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  • Collision detection of huge number of circles

    - by Tomek Tarczynski
    What is the best way to check collision of huge number of circles? It's very easy to detect collision between two circles, but if we check every combination then it is O(n^2) which definitely not an optimal solution. We can assume that circle object has following properties: -Coordinates -Radius -Velocity -Direction Velocity is constant, but direction can change. I've come up with two solutions, but maybe there are some better solutions. Solution 1 Divide whole space into overlapping squares and check for collision only with circles that are in the same square. Squares needs to overlap so there won't be a problem when circle moves from one square to another. Solution 2 At the beginning distances between every pair of circles need to be calculated. If the distance is small then these pair is stored in some list, and we need to check for collision in every update. If the distance is big then we store after which update there can be a collision (it can be calculated because we know the distance and velocitites). It needs to be stored in some kind of priority queue. After previously calculated number of updates distance needs to be checked again and then we do the same procedure - put it on the list or again in the priority queue.

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  • Sliding Response after a Point-Square Collision

    - by mars
    In general terms and pseudo-code, what would be the best way to have a collision response of sliding along a wall if the wall is actually just a part of an entire square that a point is colliding into? The collision test method used is a test to see if the point lies in the square. Should I divide the square into four lines and just calculate the shortest distance to the line and then move the point back that distance?If so, then how can I determine which edge of the square the point is closest to after collision?

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  • Collision problems with drag-n-drop puzzle game.

    - by Amplify91
    I am working on an Android game similar to the Rush Hour/Traffic Jam/Blocked puzzle games. The board is a square containing rectangular pieces. Long pieces may only move horizontally, and tall pieces may only move vertically. The object is to free the red piece and move it out of the board. This game is only my second ever programming project in any language, so any tips or best practices would be appreciated along with your answer. I have a class for the game pieces called Pieces that describes how they are sized and drawn to the screen, gives them drag-and-drop functionality, and detects and handles collisions. I then have an activity class called GameView which creates my layout and creates Pieces objects to add to a RelativeLayout called Board. I have considered making Board its own class, but haven't needed to yet. Here's what my work in progress looks like: My Question: Most of this works perfectly fine except for my collision handling. It seems to be detecting collisions well but instead of pushing the pieces outside of each other when there is a collision, it frantically snaps back and forth between (what seems to be) where the piece is being dragged to and where it should be. It looks something like this: Another oddity: when the dragged piece collides with a piece to its left, the collision handling seems to work perfectly. Only piece above, below, and to the right cause problems. Here's the collision code: @Override public boolean onTouchEvent(MotionEvent event){ float eventX = event.getX(); float eventY = event.getY(); switch (event.getAction()) { case MotionEvent.ACTION_DOWN: //check if touch is on piece if (eventX > x && eventX < (x+width) && eventY > y && eventY < (y+height)){ initialX=x; initialY=y; break; }else{ return false; } case MotionEvent.ACTION_MOVE: //determine if piece should move horizontally or vertically if(width>height){ for (Pieces piece : aPieces) { //if object equals itself in array, skip to next object if(piece==this){ continue; } //if next to another piece, //do not allow to move any further towards said piece if(eventX<x&&(x==piece.right+1)){ return false; }else if(eventX>x&&(x==piece.x-width-1)){ return false; } //move normally if no collision //if collision, do not allow to move through other piece if(collides(this,piece)==false){ x = (eventX-(width/2)); }else if(collidesLeft(this,piece)){ x = piece.right+1; break; }else if(collidesRight(this,piece)){ x = piece.x-width-1; break; } } break; }else if(height>width){ for (Pieces piece : aPieces) { if(piece==this){ continue; }else if(collides(this,piece)==false){ y = (eventY-(height/2)); }else if(collidesUp(this,piece)){ y = piece.bottom+1; break; }else if(collidesDown(this,piece)){ y = piece.y-height-1; break; } } } invalidate(); break; case MotionEvent.ACTION_UP: // end move if(this.moves()){ GameView.counter++; } initialX=x; initialY=y; break; } // parse puzzle invalidate(); return true; } This takes place during onDraw: width = sizedBitmap.getWidth(); height = sizedBitmap.getHeight(); right = x+width; bottom = y+height; My collision-test methods look like this with different math for each: private boolean collidesDown(Pieces piece1, Pieces piece2){ float x1 = piece1.x; float y1 = piece1.y; float r1 = piece1.right; float b1 = piece1.bottom; float x2 = piece2.x; float y2 = piece2.y; float r2 = piece2.right; float b2 = piece2.bottom; if((y1<y2)&&(y1<b2)&&(b1>=y2)&&(b1<b2)&&((x1>=x2&&x1<=r2)||(r1>=x2&&x1<=r2))){ return true; }else{ return false; } } private boolean collides(Pieces piece1, Pieces piece2){ if(collidesLeft(piece1,piece2)){ return true; }else if(collidesRight(piece1,piece2)){ return true; }else if(collidesUp(piece1,piece2)){ return true; }else if(collidesDown(piece1,piece2)){ return true; }else{ return false; } } As a second question, should my x,y,right,bottom,width,height variables be ints instead of floats like they are now? Also, any suggestions on how to implement things better would be greatly appreciated, even if not relevant to the question! Thanks in advance for the help and for sitting through such a long question! Update: I have gotten it working almost perfectly with the following code (this doesn't include the code for vertical pieces): @Override public boolean onTouchEvent(MotionEvent event){ float eventX = event.getX(); float eventY = event.getY(); switch (event.getAction()) { case MotionEvent.ACTION_DOWN: //check if touch is on piece if (eventX > x && eventX < (x+width) && eventY > y && eventY < (y+height)){ initialX=x; initialY=y; break; }else{ return false; } case MotionEvent.ACTION_MOVE: //determine if piece should move horizontally or vertically if(width>height){ for (Pieces piece : aPieces) { //if object equals itself in array, skip to next object if(piece==this){ continue; } //check if there the possibility for a horizontal collision if(this.isAllignedHorizontallyWith(piece)){ //check for and handle collisions while moving left if(this.isRightOf(piece)){ if(eventX>piece.right+(width/2)){ x = (int)(eventX-(width/2)); //move normally }else{ x = piece.right+1; } } //check for and handle collisions while moving right if(this.isLeftOf(piece)){ if(eventX<piece.x-(width/2)){ x = (int)(eventX-(width/2)); }else{ x = piece.x-width-1; } } break; }else{ x = (int)(eventX-(width/2)); } The only problem with this code is that it only detects collisions between the moving piece and one other (with preference to one on the left). If there is a piece to collide with on the left and another on the right, it will only detect collisions with the one on the left. I think this is because once it finds a possible collision, it handles it without finishing looping through the array holding all the pieces. How do I get it to check for multiple possible collisions at the same time?

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  • reference to specific hash key

    - by dave
    How do I create a reference to the value in a specific hash key. I tried the following but $$foo is empty. Any help is much appreciated. $hash->{1} = "one"; $hash->{2} = "two"; $hash->{3} = "three"; $foo = \${$hash->{1}}; $hash->{1} = "ONE"; #I want "MONEY: ONE"; print "MONEY: $$foo\n";

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  • Oracle Hash Cluster Overflow Blocks

    - by Andrew
    When inserting a large number of rows into a single table hash cluster in Oracle, it will fill up the block with any values that hash to that hash-value and then start using overflow blocks. These overflow blocks are listed as chained off the main block, but I can not find detailed information on the way in which they are allocated or chained. When an overflow block is allocated for a hash value, is that block exclusively allocated to that hash value, or are the overflow blocks used as a pool and different hash values can then start using the same overflow block. How is the free space of the chain monitored - in that, as data is continued to be inserted, does it have to traverse the entire chain to find out if it has some free space in the current overflow chain, and then if it finds none, it then chooses to allocate a new block?

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  • What datastructure would you use for a collision-detection in a tilemap?

    - by Solom
    Currently I save those blocks in my map that could be colliding with the player in a HashMap (Vector2, Block). So the Vector2 represents the coordinates of the blog. Whenever the player moves I then iterate over all these Blocks (that are in a specific range around the player) and check if a collision happened. This was my first rough idea on how to implement the collision-detection. Currently if the player moves I put more and more blocks in the HashMap until a specific "upper bound", then I clear it and start over. I was fully aware that it was not the brightest solution for the problem, but as said, it was a rough first implementation (I'm still learning a lot about game-design and the data-structure). What data-structure would you use to save the Blocks? I thought about a Queue or even a Stack, but I'm not sure, hence I ask.

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  • 2D SAT How to find collision center or point or area?

    - by Felipe Cypriano
    I've just implemented collision detection using SAT and this article as reference to my implementation. The detection is working as expected but I need to know where both rectangles are colliding. I need to find the center of the intersection, the black point on the image above. I've found some articles about this but they all involve avoiding the overlap or some kind of velocity, I don't need this. I just need to put a image on top of it. Like two cars crashed so I put an image on top of the collision. Any ideas? ## Update The information I've about the rectangles are the four points that represents them, the upper right, upper left, lower right and lower left coordinates. I'm trying to find an algorithm that can give me the intersection of these points.

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  • How was collision detection handled in The Legend of Zelda: A Link to the Past?

    - by Restart
    I would like to know how the collision detection was done in The Legend of Zelda: A Link To The Past. The game is 16x16 tile based, so how did they do the tiles where only a quarter or half of the tile is occupied? Did they use a smaller grid for collision detection like 8x8 tiles, so four of them make one 16x16 tile of the texture grid? But then, they also have true half tiles which are diagonally cut and the corners of the tiles seem to be round or something. If Link walks into tiles corner he can keep on walking and automatically moves around it's corner. How is that done? I hope someone can help me out here.

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  • From string to hex MD5 hash and back

    - by Pablo Fernandez
    I have this pseudo-code in java: bytes[] hash = MD5.hash("example"); String hexString = toHexString(hash); //This returns something like a0394dbe93f bytes[] hexBytes = hexString.getBytes("UTF-8"); Now, hexBytes[] and hash[] are different. I know I'm doing something wrong since hash.length() is 16 and hexBytes.length() is 32. Maybe it has something to do with java using Unicode for chars (just a wild guess here). Anyways, the question would be: how to get the original hash[] array from the hexString. The whole code is here if you want to look at it (it's ~ 40 LOC) http://gist.github.com/434466 The output of that code is: 16 [-24, 32, -69, 74, -70, 90, -41, 76, 90, 111, -15, -84, -95, 102, 65, -10] 32 [101, 56, 50, 48, 98, 98, 52, 97, 98, 97, 53, 97, 100, 55, 52, 99, 53, 97, 54, 102, 102, 49, 97, 99, 97, 49, 54, 54, 52, 49, 102, 54] Thanks a lot!

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  • How was collision detection handled in The Legend of Zelda: A Link to the Past?

    - by Restart
    I would like to know how the collision detection was done in The Legend of Zelda: A Link To The Past. The game is 16x16 tile based, so how did they do the tiles where only a quarter or half of the tile is occupied? Did they use a smaller grid for collision detection like 8x8 tiles, so four of them make one 16x16 tile of the texture grid? But then, they also have true half tiles which are diagonally cut and the corners of the tiles seem to be round or something. If Link walks into tiles corner he can keep on walking and automatically moves around it's corner. How is that done? I hope someone can help me out here.

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  • Would it be more efficient to handle 2D collision detection with polygons, rather than both squares/polygons?

    - by KleptoKat
    I'm working on a 2D game engine and I'm trying to get collision detection as efficient as possible. One thing I've noted is that I have a Rectangle Collision collider, a Shape (polygon) collider and a circle collider. Would it be more efficient (either dev-time wise or runtime wise) to have just one shape collider, rather than have that and everything else? I feel it would optimize my code in the back end, but how much would it affect my game at runtime? Should I be concerned with this at all, as 3D games generally have tens of thousands of polygons?

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  • Opinions on collision detection objects with a moving scene

    - by Evan Teran
    So my question is simple, and I guess it boils down to how anal you want to be about collision detection. To keep things simple, lets assume we're talking about 2D sprites defined by a bounding box. In addition, let's assume that my sprite object has a function to detect collisions like this: S.collidesWith(other); Finally the scene is moving and "walls" in the scene can move, an object may not touch a wall. So a simple implementation might look like this (psuedo code): moveWalls(); moveSprite(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } The problem with this is that if the sprite and wall move towards each other, depending on the circumstances (such as diagonal moment). They may pass though each other (unlikely but could happen). So I may do this instead. moveWalls(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } moveSprite(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } This takes care of the passing through each other issue, but another rare issue comes up. If they are adjacent to each other (literally the next pixel) and both the wall and the sprite are moving left, then I will get an invalid collision since the wall moves, checks for collision (hit) then the sprite is moved. Which seems unfair. In addition, to that, the redundant collision detection feels very inefficient. I could give the player movement priority alleviating the first issue but it is still checking twice. moveSprite(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } moveWalls(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } Am I simply over thinking this issue, should this just be chalked up to "it'll happen rare enough that no one will care"? Certainly looking at old sprite based games, I often find situations where the collision detection has subtle flaws, but I figure by now we can do better :-P. What are people's thoughts?

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  • Collision Attacks, Message Digests and a Possible solution

    - by Dominar
    I've been doing some preliminary research in the area of message digests. Specifically collision attacks of cryptographic hash functions such as MD5 and SHA-1, such as the Postscript example and X.509 certificate duplicate. From what I can tell in the case of the postscript attack, specific data was generated and embedded within the header of the postscript (which is ignored during rendering) which brought about the internal state of the md5 to a state such that the modified wording of the document would lead to a final MD equivalent to the original. The X.509 took a similar approach where by data was injected within the comment/whitespace of the certificate. Ok so here is my question, and I can't seem to find anyone asking this question: Why isn't the length of ONLY the data being consumed added as a final block to the MD calculation? In the case of X.509 - Why is the whitespace and comments being taken into account as part of the MD? Wouldn't a simple processes such as one of the following be enough to resolve the proposed collision attacks: MD(M + |M|) = xyz MD(M + |M| + |M| * magicseed_0 +...+ |M| * magicseed_n) = xyz where : M : is the message |M| : size of the message MD : is the message digest function (eg: md5, sha, whirlpool etc) xyz : is the acutal message digest value for the message M magicseed_{i}: Is a set random values generated with seed based on the internal-state prior to the size being added. This technqiue should work, as to date all such collision attacks rely on adding more data to the original message. In short, the level of difficulty involved in generating a collision message such that: It not only generates the same MD But is also comprehensible/parsible/compliant and is also the same size as the original message, is immensely difficult if not near impossible. Has this approach ever been discussed? Any links to papers etc would be nice.

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  • How could I implement 3D player collision with rotation in LWJGL?

    - by Tinfoilboy
    I have a problem with my current collision implementation. Currently for player collision, I just use an AABB where I check if another AABB is in the way of the player, as shown in this code. (The code below is a sample of checking for collisions in the Z axis) for (int z = (int) (this.position.getZ()); z > this.position.getZ() - moveSpeed - boundingBoxDepth; z--) { // The maximum Z you can get. int maxZ = (int) (this.position.getZ() - moveSpeed - boundingBoxDepth) + 1; AxisAlignedBoundingBox aabb = WarmupWeekend.getInstance().currentLevel.getAxisAlignedBoundingBoxAt(new Vector3f(this.position.getX(), this.position.getY(), z)); AxisAlignedBoundingBox potentialCameraBB = new AxisAlignedBoundingBox(this, "collider", new Vector3f(this.position.getX(), this.position.getY(), z), boundingBoxWidth, boundingBoxHeight, boundingBoxDepth); if (aabb != null) { if (potentialCameraBB.colliding(aabb) && aabb.COLLIDER_TYPE.equalsIgnoreCase("collider")) { break; } else if (!potentialCameraBB.colliding(aabb) && z == maxZ) { if (this.grounded) { playFootstep(); } this.position.z -= moveSpeed; break; } } else if (z == maxZ) { if (this.grounded) { playFootstep(); } this.position.z -= moveSpeed; break; } } Now, when I tried to implement rotation to this method, everything broke. I'm wondering how I could implement rotation to this block (and as all other checks in each axis are the same) and others. Thanks in advance.

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  • Strange ruby behavior when using Hash.new([])

    - by Valentin Vasilyev
    Consider this code: h=Hash.new(0) #new hash pairs will by default have 0 as values h[1]+=1 # {1=>1} h[2]+=2 # {2=>2} that's all fine, but: h=Hash.new([]) #empty array as default value h[1]<<=1 #{1=>[1]} - OK h[2]<<=2 #{1=>[1,2], 2=>[1,2]} # why ?? At this point I expect the hash to be: {1=>[1], 2=>[2]} But something goes wrong. Does anybody know what happens?

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  • Python hash() can't handle long integer?

    - by Xie
    I defined a class: class A: ''' hash test class a = A(9, 1196833379, 1, 1773396906) hash(a) -340004569 This is weird, 12544897317L expected. ''' def __init__(self, a, b, c, d): self.a = a self.b = b self.c = c self.d = d def __hash__(self): return self.a * self.b + self.c * self.d Why, in the doctest, hash() function gives a negative integer?

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  • How to get the top keys from a hash by value

    - by Kirs Kringle
    I have a hash that I sorted by values greatest to least. How would I go about getting the top 5? There was a post on here that talked about getting only one value. What is the easiest way to get a key with the highest value from a hash in Perl? I understand that so would lets say getting those values add them to an array and delete the element in the hash and then do the process again? Seems like there should be an easier way to do this then that though. My hash is called %words. use strict; use warnings; use Tk; #Learn to install here: http://factscruncher.blogspot.com/2012/01/easy-way-to-install-tk- on-strawberry.html #Reading in the text file my $file0 = Tk::MainWindow->new->Tk::getOpenFile; open( my $filehandle0, '<', $file0 ) || die "Could not open $file0\n"; my @words; while ( my $line = <$filehandle0> ) { chomp $line; my @word = split( /\s+/, lc($line)); push( @words, @word ); } for (@words) { s/[\,|\.|\!|\?|\:|\;|\"]//g; } #Counting words that repeat; put in hash my %words_count; $words_count{$_}++ for @words; #Reading in the stopwords file my $file1 = "stoplist.txt"; open( my $filehandle1, '<', $file1 ) or die "Could not open $file1\n"; my @stopwords; while ( my $line = <$filehandle1> ) { chomp $line; my @linearray = split( " ", $line ); push( @stopwords, @linearray ); } for my $w ( my @stopwords ) { s/\b\Q$w\E\B//ig; } #Comparing the array to Hash and deleteing stopwords my %words = %words_count; for my $stopwords ( @stopwords ) { delete $words{ $stopwords }; } #Sorting Hash Table my @keys = sort { $words{$b} <=> $words{$a} or "\L$a" cmp "\L$b" } keys %words; #Starting Statistical Work my $value_count = 0; my $key_count = 0; #Printing Hash Table $key_count = keys %words; foreach my $key (@keys) { $value_count = $words{$key} + $value_count; printf "%-20s %6d\n", $key, $words{$key}; } my $value_average = $value_count / $key_count; #my @topwords; #foreach my $key (@keys){ #if($words{$key} > $value_average){ # @topwords = keys %words; # } #} print "\n", "The number of values: ", $value_count, "\n"; print "The number of elements: ", $key_count, "\n"; print "The Average: ", $value_average, "\n\n";

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  • No Gentle Galaxy Collision

    - by Akemi Iwaya
    It is hard to imagine a more cataclysmic event than the collision of two galaxies and the effect such an event has on each one as they are ripped apart. See the destructive power of collision at work in this video showing the latest Hubble imagery of Arp 142, a.k.a. the collision of NGC 2936 and NGC 2937. Note: The video also shows stunning imagery of other colliding galaxies. No Gentle Galaxy Collision [YouTube]     

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  • Why doesn't Unity's OnCollisionEnter give me surface normals, and what's the most reliable way to get them?

    - by michael.bartnett
    Unity's on collision event gives you a Collision object that gives you some information about the collision that happened (including a list of ContactPoints with hit normals). But what you don't get is surface normals for the collider that you hit. Here's a screenshot to illustrate. The red line is from ContactPoint.normal and the blue line is from RaycastHit.normal. Is this an instance of Unity hiding information to provide a simplified API? Or do standard 3D realtime collision detection techniques just not collect this information? And for the second part of the question, what's a surefire and relatively efficient way to get a surface normal for a collision? I know that raycasting gives you surface normals, but it seems I need to do several raycasts to accomplish this for all scenarios (maybe a contact point/normal combination misses the collider on the first cast, or maybe you need to do some average of all the contact points' normals to get the best result). My current method: Back up the Collision.contacts[0].point along its hit normal Raycast down the negated hit normal for float.MaxValue, on Collision.collider If that fails, repeat steps 1 and 2 with the non-negated normal If that fails, try steps 1 to 3 with Collision.contacts[1] Repeat 4 until successful or until all contact points exhausted. Give up, return Vector3.zero. This seems to catch everything, but all those raycasts make me queasy, and I'm not sure how to test that this works for enough cases. Is there a better way?

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  • Collision Detection - Java - Rectangle

    - by Trizicus
    I would like to know if this is a good idea that conforms to best practices that does not lead to obscenely confusing code or major performance hit(s): Make my own Collision detection class that extends Rectangle class. Then when instantiating that object doing something such as Collision col = new Rectangle(); <- Should I do that or is that something that should be avoided? I am aware that I 'can' but should I? I want to extend Rectangle class because of the contains() and intersects() methods; should I be doing that or should I be doing something else for 2D collision detection in Java?

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  • Are there any working implementations of the rolling hash function used in the Rabin-Karp string sea

    - by c14ppy
    I'm looking to use a rolling hash function so I can take hashes of n-grams of a very large string. For example: "stackoverflow", broken up into 5 grams would be: "stack", "tacko", "ackov", "ckove", "kover", "overf", "verfl", "erflo", "rflow" This is ideal for a rolling hash function because after I calculate the first n-gram hash, the following ones are relatively cheap to calculate because I simply have to drop the first letter of the first hash and add the new last letter of the second hash. I know that in general this hash function is generated as: H = c1ak - 1 + c2ak - 2 + c3ak - 3 + ... + cka0 where a is a constant and c1,...,ck are the input characters. If you follow this link on the Rabin-Karp string search algorithm , it states that "a" is usually some large prime. I want my hashes to be stored in 32 bit integers, so how large of a prime should "a" be, such that I don't overflow my integer? Does there exist an existing implementation of this hash function somewhere that I could already use? Here is an implementation I created: public class hash2 { public int prime = 101; public int hash(String text) { int hash = 0; for(int i = 0; i < text.length(); i++) { char c = text.charAt(i); hash += c * (int) (Math.pow(prime, text.length() - 1 - i)); } return hash; } public int rollHash(int previousHash, String previousText, String currentText) { char firstChar = previousText.charAt(0); char lastChar = currentText.charAt(currentText.length() - 1); int firstCharHash = firstChar * (int) (Math.pow(prime, previousText.length() - 1)); int hash = (previousHash - firstCharHash) * prime + lastChar; return hash; } public static void main(String[] args) { hash2 hashify = new hash2(); int firstHash = hashify.hash("mydog"); System.out.println(firstHash); System.out.println(hashify.hash("ydogr")); System.out.println(hashify.rollHash(firstHash, "mydog", "ydogr")); } } I'm using 101 as my prime. Does it matter if my hashes will overflow? I think this is desirable but I'm not sure. Does this seem like the right way to go about this?

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  • How to map hash keys to methods for an encapsulated Ruby class (tableless model)?

    - by user502052
    I am using Ruby on Rails 3 and I am tryng to map a hash (key, value pairs) to an encapsulated Ruby class (tableless model) making the hash key as a class method that returns the value. In the model file I have class Users::Account #< ActiveRecord::Base def initialize(attributes = {}) @id = attributes[:id] @firstname = attributes[:firstname] @lastname = attributes[:lastname] end end def self.to_model(account) JSON.parse(account) end My hash is hash = {\"id\":2,\"firstname\":\"Name_test\",\"lastname\":\"Surname_test\"} I can make account = Users::Account.to_model(hash) that returns (debugging) --- id: 2 firstname: Name_test lastname: Surname_test That works, but if I do account.id I get this error NoMethodError in Users/accountsController#new undefined method `id' for #<Hash:0x00000104cda410> I think because <Hash:0x00000104cda410> is an hash (!) and not the class itself. Also I think that doing account = Users::Account.to_model(hash) is not the right approach. What is wrong? How can I "map" those hash keys to class methods?

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  • How do I design a cryptographic hash function?

    - by Eyal
    After reading the following about why one-way hash functions are one-way, I would like to know how to design a hash function. http://stackoverflow.com/questions/1038307/help-me-better-understand-cryptographic-hash-functions/1047106#1047106 Before everyone gets on my case: Yes, I know that it's a bad idea to not use a proven and tested hash function. I would still like to know how it's done. I'm familiar with Feistel-network ciphers but those are necessarily reversible, horrible for a cryptographic hash. Is there some sort of construction that is well-used in cryptographic hashing? Something that makes it very one-way?

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  • C++ converting hexadecimal md5 hash to decimal integer

    - by Zackery
    I'm doing Elgamal Signature Scheme and I need to use the decimal hash value from the message to compute S for signature generation. string hash = md5(message); cout << hash << endl; NTL::ZZ msgHash = strtol(hash.c_str(), NULL, 16); cout << msgHash << endl; There are no integer large enough to contain the value of 32 byte hexadecimal hash, and so I tried big integer from NTL library but it didn't work out because you cannot assign long integer to NTL::ZZ type. Is there any good solution to this? I'm doing this with visual C++ in Visual Studio 2013.

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  • How to sort a hash by value in descending order and output a hash in ruby?

    - by tipsywacky
    output.sort_by {|k, v| v}.reverse and for keys h = {"a"=>1, "c"=>3, "b"=>2, "d"=>4} => {"a"=>1, "c"=>3, "b"=>2, "d"=>4} Hash[h.sort] Right now I have these two. But I'm trying to sort hash in descending order by value so that it will return => {"d"=>4, "c"=>3, "b"=>2, "a"=>1 } Thanks in advance. Edit: let me post the whole code. def count_words(str) # YOUR CODE HERE output = Hash.new(0) sentence = str.gsub(/,/, "").gsub(/'/,"").gsub(/-/, "").downcase words = sentence.split() words.each do |item| output[item] += 1 end puts Hash[output.sort_by{ |_, v| -v }] return Hash[output.sort_by{|k, v| v}.reverse] end

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