Search Results

Search found 21759 results on 871 pages for 'int 0'.

Page 90/871 | < Previous Page | 86 87 88 89 90 91 92 93 94 95 96 97  | Next Page >

  • Haskell search an element on a List

    - by user1887556
    I want a function that changes (1 to 0) on a list, when number of 1's isn't even. I have done these functions: 1) Sees if the lines in a list are even or not: parityLine :: [[Int]] -> [Bool] parityLine [] =[] parityLine (x:xs) |sum(x) `mod` 2 == 0 = True:(parityLine(xs)) |otherwise = False:(parityLine(xs)) 2) Sum the corresponding elements on a list of lists: sumPositions :: [[Int]] -> [Int] sumPositions [] = [] sumPositions (x:xs) = foldl (zipWith (+)) (repeat 0) (x:xs) 3) Sees if the columns in a list are even or not: parityColumn :: [Int] -> [Bool] parityColumn [] = [] parityColumn (x:xs) |head(x:xs) `mod` 2 == 0 = True:parityColumn(xs) |otherwise = False:parityColumn(xs) 4) Does the operation or with two boolean lists: bol :: [Bool] -> [Bool] -> [[Bool]] bol [] _ = [] bol (x:xs) (y:ys)= (map (||x) (y:ys)):(bol xs (y:ys)) 5) Correct List: correct :: [[Int]] -> [[Bool]] correct [] = [] correct (x:xs)=(bol(parityLine (x:xs))(parityColumn(sumPositions(x:xs)))) So what I want is to alter the function correct to [[Int]]-[[Int]] that does this: My Int list(x:xs) With my correct function applied [[0,0,1,1], [[True,True,False,True], [1,0,1,1], [True,True,True,True], [0,1,0,1], [True,True,True,True] [1,1,1,1]] [True,True,True,True]] Now I can see that in the first line third column, False, so I have to correct that number 1 to have a number of 1's even. Result I want that function correct does: [[0,0,0,1], [1,0,1,1], [0,1,0,1], [1,1,1,1]] Thanks.

    Read the article

  • base class , inheritate class sizeof()

    - by user1279988
    why sizeof(X) is 4 and sizeof(Y) is 8? and another question, in class X, only the int(i) count as sizeof() 4? member function does take any memory space? Plz tell me, thanks! class X { int i; public: X() { i = 0; } void set(int ii) { i = ii; } int read() const { return i; } int permute() { return i = i * 47; } }; class Y : public X { int i; // Different from X's i public: Y() { i = 0; } int change() { i = permute(); // Different name call return i; } void set(int ii) { i = ii; X::set(ii); // Same-name function call } }; cout << "sizeof(X) = " << sizeof(X) << endl; cout << "sizeof(Y) = "

    Read the article

  • creating a vector with references to some of the elements of another vector

    - by memC
    hi, I have stored instances of class A in a std:vector, vec_A as vec_A.push_back(A(i)). The code is shown below. Now, I want to store references some of the instances of class A (in vec_A) in another vector or another array. For example, if the A.getNumber() returns 4, 7, 2 , I want to put a reference to that instance of A in another vector, say std:vector<A*> filtered_A or an array. Can someone sow me how to do this?? Thanks! class A { public: int getNumber(); A(int val); ~A(){}; private: int num; }; A::A(int val){ num = val; }; int A::getNumber(){ return num; }; int main(){ int i =0; int num; std::vector<A> vec_A; for ( i = 0; i < 10; i++){ vec_A.push_back(A(i)); } std::cout << "\nPress RETURN to continue..."; std::cin.get(); return 0; }

    Read the article

  • Array Assignment

    - by Mahesh
    Let me explain with an example - #include <iostream> void foo( int a[2], int b[2] ) // I understand that, compiler doesn't bother about the // array index and converts them to int *a, int *b { a = b ; // At this point, how ever assignment operation is valid. } int main() { int a[] = { 1,2 }; int b[] = { 3,4 }; foo( a, b ); a = b; // Why is this invalid here. return 0; } Is it because, array decays to a pointer when passed to a function foo(..), assignment operation is possible. And in main, is it because they are of type int[] which invalidates the assignment operation. Doesn't a,b in both the cases mean the same ? Thanks. Edit 1: When I do it in a function foo, it's assigning the b's starting element location to a. So, thinking in terms of it, what made the language developers not do the same in main(). Want to know the reason.

    Read the article

  • c Pointer to pointer, or passing list to functions

    - by user361808
    Hi, I am new to c programming. Could anyone please tell me what's wrong with the following program? typedef struct Person_s { int age; char name[40]; } Person_t; int process_list(int *countReturned, Person_t **p_list) { Person_t *rowPtr=0; //the actual program will fethc data from DB int count =1; if(!((*p_list) = (Person_t *) malloc(sizeof(Person_t)))) { return -1; } rowPtr = *p_list; rowPtr[count-1].age =19; strcpy(rowPtr[count-1].name,"Prince Dastan"); *countReturned = count; return 0; } int main(int argc, char *argv[]) { Person_t *tmpPerson=0; Person_t **p_list=0; int *count=0; int i; process_list(count,p_list); tmpPerson = *p_list; for(i=0; i< *count; i++) { printf("Name: %s , age: %d\n",tmpPerson->name,tmpPerson->age); tmpPerson++; } //free(tmpPerson); return 0; }

    Read the article

  • Could this C cast to avoid a signed/unsigned comparison make any sense?

    - by sharptooth
    I'm reviewing a C++ project and see effectively the following: std::vector<SomeType> objects; //then later int size = (int)objects.size(); for( int i = 0; i < size; ++i ) { process( objects[i] ); } Here's what I see. std::vector::size() returns size_t that can be of some size not related to the size of int. Even if sizeof(int) == sizeof(size_t) int is signed and can't hold all possible values of size_t. So the code above could only process the lower part of a very long vector and contains a bug. That said I'm curious of why the author might have written this? My only guess is that first he omitted the (int) cast and the compiler emitted something like Visual C++ C4018 warning: warning C4018: '<' : signed/unsigned mismatch so the author though that the best way to avoid the compiler warning would be to simply cast the size_t to int thus making the compiler shut up. Is there any other possible sane reason for that C cast?

    Read the article

  • Java How to find a value in a linked list iteratively and recursively

    - by Roxy
    Hi I have a method that has a reference to a linked list and a int value. So, this method would count and return how often the value happens in the linked list. So, I decided to make a class, public class ListNode{ public ListNode (int v, ListNode n) {value = v; next = n;) public int value; public ListNode next; } Then, the method would start with a public static int findValue(ListNode x, int valueToCount){ // so would I do it like this?? I don't know how to find the value, // like do I check it? for (int i =0; i< x.length ;i++){ valueToCount += valueToCount; } So, I CHANGED this part, If I did this recursively, then I would have public static int findValue(ListNode x, int valueToCount) { if (x.next != null && x.value == valueToCount { return 1 + findValue(x, valueToCount);} else return new findvalue(x, valueToCount); SO, is the recursive part correct now?

    Read the article

  • two view controllers and reusability with delegate

    - by netcharmer
    Newbie question about design patterns in objC. I'm writing a functionality for my iphone app which I plan to use in other apps too. The functionality is written over two classes - Viewcontroller1 and Viewcontroller2. Viewcontroller1 is the root view of a navigation controller and it can push Viewcontroller2. Rest of the app will use only ViewController1 and will never access Viewcontroller2 directly. However, triggered by user events, Viewcontroller2 has to send a message to the rest of the app. My question is what is the best way of achieving it? Currently, I use two level of delegation to send the message out from Viewcontroller2. First send it to Viewcontroller1 and then let Viewcontroller1 send it to rest of the app or the application delegate. So my code looks like - //Viewcontroller1.h @protocol bellDelegate -(int)bellRang:(int)size; @end @interface Viewcontroller1 : UITableViewController <dummydelegate> { id <bellDelegate> delegate; @end //Viewcontroller1.m @implementation Viewcontroller1 -(void)viewDidLoad { //some stuff here Viewcontroller2 *vc2 = [[Viewcontroller2 alloc] init]; vc2.delegate = self; [self.navigationController pushViewController:vc2 animated:YES]; } -(int)dummyBell:(int)size { return([self.delegate bellRang:size]); } //Viewcontroller2.h @protocol dummyDelegate -(int)dummyBell:(int)size; @end @interface Viewcontroller2 : UITableViewController { id <dummyDelegate> delegate; @end //Viewcontroller2.m @implementation Viewcontroller2 -(int)eventFoo:(int)size { rval = [self.delegate dummyBell:size]; } @end

    Read the article

  • Automatically Persisting a Complex Java Object

    - by VeeArr
    For a project I am working on, I need to persist a number of POJOs to a database. The POJOs class definitions are sometimes highly nested, but they should flatten okay, as the nesting is tree-like and contains no cycles (and the base elements are eventually primitives/Strings). It is preferred that the solution used create one table per data type and that the tables will have one field per primitive member in the POJO. Subclassing and similar problems are not issues for this particular project. Does anybody know of any existing solutions that can: Automatically generate a CREATE TABLE definition from the class definition Automatically generate a query to persist an object to the database, given an instance of the object Automatically generate a query to retrieve an object from the database and return it as a POJO, given a key. Solutions that can do this with minimum modifications/annotions to the class files and minimum external configuration are preferred. Example: Java classes //Class to be persisted class TypeA { String guid; long timestamp; TypeB data1; TypeC data2; } class TypeB { int id; int someData; } class TypeC { int id; int otherData; } Could map to CREATE TABLE TypeA ( guid CHAR(255), timestamp BIGINT, data1_id INT, data1_someData INT, data2_id INt, data2_otherData INT ); Or something similar.

    Read the article

  • Qt - 2 QMainWindow glued - Size of Layout

    - by user1773603
    I have a main window that I center this way in main.cpp : int main(int argc, char *argv[]) { QApplication app(argc, argv); QMainWindow *qmain = new QMainWindow; Ui_MainWindow ui; ui.setupUi(qmain); QRect r = qmain->geometry(); r.moveCenter(QApplication::desktop()->availableGeometry().center()); qmain->setGeometry(r); qmain->show(); return app.exec(); } In this "qmain" main window, I can create another QMainWindow and I try to make stick (or glue I don't know how to say) the two windows. Actually, I would like the right-top corner of the first one to be located at the left-top of the second one. For this, I use the following Ui_MainWindow's member function : void Ui_MainWindow::generate_IC() { qmenu = new QMainWindow; DiskMenu = new Ui_DiskGalMenu; DiskMenu->setupUi(qmenu); setInitialDiskMenuPosition(qmenu, this); qmenu->show(); } and the setInitialDiskMenuPosition : void Ui_MainWindow::setInitialDiskMenuPosition(QMainWindow *MainWindow, Ui_MainWindow *parent) { QSize size = parent->widget->size(); QDesktopWidget* desktop = QApplication::desktop(); int width = desktop->width(); int height = desktop->height(); int mw = size.width(); int mh = size.height(); int right = (width/2) + (mw/2); int top = (height/2) - (mh/2); MainWindow->move(right, top); } But the problem is that I don't get exactly what I want since the centralwidget size "parent- widget-size()" only returns the size of the widget and not the whole "qmain" parent window. So I have a light shift because the borders of the "qmain" window are not taken in account like it is shown below : If I could have access to the size of the whole parent window... If anyone could help me

    Read the article

  • Dynamic function arguments in C++, possible?

    - by Jeshwanth Kumar N K
    I am little new to C++, I have one doubt in variable argument passing. As I mentioned in a sample code below ( This code won't work at all, just for others understanding of my question I framed it like this), I have two functions func with 1 parameter and 2 parameters(parameter overloading). I am calling the func from main, before that I am checking whether I needs to call 2 parameter or 1 parameter. Here is the problem, as I know I can call two fuctions in respective if elseif statements, but I am curious to know whether I can manage with only one function. (In below code I am passing string not int, as I mentioned before this is just for others understanding purpose. #include<iostream.h> #include <string> void func(int, int); void func(int); void main() { int a, b,in; cout << "Enter the 2 for 2 arg, 1 for 1 arg\n"; cin << in; if ( in == 2) { string pass = "a,b"; } elseif ( in == 1) { string pass = "a"; } else { return 0; } func(pass); cout<<"In main\n"<<endl; } void func(int iNum1) { cout<<"In func1 "<<iNum1<<endl; } void func(int iNum1, int iNum2) { cout<<"In func2 "<<iNum1<<" "<<iNum2<<endl; }

    Read the article

  • Ensure that all getter methods were called in a JUnit test

    - by Freiheit
    I have a class that uses XStream and is used as a transfer format for my application. I am writing tests for other classes that map this transfer format to and from a different messaging standard. I would like to ensure that all getters on my class are called within a test to ensure that if a new field is added, my test properly checks for it. A rough outline of the XStream class @XStreamAlias("thing") public class Thing implements Serializable { private int id; private int someField; public int getId(){ ... } public int someField() { ... } } So now if I update that class to be: @XStreamAlias("thing") public class Thing implements Serializable { private int id; private int someField; private String newField; public int getId(){ ... } public int getSomeField() { ... } public String getNewField(){ ... } } I would want my test to fail because the old tests are not calling getNewField(). The goal is to ensure that if new getters are added, that we have some way of ensuring that the tests check them. Ideally, this would be contained entirely in the test and not require modifying the underlying Thing class. Any ideas? Thanks for looking!

    Read the article

  • Magic squares, recursive

    - by user310827
    Hi, my problem is, I'm trying to permute all posibilities for a 3x3 square and check if the combination is magic. I've added a tweak with (n%3==0) if statement that if the sum of numbers in row differs from 15 it breaks the creation of other two lines... but it doesn't work. Any suggestions? I call the function with Permute(1). public static class Global { //int[] j = new int[6]; public static int[] a= {0,0,0,0,0,0,0,0,0}; public static int[] b= {0,0,0,0,0,0,0,0,0}; public static int count = 0; } public static void Permute(int n) { int tmp=n-1; for (int i=0;i<9;i++){ if (Global.b[i]==0 ) { Global.b[i]=1; Global.a[n-1]=i+1; if ((n % 3) == 0) { if (Global.a[0+tmp]+Global.a[1+tmp]+Global.a[2+tmp] == 15) { if (n<9) { Permute(n+1); } else { isMagic(Global.a); } } else break; } else { Permute(n+1); } Global.b[i]=0; } } }

    Read the article

  • Strange output produced by program

    - by Boom_mooB
    I think that my code works. However, it outputs 01111E5, or 17B879DD, or something like that. Can someone please tell me why. I am aware that I set the limit of P instead of 10,001. My code is like that because I start with 3, skipping the prime number 2. #include <iostream> bool prime (int i) { bool result = true; int isitprime = i; for(int j = 2; j < isitprime; j++) ///prime number tester { if(isitprime%j == 0) result = false; } return result; } int main (void) { using namespace std; int PrimeNumbers = 1; int x = 0; for (int i = 3 ; PrimeNumbers <=10000; i++) { if(prime(i)) { int prime = i; PrimeNumbers +=1; } } cout<<prime<<endl; system ("pause"); return 0; }

    Read the article

  • Sort Dictionary<> on value, lookup index from key

    - by paulio
    Hi, I have a Dictionary< which I want to sort based on value so I've done this by putting the dictionary into a List< then using the .Sort method. I've then added this back into a Dictionary<. Is it possible to lookup the new index/order by using the Dictionary key?? Dictionary<int, MyObject> toCompare = new Dictionary<int, MyObject>(); toCompare.Add(0, new MyObject()); toCompare.Add(1, new MyObject()); toCompare.Add(2, new MyObject()); Dictionary<int, MyObject> items = new Dictionary<int, MyObject>(); List<KeyValuePair<int, MyObject>> values = new List<KeyValuePair<int, MyObject>> (toCompare); // Sort. values.Sort(new MyComparer()); // Convert back into a dictionary. foreach(KeyValuePair<int, PropertyAppraisal> item in values) { // Add to collection. items.Add(item.Key, item.Value); } // THIS IS THE PART I CAN'T DO... int sortedIndex = items.GetItemIndexByKey(0);

    Read the article

  • Second user-defined function returns garbage value?

    - by mintyfresh
    I have been teaching myself C programming, and I've come to a difficult point with using variables across functions. When, I compile this program and run it, the function askBirthYear returns the correct value, but sayAgeInYears returns either 0 or a garbage value. I believe it has something to do with how I used the variable birthYear, but I'm stumped on how to fix the issue. Here is the code: #include <stdio.h> #include <stdlib.h> int askBirthYear(int); void sayAgeInYears(int); int birthYear; int main(void) { askBirthYear(birthYear); sayAgeInYears(birthYear); return EXIT_SUCCESS; } void askBirthYear(int birthYear) { printf("Hello! In what year were you born?\n"); scanf("%d", &birthYear); printf("Your birth year is %d.\n", birthYear); return birthYear; } void sayAgeInYears(int birthYear) { int age; age = 2012 - birthYear; printf("You are %d years old.\n", age); }

    Read the article

  • std::bind overload resolution

    - by bpw1621
    The following code works fine #include <functional> using namespace std; using namespace std::placeholders; class A { int operator()( int i, int j ) { return i - j; } }; A a; auto aBind = bind( &A::operator(), ref(a), _2, _1 ); This does not #include <functional> using namespace std; using namespace std::placeholders; class A { int operator()( int i, int j ) { return i - j; } int operator()( int i ) { return -i; } }; A a; auto aBind = bind( &A::operator(), ref(a), _2, _1 ); I have tried playing around with the syntax to try and explicitly resolve which function I want in the code that does not work without luck so far. How do I write the bind line in order to choose the call that takes the two integer arguments?

    Read the article

  • hash tables and 2d vectors

    - by Sunil
    I want to push a 2d vector into a hash table row by row and later search for a row (vector) in the hash table and want to be able to find it. I want to do something like #include <iostream> #include <set> #include <vector> using namespace std; int main(){ std::set < vector<int> > myset; vector< vector<int> > v; int k = 0; for ( int i = 0; i < 5; i++ ) { v.push_back ( vector<int>() ); for ( int j = 0; j < 5; j++ ) v[i].push_back ( k++ ); } for ( int i = 0; i < 5; i++ ) { std::copy(v[i].begin(),v[i].end(),std::inserter(myset)); // This is not correct but what is the right way ? // and also here, I want to search for a particular vector if it exists in the table. for ex. the second row of vector v. } return 0; } I'm not sure how to insert and look up a vector in a set. So if nybody could guide me, it will be helpful. Thanks

    Read the article

  • Multiple Rectangle Generation

    - by user1610541
    In my code i wrote a method that creates a rectangle at mouseX, mouseY. but all it does is update the position of that rectangle so it follows the mouse, i want it to create a new one at the mouse every time the method runs, can someone please help? this is my method public void drawParticle(float x, float y){ g.drawRect(x, y, 4, 4); } The main class Control call the drawParticle method; import java.awt.Point; import java.awt.geom.Point2D; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; public class Control extends BasicGameState { public static final int ID = 1; public Methods m = new Methods(); public Graphics g = new Graphics(); int mouseX; int mouseY; public void init(GameContainer container, StateBasedGame game) throws SlickException{ } public void render(GameContainer container, StateBasedGame game, Graphics g) throws SlickException { m.drawParticle(mouseX, mouseY); } public void update(GameContainer container, StateBasedGame game, int delta) { } public void mousePressed(int button, int x, int y) { mouseX = x; mouseY = y; } public int getID() { return ID; } } Thanks - Shamus

    Read the article

  • Main purpose of this task is to calculate volumes and surface areas of three dimensional geometric shapes like, cylinders, cones.

    - by Csc_Girl_Geek
    In Java Language Design your classes as below introducing: an Interface named “GeometricShapes” an abstract class named “ThreeDShapes” two child classes of ThreeDShapes: Cylinders and Cones. One test class names “TestShapes” Get the output for volumes and surface areas of cylinders and cones along with respective values of their appropriate input variables. Try to use toString() method and array. Your classes should be designed with methods that are required for Object-Oriented programming. So Far I Have: package Assignment2; public interface GeometricShapes { public void render(); public int[] getPosition(); public void setPosition(int x, int y); } package Assignment2; public abstract class ThreeDShapes implements GeometricShapes { public int[] position; public int[] size; public ThreeDShapes() { } public int[] getPosition() { return position; } public void setPosition(int x, int y) { position[0] = x; position[1] = y; } } package Assignment2; public class Cylinders extends ThreeDShapes { public Cylinder() { } public void render() { } } I don't think this is right and I do not know how to fix it. :( Please help.

    Read the article

  • set countdown correctly, as3

    - by VideoDnd
    How can I set my countdown correctly? I'm counting from 33,000.00 to zero. It works in a fashion, but the minus operator appears in the textfield. //Countdown from 33,000.00 to zero var timer:Timer = new Timer(10); var count:int = -3300000; var fcount:int = 0; timer.addEventListener(TimerEvent.TIMER, incrementCounter); timer.start(); function incrementCounter(event:TimerEvent) { count++; fcount=int(count); mytext.text = formatCount(fcount); } function formatCount(i:int):String { var fraction:int = i % 100; var whole:int = i / 100; return ("0000000" + whole).substr(-7, 7) + "." + (fraction < 10 ? "0" + fraction : fraction); } EXAMPLE I need something I can update with XML, to be an up-counter or down-counter depending on the variables. //Count up from 33,000.00 var countValue:int = 3300000; count = countValue; //Count down from 33,000.00 var countValue:int = -3300000; count = countValue;

    Read the article

  • deleting an array that stores pointers to some objects

    - by memC
    hi, I am storing pointers to elements of a vec_A in an array A* a_ptrs[3] . Assume that vec_A will not be resized. So, a_ptrs[i] will point to the correct element. My question is: Suppose A* a_ptrs[3] is declared in a class B. Since it is not created using 'new' I am guessing I don't need to delete it in the destructor. Am I right?? class A { public: int getNumber(); A(int val); ~A(){}; private: int num; }; A::A(int val){ num = val; }; int A::getNumber(){ return num; }; int main(){ int i =0; int num; std::vector<A> vec_A; for ( i = 0; i < 10; i++){ vec_A.push_back(A(i)); } A* a_ptrs[3]; a_ptrs[0] = &vec_A[0]; a_ptrs[1] = &vec_A[3]; a_ptrs[2] = &vec_A[5]; for (i = 0; i<3; i++){ std::cout<<"\n: a_ptrs[i].getNumber() = "<<a_ptrs[i]->getNumber(); } std::cout << "\nPress RETURN to continue..."; std::cin.get(); return 0; }

    Read the article

  • What would the destructor for this class look like?

    - by cam
    class Equipment { std::vector<Armor*> vEquip; Weapon* mainWeapon; int totalDefense; int totalAttack; public: unsigned int GetWeight(); int * GetDefense(); bool EquipArmor(Armor* armor); bool UnequipArmor(Armor* armor); bool EquipWeapon(Weapon* wep); bool UnequipWeapon(Weapon* wep); Equipment(); virtual ~Equipment(); }; It seems like there should be no destructor. The vector of pointers will take care of itself when it goes out of scope, and the actual objects the pointers point to don't need to be deleted as there will be other references to it. All of the objects in this refer to the main Container: class Container { int weightLimit; unsigned int currWeight; std::vector<Item*> vItems; public: bool AddItem(Item* item); bool RemoveItem(Item* item); Container(); Container(int weightLim); Container(int weightLim, std::vector<Item*> items); ~Container(); }; Now here I can see it being necessary to delete all objects in the container, because this is where all the objects are assigned via AddItem(new Item("Blah")) (Armor and Weapon inherit from Item)

    Read the article

  • Finding an odd perfect number

    - by Coin Bird
    I wrote these two methods to determine if a number is perfect. My prof wants me to combine them to find out if there is an odd perfect number. I know there isn't one(that is known), but I need to actually write the code to prove that. The issue is with my main method. I tested the two test methods. I tried debugging and it gets stuck on the number 5, though I can't figure out why. Here is my code: public class Lab6 { public static void main (String[]args) { int testNum = 3; while (testNum != sum_of_divisors(testNum) && testNum%2 != 0) testNum++; } public static int sum_of_divisors(int numDiv) { int count = 1; int totalDivisors = 0; while (count < numDiv) if (numDiv%count == 0) { totalDivisors = totalDivisors + count; count++; } else count++; return totalDivisors; } public static boolean is_perfect(int numPerfect) { int count = 1; int totalPerfect = 0; while (totalPerfect < numPerfect) { totalPerfect = totalPerfect + count; count++; } if (numPerfect == totalPerfect) return true; else return false; } }

    Read the article

  • why Floating point exception?

    - by livio8495
    I have a floating point exception, and I don't know why. the code is this: void calcola_fitness(){ vector<double> fitness; int n=nodes.size(); int e=edges.size(); int dim=feasibility.size(); int feas=(feasibility[dim-1])*100; int narchi=numarchicoll[dim-1]/e; int numero_nodi=freePathNode.size()/n; double dist_start_goal=node_dist(0,1); int i,f,t; double pathlenght=0; int siize=freePathNode.size(); for(i=0;i!=siize-1; i++){ f=freePathNode[i].getIndex(); i++; t=freePathNode[i].getIndex(); i--; pathlenght=pathlenght+node_dist(f,t); } double pathlenghtnorm=pathlenght/10*dist_start_goal; double fit=((double)numero_nodi+pathlenghtnorm+(double)narchi)*((double)feas); fitness.push_back(fit); } Could anybody help me? What's the problem? I could I solve this? thank you very much

    Read the article

< Previous Page | 86 87 88 89 90 91 92 93 94 95 96 97  | Next Page >