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  • Ball bouncing at a certain angle and efficiency computations

    - by X Y
    I would like to make a pong game with a small twist (for now). Every time the ball bounces off one of the paddles i want it to be under a certain angle (between a min and a max). I simply can't wrap my head around how to actually do it (i have some thoughts and such but i simply cannot implement them properly - i feel i'm overcomplicating things). Here's an image with a small explanation . One other problem would be that the conditions for bouncing have to be different for every edge. For example, in the picture, on the two small horizontal edges i do not want a perfectly vertical bounce when in the middle of the edge but rather a constant angle (pi/4 maybe) in either direction depending on the collision point (before the middle of the edge, or after). All of my collisions are done with the Separating Axes Theorem (and seem to work fine). I'm looking for something efficient because i want to add a lot of things later on (maybe polygons with many edges and such). So i need to keep to a minimum the amount of checking done every frame. The collision algorithm begins testing whenever the bounding boxes of the paddle and the ball intersect. Is there something better to test for possible collisions every frame? (more efficient in the long run,with many more objects etc, not necessarily easy to code). I'm going to post the code for my game: Paddle Class public class Paddle : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private bool keybEnabled; private bool isLeftPaddle; private Texture2D paddleSprite; private Vector2 paddlePosition; private float paddleSpeedY; private Vector2 paddleScale = new Vector2(1f, 1f); private const float DEFAULT_Y_SPEED = 150; private Vector2[] Normals2Edges; private Vector2[] Vertices = new Vector2[4]; private List<Vector2> lst = new List<Vector2>(); private Vector2 Edge; #endregion #region Properties public float Speed { get {return paddleSpeedY; } set { paddleSpeedY = value; } } public Vector2[] Normal2EdgesVector { get { NormalsToEdges(this.isLeftPaddle); return Normals2Edges; } } public Vector2[] VertexVector { get { return Vertices; } } public Vector2 Scale { get { return paddleScale; } set { paddleScale = value; NormalsToEdges(this.isLeftPaddle); } } public float X { get { return paddlePosition.X; } set { paddlePosition.X = value; } } public float Y { get { return paddlePosition.Y; } set { paddlePosition.Y = value; } } public float Width { get { return (Scale.X == 1f ? (float)paddleSprite.Width : paddleSprite.Width * Scale.X); } } public float Height { get { return ( Scale.Y==1f ? (float)paddleSprite.Height : paddleSprite.Height*Scale.Y ); } } public Texture2D GetSprite { get { return paddleSprite; } } public Rectangle Boundary { get { return new Rectangle((int)paddlePosition.X, (int)paddlePosition.Y, (int)this.Width, (int)this.Height); } } public bool KeyboardEnabled { get { return keybEnabled; } } #endregion private void NormalsToEdges(bool isLeftPaddle) { Normals2Edges = null; Edge = Vector2.Zero; lst.Clear(); for (int i = 0; i < Vertices.Length; i++) { Edge = Vertices[i + 1 == Vertices.Length ? 0 : i + 1] - Vertices[i]; if (Edge != Vector2.Zero) { Edge.Normalize(); //outer normal to edge !! (origin in top-left) lst.Add(new Vector2(Edge.Y, -Edge.X)); } } Normals2Edges = lst.ToArray(); } public float[] ProjectPaddle(Vector2 axis) { if (Vertices.Length == 0 || axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, Vertices[0]); max = min; for (int i = 1; i < Vertices.Length; i++) { float p = Vector2.Dot(axis, Vertices[i]); if (p < min) min = p; else if (p > max) max = p; } return (new float[2] { min, max }); } public Paddle(Game game, bool isLeftPaddle, bool enableKeyboard = true) : base(game) { contentManager = new ContentManager(game.Services); keybEnabled = enableKeyboard; this.isLeftPaddle = isLeftPaddle; } public void setPosition(Vector2 newPos) { X = newPos.X; Y = newPos.Y; } public override void Initialize() { base.Initialize(); this.Speed = DEFAULT_Y_SPEED; X = 0; Y = 0; NormalsToEdges(this.isLeftPaddle); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleSprite = contentManager.Load<Texture2D>(@"Content\pongBar"); } public override void Update(GameTime gameTime) { //vertices array Vertices[0] = this.paddlePosition; Vertices[1] = this.paddlePosition + new Vector2(this.Width, 0); Vertices[2] = this.paddlePosition + new Vector2(this.Width, this.Height); Vertices[3] = this.paddlePosition + new Vector2(0, this.Height); // Move paddle, but don't allow movement off the screen if (KeyboardEnabled) { float moveDistance = Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState newKeyState = Keyboard.GetState(); if (newKeyState.IsKeyDown(Keys.Down) && Y + paddleSprite.Height + moveDistance <= Game.GraphicsDevice.Viewport.Height) { Y += moveDistance; } else if (newKeyState.IsKeyDown(Keys.Up) && Y - moveDistance >= 0) { Y -= moveDistance; } } else { if (this.Y + this.Height > this.GraphicsDevice.Viewport.Height) { this.Y = this.Game.GraphicsDevice.Viewport.Height - this.Height - 1; } } base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Texture,null); spriteBatch.Draw(paddleSprite, paddlePosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Ball Class public class Ball : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private const float DEFAULT_SPEED = 50; private float speedIncrement = 0; private Vector2 ballScale = new Vector2(1f, 1f); private const float INCREASE_SPEED = 50; private Texture2D ballSprite; //initial texture private Vector2 ballPosition; //position private Vector2 centerOfBall; //center coords private Vector2 ballSpeed = new Vector2(DEFAULT_SPEED, DEFAULT_SPEED); //speed #endregion #region Properties public float DEFAULTSPEED { get { return DEFAULT_SPEED; } } public Vector2 ballCenter { get { return centerOfBall; } } public Vector2 Scale { get { return ballScale; } set { ballScale = value; } } public float SpeedX { get { return ballSpeed.X; } set { ballSpeed.X = value; } } public float SpeedY { get { return ballSpeed.Y; } set { ballSpeed.Y = value; } } public float X { get { return ballPosition.X; } set { ballPosition.X = value; } } public float Y { get { return ballPosition.Y; } set { ballPosition.Y = value; } } public Texture2D GetSprite { get { return ballSprite; } } public float Width { get { return (Scale.X == 1f ? (float)ballSprite.Width : ballSprite.Width * Scale.X); } } public float Height { get { return (Scale.Y == 1f ? (float)ballSprite.Height : ballSprite.Height * Scale.Y); } } public float SpeedIncreaseIncrement { get { return speedIncrement; } set { speedIncrement = value; } } public Rectangle Boundary { get { return new Rectangle((int)ballPosition.X, (int)ballPosition.Y, (int)this.Width, (int)this.Height); } } #endregion public Ball(Game game) : base(game) { contentManager = new ContentManager(game.Services); } public void Reset() { ballSpeed.X = DEFAULT_SPEED; ballSpeed.Y = DEFAULT_SPEED; ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } public void SpeedUp() { if (ballSpeed.Y < 0) ballSpeed.Y -= (INCREASE_SPEED + speedIncrement); else ballSpeed.Y += (INCREASE_SPEED + speedIncrement); if (ballSpeed.X < 0) ballSpeed.X -= (INCREASE_SPEED + speedIncrement); else ballSpeed.X += (INCREASE_SPEED + speedIncrement); } public float[] ProjectBall(Vector2 axis) { if (axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, this.ballCenter) - this.Width/2; //center - radius max = min + this.Width; //center + radius return (new float[2] { min, max }); } public void ChangeHorzDirection() { ballSpeed.X *= -1; } public void ChangeVertDirection() { ballSpeed.Y *= -1; } public override void Initialize() { base.Initialize(); ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); ballSprite = contentManager.Load<Texture2D>(@"Content\ball"); } public override void Update(GameTime gameTime) { if (this.Y < 1 || this.Y > GraphicsDevice.Viewport.Height - this.Height - 1) this.ChangeVertDirection(); centerOfBall = new Vector2(ballPosition.X + this.Width / 2, ballPosition.Y + this.Height / 2); base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.Draw(ballSprite, ballPosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Main game class public class gameStart : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public gameStart() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.Window.Title = "Pong game"; } protected override void Initialize() { ball = new Ball(this); paddleLeft = new Paddle(this,true,false); paddleRight = new Paddle(this,false,true); Components.Add(ball); Components.Add(paddleLeft); Components.Add(paddleRight); this.Window.AllowUserResizing = false; this.IsMouseVisible = true; this.IsFixedTimeStep = false; this.isColliding = false; base.Initialize(); } #region MyPrivateStuff private Ball ball; private Paddle paddleLeft, paddleRight; private int[] bit = { -1, 1 }; private Random rnd = new Random(); private int updates = 0; enum nrPaddle { None, Left, Right }; private nrPaddle PongBar = nrPaddle.None; private ArrayList Axes = new ArrayList(); private Vector2 MTV; //minimum translation vector private bool isColliding; private float overlap; //smallest distance after projections private Vector2 overlapAxis; //axis of overlap #endregion protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleLeft.setPosition(new Vector2(0, this.GraphicsDevice.Viewport.Height / 2 - paddleLeft.Height / 2)); paddleRight.setPosition(new Vector2(this.GraphicsDevice.Viewport.Width - paddleRight.Width, this.GraphicsDevice.Viewport.Height / 2 - paddleRight.Height / 2)); paddleLeft.Scale = new Vector2(1f, 2f); //scale left paddle } private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] <= circle[0] || circle[1] <= pad[0]) { return false; } if (pad[1] - circle[0] < circle[1] - pad[0]) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax; } } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * overlap; } return true; } protected override void Update(GameTime gameTime) { updates += 1; float ftime = 5 * (float)gameTime.ElapsedGameTime.TotalSeconds; if (updates == 1) { isColliding = false; int Xrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; int Yrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; ball.SpeedX = Xrnd * ball.SpeedX; ball.SpeedY = Yrnd * ball.SpeedY; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } else { updates = 100; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } //autorun :) paddleLeft.Y = ball.Y; //collision detection PongBar = nrPaddle.None; if (ball.Boundary.Intersects(paddleLeft.Boundary)) { PongBar = nrPaddle.Left; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleLeft.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleLeft.VertexVector, ball.ballCenter)); } } else if (ball.Boundary.Intersects(paddleRight.Boundary)) { PongBar = nrPaddle.Right; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleRight.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleRight.VertexVector, ball.ballCenter)); } } if (PongBar != nrPaddle.None && !isColliding) switch (PongBar) { case nrPaddle.Left: if (ShapesIntersect(paddleLeft, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; case nrPaddle.Right: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; default: break; } if (!ShapesIntersect(paddleRight, ball) && !ShapesIntersect(paddleLeft, ball)) isColliding = false; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; //check ball movement if (ball.X > paddleRight.X + paddleRight.Width + 2) { //IncreaseScore(Left); ball.Reset(); updates = 0; return; } else if (ball.X < paddleLeft.X - 2) { //IncreaseScore(Right); ball.Reset(); updates = 0; return; } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Aquamarine); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.End(); base.Draw(gameTime); } } And one method i've used: public static Vector2 NormAxisFromCircle2ClosestVertex(Vector2[] vertices, Vector2 circle) { Vector2 temp = Vector2.Zero; if (vertices.Length > 0) { float dist = (circle.X - vertices[0].X) * (circle.X - vertices[0].X) + (circle.Y - vertices[0].Y) * (circle.Y - vertices[0].Y); for (int i = 1; i < vertices.Length;i++) { if (dist > (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y)) { temp = vertices[i]; //memorize the closest vertex dist = (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y); } } temp = circle - temp; temp.Normalize(); } return temp; } Thanks in advance for any tips on the 4 issues. EDIT1: Something isn't working properly. The collision axis doesn't come out right and the interpolation also seems to have no effect. I've changed the code a bit: private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] < circle[0] || circle[1] < pad[0]) { return false; } if (Math.Abs(pad[1] - circle[0]) < Math.Abs(circle[1] - pad[0])) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax * (-1); } //to get the proper axis } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * Math.Abs(overlap); } return true; } And part of the Update method: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) { ball.X += MTV.X; ball.Y += MTV.Y; } //test if (overlapAxis.X == 0) //collision with horizontal edge { } else if (overlapAxis.Y == 0) //collision with vertical edge { float factor = Math.Abs(ball.ballCenter.Y - paddleRight.Y) / paddleRight.Height; if (factor > 1) factor = 1f; if (overlapAxis.X < 0) //left edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(-1, -3), new Vector2(-1, 3), factor)))); else //right edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(1, -3), new Vector2(1, 3), factor)))); } else //vertex collision??? { ball.Speed = -ball.Speed; } } What seems to happen is that "overlapAxis" doesn't always return the right one. So instead of (-1,0) i get the (1,0) (this happened even before i multiplied with -1 there). Sometimes there isn't even a collision registered even though the ball passes through the paddle... The interpolation also seems to have no effect as the angles barely change (or the overlapAxis is almost never (-1,0) or (1,0) but something like (0.9783473, 0.02743843)... ). What am i missing here? :(

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  • SQL SERVER – Introduction to Function SIGN

    - by pinaldave
    Yesterday I received an email from a friend asking how do SIGN function works. Well SIGN Function is very fundamental function. It will return the value 1, -1 or 0. If your value is negative it will return you negative -1 and if it is positive it will return you positive +1. Let us start with a simple small example. DECLARE @IntVal1 INT, @IntVal2 INT,@IntVal3 INT DECLARE @NumVal1 DECIMAL(4,2), @NumVal2 DECIMAL(4,2),@NumVal3 DECIMAL(4,2) SET @IntVal1 = 9; SET @IntVal2 = -9; SET @IntVal3 = 0; SET @NumVal1 = 9.0; SET @NumVal2 = -9.0; SET @NumVal3 = 0.0; SELECT SIGN(@IntVal1) IntVal1,SIGN(@IntVal2) IntVal2,SIGN(@IntVal3) IntVal3 SELECT SIGN(@NumVal1) NumVal1,SIGN(@NumVal2) NumVal2,SIGN(@NumVal2) NumVal3   The above function will give us following result set. You will notice that when there is positive value the function gives positive values and if the values are negative it will return you negative values. Also you will notice that if the data type is  INT the return value is INT and when the value passed to the function is Numeric the result also matches it. Not every datatype is compatible with this function.  Here is the quick look up of the return types. bigint -> bigint int/smallint/tinyint -> int money/smallmoney -> money numeric/decimal -> numeric/decimal everybody else -> float What will be the best example of the usage of this function that you will not have to use the CASE Statement. Here is example of CASE Statement usage and the same replaced with SIGN function. USE tempdb GO CREATE TABLE TestTable (Date1 SMALLDATETIME, Date2 SMALLDATETIME) INSERT INTO TestTable (Date1, Date2) SELECT '2012-06-22 16:15', '2012-06-20 16:15' UNION ALL SELECT '2012-06-24 16:15', '2012-06-22 16:15' UNION ALL SELECT '2012-06-22 16:15', '2012-06-22 16:15' GO -- Using Case Statement SELECT CASE WHEN DATEDIFF(d,Date1,Date2) > 0 THEN 1 WHEN DATEDIFF(d,Date1,Date2) < 0 THEN -1 ELSE 0 END AS Col FROM TestTable GO -- Using SIGN Function SELECT SIGN(DATEDIFF(d,Date1,Date2)) AS Col FROM TestTable GO DROP TABLE TestTable GO This was interesting blog post for me to write. Let me know your opinion. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Function, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • Beat detection and FFT

    - by Quincy
    So I am working on a platformer game which includes music with beat detection. I am currently using a simple if the energy that is stored in the history buffer is smaller then the current energy there is a beat. The problem with this is that ofcourse if you use songs like rock songs where you have a pretty steady amplitude this isn't going to work. So I looked further and found algorithms splitting the sound into multiple bands using FFT. I then found this : http://en.literateprograms.org/Cooley-Tukey_FFT_algorithm_(C) The only problem I'm having is that I am quite new to audio and I have no idea how to use that to split the signal up into multiple signals. So my question is : How do you use a FFT to split a signal into multiple bands ? Also for the guys interested, this is my algorithm in c# : // C = threshold, N = size of history buffer / 1024 public void PlaceBeatMarkers(float C, int N) { List<float> instantEnergyList = new List<float>(); short[] samples = soundData.Samples; float timePerSample = 1 / (float)soundData.SampleRate; int sampleIndex = 0; int nextSamples = 1024; // Calculate instant energy for every 1024 samples. while (sampleIndex + nextSamples < samples.Length) { float instantEnergy = 0; for (int i = 0; i < nextSamples; i++) { instantEnergy += Math.Abs((float)samples[sampleIndex + i]); } instantEnergy /= nextSamples; instantEnergyList.Add(instantEnergy); if(sampleIndex + nextSamples >= samples.Length) nextSamples = samples.Length - sampleIndex - 1; sampleIndex += nextSamples; } int index = N; int numInBuffer = index; float historyBuffer = 0; //Fill the history buffer with n * instant energy for (int i = 0; i < index; i++) { historyBuffer += instantEnergyList[i]; } // If instantEnergy / samples in buffer < instantEnergy for the next sample then add beatmarker. while (index + 1 < instantEnergyList.Count) { if(instantEnergyList[index + 1] > (historyBuffer / numInBuffer) * C) beatMarkers.Add((index + 1) * 1024 * timePerSample); historyBuffer -= instantEnergyList[index - numInBuffer]; historyBuffer += instantEnergyList[index + 1]; index++; } }

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  • Issues with touch buttons in XNA (Release state to be precise)

    - by Aditya
    I am trying to make touch buttons in WP8 with all the states (Pressed, Released, Moved), but the TouchLocationState.Released is not working. Here's my code: Class variables: bool touching = false; int touchID; Button tempButton; Button is a separate class with a method to switch states when touched. The Update method contains the following code: TouchCollection touchCollection = TouchPanel.GetState(); if (!touching && touchCollection.Count > 0) { touching = true; foreach (TouchLocation location in touchCollection) { for (int i = 0; i < menuButtons.Count; i++) { touchID = location.Id; // store the ID of current touch Point touchLocation = new Point((int)location.Position.X, (int)location.Position.Y); // create a point Button button = menuButtons[i]; if (GetMenuEntryHitBounds(button).Contains(touchLocation)) // a method which returns a rectangle. { button.SwitchState(true); // change the button state tempButton = button; // store the pressed button for accessing later } } } } else if (touchCollection.Count == 0) // clears the state of all buttons if no touch is detected { touching = false; for (int i = 0; i < menuButtons.Count; i++) { Button button = menuButtons[i]; button.SwitchState(false); } } menuButtons is a list of buttons on the menu. A separate loop (within the Update method) after the touched variable is true if (touching) { TouchLocation location; TouchLocation prevLocation; if (touchCollection.FindById(touchID, out location)) { if (location.TryGetPreviousLocation(out prevLocation)) { Point point = new Point((int)location.Position.X, (int)location.Position.Y); if (prevLocation.State == TouchLocationState.Pressed && location.State == TouchLocationState.Released) { if (GetMenuEntryHitBounds(tempButton).Contains(point)) // Execute the button action. I removed the excess } } } } The code for switching the button state is working fine but the code where I want to trigger the action is not. location.State == TouchLocationState.Released mostly ends up being false. (Even after I release the touch, it has a value of TouchLocationState.Moved) And what is more irritating is that it sometimes works! I am really confused and stuck for days now. Is this the right way? If yes then where am I going wrong? Or is there some other more effective way to do this? PS: I also posted this question on stack overflow then realized this question is more appropriate in gamedev. Sorry if it counts as being redundant.

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  • My grid based collision detection is slow

    - by Fibericon
    Something about my implementation of a basic 2x4 grid for collision detection is slow - so slow in fact, that it's actually faster to simply check every bullet from every enemy to see if the BoundingSphere intersects with that of my ship. It becomes noticeably slow when I have approximately 1000 bullets on the screen (36 enemies shooting 3 bullets every .5 seconds). By commenting it out bit by bit, I've determined that the code used to add them to the grid is what's slowest. Here's how I add them to the grid: for (int i = 0; i < enemy[x].gun.NumBullets; i++) { if (enemy[x].gun.bulletList[i].isActive) { enemy[x].gun.bulletList[i].Update(timeDelta); int bulletPosition = 0; if (enemy[x].gun.bulletList[i].position.Y < 0) { bulletPosition = (int)Math.Floor((enemy[x].gun.bulletList[i].position.X + 900) / 450); } else { bulletPosition = (int)Math.Floor((enemy[x].gun.bulletList[i].position.X + 900) / 450) + 4; } GridItem bulletItem = new GridItem(); bulletItem.index = i; bulletItem.type = 5; bulletItem.parentIndex = x; if (bulletPosition > -1 && bulletPosition < 8) { if (!grid[bulletPosition].Contains(bulletItem)) { for (int j = 0; j < grid.Length; j++) { grid[j].Remove(bulletItem); } grid[bulletPosition].Add(bulletItem); } } } } And here's how I check if it collides with the ship: if (ship.isActive && !ship.invincible) { BoundingSphere shipSphere = new BoundingSphere( ship.Position, ship.Model.Meshes[0].BoundingSphere.Radius * 9.0f); for (int i = 0; i < grid.Length; i++) { if (grid[i].Contains(shipItem)) { for (int j = 0; j < grid[i].Count; j++) { //Other collision types omitted else if (grid[i][j].type == 5) { if (enemy[grid[i][j].parentIndex].gun.bulletList[grid[i][j].index].isActive) { BoundingSphere bulletSphere = new BoundingSphere(enemy[grid[i][j].parentIndex].gun.bulletList[grid[i][j].index].position, enemy[grid[i][j].parentIndex].gun.bulletModel.Meshes[0].BoundingSphere.Radius); if (shipSphere.Intersects(bulletSphere)) { ship.health -= enemy[grid[i][j].parentIndex].gun.damage; enemy[grid[i][j].parentIndex].gun.bulletList[grid[i][j].index].isActive = false; grid[i].RemoveAt(j); break; //no need to check other bullets } } else { grid[i].RemoveAt(j); } } What am I doing wrong here? I thought a grid implementation would be faster than checking each one.

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  • Any reliable polygon normal calculation code?

    - by Jenko
    I'm currently calculating the normal vector of a polygon using this code, but for some faces here and there it calculates a wrong normal. I don't really know what's going on or where it fails but its not reliable. Do you have any polygon normal calculation that's tested and found to be reliable? // calculate normal of a polygon using all points var n:int = points.length; var x:Number = 0; var y:Number = 0; var z:Number = 0 // ensure all points above 0 var minx:Number = 0, miny:Number = 0, minz:Number = 0; for (var p:int = 0, pl:int = points.length; p < pl; p++) { var po:_Point3D = points[p] = points[p].clone(); if (po.x < minx) { minx = po.x; } if (po.y < miny) { miny = po.y; } if (po.z < minz) { minz = po.z; } } for (p = 0; p < pl; p++) { po = points[p]; po.x -= minx; po.y -= miny; po.z -= minz; } var cur:int = 1, prev:int = 0, next:int = 2; for (var i:int = 1; i <= n; i++) { // using Newell method x += points[cur].y * (points[next].z - points[prev].z); y += points[cur].z * (points[next].x - points[prev].x); z += points[cur].x * (points[next].y - points[prev].y); cur = (cur+1) % n; next = (next+1) % n; prev = (prev+1) % n; } // length of the normal var length:Number = Math.sqrt(x * x + y * y + z * z); // turn large values into a unit vector if (length != 0){ x = x / length; y = y / length; z = z / length; }else { throw new Error("Cannot calculate normal since triangle has an area of 0"); }

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  • Design for an interface implementation that provides additional functionality

    - by Limbo Exile
    There is a design problem that I came upon while implementing an interface: Let's say there is a Device interface that promises to provide functionalities PerformA() and GetB(). This interface will be implemented for multiple models of a device. What happens if one model has an additional functionality CheckC() which doesn't have equivalents in other implementations? I came up with different solutions, none of which seems to comply with interface design guidelines: To add CheckC() method to the interface and leave one of its implementations empty: interface ISomeDevice { void PerformA(); int GetB(); bool CheckC(); } class DeviceModel1 : ISomeDevice { public void PerformA() { // do stuff } public int GetB() { return 1; } public bool CheckC() { bool res; // assign res a value based on some validation return res; } } class DeviceModel2 : ISomeDevice { public void PerformA() { // do stuff } public int GetB() { return 1; } public bool CheckC() { return true; // without checking anything } } This solution seems incorrect as a class implements an interface without truly implementing all the demanded methods. To leave out CheckC() method from the interface and to use explicit cast in order to call it: interface ISomeDevice { void PerformA(); int GetB(); } class DeviceModel1 : ISomeDevice { public void PerformA() { // do stuff } public int GetB() { return 1; } public bool CheckC() { bool res; // assign res a value based on some validation return res; } } class DeviceModel2 : ISomeDevice { public void PerformA() { // do stuff } public int GetB() { return 1; } } class DeviceManager { private ISomeDevice myDevice; public void ManageDevice(bool newDeviceModel) { myDevice = (newDeviceModel) ? new DeviceModel1() : new DeviceModel2(); myDevice.PerformA(); int b = myDevice.GetB(); if (newDeviceModel) { DeviceModel1 newDevice = myDevice as DeviceModel1; bool c = newDevice.CheckC(); } } } This solution seems to make the interface inconsistent. For the device that supports CheckC(): to add the logic of CheckC() into the logic of another method that is present in the interface. This solution is not always possible. So, what is the correct design to be used in such cases? Maybe creating an interface should be abandoned altogether in favor of another design?

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  • Sql Table Refactoring Challenge

    Ive been working a bit on cleaning up a large table to make it more efficient.  I pretty much know what I need to do at this point, but I figured Id offer up a challenge for my readers, to see if they can catch everything I have as well as to see if Ive missed anything.  So to that end, I give you my table: CREATE TABLE [dbo].[lq_ActivityLog]( [ID] [bigint] IDENTITY(1,1) NOT NULL, [PlacementID] [int] NOT NULL, [CreativeID] [int] NOT NULL, [PublisherID] [int] NOT NULL, [CountryCode] [nvarchar](10) NOT NULL, [RequestedZoneID] [int] NOT NULL, [AboveFold] [int] NOT NULL, [Period] [datetime] NOT NULL, [Clicks] [int] NOT NULL, [Impressions] [int] NOT NULL, CONSTRAINT [PK_lq_ActivityLog2] PRIMARY KEY CLUSTERED ( [Period] ASC, [PlacementID] ASC, [CreativeID] ASC, [PublisherID] ASC, [RequestedZoneID] ASC, [AboveFold] ASC, [CountryCode] ASC)WITH (PAD_INDEX = OFF, STATISTICS_NORECOMPUTE = OFF, IGNORE_DUP_KEY = OFF, ALLOW_ROW_LOCKS = ON, ALLOW_PAGE_LOCKS = ON) ON [PRIMARY]) ON [PRIMARY] And now some assumptions and additional information: The table has 200,000,000 rows currently PlacementID ranges from 1 to 5000 and should support at least 50,000 CreativeID ranges from 1 to 5000 and should support at least 50,000 PublisherID ranges from 1 to 500 and should support at least 50,000 CountryCode is a 2-character ISO standard (e.g. US) and there is a country table with an integer ID already.  There are < 300 rows. RequestedZoneID ranges from 1 to 100 and should support at least 50,000 AboveFold has values of 1, 0, or 1 only. Period is a date (no time). Clicks range from 0 to 5000. Impressions range from 0 to 5000000. The table is currently write-mostly.  Its primary purpose is to log advertising activity as quickly as possible.  Nothing in the rest of the system reads from it except for batch jobs that pull the data into summary tables. Heres the current information on the database tables size: Design Goals This table has been in use for about 5 years and has performed very well during that time.  The only complaints we have are that it is quite large and also there are occasionally timeouts for queries that reference it, particularly when batch jobs are pulling data from it.  Any changes should be made with an eye toward keeping write performance optimal  while trying to reduce space and improve read performance / eliminate timeouts during read operations. Refactor There are, I suggest to you, some glaringly obvious optimizations that can be made to this table.  And Im sure there are some ninja tweaks known to SQL gurus that would be a big help as well.  Ill post my own suggested changes in a follow-up post for now feel free to comment with your suggestions. Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Fixing a NoClassDefFoundError

    - by Chris Okyen
    I have some code: package ftc; import java.util.Scanner; public class Fer_To_Cel { public static void main(String[] argv) { // Scanner object to get the temp in degrees Farenheit Scanner keyboard = new Scanner(System.in); boolean isInt = true; // temporarily put as true in case the user enters a valid int the first time int degreesF = 0; // initialy set to 0 do { try { // Input the temperature text. System.out.print("\nPlease enter a temperature (integer number, no fractional part) in degrees Farenheit: "); degreesF = Integer.parseInt(keyboard.next()); // Get user input and Assign the far. temperature variable, which is casted from String to int. } // Let the user know in a user friendly notice that the value entered wasnt an int ( give int value range ) , and then give error log catch(java.lang.Exception e) { System.out.println("Sorry but you entered a non-int value ( needs to be between ( including ) -2,147,483,648 and 2,147,483,647 ).. \n"); e.printStackTrace(); isInt = false; } } while(!isInt); System.out.println(""); // print a new line. final int degreesC = (5*(degreesF-32)/9); // convert the degrees from F to C and store the resulting expression in degreesC // Print out a newline, then print what X degrees F is in Celcius. System.out.println("\n" + degreesF + " degrees Farenheit is " + degreesC + " degrees Celcius"); } } And The following error: C:\Program Files\Java\jdk1.7.0_06\bin>java Fer_To_Cel Exception in thread "main" java.lang.NoClassDefFoundError: Fer_To_Cel (wrong name: ftc/Fer_To_Cel) at java.lang.ClassLoader.defineClass1(Native Method) at java.lang.ClassLoader.defineClass(ClassLoader.java:791) at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:14 at java.net.URLClassLoader.defineClass(URLClassLoader.java:449) at java.net.URLClassLoader.access$100(URLClassLoader.java:71) at java.net.URLClassLoader$1.run(URLClassLoader.java:361) at java.net.URLClassLoader$1.run(URLClassLoader.java:355) at java.security.AccessController.doPrivileged(Native Method) at java.net.URLClassLoader.findClass(URLClassLoader.java:354) at java.lang.ClassLoader.loadClass(ClassLoader.java:423) at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:308) at java.lang.ClassLoader.loadClass(ClassLoader.java:356) at sun.launcher.LauncherHelper.checkAndLoadMain(LauncherHelper.java:480) The code compiled without compile errors, but presented errors during execution. Which leads me to two questions. I know Errors can be termed Compiler, Runtime and Logic Errors, but the NoClassDefFoundError inherits java.lang.LinkageError. Does that make it a Linker error, being niether of the three types of errors I listed, If I am right this is the answer. For someone else who obtains the singular .java file and compiles it, would this be the only way to solve this problem? Or can I (should I ) do/have done something to fix this problem? Basically, based on a basis of programming, is this a fault of me as the writer? Could this be done once on, my half and be distributed and not needed be done again?

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  • Sql Table Refactoring Challenge

    Ive been working a bit on cleaning up a large table to make it more efficient.  I pretty much know what I need to do at this point, but I figured Id offer up a challenge for my readers, to see if they can catch everything I have as well as to see if Ive missed anything.  So to that end, I give you my table: CREATE TABLE [dbo].[lq_ActivityLog]( [ID] [bigint] IDENTITY(1,1) NOT NULL, [PlacementID] [int] NOT NULL, [CreativeID] [int] NOT NULL, [PublisherID] [int] NOT NULL, [CountryCode] [nvarchar](10) NOT NULL, [RequestedZoneID] [int] NOT NULL, [AboveFold] [int] NOT NULL, [Period] [datetime] NOT NULL, [Clicks] [int] NOT NULL, [Impressions] [int] NOT NULL, CONSTRAINT [PK_lq_ActivityLog2] PRIMARY KEY CLUSTERED ( [Period] ASC, [PlacementID] ASC, [CreativeID] ASC, [PublisherID] ASC, [RequestedZoneID] ASC, [AboveFold] ASC, [CountryCode] ASC)WITH (PAD_INDEX = OFF, STATISTICS_NORECOMPUTE = OFF, IGNORE_DUP_KEY = OFF, ALLOW_ROW_LOCKS = ON, ALLOW_PAGE_LOCKS = ON) ON [PRIMARY]) ON [PRIMARY] And now some assumptions and additional information: The table has 200,000,000 rows currently PlacementID ranges from 1 to 5000 and should support at least 50,000 CreativeID ranges from 1 to 5000 and should support at least 50,000 PublisherID ranges from 1 to 500 and should support at least 50,000 CountryCode is a 2-character ISO standard (e.g. US) and there is a country table with an integer ID already.  There are < 300 rows. RequestedZoneID ranges from 1 to 100 and should support at least 50,000 AboveFold has values of 1, 0, or 1 only. Period is a date (no time). Clicks range from 0 to 5000. Impressions range from 0 to 5000000. The table is currently write-mostly.  Its primary purpose is to log advertising activity as quickly as possible.  Nothing in the rest of the system reads from it except for batch jobs that pull the data into summary tables. Heres the current information on the database tables size: Design Goals This table has been in use for about 5 years and has performed very well during that time.  The only complaints we have are that it is quite large and also there are occasionally timeouts for queries that reference it, particularly when batch jobs are pulling data from it.  Any changes should be made with an eye toward keeping write performance optimal  while trying to reduce space and improve read performance / eliminate timeouts during read operations. Refactor There are, I suggest to you, some glaringly obvious optimizations that can be made to this table.  And Im sure there are some ninja tweaks known to SQL gurus that would be a big help as well.  Ill post my own suggested changes in a follow-up post for now feel free to comment with your suggestions. Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • XFS disk becomes unavailable after a while

    - by Guard
    Ubuntu 12.04 (but the same was on 11.10 before upgrading) WD MyBook, 2TB, no RAID (or RAID0, not completely sure, anyway no mirroring, both 1TB disks are in use, mounted as a single device). Formatted to XFS, normally used for big movie files. Connected to Firewire 800. At some point the LED started going up and down as when constantly reading/writing. The device gives access error. When unplugged (cable, then holding the power button for a while, then unplugging the power) and re-connected becomes available. xfs_check with no results. xfs_repair did something, but looks like didn't fix any error. Then after a massive read (checking 1.5GB torrent file for integrity) becomes unavailable again. Any ideas what's wrong? Drives? Cables? Motherboard? OS? UPD: not sure how relevant this is, but here are dmesg output [14380.632816] SGI XFS with ACLs, security attributes, realtime, large block/inode numbers, no debug enabled [14380.633356] SGI XFS Quota Management subsystem [14421.812220] firewire_core: phy config: card 0, new root=ffc1, gap_count=5 [14441.890596] firewire_core: phy config: card 0, new root=ffc1, gap_count=5 [14441.896858] firewire_core: phy config: card 0, new root=ffc1, gap_count=5 [14453.895347] firewire_core: created device fw1: GUID 0090a99500a35518, S400, 9 config ROM retries [14453.904818] scsi6 : SBP-2 IEEE-1394 [14453.905014] scsi7 : SBP-2 IEEE-1394 [14454.139993] firewire_sbp2: fw1.0: logged in to LUN 0000 (0 retries) [14454.158769] scsi 6:0:0:0: Direct-Access WD My Book 1015 PQ: 0 ANSI: 4 [14454.159251] sd 6:0:0:0: Attached scsi generic sg3 type 0 [14454.162391] firewire_sbp2: fw1.1: logged in to LUN 0001 (0 retries) [14454.167453] sd 6:0:0:0: [sdc] 3907017568 512-byte logical blocks: (2.00 TB/1.81 TiB) [14454.178822] sd 6:0:0:0: [sdc] Write Protect is off [14454.178826] sd 6:0:0:0: [sdc] Mode Sense: 10 00 00 00 [14454.186830] scsi 7:0:0:1: Enclosure WD My Book Device 1015 PQ: 0 ANSI: 4 [14454.186995] scsi 7:0:0:1: Attached scsi generic sg4 type 13 [14454.190078] sd 6:0:0:0: [sdc] Cache data unavailable [14454.190087] sd 6:0:0:0: [sdc] Assuming drive cache: write through [14454.202176] sd 6:0:0:0: [sdc] Cache data unavailable [14454.202185] sd 6:0:0:0: [sdc] Assuming drive cache: write through [14454.239940] sdc: [mac] sdc1 sdc2 sdc3 sdc4 [14454.271262] sd 6:0:0:0: [sdc] Cache data unavailable [14454.271270] sd 6:0:0:0: [sdc] Assuming drive cache: write through [14454.271354] sd 6:0:0:0: [sdc] Attached SCSI disk [14454.272149] ses 7:0:0:1: Attached Enclosure device [14606.090024] XFS (sdc3): Mounting Filesystem [14612.048343] XFS (sdc3): Starting recovery (logdev: internal) [14620.697636] XFS (sdc3): Ending recovery (logdev: internal) [14748.120957] e1000e: eth0 NIC Link is Up 100 Mbps Full Duplex, Flow Control: Rx/Tx [14748.120963] e1000e 0000:00:19.0: eth0: 10/100 speed: disabling TSO [14752.568382] uhci_hcd 0000:00:1a.0: PCI INT A disabled [14752.568579] uhci_hcd 0000:00:1a.1: PCI INT B disabled [14752.568738] ehci_hcd 0000:00:1a.7: PCI INT C disabled [14752.568779] ehci_hcd 0000:00:1a.7: PME# enabled [14752.584526] uhci_hcd 0000:00:1d.1: PCI INT B disabled [14752.584689] uhci_hcd 0000:00:1d.2: PCI INT C disabled [14752.680079] ehci_hcd 0000:00:1a.7: BAR 0: set to [mem 0xe4641000-0xe46413ff] (PCI address [0xe4641000-0xe46413ff]) [14752.680104] ehci_hcd 0000:00:1a.7: restoring config space at offset 0xf (was 0x300, writing 0x30b) [14752.680136] ehci_hcd 0000:00:1a.7: restoring config space at offset 0x1 (was 0x2900000, writing 0x2900002) [14752.680170] ehci_hcd 0000:00:1a.7: PME# disabled [14752.680182] ehci_hcd 0000:00:1a.7: PCI INT C -> GSI 18 (level, low) -> IRQ 18 [14752.680190] ehci_hcd 0000:00:1a.7: setting latency timer to 64 [14752.710334] uhci_hcd 0000:00:1a.0: PCI INT A -> GSI 16 (level, low) -> IRQ 16 [14752.710342] uhci_hcd 0000:00:1a.0: setting latency timer to 64 [14752.749186] uhci_hcd 0000:00:1a.1: PCI INT B -> GSI 17 (level, low) -> IRQ 17 [14752.749194] uhci_hcd 0000:00:1a.1: setting latency timer to 64 [14752.790231] uhci_hcd 0000:00:1d.1: PCI INT B -> GSI 22 (level, low) -> IRQ 22 [14752.790239] uhci_hcd 0000:00:1d.1: setting latency timer to 64 [14752.829170] uhci_hcd 0000:00:1d.2: PCI INT C -> GSI 18 (level, low) -> IRQ 18 [14752.829178] uhci_hcd 0000:00:1d.2: setting latency timer to 64

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  • Searching for Windows User SID's in C#

    - by Ubiquitous Che
    Context Context first - issues I'm trying to resolve are below. One of our clients has asked as to quote how long it would take for us to improve one of our applications. This application currently provides basic user authentication in the form of username/password combinations. This client would like the ability for their employees to log-in using the details of whatever Windows User account is currently logged in at the time of running the application. It's not a deal-breaker if I tell them know - but the client might be willing to pay the costs of development to add this feature to the application. It's worth looking into. Based on my hunting around, it seems like storing the user login details against Domain\Username will be problematic if those details are changed. But Windows User SID's aren't supposed to change at all. I've got the impression that it would be best to record Windows Users by SID - feel free to relieve me of that if I'm wrong. I've been having a fiddle with some Windows API calls. From within C#, grabbing the current user's SID is easy enough. I can already take any user's SID and process it using LookupAccountSid to get username and domain for display purposes. For the interested, my code for this is at the end of this post. That's just the tip of the iceberg, however. The two issues below are completely outside my experience. Not only do I not know how to implement them - I don't even known how to find out how to implement them, or what the pitfalls are on various systems. Any help getting myself aimed in the right direction would be very much appreciated. Issue 1) Getting hold of the local user at runtime is meaningless if that user hasn't been granted access to the application. We will need to add a new section to our application's 'administrator console' for adding Windows Users (or groups) and assigning within-app permissions against those users. Something like an 'Add Windows User Login' button that will raise a pop-up window that will allow the user to search for available Windows User accounts on the network (not just the local machine) to be added to the list of available application logins. If there's already a component in .NET or Windows that I can shanghai into doing this for me, it would make me a very happy man. Issue 2) I also want to know how to take a given Windows User SID and check it against a given Windows User Group (probably taken from a database). I'm not sure how to get started with this one either, though I expect it to be easier than the issue above. For the Interested [STAThread] static void Main(string[] args) { MessageBox.Show(WindowsUserManager.GetAccountNameFromSID(WindowsIdentity.GetCurrent().User.Value)); MessageBox.Show(WindowsUserManager.GetAccountNameFromSID("S-1-5-21-57989841-842925246-1957994488-1003")); } public static class WindowsUserManager { public static string GetAccountNameFromSID(string SID) { try { StringBuilder name = new StringBuilder(); uint cchName = (uint)name.Capacity; StringBuilder referencedDomainName = new StringBuilder(); uint cchReferencedDomainName = (uint)referencedDomainName.Capacity; WindowsUserManager.SID_NAME_USE sidUse; int err = (int)ESystemError.ERROR_SUCCESS; if (!WindowsUserManager.LookupAccountSid(null, SID, name, ref cchName, referencedDomainName, ref cchReferencedDomainName, out sidUse)) { err = Marshal.GetLastWin32Error(); if (err == (int)ESystemError.ERROR_INSUFFICIENT_BUFFER) { name.EnsureCapacity((int)cchName); referencedDomainName.EnsureCapacity((int)cchReferencedDomainName); err = WindowsUserManager.LookupAccountSid(null, SID, name, ref cchName, referencedDomainName, ref cchReferencedDomainName, out sidUse) ? (int)ESystemError.ERROR_SUCCESS : Marshal.GetLastWin32Error(); } } if (err != (int)ESystemError.ERROR_SUCCESS) throw new ApplicationException(String.Format("Could not retrieve acount name from SID. {0}", SystemExceptionManager.GetDescription(err))); return String.Format(@"{0}\{1}", referencedDomainName.ToString(), name.ToString()); } catch (Exception ex) { if (ex is ApplicationException) throw ex; throw new ApplicationException("Could not retrieve acount name from SID", ex); } } private enum SID_NAME_USE { SidTypeUser = 1, SidTypeGroup, SidTypeDomain, SidTypeAlias, SidTypeWellKnownGroup, SidTypeDeletedAccount, SidTypeInvalid, SidTypeUnknown, SidTypeComputer } [DllImport("advapi32.dll", EntryPoint = "GetLengthSid", CharSet = CharSet.Auto)] private static extern int GetLengthSid(IntPtr pSID); [DllImport("advapi32.dll", SetLastError = true)] private static extern bool ConvertStringSidToSid( string StringSid, out IntPtr ptrSid); [DllImport("advapi32.dll", CharSet = CharSet.Auto, SetLastError = true)] private static extern bool LookupAccountSid( string lpSystemName, [MarshalAs(UnmanagedType.LPArray)] byte[] Sid, StringBuilder lpName, ref uint cchName, StringBuilder ReferencedDomainName, ref uint cchReferencedDomainName, out SID_NAME_USE peUse); private static bool LookupAccountSid( string lpSystemName, string stringSid, StringBuilder lpName, ref uint cchName, StringBuilder ReferencedDomainName, ref uint cchReferencedDomainName, out SID_NAME_USE peUse) { byte[] SID = null; IntPtr SID_ptr = IntPtr.Zero; try { WindowsUserManager.ConvertStringSidToSid(stringSid, out SID_ptr); int err = SID_ptr == IntPtr.Zero ? Marshal.GetLastWin32Error() : (int)ESystemError.ERROR_SUCCESS; if (SID_ptr == IntPtr.Zero || err != (int)ESystemError.ERROR_SUCCESS) throw new ApplicationException(String.Format("'{0}' could not be converted to a SID byte array. {1}", stringSid, SystemExceptionManager.GetDescription(err))); int size = (int)GetLengthSid(SID_ptr); SID = new byte[size]; Marshal.Copy(SID_ptr, SID, 0, size); } catch (Exception ex) { if (ex is ApplicationException) throw ex; throw new ApplicationException(String.Format("'{0}' could not be converted to a SID byte array. {1}.", stringSid, ex.Message), ex); } finally { // Always want to release the SID_ptr (if it exists) to avoid memory leaks. if (SID_ptr != IntPtr.Zero) Marshal.FreeHGlobal(SID_ptr); } return WindowsUserManager.LookupAccountSid(lpSystemName, SID, lpName, ref cchName, ReferencedDomainName, ref cchReferencedDomainName, out peUse); } }

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  • Prime Numbers Code Help

    - by andrew
    Hello Everybody, I am suppose to "write a Java program that reads a positive integer n from standard input, then prints out the first n prime number." It's divided into 3 parts. 1st: This function will return true or false according to whether m is prime or composite. The array argument P will contain a sufficient number of primes to do the testing. Specifically, at the time isPrime() is called, array P must contain (at least) all primes p in the range 2 p m . For instance, to test m = 53 for primality, one must do successive trial divisions by 2, 3, 5, and 7. We go no further since 11 53 . Thus a precondition for the function call isPrime(53, P) is that P[0] = 2 , P[1] = 3 , P[2] = 5, and P[3] = 7 . The return value in this case would be true since all these divisions fail. Similarly to test m =143 , one must do trial divisions by 2, 3, 5, 7, and 11 (since 13 143 ). The precondition for the function call isPrime(143, P) is therefore P[0] = 2 , P[1] = 3 , P[2] = 5, P[3] = 7 , and P[4] =11. The return value in this case would be false since 11 divides 143. Function isPrime() should contain a loop that steps through array P, doing trial divisions. This loop should terminate when 2 either a trial division succeeds, in which case false is returned, or until the next prime in P is greater than m , in which case true is returned. Then there is the "main function" • Check that the user supplied exactly one command line argument which can be interpreted as a positive integer n. If the command line argument is not a single positive integer, your program will print a usage message as specified in the examples below, then exit. • Allocate array Primes[] of length n and initialize Primes[0] = 2 . • Enter a loop which will discover subsequent primes and store them as Primes[1] , Primes[2], Primes[3] , ……, Primes[n -1] . This loop should contain an inner loop which walks through successive integers and tests them for primality by calling function isPrime() with appropriate arguments. • Print the contents of array Primes[] to stdout, 10 to a line separated by single spaces. In other words Primes[0] through Primes[9] will go on line 1, Primes[10] though Primes[19] will go on line 2, and so on. Note that if n is not a multiple of 10, then the last line of output will contain fewer than 10 primes. The last function is called "usage" which I am not sure how to execute this! Your program will include a function called Usage() having signature static void Usage() that prints this message to stderr, then exits. Thus your program will contain three functions in all: main(), isPrime(), and Usage(). Each should be preceded by a comment block giving it’s name, a short description of it’s operation, and any necessary preconditions (such as those for isPrime().) And hear is my code, but I am having a bit of a problem and could you guys help me fix it? If I enter the number "5" it gives me the prime numbers which are "6,7,8,9" which doesn't make much sense. import java.util.; import java.io.; import java.lang.*; public class PrimeNumber { static boolean isPrime(int m, int[] P){ int squarert = Math.round( (float)Math.sqrt(m) ); int i = 2; boolean ans=false; while ((i<=squarert) & (ans==false)) { int c= P[i]; if (m%c==0) ans= true; else ans= false; i++; } /* if(ans ==true) ans=false; else ans=true; return ans; } ///****main public static void main(String[] args ) { Scanner in= new Scanner(System.in); int input= in.nextInt(); int i, j; int squarert; boolean ans = false; int userNum; int remander = 0; System.out.println("input: " + input); int[] prime = new int[input]; prime[0]= 2; for(i=1; i ans = isPrime(j,prime); j++;} prime[i] = j; } //prnt prime System.out.println("The first " + input + " prime number(s) are: "); for(int r=0; r }//end of main } Thanks for the help

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  • Reverse subarray of an array with O(1)

    - by Babibu
    I have an idea how to implement sub array reverse with O(1), not including precalculation such as reading the input. I will have many reverse operations, and I can't use the trivial solution of O(N). Edit: To be more clear I want to build data structure behind the array with access layer that knows about reversing requests and inverts the indexing logic as necessary when someone wants to iterate over the array. Edit 2: The data structure will only be used for iterations I been reading this and this and even this questions but they aren't helping. There are 3 cases that need to be taking care of: Regular reverse operation Reverse that including reversed area Intersection between reverse and part of other reversed area in the array Here is my implementation for the first two parts, I will need your help with the last one. This is the rule class: class Rule { public int startingIndex; public int weight; } It is used in my basic data structure City: public class City { Rule rule; private static AtomicInteger _counter = new AtomicInteger(-1); public final int id = _counter.incrementAndGet(); @Override public String toString() { return "" + id; } } This is the main class: public class CitiesList implements Iterable<City>, Iterator<City> { private int position; private int direction = 1; private ArrayList<City> cities; private ArrayDeque<City> citiesQeque = new ArrayDeque<>(); private LinkedList<Rule> rulesQeque = new LinkedList<>(); public void init(ArrayList<City> cities) { this.cities = cities; } public void swap(int index1, int index2){ Rule rule = new Rule(); rule.weight = Math.abs(index2 - index1); cities.get(index1).rule = rule; cities.get(index2 + 1).rule = rule; } @Override public void remove() { throw new IllegalStateException("Not implemented"); } @Override public City next() { City city = cities.get(position); if (citiesQeque.peek() == city){ citiesQeque.pop(); changeDirection(); position += (city.rule.weight + 1) * direction; city = cities.get(position); } if(city.rule != null){ if(city.rule != rulesQeque.peekLast()){ rulesQeque.add(city.rule); position += city.rule.weight * direction; changeDirection(); citiesQeque.push(city); } else{ rulesQeque.removeLast(); position += direction; } } else{ position += direction; } return city; } private void changeDirection() { direction *= -1; } @Override public boolean hasNext() { return position < cities.size(); } @Override public Iterator<City> iterator() { position = 0; return this; } } And here is a sample program: public static void main(String[] args) { ArrayList<City> list = new ArrayList<>(); for(int i = 0 ; i < 20; i++){ list.add(new City()); } CitiesList citiesList = new CitiesList(); citiesList.init(list); for (City city : citiesList) { System.out.print(city + " "); } System.out.println("\n******************"); citiesList.swap(4, 8); for (City city : citiesList) { System.out.print(city + " "); } System.out.println("\n******************"); citiesList.swap(2, 15); for (City city : citiesList) { System.out.print(city + " "); } } How do I handle reverse intersections?

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  • java: List wrapper where get()/set() is allowed but add/remove is not

    - by Jason S
    I need to wrap a List<T> with some class that allows calls to set/get but does not allow add/remove calls, so that the list remains "stuck" at a fixed length. I think I have a thin wrapper class (below) that will work, but I'm not 100% positive. Did I miss anything obvious? import java.util.Collection; import java.util.Iterator; import java.util.List; import java.util.ListIterator; class RestrictedListWrapper<T> implements List<T> { static <T> T fail() throws UnsupportedOperationException { throw new UnsupportedOperationException(); } static private class IteratorWrapper<T> implements ListIterator<T> { final private ListIterator<T> iter; private IteratorWrapper(ListIterator<T> iter) { this.iter = iter; } static public <T> RestrictedListWrapper.IteratorWrapper<T> wrap(ListIterator<T> target) { return new RestrictedListWrapper.IteratorWrapper<T>(target); } @Override public void add(T e) { fail(); } @Override public boolean hasNext() { return this.iter.hasNext(); } @Override public boolean hasPrevious() { return this.iter.hasPrevious(); } @Override public T next() { return this.iter.next(); } @Override public int nextIndex() { return this.iter.nextIndex(); } @Override public T previous() { return this.iter.previous(); } @Override public int previousIndex() { return this.iter.previousIndex(); } @Override public void remove() { fail(); } @Override public void set(T e) { this.iter.set(e); } } final private List<T> list; private RestrictedListWrapper(List<T> list) { this.list = list; } static public <T> RestrictedListWrapper<T> wrap(List<T> target) { return new RestrictedListWrapper<T>(target); } @Override public boolean add(T arg0) { return fail(); } @Override public void add(int index, T element) { fail(); } @Override public boolean addAll(Collection<? extends T> arg0) { return fail(); } @Override public boolean addAll(int arg0, Collection<? extends T> arg1) { return fail(); } /** * clear() allows setting all members of the list to null */ @Override public void clear() { ListIterator<T> it = this.list.listIterator(); while (it.hasNext()) { it.set(null); it.next(); } } @Override public boolean contains(Object o) { return this.list.contains(o); } @Override public boolean containsAll(Collection<?> c) { return this.list.containsAll(c); } @Override public T get(int index) { return this.list.get(index); } @Override public int indexOf(Object o) { return this.list.indexOf(o); } @Override public boolean isEmpty() { return false; } @Override public Iterator<T> iterator() { return listIterator(); } @Override public int lastIndexOf(Object o) { return this.list.lastIndexOf(o); } @Override public ListIterator<T> listIterator() { return IteratorWrapper.wrap(this.list.listIterator()); } @Override public ListIterator<T> listIterator(int index) { return IteratorWrapper.wrap(this.list.listIterator(index)); } @Override public boolean remove(Object o) { return fail(); } @Override public T remove(int index) { fail(); return fail(); } @Override public boolean removeAll(Collection<?> c) { return fail(); } @Override public boolean retainAll(Collection<?> c) { return fail(); } @Override public T set(int index, T element) { return this.list.set(index, element); } @Override public int size() { return this.list.size(); } @Override public List<T> subList(int fromIndex, int toIndex) { return new RestrictedListWrapper<T>(this.list.subList(fromIndex, toIndex)); } @Override public Object[] toArray() { return this.list.toArray(); } @Override public <T> T[] toArray(T[] a) { return this.list.toArray(a); } }

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  • Runtime error of TASM language help!

    - by dominoos
    .model small .stack 400h .data message db "hello. ", 0ah, 0dh, "$" firstdigit db ? seconddigit db ? thirddigit db ? number dw ? newnumber db ? anumber dw 0d bnumber dw 0d Firstn db 0ah, 0dh, "Enter first 3 digit number: ","$" secondn db 0ah, 0dh, "Enter second 3 digit number: ","$" messageB db 0ah, 0dh, "HCF of two number is: ","$" linebreaker db 0ah, 0dh, ' ', 0ah, 0dh, '$' .code Start: mov ax, @data ; establish access to the data segment mov ds, ax ; mov number, 0d mov dx, offset message ; print the string "yob choi 0648293" mov ah, 9h int 21h num: mov dx, offset Firstn ; print the string "put 1st 3 digit" mov ah, 9h int 21h ;run JMP FirstFirst ; jump to FirstFirst FirstFirst: ;first digit mov ah, 1d ;bios code for read a keystroke int 21h ;call bios, it is understood that the ascii code will be returned in al mov firstdigit, al ;may as well save a copy sub al, 30h ;Convert code to an actual integer cbw ;CONVERT BYTE TO WORD. This takes whatever number is in al and ;extends it to ax, doubling its size from 8 bits to 16 bits ;The first digit now occupies all of ax as an integer mov cx, 100d ;This is so we can calculate 100*1st digit +10*2nd digit + 3rd digit mul cx ;start to accumulate the 3 digit number in the variable imul cx ;it is understood that the other operand is ax ; the result will use both dx::ax ;dx will contain only leading zeros add anumber, ax ;save ;Second Digit mov ah, 1d ;bios code for read a keystroke int 21h ;call bios, it is understood that the ascii code will be returned in al mov seconddigit, al ;may as well save a copy sub al, 30h ;Convert code to an actual integer cbw ;CONVERT BYTE TO WORD. This takes whatever number is in al and ;extends it to ax, boubling its size from 8 bits to 16 bits ;The first digit now occupies all of ax as an integer mov cx, 10d ;continue to accumulate the 3 digit number in the variable mul cx ;it is understood that the other operand is ax, containing first digit ;the result will use both dx::ax ;dx will contain only leading zeros. add anumber, ax ;save ;third Digit mov ah, 1d ;samething as above int 21h ; mov thirddigit, al ; sub al, 30h ; cbw ; add anumber, ax ; jmp num2 ;go to checks Num2: mov dx, offset secondn ; print the string "put 2nd 3 digits" mov ah, 9h int 21h ;run JMP SecondSecond SecondSecond: ;first digit mov ah, 1d ;bios code for read a keystroke int 21h ;call bios, it is understood that the ascii code will be returned in al mov firstdigit, al ;may as well save a copy sub al, 30h ;Convert code to an actual integer cbw ;CONVERT BYTE TO WORD. This takes whatever number is in al and ;extends it to ax, doubling its size from 8 bits to 16 bits ;The first digit now occupies all of ax as an integer mov cx, 100d ;This is so we can calculate 100*1st digit +10*2nd digit + 3rd digit mul cx ;start to accumulate the 3 digit number in the variable imul cx ;it is understood that the other operand is ax ; the result will use both dx::ax ;dx will contain only leading zeros add bnumber, ax ;save ;Second Digit mov ah, 1d ;bios code for read a keystroke int 21h ;call bios, it is understood that the ascii code will be returned in al mov seconddigit, al ;may as well save a copy sub al, 30h ;Convert code to an actual integer cbw ;CONVERT BYTE TO WORD. This takes whatever number is in al and ;extends it to ax, boubling its size from 8 bits to 16 bits ;The first digit now occupies all of ax as an integer mov cx, 10d ;continue to accumulate the 3 digit number in the variable mul cx ;it is understood that the other operand is ax, containing first digit ;the result will use both dx::ax ;dx will contain only leading zeros. add bnumber, ax ;save ;third Digit mov ah, 1d ;samething as above int 21h ; mov thirddigit, al ; sub al, 30h ; cbw ; add bnumber, ax ; jmp compare ;go to compare compare: CMP ax, anumber ;comparing numbB and Number JA comp1 ;go to comp1 if anumber is bigger CMP ax, anumber ; JB comp2 ;go to comp2 if anumber is smaller CMP ax, anumber ; JE equal ;go to equal if two numbers are the same JMP compare ;go to compare (avioding error) comp1: SUB ax, anumber; subtract smaller number from bigger number JMP compare ; comp2: SUB anumber, ax; subtract smaller number from bigger number JMP compare ; equal: mov ah, 9d ;make linkbreak after the 2nd 3 digit number mov dx, offset linebreaker int 21h mov ah, 9d ;print "HCF of two number is:" mov dx, offset messageB int 21h mov ax,anumber ;copying 2nd number into ax add al,30h ; converting to ascii mov newnumber,al ; copying from low part of register into newnumb mov ah, 2d ;bios code for print a character mov dl, newnumber ;we had saved the ascii code here int 21h ;call to bios JMP exit; exit: mov ah, 4ch int 21h ;exit the program End hi, this is a program that finds highest common factor of 2 different 3digit number. if i put 200, 235,312 (low numbers) it works fine. but if i put 500, 550, 654(bigger number) the program crashes after the 2nd 3digit number is entered. can you help me to find out what problem is?

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  • Sorting a file with 55K rows and varying Columns

    - by Prasad
    Hi I want to find a programmatic solution using C++. I have a 900 files each of 27MB size. (just to inform about the enormity ). Each file has 55K rows and Varying columns. But the header indicates the columns I want to sort the rows in an order w.r.t to a Column Value. I wrote the sorting algorithm for this (definitely my newbie attempts, you may say). This algorithm is working for few numbers, but fails for larger numbers. Here is the code for the same: basic functions I defined to use inside the main code: int getNumberOfColumns(const string& aline) { int ncols=0; istringstream ss(aline); string s1; while(ss>>s1) ncols++; return ncols; } vector<string> getWordsFromSentence(const string& aline) { vector<string>words; istringstream ss(aline); string tstr; while(ss>>tstr) words.push_back(tstr); return words; } bool findColumnName(vector<string> vs, const string& colName) { vector<string>::iterator it = find(vs.begin(), vs.end(), colName); if ( it != vs.end()) return true; else return false; } int getIndexForColumnName(vector<string> vs, const string& colName) { if ( !findColumnName(vs,colName) ) return -1; else { vector<string>::iterator it = find(vs.begin(), vs.end(), colName); return it - vs.begin(); } } ////////// I like the Recurssive functions - I tried to create a recursive function ///here. This worked for small values , say 20 rows. But for 55K - core dumps void sort2D(vector<string>vn, vector<string> &srt, int columnIndex) { vector<double> pVals; for ( int i = 0; i < vn.size(); i++) { vector<string>meancols = getWordsFromSentence(vn[i]); pVals.push_back(stringToDouble(meancols[columnIndex])); } srt.push_back(vn[max_element(pVals.begin(), pVals.end())-pVals.begin()]); if (vn.size() > 1 ) { vn.erase(vn.begin()+(max_element(pVals.begin(), pVals.end())-pVals.begin()) ); vector<string> vn2 = vn; //cout<<srt[srt.size() -1 ]<<endl; sort2D(vn2 , srt, columnIndex); } } Now the main code: for ( int i = 0; i < TissueNames.size() -1; i++) { for ( int j = i+1; j < TissueNames.size(); j++) { //string fname = path+"/gse7307_Female_rma"+TissueNames[i]+"_"+TissueNames[j]+".txt"; //string fname2 = sortpath2+"/gse7307_Female_rma"+TissueNames[i]+"_"+TissueNames[j]+"Sorted.txt"; string fname = path+"/gse7307_Male_rma"+TissueNames[i]+"_"+TissueNames[j]+".txt"; string fname2 = sortpath2+"/gse7307_Male_rma"+TissueNames[i]+"_"+TissueNames[j]+"4Columns.txt"; //vector<string>AllLinesInFile; BioInputStream fin(fname); string aline; getline(fin,aline); replace (aline.begin(), aline.end(), '"',' '); string headerline = aline; vector<string> header = getWordsFromSentence(aline); int pindex = getIndexForColumnName(header,"p-raw"); int xcindex = getIndexForColumnName(header,"xC"); int xeindex = getIndexForColumnName(header,"xE"); int prbindex = getIndexForColumnName(header,"X"); string newheaderline = "X\txC\txE\tp-raw"; BioOutputStream fsrt(fname2); fsrt<<newheaderline<<endl; int newpindex=3; while ( getline(fin, aline) ){ replace (aline.begin(), aline.end(), '"',' '); istringstream ss2(aline); string tstr; ss2>>tstr; tstr = ss2.str().substr(tstr.length()+1); vector<string> words = getWordsFromSentence(tstr); string values = words[prbindex]+"\t"+words[xcindex]+"\t"+words[xeindex]+"\t"+words[pindex]; AllLinesInFile.push_back(values); } vector<string>SortedLines; sort2D(AllLinesInFile, SortedLines,newpindex); for ( int si = 0; si < SortedLines.size(); si++) fsrt<<SortedLines[si]<<endl; cout<<"["<<i<<","<<j<<"] = "<<SortedLines.size()<<endl; } } can some one suggest me a better way of doing this? why it is failing for larger values. ? The primary function of interest for this query is Sort2D function. thanks for the time and patience. prasad.

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  • ViewPager cycle between views?

    - by Erdem Azakli
    I want my ViewPager implementation to cycle between views instead of stopping at the last view. For example, if I have 3 views to display via a ViewPager, it should return back to the first View after the third View on fling instead of stopping at that third view. I want it to return to the first page/view when the user flings forward on the last page Thanks, Mypageradapter; package com.example.pictures; import android.content.Context; import android.media.AudioManager; import android.os.Parcelable; import android.support.v4.view.PagerAdapter; import android.support.v4.view.ViewPager; import android.view.LayoutInflater; import android.view.View; public class MyPagerAdapter extends PagerAdapter{ SoundManager snd; int sound1,sound2,sound3; boolean loaded = false; public int getCount() { return 6; } public Object instantiateItem(View collection, int position) { View view=null; LayoutInflater inflater = (LayoutInflater) collection.getContext() .getSystemService(Context.LAYOUT_INFLATER_SERVICE); this.setVolumeControlStream(AudioManager.STREAM_MUSIC); int resId = 0; switch (position) { case 0: resId = R.layout.picture1; view = inflater.inflate(resId, null); break; case 1: resId = R.layout.picture2; view = inflater.inflate(resId, null); break; case 2: resId = R.layout.picture3; view = inflater.inflate(resId, null); break; case 3: resId = R.layout.picture4; view = inflater.inflate(resId, null); break; case 4: resId = R.layout.picture5; view = inflater.inflate(resId, null); break; case 5: resId = R.layout.picture6; view = inflater.inflate(resId, null); break; } ((ViewPager) collection).addView(view, 0); return view; } @SuppressWarnings("unused") private Context getApplicationContext() { // TODO Auto-generated method stub return null; } private void setVolumeControlStream(int streamMusic) { // TODO Auto-generated method stub } @SuppressWarnings("unused") private Context getBaseContext() { // TODO Auto-generated method stub return null; } @SuppressWarnings("unused") private PagerAdapter findViewById(int myfivepanelpager) { // TODO Auto-generated method stub return null; } @Override public void destroyItem(View arg0, int arg1, Object arg2) { ((ViewPager) arg0).removeView((View) arg2); } @Override public boolean isViewFromObject(View arg0, Object arg1) { return arg0 == ((View) arg1); } @Override public Parcelable saveState() { return null; } public static Integer getItem(int position) { // TODO Auto-generated method stub return null; } } OnPageChangeListener; package com.example.pictures; import android.app.Activity; import android.content.Intent; import android.os.Bundle; import android.support.v4.view.ViewPager; import android.support.v4.view.ViewPager.OnPageChangeListener; import android.view.View; import android.widget.Button; import android.widget.Toast; public class Pictures extends Activity implements OnPageChangeListener{ SoundManager snd; int sound1,sound2,sound3; View view=null; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.picturespage); MyPagerAdapter adapter = new MyPagerAdapter(); ViewPager myPager = (ViewPager) findViewById(R.id.myfivepanelpager); myPager.setAdapter(adapter); myPager.setCurrentItem(0); myPager.setOnPageChangeListener(this); snd = new SoundManager(this); sound1 = snd.load(R.raw.sound1); sound2 = snd.load(R.raw.sound2); sound3 = snd.load(R.raw.sound3); } public void onPageScrollStateChanged(int arg0) { // TODO Auto-generated method stub } public void onPageScrolled(int arg0, float arg1, int arg2) { // TODO Auto-generated method stub } public void onPageSelected(int position) { // TODO Auto-generated method stub switch (position) { case 0: snd.play(sound1); break; case 1: snd.play(sound2); break; case 2: snd.play(sound3); break; case 3: Toast.makeText(this, "1", Toast.LENGTH_SHORT).show(); break; case 4: Toast.makeText(this, "2", Toast.LENGTH_SHORT).show(); break; case 5: Toast.makeText(this, "3", Toast.LENGTH_SHORT).show(); break; } } };

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  • Hi, I have a C hashing routine which is behaving strangely?

    - by aks
    Hi, In this hashing routine: 1.) I am able to add strings. 2.) I am able to view my added strings. 3.) When i try to add a duplicate string, it throws me an error saying already present. 4.) But, when i try to delete the same string which is already present in hash table, then the lookup_routine calls hash function to get an index. At this time, it throws a different hash index to the one it was already added. Hence, my delete routine is failing? I am able to understand the reason why for same string, hash fucntion calculates a different index each time (whereas the same logic works in view hash table routine)? Can someone help me? This is the Output, i am getting: $ ./a Press 1 to add an element to the hashtable Press 2 to delete an element from the hashtable Press 3 to search the hashtable Press 4 to view the hashtable Press 5 to exit Please enter your choice: 1 Please enter the string :gaura enters in add_string DEBUG purpose in hash function: str passed = gaura Hashval returned in hash func= 1 hashval = 1 enters in lookup_string str in lookup_string = gaura DEBUG purpose in hash function: str passed = gaura Hashval returned in hash func= 1 hashval = 1 DEBUG ERROR :element not found in lookup string DEBUG Purpose NULL Inserting... DEBUG1 : enters here hashval = 1 String added successfully Press 1 to add an element to the hashtable Press 2 to delete an element from the hashtable Press 3 to search the hashtable Press 4 to view the hashtable Press 5 to exit Please enter your choice: 1 Please enter the string :ayu enters in add_string DEBUG purpose in hash function: str passed = ayu Hashval returned in hash func= 1 hashval = 1 enters in lookup_string str in lookup_string = ayu DEBUG purpose in hash function: str passed = ayu Hashval returned in hash func= 1 hashval = 1 returns NULL in lookup_string DEBUG Purpose NULL Inserting... DEBUG2 : enters here hashval = 1 String added successfully Press 1 to add an element to the hashtable Press 2 to delete an element from the hashtable Press 3 to search the hashtable Press 4 to view the hashtable Press 5 to exit Please enter your choice: 1 Please enter the string :gaurava enters in add_string DEBUG purpose in hash function: str passed = gaurava Hashval returned in hash func= 7 hashval = 7 enters in lookup_string str in lookup_string = gaurava DEBUG purpose in hash function: str passed = gaurava Hashval returned in hash func= 7 hashval = 7 DEBUG ERROR :element not found in lookup string DEBUG Purpose NULL Inserting... DEBUG1 : enters here hashval = 7 String added successfully Press 1 to add an element to the hashtable Press 2 to delete an element from the hashtable Press 3 to search the hashtable Press 4 to view the hashtable Press 5 to exit Please enter your choice: 4 Index : i = 1 String = gaura ayu Index : i = 7 String = gaurava Press 1 to add an element to the hashtable Press 2 to delete an element from the hashtable Press 3 to search the hashtable Press 4 to view the hashtable Press 5 to exit Please enter your choice: 2 Please enter the string you want to delete :gaura String entered = gaura enters in delete_string DEBUG purpose in hash function: str passed = gaura Hashval returned in hash func= 0 hashval = 0 enters in lookup_string str in lookup_string = gaura DEBUG purpose in hash function: str passed = gaura Hashval returned in hash func= 0 hashval = 0 DEBUG ERROR :element not found in lookup string DEBUG Purpose Item not present. So, cannot be deleted Item found in list: Deletion failed Press 1 to add an element to the hashtable Press 2 to delete an element from the hashtable Press 3 to search the hashtable Press 4 to view the hashtable Press 5 to exit Please enter your choice: My routine is pasted below: include include struct list { char *string; struct list *next; }; struct hash_table { int size; /* the size of the table */ struct list *table; / the table elements */ }; struct hash_table * hashtable = NULL; struct hash_table *create_hash_table(int size) { struct hash_table *new_table; int i; if (size<1) return NULL; /* invalid size for table */ /* Attempt to allocate memory for the table structure */ if ((new_table = malloc(sizeof(struct hash_table))) == NULL) { return NULL; } /* Attempt to allocate memory for the table itself */ if ((new_table->table = malloc(sizeof(struct list *) * size)) == NULL) { return NULL; } /* Initialize the elements of the table */ for(i=0; i<size; i++) new_table->table[i] = '\0'; /* Set the table's size */ new_table->size = size; return new_table; } unsigned int hash(struct hash_table *hashtable, char *str) { printf("\n DEBUG purpose in hash function:\n"); printf("\n str passed = %s", str); unsigned int hashval = 0; int i = 0; for(; *str != '\0'; str++) { hashval += str[i]; i++; } hashval = hashval % 10; printf("\n Hashval returned in hash func= %d", hashval); return hashval; } struct list *lookup_string(struct hash_table *hashtable, char *str) { printf("\n enters in lookup_string \n"); printf("\n str in lookup_string = %s",str); struct list * new_list; unsigned int hashval = hash(hashtable, str); printf("\n hashval = %d \n", hashval); if(hashtable->table[hashval] == NULL) { printf("\n DEBUG ERROR :element not found in lookup string \n"); return NULL; } /* Go to the correct list based on the hash value and see if str is * in the list. If it is, return return a pointer to the list element. * If it isn't, the item isn't in the table, so return NULL. */ for(new_list = hashtable->table[hashval]; new_list != NULL;new_list = new_list->next) { if (strcmp(str, new_list->string) == 0) return new_list; } printf("\n returns NULL in lookup_string \n"); return NULL; } int add_string(struct hash_table *hashtable, char *str) { printf("\n enters in add_string \n"); struct list *new_list; struct list *current_list; unsigned int hashval = hash(hashtable, str); printf("\n hashval = %d", hashval); /* Attempt to allocate memory for list */ if ((new_list = malloc(sizeof(struct list))) == NULL) { printf("\n enters here \n"); return 1; } /* Does item already exist? */ current_list = lookup_string(hashtable, str); if (current_list == NULL) { printf("\n DEBUG Purpose \n"); printf("\n NULL \n"); } /* item already exists, don't insert it again. */ if (current_list != NULL) { printf("\n Item already present...\n"); return 2; } /* Insert into list */ printf("\n Inserting...\n"); new_list->string = strdup(str); new_list->next = NULL; //new_list->next = hashtable->table[hashval]; if(hashtable->table[hashval] == NULL) { printf("\n DEBUG1 : enters here \n"); printf("\n hashval = %d", hashval); hashtable->table[hashval] = new_list; } else { printf("\n DEBUG2 : enters here \n"); printf("\n hashval = %d", hashval); struct list * temp_list = hashtable->table[hashval]; while(temp_list->next!=NULL) temp_list = temp_list->next; temp_list->next = new_list; // hashtable->table[hashval] = new_list; } return 0; } int delete_string(struct hash_table *hashtable, char *str) { printf("\n enters in delete_string \n"); struct list *new_list; struct list *current_list; unsigned int hashval = hash(hashtable, str); printf("\n hashval = %d", hashval); /* Does item already exist? */ current_list = lookup_string(hashtable, str); if (current_list == NULL) { printf("\n DEBUG Purpose \n"); printf("\n Item not present. So, cannot be deleted \n"); return 1; } /* item exists, delete it. */ if (current_list != NULL) { struct list * temp = hashtable->table[hashval]; if(strcmp(temp->string,str) == 0) { if(temp->next == NULL) { hashtable->table[hashval] = NULL; free(temp); } else { hashtable->table[hashval] = temp->next; free(temp); } } else { struct list * temp1; while(temp->next != NULL) { temp1 = temp; if(strcmp(temp->string, str) == 0) { break; } else { temp = temp->next; } } if(temp->next == NULL) { temp1->next = NULL; free(temp); } else { temp1->next = temp->next; free(temp); } } } return 0; } void free_table(struct hash_table *hashtable) { int i; struct list *new_list, *temp_list; if (hashtable==NULL) return; /* Free the memory for every item in the table, including the * strings themselves. */ for(i=0; i<hashtable->size; i++) { new_list = hashtable->table[i]; while(new_list!=NULL) { temp_list = new_list; new_list = new_list->next; free(temp_list->string); free(temp_list); } } /* Free the table itself */ free(hashtable->table); free(hashtable); } void view_hashtable(struct hash_table * hashtable) { int i = 0; if(hashtable == NULL) return; for(i =0; i < hashtable->size; i++) { if((hashtable->table[i] == 0) || (strcmp(hashtable->table[i]->string, "*") == 0)) { continue; } printf(" Index : i = %d\t String = %s",i, hashtable->table[i]->string); struct list * temp = hashtable->table[i]->next; while(temp != NULL) { printf("\t %s",temp->string); temp = temp->next; } printf("\n"); } } int main() { hashtable = create_hash_table(10); if(hashtable == NULL) { printf("\n Memory allocation failure during creation of hash table \n"); return 0; } int flag = 1; while(flag) { int choice; printf("\n Press 1 to add an element to the hashtable\n"); printf("\n Press 2 to delete an element from the hashtable\n"); printf("\n Press 3 to search the hashtable\n"); printf("\n Press 4 to view the hashtable\n"); printf("\n Press 5 to exit \n"); printf("\n Please enter your choice: "); scanf("%d",&choice); if(choice == 5) flag = 0; else if(choice == 1) { char str[20]; printf("\n Please enter the string :"); scanf("%s",&str); int i; i = add_string(hashtable,str); if(i == 1) { printf("\n Memory allocation failure:Choice 1 \n"); return 0; } else if(i == 2) { printf("\n String already prsent in hash table : Couldnot add it again\n"); return 0; } else { printf("\n String added successfully \n"); } } else if(choice == 2) { int i; struct list * temp_list; char str[20]; printf("\n Please enter the string you want to delete :"); scanf("%s",&str); printf("\n String entered = %s", str); i = delete_string(hashtable,str); if(i == 0) { printf("\n Item found in list: Deletion success \n"); } else printf("\n Item found in list: Deletion failed \n"); } else if(choice == 3) { struct list * temp_list; char str[20]; printf("\n Please enter the string :"); scanf("%s",&str); temp_list = lookup_string(hashtable,str); if(!temp_list) { printf("\n Item not found in list: Deletion failed \n"); return 0; } printf("\n Item found: Present in Hash Table \n"); } else if(choice == 4) { view_hashtable(hashtable); } else if(choice == 5) { printf("\n Exiting ...."); return 0; } else printf("\n Invalid choice:"); }; free_table(hashtable); return 0; }

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  • I need help with Widget and PendingIntents

    - by YaW
    Hi, I've asked here a question about Task Killers and widgets stop working (SO Question) but now, I have reports of user that they don't use any Task Killer and the widgets didn't work after a while. I have a Nexus One and I don't have this problem. I don't know if this is a problem of memory or something. Based on the API: A PendingIntent itself is simply a reference to a token maintained by the system describing the original data used to retrieve it. This means that, even if its owning application's process is killed, the PendingIntent itself will remain usable from other processes that have been given it. So, I don't know why widget stop working, if Android doesn't kill the PendingIntent by itself, what's the problem? This is my manifest code: <receiver android:name=".widget.InstantWidget" android:label="@string/app_name"> <intent-filter> <action android:name="android.appwidget.action.APPWIDGET_UPDATE" /> </intent-filter> <meta-data android:name="android.appwidget.provider" android:resource="@xml/widget_provider" /> </receiver> And the widget code: public class InstantWidget extends AppWidgetProvider { public static ArrayList<Integer> alWidgetsId = new ArrayList<Integer>(); private static final String PREFS_NAME = "com.cremagames.instant.InstantWidget"; private static final String PREF_PREFIX_NOM = "nom_"; private static final String PREF_PREFIX_RAW = "raw_"; /** * Esto se llama cuando se crea el widget. Metemos en las preferencias los valores de nombre y raw para tenerlos en proximos reboot. * @param context * @param appWidgetManager * @param appWidgetId * @param nombreSound * @param rawSound */ static void updateAppWidget(Context context, AppWidgetManager appWidgetManager, int appWidgetId, String nombreSound, int rawSound){ //Guardamos en las prefs los valores SharedPreferences.Editor prefs = context.getSharedPreferences(PREFS_NAME, 0).edit(); prefs.putString(PREF_PREFIX_NOM + appWidgetId, nombreSound); prefs.putInt(PREF_PREFIX_RAW + appWidgetId, rawSound); prefs.commit(); //Actualizamos la interfaz updateWidgetGrafico(context, appWidgetManager, appWidgetId, nombreSound, rawSound); } /** * Actualiza la interfaz gráfica del widget (pone el nombre y crea el intent con el raw) * @param context * @param appWidgetManager * @param appWidgetId * @param nombreSound * @param rawSound */ private static void updateWidgetGrafico(Context context, AppWidgetManager appWidgetManager, int appWidgetId, String nombreSound, int rawSound){ RemoteViews remoteViews = new RemoteViews(context.getPackageName(), R.layout.widget); //Nombre del Button remoteViews.setTextViewText(R.id.tvWidget, nombreSound); //Creamos el PendingIntent para el onclik del boton Intent active = new Intent(context, InstantWidget.class); active.setAction(String.valueOf(appWidgetId)); active.putExtra("sonido", rawSound); PendingIntent actionPendingIntent = PendingIntent.getBroadcast(context, 0, active, 0); actionPendingIntent.cancel(); actionPendingIntent = PendingIntent.getBroadcast(context, 0, active, 0); remoteViews.setOnClickPendingIntent(R.id.btWidget, actionPendingIntent); appWidgetManager.updateAppWidget(appWidgetId, remoteViews); } public void onReceive(Context context, Intent intent) { final String action = intent.getAction(); //Esto se usa en la 1.5 para que se borre bien el widget if (AppWidgetManager.ACTION_APPWIDGET_DELETED.equals(action)) { final int appWidgetId = intent.getExtras().getInt( AppWidgetManager.EXTRA_APPWIDGET_ID, AppWidgetManager.INVALID_APPWIDGET_ID); if (appWidgetId != AppWidgetManager.INVALID_APPWIDGET_ID) { this.onDeleted(context, new int[] { appWidgetId }); } } else { //Listener de los botones for(int i=0; i<alWidgetsId.size(); i++){ if (intent.getAction().equals(String.valueOf(alWidgetsId.get(i)))) { int sonidoRaw = 0; try { sonidoRaw = intent.getIntExtra("sonido", 0); } catch (NullPointerException e) { } MediaPlayer mp = MediaPlayer.create(context, sonidoRaw); mp.start(); mp.setOnCompletionListener(completionListener); } } super.onReceive(context, intent); } } /** Al borrar el widget, borramos también las preferencias **/ public void onDeleted(Context context, int[] appWidgetIds) { for(int i=0; i<appWidgetIds.length; i++){ //Recogemos las preferencias SharedPreferences.Editor prefs = context.getSharedPreferences(PREFS_NAME, 0).edit(); prefs.remove(PREF_PREFIX_NOM + appWidgetIds[i]); prefs.remove(PREF_PREFIX_RAW + appWidgetIds[i]); prefs.commit(); } super.onDeleted(context, appWidgetIds); } /**Este método se llama cada vez que se refresca un widget. En nuestro caso, al crearse y al reboot del telefono. Al crearse lo único que hace es guardar el id en el arrayList Al reboot, vienen varios ID así que los recorremos y guardamos todos y también recuperamos de las preferencias el nombre y el sonido*/ public void onUpdate(Context context, AppWidgetManager appWidgetManager, int[] appWidgetIds) { for(int i=0; i<appWidgetIds.length; i++){ //Metemos en el array los IDs de los widgets alWidgetsId.add(appWidgetIds[i]); //Recogemos las preferencias SharedPreferences prefs = context.getSharedPreferences(PREFS_NAME, 0); String nomSound = prefs.getString(PREF_PREFIX_NOM + appWidgetIds[i], null); int rawSound = prefs.getInt(PREF_PREFIX_RAW + appWidgetIds[i], 0); //Si están creadas, actualizamos la interfaz if(nomSound != null){ updateWidgetGrafico(context, appWidgetManager, appWidgetIds[i], nomSound, rawSound); } } } MediaPlayer.OnCompletionListener completionListener = new MediaPlayer.OnCompletionListener(){ public void onCompletion(MediaPlayer mp) { if(mp != null){ mp.stop(); mp.release(); mp = null; } } }; } Sorry for the comments in Spanish. I have the possibility to put differents widgets on the desktop, that's why I use the widgetId as the "unique id" for the PendingIntent. Any ideas please? The 70% of the functionality of my app is the widgets, and it isn't working for some users :( Thanks in advance and sorry for my English.

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  • How to create array with unique sprites? in cocos2d iphone

    - by prakash s
    I write the code like this. This displays only one sprite (red colour bubble) with number of times and moving down, but actually I want to display different sprites (different colour bubble) every time and moving down. I also add no of .png images in resource folder of my project. Here I used only 3.png, but I need to display all *.png images (different colour bubbles) in my project but I don't know how to get this. Please help me Thank you. Here is the code: -(void)addTarget { CCSprite *target = [CCSprite spriteWithFile:@"3.png" rect:CGRectMake(0, 0, 256, 256)]; CGSize winSize = [[CCDirector sharedDirector] winSize]; int minY = target.contentSize.height/2; int maxY = winSize.height - target.contentSize.height/2; int rangeY = maxY - minY; int actualY = (arc4random() % rangeY) + minY; // Create the target slightly off-screen along the right edge, // and along a random position along the Y axis as calculated above target.position = ccp(winSize.width + (target.contentSize.width/2), actualY); [self addChild:target]; // Determine speed of the target int minDuration = 4.0; int maxDuration = 12.0; int rangeDuration = maxDuration - minDuration; int actualDuration = (arc4random() % rangeDuration) + minDuration; // Create the actions id actionMove = [CCMoveTo actionWithDuration:actualDuration position:ccp(-target.contentSize.width/2,actualY)]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)]; [target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; // Add to targets array target.tag = 2; [_targets addObject:target]; } -(void)gameLogic:(ccTime)dt { [self addTarget]; } -(id) init { if( (self=[super initWithColor:ccc4(255,255,255,255)] )) { // Enable touch events self.isTouchEnabled = YES; // Initialize arrays _targets = [[NSMutableArray alloc] init]; _projectiles = [[NSMutableArray alloc] init]; // Get the dimensions of the window for calculation purposes CGSize winSize = [[CCDirector sharedDirector] winSize]; [self schedule:@selector(gameLogic:) interval:1.0]; [self schedule:@selector(update:)]; } return self; } - (void)update:(ccTime)dt { NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; for (CCSprite *projectile in _projectiles) { CGRect projectileRect = CGRectMake(projectile.position.x - (projectile.contentSize.width/2), projectile.position.y - (projectile.contentSize.height/2), projectile.contentSize.width, projectile.contentSize.height); NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *target in _targets) { CGRect targetRect = CGRectMake(target.position.x - (target.contentSize.width/2), target.position.y - (target.contentSize.height/2), target.contentSize.width, target.contentSize.height); if (CGRectIntersectsRect(projectileRect, targetRect)) { [targetsToDelete addObject:target]; } } for (CCSprite *target in targetsToDelete) { [_targets removeObject:target]; [self removeChild:target cleanup:YES]; _projectilesDestroyed++; if (_projectilesDestroyed > 30) { //GameOverScene *gameOverScene = [GameOverScene node]; // [gameOverScene.layer.label setString:@"You Win!"]; // [[CCDirector sharedDirector] replaceScene:gameOverScene]; } } if (targetsToDelete.count > 0) { [projectilesToDelete addObject:projectile]; } [targetsToDelete release]; } for (CCSprite *projectile in projectilesToDelete) { [_projectiles removeObject:projectile]; [self removeChild:projectile cleanup:YES]; } [projectilesToDelete release]; }

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