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  • Deterministic Multiplayer RTS game questions?

    - by Martin K
    I am working on a cross-platform multiplayer RTS game where the different clients and a server(flash and C#), all need to stay deterministically synchronised. To deal with Floatpoint inconsistencies, I've come across this method: http://joshblog.net/2007/01/30/flash-floating-point-number-errors/#comment-49912 which basically truncates off the nondeterministic part: return Math.round(1000 * float) / 1000; Howewer my concern is that every time there is a division, there is further chance of creating additional floatpoint errors, in essence making it worse? . So it occured to me, how about something like this: function floatSafe(number:Number) : Number {return Math.round(float* 1024) / 1024; } ie dividing with only powers of 2 ? What do you think? . Ironically with the above method I got less accurate results: trace( floatSafe(3/5) ) // 0.599609375 where as with the other method(dividing with 1000), or just tracing the raw value I am getting 3/5 = 0.6 or Maybe thats what 3/5 actually is, IE 0.6 cannot really be represented with a floatpoint datatype, and would be more consistent across different platforms?

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  • What kind of spam is this?

    - by SSilk
    I realize this is a pretty vague question, but I occasionally get spam messages through my contact form on a Drupal 6 site. The contact form does not have any anti-spam protection (i.e. math question). The messages I get are all very similar and just jumbled junk, like below, so I think they're all from the same source. Example: ylsaf0V bpsdfuxnhjjd, [url=http://wwgfsggzgyjyjm.com/]wwgrfgzrgsjyjm[/url], [link=http://xmgvyghcuufvb.com/]xmjyhvyjyfjirovb[/link], http://frgxmdghrgruhfc.com/ Anyway, I'm just wondering what the point of such a message is. All the links are dead, it's illegible, and it's not trying to sell me a product or get me to do anything, so I'm a bit perplexed. Is there any way to tell where they're coming from? And how concerned should I be? To be clear, I'm not asking how to avoid them, I realize just adding a simple math challenge or captcha would likely do the job.

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  • Passive Income for a programmer : Teaching

    - by Victor
    While looking into passive income streams for someone with a Science/math/Engineering/Programming background, I ran into various ideas. I was looking to generate a passive income that would not take too much of an initiall learning curve. And it occurs to me that teaching/writing books/ on High School math/Physics/English is something I can do without a lot of prepwork. I am in Toronto . what are the average income opportunities for something like this? Where should I start looking?

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  • Trouble with AABB collision response and physics

    - by WCM
    I have been racking my brain trying to figure out a problem I am having with physics and basic AABB collision response. I am fairly close as the physics are mostly right. Gravity feels good and movement is solid. The issue I am running into is that when I land on the test block in my project, I can jump off of it most of the time. If I repeatedly jump in place, I will eventually get stuck one or two pixels below the surface of the test block. If I try to jump, I can become free of the other block, but it will happen again a few jumps later. I feel like I am missing something really obvious with this. I have two functions that support the detection and function to return a vector for the overlap of the two rectangle bounding boxes. I have a single update method that is processing the physics and collision for the entity. I feel like I am missing something very simple, like an ordering of the physics vs. collision response handling. Any thoughts or help can be appreciated. I apologize for the format of the code, tis prototype code mostly. The collision detection function: public static bool Collides(Rectangle source, Rectangle target) { if (source.Right < target.Left || source.Bottom < target.Top || source.Left > target.Right || source.Top > target.Bottom) { return false; } return true; } The overlap function: public static Vector2 GetMinimumTranslation(Rectangle source, Rectangle target) { Vector2 mtd = new Vector2(); Vector2 amin = source.Min(); Vector2 amax = source.Max(); Vector2 bmin = target.Min(); Vector2 bmax = target.Max(); float left = (bmin.X - amax.X); float right = (bmax.X - amin.X); float top = (bmin.Y - amax.Y); float bottom = (bmax.Y - amin.Y); if (left > 0 || right < 0) return Vector2.Zero; if (top > 0 || bottom < 0) return Vector2.Zero; if (Math.Abs(left) < right) mtd.X = left; else mtd.X = right; if (Math.Abs(top) < bottom) mtd.Y = top; else mtd.Y = bottom; // 0 the axis with the largest mtd value. if (Math.Abs(mtd.X) < Math.Abs(mtd.Y)) mtd.Y = 0; else mtd.X = 0; return mtd; } The update routine (gravity = 0.001f, jumpHeight = 0.35f, moveAmount = 0.15f): public void Update(GameTime gameTime) { Acceleration.Y = gravity; Position += new Vector2((float)(movement * moveAmount * gameTime.ElapsedGameTime.TotalMilliseconds), (float)(Velocity.Y * gameTime.ElapsedGameTime.TotalMilliseconds)); Velocity.Y += Acceleration.Y; Vector2 previousPosition = new Vector2((int)Position.X, (int)Position.Y); KeyboardState keyboard = Keyboard.GetState(); movement = 0; if (keyboard.IsKeyDown(Keys.Left)) { movement -= 1; } if (keyboard.IsKeyDown(Keys.Right)) { movement += 1; } if (Position.Y + 16 > GameClass.Instance.GraphicsDevice.Viewport.Height) { Velocity.Y = 0; Position = new Vector2(Position.X, GameClass.Instance.GraphicsDevice.Viewport.Height - 16); IsOnSurface = true; } if (Collision.Collides(BoundingBox, GameClass.Instance.block.BoundingBox)) { Vector2 mtd = Collision.GetMinimumTranslation(BoundingBox, GameClass.Instance.block.BoundingBox); Position += mtd; Velocity.Y = 0; IsOnSurface = true; } if (keyboard.IsKeyDown(Keys.Space) && !previousKeyboard.IsKeyDown(Keys.Space)) { if (IsOnSurface) { Velocity.Y = -jumpHeight; IsOnSurface = false; } } previousKeyboard = keyboard; } This is also a full download to the project. https://www.box.com/s/3rkdtbso3xgfgc2asawy P.S. I know that I could do this with the XNA Platformer Starter Kit algo, but it has some deep flaws that I am going to try to live without. I'd rather go the route of collision response via an overlay function. Thanks for any and all insight!

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  • What undergraduate course to choose for a mature programmer returning to study

    - by Dve
    I have been developing applications (mostly web-based) for almost 10 years now and have learnt pretty much everything I know through experience (and the internet!). I wouldn't call myself an advanced programmer, but I am quite proficient in several languages (C#, Javascript, Ruby, HTML/CSS etc) and spend a quite a bit of time working on personal projects and reading countless books & articles. I am looking to emigrate to Canada, hopefully Vancouver (im from the UK) and one way would be on a student visa, if I was going to be studying for a minimum of 2 years. Having never been to university or achieved anything higher than A-Levels I am quite tempted by this path. The thought of learning is more exciting to me now than it was 10 years ago! What would be people recommend as a good undergraduate course to take that would complement this career path? Would Math be beneficial, if so which area of Math? TL;DR What undergraduate course/area of study would complement 10 years of (mostly web-based) programming experience?

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  • Bridge made out of blocks at an angle

    - by Pozzuh
    I'm having a bit of trouble with the math behind my project. I want the player to be able to select 2 points (vectors). With these 2 points a floor should be created. When these points are parallel to the x-axis it's easy, just calculate the amount of blocks needed by a simple division, loop through that amount (in x and y) and keep increasing the coordinate by the size of that block. The trouble starts when the 2 vectors aren't parallel to an axis, for example at an angle of 45 degrees. How do I handle the math behind this? If I wasn't completely clear, I made this awesome drawing in paint to demonstrate what I want to achieve. The 2 red dots would be the player selected locations. (The blocks indeed aren't square.) http://i.imgur.com/pzhFMEs.png.

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  • I am new to game development, what do I need to know? [closed]

    - by farmdve
    I am unsure if this question is a duplicate, I hope it isn't. Are there any resources on the terminology when doing game development? Because, even if you tell me to learn some graphics API, how would I understand the things it does, if I am not well into the terminology(voxel,mesh,polygon,shading). What about the math that is involved in the game(geometry) or the concept of the gravity,collision detection in the game and their respective maths? I am very bad at math, never was good, because I have ADHD, but I won't give up just yet. I look at a game, and I see "textures", but how am I walking on them, how do they take substance so I don't fall off of them? And depth? This is what I need information about, not just a link to a library like SDL(which I have compiled under MinGW and MinGW-W64) and tell me to learn it and the cliché answer "start simple/small". I hope the question(s) are not too vague.

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  • Will taking two years off for school in a related field destroy a mid level development career?

    - by rsteckly
    Hi, I know some people have asked about getting back into programming after a break and this is a potential duplicate. I just am in a position where I can go back to school for a graduate degree in Stat/Applied Math. But I'm very worried about the impact it will have on my career and ability to find a job afterwards. I have 3 years experience in .NET on top of a couple of years in PHP. Right now, I'm a senior software engineer. Do you think taking two years off to do math is going to dramatically hurt my marketability?

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  • Calculating a circle or sphere along a vector

    - by Sparky
    Updated this post and the one at Math SE (http://math.stackexchange.com/questions/127866/calculating-a-circle-or-sphere-along-a-vector), hope this makes more sense. I previously posted a question (about half an hour ago) involving computations along line segments, but the question and discussion were really off track and not what I was trying to get at. I am trying to work with an FPS engine I am attempting to build in Java. The problem I am encountering is with hitboxing. I am trying to calculate whether or not a "shot" is valid. I am working with several approaches and any insight would be helpful. I am not a native speaker of English nor skilled in Math so please bear with me. Player position is at P0 = (x0,y0,z0), Enemy is at P1 = (x1,y1,z1). I can of course compute the distance between them easily. The target needs a "hitbox" object, which is basically a square/rectangle/mesh either in front of, in, or behind them. Here are the solutions I am considering: I have ruled this out...doesn't seem practical. [Place a "hitbox" a small distance in front of the target. Then I would be able to find the distance between the player and the hitbox, and the hitbox and the target. It is my understanding that you can compute a circle with this information, and I could simply consider any shot within that circle a "hit". However this seems not to be an optimal solution, because it requires you to perform a lot of calculations and is not fully accurate.] Input, please! Place the hitbox "in" the player. This seems like the better solution. In this case what I need is a way to calculate a circle along the vector, at whatever position I wish (in this case, the distance between the two objects). Then I can pick some radius that encompasses the whole player, and count anything within this area a "hit". I am open to your suggestions. I'm trying to do this on paper and have no familiarity with game engines. If any software folk out there think I'm doing this the hard way, I'm open to help! Also - Anyone with JOGL/LWJGL experience, please chime in. Is this making sense?

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  • Circular movement - eliminating speed ups near Y = 0

    - by Fibericon
    I have a basic algorithm to rotate an enemy around a 200 unit radius circle with center 0. This is how I'm achieving that: if (position.Y <= 0 && position.X > -200) { position.X -= 2; position.Y = 0 - (float)Math.Sqrt((200 * 200) - (position.X * position.X)); } else { position.X += 2; position.Y = (float)Math.Sqrt((200 * 200) - (position.X * position.X)); } It does work, and I've ensured that at no point does either X or Y equal NaN. However, when Y approaches 0, it seems to go significantly faster. This surprises me, because the Y values are locked to the X, which is being incremented by a steady amount. What can I do to smooth the speed?

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  • Actionscript - Dropping Multiple Objects Using an Array?

    - by Eratosthenes
    I'm trying to get these fireBalls to drop more often, im not sure if im using Math.random correctly also, for some reason I'm getting a null reference because I think the fireBalls array waits for one to leave the stage before dropping another one? this is the relevant code: var sun:Sun=new Sun var fireBalls:Array=new Array() var left:Boolean; function onEnterFrame(event:Event){ if (left) { sun.x = sun.x - 15; }else{ sun.x = sun.x + 15; } if (fireBalls.length>0&&fireBalls[0].y>stage.stageHeight){ // Fireballs exit stage removeChild(fireBalls[0]); fireBalls.shift(); } for (var j:int=0; j<fireBalls.length; j++){ fireBalls[j].y=fireBalls[j].y+15; if (fireBalls[j].y>stage.stageHeight-fireBall.width/2){ } } if (Math.random()<.2){ // Fireballs shooting from Sun var fireBall:FireBall=new FireBall; fireBall.x=sun.x; addChild(fireBall); fireBalls.push(fireBall); } }

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  • SlimDX: Lightning problem with Direct3D9

    - by Spi1988
    I am creating a simple application to get familiar with SlimDX library. I found some code written in MDX and I'm trying to convert it to run on SlimDX. I am having some problems with the light because everything is being shown as black. The code is: public partial class DirectTest : Form { private Device device= null; private float angle = 0.0f; Light light = new Light(); public DirectTest() { InitializeComponent(); this.Size = new Size(800, 600); this.SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.Opaque, true); } /// <summary> /// We will initialize our graphics device here /// </summary> public void InitializeGraphics() { PresentParameters pres_params = new PresentParameters() { Windowed = true, SwapEffect = SwapEffect.Discard }; device = new Device(new Direct3D(), 0, DeviceType.Hardware, this.Handle, CreateFlags.SoftwareVertexProcessing, pres_params); } private void SetupCamera() { device.SetRenderState(RenderState.CullMode, Cull.None); device.SetTransform(TransformState.World, Matrix.RotationAxis(new Vector3(angle / ((float)Math.PI * 2.0f), angle / ((float)Math.PI * 4.0f), angle / ((float)Math.PI * 6.0f)), angle / (float)Math.PI)); angle += 0.1f; device.SetTransform(TransformState.Projection, Matrix.PerspectiveFovLH((float)Math.PI / 4, this.Width / this.Height, 1.0f, 100.0f)); device.SetTransform(TransformState.View, Matrix.LookAtLH(new Vector3(0, 0, 5.0f), new Vector3(), new Vector3(0, 1, 0))); device.SetRenderState(RenderState.Lighting, false); } protected override void OnPaint(System.Windows.Forms.PaintEventArgs e) { device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.CornflowerBlue, 1.0f, 0); SetupCamera(); CustomVertex.PositionColored[] verts = new CustomVertex.PositionColored[3]; verts[0].Position = new Vector3(0.0f, 1.0f, 1.0f); verts[0].Normal = new Vector3(0.0f, 0.0f, -1.0f); verts[0].Color = System.Drawing.Color.White.ToArgb(); verts[1].Position = new Vector3(-1.0f, -1.0f, 1.0f); verts[1].Normal = new Vector3(0.0f, 0.0f, -1.0f); verts[1].Color = System.Drawing.Color.White.ToArgb(); verts[2].Position = new Vector3(1.0f, -1.0f, 1.0f); verts[2].Normal = new Vector3(0.0f, 0.0f, -1.0f); verts[2].Color = System.Drawing.Color.White.ToArgb(); light.Type = LightType.Point; light.Position = new Vector3(); light.Diffuse = System.Drawing.Color.White; light.Attenuation0 = 0.2f; light.Range = 10000.0f; device.SetLight(0, light); device.EnableLight(0, true); device.BeginScene(); device.VertexFormat = CustomVertex.PositionColored.format; device.DrawUserPrimitives<CustomVertex.PositionColored>(PrimitiveType.TriangleList, 1, verts); device.EndScene(); device.Present(); this.Invalidate(); } } } The Vertex Format that I am using is the following [StructLayout(LayoutKind.Sequential)] public struct PositionNormalColored { public Vector3 Position; public int Color; public Vector3 Normal; public static readonly VertexFormat format = VertexFormat.Diffuse | VertexFormat.Position | VertexFormat.Normal; } Any suggestions on what the problem might be? Thanks in Advance

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  • Common Mercator Projection formulas for Google Maps not working correctly

    - by Tom Halladay
    I am building a Tile Overlay server for Google maps in C#, and have found a few different code examples for calculating Y from Latitude. After getting them to work in general, I started to notice certain cases where the overlays were not lining up properly. To test this, I made a test harness to compare Google Map's Mercator LatToY conversion against the formulas I found online. As you can see below, they do not match in certain cases. Case #1 Zoomed Out: The problem is most evident when zoomed out. Up close, the problem is barely visible. Case #2 Point Proximity to Top & Bottom of viewing bounds: The problem is worse in the middle of the viewing bounds, and gets better towards the edges. This behavior can negate the behavior of Case #1 The Test: I created a google maps page to display red lines using the Google Map API's built in Mercator conversion, and overlay this with an image using the reference code for doing Mercator conversion. These conversions are represented as black lines. Compare the difference. The Results: Check out the top-most and bottom-most lines: The problem gets visually larger but numerically smaller as you zoom in: And it all but disappears at closer zoom levels, regardless of screen orientation. The Code: Google Maps Client Side Code: var lat = 0; for (lat = -80; lat <= 80; lat += 5) { map.addOverlay(new GPolyline([new GLatLng(lat, -180), new GLatLng(lat, 0)], "#FF0033", 2)); map.addOverlay(new GPolyline([new GLatLng(lat, 0), new GLatLng(lat, 180)], "#FF0033", 2)); } Server Side Code: Tile Cutter : http://mapki.com/wiki/Tile_Cutter OpenStreetMap Wiki : http://wiki.openstreetmap.org/wiki/Mercator protected override void ImageOverlay_ComposeImage(ref Bitmap ZipCodeBitMap) { Graphics LinesGraphic = Graphics.FromImage(ZipCodeBitMap); Int32 MapWidth = Convert.ToInt32(Math.Pow(2, zoom) * 255); Point Offset = Cartographer.Mercator2.toZoomedPixelCoords(North, West, zoom); TrimPoint(ref Offset, MapWidth); for (Double lat = -80; lat <= 80; lat += 5) { Point StartPoint = Cartographer.Mercator2.toZoomedPixelCoords(lat, -179, zoom); Point EndPoint = Cartographer.Mercator2.toZoomedPixelCoords(lat, -1, zoom); TrimPoint(ref StartPoint, MapWidth); TrimPoint(ref EndPoint, MapWidth); StartPoint.X = StartPoint.X - Offset.X; EndPoint.X = EndPoint.X - Offset.X; StartPoint.Y = StartPoint.Y - Offset.Y; EndPoint.Y = EndPoint.Y - Offset.Y; LinesGraphic.DrawLine(new Pen(Color.Black, 2), StartPoint.X, StartPoint.Y, EndPoint.X, EndPoint.Y); LinesGraphic.DrawString( lat.ToString(), new Font("Verdana", 10), new SolidBrush(Color.Black), new Point( Convert.ToInt32((width / 3.0) * 2.0), StartPoint.Y)); } } protected void TrimPoint(ref Point point, Int32 MapWidth) { point.X = Math.Max(point.X, 0); point.X = Math.Min(point.X, MapWidth - 1); point.Y = Math.Max(point.Y, 0); point.Y = Math.Min(point.Y, MapWidth - 1); } So, Anyone ever experienced this? Dare I ask, resolved this? Or simply have a better C# implementation of Mercator Project coordinate conversion? Thanks!

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  • I'm trying to make lots of the same object appear randomly on the screen subject to conditions and k

    - by Katsideswide
    Hi! A good friend recommended this site to me, it looks really useful! I'm a bit of a shameless noob at actionscript and after 3 days of tutorials and advice I've hit a brick wall. I've managed to get a sensor attached to an arduino talking to flash using something called AS3glue. it works, when i set up a trace("leaf") for the contition that the sensor reads 0, i get a printout of the word "leaf". however i want the program to make a graphic appear on the screen when this condition is met, not just trace something. I'm trying to get the program to generate a library object called "Enemy" on the screen at a random position each time the conditions are met. It's called enemy because I was following a game tutorial...actually it's a drawing of a leaf. Here's the bit of the code which is causing me problems: var army:Array; var enemy:Enemy; function AvoiderGame() { army = new Array(); var newEnemy = new Enemy( 100, 100 ); army.push( newEnemy ); addChild( newEnemy ); } function timerEvent(event:Event):void { if (a.getAnalogData(0) ==0 && a.getAnalogData(0) != this.lastposition){ trace("leaf"); var randomX:Number = (Math.random() * 200) + 100; var randomY:Number = (Math.random() * 150) + 50; var newEnemy = new Enemy( randomX, randomY); army.push( newEnemy ); addChild( newEnemy ); } else if (a.getAnalogData(0) == 0) { //don't trace anything } else { //don't trace anything } this.lastposition = a.getAnalogData(0); //afterwards, set the position to be the new lastposition and repeat. } I've imported "import flash.display.MovieClip;" and the code for the Enemy class looks like this: package { import flash.display.MovieClip; public class Enemy extends MovieClip { public function Enemy( startX:Number, startY:Number ) { x = startX; y = startY; } } } Here's my error. I've tried googling, it seems like a pretty general error: TypeError: Error #1009: Cannot access a property or method of a null object reference. at as3glue_program_fla::MainTimeline/timerEvent() at flash.utils::Timer/_timerDispatch() at flash.utils::Timer/tick() I've made sure that the "Enemy" object is exported for AS3. I'm going for something like this when it's programmed in AS2: leafCounter = 0; //set the counter to 0 counter.swapDepths(1000); //puts the counter on top of pretty much anything, unless you make more than 1000 leaves! counter.textbox.text = 0; //shows "0" in the text box in the "counter" movie clip this.onMouseDown = function() { //triggers when the mouse is clicked this.attachMovie("Leaf","Leaf"+leafCounter,leafCounter,{_x:Math.random()*Stage.width,_y:Math.random()*Stage.height,_rotation:Math.random()*360}); //adds a leaf to rthe stage with a random position and random rotation leafCounter++; //adds 1 to the leaf counter counter.textbox.text = leafCounter; //shows that number in the text box } I'm sure it must be a simple error, I can get the logic working when it just traces something on the screen but i can't get it to generate an "enemy" Any help or hints would be really useful! I know this is a bit of a ham-fisted job of altering existing code.

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  • onDraw() triggered but results don't show

    - by Don
    I have the following routine in a subclass of view: It calculates an array of points that make up a line, then erases the previous lines, then draws the new lines (impact refers to the width in pixels drawn with multiple lines). The line is your basic bell curve, squeezed or stretched by variance and x-factor. Unfortunately, nothing shows on the screen. A previous version with drawPoint() and no array worked, and I've verified the array contents are being loaded correctly, and I can see that my onDraw() is being triggered. Any ideas why it might not be drawn? Thanks in advance! protected void drawNewLine( int maxx, int maxy, Canvas canvas, int impact, double variance, double xFactor, int color) { // impact = 2 to 8; xFactor between 4 and 20; variance between 0.2 and 5 double x = 0; double y = 0; int cx = maxx / 2; int cy = maxy / 2; int mu = cx; int index = 0; points[maxx<<1][1] = points[maxx<<1][0]; for (x = 0; x < maxx; x++) { points[index][1] = points[index][0]; points[index][0] = (float) x; Log.i(DEBUG_TAG, "x: " + x); index++; double root = 1.0 / (Math.sqrt(2 * Math.PI * variance)); double exponent = -1.0 * (Math.pow(((x - mu)/maxx*xFactor), 2) / (2 * variance)); double ePow = Math.exp(exponent); y = Math.round(cy * root * ePow); points[index][1] = points[index][0]; points[index][0] = (float) (maxy - y - OFFSET); index++; } points[maxx<<1][0] = (float) impact; for (int line = 0; line < points[maxx<<1][1]; line++) { for (int pt = 0; pt < (maxx<<1); pt++) { pointsToPaint[pt] = points[pt][1]; } for (int skip = 1; skip < (maxx<<1); skip = skip + 2) pointsToPaint[skip] = pointsToPaint[skip] + line; myLinePaint.setColor(Color.BLACK); canvas.drawLines(pointsToPaint, bLinePaint); // draw over old lines w/blk } for (int line = 0; line < points[maxx<<1][0]; line++) { for (int pt = 0; pt < maxx<<1; pt++) { pointsToPaint[pt] = points[pt][0]; } for (int skip = 1; skip < maxx<<1; skip = skip + 2) pointsToPaint[skip] = pointsToPaint[skip] + line; myLinePaint.setColor(color); canvas.drawLines(pointsToPaint, myLinePaint); / new color } } update: Replaced the drawLines() with drawPoint() in loop, still no joy for (int p = 0; p<pointsToPaint.length; p = p + 2) { Log.i(DEBUG_TAG, "x " + pointsToPaint[p] + " y " + pointsToPaint[p+1]); canvas.drawPoint(pointsToPaint[p], pointsToPaint[p+1], myLinePaint); } /// canvas.drawLines(pointsToPaint, myLinePaint);

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  • Path to background in servlet

    - by kapil chhattani
    //the below line is the element of my HTML form which renders the image sent by the servlet written further below. <img style="margin-left:91px; margin-top:-6px;" class="image" src="http://www.abcd.com/captchaServlet"> I generate a captcha code using the following code in java. public class captchaServlet extends HttpServlet { protected void processRequest(HttpServletRequest request, HttpServletResponse response) throws ServletException, IOException { int width = 150; int height = 50; int charsToPrint = 6; String elegibleChars = "ABCDEFGHJKLMPQRSTUVWXYabcdefhjkmnpqrstuvwxy1234567890"; char[] chars = elegibleChars.toCharArray(); StringBuffer finalString = new StringBuffer(); for ( int i = 0; i < charsToPrint; i++ ) { double randomValue = Math.random(); int randomIndex = (int) Math.round(randomValue * (chars.length - 1)); char characterToShow = chars[randomIndex]; finalString.append(characterToShow); } System.out.println(finalString); BufferedImage bufferedImage = new BufferedImage(width, height, BufferedImage.TYPE_INT_RGB); Graphics2D g2d = bufferedImage.createGraphics(); Font font = new Font("Georgia", Font.BOLD, 18); g2d.setFont(font); RenderingHints rh = new RenderingHints( RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON); rh.put(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY); g2d.setRenderingHints(rh); GradientPaint gp = new GradientPaint(0, 0, Color.BLUE, 0, height/2, Color.black, true); g2d.setPaint(gp); g2d.fillRect(0, 0, width, height); g2d.setColor(new Color(255, 255, 0)); Random r = new Random(); int index = Math.abs(r.nextInt()) % 5; char[] data=new String(finalString).toCharArray(); String captcha = String.copyValueOf(data); int x = 0; int y = 0; for (int i=0; i<data.length; i++) { x += 10 + (Math.abs(r.nextInt()) % 15); y = 20 + Math.abs(r.nextInt()) % 20; g2d.drawChars(data, i, 1, x, y); } g2d.dispose(); response.setContentType("image/png"); OutputStream os = response.getOutputStream(); ImageIO.write(bufferedImage, "png", os); os.close(); } protected void doGet(HttpServletRequest request, HttpServletResponse response) throws ServletException, IOException { processRequest(request, response); } protected void doPost(HttpServletRequest request, HttpServletResponse response) throws ServletException, IOException { processRequest(request, response); } } But in the above code background is also generated using the setPaint menthod I am guessing. I want the background to be some image from my local machine whoz URL i should be able to mention like URL url=this.getClass().getResource("Desktop/images.jpg"); BufferedImage bufferedImage = ImageIO.read(url); I am just writing the above two lines for making the reader understand better what the issue is. Dont want to use the exact same commands. All I want is the the background of the captcha code generated should be an image of my choice.

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  • when to upgrade server to include more cores, versus more processors, versus additional server?

    - by gkdsp
    The server hosting market is separated into single, double, qual, etc., processors, where each processor has several cores, or CPUs. My company will offer a Linux-based web application that relies on an Apache web server and a middle tier for business logic. The middle tier is used to crunch math, and return result to a client. Many clients may access the application simultaneously. The company will start with one processor having 4 cores. I'm trying to understand how the app uses the cores and then how to scale the application as business grows, in terms of servers/processors/cores. For example, I'd assume initially one core would be used for Apache, and the other 3 used to process client's requests for math crunching... Question 1: does that mean, with the 3 cores available, I can handle 3 separate client requests simultaneously (e.g. 1 for each of 3 cores)? I mean, except for the shared RAM, is this effectively like having 3 individual machines (from pt of view or processing client requests simulaneously)? Or, only one client's request may be processed at any one time, but that client's request is divided up into up to 3 cores depending on the type of process running that does the math crunching and whether or not it can take advantage of multi threading (so the # of cores impacts how fast any one client request completes)? I'm confused about what the cores mean to the application here. Question 2: As the business grows and more client requests need to be processed, should the server be upgraded to (A) a new machine with more cores, (B) a new machine with two processors, 4 cores each, or (C) keep the original server and add another server with a single processor? Which route provides the most efficient way to scale the application, in terms of processing more client requests per time interval? Is the choice, for example, limited by RAM (when you need more RAM than box can handle it's time to add another server), or something else? Question 3: Is the total number of client requests processed simultaneously equal to the number of cores times the number of servers (minus the one core for Apache)?

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  • Simple Prime Generator in Python

    - by marc lincoln
    Hi, could someone please tell me what I'm doing wrong with this code. It is just printing 'count' anyway. I just want a very simple prime generator (nothing fancy). Thanks a lot. lincoln. import math def main(): count = 3 one = 1 while one == 1: for x in range(2, int(math.sqrt(count) + 1)): if count % x == 0: continue if count % x != 0: print count count += 1

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  • Random position without overlapping

    - by Hwang
    How to stop MCs from overlapping each other? private function loadWishes():void { for (i; i } } private function checkOverlap(wishB:MovieClip) { wishB.x=Math.random()*stage.stageWidth; wishB.y=Math.random()*stage.stageHeight; for (var i:uint=0; i This doesn't seems to be working cause the amount of it checking whether MC is overlapping is about the amount of MC on stage. how to make it keep checking till everything's fine?

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  • 2 sided winform Tree - exist?

    - by Avi Harush
    Hi, I'm looking for a 2 sided winform Tree control. something like what you see in the math books. meaning that the tree can go both right and left in the control. Something like http://www.math.bas.bg/~nkirov/2010/NETB201/slides/ch06/pic3.jpg Thanks Avi

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  • Can someone help me with this Java Chess game please?

    - by Chris Edwards
    Hey guys, Please can someone have a look at this code and let me know whether I am on the right track with the "check_somefigure_move"s and the "check_black/white_promotion"s please? And also any other help you can give would be greatly appreciated! Thanks! P.S. I know the code is not the best implementation, but its a template I have to follow :( Code: class Moves { private final Board B; private boolean regular; public Moves(final Board b) { B = b; regular = regular_position(); } public boolean get_regular_position() { return regular; } public void set_regular_position(final boolean new_reg) { regular = new_reg; } // checking whether B represents a "normal" position or not; // if not, then only simple checks regarding move-correctness should // be performed, only checking the direct characteristics of the figure // moved; // checks whether there is exactly one king of each colour, there are // no more figures than promotions allow, and there are no pawns on the // first or last rank; public boolean regular_position() { int[] counts = new int[256]; for (char file = 'a'; file <= 'h'; ++file) for (char rank = '1'; rank <= '8'; ++rank) ++counts[(int) B.get(file,rank)]; if (counts[Board.white_king] != 1 || counts[Board.black_king] != 1) return false; if (counts[Board.white_pawn] > 8 || counts[Board.black_pawn] > 8) return false; int count_w_promotions = 0; count_w_promotions += Math.max(counts[Board.white_queen]-1,0); count_w_promotions += Math.max(counts[Board.white_rook]-2,0); count_w_promotions += Math.max(counts[Board.white_bishop]-2,0); count_w_promotions += Math.max(counts[Board.white_knight]-2,0); if (count_w_promotions > 8 - counts[Board.white_pawn]) return false; int count_b_promotions = 0; count_b_promotions += Math.max(counts[Board.black_queen]-1,0); count_b_promotions += Math.max(counts[Board.black_rook]-2,0); count_b_promotions += Math.max(counts[Board.black_bishop]-2,0); count_b_promotions += Math.max(counts[Board.black_knight]-2,0); if (count_b_promotions > 8 - counts[Board.black_pawn]) return false; for (char file = 'a'; file <= 'h'; ++file) { final char fig1 = B.get(file,'1'); if (fig1 == Board.white_pawn || fig1 == Board.black_pawn) return false; final char fig8 = B.get(file,'8'); if (fig8 == Board.white_pawn || fig8 == Board.black_pawn) return false; } return true; } public boolean check_normal_white_move(final char file0, final char rank0, final char file1, final char rank1) { if (! Board.is_valid_white_figure(B.get(file0,rank0))) return false; if (! B.is_empty(file1,rank1) && ! Board.is_valid_black_figure(B.get(file1,rank1))) return false; if (B.get_active_colour() != 'w') return false; if (! check_move_simple(file0,rank0,file1,rank1)) return false; if (! regular) return true; final Board test_board = new Board(B); test_board.normal_white_move_0(file0,rank0,file1,rank1); final Moves test_move = new Moves(test_board); final char[] king_pos = test_move.white_king_position(); assert(king_pos.length == 2); return test_move.black_not_attacking(king_pos[0],king_pos[1]); } public boolean check_normal_black_move(final char file0, final char rank0, final char file1, final char rank1) { // ADDED THE CHECK NORMAL BLACK MOVE BASED ON THE CHECK NORMAL WHITE MOVE if (! Board.is_valid_black_figure(B.get(file0,rank0))) return false; if (! B.is_empty(file1,rank1) && ! Board.is_valid_white_figure(B.get(file1,rank1))) return false; if (B.get_active_colour() != 'b') return false; if (! check_move_simple(file0,rank0,file1,rank1)) return false; if (! regular) return true; final Board test_board = new Board(B); test_board.normal_black_move_0(file0,rank0,file1,rank1); final Moves test_move = new Moves(test_board); final char[] king_pos = test_move.black_king_position(); assert(king_pos.length == 2); return test_move.white_not_attacking(king_pos[0],king_pos[1]); } // for checking a normal move by just applying the move-rules private boolean check_move_simple(final char file0, final char rank0, final char file1, final char rank1) { final char fig = B.get(file0,rank0); if (fig == Board.white_king || fig == Board.black_king) return check_king_move(file0,rank0,file1,rank1); if (fig == Board.white_queen || fig == Board.black_queen) return check_queen_move(file0,rank0,file1,rank1); if (fig == Board.white_rook || fig == Board.black_rook) return check_rook_move(file0,rank0,file1,rank1); if (fig == Board.white_bishop || fig == Board.black_bishop) return check_bishop_move(file0,rank0,file1,rank1); if (fig == Board.white_knight || fig == Board.black_knight) return check_knight_move(file0,rank0,file1,rank1); if (fig == Board.white_pawn) return check_white_pawn_move(file0,rank0,file1,rank1); else return check_black_pawn_move(file0,rank0,file1,rank1); } private boolean check_king_move(final char file0, final char rank0, final char file1, final char rank1) { // ADDED KING MOVE int fileChange = file0 - file1; int rankChange = rank0 - rank1; return fileChange <= 1 && fileChange >= -1 && rankChange <= 1 && rankChange >= -1; } private boolean check_queen_move(final char file0, final char rank0, final char file1, final char rank1) { // ADDED QUEEN MOVE int fileChange = file0 - file1; int rankChange = rank0 - rank1; return fileChange <=8 && fileChange >= -8 && rankChange <= 8 && rankChange >= -8; } private boolean check_rook_move(final char file0, final char rank0, final char file1, final char rank1) { // ADDED ROOK MOVE int fileChange = file0 - file1; int rankChange = rank0 - rank1; return fileChange <=8 || fileChange >= -8 || rankChange <= 8 || rankChange >= -8; } private boolean check_bishop_move(final char file0, final char rank0, final char file1, final char rank1) { // ADDED BISHOP MOVE int fileChange = file0 - file1; int rankChange = rank0 - rank1; return fileChange <= 8 && rankChange <= 8 || fileChange <= 8 && rankChange >= -8 || fileChange >= -8 && rankChange >= -8 || fileChange >= -8 && rankChange <= 8; } private boolean check_knight_move(final char file0, final char rank0, final char file1, final char rank1) { // ADDED KNIGHT MOVE int fileChange = file0 - file1; int rankChange = rank0 - rank1; /* IS THIS THE CORRECT WAY? * return fileChange <= 1 && rankChange <= 2 || fileChange <= 1 && rankChange >= -2 || fileChange <= 2 && rankChange <= 1 || fileChange <= 2 && rankChange >= -1 || fileChange >= -1 && rankChange <= 2 || fileChange >= -1 && rankChange >= -2 || fileChange >= -2 && rankChange <= 1 || fileChange >= -2 && rankChange >= -1;*/ // OR IS THIS? return fileChange <= 1 || fileChange >= -1 || fileChange <= 2 || fileChange >= -2 && rankChange <= 1 || rankChange >= - 1 || rankChange <= 2 || rankChange >= -2; } private boolean check_white_pawn_move(final char file0, final char rank0, final char file1, final char rank1) { // ADDED PAWN MOVE int fileChange = file0 - file1; int rankChange = rank0 - rank1; return fileChange == 0 && rankChange <= 1; } private boolean check_black_pawn_move(final char file0, final char rank0, final char file1, final char rank1) { // ADDED PAWN MOVE int fileChange = file0 - file1; int rankChange = rank0 - rank1; return fileChange == 0 && rankChange >= -1; } public boolean check_white_kingside_castling() { // only demonstration code: final char c = B.get_white_castling(); if (c == '-' || c == 'q') return false; if (B.get_active_colour() == 'b') return false; if (B.get('e','1') != 'K') return false; if (! black_not_attacking('e','1')) return false; if (! free_white('f','1')) return false; // XXX return true; } public boolean check_white_queenside_castling() { // only demonstration code: final char c = B.get_white_castling(); if (c == '-' || c == 'k') return false; if (B.get_active_colour() == 'b') return false; // ADDED BASED ON KINGSIDE CASTLING if (B.get('e','1') != 'Q') return false; if (! black_not_attacking('e','1')) return false; if (! free_white('f','1')) return false; // XXX return true; } public boolean check_black_kingside_castling() { // only demonstration code: final char c = B.get_black_castling(); if (c == '-' || c == 'q') return false; if (B.get_active_colour() == 'w') return false; // ADDED BASED ON CHECK WHITE if (B.get('e','8') != 'K') return false; if (! black_not_attacking('e','8')) return false; if (! free_white('f','8')) return false; // XXX return true; } public boolean check_black_queenside_castling() { // only demonstration code: final char c = B.get_black_castling(); if (c == '-' || c == 'k') return false; if (B.get_active_colour() == 'w') return false; // ADDED BASED ON KINGSIDE CASTLING if (B.get('e','8') != 'Q') return false; if (! black_not_attacking('e','8')) return false; if (! free_white('f','8')) return false; // XXX return true; } public boolean check_white_promotion(final char pawn_file, final char figure) { // XXX // ADDED CHECKING FOR CORRECT FIGURE AND POSITION - ALTHOUGH IT SEEMS AS THOUGH // PAWN_FILE SHOULD BE PAWN_RANK, AS IT IS THE REACHING OF THE END RANK THAT // CAUSES PROMOTION OF A PAWN, NOT FILE if (figure == P && pawn_file == 8) { return true; } else return false; } public boolean check_black_promotion(final char pawn_file, final char figure) { // XXX // ADDED CHECKING FOR CORRECT FIGURE AND POSITION if (figure == p && pawn_file == 1) { return true; } else return false; } // checks whether black doesn't attack the field: public boolean black_not_attacking(final char file, final char rank) { // XXX return true; } public boolean free_white(final char file, final char rank) { // XXX return black_not_attacking(file,rank) && B.is_empty(file,rank); } // checks whether white doesn't attack the field: public boolean white_not_attacking(final char file, final char rank) { // XXX return true; } public boolean free_black(final char file, final char rank) { // XXX return white_not_attacking(file,rank) && B.is_empty(file,rank); } public char[] white_king_position() { for (char file = 'a'; file <= 'h'; ++file) for (char rank = '1'; rank <= '8'; ++rank) if (B.get(file,rank) == Board.white_king) { char[] result = new char[2]; result[0] = file; result[1] = rank; return result; } return new char[0]; } public char[] black_king_position() { for (char file = 'a'; file <= 'h'; ++file) for (char rank = '1'; rank <= '8'; ++rank) if (B.get(file,rank) == Board.black_king) { char[] result = new char[2]; result[0] = file; result[1] = rank; return result; } return new char[0]; } public static void main(final String[] args) { // checking regular_position { Moves m = new Moves(new Board()); assert(m.regular_position()); m = new Moves(new Board("8/8/8/8/8/8/8/8 w - - 0 1")); assert(!m.regular_position()); m = new Moves(new Board("KK6/8/8/8/8/8/8/8 w - - 0 1")); assert(!m.regular_position()); m = new Moves(new Board("kk6/8/8/8/8/8/8/8 w - - 0 1")); assert(!m.regular_position()); m = new Moves(new Board("Kk6/8/8/8/8/8/8/8 w - - 0 1")); assert(m.regular_position()); m = new Moves(new Board("Kk6/qqqqqqqq/QQQQQQQQ/Q7/q7/rrbbnn2/RRBBNN2/8 w - - 0 1")); assert(m.regular_position()); m = new Moves(new Board("Kk6/qqqqqqqq/QQQQQQQQ/Q7/q7/rrbbnn2/RRBBNN2/n7 w - - 0 1")); assert(!m.regular_position()); m = new Moves(new Board("Kk6/qqqqqqqq/QQQQQQQQ/Q7/q7/rrbbnn2/RRBBNN2/N7 w - - 0 1")); m = new Moves(new Board("Kk6/qqqqqqqq/QQQQQQQQ/Q7/q7/rrbbnn2/RRBBNN2/b7 w - - 0 1")); assert(!m.regular_position()); m = new Moves(new Board("Kk6/qqqqqqqq/QQQQQQQQ/Q7/q7/rrbbnn2/RRBBNN2/B7 w - - 0 1")); m = new Moves(new Board("Kk6/qqqqqqqq/QQQQQQQQ/Q7/q7/rrbbnn2/RRBBNN2/r7 w - - 0 1")); assert(!m.regular_position()); m = new Moves(new Board("Kk6/qqqqqqqq/QQQQQQQQ/Q7/q7/rrbbnn2/RRBBNN2/R7 w - - 0 1")); m = new Moves(new Board("Kk6/qqqqqqqq/QQQQQQQQ/Q7/q7/rrbbnn2/RRBBNN2/q7 w - - 0 1")); assert(!m.regular_position()); m = new Moves(new Board("Kk6/qqqqqqqq/QQQQQQQQ/Q7/q7/rrbbnn2/RRBBNN2/Q7 w - - 0 1")); assert(!m.regular_position()); m = new Moves(new Board("Kkp5/8/8/8/8/8/8/8 w - - 0 1")); assert(!m.regular_position()); m = new Moves(new Board("KkP5/8/8/8/8/8/8/8 w - - 0 1")); assert(!m.regular_position()); m = new Moves(new Board("Kk6/8/8/8/8/8/8/7p w - - 0 1")); assert(!m.regular_position()); m = new Moves(new Board("Kk6/8/8/8/8/8/8/7P w - - 0 1")); assert(!m.regular_position()); } // checking check_white/black_king/queenside_castling { Moves m = new Moves(new Board("4k2r/8/8/8/8/8/8/4K2R w Kk - 0 1")); assert(!m.check_white_kingside_castling()); assert(!m.check_black_kingside_castling()); assert(!m.check_white_queenside_castling()); assert(!m.check_black_queenside_castling()); m = new Moves(new Board("4k2r/8/8/8/8/8/8/4K2R b Kk - 0 1")); assert(!m.check_white_kingside_castling()); assert(!m.check_black_kingside_castling()); assert(!m.check_white_queenside_castling()); assert(!m.check_black_queenside_castling()); m = new Moves(new Board("4k2r/4pppp/8/8/8/8/4PPPP/4K2R w KQkq - 0 1")); assert(m.check_white_kingside_castling()); assert(!m.check_black_kingside_castling()); assert(!m.check_white_queenside_castling()); assert(!m.check_black_queenside_castling()); m = new Moves(new Board("4k2r/4pppp/8/8/8/8/4PPPP/4K2R b KQkq - 0 1")); assert(!m.check_white_kingside_castling()); assert(m.check_black_kingside_castling()); assert(!m.check_white_queenside_castling()); assert(!m.check_black_queenside_castling()); m = new Moves(new Board("r3k3/8/8/8/8/8/8/R3K3 w Qq - 0 1")); assert(!m.check_white_kingside_castling()); assert(!m.check_black_kingside_castling()); assert(!m.check_white_queenside_castling()); assert(!m.check_black_queenside_castling()); m = new Moves(new Board("r3k3/8/8/8/8/8/8/R3K3 b Qq - 0 1")); assert(!m.check_white_kingside_castling()); assert(!m.check_black_kingside_castling()); assert(!m.check_white_queenside_castling()); assert(!m.check_black_queenside_castling()); m = new Moves(new Board("r3k3/p7/8/8/8/8/8/R3K3 w Qq - 0 1")); assert(!m.check_white_kingside_castling()); assert(!m.check_black_kingside_castling()); assert(m.check_white_queenside_castling()); assert(!m.check_black_queenside_castling()); m = new Moves(new Board("r3k3/p7/8/8/8/8/8/R3K3 b Qq - 0 1")); assert(!m.check_white_kingside_castling()); assert(!m.check_black_kingside_castling()); assert(!m.check_white_queenside_castling()); assert(m.check_black_queenside_castling()); m = new Moves(new Board("r3k3/p7/8/8/8/n7/8/R3K3 w Qq - 0 1")); assert(!m.check_white_kingside_castling()); assert(!m.check_black_kingside_castling()); assert(!m.check_white_queenside_castling()); assert(!m.check_black_queenside_castling()); m = new Moves(new Board("r3k3/p7/B7/8/8/8/8/R3K3 b Qq - 0 1")); assert(!m.check_white_kingside_castling()); assert(!m.check_black_kingside_castling()); assert(!m.check_white_queenside_castling()); assert(!m.check_black_queenside_castling()); // XXX } } }

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  • java casting confusion

    - by Stardust
    Could anyone please tell me why the following casting is resulting in compile time error: Long l = (Long)Math.pow(5,2); But why not the following: long l = (long)Math.pow(5,2);

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  • Python/Biophysics- Trying to code a simple stochastic simulation!

    - by user359597
    Hey guys- I'm trying to figure out what to make of the following code- this is not the clear, intuitive python I've been learning. Was it written in C or something then wrapped in a python fxn? The code I wrote (not shown) is using the same math, but I couldn't figure out how to write a conditional loop. If anyone could explain/decipher/clean this up, I'd be really appreciative. I mean- is this 'good' python- or does it look funky? I'm brand new to this- but it's like the order of the fxns is messed up? I understand Gillespie's- I've successfully coded several simpler simulations. So in a nutshell- good code-(pythonic)? order? c? improvements? am i being an idiot? The code shown is the 'answer,' to the following question from a biophysics text (petri-net not shown and honestly not necessary to understand problem): "In a programming language of your choice, implement Gillespie’s First Reaction Algorithm to study the temporal behaviour of the reaction A---B in which the transition from A to B can only take place if another compound, C, is present, and where C dynamically interconverts with D, as modelled in the Petri-net below. Assume that there are 100 molecules of A, 1 of C, and no B or D present at the start of the reaction. Set kAB to 0.1 s-1 and both kCD and kDC to 1.0 s-1. Simulate the behaviour of the system over 100 s." def sim(): # Set the rate constants for all transitions kAB = 0.1 kCD = 1.0 kDC = 1.0 # Set up the initial state A = 100 B = 0 C = 1 D = 0 # Set the start and end times t = 0.0 tEnd = 100.0 print "Time\t", "Transition\t", "A\t", "B\t", "C\t", "D" # Compute the first interval transition, interval = transitionData(A, B, C, D, kAB, kCD, kDC) # Loop until the end time is exceded or no transition can fire any more while t <= tEnd and transition >= 0: print t, '\t', transition, '\t', A, '\t', B, '\t', C, '\t', D t += interval if transition == 0: A -= 1 B += 1 if transition == 1: C -= 1 D += 1 if transition == 2: C += 1 D -= 1 transition, interval = transitionData(A, B, C, D, kAB, kCD, kDC) def transitionData(A, B, C, D, kAB, kCD, kDC): """ Returns nTransition, the number of the firing transition (0: A->B, 1: C->D, 2: D->C), and interval, the interval between the time of the previous transition and that of the current one. """ RAB = kAB * A * C RCD = kCD * C RDC = kDC * D dt = [-1.0, -1.0, -1.0] if RAB > 0.0: dt[0] = -math.log(1.0 - random.random())/RAB if RCD > 0.0: dt[1] = -math.log(1.0 - random.random())/RCD if RDC > 0.0: dt[2] = -math.log(1.0 - random.random())/RDC interval = 1e36 transition = -1 for n in range(len(dt)): if dt[n] > 0.0 and dt[n] < interval: interval = dt[n] transition = n return transition, interval if __name__ == '__main__': sim()

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  • java.bigDecimal divide in ruby environment

    - by Eyal
    I right script in Ruby that include java classes require 'java' include_class 'java.math.BigDecimal' include_class 'java.math.RoundingMode' during the script I need to divide 2 java.bigDecimal one = BigDecimal.new("1") number1 = BigDecimal.new("3") number1 = one.divide(number1,RoundingMode.new(HALF_EVEN)) since I don't have intellisense in this IDE I'm not sure the syntax is right and the runtime error is: uninitialized constant::HALF_EVEN do I combine java object in the ruby scrpit in the right way? how should I divide two java.bigDecimal object in ruby env?

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