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  • PHP - Math - Round Number Function

    - by aSeptik
    Hi All guys! this time i have a math question for you! Assuming we have three numbers one is the Number of Votes the second is the Total Values and the last is the Units Ratings. units_ratings can be a number from 1 to 10; if ( total_values / units_ratings != number_of_votes ) { //do something for let the "number_of_votes" fit the division! } I ask this to you, cause i want know the best (fastest) way of achieve this! Thanks!

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  • Is there a way to do 'correct' arithmetical rounding in .NET? / C#

    - by Markus
    I'm trying to round a number to it's first decimal place and, considering the different MidpointRounding options, that seems to work well. A problem arises though when that number has sunsequent decimal places that would arithmetically affect the rounding. An example: With 0.1, 0.11..0.19 and 0.141..0.44 it works: Math.Round(0.1, 1) == 0.1 Math.Round(0.11, 1) == 0.1 Math.Round(0.14, 1) == 0.1 Math.Round(0.15, 1) == 0.2 Math.Round(0.141, 1) == 0.1 But with 0.141..0.149 it always returns 0.1, although 0.146..0.149 should round to 0.2: Math.Round(0.145, 1, MidpointRounding.AwayFromZero) == 0.1 Math.Round(0.146, 1, MidpointRounding.AwayFromZero) == 0.1 Math.Round(0.146, 1, MidpointRounding.ToEven) == 0.1 Math.Round(0.146M, 1, MidpointRounding.ToEven) == 0.1M Math.Round(0.146M, 1, MidpointRounding.AwayFromZero) == 0.1M I tried to come up with a function that addresses this problem, and it works well for this case, but of course it glamorously fails if you try to round i.e. 0.144449 to it's first decimal digit (which should be 0.2, but results 0.1.) (That doesn't work with Math.Round() either.) private double round(double value, int digit) { // basically the old "add 0.5, then truncate to integer" trick double fix = 0.5D/( Math.Pow(10D, digit+1) )*( value = 0 ? 1D : -1D ); double fixedValue = value + fix; // 'truncate to integer' - shift left, round, shift right return Math.Round(fixedValue * Math.Pow(10D, digit)) / Math.Pow(10D, digit); } I assume a solution would be to enumerate all digits, find the first value larger than 4 and then round up, or else round down. Problem 1: That seems idiotic, Problem 2: I have no idea how to enumerate the digits without a gazillion of multiplications and subtractios. Long story short: What is the best way to do that?

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  • 2D Spaceship movement math

    - by YAS
    Hi, I'm new here. I'm trying to make a top-down spaceship game and I want the movement to somewhat realistic. 360 degrees with inertia, gravity, etc. My problem is I can make the ship move 360 with inertia with no problem, but what I need to do is impose a limit for how fast the engines can go while not limiting other forces pushing/pulling the ship. So, if the engines speed is a maximum of 500 and the ship is going 1000 from a gravity well, the ship is not going to go 1500 when it's engines are on, but if is pointing away from the angle is going then it could slow down. For what it's worth, I'm using Construct (www.scirra.com), and all I need is the math of it. Thanks for any help, I'm going bald from trying to figure this out.

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  • generate random opacity number using math random

    - by TechyDude
    I am trying to generate a random number for the css opacity. This is what I tried so far. CSS .test{ position : absolute; width : 15px; height : 15px; border-radius:15px; background-color : black; }? Script $(function() { for (var i = 0; i < 300; i++) { $("<div>", { class: "test", css: { opacity: randomOpacity } }).appendTo("body"); } function randomOpacity() { var opac = 0; opac = Math.random() < 1; console.log(opac); } randomize(); });? The Fiddle

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  • Math for a geodesic sphere

    - by Marcelo Cantos
    I'm trying to create a very specific geodesic tessellation, but I can't find anything online about it. It is normal to subdivide the triangles of an icosahedron into triangle patches and project them onto the sphere. However, I noticed an animated GIF on the Wikipedia entry for Geodesic Domes that appears not to follow this scheme. Geodesic spheres generally comprise a mixture of mostly hexagonal triangle patches, with pentagonal patches forming at the vertices of the original icosahedron; in most cases, these pentagons are linked together; that is, following a straight edge from the center of one pentagon leads to the center of another pentagon. In the Wikipedia animation, however, the edge from the center of one pentagon doesn't appear to intersect the center of an adjacent pentagons; instead it intersects the side of the other pentagon. Hopefully the drawing below makes this clear: Where can I go to learn about the math behind this particular geometry? Ideally, I'd like to know of an algorithm for generating such tessellations.

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  • Looking for actively maintained matrix math library for php

    - by Mnebuerquo
    Does anyone know where I might find a PHP matrix math library which is still actively maintained? I need to be able to do the basic matrix operations like reduce, transpose (including non-square matrices), invert, determinant, etc. This question was asked in the past, then closed with no answers. Now I need an answer to the same question. See these links to related questions: http://stackoverflow.com/questions/428473/matrix-artihmetic-in-php http://stackoverflow.com/questions/435074/matrix-arithmetic-in-php-again I was in the process of installing the pear Math_Matrix library when I saw these and realized it wouldn't help me. (Thanks Ben for putting that comment about transpose in your question.) I can code this stuff myself, but I would make me happier to see that there is a library for this somewhere.

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  • math syntax checker written in python

    - by neurino
    All I need is to check, using python, if a string is a valid math expression or not. For simplicity let's say I just need + - * / operators (+ - as unary too) with numbers and nested parenthesis. I add also simple variable names for completeness. So I can test this way: test("-3 * (2 + 1)") #valid test("-3 * ") #NOT valid test("v1 + v2") #valid test("v2 - 2v") #NOT valid ("2v" not a valid variable name) I tried pyparsing but just trying the example: "simple algebraic expression parser, that performs +,-,*,/ and ^ arithmetic operations" I get passed invalid code and also trying to fix it I always get wrong syntaxes being parsed without raising Exceptions just try: >>>test('9', 9) 9 qwerty = 9.0 ['9'] => ['9'] >>>test('9 qwerty', 9) 9 qwerty = 9.0 ['9'] => ['9'] both test pass... o_O Any advice?

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  • Integration (math) in C++

    - by Chris Thompson
    Hi all, I'm looking for a library to find the integral of a given set of random data (rather than a function) in C++ (or C, but preferably C++). There is another question asking about integration in C but the answers discuss more how to integrate a function (I think...). I understand that this can be done simply by calculating the area under the line segment between each pair of points from start to finish, but I'd rather not reinvent the wheel if this has already been done. I apologize in advance if this is a duplicate; I searched pretty extensively to no avail. My math isn't as strong as I'd like it so it's entirely possible I'm using the wrong terminology. Thanks in advance for any help! Chris

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  • How to evaluate a custom math expression in Python

    - by taynaron
    I'm writing a custom dice rolling parser (snicker if you must) in python. Basically, I want to use standard math evaluation but add the 'd' operator: #xdy sum = 0 for each in range(x): sum += randInt(1, y) return sum So that, for example, 1d6+2d6+2d6-72+4d100 = (5)+(1+1)+(6+2)-72+(5+39+38+59) = 84 I was using regex to replace all 'd's with the sum and then using eval, but my regex fell apart when dealing with parentheses on either side. Is there a faster way to go about this than implementing my own recursive parsing? Perhaps adding an operator to eval?

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  • Math - Adding with PHP

    - by Wayne
    Basically I can't get it right. I need something like this: if($p == 1) { $start = 0; $limit = 16; } The numbers must add on depending on the value of the $p, e.g. if $p is 5 then the values of $start and $limit would be: if($p == 5) { $start = 64; $limit = 80; } The math is to add 16, depending on the value of $p. Thanks.

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  • Flymake quits right ahead after loading with js2-mode

    - by artistoex
    When opening .js files, js2-mode and, subsequently, flymake-js is automatically loaded. But flymake unloads right ahead with the message Toggling flymake-mode off; better pass an explicit argument. However, when enabling it manually, using M-x flymake-mode, it keeps activated. Has anybody encountered similar behavior and has fixed it? My setup: I followed the instructions on emacswiki to set up Flymake to work with the most recent js2-mode with a little modification: (add-hook 'js2-mode-hook '(lambda () (flymake-js-load))) instead of (add-hook 'javascript-mode-hook '(lambda () (flymake-js-load)))

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  • how to exit recursive math formula and still get an answer

    - by calccrypto
    i wrote this python code, which from wolfram alpha says that its supposed to return the factorial of any positive value (i probably messed up somewhere), integer or not: from math import * def double_factorial(n): if int(n) == n: n = int(n) if [0,1].__contains__(n): return 1 a = (n&1) + 2 b = 1 while a<=n: b*=a a+= 2 return float(b) else: return factorials(n/2) * 2**(n/2) *(pi/2)**(.25 *(-1+cos(n * pi))) def factorials(n): return pi**(.5 * sin(n*pi)**2) * 2**(-n + .25 * (-1 + cos(2*n*pi))) * double_factorial(2*n) the problem is , say i input pi to 6 decimal places. 2*n will not become a float with 0 as its decimals any time soon, so the equation turns out to be pi**(.5 * sin(n*pi)**2) * 2**(-n + .25 * (-1 + cos(2*n*pi))) * double_factorial(loop(loop(loop(...))))) how would i stop the recursion and still get the answer? ive had suggestions to add an index to the definitions or something, but the problem is, if the code stops when it reaches an index, there is still no answer to put back into the previous "nests" or whatever you call them

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  • Terminating multi-mode fiber

    - by murisonc
    I'm looking at the feasibility of terminating multi-mode fiber connections ourselves. We would be using LC connectors. I've done some research and found two different methods. One requires polishing the ends and using epoxy while the other doesn't. I like the idea of not having to polish the ends but there doesn't seem to be much information on quality or ease of use. I've found two vendors (3M and Corning) that offer kits for terminating fiber without polishing or using epoxy. Does anyone have any experience with both methods that can offer some advice? Copper is easy but fiber seems to be a whole different animal. EDIT: After looking into fusion splicing suggested in the answer I've determined it's not for us. It's my understanding that is primarily used for outside plant and is better suited for single mode fiber. It's a good answer but doesn't address the question directly. Some more information about our situation. We will only be terminating multi-mode fiber inside a building and only doing between 4 and 20 pair a year. Hiring an outside person won't work due to our location. There are currently a couple people on-site that can terminate fiber (working for another company and charging large fees) but they can only do ST and SC connectors and we only use LC. So once again does anyone have experience with terminating using both epoxy type connectors and the other type (similar to Corning Unicam)?

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  • Running Windows Update inside Windowx XP Mode

    - by Noam Gal
    I am working on a Win 7 Ultimate machine, and was using XP for some development tasks (for compatibility checks). Everything worked like a charm on the XP, including updates. Two days ago I had to switch computer (mainly a new motherboard/cpu), and I had just stuck my old HD inside the newer case. Win 7 worked like a charm - installed all the new drivers, identified everything automatically, no sweat. The trouble started when I tried running my old XP mode - it won't launch, complaining about the cpu change. I figured it's not a big deal, and I deleted the VM, and re-ran XP mode. It told me it can't find it, and offered to create a new one, just what I wanted. I had finished setting up the new XP mode VM, and it seems to work just fine. Got it to use the host network adapter, so I can surf from "inside". But I can't get Windows Update to run. Whenever I click on the "Custom" button on the WU site, after a short while, I get the [Error number: 0x80072EFD] page. I tried several solution from around the web for it (clearing some cache and restarting the wuauserv, even a microsoft fix-it run), but still nothing seems to work. Anyone here has any new tip for me? Thanks.

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  • I can't connect to my network, except in safe mode

    - by eidylon
    My laptop cannot connect to my network all of a sudden except in safe mode. When it boots, it will show the networks available in the tray popup, but if I click connect on any, it says "Unable to connect" and the troubleshooter is useless. Shortly thereafter all the networks disappear. I have tried removing IPv6 support as I have seen that cause problems. No joy. I've also tried removing the wireless network adapter in Device Manager and reinstalling it, also no joy. I've also tried attaching a USB wireless adapter, and it has the same problem. If I boot in safe mode, then it has no problems at all. Three other devices in the house connect fine, so I am pretty sure it is nothing to do with the router. Any ideas what to check next? I am running Win7 Ultimate on a 2GHz Quadcore with 8GB RAM with a Broadcom 802.11n wireless card. EDIT: RE wired connections: What is very weird is that if i plug in a wired connection, then not only does it connect via the wired connection, but the wireLESS also starts working perfectly. And a soon as I unplug the wire, then the wireLESS stops working again! So it seems the wireless is right now working only in safe-mode, or when a wired connection is also plugged in.

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  • Is USB supported in safe mode on XP?

    - by Hugh Allen
    According Microsoft, "Universal Serial Bus Devices Do Not Work in Safe Mode" under XP. However, in my testing this is incorrect. USB keyboards, mice and flash drives seem to work fine in safe mode (I made sure the BIOS was not providing support). This makes sense because a failure of a standard input device would be, in Microsoft parlance, a "bad user experience". So, Is USB supported in safe mode on XP? If your answer is no (agreeing with Microsoft), please provide a test case, preferably in a virtual machine, where a standard HID keyboard or mouse fails. Please state hardware / BIOS / OS configuration. Note that you will need a PS/2 keyboard attached in addition to your USB device(s) in order to use the boot menu. Virtual machine software usually emulates a PS/2 keyboard. Alternatively, you could add the /safeboot switch to boot.ini. If your answer is yes, please provide a link to some supporting documentation (either from Microsoft or someone authoritative). Your answer might be "devices X, Y and Z are supported but nothing else", in which case also give a link.

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  • emacs ORG-mode "headless" export-as commands?

    - by Seamus
    When I use org-export-as-latex or org-export-as-html orgmode turns my buffer into a .tex file or .html file. But I don't want all the extra junk that it adds to the file: I want to handle the documentclass and everything myself and just \input the org mode generated file. (Or the analogous things for html with php). So if my org file just has: * Section - Stuff - Things I want the org mode command to output just \section{Section} \begin{itemize} \item Stuff \item Things \end{itemize} Without any of the extra \tableofcontents junk that ORG adds to it. I know I could define my own kind of #+LaTeX_CLASS that could add the packages I want and so on, but I don't want to do things that way (and that wouldn't remove the \maketitle or the spurious \vspace* that ORG insists on inserting. Is there a command to do this "headless" parsing and converting? I had a look but it's not obvious from the documentation. Presumably some low level ORG command is doing the parsing and converting I want, but I couldn't find what it was called from looking at the docs and C-h pages... This is not a question about HTML or LaTeX but about emacs ORG mode. So don't kick it off to some other site...

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  • Computing complex math equations in python

    - by dassouki
    Are there any libraries or techniques that simplify computing equations ? Take the following two examples: F = B * { [ a * b * sumOf (A / B ''' for all i ''' ) ] / [ sumOf(c * d * j) ] } where: F = cost from i to j B, a, b, c, d, j are all vectors in the format [ [zone_i, zone_j, cost_of_i_to_j], [..]] This should produce a vector F [ [1,2, F_1_2], ..., [i,j, F_i_j] ] T_ij = [ P_i * A_i * F_i_j] / [ SumOf [ Aj * F_i_j ] // j = 1 to j = n ] where: n is the number of zones T = vector [ [1, 2, A_1_2, P_1_2], ..., [i, j, A_i_j, P_i_j] ] F = vector [1, 2, F_1_2], ..., [i, j, F_i_j] so P_i would be the sum of all P_i_j for all j and Aj would be sum of all P_j for all i I'm not sure what I'm looking for, but perhaps a parser for these equations or methods to deal with multiple multiplications and products between vectors? To calculate some of the factors, for example A_j, this is what i use from collections import defaultdict A_j_dict = defaultdict(float) for A_item in TG: A_j_dict[A_item[1]] += A_item[3] Although this works fine, I really feel that it is a brute force / hacking method and unmaintainable in the case we want to add more variables or parameters. Are there any math equation parsers you'd recommend? Side Note: These equations are used to model travel. Currently I use excel to solve a lot of these equations; and I find that process to be daunting. I'd rather move to python where it pulls the data directly from our database (postgres) and outputs the results into the database. All that is figured out. I'm just struggling with evaluating the equations themselves. Thanks :)

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  • Haskell math performance

    - by Travis Brown
    I'm in the middle of porting David Blei's original C implementation of Latent Dirichlet Allocation to Haskell, and I'm trying to decide whether to leave some of the low-level stuff in C. The following function is one example—it's an approximation of the second derivative of lgamma: double trigamma(double x) { double p; int i; x=x+6; p=1/(x*x); p=(((((0.075757575757576*p-0.033333333333333)*p+0.0238095238095238) *p-0.033333333333333)*p+0.166666666666667)*p+1)/x+0.5*p; for (i=0; i<6 ;i++) { x=x-1; p=1/(x*x)+p; } return(p); } I've translated this into more or less idiomatic Haskell as follows: trigamma :: Double -> Double trigamma x = snd $ last $ take 7 $ iterate next (x' - 1, p') where x' = x + 6 p = 1 / x' ^ 2 p' = p / 2 + c / x' c = foldr1 (\a b -> (a + b * p)) [1, 1/6, -1/30, 1/42, -1/30, 5/66] next (x, p) = (x - 1, 1 / x ^ 2 + p) The problem is that when I run both through Criterion, my Haskell version is six or seven times slower (I'm compiling with -O2 on GHC 6.12.1). Some similar functions are even worse. I know practically nothing about Haskell performance, and I'm not terribly interested in digging through Core or anything like that, since I can always just call the handful of math-intensive C functions through FFI. But I'm curious about whether there's low-hanging fruit that I'm missing—some kind of extension or library or annotation that I could use to speed up this numeric stuff without making it too ugly.

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  • SQL Query Math Gymnastics

    - by keruilin
    I have two tables of concern here: users and race_weeks. User has many race_weeks, and race_week belongs to User. Therefore, user_id is a fk in the race_weeks table. I need to perform some challenging math on fields in the race_weeks table in order to return users with the most all-time points. Here are the fields that we need to manipulate in the race_weeks table. races_won (int) races_lost (int) races_tied (int) points_won (int, pos or neg) recordable_type(varchar, Robots can race, but we're only concerned about type 'User') Just so that you fully understand the business logic at work here, over the course of a week a user can participate in many races. The race_week record represents the summary results of the user's races for that week. A user is considered active for the week if races_won, races_lost, or races_tied is greater than 0. Otherwise the user is inactive. So here's what we need to do in our query in order to return users with the most points won (actually net_points_won): Calculate each user's net_points_won (not a field in the DB). To calculate net_points, you take (1000 * count_of_active_weeks) - sum(points__won). (Why 1000? Just imagine that every week the user is spotted a 1000 points to compete and enter races. We want to factor-out what we spot the user because the user could enter only one race for the week for 100 points, and be sitting on 900, which we would skew who actually EARNED the most points.) This one is a little convoluted, so let me know if I can clarify further.

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  • determining the starting speed for an accelerated animation (in flash/actionscript but it's a math question)

    - by vulkanino
    This question burns my brain. I have an object on a plane, but for the sake of simplicity let's work just on a single dimension, thus the object has a starting position xs. I know the ending position xe. The object has to move from starting to ending position with an accelerated (acceleration=a) movement. I know the velocity the object has to have at the ending position (=ve). In my special case the ending speed is zero, but of course I need a general formula. The only unknown is the starting velocity vs. The objects starts with vs in xs and ends with ve in xe, moving along a space x with an acceleration a in a time t. Since I'm working with flash, space is expressed in pixels, time is expressed in frames (but you can reason in terms of seconds, it's easy to convert knowing the frames-per-second). In the animation loop (think onEnterFrame) I compute the new velocity and the new position with (a=0.4 for example): vx *= a (same for vy) x += vx (same for y) I want the entire animation to last, say, 2 seconds, which at 30 fps is 60 frames. Now you know that in 60 frames my object has to move from xs to xe with a constant deceleration so that the ending speed is 0. How do I compute the starting speed vs? Maybe there's a simpler way to do this in Flash, but I am now interested in the math/physics behind this.

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  • Opposite method of math power adding numbers

    - by adopilot
    I have method for converting array of Booleans to integer. It looks like this class Program { public static int GivMeInt(bool[] outputs) { int data = 0; for (int i = 0; i < 8; i++) { data += ((outputs[i] == true) ? Convert.ToInt32(Math.Pow(2, i)) : 0); } return data; } static void Main(string[] args) { bool[] outputs = new bool[8]; outputs[0] = false; outputs[1] = true; outputs[2] = false; outputs[3] = true; outputs[4] = false; outputs[5] = false; outputs[6] = false; outputs[7] = false; int data = GivMeInt(outputs); Console.WriteLine(data); Console.ReadKey(); } } Now I want to make opposite method returning array of Booleans values As I am short with knowledge of .NET and C# until now I have only my mind hardcoding of switch statement or if conditions for every possible int value. public static bool[] GiveMeBool(int data) { bool[] outputs = new bool[8]; if (data == 0) { outputs[0] = false; outputs[1] = false; outputs[2] = false; outputs[3] = false; outputs[4] = false; outputs[5] = false; outputs[6] = false; outputs[7] = false; } //After thousand lines of coed if (data == 255) { outputs[0] = true; outputs[1] = true; outputs[2] = true; outputs[3] = true; outputs[4] = true; outputs[5] = true; outputs[6] = true; outputs[7] = true; } return outputs; } I know that there must be easier way.

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  • Vector math, finding coördinates on a planar between 2 vectors

    - by Will Kru
    I am trying to generate a 3d tube along a spline. I have the coördinates of the spline (x1,y1,z1 - x2,y2,z2 - etc) which you can see in the illustration in yellow. At those points I need to generate circles, whose vertices are to be connected at a later stadium. The circles need to be perpendicular to the 'corners' of two line segments of the spline to form a correct tube. Note that the segments are kept low for illustration purpose. [apparently I'm not allowed to post images so please view the image at this link] http://img191.imageshack.us/img191/6863/18720019.jpg I am as far as being able to calculate the vertices of each ring at each point of the spline, but they are all on the same planar ie same angled. I need them to be rotated according to their 'legs' (which A & B are to C for instance). I've been thinking this over and thought of the following: two line segments can be seen as 2 vectors (in illustration A & B) the corner (in illustraton C) is where a ring of vertices need to be calculated I need to find the planar on which all of the vertices will reside I then can use this planar (=vector?) to calculate new vectors from the center point, which is C and find their x,y,z using radius * sin and cos However, I'm really confused on the math part of this. I read about the dot product but that returns a scalar which I don't know how to apply in this case. Can someone point me into the right direction? [edit] To give a bit more info on the situation: I need to construct a buffer of floats, which -in groups of 3- describe vertex positions and will be connected by OpenGL ES, given another buffer with indices to form polygons. To give shape to the tube, I first created an array of floats, which -in groups of 3- describe control points in 3d space. Then along with a variable for segment density, I pass these control points to a function that uses these control points to create a CatmullRom spline and returns this in the form of another array of floats which -again in groups of 3- describe vertices of the catmull rom spline. On each of these vertices, I want to create a ring of vertices which also can differ in density (amount of smoothness / vertices per ring). All former vertices (control points and those that describe the catmull rom spline) are discarded. Only the vertices that form the tube rings will be passed to OpenGL, which in turn will connect those to form the final tube. I am as far as being able to create the catmullrom spline, and create rings at the position of its vertices, however, they are all on a planars that are in the same angle, instead of following the splines path. [/edit] Thanks!

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  • XP Mode in Windows 7 professional recently ceased to work

    - by Ian FLetcher
    I have used Windows XP Mode in Windows Professional 7 once a week for around 2 years to run Quicken 98. About 2 weeks ago the XP Mode completely stopped working. I get different responses when I try to launch. I can sometimes see a launch screen for XP (which I never used to get) which then hangs Sometimes I just get a black screen Sometimes I get an error message in a cmd like interface that says "windows could not start because the following file is missing or corrupt \system32\ntoskrnl.exe please reinstall a copy of the above file. I have noticed that in the tools tab at the top of the screen "enable integration features" is greyed out. Any recommendations? Ian

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