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  • standard deviation on excel

    - by user270692
    so I have 3 data sets, which all came from the first data set using the excel program. all consisted of random numbers from =randbetween(0,100) starting from A2:A102 which is 100 integers. for data set b I had to enter=SUM(A2+5) press enter and drag it down to get the integers for cells B2:B102 and for C I had to do multiplication t get it. I did =PRODUCT(A2:A102*5). so everything was taken from data set A. now I did the formulas needed to do sample standard dev and mean(average) . for data set a and b the standard deviations were the same but the mean was larger in data set B of course because I added 5 to each cell in set A. my question is why wouldn't the standard deviation be the same for data set C also? if im using the info from data set A? and how do I calculate the standard deviation (sample) by hand so I can explain why the standard dev doesn't change but the mean does. I don't know what numbers to include in the formula for sample standard deviation.

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  • How can I create a macro that acts on a relative reference rather than an absolute reference to cell A1?

    - by Bruce
    I have a master rent statement in an Excel 2007 (macro enabled) spreadsheet that shows all tenants in rows with columns formed by the months. Each tenant then has a separate rent statement sheet like the one below that pulls the data through from the master rent statement and all I do then is to copy the last 4 columns to the right and add them to the right, just renaming the month labelled as ‘rent due’ with the current month and then hiding the previous last 4 columns to the left so that the statement always shows the previous month's activity and the amount due for the current month: I used a macro to speed up the creation of these statements, but then found that in some cases the result was wrong and needed major correction because the macro use absolute references i.e. its starting position was relative to cell A1 whereas some of my rent worksheets commence from a different column and in some cases from a different column and a different row. I have tried recording the macro with 'Use relative references' but when trying to use the macro it only gets part way through its operation before it stops and the message appears: Run time error '1004' Application defined or object defined error with the option to End or Debug or go to Help and then I'm stuck as I don't know how to debug and work in VBA or understand what has gone wrong. I want to record a single macro that always remains relative to the last 'Total Due' column heading (in the sample, it’s cell FF3 but on another worksheet could be cell GA26) and thus enables me regardless of where on the worksheet the rent statement is placed to add through my recorded macro a further four columns with updated dates and a repositioned 'Total Due' summary (in the sample in cells FE23 and FF23). The contents of cells FE23 and FE22 are always the same number of rows from the 'Sample Rent Statement, Service Charge and Sub Total' rows. I've searched on the web and in the help files of Excel 2007 but have been totally stumped by this, so currently I have to re-record a quantity of macros each month to cover all of the permutations of the worksheets in my Excel rent workbook, which is starting to become pointless in terms of saving time. Does someone know a solution to this problem please?!

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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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  • Small performance test on a web service

    - by vtortola
    Hi, I'm trying to develop a small application that test how many requests per second can my service support but I think I'm doing something wrong. The service is in an early development stage, but I'd like to have this test handy in order to check in time to time I'm not doing something that decrease the performance. The problem is that I cannot get the web server or the database server go to the 100% of CPU. I'm using three different computers, in one is the web server (WinSrv Standard 2008 x64 IIS7), in other the database (Win 2K - SQL Server 2005) and the last is my computer (Win7 x64 ultimate), where I'll run the test. The computers are connected through a 100 ethernet switch. The request POST is 9 bytes and the response will be 842 bytes. The test launches several threads, and each thread has a "while" loop, in each loop it creates a WebRequest object, performs a call, increment a common counter and waits between 1 and 5 millisencods, then it do it again: static Int32 counter = 0; static void Main(string[] args) { ServicePointManager.DefaultConnectionLimit = 250; Console.WriteLine("Ready. Press any key..."); Console.ReadKey(); Console.WriteLine("Running..."); String localhost = "localhost"; String linuxmono = "192.168.1.74"; String server= "192.168.1.5:8080"; DateTime start = DateTime.Now; Random r = new Random(DateTime.Now.Millisecond); for (int i = 0; i < 50; i++) { new Thread(new ParameterizedThreadStart(Test)).Start(server); Thread.Sleep(r.Next(1, 3)); } Thread.Sleep(2000); while (true) { Console.WriteLine("Request per second :" + counter/DateTime.Now.Subtract(start).TotalSeconds ); Thread.Sleep(3000); } } public static void Test(Object ip) { Guid guid = Guid.NewGuid(); Random r = new Random(DateTime.Now.Millisecond); while (true) { String test = "<lalala/>"; WebRequest req = WebRequest.Create("http://" + (String)ip + "/WebApp/"+guid.ToString()+"/Data/Tables=whatever"); req.Method = "POST"; req.ContentType = "application/xml"; req.Credentials = new NetworkCredential("aaa", "aaa","domain"); Byte[] array = Encoding.UTF8.GetBytes(test); req.ContentLength = array.Length; using (Stream reqStream = req.GetRequestStream()) { reqStream.Write(array, 0, array.Length); reqStream.Close(); } using (Stream responseStream = req.GetResponse().GetResponseStream()) { String response = new StreamReader(responseStream).ReadToEnd(); if (response.Length != 842) Console.Write(" EEEE "); } Interlocked.Increment(ref counter); Thread.Sleep(r.Next(1,5)); } } If I run the test neither of the computers do an excesive CPU usage. Let's say I get a X requests per second, if I run the console application two times at the same moment, I get X/2 request per second in each one... but still the web server is on 30% of CPU, the database server on 25%... I've tried to remove the thread.sleep in the loop, but it doesn't make a big difference. I'd like to put the machines to the maximun, to check how may requests per second they can provide. I guessed that I could do it in this way... but apparently I'm missing something here... What is the problem? Kind regards.

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  • [R] Merge multiple data frames - Error in match.names(clabs, names(xi)) : names do not match previou

    - by Jasmine
    Hi all- I'm getting some really bizarre stuff while trying to merge multiple data frames. Help! I need to merge a bunch of data frames by the columns 'RID' and 'VISCODE'. Here is an example of what it looks like: d1 = data.frame(ID = sample(9, 1:100), RID = c(2, 5, 7, 9, 12), VISCODE = rep('bl', 5), value1 = rep(16, 5)) d2 = data.frame(ID = sample(9, 1:100), RID = c(2, 2, 2, 5, 5, 5, 7, 7, 7), VISCODE = rep(c('bl', 'm06', 'm12'), 3), value2 = rep(100, 9)) d3 = data.frame(ID = sample(9, 1:100), RID = c(2, 2, 2, 5, 5, 5, 9,9,9), VISCODE = rep(c('bl', 'm06', 'm12'), 3), value3 = rep("a", 9), values3.5 = rep("c", 9)) d4 = data.frame(ID =sample(8, 1:100), RID = c(2, 2, 5, 5, 5, 7, 7, 7, 9), VISCODE = c(c('bl', 'm12'), rep(c('bl', 'm06', 'm12'), 2), 'bl'), value4 = rep("b", 9)) dataList = list(d1, d2, d3, d4) I looked at the answers to the question titled "Merge several data.frames into one data.frame with a loop." I used the reduce method suggested there as well as a loop I wrote: try1 = mymerge(dataList) try2 <- Reduce(function(x, y) merge(x, y, all= TRUE, by=c("RID", "VISCODE")), dataList, accumulate=F) where dataList is a list of data frames and mymerge is: mymerge = function(dataList){ L = length(dataList) mdat = dataList[[1]] for(i in 2:L){ mdat = merge(mdat, dataList[[i]], by.x = c("RID", "VISCODE"), by.y = c("RID", "VISCODE"), all = TRUE) } mdat } For my test data and subsets of my real data, both of these work fine and produce exactly the same results. However, when I use larger subsets of my data, they both break down and give me the following error: Error in match.names(clabs, names(xi)) : names do not match previous names. The really weird thing is that using this works: dataList = list(demog[1:50,], neurobat[1:50,], apoe[1:50,], mmse[1:50,], faq[1:47, ]) And using this fails: dataList = list(demog[1:50,], neurobat[1:50,], apoe[1:50,], mmse[1:50,], faq[1:48, ]) As far as I can tell, there is nothing special about row 48 of faq. Likewise, using this works: dataList = list(demog[1:50,], neurobat[1:50,], apoe[1:50,], mmse[1:50,], pdx[1:47, ]) And using this fails: dataList = list(demog[1:50,], neurobat[1:50,], apoe[1:50,], mmse[1:50,], pdx[1:48, ]) Row 48 in faq and row 48 in pdx have the same values for RID and VISCODE, the same value for EXAMDATE (something I'm not matching on) and different values for ID (another thing I'm not matching on). Besides the matching RID and VISCODE, I see anything special about them. They don't share any other variable names. This same scenario occurs elsewhere in the data without problems. To add icing on the complication cake, this doesn't even work: dataList = list(demog[1:50,], neurobat[1:50,], apoe[1:50,], mmse[1:50,], faq[1:48, 2:3]) where columns 2 and 3 are "RID" and "VISCODE". 48 isn't even the magic number because this works: dataList = list(demog[1:500,], neurobat[1:500,], apoe[1:500,], mmse[1:457,]) while using mmse[1:458, ] fails. I can't seem to come up with test data that causes the problem. Has anyone had this problem before? Any better ideas on how to merge? Thanks for your help! Jasmine

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  • Android - Fail to connect to camera

    - by teepusink
    Hi, I'm using the Android APIDemo sample code. When I run the CameraPreview example, at first it was giving me an error. (http://stackoverflow.com/questions/2556389/android-camera-functionality-howto) I traced that one down and the sample was working for a while. Now, it no longer works. It says ERROR/AndroidRuntime(2949): java.lang.RuntimeException: Fail to connect to camera service What can be causing that? It happens when camera.open() is called. Thanks, Tee

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  • Splitview with multiple detail views using storyboarding. Seen an example/tutorial?

    - by That Guy
    I'm trying to track down an example like Apple's MultipleDetailViews sample for UISplitViewController, but using storyboards. Their sample code provides functionality similar to what I'm after, I'm just having trouble getting it to work in my app that uses storyboards. It's driving me nuts! Anyone seen an example/tutorial? This is Apple's non storyboard version: http://developer.apple.com/library/ios/#samplecode/MultipleDetailViews/Introduction/Intro.html

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  • Nagios "CRITICAL - Socket timeout after 10 seconds" problems with service and host Checks.

    - by Kristiaan
    Hi Everyone, got a little bit of a problem with a Nagios system we are using in our office, which has only recently started appearing. what i would like to know really is the best solution to resolve this problem as ive done a bit of reading on it and there seems to be lots of different ways to solve it.. basically at random points throughout the day and on random hosts / services we will get a Critical warning flagged up that something is not behaving as it should, when we investigate 9 times out of 10 we end up with this as an error message. "SERVICE ALERT: SERVERNAME ;NSClient++ Version;CRITICAL;SOFT;1;CRITICAL - Socket timeout after 10 seconds" indicating the service or host has timed out, where do i go about setting the timeouts so this stops ? ive read that some of the plugin timesouts are as low as 10 seconds... thanks Kris

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  • Where to change data for a "list" datasource in dashcode?

    - by erotsppa
    I created a new project in dashcode and it automatically generated a mobile web app for me with a list and sample datasources. I see two datasources, one is labeled as "datasource" and the other is "list". However I can see that the actual data in datasources is in a js file, everything is good but where is the actual data stored for "list"? The sample application came with a bunch of data for "list" and I am unable to change it. Any ideas?

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  • Prevent * to be expanded in the bash script

    - by Alex Farber
    Linux bash script: #!/bin/bash function Print() { echo $1 } var="*" Print $var Execution results: alex@alex-linux:~/tmp$ ./sample-script sample-script "*" is expanded to the list of files, which is actually script itself. How can I prevent this and see actual variable value? In general case, var can be more complicated than "*", for example: "home/alex/mydir/*".

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  • EJB3 - using 2 persistence units within a transaction (Exception: Local transaction already has 1 no

    - by Sorcha
    I am trying to use 2 persistence units within the same transaction in a JEE application deployed on Glassfish. The 2 persistence units are defined in persistence.xml, as follows: <persistence-unit name="BeachWater"> <jta-data-source>jdbc/BeachWater</jta-data-source> ... <persistence-unit name="LIMS"> <jta-data-source>jdbc/BeachWaterLIMS</jta-data-source> ... These persistence units correspond to JDBC resources and connection pools which I had defined in Glassfish as follows (include one here as both are identical apart from names & database connection info): JDBC Resource: JNDI Name: jdbc/BeachWaterLIMS Pool Name: BEACHWATER_LIMS Connection Pool: Name: BEACHWATER_LIMS Datasource Classname: com.microsoft.sqlserver.jdbc.SQLServerConnectionPoolDataSource Resource Type: javax.sql.ConnectionPoolDataSource There are 3 stateless session beans, LimsServiceBean, AnalysisServiceBean and AnalysisDataTransformationServiceBean. Here are the relevant snippets from LimsServiceBean: @PersistenceContext(unitName = "LIMS") EntityManager em; ... public ArrayList<Sample> getLatestLIMSData() { Query q = em.createNamedQuery("Sample.findBySubTypeStatus"); return new ArrayList<Sample>(q.getResultList()); } From AnalysisServiceBean: @PersistenceContext(unitName = "BeachWater") EntityManager em; ... public ArrayList<AnalysisType> getAllAnalysisTypes() { Query q = em.createNamedQuery("AnalysisType.findAll"); return new ArrayList<AnalysisType>(q.getResultList()); } And from AnalysisDataTransformationServiceBean: @EJB private AnalysisService analysisService; @EJB private LimsService limsService; public void transformData() { List<AnalysisType> analysisTypes = analysisService.getAllAnalysisTypes(); ArrayList<Sample> samples = limsService.getLatestLIMSData(); This call to limsService.getLatestLIMSData() caused the following exception: [exec] Caused by: javax.ejb.TransactionRolledbackLocalException: Exception thrown from bean; nested exception is: Exception [TOPLINK-4002] (Oracle TopLink Essentials - 2.1 (Build b60e-fcs (12/23/2008))): oracle.toplink.essentials.exceptions.DatabaseException [exec] Internal Exception: java.sql.SQLException: Error in allocating a connection. Cause: java.lang.IllegalStateException: Local transaction already has 1 non-XA Resource: cannot add more resources. Having consulted this page, http://msdn.microsoft.com/en-us/library/ms378484.aspx (among many others), I tried changing the definition of the connection pools to: Connection Pool: Name: BEACHWATER_LIMS Datasource Classname: com.microsoft.sqlserver.jdbc.SQLServerXADataSource Resource Type: javax.sql.XADataSource Ping via the Glassfish admin console succeeds, but call to analysisService.getAllAnalysisTypes() now throws an exception: Caused by: javax.ejb.TransactionRolledbackLocalException: Exception thrown from bean; nested exception is: Exception [TOPLINK-4002] (Oracle TopLink Essentials - 2.1 (Build b60e-fcs (12/23/2008))): oracle.toplink.essentials.exceptions.DatabaseException Internal Exception: java.sql.SQLException: Error in allocating a connection. Cause: javax.transaction.SystemException Any ideas?

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  • Silverlight 4 RichTextBox - InlineUiContainers disabled

    - by JohnC
    I've been following the Silverlight text editor sample with interest. It gives me a lot of functionality such as formatting, clipboard support, printing etc. The sample also allows for DataGrids to be inserted by using an InlineUiContainer. My problem is that the inserted DataGrid is disabled while my requirement is that the user can edit the contents of the DataGrid. How can I make InlineUiContainers that are inserted in a RichTextBox enabled?

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  • traveling salesman problem, 2-opt algorithm c# implementation

    - by TAB
    Hello Can someone give me a code sample of 2-opt algorithm for traveling salesman problem. For now im using nearest neighbour to find the path but this method is far from perfec, and after some research i found 2-opt algorithm that would correct that path to the acceptable level. I found some sample apps but withoud source code.

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  • Jquery removeClass Not Working

    - by Wade D Ouellet
    Hey, My site is here: http://treethink.com What I have going is a news ticker on the right that is inside a jquery function. The function starts right away and extracts the news ticker and then retracts it as it should. When a navigation it adds a class to the div, which the function then checks for to see if it should stop extracting/retracting. This all works great. The problem I am having is that after the close button is clicked (in the content window), the removeClass won't work. This means that it keeps thinking the window is open and therefore the conditional statement inside the function won't let it extract and retract again. With a simple firebug check, it's showing that the class isn't being removed period. It's not the cboxClose id that it's not finding because I tried changing that to just "a" tags in general and it still wouldn't work so it's something to do with the jQuery for sure. Someone also suggested a quick alert() to check if the callback is working but I'm not sure what this is. Here is the code: /* News Ticker */ /* Initially hide all news items */ $('#ticker1').hide(); $('#ticker2').hide(); $('#ticker3').hide(); var randomNum = Math.floor(Math.random()*3); /* Pick random number */ newsTicker(); function newsTicker() { if (!$("#ticker").hasClass("noTicker")) { $("#ticker").oneTime(2000,function(i) { /* Do the first pull out once */ $('div#ticker div:eq(' + randomNum + ')').show(); /* Select div with random number */ $("#ticker").animate({right: "0"}, {duration: 800 }); /* Pull out ticker with random div */ }); $("#ticker").oneTime(15000,function(i) { /* Do the first retract once */ $("#ticker").animate({right: "-450"}, {duration: 800}); /* Retract ticker */ $("#ticker").oneTime(1000,function(i) { /* Afterwards */ $('div#ticker div:eq(' + (randomNum) + ')').hide(); /* Hide that div */ }); }); $("#ticker").everyTime(16500,function(i) { /* Everytime timer gets to certain point */ /* Show next div */ randomNum = (randomNum+1)%3; $('div#ticker div:eq(' + (randomNum) + ')').show(); $("#ticker").animate({right: "0"}, {duration: 800}); /* Pull out right away */ $("#ticker").oneTime(15000,function(i) { /* Afterwards */ $("#ticker").animate({right: "-450"}, {duration: 800});/* Retract ticker */ }); $("#ticker").oneTime(16000,function(i) { /* Afterwards */ /* Hide all divs */ $('#ticker1').hide(); $('#ticker2').hide(); $('#ticker3').hide(); }); }); } else { $("#ticker").animate({right: "-450"}, {duration: 800}); /* Retract ticker */ $("#ticker").oneTime(1000,function(i) { /* Afterwards */ $('div#ticker div:eq(' + (randomNum) + ')').hide(); /* Hide that div */ }); $("#ticker").stopTime(); } } /* when nav item is clicked re-run news ticker function but give it new class to prevent activity */ $("#nav li").click(function() { $("#ticker").addClass("noTicker"); newsTicker(); }); /* when close button is clicked re-run news ticker function but take away new class so activity can start again */ $("#cboxClose").click(function() { $("#ticker").removeClass("noTicker"); newsTicker(); }); Thanks, Wade

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  • SSD for Visual studio : Intel X25-m G2 or OCZ Vertex

    - by meska
    hi, looking for laptop upgrade, and thinking about SSD drive. Laptop would be Dell Studio XPS with T9400 as i can get one for a very good price. So i was thinking about replacing the built in 500 GB hdd with some kind of SDD Currently two choices: OCZ Vertex Series 60 GB vs. Intel X25-M G2 MLC 80 GB Price is almost the same. From anandtech Intel performs badly in sequential write, but scores very high numbers in random write and random read (good for visual studio?) and i get more space. What do you think? OCZ Vertex or Intel X25-M G2 ? Purely from Visual Studio 2008 and upcoming 2010 perspective?

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  • HTML Editor - Asp.net Ajax Control ToolKit

    - by Josimari Martarelli
    Hi, I'm customizing the buttons I'll show in the Ajax Html Editor and would like to see a sample of how to add font-size options inside the dropdownlist. public class HtmlEditor : Editor { { protected override void FillTopToolbar() TopToolbar.Buttons.Add(new AjaxControlToolkit.HTMLEditor.ToolbarButton.FontSize()); } } It shows the fontsize option but with a empty dropdownlist. How to show it with customized fontsize option? For sample, I want to show inside the fontsize dropdownlist just the options from 8 to 16. Thank you Josi

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  • problem in AudioStreaming in Iphone Sdk?

    - by senthilmuthu
    I am using sample code of AudioStream.zip,but when i use this to play Mp3 file , it gives wrong total amount of playing time(after played completely through streaming).... i checked through downloading that Mp3 file into Document Directory and played in Itune it exactly is played for 2.10 seconds.but in streaming through that code(- (double)progress method) gives total playing time only 2.3 sec, is there any sample code for AudioStreaming except that one to give right Total playing Time?

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  • problem in AudioStreaming in Iphone Sdk?

    - by senthilmuthu
    I am using sample code of audioStream.zip, it gives wrong total amount of playing time (2.3 sec after played completely through streaming).... for checking purpose ,i checked through downloading that Mp3 file into Document Directory and played in Itune it exactly is played for 2.10 seconds.(correct time) is there any sample code for AudioStreaming except that one to give right Total playing Time?

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  • How to securely generate memorable passwords?

    - by Tim
    Whenever I need new passwords I use some tools to generate those, preferable memorable passwords, but I've been wondering how secure this might actually be. Using The xkcd random number generator is probably pretty bad, cat /dev/random is probably pretty good, but generating memorable passwords seems a bit more tricky. Whenever a program generates a memorable password, it only uses a subset of the total password space available, and it is not clear to me how big this space is. Of course a long password should help in this case, but if the `memorable' part of the program is too predictable, your passwords are not very good in the end. TL;DR: how secure are memorable password generators, given the fact that `memorable' passwords are a subset of total password space? Some tools I know of: pwgen -- seems ok, but passwords are not too memorable Mac Password Assistant - generates memorable passwords but it is unclear to me how this works.

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  • F#: Recursive collect and filter over N-ary Tree

    - by RodYan
    This is hurting my brain! I want to recurse over a tree structure and collect all instances that match some filter into one list. Here's a sample tree structure type Tree = | Node of int * Tree list Here's a test sample tree: let test = Node((1, [Node(2, [Node(3,[]); Node(3,[])]); Node(3,[])])) Collecting and filtering over nodes with and int value of 3 should give you output like this: [Node(3,[]);Node(3,[]);Node(3,[])]

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  • Real-time graphing in Java

    - by thodinc
    I have an application which updates a variable about between 5 to 50 times a second and I am looking for some way of drawing a continuous XY plot of this change in real-time. Though JFreeChart is not recommended for such a high update rate, many users still say that it works for them. I've tried using this demo and modified it to display a random variable, but it seems to use up 100% CPU usage all the time. Even if I ignore that, I do not want to be restricted to JFreeChart's ui class for constructing forms (though I'm not sure what its capabilities are exactly). Would it be possible to integrate it with Java's "forms" and drop-down menus? (as are available in VB) Otherwise, are there any alternatives I could look into? EDIT: I'm new to Swing, so I've put together a code just to test the functionality of JFreeChart with it (while avoiding the use of the ApplicationFrame class of JFree since I'm not sure how that will work with Swing's combo boxes and buttons). Right now, the graph is being updated immediately and CPU usage is high. Would it be possible to buffer the value with new Millisecond() and update it maybe twice a second? Also, can I add other components to the rest of the JFrame without disrupting JFreeChart? How would I do that? frame.getContentPane().add(new Button("Click")) seems to overwrite the graph. package graphtest; import java.util.Random; import javax.swing.JFrame; import org.jfree.chart.ChartFactory; import org.jfree.chart.ChartPanel; import org.jfree.chart.JFreeChart; import org.jfree.chart.axis.ValueAxis; import org.jfree.chart.plot.XYPlot; import org.jfree.data.time.Millisecond; import org.jfree.data.time.TimeSeries; import org.jfree.data.time.TimeSeriesCollection; public class Main { static TimeSeries ts = new TimeSeries("data", Millisecond.class); public static void main(String[] args) throws InterruptedException { gen myGen = new gen(); new Thread(myGen).start(); TimeSeriesCollection dataset = new TimeSeriesCollection(ts); JFreeChart chart = ChartFactory.createTimeSeriesChart( "GraphTest", "Time", "Value", dataset, true, true, false ); final XYPlot plot = chart.getXYPlot(); ValueAxis axis = plot.getDomainAxis(); axis.setAutoRange(true); axis.setFixedAutoRange(60000.0); JFrame frame = new JFrame("GraphTest"); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); ChartPanel label = new ChartPanel(chart); frame.getContentPane().add(label); //Suppose I add combo boxes and buttons here later frame.pack(); frame.setVisible(true); } static class gen implements Runnable { private Random randGen = new Random(); public void run() { while(true) { int num = randGen.nextInt(1000); System.out.println(num); ts.addOrUpdate(new Millisecond(), num); try { Thread.sleep(20); } catch (InterruptedException ex) { System.out.println(ex); } } } } }

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  • Time complexity of a sorting algorithm

    - by Passonate Learner
    The two programs below get n integers from file and calculates the sum of ath to bth integers q(number of question) times. I think the upper program has worse time complexity than the lower, but I'm having problems calculating the time complexity of these two algorithms. [input sample] 5 3 5 4 3 2 1 2 3 3 4 2 4 [output sample] 7 5 9 Program 1: #include <stdio.h> FILE *in=fopen("input.txt","r"); FILE *out=fopen("output.txt","w"); int n,q,a,b,sum; int data[1000]; int main() int i,j; fscanf(in,"%d%d",&n,&q); for(i=1;i<=n;i++) fscanf(in,"%d",&data[i]); for i=0;i<q;i++) { fscanf(in,"%d%d",&a,&b); sum=0; for(j=a;j<=b;j++) sum+=data[j]; fprintf(out,"%d\n",sum); } return 0; } Program 2: #include <stdio.h> FILE *in=fopen("input.txt","r"); FILE *out=fopen("output.txt","w"); int n,q,a,b; int data[1000]; int sum[1000]; int main() { int i,j; fscanf(in,"%d%d",&n,&q); for(i=1;i<=n;i++) fscanf(in,"%d",&data[i]); for(i=1;i<=n;i++) sum[i]=sum[i-1]+data[i]; for(i=0;i<q;i++) { fscanf(in,"%d%d",&a,&b); fprintf(out,"%d\n",sum[b]-sum[a-1]); } return 0; } The programs below gets n integers from 1 to m and sorts them. Again, I cannot calculate the time complexity. [input sample] 5 5 2 1 3 4 5 [output sample] 1 2 3 4 5 Program: #include <stdio.h> FILE *in=fopen("input.txt","r") FILE *out=fopen("output.txt","w") int n,m; int data[1000]; int count[1000]; int main() { int i,j; fscanf(in,"%d%d",&n,&m); for(i=0;i<n;i++) { fscanf(in,"%d",&data[i]); count[data[i]]++ } for(i=1;i<=m;i++) { for(j=0;j<count[i];j++) fprintf(out,"%d ",i); } return 0; } It's ironic(or not) that I cannot calculate the time complexity of my own algorithms, but I have passions to learn, so please programming gurus, help me!

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