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  • Efficiency of manually written loops vs operator overloads (C++)

    - by Sagekilla
    Hi all, in the program I'm working on I have 3-element arrays, which I use as mathematical vectors for all intents and purposes. Through the course of writing my code, I was tempted to just roll my own Vector class with simple +, -, *, /, etc overloads so I can simplify statements like: for (int i = 0; i < 3; i++) r[i] = r1[i] - r2[i]; // becomes: r = r1 - r2; Which should be more or less identical in generated code. But when it comes to more complicated things, could this really impact my performance heavily? One example that I have in my code is this: Manually written version: for (int j = 0; j < 3; j++) { p.vel[j] = p.oldVel[j] + (p.oldAcc[j] + p.acc[j]) * dt2 + (p.oldJerk[j] - p.jerk[j]) * dt12; p.pos[j] = p.oldPos[j] + (p.oldVel[j] + p.vel[j]) * dt2 + (p.oldAcc[j] - p.acc[j]) * dt12; } Using a Vector class with operator overloads: p.vel = p.oldVel + (p.oldAcc + p.acc) * dt2 + (p.oldJerk - p.jerk) * dt12; p.pos = p.oldPos + (p.oldVel + p.vel) * dt2 + (p.oldAcc - p.acc) * dt12; I am compiling my code for maximum possible speed, as it's extremely important that this code runs quickly and calculates accurately. So will me relying on my Vector's for these sorts of things really affect me? For those curious, this is part of some numerical integration code which is not trivial to run in my program. Any insight would be appreciated, as would any idioms or tricks I'm unaware of.

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  • Looking for interesting formula

    - by Thinker
    I'm creating a game where players can make an alloy. To make it less predictable and more interesting, I thought that the durability and hardness of an alloy should not be calculated by a simple formula, because it will be extremely easy to find extrema, where alloy have best statistics. So the questions is, is there any formula for a function where extrema can be found only by investigating all points? Input values will be in percents: 0.0%-100.0%. I think it should look like this: half sound wave

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  • XNA Track rotated pixel positions

    - by jonny adams
    Hi, Im making a game in xna where a tank has to move over a landscape. I need to be able find the bottom of the tank when it is rotated so I can make it move up and down as the player goes over the landscape. for example if i have a sprite at with its top left corner at 400,300 and i rotate it around its center by 45 degrees around its center, how do i find the new locations of the bottom track. Thanks

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  • Least common multiple for 3 or more numbers

    - by paan
    How do you calculate the least common multiple of multiple numbers? So far I've only been able to calculate it between two numbers. But have no idea how to expand it to calculate 3 or more numbers. So far this is how I did it LCM = num1 * num2 / gcd ( num1 , num2 ) With gcd is the function to calculate the greatest common divisor for the numbers. Using euclidean algorithm But I can't figure out how to calculate it for 3 or more numbers.

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  • C - How to implement Set data structure?

    - by psihodelia
    Is there any tricky way to implement a set data structure (a collection of unique values) in C? All elements in a set will be of the same type and there is a huge RAM memory. As I know, for integers it can be done really fast'N'easy using value-indexed arrays. But I'd like to have a very general Set data type. And it would be nice if a set could include itself.

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  • summing functions handles in matlab

    - by user552231
    Hi I am trying to sum two function handles, but it doesn't work. for example: y1=@(x)(x*x); y2=@(x)(x*x+3*x); y3=y1+y2 The error I receive is "??? Undefined function or method 'plus' for input arguments of type 'function_handle'." This is just a small example, in reality I actually need to iteratively sum about 500 functions that are dependent on each other. EDIT The solution by Clement J. indeed works but I couldn't manage to generalize this into a loop and ran into a problem. I have the function s=@(x,y,z)((1-exp(-x*y)-z)*exp(-x*y)); And I have a vector v that contains 536 data points and another vector w that also contains 536 data points. My goal is to sum up s(v(i),y,w(i)) for i=1...536 Thus getting one function in the variable y which is the sum of 536 functions. The syntax I tried in order to do this is: sum=@(y)(s(v(1),y,z2(1))); for i=2:536 sum=@(y)(sum+s(v(i),y,z2(i))) end

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  • How to create pulsating value from 0..1..0..1..0 etc for a given duration?

    - by pollux
    Hi I'm working on some code where I have a Time object with a member time. Time.time gives me the time since my application started in seconds (float value). Now I want to create a pulsating value between 0 and 1 and then from 1 to 0 again, which continues doing thins untill the application stops. I was thinking to use sin() but don't know what to pass to it as paramters to create this pulsing value. How would I create this pulsating value? Kind regards, Pollux

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  • How are a session identifiers generated?

    - by Asaf R
    Most web applications depend on some kind of session with the user (for instance, to retain login status). The session id is kept as a cookie in the user's browser and sent with every request. To make it hard to guess the next user's session these session-ids need to be sparse and somewhat random. The also have to be unique. The question is - how to efficiently generate session ids that are sparse and unique? This question has a good answer for unique random numbers, but it seems not scalable for a large range of numbers, simply because the array will end up taking a lot of memory.

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  • Interesting task using random numbers only

    - by psihodelia
    Given any number of the random real numbers from the interval [0,1] is there exist any method to construct a floating point number with zero decimal part? Your algorithm can use only random() function calls and no variables or constants. No constants and variables are allowed, no type casting is allowed. You can use for/while, if/else or any other programming language operands.

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  • Recursion problem in algorithm

    - by Marthin
    I'm not sure if this is the right place to post this, but the problem actually belongs to a programming assignment. Solve the recursion: T(0) = 2; T(n) = T(n-1) + 2; Solution: T(n) = 2(n+1) Could someone please show me how they got to that solution?

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  • Can someone explain how this works?

    - by Dan Howard
    Key in the first three digits of your phone number (NOT the Area code...) Multiply by 80 Add 1 Multiply by 250 Add to this the last 4 digits of your phone number Add to this the last 4 digits of your phone number again. Subtract 250 Divide number by 2 Do you recognize the answer??

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  • Counting point size based on chart area during zooming/unzoomin

    - by Gacek
    Hi folks. I heave a quite simple task. I know (I suppose) it should be easy, but from the reasons I cannot understand, I try to solve it since 2 days and I don't know where I'm making the mistake. So, the problem is as follows: - we have a chart with some points - The chart starts with some known area and points have known size - we would like to "emulate" the zooming effect. So when we zoom to some part of the chart, the size of points is getting proportionally bigger. In other words, the smaller part of the chart we select, the bigger the point should get. So, we have something like that. We know this two parameters: initialArea; // Initial area - area of the whole chart, counted as width*height initialSize; // initial size of the points Now lets assume we are handling some kind of OnZoom event. We selected some part of the chart and would like to count the current size of the points float CountSizeOnZoom() { float currentArea = CountArea(...); // the area is counted for us. float currentSize = initialSize * initialArea / currentArea; return currentSize; } And it works. But the rate of change is too fast. In other words, the points are getting really big too soon. So I would like the currentSize to be invertly proportional to currentArea, but with some scaling coefficient. So I created the second function: float CountSizeOnZoom() { float currentArea = CountArea(...); % the area is counted for us. // Lets assume we want the size of points to change ten times slower, than area of the chart changed. float currentSize = initialSize + 0.1f* initialSize * ((initialArea / currentArea) -1); return currentSize; } Lets do some calculations in mind. if currentArea is smaller than initialArea, initialArea/currentArea > 1 and then we add "something" small and postive to initialSize. Checked, it works. Lets check what happens if we would un-zoom. currentArea will be equal to initialArea, so we would have 0 at the right side (1-1), so new size should be equal to initialSize. Right? Yeah. So lets check it... and it doesn't work. My question is: where is the mistake? Or maybe you have any ideas how to count this scaled size depending on current area in some other way?

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  • How to get colliding effect or bouncy when ball hits the track.

    - by Chandan Shetty SP
    I am using below formula to move the ball circular, where accelX and accelY are the values from accelerometer, it is working fine. But the problem in this code is mRadius (I fixed its value to 50), i need to change mRadius according to accelerometer values and also i need bouncing effect when it touches the track. Currently i am developing code by assuming only one ball is on the board. float degrees = -atan2(accelX, accelY) * 180 / 3.14159; int x = cCentrePoint.x + mRadius * cos(degreesToRadians(degrees)); int y = cCentrePoint.y + mRadius * sin(degreesToRadians(degrees)); Here is the snap of the game i want to develop: Updated: I am sending the updated code... mRadius = 5; mRange = NSMakeRange(0,60); -(void) updateBall: (UIAccelerationValue) accelX withY:(UIAccelerationValue)accelY { float degrees = -atan2(accelX, accelY) * 180 / 3.14159; int x = cCentrePoint.x + mRadius * cos(degreesToRadians(degrees)); int y = cCentrePoint.y + mRadius * sin(degreesToRadians(degrees)); //self.targetRect is rect of ball Object self.targetRect = CGRectMake(newX, newY, 8, 9); self.currentRect = self.targetRect; //http://books.google.co.in/books?id=WV9glgdrrrUC&pg=PA455#v=onepage&q=&f=false static NSDate *lastDrawTime; if(lastDrawTime!=nil) { NSTimeInterval secondsSinceLastDraw = -([lastDrawTime timeIntervalSinceNow]); ballXVelocity = ballXVelocity + (accelX * secondsSinceLastDraw) * [self isTouchedTrack:mRadius andRange:mRange]; ballYVelocity = ballYVelocity + -(accelY * secondsSinceLastDraw) * [self isTouchedTrack:mRadius andRange:mRange]; distXTravelled = distXTravelled + secondsSinceLastDraw * ballXVelocity * 50; distYTravelled = distYTravelled + secondsSinceLastDraw * ballYVelocity * 50; CGRect temp = self.targetRect; temp.origin.x += distXTravelled; temp.origin.y += distYTravelled; int radius = (temp.origin.x - cCentrePoint.x) / cos(degreesToRadians(degrees)); if( !NSLocationInRange(abs(radius),mRange)) { //Colided with the tracks...Need a better logic here ballXVelocity = -ballXVelocity; } else { // Need a better logic here self.targetRect = temp; } //NSLog(@"angle = %f",degrees); } [lastDrawTime release]; lastDrawTime = [ [NSDate alloc] init]; } In the above code i have initialized mRadius and mRange(indicate track) to some constant for testing, i am not getting the moving of the ball as i expected( bouncing effect when Collided with track ) with respect to accelerometer. Help me to recognize where i went wrong or send some code snippets or links which does the similar job. I am searching for better logic than my code, if you found share with me.

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  • Fast, Vectorizable method of taking floating point number modulus of special primes?

    - by caffiend
    Is there a fast method for taking the modulus of a floating point number? With integers, there are tricks for Mersenne primes, so that its possible to calculate y = x MOD 2^31 without needing division. Can any similar tricks be applied for floating point numbers? Preferably, in a way that can be converted into vector/SIMD operations, or moved into GPGPU code. The primes I'm interested in would be 2^7 and 2^31, although if there are more efficient ones for floating point numbers, those would be welcome.

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  • analyzing hashes

    - by calccrypto
    Is anyone willing to devote some time to helping me analyze a (hopefully cryptographically secure) hash? I honestly have no idea what im doing, so i need someone to show me how to, to teach me. almost all of the stuff ive found online have been really long, tedious, and vague the code is in python because for some reason i dont know c/c++. all i know about the hash: 1. there are no collisions (so far) and 2. differences between two similar inputs results in wildly different differences and please dont tell me that if i dont know what im doing, i shouldnt be doing it.

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  • How to find the largest square in the number (Java)

    - by Ypsilon IV
    Hello everyone, I want to find the largest square in the number, but I am stuck at some point. I would really appreciate some suggestions. This is what I've done so far: I take the number on the input, factorize into prime numbers, and put the sequence of prime numbers to ArrayList. Numbers are sorted, in a sense, thus the numbers in the sequence are increasing. For example, 996 is 2 2 3 83 1000 is 2 2 2 5 5 5 100000 is 2 2 2 2 2 5 5 5 5 5 My idea now is to count number of occurrences of each elements in the sequence, so if the number of occurrences is divisible by two, then this is the square. In this way, I can get another sequence, where the right most element divisible by two is the largest square. What is the most efficient way to count occurrences in the ArrayList? Or is there any better way to find the largest square? Many thanks in advance!

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