (Exception ex) { Console.WriteLine ("Error on thread {0}: {1}", Thread.CurrentThread.Name, ex.GetType ()); break; } } c.Close (); } } Basically, I am creating 10 proxy clients and then repeatedly calling Add service method on separate threads. Now if I run both applications and observe opened TCP connections using netstat, I find that: If both client and server are running on same machine, number of tcp connections are equal to number of proxy objects. It means all requests are being served in parallel. Which is good. If I run server on a separate machine, I observed that maximum 2 TCP connections are opened regardless of the number of proxy objects I create. Only 2 requests run in parallel. It hurts the processing speed badly. If I switch to net.tcp binding, everything works fine (a separate TCP connection for each proxy object even if they are running on different machines). I am very confused and unable to make the basicHttpBinding use more TCP connections. I know it is a long question, but please help!

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  • Help with dynamic range compression function (audio)

    - by MusiGenesis
    I am writing a C# function for doing dynamic range compression (an audio effect that basically squashes transient peaks and amplifies everything else to produce an overall louder sound). I have written a function that does this (I think): public static void Compress(ref short[] input, double thresholdDb, double ratio) { double maxDb = thresholdDb - (thresholdDb / ratio); double maxGain = Math.Pow(10, -maxDb / 20.0); for (int i = 0; i < input.Length; i += 2) { // convert sample values to ABS gain and store original signs int signL = input[i] < 0 ? -1 : 1; double valL = (double)input[i] / 32768.0; if (valL < 0.0) { valL = -valL; } int signR = input[i + 1] < 0 ? -1 : 1; double valR = (double)input[i + 1] / 32768.0; if (valR < 0.0) { valR = -valR; } // calculate mono value and compress double val = (valL + valR) * 0.5; double posDb = -Math.Log10(val) * 20.0; if (posDb < thresholdDb) { posDb = thresholdDb - ((thresholdDb - posDb) / ratio); } // measure L and R sample values relative to mono value double multL = valL / val; double multR = valR / val; // convert compressed db value to gain and amplify val = Math.Pow(10, -posDb / 20.0); val = val / maxGain; // re-calculate L and R gain values relative to compressed/amplified // mono value valL = val * multL; valR = val * multR; double lim = 1.5; // determined by experimentation, with the goal // being that the lines below should never (or rarely) be hit if (valL > lim) { valL = lim; } if (valR > lim) { valR = lim; } double maxval = 32000.0 / lim; // convert gain values back to sample values input[i] = (short)(valL * maxval); input[i] *= (short)signL; input[i + 1] = (short)(valR * maxval); input[i + 1] *= (short)signR; } } and I am calling it with threshold values between 10.0 db and 30.0 db and ratios between 1.5 and 4.0. This function definitely produces a louder overall sound, but with an unacceptable level of distortion, even at low threshold values and low ratios. Can anybody see anything wrong with this function? Am I handling the stereo aspect correctly (the function assumes stereo input)? As I (dimly) understand things, I don't want to compress the two channels separately, so my code is attempting to compress a "virtual" mono sample value and then apply the same degree of compression to the L and R sample value separately. Not sure I'm doing it right, however. I think part of the problem may the "hard knee" of my function, which kicks in the compression abruptly when the threshold is crossed. I think I may need to use a "soft knee" like this: Can anybody suggest a modification to my function to produce the soft knee curve?

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  • Most simple way to do holiday calculation?

    - by brainfrog
    I want to make a little free calendar program to help me and others calculate how much time we have got left in a project. I mean real working time, not just time. Time in a raw form is not saying much. Typically when my boss tells me that I have time until 05-05-2011 it doesn't tell me really how much time I have to do my job. You know...so many things stop me from work: A) beeing at home, not at work (so called "free time" or "spare time"). That is in my case I work exactly 8 hours a day and then the cleaning ladies throw me out of the office with their incredible loud industrial vacuum cleaners every evening (my boss accepts that as an excuse to go home in time, regularly). B) weekends, or more precisely saturdays and sundays C) official holiday rescuing me from having to go to work. what I want to do is make a little utility which tells me how many working hours I really have in a given time period. The first two things A and B are pretty easy to implement. But the last thing C scares my pants off. Holidays. OOOHHH man. You know what that means. Chaos. Pure chaos. The huge question is: HOW TO CALCULATE HOLIDAYS?! Since I want my program to be useful for anyone anywhere in the world, I can't just hardcode all holidays for my little town. So which options do I have? I) I could hand-craft downloadable lists of holidays. Users search them within the application and download them from an webserver. Or I ship all of them in the package. But I would get very, very old if I tried that by myself for every country, state and town. II) I make an initial data sheet with holidays for my town, and don't care about the rest. However, I make that sheet with an how-to public, so that everyone who feels like beeing very nice can provide holiday data for his country / region / whatever. Those are made public on a webserver and everyone can get the data packages he/she needs for the app. III) ? I care a lot about usability. I don't want to make an ugly linux hack style hard to use app that only computer freaks can use. So you need to tell me more about holiday science. I was never really clever at this. I assume every single country in the world has it's own set of holidays. In every country there may be several states. For example the US has some, and Germany has also some states. Holidays vary from state to state. But I know from an good programmer he told me never assume anything. So the questions about holiday science are: Which categories do I need to make holiday-data-packs searchable? A guy from India should find quickly his holiday data pack, and a guy from Sillicon Valley should find his pack as equally fast. It makes most sense to me to filter for COUNTRY STATE WHATEVER. Like a drill-down-search. Did I miss something? What would be the best data format to hold holiday information? A holiday has a start and end date and a name. That should be enough. Would I put all this stuff in thousands of XML files? How would you go about this? Any hint / help is highly welcome! Thanks to everyone!

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  • The counter doesnt seem to increase when ever the edittext changes

    - by Mabulhuda
    Im using Edit-texts and i need when ever an edit-text is changed to increment a counter by one but the counter isnt working , I mean the app starts and everything but the counter doesnt seem to change please help here is the code public class Numersys extends Activity implements TextWatcher { EditText mark1 ,mark2, mark3,mark4,mark5,mark6 , hr1 ,hr2,hr3,hr4,hr5,hr6; EditText passed, currentavg; TextView tvnewavg ; Button calculate; double marks , curAVG , NewAVG ; String newCumAVG; int counter , hrs , curHr , NewHr; @Override protected void onCreate(Bundle savedInstanceState) { // TODO Auto-generated method stub super.onCreate(savedInstanceState); setContentView(R.layout.numersys); mark1=(EditText)findViewById(R.id.mark1n); mark2=(EditText)findViewById(R.id.mark2n); mark3=(EditText)findViewById(R.id.mark3n); mark4=(EditText)findViewById(R.id.mark4n); mark5=(EditText)findViewById(R.id.mark5n); mark6=(EditText)findViewById(R.id.mark6n); hr1=(EditText)findViewById(R.id.ethour1); hr2=(EditText)findViewById(R.id.ethour2); hr3=(EditText)findViewById(R.id.ethour3); hr4=(EditText)findViewById(R.id.ethour4); hr5=(EditText)findViewById(R.id.ethour5); hr6=(EditText)findViewById(R.id.ethour6); passed=(EditText)findViewById(R.id.etPassCn); currentavg=(EditText)findViewById(R.id.etCavgn); tvnewavg=(TextView)findViewById(R.id.tvcAVGn); mark1.addTextChangedListener(this); mark2.addTextChangedListener(this); mark3.addTextChangedListener(this); mark4.addTextChangedListener(this); mark5.addTextChangedListener(this); mark6.addTextChangedListener(this); calculate=(Button)findViewById(R.id.bAvgCalcn); @Override public void onClick(View arg0) { // TODO Auto-generated method stub switch(arg0.getId()) { case 0: break; case 1: hrs=Integer.valueOf(hr1.getText().toString()); marks=Double.valueOf(mark1.getText().toString())*Integer.valueOf(hr1.getText().toString()); curHr=Integer.valueOf(passed.getText().toString()); curAVG=Double.valueOf(currentavg.getText().toString())*curHr; NewHr= curHr+hrs; NewAVG= (marks+curAVG)/NewHr; break; case 2: hrs=Integer.valueOf(hr1.getText().toString())+Integer.valueOf(hr2.getText().toString()); marks=Double.valueOf(mark1.getText().toString())*Integer.valueOf(hr1.getText().toString()) +Double.valueOf(mark2.getText().toString())*Integer.valueOf(hr2.getText().toString()); curHr=Integer.valueOf(passed.getText().toString()); curAVG=Double.valueOf(currentavg.getText().toString())*curHr; NewHr= curHr+hrs; NewAVG= (marks+curAVG)/NewHr; break; case 3: hrs=Integer.valueOf(hr1.getText().toString())+Integer.valueOf(hr2.getText().toString()) +Integer.valueOf(hr3.getText().toString()); marks=Double.valueOf(mark1.getText().toString())*Integer.valueOf(hr1.getText().toString()) +Double.valueOf(mark2.getText().toString())*Integer.valueOf(hr2.getText().toString()) +Double.valueOf(mark3.getText().toString())*Integer.valueOf(hr3.getText().toString()); curHr=Integer.valueOf(passed.getText().toString()); curAVG=Double.valueOf(currentavg.getText().toString())*curHr; NewHr= curHr+hrs; NewAVG= (marks+curAVG)/NewHr; break; case R.id.bAvgCalcn: newCumAVG=String.valueOf(NewAVG); tvnewavg.setText(newCumAVG); } } }); } @Override public void afterTextChanged(Editable arg0) { // TODO Auto-generated method stub } @Override public void beforeTextChanged(CharSequence arg0, int arg1, int arg2, int arg3) { // TODO Auto-generated method stub } @Override public void onTextChanged(CharSequence arg0, int arg1, int arg2, int arg3) { // TODO Auto-generated method stub if(mark1.hasFocus()) { counter = counter+1; } if(mark2.hasFocus()) { counter = counter+1; } if(mark3.hasFocus()) { counter = counter+1; } if(mark4.hasFocus()) { counter = counter+1; } if(mark5.hasFocus()) { counter = counter+1; } if(mark6.hasFocus()) { counter = counter+1; } }

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  • How can I implement the Gale-Shapley stable marriage algorithm in Perl?

    - by srk
    Problem : We have equal number of men and women.each men has a preference score toward each woman. So do the woman for each man. each of the men and women have certain interests. Based on the interest we calculate the preference scores. So initially we have an input in a file having x columns. First column is the person(men/woman) id. id are nothing but 0.. n numbers.(first half are men and next half woman) the remaining x-1 columns will have the interests. these are integers too. now using this n by x-1 matrix... we have come up with a n by n/2 matrix. the new matrix has all men and woman as their rows and scores for opposite sex in columns. We have to sort the scores in descending order, also we need to know the id of person related to the scores after sorting. So here i wanted to use hash table. once we get the scores we need to make up pairs.. for which we need to follow some rules. My trouble is with the second matrix of n by n/2 that needs to give information of which man/woman has how much preference on a woman/man. I need these scores sorted so that i know who is the first preferred woman/man, 2nd preferred and so on for a man/woman. I hope to get good suggestions on the data structures i use.. I prefer php or perl. Thank you in advance Hey guys this is not an home work. This a little modified version of stable marriage algorithm. I have working solution. I am only working on optimizing my code. more info: It is very similar to stable marriage problem but here we need to calculate the scores based on the interests they share. So i have implemented it as the way you see in the wiki page http://en.wikipedia.org/wiki/Stable_marriage_problem. my problem is not solving the problem. i solved it and can run it. I am just trying to have a better solution. so i am asking suggestions on the type of data structure to use. Conceptually I tried using an array of hashes. where the array index give the person id and the hash in it gives the id's <= score's in sorted manner. I initially start with an array of hashes. now i sort the hashes on values, but i could not store the sorted hashes back in an array.So just stored the keys after sorting and used these to get the values from my initial unsorted hashes. Can we store the hashes after sorting ? Can you suggest a better structure ?

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  • In XSLT is it possible to use the value of an xpath expression in a call to a template using an par

    - by Cell
    I am performing an xsl transform and in it I call a template with a param using the following code <xsl:call-template name="GenerateColumns"> <xsl:with-param name="curRow" select="$curRow"/> <xsl:with-param name="curCol" select="$curCol + 1"/> </xsl:call-template> This calls a template function which outputs part of a table element in HTML. The curRow and curCol are used to determine which row and column we are in the table. gbl_maxCols is set to the number of columns in an html table <xsl:template name="GenerateColumns"> <xsl:when test="$curCol &lt;= $gbl_maxCols"> <td> <xsl:attribute="colspan"> <xsl:value-of select="/page/column/@skipColumns"/> </xsl:attribute> </xsl:when> </xsl:template> The result of this function is a set of td elements, however some of these elements (those with a skipColumn attribute greater than 1 span more than 1 column, I need to skip this many columns with the next call to generateColumns. this works just like I would expect in the case where I simply increment the curCol param but I have a case where I need to use the value from the xml attribute skipColumns in the math to calculate the value for curCol. In the above case I iterate through all the columns and this works for the majority of my use cases. However in same cases I need to skip over some of the columns and need to pass in that value from the xml attribute to calculate how many columns I need to skip. My naive first attempt was something like this <xsl:call-template name="GenerateColumns"> <xsl:with-param name="curRow" select="$curRow"/> <xsl:with-param name="curCol" select="$curCol + /page/column/@skipColumns"/> </xsl:call-template> But unforutnately this does not seem to work. Is there any way to use an attribute from an xml page in the calculation for the value of a param in xsl. My xml page is something like this (edited heavily since the xml file is rather large) <page> <column name="blank" skipColumns="1"/> <column name="blank" skipColumns="1"/> <column name="test" skipColumns="3"/> <column name="blank" skipColumns="1"/> <column name="test2" skipColumns="6"/> </page> after all of this I would like to have a set of td elements like the following <td></td><td></td><td colSpan="3"></td><td></td><td colSpan="6"></td> if I just iterate through the columns I instead end up with something like this which gives me more td elements than I should have <td></td><td></td><td colSpan="3"></td><td></td><td colSpan="6"></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td> Edited to provide more information

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  • Scrolling a canvas as a shape you're moving approaches its edges

    - by Steven Sproat
    Hi, I develop a Python-based drawing program, Whyteboard. I have tools that the user can create new shapes on the canvas, such as text/images/rectangles/circles/polygons. I also have a Select tool that allows the users to modify these shapes - for example, moving a shape's position, resizing, or editing polygon's points' positions. I'm adding in a new feature where moving or resizing a point near the canvas edge will automatically scroll the canvas. I think it's a good idea in terms of program usability, and annoys me when other program's don't have this feature. I've made some good progress on coding this; below is some Python code to demonstrate what I'm doing. These functions demonstrate how some shapes calculate their "edges": def find_edges(self): """A line.""" self.edges = {EDGE_TOP: min(self.y, self.y2), EDGE_RIGHT: max(self.x, self.x2), EDGE_BOTTOM: max(self.y, self.y2), EDGE_LEFT: min(self. x, self.x2)} def find_edges(self): """An image""" self.edges = {EDGE_TOP: self.y, EDGE_RIGHT: self.x + self.image.GetWidth(), EDGE_BOTTOM: self.y + self.image.GetWidth(), EDGE_LEFT: self.x} def find_edges(self): """Get the bounding rectangle for the polygon""" xmin = min(x for x, y in self.points) ymin = min(y for x, y in self.points) xmax = max(x for x, y in self.points) ymax = max(y for x, y in self.points) self.edges = {EDGE_TOP: ymin, EDGE_RIGHT: xmax, EDGE_BOTTOM: ymax, EDGE_LEFT: xmin} And here's the code I have so far to implement the scrolling when a shape nears the edge: def check_canvas_scroll(self, x, y, moving=False): """ We check that the x/y coords are within 50px from the edge of the canvas and scroll the canvas accordingly. If the shape is being moved, we need to check specific edges of the shape (e.g. left/right side of rectangle) """ size = self.board.GetClientSizeTuple() # visible area of the canvas if not self.board.area > size: # canvas is too small to need to scroll return start = self.board.GetViewStart() # user's starting "viewport" scroll = (-1, -1) # -1 means no change if moving: if self.shape.edges[EDGE_RIGHT] > start[0] + size[0] - 50: scroll = (start[0] + 5, -1) if self.shape.edges[EDGE_BOTTOM] > start[1] + size[1] - 50: scroll = (-1, start[1] + 5) # snip others else: if x > start[0] + size[0] - 50: scroll = (start[0] + 5, -1) if y > start[1] + size[1] - 50: scroll = (-1, start[1] + 5) # snip others self.board.Scroll(*scroll) This code actually works pretty well. If we're moving a shape, then we need to know its edges to calculate when they're coming close to the canvas edge. If we're resizing just a single point, then we just use the x/y coords of that point to see if it's close to the edge. The problem I'm having is a little tricky to describe - basically, if you move a shape to the left, and stop moving it, if you positioned the shape within the 50px from the canvas, then the next time you go to move the shape, the code that says "ok, is this shape close to the end?" gets triggered, and the canvas scrolls to the left, even if you're moving the shape to the right. Can anyone think on how to stop this? I created a youtube video to demonstrate the issue. At about 0:54, I move a polygon to the left of the canvas and position it there. The next time I move it, the canvas scrolls to the left even though I'm moving it right Another thing I'd like to add, but I'm stuck on is the scroll gaining momentum the longer a shape is scrolling? So, with a large canvas, you're not moving a shape for ages, moving 5px at a time, when you need to cover a 2000px distance. Any suggestions there? Thanks all - sorry for the super long question!

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  • Restart program from a certain line with an if statement?

    - by user1744093
    could anyone help me restart my program from line 46 if the user enters 1 (just after the comment where it states that the next code is going to ask the user for 2 inputs) and if the user enters -1 end it. I cannot think how to do it. I'm new to C# any help you could give would be great! class Program { static void Main(string[] args) { //Displays data in correct Format List<float> inputList = new List<float>(); TextReader tr = new StreamReader("c:/users/tom/documents/visual studio 2010/Projects/DistanceCalculator3/DistanceCalculator3/TextFile1.txt"); String input = Convert.ToString(tr.ReadToEnd()); String[] items = input.Split(','); Console.WriteLine("Point Latitude Longtitude Elevation"); for (int i = 0; i < items.Length; i++) { if (i % 3 == 0) { Console.Write((i / 3) + "\t\t"); } Console.Write(items[i]); Console.Write("\t\t"); if (((i - 2) % 3) == 0) { Console.WriteLine(); } } Console.WriteLine(); Console.WriteLine(); // Ask for two inputs from the user which is then converted into 6 floats and transfered in class Coordinates Console.WriteLine("Please enter the two points that you wish to know the distance between:"); string point = Console.ReadLine(); string[] pointInput = point.Split(' '); int pointNumber = Convert.ToInt16(pointInput[0]); int pointNumber2 = Convert.ToInt16(pointInput[1]); Coordinates distance = new Coordinates(); distance.latitude = (Convert.ToDouble(items[pointNumber * 3])); distance.longtitude = (Convert.ToDouble(items[(pointNumber * 3) + 1])); distance.elevation = (Convert.ToDouble(items[(pointNumber * 3) + 2])); distance.latitude2 = (Convert.ToDouble(items[pointNumber2 * 3])); distance.longtitude2 = (Convert.ToDouble(items[(pointNumber2 * 3) + 1])); distance.elevation2 = (Convert.ToDouble(items[(pointNumber2 * 3) + 2])); //Calculate the distance between two points const double PIx = 3.141592653589793; const double RADIO = 6371; double dlat = ((distance.latitude2) * (PIx / 180)) - ((distance.latitude) * (PIx / 180)); double dlon = ((distance.longtitude2) * (PIx / 180)) - ((distance.longtitude) * (PIx / 180)); double a = (Math.Sin(dlat / 2) * Math.Sin(dlat / 2)) + Math.Cos((distance.latitude) * (PIx / 180)) * Math.Cos((distance.latitude2) * (PIx / 180)) * (Math.Sin(dlon / 2) * Math.Sin(dlon / 2)); double angle = 2 * Math.Atan2(Math.Sqrt(a), Math.Sqrt(1 - a)); double ultimateDistance = (angle * RADIO); Console.WriteLine("The distance between your two points is..."); Console.WriteLine(ultimateDistance); //Repeat the program if the user enters 1, end the program if the user enters -1 Console.WriteLine("If you wish to calculate another distance type 1 and return, if you wish to end the program, type -1."); Console.ReadLine(); if (Convert.ToInt16(Console.ReadLine()) == 1); { //here is where I need it to repeat }

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  • Code runs 6 times slower with 2 threads than with 1

    - by Edward Bird
    So I have written some code to experiment with threads and do some testing. The code should create some numbers and then find the mean of those numbers. I think it is just easier to show you what I have so far. I was expecting with two threads that the code would run about 2 times as fast. Measuring it with a stopwatch I think it runs about 6 times slower! void findmean(std::vector<double>*, std::size_t, std::size_t, double*); int main(int argn, char** argv) { // Program entry point std::cout << "Generating data..." << std::endl; // Create a vector containing many variables std::vector<double> data; for(uint32_t i = 1; i <= 1024 * 1024 * 128; i ++) data.push_back(i); // Calculate mean using 1 core double mean = 0; std::cout << "Calculating mean, 1 Thread..." << std::endl; findmean(&data, 0, data.size(), &mean); mean /= (double)data.size(); // Print result std::cout << " Mean=" << mean << std::endl; // Repeat, using two threads std::vector<std::thread> thread; std::vector<double> result; result.push_back(0.0); result.push_back(0.0); std::cout << "Calculating mean, 2 Threads..." << std::endl; // Run threads uint32_t halfsize = data.size() / 2; uint32_t A = 0; uint32_t B, C, D; // Split the data into two blocks if(data.size() % 2 == 0) { B = C = D = halfsize; } else if(data.size() % 2 == 1) { B = C = halfsize; D = hsz + 1; } // Run with two threads thread.push_back(std::thread(findmean, &data, A, B, &(result[0]))); thread.push_back(std::thread(findmean, &data, C, D , &(result[1]))); // Join threads thread[0].join(); thread[1].join(); // Calculate result mean = result[0] + result[1]; mean /= (double)data.size(); // Print result std::cout << " Mean=" << mean << std::endl; // Return return EXIT_SUCCESS; } void findmean(std::vector<double>* datavec, std::size_t start, std::size_t length, double* result) { for(uint32_t i = 0; i < length; i ++) { *result += (*datavec).at(start + i); } } I don't think this code is exactly wonderful, if you could suggest ways of improving it then I would be grateful for that also.

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  • get user selection and convert it to a String [Android]

    - by Kira
    Hello, I just got a Droid, and after having used it for a while, I felt like I wanted to make a program for it. The program that I am trying to make calculates the actual storage capacity of secondary storage mediums. The user select from a list of units that ranges from KB to YB and the size the entered gets put into a formula depending on the chosen unit. However, there is a bit of a problem with the program. From my testing, I have narrowed it down to the fact that the user's selection is not really being obtained from the spinner. Everything I look up seems to point me to a method quite similar to how it works in J2SE, but it does nothing. How am I actually supposed to get that data? Here is the Java source code for the app: package com.Actual.android; import android.app.Activity; import android.os.Bundle; import android.widget.*; import android.view.*; public class ActualStorageActivity extends Activity { Spinner selection; /* declare variable, in order to control spinner (ComboBox) */ ArrayAdapter adapter; /* declare an array adapter object, in order for spinner to work */ EditText size; /* declare variable to control textfield */ EditText result; /* declare variable to control textfield */ Button calculate; /* declare variable to control button */ Storage capacity = new Storage(); /* import custom class for formulas */ /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); // load content from XML selection = (Spinner)findViewById(R.id.spinner); adapter = ArrayAdapter.createFromResource(this, R.array.choices_array, android.R.layout.simple_spinner_dropdown_item); size = (EditText)findViewById(R.id.size); result = (EditText)findViewById(R.id.result); calculate = (Button)findViewById(R.id.submit); adapter.setDropDownViewResource(android.R.layout.simple_spinner_dropdown_item); /* set resource for dropdown */ selection.setAdapter(adapter); // attach adapter to spinner result.setEnabled(false); // make read-only result.setText("usable storage"); } public void calcAction(View view) { String initial = size.getText().toString(); String unit = selection.getSelectedItem().toString(); String end = "Nothing"; double convert = Double.parseDouble(initial); capacity.setStorage(convert); if (unit == "KB") { end = Double.toString(capacity.getKB()); } else if (unit == "MB") { end = Double.toString(capacity.getMB()); } else if (unit == "GB") { end = Double.toString(capacity.getGB()); } else if (unit == "TB") { end = Double.toString(capacity.getTB()); } else if (unit == "PB") { end = Double.toString(capacity.getPB()); } else if (unit == "EB") { end = Double.toString(capacity.getEB()); } else if (unit == "ZB") { end = Double.toString(capacity.getZB()); } else if (unit == "YB") { end = Double.toString(capacity.getYB()); } else; result.setText(end); } }

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  • OpenGL texture misaligned on quad

    - by user308226
    I've been having trouble with this for a while now, and I haven't gotten any solutions that work yet. Here is the problem, and the specifics: I am loading a 256x256 uncompressed TGA into a simple OpenGL program that draws a quad on the screen, but when it shows up, it is shifted about two pixels to the left, with the cropped part appearing on the right side. It has been baffling me for the longest time, people have suggested clamping and such, but somehow I think my problem is probably something really simple, but I just can't figure out what it is! Here is a screenshot comparing the TGA (left) and how it appears running in the program (right) for clarity. Also take note that there's a tiny black pixel on the upper right corner, I'm hoping that's related to the same problem. Here's the code for the loader, I'm convinced that my problem lies in the way that I'm loading the texture. Thanks in advance to anyone who can fix my problem. bool TGA::LoadUncompressedTGA(char *filename,ifstream &texturestream) { cout << "G position status:" << texturestream.tellg() << endl; texturestream.read((char*)header, sizeof(header)); //read 6 bytes into the file to get the tga header width = (GLuint)header[1] * 256 + (GLuint)header[0]; //read and calculate width and save height = (GLuint)header[3] * 256 + (GLuint)header[2]; //read and calculate height and save bpp = (GLuint)header[4]; //read bpp and save cout << bpp << endl; if((width <= 0) || (height <= 0) || ((bpp != 24) && (bpp !=32))) //check to make sure the height, width, and bpp are valid { return false; } if(bpp == 24) { type = GL_RGB; } else { type = GL_RGBA; } imagesize = ((bpp/8) * width * height); //determine size in bytes of the image cout << imagesize << endl; imagedata = new GLubyte[imagesize]; //allocate memory for our imagedata variable texturestream.read((char*)imagedata,imagesize); //read according the the size of the image and save into imagedata for(GLuint cswap = 0; cswap < (GLuint)imagesize; cswap += (bpp/8)) //loop through and reverse the tga's BGR format to RGB { imagedata[cswap] ^= imagedata[cswap+2] ^= //1st Byte XOR 3rd Byte XOR 1st Byte XOR 3rd Byte imagedata[cswap] ^= imagedata[cswap+2]; } texturestream.close(); //close ifstream because we're done with it cout << "image loaded" << endl; glGenTextures(1, &texID); // Generate OpenGL texture IDs glBindTexture(GL_TEXTURE_2D, texID); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexImage2D(GL_TEXTURE_2D, 0, type, width, height, 0, type, GL_UNSIGNED_BYTE, imagedata); delete imagedata; return true; } //Public loading function for TGA images. Opens TGA file and determines //its type, if any, then loads it and calls the appropriate function. //Returns: TRUE on success, FALSE on failure bool TGA::loadTGA(char *filename) { cout << width << endl; ifstream texturestream; texturestream.open(filename,ios::binary); texturestream.read((char*)header,sizeof(header)); //read 6 bytes into the file, its the header. //if it matches the uncompressed header's first 6 bytes, load it as uncompressed LoadUncompressedTGA(filename,texturestream); return true; }

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  • collsion issues with quadtree [on hold]

    - by QuantumGamer
    So i implemented a Quad tree in Java for my 2D game and everything works fine except for when i run my collision detection algorithm, which checks if a object has hit another object and which side it hit.My problem is 80% of the time the collision algorithm works but sometimes the objects just go through each other. Here is my method: private void checkBulletCollision(ArrayList object) { quad.clear(); // quad is the quadtree object for(int i=0; i < object.size();i++){ if(object.get(i).getId() == ObjectId.Bullet) // inserts the object into quadtree quad.insert((Bullet)object.get(i)); } ArrayList<GameObject> returnObjects = new ArrayList<>(); // Uses Quadtree to determine to calculate how many // other bullets it can collide with for(int i=0; i < object.size(); i++){ returnObjects.clear(); if(object.get(i).getId() == ObjectId.Bullet){ quad.retrieve(returnObjects, object.get(i).getBoundsAll()); for(int k=0; k < returnObjects.size(); k++){ Bullet bullet = (Bullet) returnObjects.get(k); if(getBoundsTop().intersects(bullet.getBoundsBottom())){ vy = speed; bullet.vy = -speed; } if(getBoundsBottom().intersects(bullet.getBoundsTop())){ vy = -speed; bullet.vy = speed; } if(getBoundsLeft().intersects(bullet.getBoundsRight())){ vx =speed; bullet.vx = -speed; } if(getBoundsRight().intersects(bullet.getBoundsLeft())){ vx = -speed; bullet.vx = speed; } } } } } Any help would be appreciated. Thanks in advance.

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  • error X3501: 'main': entrypoint not found

    - by Pasha
    I am trying to learn DX10 by following this tutorial. However, my shader won't compile. Below is the detailed error message. Build started 9/10/2012 10:22:46 PM. 1>Project "D:\code\dx\Engine\Engine\Engine.vcxproj" on node 2 (Build target(s)). C:\Program Files (x86)\Windows Kits\8.0\bin\x86\fxc.exe /nologo /E"main" /Fo "D:\code\dx\Engine\Debug\color.cso" /Od /Zi color.fx 1>FXC : error X3501: 'main': entrypoint not found compilation failed; no code produced 1>Done Building Project "D:\code\dx\Engine\Engine\Engine.vcxproj" (Build target(s)) -- FAILED. Build FAILED. Time Elapsed 00:00:00.05 I can easily compile the downloaded code, but I want to know how to fix this error myself. My color.fx looks like this //////////////////////////////////////////////////////////////////////////////// // Filename: color.fx //////////////////////////////////////////////////////////////////////////////// ///////////// // GLOBALS // ///////////// matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; ////////////// // TYPEDEFS // ////////////// struct VertexInputType { float4 position : POSITION; float4 color : COLOR; }; struct PixelInputType { float4 position : SV_POSITION; float4 color : COLOR; }; //////////////////////////////////////////////////////////////////////////////// // Vertex Shader //////////////////////////////////////////////////////////////////////////////// PixelInputType ColorVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the input color for the pixel shader to use. output.color = input.color; return output; } //////////////////////////////////////////////////////////////////////////////// // Pixel Shader //////////////////////////////////////////////////////////////////////////////// float4 ColorPixelShader(PixelInputType input) : SV_Target { return input.color; } //////////////////////////////////////////////////////////////////////////////// // Technique //////////////////////////////////////////////////////////////////////////////// technique10 ColorTechnique { pass pass0 { SetVertexShader(CompileShader(vs_4_0, ColorVertexShader())); SetPixelShader(CompileShader(ps_4_0, ColorPixelShader())); SetGeometryShader(NULL); } }

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  • How to implement friction in a physics engine based on "Advanced Character Physics"

    - by paldepind
    I have implemented a physics engine based on the concepts in the classic text Advanced Character Physics by Thomas Jakobsen. Friction is only discussed very briefly in the article and Jakobsen himself notes how "other and better friction models than this could and should be implemented." Generally how could one implement a believable friction model on top of the concepts from the mentioned article? And how could the found friction be translated into rotation on a circle? I do not want this question to be about my specific implementation but about how to combine Jakobsens ideas with a great friction system more generally. But here is a live demo showing the current state of my engine which does not handle friction in any way: http://jsfiddle.net/Z7ECB/embedded/result/ Below is a picture showing and example on how collision detection could work in an engine based in the paper. In the Verlet integration the current and previous position is always stored. Based on these a new position is calculated. In every frame I calculate the distance between the circles and the lines. If this distance is less than a circles radius a collision has occurred and the circle is projected perpendicular out of the offending line according to the size of the overlap (offset on the picture). Velocity is implicit due to Verlet integration so changing position also changes the velocity. What I need to do know is to somehow determine the amount of friction on the circle and move it backwards parallel to the line in order to reduce its speed.

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  • Simulating the effects of wind

    - by jernej
    I am developing a mobile game for Android. It is a 3D jumping game (like ski jump) where wind plays a important role so i need to simulate it. How could I achieve this? The game uses libgdx for rendering and a port of Bullet physics engine for physics. To simulate the jump I have 2 spheres which are placed at the start and at the end of the player and gravity is applied to them (they role down the hill and jump at the end). I use them to calculate the angle and the position of the player. If a button is pressed some extra y speed is applied to them (to simulate the jump before the end of the jumping ramp). But now I have to add wind to it. How is this usually done? Which collision box/method should I use? The way I understand it I only have to apply some force with direction to the player while in mid air. How can I do this in Bullet?

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  • Manually writing a dx11 tessellation shader

    - by Tudor
    I am looking for resources on what are the steps of manually implementing tessellation (I'm using Unity cg). Today it seems that it is all the rage to hide most of the gpu code far away and use rather rigid simplifications such as unity's SURFace shaders. And it seems useless unless you're doing supeficial stuff. A little background: I have procedurally generated meshes (using marching cubes) which have quality normals but no UVs and no Tangents. I have successfully written a custom vertex and fragment shader to do triplanar texture and bumpmap projection as well as some custom stuff (custom lighting, procedurally warping the texture for variation etc). I am using the GPU Gems book as reference. Now I need to implement tessellation, but It seems I must calculate the tangents at runtime by swizzling normals (ctrl+f this in gems: <normal.z, normal.y, -normal.x>) before the tessellator gets them. And I also need to keep my custom vert+frag setup (with my custom parameters/textures being passed between them) - so apparently I cannot use surface shaders. Can anyone provide some guidence?

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  • Optimize SUMMARIZE with ADDCOLUMNS in Dax #ssas #tabular #dax #powerpivot

    - by Marco Russo (SQLBI)
    If you started using DAX as a query language, you might have encountered some performance issues by using SUMMARIZE. The problem is related to the calculation you put in the SUMMARIZE, by adding what are called extension columns, which compute their value within a filter context defined by the rows considered in the group that the SUMMARIZE uses to produce each row in the output. Most of the time, for simple table expressions used in the first parameter of SUMMARIZE, you can optimize performance by removing the extended columns from the SUMMARIZE and adding them by using an ADDCOLUMNS function. In practice, instead of writing SUMMARIZE( <table>, <group_by_column>, <column_name>, <expression> ) you can write: ADDCOLUMNS(     SUMMARIZE( <table>, <group by column> ),     <column_name>, CALCULATE( <expression> ) ) The performance difference might be huge (orders of magnitude) but this optimization might produce a different semantic and in these cases it should not be used. A longer discussion of this topic is included in my Best Practices Using SUMMARIZE and ADDCOLUMNS article on SQLBI, which also include several details about the DAX syntax with extended columns. For example, did you know that you can create an extended column in SUMMARIZE and ADDCOLUMNS with the same name of existing measures? It is *not* a good thing to do, and by reading the article you will discover why. Enjoy DAX!

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  • Documentation in Oracle Retail Analytics, Release 13.3

    - by Oracle Retail Documentation Team
    The 13.3 Release of Oracle Retail Analytics is now available on the Oracle Software Delivery Cloud and from My Oracle Support. The Oracle Retail Analytics 13.3 release introduced significant new functionality with its new Customer Analytics module. The Customer Analytics module enables you to perform retail analysis of customers and customer segments. Market basket analysis (part of the Customer Analytics module) provides insight into which products have strong affinity with one another. Customer behavior information is obtained from mining sales transaction history, and it is correlated with customer segment attributes to inform promotion strategies. The ability to understand market basket affinities allows marketers to calculate, monitor, and build promotion strategies based on critical metrics such as customer profitability. Highlighted End User Documentation Updates With the addition of Oracle Retail Customer Analytics, the documentation set addresses both modules under the single umbrella name of Oracle Retail Analytics. Note, however, that the modules, Oracle Retail Merchandising Analytics and Oracle Retail Customer Analytics, are licensed separately. To accommodate new functionality, the Retail Analytics suite of documentation has been updated in the following areas, among others: The User Guide has been updated with an overview of Customer Analytics. It also contains a list of metrics associated with Customer Analytics. The Operations Guide provides details on Market Basket Analysis as well as an updated list of APIs. The program reference list now also details the module (Merchandising Analytics or Customer Analytics) to which each program applies. The Data Model was updated to include new information related to Customer Analytics, and a new section, Market Basket Analysis Module, was added to the document with its own entity relationship diagrams and data definitions. List of Documents The following documents are included in Oracle Retail Analytics 13.3: Oracle Retail Analytics Release Notes Oracle Retail Analytics Installation Guide Oracle Retail Analytics User Guide Oracle Retail Analytics Implementation Guide Oracle Retail Analytics Operations Guide Oracle Retail Analytics Data Model

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  • 45° Slopes in a Tile based 2D platformer

    - by xNidhogg
    I want to have simple 45° slopes in my tile based platformer, however I just cant seem to get the algorithm down. Please take a look at the code and video, maybe I'm missing the obvious? //collisionRectangle is the collision rectangle of the player with //origin at the top left and width and height //wantedPosition is the new position the player will be set to. //this is determined elsewhere by checking the bottom center point of the players rect if(_leftSlope || _rightSlope) { //Test bottom center point var calculationPoint = new Vector2(collisionRectangle.Center.X, collisionRectangle.Bottom); //Get the collision rectangle of the tile, origin is top-left Rectangle cellRect = _tileMap.CellWorldRectangle( _tileMap.GetCellByPixel(calculationPoint)); //Calculate the new Y coordinate depending on if its a left or right slope //CellSize = 8 float newY = _leftSlope ? (calculationPoint.X % CellSize) + cellRect.Y : (-1 * (calculationPoint.X % CellSize) - CellSize) + cellRect.Y; //reset variables so we dont jump in here next frame _leftSlope = false; _rightSlope = false; //now change the players Y according to the difference of our calculation wantedPosition.Y += newY - calculationPoint.Y; } Video of what it looks like: http://youtu.be/EKOWgD2muoc

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  • Calculating Delta time , what is wrong?

    - by SteveL
    For 2 days now i am trying to calculate the correct delta time for my game , I am starting to getting crazy since i tried all the solutions that i found on the 5 first google pages... What is wrong? I cant get the correct delta time ,whatever i tried is just not working , the delta goes from 1 to 4 and then back 1 and then to 3 even if i take the averange delta between many frames.Plus the game runs way much faster(i mean the movement) on slow devices than in fast. The game runs on android so the spikes between frames are expected. My code is this: void Game::render() { timesincestart=getTimeMil(); _director->Render(); _director->Update(); float dif=(getTimeMil()-timesincestart);//usally its about 5 milliseconds lastcheck++; sumdelta+=dif; if(lastcheck>20) { sumdelta=sumdelta/20; delta=sumdelta; sumdelta=0; lastcheck=0; } LOGI("delta:%f",delta); }

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  • Oracle E-Business Suite (WebADI) integration with Oracle Open Office

    - by Harald Behnke
    Another highlight of the new Oracle Open Office Release 3.3 enterprise features is the Oracle E-Business Suite Release 12.1 (WebADI) integration. The WebADI integration in Oracle Open Office for Windows allows you to bring your Oracle E-Business Suite data into an Oracle Open Office Calc spreadsheet, where familiar data entry and modeling techniques can be used to complete your E-Business Suite tasks. You can create formatted spreadsheets on your desktop that allow you to download, view, edit, and create Oracle E-Business Suite data. Use data entry shortcuts (such as copying and pasting or dragging and dropping ranges of cells), or Calc's Open Document Format (ODF V1.2) compliant spreadsheet formulas, to calculate amounts to save time. You can combine speed and accuracy by invoking lists of values for fields within the spreadsheet. After editing the spreadsheet, you can use WebADI's validation functionality to validate the data before uploading it to the Oracle E-Business Suite. Validation messages are returned to the spreadsheet, allowing you to identify and correct invalid. This video shows a hands-on demonstration of the Oracle E-Business Suite integration: Read more about the Oracle Open Office enterprise features.

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  • Calculating Screen Resolutions Using WPF

    - by Jeff Ferguson
    WPF measures all elements in device independent pixels (DIPs). These DIPs equate to device pixels if the current display monitor is set to the default of 96 DPI. However, for monitors set to a DPI setting that is different than 96 DPI, then WPF DIPs will not correspond directly to monitor pixels. Consider, for example, the WPF properties SystemParameters.PrimaryScreenHeight and SystemParameters.PrimaryScreenWidth. If your monitor resolution is set to 1024 pixels wide by 768 pixels high, and your monitor is set to 96 DPI, then WPF will report the value of SystemParameters.PrimaryScreenHeight as 768 and the value of SystemParameters.PrimaryScreenWidth as 1024. No problem. This aligns nicely because the WPF device independent pixel value (96) matches your monitor's DPI setting (96). However, if your monitor is not set to display pixels at 96 DPI, then SystemParameters.PrimaryScreenHeight and SystemParameters.PrimaryScreenWidth will not return what you expect. The values returned by these properties may be greater than or less than what you expect, depending on whether or not your monitor's DPI value is less than or greater than 96. Since the SystemParameters.PrimaryScreenHeight and SystemParameters.PrimaryScreenWidth properties are WPF properties, their values are measured in WPF DIPs, rather than taking monitor DPI into effect. Once again: WPF measures all elements in device independent pixels (DIPs). To combat this issue, you must take your monitor's DPI settings into effect if you're looking for the monitor's width and height using the monitor's DPI settings. The handy code block below will help you calculate these values regardless of the DPI setting on your monitor: Window MainWindow = Application.Current.MainWindow; PresentationSource MainWindowPresentationSource = PresentationSource.FromVisual(MainWindow); Matrix m = MainWindowPresentationSource.CompositionTarget.TransformToDevice; DpiWidthFactor = m.M11; DpiHeightFactor = m.M22; double ScreenHeight = SystemParameters.PrimaryScreenHeight * DpiHeightFactor; double ScreenWidth = SystemParameters.PrimaryScreenWidth * DpiWidthFactor; The values of ScreenHeight and ScreenWidth should, after this code is executed, match the resolution that you see in the display's Properties window.

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