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  • How to delete object with a mouse click ?

    - by Meko
    Hi all. I made a simple FlowChat Editor that creates rectangles and triangles and connects them to each other and shows the way from up to down. I can move this elements on screen too. I am now trying to create a button to delete the element which I clicked. There is problem that I can delete MyTriangle objects, but I can't delete MyRectangle objects. It deletes but not object which I clicked. I delete from first object to last. Here is my code: if (deleteObj) { if (rectsList.size() != 0) { for (int i = 0; i < rectsList.size(); i++) { MyRect rect = (MyRect) rectsList.get(i); if (e.getX() <= rect.c.x + 50 && e.getX() >= rect.c.x - 50 && e.getY() <= rect.c.y + 15 && e.getY() >= rect.c.y - 15) { rectsList.remove(rect); System.out.println("This is REctangle DELETED\n"); } } } if (triangleList.size() != 0) { for (int j = 0; j < triangleList.size(); j++) { MyTriangle trian = (MyTriangle) triangleList.get(j); if (e.getX() <= trian.c.x + 20 && e.getX() >= trian.c.x - 20 && e.getY() <= trian.c.y + 20 && e.getY() >= trian.c.y - 20) { triangleList.remove(trian); System.out.println("This is Triangle Deleted\n"); } } } Edit Here MyRectangle and MyTriangle classes public class MyRect extends Ellipse2D.Double { Point c; Point in; Point out; int posX; int posY; int width = 100; int height = 30; int count; public MyRect(Point center, Point input, Point output,int counter) { c = center; in = input; out = output; count=counter; } void drawMe(Graphics g) { // in.x=c.x+20; int posX = c.x; int posY = c.y; int posInX = in.x; int posInY = in.y; int posOutX = out.x; int posOutY = out.y; g.setColor(Color.MAGENTA); g.drawString(" S "+count ,posX-5, posY+5); g.setColor(Color.black); g.drawRect(posX-50, posY-15, width, height); g.setColor(Color.green); g.drawRect(posInX-3, posInY-9, 6, 6); g.setColor(Color.blue); g.drawRect(posOutX-3, posOutY+3, 6, 6); } } public class MyTriangle { Point c; Point in ; Point outYES ; Point outNO ; int posX; int posY; int count; public MyTriangle(Point center,Point input,Point outputYES,Point outputNO,int counter) { c = center; in = input; outYES = outputYES; outNO = outputNO; count=counter; } void drawMe(Graphics g) { int posX = c.x; int posY = c.y; int posInX=in.x; int posInY=in.y; int posOutYESX=outYES.x; int posOutYESY=outYES.y; int posOutNOX=outNO.x; int posOutNOY=outNO.y; int[] xPoints = {posX - 50, posX, posX + 50, posX}; int[] yPoints = {posY, posY - 30, posY, posY + 30}; g.setColor(Color.MAGENTA); g.drawString(" T "+count,posX-5, posY+5); g.setColor(Color.black); g.drawPolygon(xPoints, yPoints, 4); // draw input g.setColor(Color.green); g.drawRect(posInX-3,posInY-9, 6, 6); g.setColor(Color.blue); g.drawRect(posOutYESX-9,posOutYESY-3 , 6, 6); g.setColor(Color.red); g.drawRect(posOutNOX-3,posOutNOY+3 , 6, 6); } }

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  • Why in C++ do we use DWORD rather than unsigned int?

    - by byte
    I'm not afraid to admit that I'm somewhat of a C++ newbie, so this might seem like a silly question but.... I see DWORD used all over the place in code examples. When I look up what a DWORD truly means, its apparently just an unsigned int (0 to 4,294,967,295). So my question then is, why do we have DWORD? What does it give us that the integral type 'unsigned int' does not? Does it have something to do with portability and machine differences?

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  • C#/.NET Little Wonders: The Timeout static class

    - by James Michael Hare
    Once again, in this series of posts I look at the parts of the .NET Framework that may seem trivial, but can help improve your code by making it easier to write and maintain. The index of all my past little wonders posts can be found here. When I started the “Little Wonders” series, I really wanted to pay homage to parts of the .NET Framework that are often small but can help in big ways.  The item I have to discuss today really is a very small item in the .NET BCL, but once again I feel it can help make the intention of code much clearer and thus is worthy of note. The Problem - Magic numbers aren’t very readable or maintainable In my first Little Wonders Post (Five Little Wonders That Make Code Better) I mention the TimeSpan factory methods which, I feel, really help the readability of constructed TimeSpan instances. Just to quickly recap that discussion, ask yourself what the TimeSpan specified in each case below is 1: // Five minutes? Five Seconds? 2: var fiveWhat1 = new TimeSpan(0, 0, 5); 3: var fiveWhat2 = new TimeSpan(0, 0, 5, 0); 4: var fiveWhat3 = new TimeSpan(0, 0, 5, 0, 0); You’d think they’d all be the same unit of time, right?  After all, most overloads tend to tack additional arguments on the end.  But this is not the case with TimeSpan, where the constructor forms are:     TimeSpan(int hours, int minutes, int seconds);     TimeSpan(int days, int hours, int minutes, int seconds);     TimeSpan(int days, int hours, int minutes, int seconds, int milliseconds); Notice how in the 4 and 5 parameter version we suddenly have the parameter days slipping in front of hours?  This can make reading constructors like those above much harder.  Fortunately, there are TimeSpan factory methods to help make your intention crystal clear: 1: // Ah! Much clearer! 2: var fiveSeconds = TimeSpan.FromSeconds(5); These are great because they remove all ambiguity from the reader!  So in short, magic numbers in constructors and methods can be ambiguous, and anything we can do to clean up the intention of the developer will make the code much easier to read and maintain. Timeout – Readable identifiers for infinite timeout values In a similar way to TimeSpan, let’s consider specifying timeouts for some of .NET’s (or our own) many methods that allow you to specify timeout periods. For example, in the TPL Task class, there is a family of Wait() methods that can take TimeSpan or int for timeouts.  Typically, if you want to specify an infinite timeout, you’d just call the version that doesn’t take a timeout parameter at all: 1: myTask.Wait(); // infinite wait But there are versions that take the int or TimeSpan for timeout as well: 1: // Wait for 100 ms 2: myTask.Wait(100); 3:  4: // Wait for 5 seconds 5: myTask.Wait(TimeSpan.FromSeconds(5); Now, if we want to specify an infinite timeout to wait on the Task, we could pass –1 (or a TimeSpan set to –1 ms), which what the .NET BCL methods with timeouts use to represent an infinite timeout: 1: // Also infinite timeouts, but harder to read/maintain 2: myTask.Wait(-1); 3: myTask.Wait(TimeSpan.FromMilliseconds(-1)); However, these are not as readable or maintainable.  If you were writing this code, you might make the mistake of thinking 0 or int.MaxValue was an infinite timeout, and you’d be incorrect.  Also, reading the code above it isn’t as clear that –1 is infinite unless you happen to know that is the specified behavior. To make the code like this easier to read and maintain, there is a static class called Timeout in the System.Threading namespace which contains definition for infinite timeouts specified as both int and TimeSpan forms: Timeout.Infinite An integer constant with a value of –1 Timeout.InfiniteTimeSpan A static readonly TimeSpan which represents –1 ms (only available in .NET 4.5+) This makes our calls to Task.Wait() (or any other calls with timeouts) much more clear: 1: // intention to wait indefinitely is quite clear now 2: myTask.Wait(Timeout.Infinite); 3: myTask.Wait(Timeout.InfiniteTimeSpan); But wait, you may say, why would we care at all?  Why not use the version of Wait() that takes no arguments?  Good question!  When you’re directly calling the method with an infinite timeout that’s what you’d most likely do, but what if you are just passing along a timeout specified by a caller from higher up?  Or perhaps storing a timeout value from a configuration file, and want to default it to infinite? For example, perhaps you are designing a communications module and want to be able to shutdown gracefully, but if you can’t gracefully finish in a specified amount of time you want to force the connection closed.  You could create a Shutdown() method in your class, and take a TimeSpan or an int for the amount of time to wait for a clean shutdown – perhaps waiting for client to acknowledge – before terminating the connection.  So, assume we had a pub/sub system with a class to broadcast messages: 1: // Some class to broadcast messages to connected clients 2: public class Broadcaster 3: { 4: // ... 5:  6: // Shutdown connection to clients, wait for ack back from clients 7: // until all acks received or timeout, whichever happens first 8: public void Shutdown(int timeout) 9: { 10: // Kick off a task here to send shutdown request to clients and wait 11: // for the task to finish below for the specified time... 12:  13: if (!shutdownTask.Wait(timeout)) 14: { 15: // If Wait() returns false, we timed out and task 16: // did not join in time. 17: } 18: } 19: } We could even add an overload to allow us to use TimeSpan instead of int, to give our callers the flexibility to specify timeouts either way: 1: // overload to allow them to specify Timeout in TimeSpan, would 2: // just call the int version passing in the TotalMilliseconds... 3: public void Shutdown(TimeSpan timeout) 4: { 5: Shutdown(timeout.TotalMilliseconds); 6: } Notice in case of this class, we don’t assume the caller wants infinite timeouts, we choose to rely on them to tell us how long to wait.  So now, if they choose an infinite timeout, they could use the –1, which is more cryptic, or use Timeout class to make the intention clear: 1: // shutdown the broadcaster, waiting until all clients ack back 2: // without timing out. 3: myBroadcaster.Shutdown(Timeout.Infinite); We could even add a default argument using the int parameter version so that specifying no arguments to Shutdown() assumes an infinite timeout: 1: // Modified original Shutdown() method to add a default of 2: // Timeout.Infinite, works because Timeout.Infinite is a compile 3: // time constant. 4: public void Shutdown(int timeout = Timeout.Infinite) 5: { 6: // same code as before 7: } Note that you can’t default the ShutDown(TimeSpan) overload with Timeout.InfiniteTimeSpan since it is not a compile-time constant.  The only acceptable default for a TimeSpan parameter would be default(TimeSpan) which is zero milliseconds, which specified no wait, not infinite wait. Summary While Timeout.Infinite and Timeout.InfiniteTimeSpan are not earth-shattering classes in terms of functionality, they do give you very handy and readable constant values that you can use in your programs to help increase readability and maintainability when specifying infinite timeouts for various timeouts in the BCL and your own applications. Technorati Tags: C#,CSharp,.NET,Little Wonders,Timeout,Task

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  • What is the best Broadphase Interface for moving spheres?

    - by Molmasepic
    As of now I am working on optimizing the performance of the physics and collision, and as of now I am having some slowdowns on my other computers from my main. I have well over 3000 btSphereShape Rigidbodies and 2/3 of them do not move at all, but I am noticing(by the profile below) that collision is taking a bit of time to maneuver. Each sample counts as 0.01 seconds. % cumulative self self total time seconds seconds calls ms/call ms/call name 10.09 0.65 0.65 SphereTriangleDetector::collide(btVector3 const&, btVector3&, btVector3&, float&, float&, float) 7.61 1.14 0.49 btSphereTriangleCollisionAlgorithm::processCollision(btCollisionObject*, btCollisionObject*, btDispatcherInfo const&, btManifoldResult*) 5.59 1.50 0.36 btConvexTriangleCallback::processTriangle(btVector3*, int, int) 5.43 1.85 0.35 btQuantizedBvh::reportAabbOverlappingNodex(btNodeOverlapCallback*, btVector3 const&, btVector3 const&) const 4.97 2.17 0.32 btBvhTriangleMeshShape::processAllTriangles(btTriangleCallback*, btVector3 const&, btVector3 const&) const::MyNodeOverlapCallback::processNode(int, int) 4.19 2.44 0.27 btSequentialImpulseConstraintSolver::resolveSingleConstraintRowGeneric(btRigidBody&, btRigidBody&, btSolverConstraint const&) 4.04 2.70 0.26 btSequentialImpulseConstraintSolver::resolveSingleConstraintRowLowerLimit(btRigidBody&, btRigidBody&, btSolverConstraint const&) 3.73 2.94 0.24 Ogre::OctreeSceneManager::walkOctree(Ogre::OctreeCamera*, Ogre::RenderQueue*, Ogre::Octree*, Ogre::VisibleObjectsBoundsInfo*, bool, bool) 3.42 3.16 0.22 btTriangleShape::getVertex(int, btVector3&) const 2.48 3.32 0.16 Ogre::Frustum::isVisible(Ogre::AxisAlignedBox const&, Ogre::FrustumPlane*) const 2.33 3.47 0.15 1246357 0.00 0.00 Gorilla::Layer::setVisible(bool) 2.33 3.62 0.15 SphereTriangleDetector::getClosestPoints(btDiscreteCollisionDetectorInterface::ClosestPointInput const&, btDiscreteCollisionDetectorInterface::Result&, btIDebugDraw*, bool) 1.86 3.74 0.12 btCollisionDispatcher::findAlgorithm(btCollisionObject*, btCollisionObject*, btPersistentManifold*) 1.86 3.86 0.12 btSequentialImpulseConstraintSolver::setupContactConstraint(btSolverConstraint&, btCollisionObject*, btCollisionObject*, btManifoldPoint&, btContactSolverInfo const&, btVector3&, float&, float&, btVector3&, btVector3&) 1.71 3.97 0.11 btTriangleShape::getEdge(int, btVector3&, btVector3&) const 1.55 4.07 0.10 _Unwind_SjLj_Register 1.55 4.17 0.10 _Unwind_SjLj_Unregister 1.55 4.27 0.10 Ogre::D3D9HardwareVertexBuffer::updateBufferResources(char const*, Ogre::D3D9HardwareVertexBuffer::BufferResources*) 1.40 4.36 0.09 btManifoldResult::addContactPoint(btVector3 const&, btVector3 const&, float) 1.40 4.45 0.09 btSequentialImpulseConstraintSolver::setupFrictionConstraint(btSolverConstraint&, btVector3 const&, btRigidBody*, btRigidBody*, btManifoldPoint&, btVector3 const&, btVector3 const&, btCollisionObject*, btCollisionObject*, float, float, float) 1.24 4.53 0.08 btSequentialImpulseConstraintSolver::convertContact(btPersistentManifold*, btContactSolverInfo const&) 1.09 4.60 0.07 408760 0.00 0.00 Living::MapHide() 1.09 4.67 0.07 btSphereTriangleCollisionAlgorithm::~btSphereTriangleCollisionAlgorithm() 1.09 4.74 0.07 inflate_fast EDIT: Updated to show current Profile. I have only listed the functions using over 1% time from the many functions that are being used. Another thing is that each monster has a certain area that they stay in and are only active when a player is in said area. I was wondering if maybe there is a way to deactivate the non-active monsters from bullet(reactivating once in the area again) or maybe theres a different broadphase interface that I should use. The current BPI is btDbvtBroadphase. EDIT: Here is the Profile on the other computer(the top one is my main) Each sample counts as 0.01 seconds. % cumulative self self total time seconds seconds calls ms/call ms/call name 12.18 1.19 1.19 SphereTriangleDetector::collide(btVector3 const&, btVector3&, btVector3&, float&, float&, float) 6.76 1.85 0.66 btSphereTriangleCollisionAlgorithm::processCollision(btCollisionObject*, btCollisionObject*, btDispatcherInfo const&, btManifoldResult*) 5.83 2.42 0.57 btQuantizedBvh::reportAabbOverlappingNodex(btNodeOverlapCallback*, btVector3 const&, btVector3 const&) const 5.12 2.92 0.50 btConvexTriangleCallback::processTriangle(btVector3*, int, int) 4.61 3.37 0.45 btTriangleShape::getVertex(int, btVector3&) const 4.09 3.77 0.40 _Unwind_SjLj_Register 3.48 4.11 0.34 btBvhTriangleMeshShape::processAllTriangles(btTriangleCallback*, btVector3 const&, btVector3 const&) const::MyNodeOverlapCallback::processNode(int, int) 2.46 4.35 0.24 btSequentialImpulseConstraintSolver::resolveSingleConstraintRowLowerLimit(btRigidBody&, btRigidBody&, btSolverConstraint const&) 2.15 4.56 0.21 _Unwind_SjLj_Unregister 2.15 4.77 0.21 SphereTriangleDetector::getClosestPoints(btDiscreteCollisionDetectorInterface::ClosestPointInput const&, btDiscreteCollisionDetectorInterface::Result&, btIDebugDraw*, bool) 1.84 4.95 0.18 btTriangleShape::getEdge(int, btVector3&, btVector3&) const 1.64 5.11 0.16 btSequentialImpulseConstraintSolver::resolveSingleConstraintRowGeneric(btRigidBody&, btRigidBody&, btSolverConstraint const&) 1.54 5.26 0.15 btSequentialImpulseConstraintSolver::setupContactConstraint(btSolverConstraint&, btCollisionObject*, btCollisionObject*, btManifoldPoint&, btContactSolverInfo const&, btVector3&, float&, float&, btVector3&, btVector3&) 1.43 5.40 0.14 Ogre::D3D9HardwareVertexBuffer::updateBufferResources(char const*, Ogre::D3D9HardwareVertexBuffer::BufferResources*) 1.33 5.53 0.13 btManifoldResult::addContactPoint(btVector3 const&, btVector3 const&, float) 1.13 5.64 0.11 btRigidBody::predictIntegratedTransform(float, btTransform&) 1.13 5.75 0.11 btTriangleIndexVertexArray::getLockedReadOnlyVertexIndexBase(unsigned char const**, int&, PHY_ScalarType&, int&, unsigned char const**, int&, int&, PHY_ScalarType&, int) const 1.02 5.85 0.10 btSphereTriangleCollisionAlgorithm::CreateFunc::CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo&, btCollisionObject*, btCollisionObject*) 1.02 5.95 0.10 btSphereTriangleCollisionAlgorithm::btSphereTriangleCollisionAlgorithm(btPersistentManifold*, btCollisionAlgorithmConstructionInfo const&, btCollisionObject*, btCollisionObject*, bool) Edited same as other Profile.

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

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

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  • Bitwise operators and converting an int to 2 bytes and back again.

    - by aKiwi
    first time user, Hi guys! So hopefully someone can help.. My background is php so entering the word of lowend stuff like, char is bytes, which are bits.. which is binary values.. etc is taking some time to get the hang of ;) What im trying to do here is sent some values from an Ardunio board to openFrameWorks (both are c++). What this script currently does (and works well for one sensor i might add) when asked for the data to be sent is.. int value_01 = analogRead(0); // which outputs between 0-1024 unsigned char val1; unsigned char val2; //some Complicated bitshift operation val1 = value_01 &0xFF; val2 = (value_01 >> 8) &0xFF; //send both bytes Serial.print(val1, BYTE); Serial.print(val2, BYTE); Apparently this is the most reliable way of getting the data across.. So now that it is send via serial port, the bytes are added to a char string and converted back by.. int num = ( (unsigned char)bytesReadString[1] << 8 | (unsigned char)bytesReadString[0] ); So to recap, im trying to get 4 sensors worth of data (which im assuming will be 8 of those serialprints?) and to have int num_01 - num_04... at the end of it all. Im assuming this (as with most things) might be quite easy for someone with experience in these concepts.. Any help would be greatly appreciated. Thanks

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  • Method extension for safely type convert

    - by outcoldman
    Recently I read good Russian post with many interesting extensions methods after then I remembered that I too have one good extension method “Safely type convert”. Idea of this method I got at last job. We often write code like this: int intValue; if (obj == null || !int.TryParse(obj.ToString(), out intValue)) intValue = 0; This is method how to safely parse object to int. Of course will be good if we will create some unify method for safely casting. I found that better way is to create extension methods and use them then follows: int i; i = "1".To<int>(); // i == 1 i = "1a".To<int>(); // i == 0 (default value of int) i = "1a".To(10); // i == 10 (set as default value 10) i = "1".To(10); // i == 1 // ********** Nullable sample ************** int? j; j = "1".To<int?>(); // j == 1 j = "1a".To<int?>(); // j == null j = "1a".To<int?>(10); // j == 10 j = "1".To<int?>(10); // j == 1 Read more... (redirect to http://outcoldman.ru)

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  • Why do my LWJGL fonts have dots and lines around them?

    - by Jordan
    When we render fonts there are weird dots and lines around the text. I have no idea why this would happen. Here is an image of what it looks like: Our font class looks like this: package me.NJ.ComputerTycoon.Font; import me.NJ.ComputerTycoon.BaseObjects.UDim2; import org.lwjgl.opengl.Display; import org.newdawn.slick.Color; import org.newdawn.slick.TrueTypeFont; public class Font { public TrueTypeFont font; private int fontSize = 18; private String fontName = "Calibri"; private int fontStyle = java.awt.Font.BOLD; public Font(String fontName, int fontStyle, int fontSize) { font = new TrueTypeFont(new java.awt.Font(fontName, fontStyle, fontSize), true); //font. } public Font(int fontStyle, int fontSize) { font = new TrueTypeFont(new java.awt.Font(fontName, fontStyle, fontSize), true); } public Font(int fontSize) { font = new TrueTypeFont(new java.awt.Font(fontName, fontStyle, fontSize), true); } public Font() { font = new TrueTypeFont(new java.awt.Font(fontName, fontStyle, fontSize), true); } public void drawString(int x, int y, String s, Color color){ this.font.drawString(x, y, s, color); } public void drawString(int x, int y, String s){ this.font.drawString(x, y, s); } public void drawString(float x, float y, String s, Color color){ this.font.drawString(x, y, s, color); } public void drawString(float x, float y, String s){ this.font.drawString(x, y, s); } public void drawString(UDim2 udim, String s){ this.font.drawString((Display.getWidth() * udim.getX().getScale()) + udim.getX().getOffset(), (Display.getHeight() * udim.getY().getScale()) + udim.getY().getOffset(), s); } public String getFontName(){ return this.fontName; } public int getFontSize(){ return this.fontSize; } public TrueTypeFont getFont(){ return this.font; } } What could be causing this?

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  • This code is of chess game. What is represented by 'DISTANCE' in code? [closed]

    - by rajeshverma423
    package chess; public class Evaluate { public static final int PIECE_KING = 0; public static final int PIECE_QUEEN = 1; public static final int PIECE_ROOK = 2; public static final int PIECE_BISHOP = 3; public static final int PIECE_KNIGHT = 4; public static final int PIECE_PAWN = 5; public static final int FULL_BIT_RANK = 4080; public static final int LAZY_MARGIN = 100; public static final int ISOLATED_PENALTY = 10; public static final int DOUBLE_PENALTY = 4; public static final int[] PIECE_VALUE = { 0, 9, 5, 3, 3, 1 }; public static final int[] PASS_PAWN = { 0, 35, 30, 20, 10, 5 }; public static final byte[] DISTANCE = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 5, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 5, 4, 5, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 5, 4, 3, 4, 5, 6, 7, 0, 0, 0, 0, 0, 0, 7, 6, 5, 4, 3, 2, 3, 4, 5, 6, 7, 0, 0, 0, 0, 7, 6, 5, 4, 3, 2, 1, 2, 3, 4, 5, 6, 7, 0, 0, 7, 6, 5, 4, 3, 2, 1, 0, 1, 2, 3, 4, 5, 6, 7, 0, 0, 7, 6, 5, 4, 3, 2, 1, 2, 3, 4, 5, 6, 7, 0, 0, 0, 0, 7, 6, 5, 4, 3, 2, 3, 4, 5, 6, 7, 0, 0, 0, 0, 0, 0, 7, 6, 5, 4, 3, 4, 5, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 5, 4, 5, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 5, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7 };

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  • When and why you should use void (instead of i.e. bool/int)

    - by Jonas
    I occasionally run into methods where a developer chose to return something which isn't critical to the function. I mean, when looking at the code, it apparently works just as nice as a void and after a moment of thought, I ask "Why?" Does this sound familiar? Sometimes I would agree that most often it is better to return something like a bool or int, rather then just do a void. I'm not sure though, in the big picture, about the pros and cons. Depending on situation, returning an int can make the caller aware of the amount of rows or objects affected by the method (e.g., 5 records saved to MSSQL). If a method like "InsertSomething" returns a boolean, I can have the method designed to return true if success, else false. The caller can choose to act or not on that information. On the other hand, May it lead to a less clear purpose of a method call? Bad coding often forces me to double-check the method content. If it returns something, it tells you that the method is of a type you have to do something with the returned result. Another issue would be, if the method implementation is unknown to you, what did the developer decide to return that isn't function critical? Of course you can comment it. The return value has to be processed, when the processing could be ended at the closing bracket of method. What happens under the hood? Did the called method get false because of a thrown error? Or did it return false due to the evaluated result? What are your experiences with this? How would you act on this?

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  • Most efficient way to handle coordinate maps in Java

    - by glowcoder
    I have a rectangular tile-based layout. It's your typical Cartesian system. I would like to have a single class that handles two lookup styles Get me the set of players at position X,Y Get me the position of player with key K My current implementation is this: class CoordinateMap<V> { Map<Long,Set<V>> coords2value; Map<V,Long> value2coords; // convert (int x, int y) to long key - this is tested, works for all values -1bil to +1bil // My map will NOT require more than 1 bil tiles from the origin :) private Long keyFor(int x, int y) { int kx = x + 1000000000; int ky = y + 1000000000; return (long)kx | (long)ky << 32; } // extract the x and y from the keys private int[] coordsFor(long k) { int x = (int)(k & 0xFFFFFFFF) - 1000000000; int y = (int)((k >>> 32) & 0xFFFFFFFF) - 1000000000; return new int[] { x,y }; } } From there, I proceed to have other methods that manipulate or access the two maps accordingly. My question is... is there a better way to do this? Sure, I've tested my class and it works fine. And sure, something inside tells me if I want to reference the data by two different keys, I need two different maps. But I can also bet I'm not the first to run into this scenario. Thanks!

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  • LWJGL Java 2D collision when lagging

    - by user1990950
    I'm using a tile based collision, but when the game is lagging (the lag isn't the problem) the collision fails and the player falls through tiles. This is the movement/collision detection code of my Player class: gravity.y = gspeed; speed.y+=gravity.y; position.set(position.x + direction.x * speed.x * deltaSeconds, position.y + direction.y * speed.y * deltaSeconds); for (int i = (int) Math.round(position.x / 32) - 2 * t; i < (int) Math.round(position.x / 32) + 3 * t; i++) { for (int j = (int) Math.round(position.y / 32); j < (int) Math.round((position.y + height + 64) / 32); j++) { checkCollision(i, j, deltaSeconds); } } public void checkCollision(int i, int j, float deltaSeconds) { bbox.setBounds((int) position.x, (int) position.y, (int) width, (int) height); Tile t = null; t = Map.getTile(i, j); if (t != null) { if (t.isSolid()) { if (t.getTop().intersects(bbox)) { if (position.y + height < t.y * 32 + 32) { if (speed.y >= 0) { position.y = t.y * 32 - height; speed.y = 0; gravity.y = 0; jumpState = 0; } } } if (t.getBottom().intersects(bbox)) { if (position.y < t.y * 32 + 32) { position.y = t.y * 32 + 32; speed.y = 0; } } else { if (t.getLeft().intersects(bbox)) { if (position.x + width > t.x * 32) { position.x = t.x * 32 - width; speed.x = 0; } } if (t.getRight().intersects(bbox)) { if (position.x < t.x * 32 + 32) { position.x = t.x * 32 + 32; speed.x = 0; } } } } } } Is it possible to fix my code, if yes how? Or is it possible to tell if the game is lagging?

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  • Project Euler Problem 14

    - by MarkPearl
    The Problem The following iterative sequence is defined for the set of positive integers: n n/2 (n is even) n 3n + 1 (n is odd) Using the rule above and starting with 13, we generate the following sequence: 13 40 20 10 5 16 8 4 2 1 It can be seen that this sequence (starting at 13 and finishing at 1) contains 10 terms. Although it has not been proved yet (Collatz Problem), it is thought that all starting numbers finish at 1. Which starting number, under one million, produces the longest chain? NOTE: Once the chain starts the terms are allowed to go above one million. The Solution   public static long NextResultOdd(long n) { return (3 * n) + 1; } public static long NextResultEven(long n) { return n / 2; } public static long TraverseSequence(long n) { long x = n; long count = 1; while (x > 1) { if (x % 2 == 0) x = NextResultEven(x); else x = NextResultOdd(x); count++; } return count; } static void Main(string[] args) { long largest = 0; long pos = 0; for (long i = 1000000; i > 1; i--) { long temp = TraverseSequence(i); if (temp > largest) { largest = temp; pos = i; } } Console.WriteLine("{0} - {1}", pos, largest); Console.ReadLine(); }

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  • problem in start up my RMI server(under ISP) so that it can recieve remote calls over Internet.--Jav

    - by Lokesh Kumar
    i m creating a Client/Server application in which my server and client can be on the same or on different machines but both are under ISP. My RMI programs:- -Remote Intreface:- //Calculator.java public interface Calculator extends java.rmi.Remote { public long add(long a, long b) throws java.rmi.RemoteException; public long sub(long a, long b) throws java.rmi.RemoteException; public long mul(long a, long b) throws java.rmi.RemoteException; public long div(long a, long b) throws java.rmi.RemoteException; } Remote Interface Implementation:- //CalculatorImpl.java public class CalculatorImpl extends java.rmi.server.UnicastRemoteObject implements Calculator { public CalculatorImpl() throws java.rmi.RemoteException { super(); } public long add(long a, long b) throws java.rmi.RemoteException { return a + b; } public long sub(long a, long b) throws java.rmi.RemoteException { return a - b; } public long mul(long a, long b) throws java.rmi.RemoteException { return a * b; } public long div(long a, long b) throws java.rmi.RemoteException { return a / b; } } Server:- //CalculatorServer.java import java.rmi.Naming; import java.rmi.server.RemoteServer; public class CalculatorServer { public CalculatorServer() { try { Calculator c = new CalculatorImpl(); Naming.rebind("rmi://"+args[0]+":1099/CalculatorService", c); } catch (Exception e) { System.out.println("Trouble: " + e); } } public static void main(String args[]) { new CalculatorServer(); } } Client:- //CalculatorClient.java import java.rmi.Naming; import java.rmi.RemoteException; import java.net.MalformedURLException; import java.rmi.NotBoundException; public class CalculatorClient { public static void main(String[] args) { try { Calculator c = (Calculator)Naming.lookup("rmi://"+args[0]+"/CalculatorService"); System.out.println( c.sub(4, 3) ); System.out.println( c.add(4, 5) ); System.out.println( c.mul(3, 6) ); System.out.println( c.div(9, 3) ); } catch (MalformedURLException murle) { System.out.println(); System.out.println("MalformedURLException"); System.out.println(murle); } catch (RemoteException re) { System.out.println(); System.out.println("RemoteException"); System.out.println(re); } catch (NotBoundException nbe) { System.out.println(); System.out.println("NotBoundException"); System.out.println(nbe); } catch (java.lang.ArithmeticException ae) { System.out.println(); System.out.println("java.lang.ArithmeticException"); System.out.println(ae); } } } when both Server and client programs are on same machine:- i start my server program by passing my router static IP address:-192.168.1.35 in args[0] and my server starts...fine. and by passing the same Static IP address in my Client's args[0] also works fine. but:- when both Server and client programs are on different machines:- now,i m trying to start my Server Program by passing it's public IP address:59.178.198.247 in args[0] so that it can recieve call over internet. but i am unable to start it. and the following exception occurs:- Trouble: java.rmi.ConnectException: Connection refused to host: 59.178.198.247; nested exception is: java.net.ConnectException: Connection refused: connect i think it is due to NAT Problem because i am under ISP. so,my problem is that how can i start my RMI Server under ISP so that it can recieve remote calls from internet????

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  • Radix sort in java help

    - by endif
    Hi i need some help to improve my code. I am trying to use Radixsort to sort array of 10 numbers (for example) in increasing order. When i run the program with array of size 10 and put 10 random int numbers in like 70 309 450 279 799 192 586 609 54 657 i get this out: 450 309 192 279 54 192 586 657 54 609 Don´t see where my error is in the code. class IntQueue { static class Hlekkur { int tala; Hlekkur naest; } Hlekkur fyrsti; Hlekkur sidasti; int n; public IntQueue() { fyrsti = sidasti = null; } // First number in queue. public int first() { return fyrsti.tala; } public int get() { int res = fyrsti.tala; n--; if( fyrsti == sidasti ) fyrsti = sidasti = null; else fyrsti = fyrsti.naest; return res; } public void put( int i ) { Hlekkur nyr = new Hlekkur(); n++; nyr.tala = i; if( sidasti==null ) f yrsti = sidasti = nyr; else { sidasti.naest = nyr; sidasti = nyr; } } public int count() { return n; } public static void radixSort(int [] q, int n, int d){ IntQueue [] queue = new IntQueue[n]; for (int k = 0; k < n; k++){ queue[k] = new IntQueue(); } for (int i = d-1; i >=0; i--){ for (int j = 0; j < n; j++){ while(queue[j].count() != 0) { queue[j].get(); } } for (int index = 0; index < n; index++){ // trying to look at one of three digit to sort after. int v=1; int digit = (q[index]/v)%10; v*=10; queue[digit].put(q[index]); } for (int p = 0; p < n; p++){ while(queue[p].count() != 0) { q[p] = (queue[p].get()); } } } } } I am also thinking can I let the function take one queue as an argument and on return that queue is in increasing order? If so how? Please help. Sorry if my english is bad not so good in it. Please let know if you need more details. import java.util.Random; public class RadTest extends IntQueue { public static void main(String[] args) { int [] q = new int[10]; Random r = new Random(); int t = 0; int size = 10; while(t != size) { q[t] = (r.nextInt(1000)); t++; } for(int i = 0; i!= size; i++) { System.out.println(q[i]); } System.out.println("Radad: \n"); radixSort(q,size,3); for(int i = 0; i!= size; i++) { System.out.println(q[i]); } } } Hope this is what you were talking about...

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  • Why does this Quicksort work?

    - by IVlad
    I find this Quicksort partitioning approach confusing and wrong, yet it seems to work. I am referring to this pseudocode. Note: they also have a C implementation at the end of the article, but it's very different from their pseudocode, so I don't care about that. I have also written it in C like this, trying to stay true to the pseudocode as much as possible, even if that means doing some weird C stuff: #include <stdio.h> int partition(int a[], int p, int r) { int x = a[p]; int i = p - 1; int j = r + 1; while (1) { do j = j - 1; while (!(a[j] <= x)); do i = i + 1; while (!(a[i] >= x)); if (i < j) { int t = a[i]; a[i] = a[j]; a[j] = t; } else { for (i = 1; i <= a[0]; ++i) printf("%d ", a[i]); printf("- %d\n", j); return j; } } } int main() { int a[100] = //{8, 6,10,13,15,8,3,2,12}; {7, 7, 6, 2, 3, 8, 4, 1}; partition(a, 1, a[0]); return 0; } If you run this, you'll get the following output: 1 6 2 3 4 8 7 - 5 However, this is wrong, isn't it? Clearly a[5] does not have all the values before it lower than it, since a[2] = 6 > a[5] = 4. Not to mention that 7 is supposed to be the pivot (the initial a[p]) and yet its position is both incorrect and lost. The following partition algorithm is taken from wikipedia: int partition2(int a[], int p, int r) { int x = a[r]; int store = p; for (int i = p; i < r; ++i) { if (a[i] <= x) { int t = a[i]; a[i] = a[store]; a[store] = t; ++store; } } int t = a[r]; a[r] = a[store]; a[store] = t; for (int i = 1; i <= a[0]; ++i) printf("%d ", a[i]); printf("- %d\n", store); return store; } And produces this output: 1 6 2 3 8 4 7 - 1 Which is a correct result in my opinion: the pivot (a[r] = a[7]) has reached its final position. However, if I use the initial partitioning function in the following algorithm: void Quicksort(int a[], int p, int r) { if (p < r) { int q = partition(a, p, r); // initial partitioning function Quicksort(a, p, q); Quicksort(a, q + 1, r); // I'm pretty sure q + r was a typo, it doesn't work with q + r. } } ... it seems to be a correct sorting algorithm. I tested it out on a lot of random inputs, including all 0-1 arrays of length 20. I have also tried using this partition function for a selection algorithm, in which it failed to produce correct results. It seems to work and it's even very fast as part of the quicksort algorithm however. So my questions are: Can anyone post an example on which the algorithm DOESN'T work? If not, why does it work, since the partitioning part seems to be wrong? Is this another partitioning approach that I don't know about?

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  • How to implement rank structure

    - by Luke101
    What is the best way to implement a rank system: here is the code i will use public class MyRank { private int LevelOneMaxPoints = 100; private int LevelTwoMinPoints = 200; private int LevelTwoMaxPoints = 299; private int LevelThreeMinPoints = 300; private int LevelThreeMaxPoints = 399; private int LevelFourMinPoints = 400; private int LevelFourMaxPoints = 599; private int LevelFourPlusMinPoints = 600; private int LevelFourPlusMaxPoints = 999; private int LevelFiveMinPoints = 1000; private int LevelFiveMaxPoints = 1299; private int LevelSixMinPoints = 1300; private int LevelSixMaxPoints = 2699; private int LevelSevenMinPoints = 2700; private int LevelSevenMaxPoints = 3999; private int LevelEightMinPoints = 4000; private int LevelEightMaxPoints = 5499; private int LevelEightPlusMinPoints = 5500; private int LevelEightPlusMaxPoints = 7499; private int LevelNineMinPoints = 7500; private int LevelNineMaxPoints = 9999; private int LevelTenMinPoints = 10000; private string LevelOneName = "Private"; private string LevelTwoName = "PV2"; private string LevelThreeName = "Private Fist Class"; private string LevelFourName = "Specialist"; private string LevelFourPlusName = "Corporal"; private string LevelFiveName = "Sergeant"; //private string LevelSixName = "Staff Sergeant"; private string LevelSevenName = "Sergeant First Class"; private string LevelEightName = "Master Sergeant"; private string LevelEightPlusName = "First Sergeant"; private string LevelNineName = "Sergeant Major"; //private string LevelTenName = "Sergeant Major of the Answers"; private int points = 0; public string RankName { get; private set; } public MyRank(int points) { this.points = points; RankName = GetRankName(); } private string GetRankName() { if (points >= Int32.MinValue && points <= LevelOneMaxPoints) return LevelOneName; else if (points >= LevelTwoMinPoints && points <= LevelTwoMaxPoints) return LevelTwoName; else if (points >= LevelThreeMinPoints && points <= LevelThreeMaxPoints) return LevelThreeName; else if (points >= LevelFourMinPoints && points <= LevelFourMaxPoints) return LevelFourName; else if (points >= LevelFourPlusMinPoints && points <= LevelFourPlusMaxPoints) return LevelFourPlusName; else if (points >= LevelFiveMinPoints && points <= LevelFiveMaxPoints) return LevelFiveName; else if (points >= LevelSixMinPoints && points <= LevelSixMaxPoints) return LevelFiveName; else if (points >= LevelSevenMinPoints && points <= LevelSevenMaxPoints) return LevelSevenName; else if (points >= LevelEightMinPoints && points <= LevelEightMaxPoints) return LevelEightName; else if (points >= LevelEightPlusMinPoints && points <= LevelEightPlusMaxPoints) return LevelEightPlusName; else if (points >= LevelNineMinPoints && points <= LevelNineMaxPoints) return LevelNineName; else if (points >= LevelNineMinPoints && points <= LevelNineMaxPoints) return LevelNineName; else if (points >= LevelTenMinPoints) return LevelFourName; else return "No Rank"; } } Do you think this is the most efficient way to do this?

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  • Reversing a number in c++

    - by Marcel Bujnowski
    I created a program to show the sum and show the reversed number a person has typed. The sum function works but the revers function is not. Can anyone give me any tips on how to fix it. I created a program to show the sum and show the reversed number a person has typed. The sum function works but the revers function is not. Can anyone give me any tips on how to fix it. #include<iostream> #include<iomanip> using namespace std; void printSum(int n, bool reverse); int sm(int n); int reverseInt(int n); void printAddTable(int n); int main() { int reverse; int sum=0; int n; cout<<"Enter N value:"<<endl; cin>>n; if(n>0) { reverse = true; printSum( n, reverse); // calls the printSum Method } else { //cout<<"enter positive Number only:"<<endl; } sum = sm(n); //err // calls the sum Method reverse = reverseInt(n); // calls the reverseInt Method cout<<"The reverse value is:"<<reverse; printAddTable(n); // calls the printAddTable Method //getch() } //end of main() void printSum(int n, bool reverse) { int sum=0; // print sum of reverse numbers for(int i=n; i>=1; i--) { sum=sum+i; cout<<i<< " "<<"+"<<" "; } cout<<sum; } int sm(int n) {int sum =0; for(int i=1; i<=n; i++) { sum = sum + i ; cout << endl; cout<<i<<" "<<"+"<<" "<<endl; // print n positive integers cout << endl; } cout<< "Are " <<n<< " positive integers"<<endl; cout<< "Sum is "<<sum <<endl; return sum; } int reverseInt(int n) { int reminder=0; int sum =0; while(n<=0) { reminder = n/10; sum = (sum * 10) + reminder; // it returns the reverse number n = n % 10; } return sum; } void printAddTable(int n) { for(int i=1; i<=n; i++) { cout<<i<<endl; for(int j=1; j<=n; j++) // print n X n add table { cout<<i+j<<endl; } } } {

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  • Moq a function with 5+ parameters and access invocation arguments.

    - by beerncircus
    I have a function I want to Moq. The problem is that it takes 5 parameters. The framework only contains Action<T1,T2,T3,T4> and Moq's generic CallBack() only overloads Action and the four generic versions. Is there an elegant workaround for this? This is what I want to do: public class Filter : IFilter { public int Filter(int i1, int i2, int i3, int i4, int i5){return 0;} } //Moq code: var mocker = new Mock<IFilter>(); mocker.Setup(x => x.Filter( It.IsAny<int>(), It.IsAny<int>(), It.IsAny<int>(), It.IsAny<int>(), It.IsAny<int>(), It.IsAny<int>()) .Callback ( (int i1, int i2, int i3, int i4, int i5) => i1 * 2 ); Moq doesn't allow this because there is no generic Action that takes 5+ parameters. I've resorted to making my own stub. Obviously, it would be better to use Moq with all of its verifications, etc.

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  • How is conversion of float/double to int handled in printf?

    - by Sandip
    Consider this program int main() { float f = 11.22; double d = 44.55; int i,j; i = f; //cast float to int j = d; //cast double to int printf("i = %d, j = %d, f = %d, d = %d", i,j,f,d); //This prints the following: // i = 11, j = 44, f = -536870912, d = 1076261027 return 0; } Can someone explain why the casting from double/float to int works correctly in the first case, and does not work when done in printf? This program was compiled on gcc-4.1.2 on 32-bit linux machine. EDIT: Zach's answer seems logical, i.e. use of format specifiers to figure out what to pop off the stack. However then consider this follow up question: int main() { char c = 'd'; // sizeof c is 1, however sizeof character literal // 'd' is equal to sizeof(int) in ANSI C printf("lit = %c, lit = %d , c = %c, c = %d", 'd', 'd', c, c); //this prints: lit = d, lit = 100 , c = d, c = 100 //how does printf here pop off the right number of bytes even when //the size represented by format specifiers doesn't actually match //the size of the passed arguments(char(1 byte) & char_literal(4 bytes)) return 0; } How does this work?

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  • Dll Import : Unable to find Entry Point "fnMultiply" in DLL "ImportDLL"

    - by user662285
    I am trying to use DLLImport for using Win32 dll method in C#. Win32 dll C++ // .h file #ifdef IMPORTDLL_EXPORTS #define IMPORTDLL_API __declspec(dllexport) #else #define IMPORTDLL_API __declspec(dllimport) #endif // This class is exported from the ImportDLL.dll class IMPORTDLL_API CImportDLL { public: CImportDLL(void); // TODO: add your methods here. int Add(int a , int b); }; extern IMPORTDLL_API int nImportDLL; IMPORTDLL_API int fnImportDLL(void); IMPORTDLL_API int fnMultiply(int a,int b); // .cpp file // ImportDLL.cpp : Defines the exported functions for the DLL application. // #include "stdafx.h" #include "ImportDLL.h" // This is an example of an exported variable IMPORTDLL_API int nImportDLL=0; // This is an example of an exported function. IMPORTDLL_API int fnImportDLL(void) { return 42; } IMPORTDLL_API int fnMultiply(int a , int b) { return (a*b); } Once i build this i get ImportDLL.dll Now i create Windows Application and add this dll in debug folder and try to use this method using DLLImport [DllImport("ImportDLL.dll")] public static extern int fnMultiply(int a, int b); And I try to call this in C# int a = fnMultiply(5, 6); // This line gives error Unable to find an entry point Can any body tell what i am missing? Thanks.

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  • question about LSD radix sort

    - by davit-datuashvili
    hello i have following code public class LSD{ public static int R=1<<8; public static int bytesword=4; public static void radixLSD(int a[],int l,int r){ int aux[]=new int[a.length]; for (int d=bytesword-1;d>=0;d--){ int i, j; int count[]=new int[R+1]; for ( j=0;j<R;j++) count[j]=0; for (i=l;i<=r;i++) count[digit(a[i],d)+1]++; for (j=1;j<R;j++) count[j]+=count[j-1]; for (i=l;i<=r;i++) aux[count[digit(a[i],d)]++]=a[i]; for (i=l;i<=r;i++) a[i]=aux[i-1]; } } public static void main(String[]args){ int a[]=new int[]{3,6,5,7,4,8,9}; radixLSD(a,0,a.length-1); for (int i=0;i<a.length;i++){ System.out.println(a[i]); } } public static int digit(int n,int d){ return (n>>d)&1; } } but it show me mistake java.lang.ArrayIndexOutOfBoundsException: -1 at LSD.radixLSD(LSD.java:19) at LSD.main(LSD.java:29) please help me

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  • What is the merit of the "function" type (not "pointer to function")

    - by anatolyg
    Reading the C++ Standard, i see that there are "function" types and "pointer to function" types: typedef int func(int); // function typedef int (*pfunc)(int); // pointer to function typedef func* pfunc; // same as above I have never seen the function types used outside of examples (or maybe i didn't recognize their usage?). Some examples: func increase, decrease; // declares two functions int increase(int), decrease(int); // same as above int increase(int x) {return x + 1;} // cannot use the typedef when defining functions int decrease(int x) {return x - 1;} // cannot use the typedef when defining functions struct mystruct { func add, subtract, multiply; // declares three member functions int member; }; int mystruct::add(int x) {return x + member;} // cannot use the typedef int mystruct::subtract(int x) {return x - member;} int main() { func k; // the syntax is correct but the variable k is useless! mystruct myobject; myobject.member = 4; cout << increase(5) << ' ' << decrease(5) << '\n'; // outputs 6 and 4 cout << myobject.add(5) << ' ' << myobject.subtract(5) << '\n'; // 9 and 1 } Seeing that the function types support syntax that doesn't appear in C (declaring member functions), i guess they are not just a part of C baggage that C++ has to support for backward compatibility. So is there any use for function types, other than demonstrating some funky syntax?

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  • Function pointers to member functions

    - by Jacob
    There are several duplicates of this but nobody explains why I can use a member variable to store the pointer (in FOO) but when I try it with a local variable (in the commented portion of BAR), it's illegal. Could anybody explain this? #include <iostream> using namespace std; class FOO { public: int (FOO::*fptr)(int a, int b); int add_stuff(int a, int b) { return a+b; } void call_adder(int a, int b) { fptr = &FOO::add_stuff; cout<<(this->*fptr)(a,b)<<endl; } }; class BAR { public: int add_stuff(int a, int b) { return a+b; } void call_adder(int a, int b) { //int (BAR::*fptr)(int a, int b); //fptr = &BAR::add_stuff; //cout<<(*fptr)(a,b)<<endl; } }; int main() { FOO test; test.call_adder(10,20); return 0; }

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  • select i th smallest element from array

    - by davit-datuashvili
    i have divide and conqurer method to find i th smalles element from array here is code public class rand_select{ public static int Rand_partition( int a[],int p,int q,int i){ //smallest in a[p..q] if ( p==q) return a[p]; int r=partition (a,p,q); int k=r-p+1; if (i==k) return a[r]; if (i<k){ return Rand_partition(a,p,r-1,i); } return Rand_partition(a,r-1,q,i-k); } public static void main(String[]args){ int a[]=new int []{6,10,13,15,8,3,2,12}; System.out.println(Rand_partition(a,0,a.length-1,7)); } public static int partition(int a[],int p,int q){ int m=a[0]; while ( p<q){ while (p<q && a[p++] <m){ p++; } while (q>p && a[q--]>m){ q--; } int t=a[p]; a[p]=a[q]; a[q]=t; } int k=0; for (int i=0;i<a.length;i++){ if ( a[i]==m){ k=i; } } return k; } } but here is problem java.lang.ArrayIndexOutOfBoundsException please help me

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