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  • What is the most platform- and Python-version-independent way to make a fast loop for use in Python?

    - by Statto
    I'm writing a scientific application in Python with a very processor-intensive loop at its core. I would like to optimise this as far as possible, at minimum inconvenience to end users, who will probably use it as an uncompiled collection of Python scripts, and will be using Windows, Mac, and (mainly Ubuntu) Linux. It is currently written in Python with a dash of NumPy, and I've included the code below. Is there a solution which would be reasonably fast which would not require compilation? This would seem to be the easiest way to maintain platform-independence. If using something like Pyrex, which does require compilation, is there an easy way to bundle many modules and have Python choose between them depending on detected OS and Python version? Is there an easy way to build the collection of modules without needing access to every system with every version of Python? Does one method lend itself particularly to multi-processor optimisation? (If you're interested, the loop is to calculate the magnetic field at a given point inside a crystal by adding together the contributions of a large number of nearby magnetic ions, treated as tiny bar magnets. Basically, a massive sum of these.) # calculate_dipole # ------------------------- # calculate_dipole works out the dipole field at a given point within the crystal unit cell # --- # INPUT # mu = position at which to calculate the dipole field # r_i = array of atomic positions # mom_i = corresponding array of magnetic moments # --- # OUTPUT # B = the B-field at this point def calculate_dipole(mu, r_i, mom_i): relative = mu - r_i r_unit = unit_vectors(relative) #4pi / mu0 (at the front of the dipole eqn) A = 1e-7 #initalise dipole field B = zeros(3,float) for i in range(len(relative)): #work out the dipole field and add it to the estimate so far B += A*(3*dot(mom_i[i],r_unit[i])*r_unit[i] - mom_i[i]) / sqrt(dot(relative[i],relative[i]))**3 return B

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  • Will Learning C++ Help for Building Fast/No-Additional-Requirements Desktop Applications?

    - by vito
    Will learning C++ help me build native applications with good speed? Will it help me as a programmer, and what are the other benefits? The reason why I want to learn C++ is because I'm disappointed with the UI performances of applications built on top of JVM and .NET. They feel slow, and start slow too. Of course, a really bad programmer can create a slower and sluggish application using C++ too, but I'm not considering that case. One of my favorite Windows utility application is Launchy. And in the Readme.pdf file, the author of the program wrote this: 0.6 This is the first C++ release. As I became frustrated with C#’s large .NET framework requirements and users lack of desire to install it, I decided to switch back to the faster language. I totally agree with the author of Launchy about the .NET framework requirement or even a JRE requirement for desktop applications. Let alone the specific version of them. And some of the best and my favorite desktop applications don't need .NET or Java to run. They just run after installing. Are they mostly built using C++? Is C++ the only option for good and fast GUI based applications? And, I'm also very interested in hearing the other benefits of learning C++.

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  • Fast, Unicode-capable, cross-platform programmer's text editor that shows invisibles like ZWSP?

    - by Roger_S
    Our publishing workflow includes Windows and Linux machines (there are some Macs too, but not in the critical-path workflow). Many texts include both English and Khmer and are marked-up in XML. XML Copy Editor is the best cross-platform open-source XML editor I've discovered. It utilizes the Scintilla editing component, which is generally good with Unicode but which does not enable non-printing or invisible characters like U+200B (zero-width space) and U+200C (zero-width non-joiner) to be displayed. Khmer does not separate words with a space character as Western languages do, so ZWSP is used in electronic texts to enable applications to break lines easily. Ideally I'd edit the markup and the content in a single editor, but XML awareness is less important at times than being able to display invisibles. (OpenOffice.org Writer and Microsoft Word are the only two apps I know that will display ZWSP. They are not suitable for the markup and text manipulations that need to be done to prepare manuscripts for publication, unfortunately, although I guess they're fine for authoring.) I tried out a promising editor last week, but a search-and-replace regex operation that took under a second in TextPad 4.7.3 lasted over twenty seconds. So I want to mention that speed and the ability to handle large (up to 150mb) files is also a concern. Is there a good, fast, free or not too expensive text editor, with versions on Windows and Linux and maybe mac too, Unicode-aware and capable of displaying invisibles like ZWSP? That has syntax highlighting, can handle large files and is customizable enough that I won't tear my hair out in frustration? Thanks, Roger_S

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  • Why does Perl's Devel::LeakTrace::Fast point to blank files and evals?

    - by kt
    I am using Devel::LeakTrace::Fast to debug a memory leak in a perl script designed as a daemon which runs an infinite loop with sleeps until interrupted. I am having some trouble both reading the output and finding documentation to help me understand the output. The perldoc doesn't contain much information on the output. Most of it makes sense, such as pointing to globals in DBI. Intermingled with the output, however, are several leaked SV(<LOCATION>) from (eval #) line # Where the numbers are numbers and <LOCATION> is a location in memory. The script itself is not using eval at any point - I have not investigated each used module to see if evals are present. Mostly what I want to know is how to find these evals (if possible). I also find the following entries repeated over and over again leaked SV(<LOCATION>) from line # Where line # is always the same #. Not very helpful in tracking down what file that line is in.

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  • Fast and efficient way to read a space separated file of numbers into an array?

    - by John_Sheares
    I need a fast and efficient method to read a space separated file with numbers into an array. The files are formatted this way: 4 6 1 2 3 4 5 6 2 5 4 3 21111 101 3 5 6234 1 2 3 4 2 33434 4 5 6 The first row is the dimension of the array [rows columns]. The lines following contain the array data. The data may also be formatted without any newlines like this: 4 6 1 2 3 4 5 6 2 5 4 3 21111 101 3 5 6234 1 2 3 4 2 33434 4 5 6 I can read the first line and initialize an array with the row and column values. Then I need to fill the array with the data values. My first idea was to read the file line by line and use the split function. But the second format listed gives me pause, because the entire array data would be loaded into memory all at once. Some of these files are in the 100 of MBs. The second method would be to read the file in chunks and then parse them piece by piece. Maybe somebody else has a better a way of doing this?

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  • Random Movement in a Fixed Container

    - by James Barracca
    I'm looking to create something that can move randomly inside of a fixed div container. I love the way the object moves in this example that I found searching this website... http://jsfiddle.net/Xw29r/15/ The code on the jsfiddle contains the following: $(document).ready(function(){ animateDiv(); }); function makeNewPosition(){ // Get viewport dimensions (remove the dimension of the div) var h = $(window).height() - 50; var w = $(window).width() - 50; var nh = Math.floor(Math.random() * h); var nw = Math.floor(Math.random() * w); return [nh,nw]; } function animateDiv(){ var newq = makeNewPosition(); var oldq = $('.a').offset(); var speed = calcSpeed([oldq.top, oldq.left], newq); $('.a').animate({ top: newq[0], left: newq[1] }, speed, function(){ animateDiv(); }); }; function calcSpeed(prev, next) { var x = Math.abs(prev[1] - next[1]); var y = Math.abs(prev[0] - next[0]); var greatest = x > y ? x : y; var speedModifier = 0.1; var speed = Math.ceil(greatest/speedModifier); return speed; }? CSS: div.a { width: 50px; height:50px; background-color:red; position:fixed; }? However, I don't believe the code above constricts that object at all. I need my object to move randomly inside of a container that is let's say for now... 1200px in width and 500px in height. Can someone steer me in the right direction? I'm super new to coding so I'm having a hard time finding an answer on my own. Thanks so much! James

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  • Is there a library or other way to do 128-bit math operations?

    - by samoz
    I am writing a cryptography application and need to work with 128 bit numbers. In addition to standard add, subtract, multiply, divide, and comparisons, I also need a power and modulo function as well. Does anyone know of a library or other implementation that can do this? If not 128-bit, is there a 64-bit option available?

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  • ASP.NET RangeValidator can't do even the most basic math !?!?!?

    - by marc_s
    I'm having an issue with my ASP.NET RangeValidator controls. I want to allow users to enter a discount amount, and this amount must be negative (< $0.00). I want to verify that the amount entered in a textbox is a negative value, so I have this in my page markup: <asp:TextBox ID="tbxDiscount" runat="server" /> <asp:RangeValidator ID="rvDiscount" runat="server" ControlToValidate="tbxDiscount" MinimumValue="0.0" MaximumValue="0.0" EnableClientScript="true" ErrorMessage="Please enter a negative value for a discount" /> and I attempt to set the MinimumValue dynamically in my code before the page gets rendered - to the negative equivalent of my item price. So if the item is $69, I want to set the minimum value to - $69: rvDiscount.MinimumValue = (-1.0m * Price).ToString(); Trouble is: I keep getting this error message: The maximum value 0.0 cannot be less than the minimum value -69.00 for rvDiscount WTF?!?!??! Where I come from, -69 $ IS less than $0 ...... so what's the problem? And more importantly: what is the solution to the problem??

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  • Speed up math code in C# by writing a C dll?

    - by Projectile Fish
    I have a very large nested for loop in which some multiplications and additions are performed on floating point numbers. for (int i = 0; i < length1; i++) { s = GetS(i); c = GetC(i); for(int j = 0; j < length2; j++) { double oldU = u[j]; u[j] = c * oldU + s * omega[i][j]; omega[i][j] = c * omega[i][j] - s * oldU; } } This loop is taking up the majority of my processing time and is a bottleneck. Would I be likely to see any speed improvements if I rewrite this loop in C and interface to it from C#?

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  • Math Question: Is it possible to calculate the row position as you loop through a cartesian product

    - by Kuyenda
    Is it possible to calculate the row position in the cartesian product of two arrays? For example if you have one array of two rows and another of three rows it's easy to calculate the size of the cartesian product (Array1.Rows.Count * Array2.Rows.Count = 6), but you can't iterate through each array and just use the product of the respective row positions to calculate the row position in the cartesian product. Array1.Row * Array2.Row 1 * 1 = 1 1 * 2 = 2 2 * 1 = 2 2 * 2 = 4 3 * 1 = 3 3 * 2 = 6 Is there a formula to obtain the result 1, 2, 3, 4, 5, 6 from Array1.Row and Array2.Row as you iterate through them in the following fashion: For 1 To Array1.Rows.Count For 1 To Array2.Rows.Count 'some formula here to get cartesian row position' Next Array2.Row Next Array1.Row Thanks!

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  • Is there really such a thing as "being good at math"?

    - by thezhaba
    Aside from gifted individuals able to perform complex calculations in their head, I'm wondering if proficiency in mathematics, namely calculus and algebra, has really got to do with one's natural inclination towards sciences, if you can put it that way. A number of students in my calculus course pick up material in seemingly no time whereas I, personally, have to spend time thinking about and understanding most concepts. Even then, if a question that requires a bit more 'imagination' comes up I don't always recognize the concepts behind it, as is the case with calculus proofs, for instance. Nevertheless, I refuse to believe that I'm simply not made for it. I do very well in programming and software engineering courses where a lot of students struggle. At first I could not grasp what they found to be so difficult, but eventually I realized that having previous programming experience is a great asset -- once I've seen and made practical use of the programming concepts learning about them in depth in an academic setting became much easier as I have then already seen their use "in the wild". I suppose I'm hoping that something similar happens with mathematics -- perhaps once the practical idea behind a concept (which authors of textbooks sure do a great job of concealing..) is evident, understanding the seemingly dry and symbolic ideas and proofs would be more obvious? I'm really not sure. All I'm sure of is I'd like to get better at calculus, but I don't yet understand why some of us pick it up easily while others have to spend considerable amounts of time on it and still not have complete understanding if an unusual problem is given.

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  • how do i round/trucate a number without using methods like math.round or %3f?

    - by user2923875
    So far I need to round a number that I inputted and get it to 3 decimal places without those methods. if(number !=(int)number){ number*=1000; number=(int)number; number=(double)number; number/=1000; System.out.println("-"+ number); } if(number ==(int)number){ System.out.println("-"+ number + "00"); } With that above, it will work for any input except the ones with 2 decimal places, like 12.34 . How do I make it work if i type 12.34 and displays 12.340?

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  • Need help: input int from console and pass it into method in different class and do math

    - by christophe
    i'm a beginner, Need help, Please!!! I want to read optional number "a" from console and then store it in variable to use as passing to a different class (different .java file). and pint the sum separetely by optional inputting. How do i code the 2 classes? thanks /* * DemoApp.java */ public class DemoApp { public static void main(String[] args) { Scanner input = new Scanner(System.in); int a; System.out.println("Input one of the following 3 numbers: 100, 200, 300"); System.out.print("Enter: "); a = input.nextInt(); TestApplication testapp = new TestApplication(); testapp.test(a); } } /* * TestApplication.java * */ public class TestApplication { private int a; public void test(int a) { this.a = a; // TODO: where to get the "a"? (entered by users from console) System.out.println("The number_a was passed in: "+a); } protected void printNum() throws Exception { int num; switch (a) { case 100: num = num + 10; break; case 200: num = num + 20; break; case 300: num = num + 30; break; default: // TODO: unexpected number input. throw(); break; } System.out.println("I got a sum number"+num); } }

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  • Which is the fastest idiomatic way to add all vectors (in the math sense) inside a Scala list?

    - by davips
    I have two solutions, but one doesn't compile and the other, I think, could be better: object Foo extends App { val vectors = List(List(1,2,3), List(2,2,3), List(1,2,2)) //just a stupid example //transposing println("vectors = " + vectors.transpose.map (_.sum)) //it prints vectors = List(4, 6, 8) //folding vectors.reduce { case (a, b) => (a zip b) map { case (x, y) => x + y } } //compiler says: missing parameter type for exp. function; arg. types must be fully known }

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  • Using Optical Flow in EmguCV

    - by Meko
    HI. I am trying to create simple touch game using EmguCV.Should I use optical flow to determine for interaction between images on screen and with my hand ,if changes of points somewhere on screen more than 100 where the image, it means my hand is over image? But how can I track this new points? I can draw on screen here the previous points and new points but It shows on my head more points then my hand and I can not track my hands movements. void Optical_Flow_Worker(object sender, EventArgs e) { { Input_Capture.SetCaptureProperty(Emgu.CV.CvEnum.CAP_PROP.CV_CAP_PROP_POS_FRAMES, ActualFrameNumber); ActualFrame = Input_Capture.QueryFrame(); ActualGrayFrame = ActualFrame.Convert<Gray, Byte>(); NextFrame = Input_Capture.QueryFrame(); NextGrayFrame = NextFrame.Convert<Gray, Byte>(); ActualFeature = ActualGrayFrame.GoodFeaturesToTrack(500, 0.01d, 0.01, 5); ActualGrayFrame.FindCornerSubPix(ActualFeature, new System.Drawing.Size(10, 10), new System.Drawing.Size(-1, -1), new MCvTermCriteria(20, 0.3d)); OpticalFlow.PyrLK(ActualGrayFrame, NextGrayFrame, ActualFeature[0], new System.Drawing.Size(10, 10), 3, new MCvTermCriteria(20, 0.03d), out NextFeature, out Status, out TrackError); OpticalFlowFrame = new Image<Bgr, Byte>(ActualFrame.Width, ActualFrame.Height); OpticalFlowFrame = NextFrame.Copy(); for (int i = 0; i < ActualFeature[0].Length; i++) DrawFlowVectors(i); ActualFrameNumber++; pictureBox1.Image = ActualFrame.Resize(320, 400).ToBitmap() ; pictureBox3.Image = OpticalFlowFrame.Resize(320, 400).ToBitmap(); } } private void DrawFlowVectors(int i) { System.Drawing.Point p = new Point(); System.Drawing.Point q = new Point(); p.X = (int)ActualFeature[0][i].X; p.Y = (int)ActualFeature[0][i].Y; q.X = (int)NextFeature[i].X; q.Y = (int)NextFeature[i].Y; p.X = (int)(q.X + 6 * Math.Cos(angle + Math.PI / 4)); p.Y = (int)(q.Y + 6 * Math.Sin(angle + Math.PI / 4)); p.X = (int)(q.X + 6 * Math.Cos(angle - Math.PI / 4)); p.Y = (int)(q.Y + 6 * Math.Sin(angle - Math.PI / 4)); OpticalFlowFrame.Draw(new Rectangle(q.X,q.Y,1,1), new Bgr(Color.Red), 1); OpticalFlowFrame.Draw(new Rectangle(p.X, p.Y, 1, 1), new Bgr(Color.Blue), 1); }

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  • NZEC in spoj FACKT

    - by frodo
    I was trying to solve this problem http://www.spoj.pl/problems/FACKT/, and I keep getting a Non-Zero Exit Code (NZEC). How exactly do I figure out what to change in the code to overcome this? Here is the code import math import sys def cal_num(n): i = 1 f = 1 while f<n: f *= i i = i + 1 return i-1 while 1: line = sys.stdin.readline() if line == "": break n = int(line) x = cal_num(n) y = math.factorial(2*x) l = int(math.ceil(math.log(y,10))) print (x,l) Any suggestion would be welcome.

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  • Converting 2D Physics to 3D.

    - by static void main
    I'm new to game physics and I am trying to adapt a simple 2D ball simulation for a 3D simulation with the Java3D library. I have this problem: Two things: 1) I noted down the values generated by the engine: X/Y are too high and minX/minY/maxY/maxX values are causing trouble. Sometimes the balls are drawing but not moving Sometimes they are going out of the panel Sometimes they're moving on little area Sometimes they just stick at one place... 2) I'm unable to select/define/set the default correct/suitable values considering the 3D graphics scaling/resolution while they are set with respect to 2D screen coordinates, that is my only problem. Please help. This is the code: public class Ball extends GameObject { private float x, y; // Ball's center (x, y) private float speedX, speedY; // Ball's speed per step in x and y private float radius; // Ball's radius // Collision detected by collision detection and response algorithm? boolean collisionDetected = false; // If collision detected, the next state of the ball. // Otherwise, meaningless. private float nextX, nextY; private float nextSpeedX, nextSpeedY; private static final float BOX_WIDTH = 640; private static final float BOX_HEIGHT = 480; /** * Constructor The velocity is specified in polar coordinates of speed and * moveAngle (for user friendliness), in Graphics coordinates with an * inverted y-axis. */ public Ball(String name1,float x, float y, float radius, float speed, float angleInDegree, Color color) { this.x = x; this.y = y; // Convert velocity from polar to rectangular x and y. this.speedX = speed * (float) Math.cos(Math.toRadians(angleInDegree)); this.speedY = speed * (float) Math.sin(Math.toRadians(angleInDegree)); this.radius = radius; } public void move() { if (collisionDetected) { // Collision detected, use the values computed. x = nextX; y = nextY; speedX = nextSpeedX; speedY = nextSpeedY; } else { // No collision, move one step and no change in speed. x += speedX; y += speedY; } collisionDetected = false; // Clear the flag for the next step } public void collideWith() { // Get the ball's bounds, offset by the radius of the ball float minX = 0.0f + radius; float minY = 0.0f + radius; float maxX = 0.0f + BOX_WIDTH - 1.0f - radius; float maxY = 0.0f + BOX_HEIGHT - 1.0f - radius; double gravAmount = 0.9811111f; double gravDir = (90 / 57.2960285258); // Try moving one full step nextX = x + speedX; nextY = y + speedY; System.out.println("In serializedBall in collision."); // If collision detected. Reflect on the x or/and y axis // and place the ball at the point of impact. if (speedX != 0) { if (nextX > maxX) { // Check maximum-X bound collisionDetected = true; nextSpeedX = -speedX; // Reflect nextSpeedY = speedY; // Same nextX = maxX; nextY = (maxX - x) * speedY / speedX + y; // speedX non-zero } else if (nextX < minX) { // Check minimum-X bound collisionDetected = true; nextSpeedX = -speedX; // Reflect nextSpeedY = speedY; // Same nextX = minX; nextY = (minX - x) * speedY / speedX + y; // speedX non-zero } } // In case the ball runs over both the borders. if (speedY != 0) { if (nextY > maxY) { // Check maximum-Y bound collisionDetected = true; nextSpeedX = speedX; // Same nextSpeedY = -speedY; // Reflect nextY = maxY; nextX = (maxY - y) * speedX / speedY + x; // speedY non-zero } else if (nextY < minY) { // Check minimum-Y bound collisionDetected = true; nextSpeedX = speedX; // Same nextSpeedY = -speedY; // Reflect nextY = minY; nextX = (minY - y) * speedX / speedY + x; // speedY non-zero } } speedX += Math.cos(gravDir) * gravAmount; speedY += Math.sin(gravDir) * gravAmount; } public float getSpeed() { return (float) Math.sqrt(speedX * speedX + speedY * speedY); } public float getMoveAngle() { return (float) Math.toDegrees(Math.atan2(speedY, speedX)); } public float getRadius() { return radius; } public float getX() { return x; } public float getY() { return y; } public void setX(float f) { x = f; } public void setY(float f) { y = f; } } Here's how I'm drawing the balls: public class 3DMovingBodies extends Applet implements Runnable { private static final int BOX_WIDTH = 800; private static final int BOX_HEIGHT = 600; private int currentNumBalls = 1; // number currently active private volatile boolean playing; private long mFrameDelay; private JFrame frame; private int currentFrameRate; private Ball[] ball = new Ball[currentNumBalls]; private Random rand; private Sphere[] sphere = new Sphere[currentNumBalls]; private Transform3D[] trans = new Transform3D[currentNumBalls]; private TransformGroup[] objTrans = new TransformGroup[currentNumBalls]; public 3DMovingBodies() { rand = new Random(); float angleInDegree = rand.nextInt(360); setLayout(new BorderLayout()); GraphicsConfiguration config = SimpleUniverse .getPreferredConfiguration(); Canvas3D c = new Canvas3D(config); add("Center", c); ball[0] = new Ball(0.5f, 0.0f, 0.5f, 0.4f, angleInDegree, Color.yellow); // ball[1] = new Ball(1.0f, 0.0f, 0.25f, 0.8f, angleInDegree, // Color.yellow); // ball[2] = new Ball(0.0f, 1.0f, 0.15f, 0.11f, angleInDegree, // Color.yellow); trans[0] = new Transform3D(); // trans[1] = new Transform3D(); // trans[2] = new Transform3D(); sphere[0] = new Sphere(0.5f); // sphere[1] = new Sphere(0.25f); // sphere[2] = new Sphere(0.15f); // Create a simple scene and attach it to the virtual universe BranchGroup scene = createSceneGraph(); SimpleUniverse u = new SimpleUniverse(c); u.getViewingPlatform().setNominalViewingTransform(); u.addBranchGraph(scene); startSimulation(); } public BranchGroup createSceneGraph() { // Create the root of the branch graph BranchGroup objRoot = new BranchGroup(); for (int i = 0; i < currentNumBalls; i++) { // Create a simple shape leaf node, add it to the scene graph. objTrans[i] = new TransformGroup(); objTrans[i].setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); Transform3D pos1 = new Transform3D(); pos1.setTranslation(randomPos()); objTrans[i].setTransform(pos1); objTrans[i].addChild(sphere[i]); objRoot.addChild(objTrans[i]); } BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); Color3f light1Color = new Color3f(1.0f, 0.0f, 0.2f); Vector3f light1Direction = new Vector3f(4.0f, -7.0f, -12.0f); DirectionalLight light1 = new DirectionalLight(light1Color, light1Direction); light1.setInfluencingBounds(bounds); objRoot.addChild(light1); // Set up the ambient light Color3f ambientColor = new Color3f(1.0f, 1.0f, 1.0f); AmbientLight ambientLightNode = new AmbientLight(ambientColor); ambientLightNode.setInfluencingBounds(bounds); objRoot.addChild(ambientLightNode); return objRoot; } public void startSimulation() { playing = true; Thread t = new Thread(this); t.start(); } public void stop() { playing = false; } public void run() { long previousTime = System.currentTimeMillis(); long currentTime = previousTime; long elapsedTime; long totalElapsedTime = 0; int frameCount = 0; while (true) { currentTime = System.currentTimeMillis(); elapsedTime = (currentTime - previousTime); // elapsed time in // seconds totalElapsedTime += elapsedTime; if (totalElapsedTime > 1000) { currentFrameRate = frameCount; frameCount = 0; totalElapsedTime = 0; } for (int i = 0; i < currentNumBalls; i++) { ball[i].move(); ball[i].collideWith(); drawworld(); } try { Thread.sleep(88); } catch (Exception e) { e.printStackTrace(); } previousTime = currentTime; frameCount++; } } public void drawworld() { for (int i = 0; i < currentNumBalls; i++) { printTG(objTrans[i], "SteerTG"); trans[i].setTranslation(new Vector3f(ball[i].getX(), ball[i].getY(), 0.0f)); objTrans[i].setTransform(trans[i]); } } private Vector3f randomPos() /* * Return a random position vector. The numbers are hardwired to be within * the confines of the box. */ { Vector3f pos = new Vector3f(); pos.x = rand.nextFloat() * 5.0f - 2.5f; // -2.5 to 2.5 pos.y = rand.nextFloat() * 2.0f + 0.5f; // 0.5 to 2.5 pos.z = rand.nextFloat() * 5.0f - 2.5f; // -2.5 to 2.5 return pos; } // end of randomPos() public static void main(String[] args) { System.out.println("Program Started"); 3DMovingBodiesbb = new 3DMovingBodies(); bb.addKeyListener(bb); MainFrame mf = new MainFrame(bb, 600, 400); } }

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  • Restart program from a certain line with an if statement?

    - by user1744093
    could anyone help me restart my program from line 46 if the user enters 1 (just after the comment where it states that the next code is going to ask the user for 2 inputs) and if the user enters -1 end it. I cannot think how to do it. I'm new to C# any help you could give would be great! class Program { static void Main(string[] args) { //Displays data in correct Format List<float> inputList = new List<float>(); TextReader tr = new StreamReader("c:/users/tom/documents/visual studio 2010/Projects/DistanceCalculator3/DistanceCalculator3/TextFile1.txt"); String input = Convert.ToString(tr.ReadToEnd()); String[] items = input.Split(','); Console.WriteLine("Point Latitude Longtitude Elevation"); for (int i = 0; i < items.Length; i++) { if (i % 3 == 0) { Console.Write((i / 3) + "\t\t"); } Console.Write(items[i]); Console.Write("\t\t"); if (((i - 2) % 3) == 0) { Console.WriteLine(); } } Console.WriteLine(); Console.WriteLine(); // Ask for two inputs from the user which is then converted into 6 floats and transfered in class Coordinates Console.WriteLine("Please enter the two points that you wish to know the distance between:"); string point = Console.ReadLine(); string[] pointInput = point.Split(' '); int pointNumber = Convert.ToInt16(pointInput[0]); int pointNumber2 = Convert.ToInt16(pointInput[1]); Coordinates distance = new Coordinates(); distance.latitude = (Convert.ToDouble(items[pointNumber * 3])); distance.longtitude = (Convert.ToDouble(items[(pointNumber * 3) + 1])); distance.elevation = (Convert.ToDouble(items[(pointNumber * 3) + 2])); distance.latitude2 = (Convert.ToDouble(items[pointNumber2 * 3])); distance.longtitude2 = (Convert.ToDouble(items[(pointNumber2 * 3) + 1])); distance.elevation2 = (Convert.ToDouble(items[(pointNumber2 * 3) + 2])); //Calculate the distance between two points const double PIx = 3.141592653589793; const double RADIO = 6371; double dlat = ((distance.latitude2) * (PIx / 180)) - ((distance.latitude) * (PIx / 180)); double dlon = ((distance.longtitude2) * (PIx / 180)) - ((distance.longtitude) * (PIx / 180)); double a = (Math.Sin(dlat / 2) * Math.Sin(dlat / 2)) + Math.Cos((distance.latitude) * (PIx / 180)) * Math.Cos((distance.latitude2) * (PIx / 180)) * (Math.Sin(dlon / 2) * Math.Sin(dlon / 2)); double angle = 2 * Math.Atan2(Math.Sqrt(a), Math.Sqrt(1 - a)); double ultimateDistance = (angle * RADIO); Console.WriteLine("The distance between your two points is..."); Console.WriteLine(ultimateDistance); //Repeat the program if the user enters 1, end the program if the user enters -1 Console.WriteLine("If you wish to calculate another distance type 1 and return, if you wish to end the program, type -1."); Console.ReadLine(); if (Convert.ToInt16(Console.ReadLine()) == 1); { //here is where I need it to repeat }

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  • Difficulty creating classes and arrays of those classes C#

    - by Lucifer Fayte
    I'm trying to implement a Discrete Fourier Transformation algorithm for a project I'm doing in school. But creating a class is seeming to be difficult(which it shouldn't be). I'm using Visual Studio 2012. Basically I need a class called Complex to store the two values I get from a DFT; The real portion and the imaginary portion. This is what I have so far for that: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace SoundEditor_V3 { public class Complex { public double real; public double im; public Complex() { real = 0; im = 0; } } } The problem is that it doesn't recognize the constructor as a constructor, now I'm just learning C#, but I looked it up online and this is how it's supposed to look apparently. It recognizes my constructor as a method. Why is that? Am I creating the class wrong? It's doing the same thing for my Fourier class as well. So each time I try to create a Fourier object and then use it's method...there is no such thing. example, I do this: Fourier fou = new Fourier(); fou.DFT(s, N, amp, 0); and it tells me fou is a 'field' but is used like a 'type' why is it saying that? Here is the code for my Fourier class as well: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace SoundEditor_V3 { public class Fourier { //FOURIER //N = number of samples //s is the array of samples(data) //amp is the array where the complex result will be written to //start is the where in the array to start public void DFT(byte[] s, int N, ref Complex[] amp, int start) { Complex tem = new Complex(); int f; int t; for (f = 0; f < N; f++) { tem.real = 0; tem.im = 0; for (t = 0; t < N; t++) { tem.real += s[t + start] * Math.Cos(2 * Math.PI * t * f / N); tem.im -= s[t + start] * Math.Sin(2 * Math.PI * t * f / N); } amp[f].real = tem.real; amp[f].im = tem.im; } } //INVERSE FOURIER public void IDFT(Complex[] A, ref int[] s) { int N = A.Length; int t, f; double result; for (t = 0; t < N; t++) { result = 0; for (f = 0; f < N; f++) { result += A[f].real * Math.Cos(2 * Math.PI * t * f / N) - A[f].im * Math.Sin(2 * Math.PI * t * f / N); } s[t] = (int)Math.Round(result); } } } } I'm very much stuck at the moment, any and all help would be appreciated. Thank you.

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  • Routes on a sphere surface - Find geodesic?

    - by CaNNaDaRk
    I'm working with some friends on a browser based game where people can move on a 2D map. It's been almost 7 years and still people play this game so we are thinking of a way to give them something new. Since then the game map was a limited plane and people could move from (0, 0) to (MAX_X, MAX_Y) in quantized X and Y increments (just imagine it as a big chessboard). We believe it's time to give it another dimension so, just a couple of weeks ago, we began to wonder how the game could look with other mappings: Unlimited plane with continous movement: this could be a step forward but still i'm not convinced. Toroidal World (continous or quantized movement): sincerely I worked with torus before but this time I want something more... Spherical world with continous movement: this would be great! What we want Users browsers are given a list of coordinates like (latitude, longitude) for each object on the spherical surface map; browsers must then show this in user's screen rendering them inside a web element (canvas maybe? this is not a problem). When people click on the plane we convert the (mouseX, mouseY) to (lat, lng) and send it to the server which has to compute a route between current user's position to the clicked point. What we have We began writing a Java library with many useful maths to work with Rotation Matrices, Quaternions, Euler Angles, Translations, etc. We put it all together and created a program that generates sphere points, renders them and show them to the user inside a JPanel. We managed to catch clicks and translate them to spherical coords and to provide some other useful features like view rotation, scale, translation etc. What we have now is like a little (very little indeed) engine that simulates client and server interaction. Client side shows points on the screen and catches other interactions, server side renders the view and does other calculus like interpolating the route between current position and clicked point. Where is the problem? Obviously we want to have the shortest path to interpolate between the two route points. We use quaternions to interpolate between two points on the surface of the sphere and this seemed to work fine until i noticed that we weren't getting the shortest path on the sphere surface: We though the problem was that the route is calculated as the sum of two rotations about X and Y axis. So we changed the way we calculate the destination quaternion: We get the third angle (the first is latitude, the second is longitude, the third is the rotation about the vector which points toward our current position) which we called orientation. Now that we have the "orientation" angle we rotate Z axis and then use the result vector as the rotation axis for the destination quaternion (you can see the rotation axis in grey): What we got is the correct route (you can see it lays on a great circle), but we get to this ONLY if the starting route point is at latitude, longitude (0, 0) which means the starting vector is (sphereRadius, 0, 0). With the previous version (image 1) we don't get a good result even when startin point is 0, 0, so i think we're moving towards a solution, but the procedure we follow to get this route is a little "strange" maybe? In the following image you get a view of the problem we get when starting point is not (0, 0), as you can see starting point is not the (sphereRadius, 0, 0) vector, and as you can see the destination point (which is correctly drawn!) is not on the route. The magenta point (the one which lays on the route) is the route's ending point rotated about the center of the sphere of (-startLatitude, 0, -startLongitude). This means that if i calculate a rotation matrix and apply it to every point on the route maybe i'll get the real route, but I start to think that there's a better way to do this. Maybe I should try to get the plane through the center of the sphere and the route points, intersect it with the sphere and get the geodesic? But how? Sorry for being way too verbose and maybe for incorrect English but this thing is blowing my mind! EDIT: This code version is related to the first image: public void setRouteStart(double lat, double lng) { EulerAngles tmp = new EulerAngles ( Math.toRadians(lat), 0, -Math.toRadians(lng)); //set route start Quaternion qtStart.setInertialToObject(tmp); //do other stuff like drawing start point... } public void impostaDestinazione(double lat, double lng) { EulerAngles tmp = new AngoliEulero( Math.toRadians(lat), 0, -Math.toRadians(lng)); qtEnd.setInertialToObject(tmp); //do other stuff like drawing dest point... } public V3D interpolate(double totalTime, double t) { double _t = t/totalTime; Quaternion q = Quaternion.Slerp(qtStart, qtEnd, _t); RotationMatrix.inertialQuatToIObject(q); V3D p = matInt.inertialToObject(V3D.Xaxis.scale(sphereRadius)); //other stuff, like drawing point ... return p; } //mostly taken from a book! public static Quaternion Slerp(Quaternion q0, Quaternion q1, double t) { double cosO = q0.dot(q1); double q1w = q1.w; double q1x = q1.x; double q1y = q1.y; double q1z = q1.z; if (cosO < 0.0f) { q1w = -q1w; q1x = -q1x; q1y = -q1y; q1z = -q1z; cosO = -cosO; } double sinO = Math.sqrt(1.0f - cosO*cosO); double O = Math.atan2(sinO, cosO); double oneOverSinO = 1.0f / senoOmega; k0 = Math.sin((1.0f - t) * O) * oneOverSinO; k1 = Math.sin(t * O) * oneOverSinO; // Interpolate return new Quaternion( k0*q0.w + k1*q1w, k0*q0.x + k1*q1x, k0*q0.y + k1*q1y, k0*q0.z + k1*q1z ); } A little dump of what i get (again check image 1): Route info: Sphere radius and center: 200,000, (0.0, 0.0, 0.0) Route start: lat 0,000 °, lng 0,000 ° @v: (200,000, 0,000, 0,000), |v| = 200,000 Route end: lat 30,000 °, lng 30,000 ° @v: (150,000, 86,603, 100,000), |v| = 200,000 Qt dump: (w, x, y, z), rot. angle°, (x, y, z) rot. axis Qt start: (1,000, 0,000, -0,000, 0,000); 0,000 °; (1,000, 0,000, 0,000) Qt end: (0,933, 0,067, -0,250, 0,250); 42,181 °; (0,186, -0,695, 0,695) Route start: lat 30,000 °, lng 10,000 ° @v: (170,574, 30,077, 100,000), |v| = 200,000 Route end: lat 80,000 °, lng -50,000 ° @v: (22,324, -26,604, 196,962), |v| = 200,000 Qt dump: (w, x, y, z), rot. angle°, (x, y, z) rot. axis Qt start: (0,962, 0,023, -0,258, 0,084); 31,586 °; (0,083, -0,947, 0,309) Qt end: (0,694, -0,272, -0,583, -0,324); 92,062 °; (-0,377, -0,809, -0,450)

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  • How do I increase moving speed of body?

    - by Siddharth
    How to move ball speedily on the screen using box2d in libGDX? package com.badlogic.box2ddemo; import com.badlogic.gdx.ApplicationListener; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.GL10; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.Sprite; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureRegion; import com.badlogic.gdx.math.Matrix4; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.physics.box2d.Body; import com.badlogic.gdx.physics.box2d.BodyDef; import com.badlogic.gdx.physics.box2d.BodyDef.BodyType; import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer; import com.badlogic.gdx.physics.box2d.CircleShape; import com.badlogic.gdx.physics.box2d.Fixture; import com.badlogic.gdx.physics.box2d.FixtureDef; import com.badlogic.gdx.physics.box2d.PolygonShape; import com.badlogic.gdx.physics.box2d.World; public class Box2DDemo implements ApplicationListener { private SpriteBatch batch; private TextureRegion texture; private World world; private Body groundDownBody, groundUpBody, groundLeftBody, groundRightBody, ballBody; private BodyDef groundBodyDef1, groundBodyDef2, groundBodyDef3, groundBodyDef4, ballBodyDef; private PolygonShape groundDownPoly, groundUpPoly, groundLeftPoly, groundRightPoly; private CircleShape ballPoly; private Sprite sprite; private FixtureDef fixtureDef; private Vector2 ballPosition; private Box2DDebugRenderer renderer; Vector2 vector2; @Override public void create() { texture = new TextureRegion(new Texture( Gdx.files.internal("img/red_ring.png"))); sprite = new Sprite(texture); sprite.setOrigin(sprite.getWidth() / 2, sprite.getHeight() / 2); batch = new SpriteBatch(); world = new World(new Vector2(0.0f, 0.0f), false); groundBodyDef1 = new BodyDef(); groundBodyDef1.type = BodyType.StaticBody; groundBodyDef1.position.x = 0.0f; groundBodyDef1.position.y = 0.0f; groundDownBody = world.createBody(groundBodyDef1); groundBodyDef2 = new BodyDef(); groundBodyDef2.type = BodyType.StaticBody; groundBodyDef2.position.x = 0f; groundBodyDef2.position.y = Gdx.graphics.getHeight(); groundUpBody = world.createBody(groundBodyDef2); groundBodyDef3 = new BodyDef(); groundBodyDef3.type = BodyType.StaticBody; groundBodyDef3.position.x = 0f; groundBodyDef3.position.y = 0f; groundLeftBody = world.createBody(groundBodyDef3); groundBodyDef4 = new BodyDef(); groundBodyDef4.type = BodyType.StaticBody; groundBodyDef4.position.x = Gdx.graphics.getWidth(); groundBodyDef4.position.y = 0f; groundRightBody = world.createBody(groundBodyDef4); groundDownPoly = new PolygonShape(); groundDownPoly.setAsBox(480.0f, 10f); fixtureDef = new FixtureDef(); fixtureDef.density = 0f; fixtureDef.restitution = 1f; fixtureDef.friction = 0f; fixtureDef.shape = groundDownPoly; fixtureDef.filter.groupIndex = 0; groundDownBody.createFixture(fixtureDef); groundUpPoly = new PolygonShape(); groundUpPoly.setAsBox(480.0f, 10f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundUpPoly; fixtureDef.filter.groupIndex = 0; groundUpBody.createFixture(fixtureDef); groundLeftPoly = new PolygonShape(); groundLeftPoly.setAsBox(10f, 320f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundLeftPoly; fixtureDef.filter.groupIndex = 0; groundLeftBody.createFixture(fixtureDef); groundRightPoly = new PolygonShape(); groundRightPoly.setAsBox(10f, 320f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundRightPoly; fixtureDef.filter.groupIndex = 0; groundRightBody.createFixture(fixtureDef); ballPoly = new CircleShape(); ballPoly.setRadius(16f); fixtureDef = new FixtureDef(); fixtureDef.shape = ballPoly; fixtureDef.density = 1f; fixtureDef.friction = 1f; fixtureDef.restitution = 1f; ballBodyDef = new BodyDef(); ballBodyDef.type = BodyType.DynamicBody; ballBodyDef.position.x = (int) 200; ballBodyDef.position.y = (int) 200; ballBody = world.createBody(ballBodyDef); ballBody.setLinearVelocity(200f, 200f); // ballBody.applyLinearImpulse(new Vector2(250f, 250f), // ballBody.getLocalCenter()); ballBody.createFixture(fixtureDef); renderer = new Box2DDebugRenderer(true, false, false); } @Override public void dispose() { ballPoly.dispose(); groundLeftPoly.dispose(); groundUpPoly.dispose(); groundDownPoly.dispose(); groundRightPoly.dispose(); world.destroyBody(ballBody); world.dispose(); } @Override public void pause() { } @Override public void render() { world.step(1f/30f, 3, 3); Gdx.gl.glClearColor(1f, 1f, 1f, 1f); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); batch.begin(); vector2 = ballBody.getLinearVelocity(); System.out.println("X=" + vector2.x + " Y=" + vector2.y); ballPosition = ballBody.getPosition(); renderer.render(world,batch.getProjectionMatrix()); // int preX = (int) (vector2.x / Math.abs(vector2.x)); // int preY = (int) (vector2.y / Math.abs(vector2.y)); // // if (Math.abs(vector2.x) == 0.0f) // ballBody1.setLinearVelocity(1.4142137f, vector2.y); // else if (Math.abs(vector2.x) < 1.4142137f) // ballBody1.setLinearVelocity(preX * 5, vector2.y); // // if (Math.abs(vector2.y) == 0.0f) // ballBody1.setLinearVelocity(vector2.x, 1.4142137f); // else if (Math.abs(vector2.y) < 1.4142137f) // ballBody1.setLinearVelocity(vector2.x, preY * 5); batch.draw(sprite, (ballPosition.x - (texture.getRegionWidth() / 2)), (ballPosition.y - (texture.getRegionHeight() / 2))); batch.end(); } @Override public void resize(int arg0, int arg1) { } @Override public void resume() { } } I implement above code but I can not achieve higher moving speed of the ball

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  • How can I combine several Expressions into a fast method?

    - by chillitom
    Suppose I have the following expressions: Expression<Action<T, StringBuilder>> expr1 = (t, sb) => sb.Append(t.Name); Expression<Action<T, StringBuilder>> expr2 = (t, sb) => sb.Append(", "); Expression<Action<T, StringBuilder>> expr3 = (t, sb) => sb.Append(t.Description); I'd like to be able to compile these into a method/delegate equivalent to the following: void Method(T t, StringBuilder sb) { sb.Append(t.Name); sb.Append(", "); sb.Append(t.Description); } What is the best way to approach this? I'd like it to perform well, ideally with performance equivalent to the above method. UPDATE So, whilst it appears that there is no way to do this directly in C#3 is there a way to convert an expression to IL so that I can use it with System.Reflection.Emit?

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  • What is the meaning of the sentence "we wanted it to be compiled so it’s not burning CPU doing the wrong stuff."

    - by user2434
    I was reading this article. It has the following paragraph. And did Scala turn out to be fast? Well, what’s your definition of fast? About as fast as Java. It doesn’t have to be as fast as C or Assembly. Python is not significantly faster than Ruby. We wanted to do more with fewer machines, taking better advantage of concurrency; we wanted it to be compiled so it’s not burning CPU doing the wrong stuff. I am looking for the meaning of the last sentence. How will interpreted language make the CPU do "wrong" stuff ?

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