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  • Counting bits set in a .Net BitArray Class

    - by Sam
    I am implementing a library where I am extensively using the .Net BitArray class and need an equivalent to the Java BitSet.Cardinality() method, i.e. a method which returns the number of bits set. I was thinking of implementing it as an extension method for the BitArray class. The trivial implementation is to iterate and count the bits set (like below), but I wanted a faster implementation as I would be performing thousands of set operations and counting the answer. Is there a faster way than the example below? count = 0; for (int i = 0; i < mybitarray.Length; i++) { if (mybitarray [i]) count++; }

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  • What is the optimum way to select the most dissimilar individuals from a population?

    - by Aaron D
    I have tried to use k-means clustering to select the most diverse markers in my population, for example, if we want to select 100 lines I cluster the whole population to 100 clusters then select the closest marker to the centroid from each cluster. The problem with my solution is it takes too much time (probably my function needs optimization), especially when the number of markers exceeds 100000. So, I will appreciate it so much if anyone can show me a new way to select markers that maximize diversity in my population and/or help me optimize my function to make it work faster. Thank you # example: library(BLR) data(wheat) dim(X) mdf<-mostdiff(t(X), 100,1,nstart=1000) Here is the mostdiff function that i used: mostdiff <- function(markers, nClust, nMrkPerClust, nstart=1000) { transposedMarkers <- as.array(markers) mrkClust <- kmeans(transposedMarkers, nClust, nstart=nstart) save(mrkClust, file="markerCluster.Rdata") # within clusters, pick the markers that are closest to the cluster centroid # turn the vector of which markers belong to which clusters into a list nClust long # each element of the list is a vector of the markers in that cluster clustersToList <- function(nClust, clusters) { vecOfCluster <- function(whichClust, clusters) { return(which(whichClust == clusters)) } return(apply(as.array(1:nClust), 1, vecOfCluster, clusters)) } pickCloseToCenter <- function(vecOfCluster, whichClust, transposedMarkers, centers, pickHowMany) { clustSize <- length(vecOfCluster) # if there are fewer than three markers, the center is equally distant from all so don't bother if (clustSize < 3) return(vecOfCluster[1:min(pickHowMany, clustSize)]) # figure out the distance (squared) between each marker in the cluster and the cluster center distToCenter <- function(marker, center){ diff <- center - marker return(sum(diff*diff)) } dists <- apply(transposedMarkers[vecOfCluster,], 1, distToCenter, center=centers[whichClust,]) return(vecOfCluster[order(dists)[1:min(pickHowMany, clustSize)]]) } }

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  • Setting last N bits in an array

    - by Martin
    I'm sure this is fairly simple, however I have a major mental block on it, so I need a little help here! I have an array of 5 integers, the array is already filled with some data. I want to set the last N bits of the array to be random noise. [int][int][int][int][int] set last 40 bits [unchanged][unchanged][unchanged][24 bits of old data followed 8 bits of randomness][all random] This is largely language agnostic, but I'm working in C# so bonus points for answers in C#

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  • How to do "map chunks", like terraria or minecraft maps?

    - by O'poil
    Due to performance issues, I have to cut my maps into chunks. I manage the maps in this way: listMap[x][y] = new Tile (x,y); I tried in vain to cut this list for several "chunk" to avoid loading all the map because the fps are not very high with large map. And yet, when I update or Draw I do it with a little tile range. Here is how I proceed: foreach (List<Tile> list in listMap) { foreach (Tile leTile in list) { if ((leTile.Position.X < screenWidth + hero.Pos.X) && (leTile.Position.X > hero.Pos.X - tileSize) && (leTile.Position.Y < screenHeight + hero.Pos.Y) && (leTile.Position.Y > hero.Pos.Y - tileSize) ) { leTile.Draw(spriteBatch, gameTime); } } } (and the same thing, for the update method). So I try to learn with games like minecraft or terraria, and any two manages maps much larger than mine, without the slightest drop of fps. And apparently, they load "chunks". What I would like to understand is how to cut my list in Chunk, and how to display depending on the position of my character. I try many things without success. Thank you in advance for putting me on the right track! Ps : Again, sorry for my English :'( Pps : I'm not an experimented developer ;)

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  • parsing of mathematical expressions

    - by gcc
    (in c90) (linux) input: sqrt(2 - sin(3*A/B)^2.5) + 0.5*(C*~(D) + 3.11 +B) a b /*there are values for a,b,c,d */ c d input: cos(2 - asin(3*A/B)^2.5) +cos(0.5*(C*~(D)) + 3.11 +B) a b /*there are values for a,b,c,d */ c d input: sqrt(2 - sin(3*A/B)^2.5)/(0.5*(C*~(D)) + sin(3.11) +ln(B)) /*max lenght of formula is 250 characters*/ a b /*there are values for a,b,c,d */ c /*each variable with set of floating numbers*/ d As you can see infix formula in the input depends on user. My program will take a formula and n-tuples value. Then it calculate the results for each value of a,b,c and d. If you wonder I am saying ;outcome of program is graph. /sometimes,I think i will take input and store in string. then another idea is arise " I should store formula in the struct" but i don't know how I can construct the code on the base of structure./ really, I don't know way how to store the formula in program code so that I can do my job. can you show me? /* a,b,c,d is letters cos,sin,sqrt,ln is function*/

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  • Did I implement this correctly?

    - by user146780
    I'm trying to implement line thickness as denoted here: start = line start = vector(x1, y1) end = line end = vector(x2, y2) dir = line direction = end - start = vector(x2-x1, y2-y1) ndir = normalized direction = dir*1.0/length(dir) perp = perpendicular to direction = vector(dir.x, -dir.y) nperp = normalized perpendicular = perp*1.0/length(perp) perpoffset = nperp*w*0.5 diroffset = ndir*w*0.5 p0, p1, p2, p3 = polygon points: p0 = start + perpoffset - diroffset p1 = start - perpoffset - diroffset p2 = end + perpoffset + diroffset p3 = end - perpoffset + diroffset I'v implemented this like so: void OGLENGINEFUNCTIONS::GenerateLinePoly(const std::vector<std::vector<GLdouble>> &input, std::vector<GLfloat> &output, int width) { output.clear(); float temp; float dirlen; float perplen; POINTFLOAT start; POINTFLOAT end; POINTFLOAT dir; POINTFLOAT ndir; POINTFLOAT perp; POINTFLOAT nperp; POINTFLOAT perpoffset; POINTFLOAT diroffset; POINTFLOAT p0, p1, p2, p3; for(int i = 0; i < input.size() - 1; ++i) { start.x = input[i][0]; start.y = input[i][1]; end.x = input[i + 1][0]; end.y = input[i + 1][1]; dir.x = end.x - start.x; dir.y = end.y - start.y; dirlen = sqrt((dir.x * dir.x) + (dir.y * dir.y)); ndir.x = dir.x * (1.0 / dirlen); ndir.y = dir.y * (1.0 / dirlen); perp.x = dir.x; perp.y = -dir.y; perplen = sqrt((perp.x * perp.x) + (perp.y * perp.y)); nperp.x = perp.x * (1.0 / perplen); nperp.y = perp.y * (1.0 / perplen); perpoffset.x = nperp.x * width * 0.5; perpoffset.y = nperp.y * width * 0.5; diroffset.x = ndir.x * width * 0.5; diroffset.y = ndir.x * width * 0.5; // p0 = start + perpoffset - diroffset //p1 = start - perpoffset - diroffset //p2 = end + perpoffset + diroffset // p3 = end - perpoffset + diroffset p0.x = start.x + perpoffset.x - diroffset.x; p0.y = start.y + perpoffset.y - diroffset.y; p1.x = start.x - perpoffset.x - diroffset.x; p1.y = start.y - perpoffset.y - diroffset.y; p2.x = end.x + perpoffset.x + diroffset.x; p2.y = end.y + perpoffset.y + diroffset.y; p3.x = end.x - perpoffset.x + diroffset.x; p3.y = end.y - perpoffset.y + diroffset.y; output.push_back(p0.x); output.push_back(p0.y); output.push_back(p1.x); output.push_back(p1.y); output.push_back(p2.x); output.push_back(p2.y); output.push_back(p3.x); output.push_back(p3.y); } } But right now the lines look perpendicular and wrong, it should be giving me quads to render which is what i'm rendering, but the points it is outputing are strange. Have I done this wrong? Thanks

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  • sloving Algorithm notation

    - by neednewname
    Use big-O notation to classify the traditional grade school algorithms for addition and multiplication. That is, if asked to add two numbers each having N digits, how many individual additions must be performed? If asked to multiply two N-digit numbers, how many individual multiplications are required Suppose f is a function that returns the result of reversing the string of symbols given as its input, and g is a function that returns the concatenation of the two strings given as its input. If x is the string hrwa, what is returned by g(f(x),x)? Explain your answer - don't just provide the result!

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  • Find a node in a Graph that minimizes the distance between two other nodes

    - by Andrés
    Here is the thing. I have a directed weighted graph G, with V vertices and E edges. Given two nodes in the graph, let's say A, and B, and given the weight of an edge A-B denoted as w(A, B), I need to find a node C so that max(w(A, C), w(B, C)) is minimal among all possibilities. By possibilities I mean all the values C can take. I don't know if it is completely clear, if it's not, I'll try to be more precise. Thanks in advance.

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  • C++ priority queue structure userd ?

    - by John Retallack
    While searching for some functions in C++ STL documentation I read that push and pop for priority queues needs constant time. "Constant (in the priority_queue). Although notice that push_heap operates in logarithmic time." My question is what kind of data structure is used to mantain a priority queue with O(1) for push and pop ?

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  • Looking for ideas on automatically arranging a set of objects (furniture) in a virtual room in AS3

    - by raf
    First of all, I don't want to visually arrange 3D models dragging them with the mouse, all I want is: Given a room of certain dimensions (L,W,H) and given a set of elements like beds, chairs, etc (with L,W,H dimensions, of course) I want to automatically arrange those elements to take advantage of the space as much as I can. So I want to be able to put as much furniture as I can in a given room. At the end I need to represent the arranged items visually, inside the room. My first thought was to use an array of items and sorting it with array.sortOn(["l","w","h"] Array.NUMERIC) and then define a gap between the objects and make the maths to put the objects one next to another, etc. but that isn't a good approach because some items may be placed on top of another ones (boxes of the same size, boxes on top of tables, etc). I really don't have experience on 3D programming, that's why I'm asking for help. Thanks in advance.

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  • Function for creating color wheels

    - by lbrandy
    This is something I've pseudo-solved many times and never quite found a solution that's stuck with me. The problem is to come up with a way to generate N colors that are as distinguishable as possible where N is a parameter.

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  • What are the advantages of a rebase over a merge in git?

    - by eSKay
    In this article, the author explains rebasing with this diagram: Rebase: If you have not yet published your branch, or have clearly communicated that others should not base their work on it, you have an alternative. You can rebase your branch, where instead of merging, your commit is replaced by another commit with a different parent, and your branch is moved there. while a normal merge would have looked like this: So, if you rebase, you are just losing a history state (which would be garbage collected sometime in the future). So, why would someone want to do a rebase at all? What am I missing here?

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  • Optimizing a Parking Lot Problem. What algorithims should I use to fit the most amount of cars in th

    - by Adam Gent
    What algorithms (brute force or not) would I use to put in as many cars (assume all cars are the same size) in a parking lot so that there is at least one exit (from the container) and a car cannot be blocked. Or can someone show me an example of this problem solved programmatically. The parking lot varies in shape would be nice but if you want to assume its some invariant shape that is fine. Another Edit: Assume that driving distance in the parking lot is not a factor (although it would be totally awesome if it was weighted factor to number of cars in lot). Another Edit: Assume 2 Dimensional (no cranes or driving over cars). Another Edit: You cannot move cars around once they are parked (its not a valet parking lot). I hope the question is specific enough now.

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  • Logic to mirror byte value around 128

    - by Kazar
    Hey, I have a need to mirror a byte's value around the centre of 128. So, example outputs of this function include: In 0 Out 255 In 255 Out 0 In 128 Out 128 In 127 Out 1 In 30 Out 225 In 225 Out 30 I'm driving myself nuts with this, I'm sure I'll kick myself when I read the answers. Cheers

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  • Using c#,c/c++ or java to improve BBN with GA

    - by madicemickael
    I have a little problem in my little project , I wish that someone here could help me! I am planning to use a bayesian network as a decision factor in my game AI and I want to improve the decision making every step of the way , anyone knows how to do that ? Any tutorials / existing implementations will be very good,I hope some of you could help me. I heard that a programmer in this community did a good implementation of this put together for poker game AI.I am planning to use it like him ,but in another poker(Texas) or maybe Rentz. Looking for C/c++ or c# or java code. Thanks , Mike

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  • New cryptographic algorithms ?

    - by redbull
    I was wondering about new trends in cryptography. Which algorithms are new ? Which are improved and which died beacuse of the time that past ? For example EEC ( Elliptic Curve Cryptography ) is quite new approach, but definitly not the only one. Could you name some of them ?

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  • LinkedList.contains execution speed

    - by Le_Coeur
    Why Methode LinkedList.contains() runs quickly than such implementation: for (String s : list) if (s.equals(element)) return true; return false; I don't see great difference between this to implementations(i consider that search objects aren't nulls), same iterator and equals operation

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  • Elegant Method of Inserting Code Between Loops

    - by DeathMagus
    In web development, I often find I need to format and print various arrays of data, and separate these blocks of data in some manner. In other words, I need to be able to insert code between each loop, without said code being inserted before the first entry or after the last one. The most elegant way I've found to accomplish this is as follows: function echoWithBreaks($array){ for($i=0; $i<count($array); $i++){ //Echo an item if($i<count($array)-1){ //Echo "between code" } } } Unfortunately, there's no way that I can see to implement this solution with foreach instead of for. Does anyone know of a more elegant solution that will work with foreach?

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  • help implementing All Nearest Smaller Values algorithm

    - by davit-datuashvili
    http://en.wikipedia.org/wiki/All_nearest_smaller_values this is site of the problem and here is my code but i have some trouble to implement it import java.util.*; public class stack{ public static void main(String[]args){ int x[]=new int[]{ 0, 8, 4, 12, 2, 10, 6, 14, 1, 9, 5, 13, 3, 11, 7, 15 }; Stack<Integer> st=new Stack<Integer>(); for (int a:x){ while (!st.empty() && st.pop()>=a){ System.out.println( st.pop()); if (st.empty()){ break; } else{ st.push(a); } } } } } and here is pseudo code from site S = new empty stack data structure for x in the input sequence: while S is nonempty and the top element of S is greater than or equal to x: pop S if S is empty: x has no preceding smaller value else: the nearest smaller value to x is the top element of S push x onto S

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  • Dynamic Programming resources in C?

    - by EsotericMe
    Hi everyone, I'll be writing the online Google test tomorrow as a fresher. Apparently, they definitely ask one problem on Dynamic Programming? Does anyone know of a good resource for collection of DP problems in C along with solutions? I know what DP is & have used it on an occasion or twice. However I feel to crack a DP problem in test, prior practice of typical problems will make it easier to approach. Any good resources or problem sets with solutions in C will be highly appreciated. Thanks.

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  • Recursive breadth-first travel function in Java or C++?

    - by joejax
    Here is a java code for breadth-first travel: void breadthFirstNonRecursive(){ Queue<Node> queue = new java.util.LinkedList<Node>(); queue.offer(root); while(!queue.isEmpty()){ Node node = queue.poll(); visit(node); if (node.left != null) queue.offer(node.left); if (node.right != null) queue.offer(node.right); } } Is it possible to write a recursive function to do the same? At first, I thought this would be easy, so I came out with this: void breadthFirstRecursive(){ Queue<Node> q = new LinkedList<Node>(); breadthFirst(root, q); } void breadthFirst(Node node, Queue<Node> q){ if (node == null) return; q.offer(node); Node n = q.poll(); visit(n); if (n.left != null) breadthFirst(n.left, q); if (n.right != null) breadthFirst(n.right, q); } Then I found it doesn't work. It is actually does the same thing as this: void preOrder(Node node) { if (node == null) return; visit(node); preOrder(node.left); preOrder(node.right); } Has any one thought about this before?

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