Search Results

Search found 21224 results on 849 pages for 'dynamic array'.

Page 73/849 | < Previous Page | 69 70 71 72 73 74 75 76 77 78 79 80  | Next Page >

  • Is there a more efficient way to filter large arrays than preg_match()?

    - by hozza
    I have a log that our web application builds. Each month it contains around 16,000 entries of a string with about the average sentence worth of text. To filter/search through these in our admin panel the script uses preg_match() but this seems to be taking ages and timing out on the 30sec limit. I have isolated that it is indeed the preg_match() that causes the time out. Is there a more efficient way to search through values in a large array for a users input?

    Read the article

  • Best way to choose random element from weighted list

    - by Qqwy
    I want to create a simple game. Every so often, a power up should appear. Right now the different kinds of power ups are stored in an array. However, not every power up should appear equally often: For instance, a score multiplier should appear much more often than an extra life. What is the best/fastest way to pick an element at random from a list where some of the elements should be picked more often than others?

    Read the article

  • Recursion with an Array; can't get the right value to return

    - by Matt
    Recursive Solution: Not working! Explanation: An integer, time, is passed into the function. It's then used to provide an end to the FOR statement (counter<time). The IF section (time == 0) provides a base case where the recursion should terminate, returning 0. The ELSE section is where the recursive call occurs: total is a private variable defined in the header file, elsewhere. It's initialized to 0 in a constructor, elsewhere. The function calls itself, recursively, adding productsAndSales[time-1][0] to total, again, and again, until the base call. Then the total is returned, and printed out later. Well, that's what I hoped for anyway. What I imagined would happen is that I would add up all the values in this one column of the array and the value would get returned, and printed out. Instead if returns 0. If I set the IF section to "return 1", I noticed that it returns powers of 2, for whatever value time is. EG: Time = 3, it returns 2*2 + 1. If time = 5, it returns 2*2*2*2 + 1. I don't understand why it's not returning the value I'm expecting. int CompanySales::calcTotals( int time ) { cout << setw( 4 ); if ( time == 0 ) { return 0; } else { return total += calcTotals( productsAndSales[ time-1 ][ 0 ]); } } Iterative Solution: Working! Explanation: An integer, time, is passed into the function. It's then used to provide an end to the FOR statement (counter<time). The FOR statement cycles through an array, adding all of the values in one column together. The value is then returned (and elsewhere in the program, printed out). Works perfectly. int CompanySales::calcTotals( int time ) { int total = 0; cout << setw( 4 ); for ( int counter = 0; counter < time; counter++ ) { total += productsAndSales[counter][0]; } return total0; }

    Read the article

  • How do I pass a multi-dimensional array as a GET parameter in PHP?

    - by Onema
    I have the following code. $connect = new Connection (); $response = $connect->putFile($fileName, $destination); header("Location: /test.php?response=" . $response); When I invoke header with the response, the file will stop execution, but I will have no error in the console... I am thinking maybe this array needs to be encoded for the url? if that is the case how? Thank you

    Read the article

  • How can I extract an array from an executable file?

    - by bstpierre
    I want to do the inverse of this question. I am embedding a file into an executable as an array, and I would later like to extract the embedded file from the executable. It seems like objcopy might be useful here but I haven't figured out the proper incantation yet. (Edit: clarify question, I somehow removed the crux of it in editing originally...)

    Read the article

  • How should I grab pairs from an array in python?

    - by tomaski
    Say I have an array that looks like this: ['item1', 'item2', 'item3', 'item4', 'item5', 'item6', 'item7', 'item8', 'item9', 'item10'] Using Python, how would I grab pairs from it, where each item is included in a pair with both the item before and after it? ['item1', 'item2'] ['item2', 'item3'] ['item3', 'item4'] ['item4', 'item5'] ['item5', 'item6'] ['item6', 'item7'] ['item7', 'item8'] ['item8', 'item9'] ['item9', 'item10'] Seems like something i could hack together, but I'm wondering if someone has an elegant solution they've used before?

    Read the article

  • Creating a dynamic lacp trunk from HP Procurve 2412zl to Proliant DL380 G7

    - by Maalobs
    I'm configuring an IEEE 802.3ad (LACP) dynamic trunk from a HP Procurve 2412zl (firmware version K.15.07) switch to a HP Proliant DL380 G7 server. The DL380 has 4 NICs and is running Win2008 R2, so I'm teaming the NICs together and leaving everything on the recommended "automatic" setting in the HP NIC configuration tool. The server is one of two, they'll be connected on interfaces F17-F20 and F21-F24 respectively on the switch. I need the servers in a separate VLAN, here is the configuration for the VLAN: vlan 10 name "Lab_Mgmt" untagged B2,F17-F24 ip address 172.22.71.3 255.255.255.0 tagged B21 exit There is a DHCP-relay into the VLAN 10 from another device beyond interface B21. The Advanced Traffic Management Guide says that in order to run a dynamic LACP trunk on another VLAN besides the DEFAULT_VLAN, you need to first enable GVRP and then use "forbid" to stop the interfaces from automatically joining DEFAULT_VLAN when the dynamic trunk is created. GVRP brings some other stuff with it that I don't want or need, so I disable it with "unknown-vlans disable" on all other interfaces. Here is how I do it: procurve-5412zl-1(config)# gvrp procurve-5412zl-1(config)# interface A1-A24,B1-B24,C1-C24,D1-D10,D13-D24,E1-E24, F1-F16,K1,K2 unknown-vlans disable procurve-5412zl-1(config)# vlan 1 forbid F17-F24 procurve-5412zl-1(config)# interface F17-F20 lacp active The result afterwards looks all successful: procurve-5412zl-1(config)# show trunks Load Balancing Method: L3-based (Default), L2-based if non-IP traffic Port | Name Type | Group Type ---- + -------------------------------- --------- + ------ -------- F17 | XYZTEAM3_NIC1 100/1000T | Dyn2 LACP F18 | XYZTEAM3_NIC2 100/1000T | Dyn2 LACP F19 | XYZTEAM3_NIC3 100/1000T | Dyn2 LACP F20 | XYZTEAM3_NIC4 100/1000T | Dyn2 LACP procurve-5412zl-1(config)# vlan 10 procurve-5412zl-1(vlan-10)# show lacp LACP LACP Trunk Port LACP Admin Oper Port Enabled Group Status Partner Status Key Key ---- ------- ------- ------- ------- ------- ------ ------ F17 Active Dyn2 Up Yes Success 0 0 F18 Active Dyn2 Up Yes Success 0 0 F19 Active Dyn2 Up Yes Success 0 0 F20 Active Dyn2 Up Yes Success 0 0 On the Proliant server, the NIC configuration Tool is also indicating that a 802.3ad dynamic trunk has been established. Everything should be good, but it isn't. The server is not getting an IP-address from the DHCP, which it does if I'm not enabling LACP. If I configure the server to a static IP-address on the VLAN 10 subnet, it can't even ping the switch IP-address, much less anything outside of the VLAN. The switch can't ping the server either. I did another attempt with F17-F20 tagged, and checking the box "Default Native Tag (VLAN 10)" in the NIC configuration tool on the server, but there was no difference. Does anyone have any idea what I might have missed?

    Read the article

  • Java - 2d Array Tile Map Collision

    - by Corey
    How would I go about making certain tiles in my array collide with my player? Like say I want every number 2 in the array to collide. I am reading my array from a txt file if that matters and I am using the slick2d library. Here is my code if needed. public class Tiles { Image[] tiles = new Image[3]; int[][] map = new int[500][500]; Image grass, dirt, mound; SpriteSheet tileSheet; int tileWidth = 32; int tileHeight = 32; public void init() throws IOException, SlickException { tileSheet = new SpriteSheet("assets/tiles.png", tileWidth, tileHeight); grass = tileSheet.getSprite(0, 0); dirt = tileSheet.getSprite(7, 7); mound = tileSheet.getSprite(2, 6); tiles[0] = grass; tiles[1] = dirt; tiles[2] = mound; int x=0, y=0; BufferedReader in = new BufferedReader(new FileReader("assets/map.txt")); String line; while ((line = in.readLine()) != null) { String[] values = line.split(","); for (String str : values) { int str_int = Integer.parseInt(str); map[x][y]=str_int; //System.out.print(map[x][y] + " "); y=y+1; } //System.out.println(""); x=x+1; y = 0; } in.close(); } public void update() { } public void render(GameContainer gc) { for(int x = 0; x < 50; x++) { for(int y = 0; y < 50; y ++) { int textureIndex = map[y][x]; Image texture = tiles[textureIndex]; texture.draw(x*tileWidth,y*tileHeight); } } } } I tried something like this, but I it doesn't ever "collide". X and y are my player position. if (tiles.map[(int)x/32][(int)y/32] == 2) { System.out.println("Collided"); }

    Read the article

  • Vertex Array Object (OpenGL)

    - by Shin
    I've just started out with OpenGL I still haven't really understood what Vertex Array Objects are and how they can be employed. If Vertex Buffer Object are used to store vertex data (such as their positions and texture coordinates) and the VAOs only contain status flags, where can they be used? What's their purpose? As far as I understood from the (very incomplete and unclear) GL Wiki, VAOs are used to set the flags/status for every vertex, following the order described in the Element Array Buffer, but the wiki was really ambiguous about it and I'm not really sure about what VAOs really do and how I could employ them.

    Read the article

  • Managing text-maps in a 2D array on to be painted on HTML5 Canvas

    - by weka
    So, I'm making a HTML5 RPG just for fun. The map is a <canvas> (512px width, 352px height | 16 tiles across, 11 tiles top to bottom). I want to know if there's a more efficient way to paint the <canvas>. Here's how I have it right now. How tiles are loaded and painted on map The map is being painted by tiles (32x32) using the Image() piece. The image files are loaded through a simple for loop and put into an array called tiles[] to be PAINTED on using drawImage(). First, we load the tiles... and here's how it's being done: // SET UP THE & DRAW THE MAP TILES tiles = []; var loadedImagesCount = 0; for (x = 0; x <= NUM_OF_TILES; x++) { var imageObj = new Image(); // new instance for each image imageObj.src = "js/tiles/t" + x + ".png"; imageObj.onload = function () { console.log("Added tile ... " + loadedImagesCount); loadedImagesCount++; if (loadedImagesCount == NUM_OF_TILES) { // Onces all tiles are loaded ... // We paint the map for (y = 0; y <= 15; y++) { for (x = 0; x <= 10; x++) { theX = x * 32; theY = y * 32; context.drawImage(tiles[5], theY, theX, 32, 32); } } } }; tiles.push(imageObj); } Naturally, when a player starts a game it loads the map they last left off. But for here, it an all-grass map. Right now, the maps use 2D arrays. Here's an example map. [[4, 1, 4, 1, 4, 1, 4, 1, 4, 1, 4, 1, 1, 1, 1, 1], [1, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 1, 1, 1, 1, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 1, 13, 13, 1, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 1, 13, 13, 1, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 1, 13, 13, 1, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 1, 1, 1, 1, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 13, 13, 13, 1, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 13, 11, 11, 11, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 1, 1, 1, 1, 1, 1, 1, 13, 13, 13, 13, 13, 1], [1, 1, 1, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 1, 1, 1]]; I get different maps using a simple if structure. Once the 2d array above is return, the corresponding number in each array will be painted according to Image() stored inside tile[]. Then drawImage() will occur and paint according to the x and y and times it by 32 to paint on the correct x-y coordinate. How multiple map switching occurs With my game, maps have five things to keep track of: currentID, leftID, rightID, upID, and bottomID. currentID: The current ID of the map you are on. leftID: What ID of currentID to load when you exit on the left of current map. rightID: What ID of currentID to load when you exit on the right of current map. downID: What ID of currentID to load when you exit on the bottom of current map. upID: What ID of currentID to load when you exit on the top of current map. Something to note: If either leftID, rightID, upID, or bottomID are NOT specific, that means they are a 0. That means they cannot leave that side of the map. It is merely an invisible blockade. So, once a person exits a side of the map, depending on where they exited... for example if they exited on the bottom, bottomID will the number of the map to load and thus be painted on the map. Here's a representational .GIF to help you better visualize: As you can see, sooner or later, with many maps I will be dealing with many IDs. And that can possibly get a little confusing and hectic. The obvious pros is that it load 176 tiles at a time, refresh a small 512x352 canvas, and handles one map at time. The con is that the MAP ids, when dealing with many maps, may get confusing at times. My question Is this an efficient way to store maps (given the usage of tiles), or is there a better way to handle maps? I was thinking along the lines of a giant map. The map-size is big and it's all one 2D array. The viewport, however, is still 512x352 pixels. Here's another .gif I made (for this question) to help visualize: Sorry if you cannot understand my English. Please ask anything you have trouble understanding. Hopefully, I made it clear. Thanks.

    Read the article

  • Associative array challenges, or examples?

    - by Aerovistae
    I understand well when and how to use an associative array, but I'm trying to teach a friend to program and I'm having some trouble with this particular concept. I need a good set of problems whose solutions are best implemented through the use of maps/hashes/associative arrays/dictionaries. I googled all over and couldn't find any. I was hoping someone might know of some, or perhaps get a community wiki sort of answer. That way I can say, here's our problem, and here's how we could effectively solve it through the use of an associative array... It's one of those cases where when I'm programming and I run into a situation that calls for a dictionary, I recognize it, but I can't seem to make up any such situations to use for a demonstration.

    Read the article

  • Apache mod_proxy dynamic filter

    - by jrhicks
    How can I configure Apache to ProxyBlock content based on something dynamic such as time-of-day or max-use. Basicly I'm curious about the scriptability of Apache. My web-stumbling leads me to believe I can combine mod-proxy and mod-perl in interesting ways to do dynamic filtering. But I'm pretty lost. What are some general instructions, tutorials, books, technologies to begin scripting Apache (or any suitable proxy).

    Read the article

  • Hiding array in apache_get_modules(); [closed]

    - by John Smiith
    i wan't to view all apache modules i use script below <?php $amods = apache_get_modules(); print_r($amods); This will output Array ( [1] => mod_win32 [2] => mpm_winnt [3] => http_core [4] => mod_so [5] => mod_actions [6] => mod_alias [7] => mod_asis [8] => mod_auth_basic [9] => mod_authn_default [10] => mod_authn_file ) how to hide array ( ... i want to apache get modules like this installed modules is mod_php5 mod_authn_default mod_userdir etc

    Read the article

< Previous Page | 69 70 71 72 73 74 75 76 77 78 79 80  | Next Page >