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  • Confusion Matrix with number of classified/misclassified instances on it (Python/Matplotlib)

    - by Pinkie
    I am plotting a confusion matrix with matplotlib with the following code: from numpy import * import matplotlib.pyplot as plt from pylab import * conf_arr = [[33,2,0,0,0,0,0,0,0,1,3], [3,31,0,0,0,0,0,0,0,0,0], [0,4,41,0,0,0,0,0,0,0,1], [0,1,0,30,0,6,0,0,0,0,1], [0,0,0,0,38,10,0,0,0,0,0], [0,0,0,3,1,39,0,0,0,0,4], [0,2,2,0,4,1,31,0,0,0,2], [0,1,0,0,0,0,0,36,0,2,0], [0,0,0,0,0,0,1,5,37,5,1], [3,0,0,0,0,0,0,0,0,39,0], [0,0,0,0,0,0,0,0,0,0,38] ] norm_conf = [] for i in conf_arr: a = 0 tmp_arr = [] a = sum(i,0) for j in i: tmp_arr.append(float(j)/float(a)) norm_conf.append(tmp_arr) plt.clf() fig = plt.figure() ax = fig.add_subplot(111) res = ax.imshow(array(norm_conf), cmap=cm.jet, interpolation='nearest') cb = fig.colorbar(res) savefig("confmat.png", format="png") But I want to the confusion matrix to show the numbers on it like this graphic (the right one): http://i48.tinypic.com/2e30kup.jpg How can I plot the conf_arr on the graphic?

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  • how to read specific number of floats from file in python?

    - by sahel
    I am reading a text file from the web. The file starts with some header lines containing the number of data points, followed the actual vertices (3 coordinates each). The file looks like: # comment HEADER TEXT POINTS 6 float 1.1 2.2 3.3 4.4 5.5 6.6 7.7 8.8 9.9 1.1 2.2 3.3 4.4 5.5 6.6 7.7 8.8 9.9 POLYGONS the line starting with the word POINTS contains the number of vertices (in this case we have 3 vertices per line, but that could change) This is how I am reading it right now: ur=urlopen("http://.../file.dat") j=0 contents = [] while 1: line = ur.readline() if not line: break else: line=line.lower() if 'points' in line : myline=line.strip() word=myline.split() node_number=int(word[1]) node_type=word[2] while 'polygons' not in line : line = ur.readline() line=line.lower() myline=line.split() i=0 while(i<len(myline)): contents[j]=float(myline[i]) i=i+1 j=j+1 How can I read a specified number of floats instead of reading line by line as strings and converting to floating numbers? Instead of ur.readline() I want to read the specified number of elements in the file Any suggestion is welcome..

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  • Novocaine - How to loop file playback? (iOS)

    - by lppier
    I'm using Novocaine by alexbw Novocaine for my audio project. I'm playing around with the example code here for file reading. The file plays back with no problem. I would like to loop this recording with the gap between the loops - any suggestion as to how I can do so? Thanks. Pier. // AUDIO FILE READING OHHH YEAHHHH // ======================================== NSArray *pathComponents = [NSArray arrayWithObjects: [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) lastObject], @"testrecording.wav", nil]; NSURL *inputFileURL = [NSURL fileURLWithPathComponents:pathComponents]; NSLog(@"URL: %@", inputFileURL); fileReader = [[AudioFileReader alloc] initWithAudioFileURL:inputFileURL samplingRate:audioManager.samplingRate numChannels:audioManager.numOutputChannels]; [fileReader play]; [fileReader setCurrentTime:0.0]; //float duration = fileReader.getDuration; [audioManager setOutputBlock:^(float *data, UInt32 numFrames, UInt32 numChannels) { [fileReader retrieveFreshAudio:data numFrames:numFrames numChannels:numChannels]; NSLog(@"Time: %f", [fileReader getCurrentTime]); }];

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  • Do I need to use decimal places when using floats? Is the "f" suffix necessary?

    - by Paulo Fierro
    I've seen several examples in books and around the web where they sometimes use decimal places when declaring float values even if they are whole numbers, and sometimes using an "f" suffix. Is this necessary? For example: [UIColor colorWithRed:0.8 green:0.914 blue:0.9 alpha:1.00]; How is this different from: [UIColor colorWithRed:0.8f green:0.914f blue:0.9f alpha:1.00f]; Does the trailing "f" mean anything special? Getting rid of the trailing zeros for the alpha value works too, so it becomes: [UIColor colorWithRed:0.8 green:0.914 blue:0.9 alpha:1]; So are the decimal zeros just there to remind myself and others that the value is a float? Just one of those things that has puzzled me so any clarification is welcome :)

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  • clear div clearing the page to the end in jquery ui tabs...

    - by Pradyut Bhattacharya
    I have set up a list using this css... #navlist li { list-style-type: none; padding: 7px; float: left; } I have shown the page using jquery ui with other div containers... the page here the page named friend.jsp?all=true Im using a clearing div... .clear { clear:left; overflow:hidden; height:1px; } Now when i use a clearing div i get the page like this... the clearing div is clearing up to the end of the page... but on the 1st tab, that is on the freinds tab, when i m not using a clearing div i get the tab pane with no height... Any help with setting up a css for ui tabs or with setting up the list without float:left thanks Pradyut

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  • Garbage Collector not doing its job. Memory Consumption = 1.5GB & OutOFMemory Exception.

    - by imageWorker
    I'm working with images (each of size = 5MB). The following code extract some information from each image that is present in the given directory. I'm getting out of memory exception. The size of the process is around (1.5GB). I don't know why garbage collector is not freeing memory. I even tried adding GC.Collect() as last line of foreach loop. Still I'm getting 'OutOFMemory' using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading; using System.IO; using System.Drawing; using System.Drawing.Imaging; namespace TrainSVM { class Program { static void Main(string[] args) { FileStream fs = new FileStream("dg.train",FileMode.OpenOrCreate,FileAccess.Write); StreamWriter sw = new StreamWriter(fs); String[] filePathArr = Directory.GetFiles("E:\\images\\"); foreach (string filePath in filePathArr) { if (filePath.Contains("lmn")) { sw.Write("1 "); Console.Write("1 "); } else { sw.Write("1 "); Console.Write("1 "); } Bitmap originalBMP = new Bitmap(filePath); /***********************/ Bitmap imageBody; ImageBody.ImageBody im = new ImageBody.ImageBody(originalBMP); imageBody = im.GetImageBody(-1); /* white coat */ Bitmap whiteCoatBitmap = Rgb2Hsi.Rgb2Hsi.GetHuePlane(imageBody); float WhiteCoatPixelPercentage = Rgb2Hsi.Rgb2Hsi.GetWhiteCoatPixelPercentage(whiteCoatBitmap); //Console.Write("whiteDone\t"); sw.Write("1:" + WhiteCoatPixelPercentage + " "); Console.Write("1:" + WhiteCoatPixelPercentage + " "); /******************/ Quaternion.Quaternion qtr = new Quaternion.Quaternion(-15); Bitmap yellowCoatBMP = qtr.processImage(imageBody); //yellowCoatBMP.Save("yellowCoat.bmp"); float yellowCoatPixelPercentage = qtr.GetYellowCoatPixelPercentage(yellowCoatBMP); //Console.Write("yellowCoatDone\t"); sw.Write("2:" + yellowCoatPixelPercentage + " "); Console.Write("2:" + yellowCoatPixelPercentage + " "); /**********************/ Bitmap balckPatchBitmap = BlackPatchDetection.BlackPatchDetector.MarkBlackPatches(imageBody); float BlackPatchPixelPercentage = BlackPatchDetection.BlackPatchDetector.BlackPatchPercentage; //Console.Write("balckPatchDone\n"); sw.Write("3:" + BlackPatchPixelPercentage + "\n"); Console.Write("3:" + BlackPatchPixelPercentage + "\n"); balckPatchBitmap.Dispose(); yellowCoatBMP.Dispose(); whiteCoatBitmap.Dispose(); originalBMP.Dispose(); sw.Flush(); } sw.Dispose(); fs.Dispose(); } } }

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  • Workaround for floats in DOMPDF

    - by alex
    DOMPDF does not support floats. However I am listing many tables, and they are mainly key & value pairs. I would like 2 of these tables to appear side by side. i.e. if I could use floats HTML <table id="stuff"> ... </table> <table id="other-stuff"> ... </table> CSS table#stuff { float: left; } table#other-stuff { float: right; } What sort of workaround can I do to support this? Or is it impossible?

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  • Div box not expanding on overflow

    - by Mirage
    I have the following html (not proper code but for understanding) <div id=content-wrap overflow-hidden> <div1 float-left overflow hidden> </div> <div2 float-right overflow hidden> </div> </div> Now when the content in div 1 is more, then it expands the main container but by div2 which is on the right is not expanding Is there any way so that div2 also expands with div1 without changing the html

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  • Detecting that the stack is full in C/C++

    - by Martin Kristiansen
    When writing C++ code I've learned that using the stack to store memory is a good idea. But recently I ran into a problem: I had an experiment that had code that looked like this: void fun(unsigned int N) { float data_1[N*N]; float data_2[N*N]; /* Do magic */ } The code exploted with a seqmentation fault at random, and I had no idea why. It turned out that problem was that I was trying to store things that were to big on my stack, is there a way of detecting this? Or at least detecting that it has gone wrong?

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  • adding a node to a linked list.

    - by sil3nt
    Hi there, ive been given the following code, And im just wondering, what does *&listpointer mean in the argument of the addnode function? struct Node { int accnumber; float balance; Node *next; }; Node *A, *B; int main() { A = NULL; B = NULL; AddNode(A, 123, 99.87); AddNode(B, 789, 52.64); } void AddNode(Node * & listpointer, int a, float b) { // add a new node to the FRONT of the list Node *temp; temp = new Node; temp->accnumber = a; temp->balance = b; temp->next = listpointer; listpointer = temp; }

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  • XNA 4.0 - What happens when the window is minimized?

    - by Conrad Clark
    Hello. I'm learning F#, and decided to try making simple XNA games for windows using F# (pure enthusiasm) , and got a window with some images showing up. Here's the code: (*Methods*) member self.DrawSprites() = _spriteBatch.Begin() for i = 0 to _list.Length-1 do let spentity = _list.List.ElementAt(i) _spriteBatch.Draw(spentity.ImageTexture,new Rectangle(100,100,(int)spentity.Width,(int)spentity.Height),Color.White) _spriteBatch.End() (*Overriding*) override self.Initialize() = ChangeGraphicsProfile() _graphicsDevice <- _graphics.GraphicsDevice _list.AddSprite(0,"NagatoYuki",992.0,990.0) base.Initialize() override self.LoadContent() = _spriteBatch <- new SpriteBatch(_graphicsDevice) base.LoadContent() override self.Draw(gameTime : GameTime) = base.Draw(gameTime) _graphics.GraphicsDevice.Clear(Color.CornflowerBlue) self.DrawSprites() And the AddSprite Method: member self.AddSprite(ID : int,imageTexture : string , width : float, height : float) = let texture = content.Load<Texture2D>(imageTexture) list <- list @ [new SpriteEntity(ID,list.Length, texture,Vector2.Zero,width,height)] The _list object has a ContentManager, here's the constructor: type SpriteList(_content : ContentManager byref) = let mutable content = _content let mutable list = [] But I can't minimize the window, since when it regains its focus, i get this error: ObjectDisposedException Cannot access a disposed object. Object name: 'GraphicsDevice'. What is happening?

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  • compare function for upper_bound / lower_bound

    - by Martin Beckett
    I want to find the first item in a sorted vector that has a field less than some value x. I need to supply a compare function that compares 'x' with the internal value in MyClass but I can't work out the function declaration. Can't I simply overload '<' but how do I do this when the args are '&MyClass' and 'float' ? float x; std::vector< MyClass >::iterator last = std::upper_bound(myClass.begin(),myClass.end(),x);

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  • Adding an overlay to Google maps with path taken

    - by user341652
    Hi, I am trying to write a class to track a person's location(s), and to draw the path they've taken on a MapView. This feature of the program is for the user to track their speed, distance, path, etc. while running/cycling (or whatever else) using their Android phone. This is my first Android application, and I am not sure how to do the Overlay object for the MapView. I also wanted to see if anyone had opinions on the GPS-Tracking part I have written (if it would work, if there is a better way of doing it, code examples would be helpful). I currently have this for my GPSTrackerService: package org.drexel.itrain.logic; import java.util.Vector; import org.drexel.itrain.Constants; import android.app.Notification; import android.app.NotificationManager; import android.app.Service; import android.content.Context; import android.content.Intent; import android.content.SharedPreferences; import android.location.GpsSatellite; import android.location.GpsStatus; import android.location.Location; import android.location.LocationListener; import android.location.LocationManager; import android.location.GpsStatus.Listener; import android.os.Binder; import android.os.Bundle; import android.os.IBinder; import android.preference.PreferenceManager; public class GPSTrackingService extends Service { private static final int MAX_REASONABLE_SPEED = 60; private static final String TAG = "OGT.TrackingService"; private Context mContext; private LocationManager mLocationManager; private NotificationManager mNotificationManager; private Notification mNotification; private int mSatellites = 0; private int mTrackingState = Constants.GPS_TRACKING_UNKNOWN; private float mCurrentSpeed = 0; private float mTotalDistance = 0; private Location mPreviousLocation; private Vector<Location> mTrackedLocations; private LocationListener mLocationListener = null; private Listener mStatusListener = null; private IBinder binder = null; @Override public void onCreate() { super.onCreate(); this.mContext = getApplicationContext(); this.mLocationManager = (LocationManager) this.mContext.getSystemService( Context.LOCATION_SERVICE ); this.mNotificationManager = (NotificationManager) this.mContext.getSystemService( Context.NOTIFICATION_SERVICE ); this.mTrackedLocations = new Vector<Location>(); this.binder = new Binder(); SharedPreferences sharedPreferences = PreferenceManager.getDefaultSharedPreferences(this.mContext); binder = new Binder(); if(mTrackingState != Constants.GPS_TRACKING_UNKNOWN) { createListeners(); } } @Override public void onDestroy() { destroyListeneres(); } @Override public IBinder onBind(Intent intent) { return binder; } @Override public boolean onUnbind(Intent intent) { return true; } public boolean acceptLocation(Location proposedLocation) { if(!(proposedLocation.hasSpeed() || proposedLocation.hasAccuracy())) { return false; } else if(proposedLocation.getSpeed() >= MAX_REASONABLE_SPEED) { return false; } return true; } public void updateNotification() { //TODO Alert that no GPS sattelites are available (or are available) } public void startTracking() { this.mTrackingState = Constants.GPS_TRACKING_STARTED; this.mTotalDistance = 0; this.mCurrentSpeed = 0; this.mTrackedLocations = new Vector<Location>(); this.mPreviousLocation = null; createListeners(); } public void pauseTracking() { this.mTrackingState = Constants.GPS_TRACKING_PAUSED; this.mPreviousLocation = null; this.mCurrentSpeed = 0; } public void resumeTracking() { if(this.mTrackingState == Constants.GPS_TRACKING_STOPPED){ this.startTracking(); } this.mTrackingState = Constants.GPS_TRACKING_STARTED; } public void stopTracking() { this.mTrackingState = Constants.GPS_TRACKING_STOPPED; destroyListeneres(); } private void createListeners() { /** * LocationListener receives locations from */ this.mLocationListener = new LocationListener() { @Override public void onStatusChanged(String provider, int status, Bundle extras) { // TODO Auto-generated method stub } @Override public void onProviderEnabled(String provider) { // TODO Auto-generated method stub } @Override public void onProviderDisabled(String provider) { // TODO Auto-generated method stub } @Override public void onLocationChanged(Location location) { if(mTrackingState == Constants.GPS_TRACKING_STARTED && acceptLocation(location)) { if(mPreviousLocation != null) { //Add the distance between the new location and the previous location mTotalDistance += mPreviousLocation.distanceTo(location); } if(location.hasSpeed()) { mCurrentSpeed = location.getSpeed(); } else { mCurrentSpeed = -1; //-1 means speed N/A } mPreviousLocation = location; mTrackedLocations.add(location); } } }; /** * Receives updates reguarding the GPS Status */ this.mStatusListener = new GpsStatus.Listener() { @Override public synchronized void onGpsStatusChanged(int event) { switch( event ) { case GpsStatus.GPS_EVENT_SATELLITE_STATUS: { GpsStatus status = mLocationManager.getGpsStatus( null ); mSatellites = 0; Iterable<GpsSatellite> list = status.getSatellites(); for( GpsSatellite satellite : list ) { if( satellite.usedInFix() ) { mSatellites++; } } updateNotification(); break; } default: break; } } }; } /** * Destroys the LocationListenere and the GPSStatusListener */ private void destroyListeneres() { this.mLocationListener = null; this.mStatusListener = null; } /** * Gets the total distance traveled by the * * @return the total distance traveled (in meters) */ public float getDistance() { return mTotalDistance; } /** * Gets the current speed of the last good location * * @return the current speed (in meters/second) */ public float getSpeed() { return mCurrentSpeed; } } Any assistance would be much appreciated. This is my group's first Android app, and we are a little pressed for time at the moment. The project is for a class, and is available from SourceForge (currently called iTrain, soon to be renamed). Thanks in Advance, Steve

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  • What's so bad about in-line CSS?

    - by ChessWhiz
    When I see website starter code and examples, the CSS is always in a separate file, named something like "main.css", "default.css", or "Site.css". However, when I'm coding up a page, I'm often tempted to throw the CSS in-line with a DOM element, such as by setting "float: right" on an image. I get the feeling that this is "bad coding", since it's so rarely done in examples. I understand that if the style will be applied to multiple objects, it's wise to follow "Don't Repeat Yourself" (DRY) and assign it to a CSS class to be referenced by each element. However, if I won't be repeating the CSS on another element, why not in-line the CSS as I write the HTML? The question: Is using in-line CSS considered bad, even if it will only be used on that element? If so, why? Example (is this bad?): <img src="myimage.gif" style="float:right" />

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  • Animation issue caused by C# parameters passed by reference rather than value, but where?

    - by Jordan Roher
    I'm having trouble with sprite animation in XNA that appears to be caused by a struct passed as a reference value. But I'm not using the ref keyword anywhere. I am, admittedly, a C# noob, so there may be some shallow bonehead error in here, but I can't see it. I'm creating 10 ants or bees and animating them as they move across the screen. I have an array of animation structs, and each time I create an ant or bee, I send it the animation array value it requires (just [0] or [1] at this time). Deep inside the animation struct is a timer that is used to change frames. The ant/bee class stores the animation struct as a private variable. What I'm seeing is that each ant or bee uses the same animation struct, the one I thought I was passing in and copying by value. So during Update(), when I advance the animation timer for each ant/bee, the next ant/bee has its animation timer advanced by that small amount. If there's 1 ant on screen, it animates properly. 2 ants, it runs twice as fast, and so on. Obviously, not what I want. Here's an abridged version of the code. How is BerryPicking's ActorAnimationGroupData[] getting shared between the BerryCreatures? class BerryPicking { private ActorAnimationGroupData[] animations; private BerryCreature[] creatures; private Dictionary<string, Texture2D> creatureTextures; private const int maxCreatures = 5; public BerryPickingExample() { this.creatures = new BerryCreature[maxCreatures]; this.creatureTextures = new Dictionary<string, Texture2D>(); } public void LoadContent() { // Returns data from an XML file Reader reader = new Reader(); animations = reader.LoadAnimations(); CreateCreatures(); } // This is called from another function I'm not including because it's not relevant to the problem. // In it, I remove any creature that passes outside the viewport by setting its creatures[] spot to null. // Hence the if(creatures[i] == null) test is used to recreate "dead" creatures. Inelegant, I know. private void CreateCreatures() { for (int i = 0; i < creatures.Length; i++) { if (creatures[i] == null) { // In reality, the name selection is randomized creatures[i] = new BerryCreature("ant"); // Load content and texture (which I create elsewhere) creatures[i].LoadContent( FindAnimation(creatures[i].Name), creatureTextures[creatures[i].Name]); } } } private ActorAnimationGroupData FindAnimation(string animationName) { int yourAnimation = -1; for (int i = 0; i < animations.Length; i++) { if (animations[i].name == animationName) { yourAnimation = i; break; } } return animations[yourAnimation]; } public void Update(GameTime gameTime) { for (int i = 0; i < creatures.Length; i++) { creatures[i].Update(gameTime); } } } class Reader { public ActorAnimationGroupData[] LoadAnimations() { ActorAnimationGroupData[] animationGroup; XmlReader file = new XmlTextReader(filename); // Do loading... // Then later file.Close(); return animationGroup; } } class BerryCreature { private ActorAnimation animation; private string name; public BerryCreature(string name) { this.name = name; } public void LoadContent(ActorAnimationGroupData animationData, Texture2D sprite) { animation = new ActorAnimation(animationData); animation.LoadContent(sprite); } public void Update(GameTime gameTime) { animation.Update(gameTime); } } class ActorAnimation { private ActorAnimationGroupData animation; public ActorAnimation(ActorAnimationGroupData animation) { this.animation = animation; } public void LoadContent(Texture2D sprite) { this.sprite = sprite; } public void Update(GameTime gameTime) { animation.Update(gameTime); } } struct ActorAnimationGroupData { // There are lots of other members of this struct, but the timer is the only one I'm worried about. // TimerData is another struct private TimerData timer; public ActorAnimationGroupData() { timer = new TimerData(2); } public void Update(GameTime gameTime) { timer.Update(gameTime); } } struct TimerData { public float currentTime; public float maxTime; public TimerData(float maxTime) { this.currentTime = 0; this.maxTime = maxTime; } public void Update(GameTime gameTime) { currentTime += (float)gameTime.ElapsedGameTime.TotalSeconds; if (currentTime >= maxTime) { currentTime = maxTime; } } }

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  • Show/Hide button (text) for Accordion

    - by Kevin
    Have an accordion with a "view" button to open close the accordion panel (using jQuery Tools), but I would like to have dynamic text that says "show/hide" depending on the state... Here is the code for the accordion in asp.NET <div id="accordion"> <% foreach (var eventModel in ViewModel) { %> <% var isNewMonth = eventModel.Date.Month != previousMonth; %> <% if (isNewMonth && previousMonth > 0) { %></table></div><% } %> <% previousMonth = eventModel.Date.Month; %> <% if (isNewMonth) { %> <h2><%= string.Concat(eventModel.Date.ToString("MMMM"), " ", eventModel.Date.Year) %> <span style="float:right;"><a href="#" class="button blue small">View</a></span></h2> <div class="pane" style="display:block"> <table id="listTable" width="100%" cellpadding="3" cellspacing="0" border="0"> <tr align="left" valign="top"><th align="left" valign="top">Date</th><th align="left" valign="top">Event</th><th align="left" valign="top">Event Type</th></tr> <% } %> <tr align="left" valign="top"><td align="left" valign="top"><b><span id="date" style="float:left;"> <%= string.Concat(eventModel.Date.ToString("MMMM"), " ", eventModel.Date.Day, " </span><span id='day' style='float:left'>" + eventModel.Date.DayOfWeek + "</span> ")%></b></td><td align="left" valign="top" ><%= Html.ActionLink(eventModel.Name.Truncate(40), "event", "register", new { id = eventModel.Id }, null)%></td><td align="left" valign="top"><%= string.Concat(" ", eventModel.Sport)%></td></tr> <% } %> <% if (ViewModel.Count > 0) { %></table></div><% } %> </div> Here is the initialization script using jQuery: $(function() { $("#accordion").tabs("#accordion div.pane", {tabs: 'h2', effect: 'slide', initialIndex: 0}); $(".small").click(function() { moveToTop(); }); });

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  • c++ quick sort running time

    - by chnet
    I have a question about quick sort algorithm. I implement quick sort algorithm and play it. The elements in initial unsorted array are random numbers chosen from certain range. I find the range of random number effects the running time. For example, the running time for 1, 000, 000 random number chosen from the range (1 - 2000) takes 40 seconds. While it takes 9 seconds if the 1,000,000 number chosen from the range (1 - 10,000). But I do not know how to explain it. In class, we talk about the pivot value can effect the depth of recursion tree. For my implementation, the last value of the array is chosen as pivot value. I do not use randomized scheme to select pivot value. int partition( vector<int> &vec, int p, int r) { int x = vec[r]; int i = (p-1); int j = p; while(1) { if (vec[j] <= x){ i = (i+1); int temp = vec[j]; vec[j] = vec[i]; vec[i] = temp; } j=j+1; if (j==r) break; } int temp = vec[i+1]; vec[i+1] = vec[r]; vec[r] = temp; return i+1; } void quicksort ( vector<int> &vec, int p, int r) { if (p<r){ int q = partition(vec, p, r); quicksort(vec, p, q-1); quicksort(vec, q+1, r); } } void random_generator(int num, int * array) { srand((unsigned)time(0)); int random_integer; for(int index=0; index< num; index++){ random_integer = (rand()%10000)+1; *(array+index) = random_integer; } } int main() { int array_size = 1000000; int input_array[array_size]; random_generator(array_size, input_array); vector<int> vec(input_array, input_array+array_size); clock_t t1, t2; t1 = clock(); quicksort(vec, 0, (array_size - 1)); // call quick sort int length = vec.size(); t2 = clock(); float diff = ((float)t2 - (float)t1); cout << diff << endl; cout << diff/CLOCKS_PER_SEC <<endl; }

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  • Indent text left and right

    - by Elliott
    I am using the p tag to align text left and right on the same line using: .left { float: left; text-indent: 5px; margin-top: 0px; } .right { float: right; text-indent: 5px; margin-top: 0px; } <div id="content"> <p class="left">Left Text </p> <p class="right">Right Text </p> </div> The left text will indent by 5 pixels, the right text will not. I have tried -5px and just 5px, any ideas how I could do this? Thanks

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  • Java array assignment (multiple values)

    - by Danny King
    Hello, I have a Java array defined already e.g. float[] values = new float[3]; I would like to do something like this further on in the code: values = {0.1f, 0.2f, 0.3f}; But that gives me a compile error. Is there a nicer way to define multiple values at once, rather than doing this?: values[0] = 0.1f; values[1] = 0.2f; values[2] = 0.3f; Thanks!

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  • SQL indexing on varchar

    - by alex
    I have a table whose columns are varchar(50) and a float - I need to (very quickly) look get the float associated with a given string. Even with indexing, this is rather slow. I know, however, that each string is associated with an integer, which I know at the time of lookup, so that each string maps to a unique integer, but each integer does not map to a unique string. One might think of it as a tree structure. Is there anything to be gained by adding this integer to the table, indexing on it, and using a query like SELECT floatval FROM mytable WHERE phrase=givenstring AND assoc=givenint? This is Postgres, and if you couldn't tell, I have very little experience with databases.

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  • Android EditText and addTextChangedListener

    - by Alex
    im currently porting a database manager to android and due to performance reasons i like to update only propertys that have been modified. Im trying to do this with the addTextChangedListener in order to add modified entrys to a List, but my Program never enters any of its methods. EditText Et = (EditText) Editors.get(Prop.Name); Et.addTextChangedListener(new TextWatcher() { @Override public void afterTextChanged(Editable s) { // TODO Auto-generated method stub } @Override public void beforeTextChanged(CharSequence s, int start, int count, int after) { // TODO Auto-generated method stub } @Override public void onTextChanged(CharSequence s, int start, int before, int count) { // TODO Auto-generated method stub if(Prop.GetType() == Property.PROPTYPE.num) { float f = Float.parseFloat(s.toString()); Prop.FromString(f); } else { Prop.FromString(s.toString()); } propertiesToUpdate.add(Prop); }); Et.setText(Prop.ToString());

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  • jQuery appendTo (switching back and forth)

    - by Starboy
    So what I'm trying to accomplish is a simple appendTo a certain element. The issue I'm having is after execute is run, it appends to the location but then proceed to go back to the ul it resides in. <script type="text/javascript"> function execute() { $('#desCopy').appendTo('#description') $('#imgPlace').appendTo('#IMGbox') } </script> <div id="content" style="background:#000; width:989px;"> <div style="float:left; left:18px; margin:0; width:337px; position:relative; padding:15px 0 0 0; color:#FFF;"> <div id="description"> </div> </div> <div id="IMGbox" style="float:left; position:relative; display:block; background:#F00; width:652px; height:258px; background:#0FF; overflow:hidden;"> </div> <div style="float:right; background:#CCC; height:25px; width:652px;"> <ul> <li><a href="" onclick="execute()">Slide 1</a> <ul style=""> <li><span id="desCopy">Test description, Test description</span></li> <li><img src="images/test.jpg" id="imgPlace"></li> </ul> </li> </ul> </div> </div>

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  • Pixel plot method errors out without error message.

    - by sonny5
    // The following method blows up (big red x on screen) without generating error info. Any // ideas why? // MyPlot.PlotPixel(x, y, Color.BlueViolet, Grf); // runs if commented out // My goal is to draw a pixel on a form. Is there a way to increase the pixel size also? using System; using System.Drawing; using System.Drawing.Drawing2D; using System.Collections; using System.ComponentModel; using System.Windows.Forms; using System.Data; public class Plot : System.Windows.Forms.Form { private Size _ClientArea; //keeps the pixels info private double _Xspan; private double _Yspan; public Plot() { InitializeComponent(); } public Size ClientArea { set { _ClientArea = value; } } private void InitializeComponent() { this.AutoScaleBaseSize = new System.Drawing.Size(5, 13); this.ClientSize = new System.Drawing.Size(400, 300); this.Text="World Plot (world_plot.cs)"; this.Resize += new System.EventHandler(this.Form1_Resize); this.Paint += new System.Windows.Forms.PaintEventHandler(this.doLine); this.Paint += new System.Windows.Forms.PaintEventHandler(this.TransformPoints); // new this.Paint += new System.Windows.Forms.PaintEventHandler(this.DrawRectangleFloat); this.Paint += new System.Windows.Forms.PaintEventHandler(this.DrawWindow_Paint); } private void DrawWindow_Paint(object sender, PaintEventArgs e) { Graphics Grf = e.Graphics; pixPlot(Grf); } static void Main() { Application.Run(new Plot()); } private void doLine(object sender, System.Windows.Forms.PaintEventArgs e) { // no transforms done yet!!! Graphics g = e.Graphics; g.FillRectangle(Brushes.White, this.ClientRectangle); Pen p = new Pen(Color.Black); g.DrawLine(p, 0, 0, 100, 100); // draw DOWN in y, which is positive since no matrix called p.Dispose(); } public void PlotPixel(double X, double Y, Color C, Graphics G) { Bitmap bm = new Bitmap(1, 1); bm.SetPixel(0, 0, C); G.DrawImageUnscaled(bm, TX(X), TY(Y)); } private int TX(double X) //transform real coordinates to pixels for the X-axis { double w; w = _ClientArea.Width / _Xspan * X + _ClientArea.Width / 2; return Convert.ToInt32(w); } private int TY(double Y) //transform real coordinates to pixels for the Y-axis { double w; w = _ClientArea.Height / _Yspan * Y + _ClientArea.Height / 2; return Convert.ToInt32(w); } private void pixPlot(Graphics Grf) { Plot MyPlot = new Plot(); double x = 12.0; double y = 10.0; MyPlot.ClientArea = this.ClientSize; Console.WriteLine("x = {0}", x); Console.WriteLine("y = {0}", y); //MyPlot.PlotPixel(x, y, Color.BlueViolet, Grf); // blows up } private void DrawRectangleFloat(object sender, PaintEventArgs e) { // Create pen. Pen penBlu = new Pen(Color.Blue, 2); // Create location and size of rectangle. float x = 0.0F; float y = 0.0F; float width = 200.0F; float height = 200.0F; // translate DOWN by 200 pixels // Draw rectangle to screen. e.Graphics.DrawRectangle(penBlu, x, y, width, height); } private void TransformPoints(object sender, System.Windows.Forms.PaintEventArgs e) { // after transforms Graphics g = this.CreateGraphics(); Pen penGrn = new Pen(Color.Green, 3); Matrix myMatrix2 = new Matrix(1, 0, 0, -1, 0, 0); // flip Y axis with -1 g.Transform = myMatrix2; g.TranslateTransform(0, 200, MatrixOrder.Append); // translate DOWN the same distance as the rectangle... // ...so this will put it at lower left corner g.DrawLine(penGrn, 0, 0, 100, 90); // notice that y 90 is going UP } private void Form1_Resize(object sender, System.EventArgs e) { Invalidate(); } }

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  • best practice on precedence of variable declaration and error handling in C

    - by guest
    is there an advantage in one of the following two approaches over the other? here it is first tested, whether fopen succeeds at all and then all the variable declarations take place, to ensure they are not carried out, since they mustn't have had to void func(void) { FILE *fd; if ((fd = fopen("blafoo", "+r")) == NULL ) { fprintf(stderr, "fopen() failed\n"); exit(EXIT_FAILURE); } int a, b, c; float d, e, f; /* variable declarations */ /* remaining code */ } this is just the opposite. all variable declarations take place, even if fopen fails void func(void) { FILE *fd; int a, b, c; float d, e, f; /* variable declarations */ if ((fd = fopen("blafoo", "+r")) == NULL ) { fprintf(stderr, "fopen() failed\n"); exit(EXIT_FAILURE); } /* remaining code */ } does the second approach produce any additional cost, when fopen fails? would love to hear your thoughts!

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  • Query joining in sql server 2005

    - by Domnic
    I have two queries like: SELECT PC_COMP_CODE, PC_SL_LDGR_CODE, PC_SL_ACNO ACCOUNT, COUNT(PC_CHEQUE_NO) CHQS, SUM(CONVERT(FLOAT, PC_AMOUNT)) CHQ_AMT FROM GLAS_PDC_CHEQUES WHERE PC_COMP_CODE = '1' AND PC_DISCD IS NULL GROUP BY PC_SL_LDGR_CODE, PC_SL_ACNO ,PC_COMP_CODE ORDER BY PC_SL_ACNO -------------------------------------------------- SELECT COAD_PTY_FULL_NAME,PC_COMP_CODE, PC_SL_LDGR_CODE, PC_SL_ACNO, PC_DEPT_NO, PC_DOC_TYPE, PC_CHEQUE_NO, PC_BANK_AC_NO FROM GLAS_PTY_ADDRESS,GLAS_SBLGR_MASTERS,GLAS_PDC_CHEQUES WHERE COAD_COMP_CODE = '1' AND SLMA_COMP_CODE = COAD_COMP_CODE AND SLMA_ADDR_ID = COAD_ADDR_ID AND SLMA_LDGRCTL_CODE = PC_SL_LDGR_CODE AND PC_COMP_CODE=SLMA_COMP_CODE AND SLMA_ACNO = PC_SL_ACNO AND SLMA_LDGRCTL_YEAR = DBO.GLAS_VALIDATIONS_GET_OPEN_YEAR(PC_COMP_CODE) If I execute first query alone I get 5 records... If I join the above two query like: SELECT PC_COMP_CODE, PC_SL_LDGR_CODE, PC_SL_ACNO ACCOUNT, COUNT(PC_CHEQUE_NO) CHQS, SUM(CONVERT(FLOAT, PC_AMOUNT)) CHQ_AMT, COAD_PTY_FULL_NAME FROM GLAS_PDC_CHEQUES LEFT OUTER JOIN GLAS_SBLGR_MASTERS ON( SLMA_COMP_CODE=PC_COMP_CODE AND SLMA_LDGRCTL_CODE = PC_SL_LDGR_CODE AND SLMA_ACNO = PC_SL_ACNO ) LEFT OUTER JOIN GLAS_PTY_ADDRESS ON( SLMA_COMP_CODE = COAD_COMP_CODE AND SLMA_ADDR_ID = COAD_ADDR_ID) WHERE PC_COMP_CODE = '1' AND PC_DISCD IS NULL AND SLMA_LDGRCTL_YEAR = DBO.GLAS_VALIDATIONS_GET_OPEN_YEAR(PC_COMP_CODE) GROUP BY PC_SL_LDGR_CODE, PC_SL_ACNO ,PC_COMP_CODE,COAD_PTY_FULL_NAME ORDER BY PC_SL_ACNO then I just get 2 records.... I need that 5 records to display after join..... How can I do it?

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