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  • Cleaner way to store to replace a scalar hash value with an array ref?

    - by user275455
    I am building a hash where the keys, associated with scalars, are not necessarily unique. I want the desired behavior to be that if the key is unique, the value is the scalar. If the key is not unique, I want the value to be an array reference of the scalars associated witht the key. Since the hash is built up iteratively, I don't know if the key is unique ahead of time. Right now, I am doing something like this: if(!defined($hash{$key})){ $hash{$key} = $val; } elseif(ref($hash{$key}) ne 'ARRAY'){ my @a; push(@a, $hash{$key}); push(@, $val); $hash{$key} = \@a; } else{ push(@{$hash{$key}}, $val); } Is there a simpler way to do this?

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  • How can I put a string and an integer into the same array?

    - by Stelios M
    I have to following code. I want this to return an array e.g. arg[] that contains at arg[0] the number of the rows of my cursor and at arg[1] String(0) of my cursor. Since one is integer and the other is string I have a problem. Any ideas how to fix this? public String[] getSubcategoriesRow(String id){ this.openDataBase(); String[] asColumnsToReturn = new String[] {SECOND_COLUMN_ID,SECOND_COLUMN_SUBCATEGORIES,}; Cursor cursor = this.dbSqlite.query(SECOND_TABLE_NAME, asColumnsToReturn, SECOND_COLUMN_SUBCATEGORIES + "= \"" + id + "\"", null, null, null, null); String string = cursor.getString(0); int count = cursor.getCount(); String arg[] = new String[]{count, string}; cursor.close(); return arg; } The cursor and the results and correct i just need to compine them to an array in order to return that.

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  • When i add a bitmap to an array list the last element is duplicated in previous indexes

    - by saxofone2
    I'm trying to implement a personal way of undo/redo in a finger paint-like app. I have in synthesis three objects: the Main class (named ScorePadActivity), the relative Main Layout (with buttons, menus, etc, as well as a View object where I create my drawings), and a third object named ArrayList where i'm writing the undo/redo code. The problem is, when I press the undo button nothing happens, but if I draw anything again "one-time" and press undo, the screen is updated. If I draw many times, to see any changes happen on screen I have to press the undo button the same number of times I have drawn. Seems like (as in title) when I add a bitmap to the array list the last element is duplicated in previous indexes, and for some strange reason, everytime I press the Undo Button, the system is ok for one time, but starts to duplicate until the next undo. The index increase is verified with a series of System.out.println inserted in code. Now when I draw something on screen, the array list is updated with the code inserted after the invocation of touchup(); method in motionEvent touch_up(); } this.arrayClass.incrementArray(mBitmap); mPath.rewind(); invalidate(); and in ArrayList activity; public void incrementArray(Bitmap mBitmap) { this._mBitmap=mBitmap; _size=undoArray.size(); undoArray.add(_size, _mBitmap); } (All Logs removed for clear reading) The undo button in ScorePadActivity calls the undo method in View activity: Button undobtn= (Button)findViewById(R.id.undo); undobtn.setOnClickListener(new View.OnClickListener() { public void onClick(View v) { mView.undo(); } }); in View activity: public void undo() { this.mBitmap= arrayClass.undo(); mCanvas = new Canvas(mBitmap); mPath.rewind(); invalidate(); } that calls the relative undo method in ArrayList activity: public Bitmap undo() { // TODO Auto-generated method stub _size=undoArray.size(); if (_size>1) { undoArray.remove(_size-1); _size=undoArray.size(); _mBitmap = ((Bitmap) undoArray.get(_size-1)).copy(Bitmap.Config.ARGB_8888,true); } return _mBitmap; } return mBitmap and invalidate: Due to my bad English I have made a scheme to make the problem more clear: I have tried with HashMap, with a simple array, I have tried to change mPath.rewind(); with reset();, new Path(); etc but nothing. Why? Sorry for the complex answer, i want give you a great thanks in advance. Best regards

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  • How to get an array of all controllers in a Codeigniter project ?

    - by ashmckenzie
    I'd like to obtain a list of all controllers in a Codeiginiter project so I can easily loop through each of them and add defined routes. I can't seem to find a method that will give me what I'm after ? Here is the code snippet from the routes.php file where I would like to access the array: - // I'd like $controllers to be dynamically populated by a method // $controllers = array('pages', 'users'); // Loop through each controller and add controller/action routes // foreach ($controllers as $controller) { $route[$controller] = $controller . '/index'; $route[$controller . '/(.+)'] = $controller . '/$1'; } // Any URL that doesn't have a / in it should be tried as an action against // the pages controller // $route['([^\/]+)$'] = 'pages/$1';

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  • Help Please, I want use LINQ to Query Count in a matrix according to a array!

    - by Bob Feng
    I have a matrix, IEnumerable<IEnumerable<int>> matrix, for example: { {10,23,16,20,2,4}, {22,13,1,33,21,11 }, {7,19,31,12,6,22}, ... } and another array: int[] arr={ 10, 23, 16, 20} I want to filter the matrix on the condition that I group all rows of the matrix which contain the same number of elements from arr. That is to say the first row in the matrix {10,23,16,20,2,4} has 4 numbers from arr, this array should be grouped with the rest of the rows with 4 numbers from arr. better to use linq, thank you very much!

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  • : for displaying all elements in a multidimensional array in python 3.1.

    - by Leif Andersen
    I have a multidimensional array in python like: arr = [['foo', 1], ['bar',2]] Now, if I want to print out everything in the array, I could do: print(arr[:][:]) Or I could also just do print(arr). However, If I only wanted to print out the first element of each box (for arr, that would be 'foo', 'bar'), I would imagine I would do something like: print(arr[:][0]) however, that just prints out the first data blog (['foo', 1]), also, I tried reversing it (just in case): print(arr[0][:]) and I got the same thing. So, is there anyway that I can get it to print the first element in each tuple (other than: for tuple in arr: print(tuple[0]) )? Thanks.

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  • What Happens if i create a byte array continuously in a while loop with different size and add read an stream into it?

    - by SajidKhan
    I want to read an audio file into multiple byte arrays , with different size . And then add into a shared memory. What will happen if use below code. Does the byte array gets over written. I understand it will creat multiple byte array , how do i erase those byte arrays after my code does what it needs to do. int TotalBuffer = 10; while (TotalBuffer !=0){ bufferData = new byte[AClipTextFileHandler.BufferSize.get(j)]; input.read(bufferData); Sharedbuffer.put(bufferData); i++; j++; TotalBuffer--; }

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  • Read file structure into an array, but only specific files.

    - by dmackerman
    I have a directory structure that looks like this: /expandables - folder - folder - folder - folder - BannerInfo.txt - index.html Each one of the folder has the same exact stucture. One file named BannerInfo.txt and index.html. There are about 250 of these folders if that matters. I want to loop through these folders and store each of the index.html files into an array. Inside of the index.html file is just some simple HTML and Javascript of which I want to read into a string to be displayed later on. I'm struggling with how to filter out only the index.html file from the individual folders. The purpose of this is because I want to randomly select an index.html file and put the contents into a textarea. I thought I could do a simple array_rand() on the returned array and spit out the string. Any ideas?

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  • Best way to make an attribute always an array?

    - by Shadowfirebird
    I'm using my MOO project to teach myself Test Driven Design, and it's taking me interesting places. For example, I wrote a test that said an attribute on a particular object should always return an array, so -- t = Thing.new("test") p t.names #-> ["test"] t.names = nil p t.names #-> [] The code I have for this is okay, but it doesn't seem terribly ruby to me: class Thing def initialize(names) self.names = names end def names=(n) n = [] if n.nil? n = [n] unless n.instance_of?(Array) @names = n end attr_reader :names end Is there a more elegant, Ruby-ish way of doing this? (NB: if anyone wants to tell me why this is a dumb test to write, that would be interesting too...)

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  • How to pass an anonymous array of strings to a JavaScript function?

    - by abatishchev
    I want to pass to an array of controls' IDs to a javascript script function so it will switch control's enable state. For example, in C# it would be like this: func(false, new[] { "Control1", "Control2", "Control3" }); In that function I want to find corresponding controls and disable/enable them. For one control I do this next way: <script type="text/javascript" language="javascript"> function switchControls(value, arr) { for (var n = 0; n < array.length; n++) document.getElementById(n).disabled = value; } </script> <asp:CheckBox runat="server" onclick="switchControls(this.checked, [ '<%= Control1.ClientID %>', '<%= Control2.ClientID %>' ])" Text="Take?" /> How to implement this properly? Have I to use jQuery?

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  • For each element A[i] of array A, find the closest j such that A[j] > A[i]

    - by SamH
    Hi everyone. Given : An array A[1..n] of real numbers. Goal : An array D[1..n] such that D[i] = min{ distance(i,j) : A[j] > A[i] } or some default value (like 0) when there is no higher-valued element. I would really like to use Euclidean distance here. Example : A = [-1.35, 3.03, 0.73, -0.06, 0.71, -0.21, -0.12, 1.49, 1.41, 1.42] D = [1, 0, 1, 1, 2, 1, 1, 6, 1, 2] Is there any way to beat the obvious O(n^2) solution? The only progress I've made so far is that D[i] = 1 whenever A[i] is not a local maxima. I've been thinking a lot and have come up with NOTHING. I hope to eventually extend this to 2D (so A and D are matrices).

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  • How to store array in one column in Sqlite3?

    - by SPK
    Hi, Is there any way to store an array of integers in one column of table? I want o/p like this: ident | value | count ----------------+------------------------------------------------------------------------------------------------------------------------+------- 563 | [0:10]={"(0,0)","(1,100)","(2,200)","(3,300)","(4,400)","(5,500)"} | 6 This I have already acheieved through postgres but i want same o/p from sqlite also. Here column value store an array. I tried it through BLOB but it is not working. Somebody told me about serialized way but i am not sure how to do that. Please help. Thanks in advance.

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  • How does Array.ForEach() compare to standard for loop in C#?

    - by DaveN59
    I pine for the days when, as a C programmer, I could type: memset( byte_array, '0xFF' ); and get a byte array filled with 'FF' characters. So, I have been looking for a replacement for this: for (int i=0; i < byteArray.Length; i++) { byteArray[i] = 0xFF; } Lately, I have been using some of the new C# features and have been using this approach instead: Array.ForEach<byte>(byteArray, b => b = 0xFF); Granted, the second approach seems cleaner and is easier on the eye, but how does the performance compare to using the first approach? Am I introducing needless overhead by using Linq and generics? Thanks, Dave

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  • Enumerate all k-partitions of 1d array with N elements?

    - by user301217
    This seems like a simple request, but google is not my friend because "partition" scores a bunch of hits in database and filesystem space. I need to enumerate all partitions of an array of N values (N is constant) into k sub-arrays. The sub-arrays are just that - a starting index and ending index. The overall order of the original array will be preserved. For example, with N=4 and k=2: [ | a b c d ] (0, 4) [ a | b c d ] (1, 3) [ a b | c d ] (2, 2) [ a b c | d ] (3, 1) [ a b c d | ] (4, 0) I'm pretty sure this isn't an original problem (and no, it's not homework), but I'd like to do it for every k <= N, and it'd be great if the later passes (as k grows) took advantage of earlier results. If you've got a link, please share.

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  • How do you calculate UVW coordinates?

    - by Jenko
    I'm working on a 3d engine and I'm calculating UVT coordinates, where U and V represent pixels on the texture measured in 0-1, and T is: T = perspective / Z But I'm trying to use this perspective-correct triangle rasteriser, which requires a W, per vertex. How do I calculate the W for each vertex for the drawPerspectiveTexturedPolygon() function? Hint: The code comments refer to W as the "homogenous coordinate" ... does that mean anything?

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  • Finding the Twins when Implementing Catmull-Clark subdivision using Half-Edge mesh [migrated]

    - by Ailurus
    Note: The description became a little longer than expected. Do you know a readable implementation of this algorithm using this mesh? Please let me know! I'm trying to implement Catmull-Clark subdivision using Matlab (because later on the results have to be compared with some other stuff already implemented in Matlab). First try was with a Vertex-Face mesh, the algorithm works but it is of course not very efficient (since you need neighbouring information for edges and faces). Therefore, I'm now using a Half-Edge mesh (info), see also the paper of Lutz Kettner. Wikipedia link to the idea behind Catmull-Clark SDV: Wiki. My problem lies in finding the Twin HalfEdges, I'm just not sure how to do this. Below I'm describing my thoughts on the implementation, trying to keep it concise. Half-Edge mesh (using indices to Vertices/HalfEdges/Faces): Vertex (x,y,z,Outgoing_HalfEdge) HalfEdge (HeadVertex (or TailVertex, which one should I use), Next, Face, Twin). Face (HalfEdge) To keep it simple for now, assume that every face is a quadrilateral. The actual mesh is a list of Vertices, HalfEdges and Faces. The new mesh will consist of NewVertices, NewHalfEdges and NewFaces, like this (note: Number_... is the number of ...): NumberNewVertices: Number_Faces + Number_HalfEdges/2 + Number_Vertices NumberNewHalfEdges: 4 * 4 * NumberFaces NumberNewfaces: 4 * NumberFaces Catmull-Clark: Find the FacePoint (centroid) of each Face: --> Just average the x,y,z values of the vertices, save as a NewVertex. Find the EdgePoint of each HalfEdge: --> To prevent duplicates (each HalfEdge has a Twin which would result in the same HalfEdge) --> Only calculate EdgePoints of the HalfEdge which has the lowest index of the Pair. Update old Vertices Ok, now all the new Vertices are calculated (however, their Outgoing_HalfEdge is still unknown). Next step to save the new HalfEdges and Faces. This is the part causing me problems! Loop through each old Face, there are 4 new Faces to be created (because of the quadrilateral assumption) First create the 4 new HalfEdges per New Face, starting at the FacePoint to the Edgepoint Next a new HalfEdge from the EdgePoint to an Updated Vertex Another new one from the Updated Vertex to the next EdgePoint Finally the fourth new HalfEdge from the EdgePoint back to the FacePoint. The HeadVertex of each new HalfEdge is known, the Next HalfEdge too. The Face is also known (since it is the new face you're creating!). Only the Twin HalfEdge is unknown, how should I know this? By the way, while looping through the Vertices of the new Face, assign the Outgoing_HalfEdge to the Vertices. This is probably the place to find out which HalfEdge is the Twin. Finally, after the 4 new HalfEdges are created, save the Face with the HalfVertex index the last newly created HalfVertex. I hope this is clear, if needed I can post my (obviously not-yet-finished) Matlab code.

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  • Engine Rendering pipeline : Making shaders generic

    - by fakhir
    I am trying to make a 2D game engine using OpenGL ES 2.0 (iOS for now). I've written Application layer in Objective C and a separate self contained RendererGLES20 in C++. No GL specific call is made outside the renderer. It is working perfectly. But I have some design issues when using shaders. Each shader has its own unique attributes and uniforms that need to be set just before the main draw call (glDrawArrays in this case). For instance, in order to draw some geometry I would do: void RendererGLES20::render(Model * model) { // Set a bunch of uniforms glUniformMatrix4fv(.......); // Enable specific attributes, can be many glEnableVertexAttribArray(......); // Set a bunch of vertex attribute pointers: glVertexAttribPointer(positionSlot, 2, GL_FLOAT, GL_FALSE, stride, m->pCoords); // Now actually Draw the geometry glDrawArrays(GL_TRIANGLES, 0, m->vertexCount); // After drawing, disable any vertex attributes: glDisableVertexAttribArray(.......); } As you can see this code is extremely rigid. If I were to use another shader, say ripple effect, i would be needing to pass extra uniforms, vertex attribs etc. In other words I would have to change the RendererGLES20 render source code just to incorporate the new shader. Is there any way to make the shader object totally generic? Like What if I just want to change the shader object and not worry about game source re-compiling? Any way to make the renderer agnostic of uniforms and attributes etc?. Even though we need to pass data to uniforms, what is the best place to do that? Model class? Is the model class aware of shader specific uniforms and attributes? Following shows Actor class: class Actor : public ISceneNode { ModelController * model; AIController * AI; }; Model controller class: class ModelController { class IShader * shader; int textureId; vec4 tint; float alpha; struct Vertex * vertexArray; }; Shader class just contains the shader object, compiling and linking sub-routines etc. In Game Logic class I am actually rendering the object: void GameLogic::update(float dt) { IRenderer * renderer = g_application->GetRenderer(); Actor * a = GetActor(id); renderer->render(a->model); } Please note that even though Actor extends ISceneNode, I haven't started implementing SceneGraph yet. I will do that as soon as I resolve this issue. Any ideas how to improve this? Related design patterns etc? Thank you for reading the question.

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  • loading 3d model data into buffers

    - by mulletdevil
    I am using assimp to load 3d model data. I have noticed that each loaded model is made up of different meshes. I was wondering should each mesh have it's own vertex/index buffer or should there just be one for the whole model? From looking through the index data that is loaded it seems to suggest that I will need a vertex buffer per mesh but I'm not 100% sure. I am using C++ and DirectX9 Thank you, Mark

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  • Any ideas on reducing lag in terrain generation?

    - by l5p4ngl312
    Ok so here's the deal. I've written an isometric engine that generates terrain based on camera values using 2D perlin noise. I planned on doing 3D but first I need to work out the lag issues I'm having. I will try to explain how I am doing this so that maybe someone can spot where I am going wrong. I know it should not be this laggy. There is the abstract class Block which right now just contains render(). BlockGrass, etc. extend this class and each has code in the render function to create a textured quad at the given position. Then there is the class Chunk which has the function Generate() and setBlocksInArea(). Generate uses 2D perlin noise to make a height map and stores the heights in a 2D array. It stores the positions of each block it generates in blockarray[x][y][z]. The chunks are 8x8x128. In the main game class there is a 3D array called blocksInArea. The blocks in this array are what gets rendered. When a chunk generates, it adds its blocks to this array at the correct index. It is like this so chunks can be saved to the hard drive (even though they aren't yet) but there can still be optimization with the rendering that you wouldn't have if you rendered each chunk separately. Here's where the laggy part comes in: When the camera moves to a new chunk, a row of chunks generates on the end of the axis that the camera moved on. But it still has to move the other chunks up/down in the blocksInArea (render) array. It does this by calculating the new position in the array and doing the Chunk.setBlocksInArea(): for(int x = 0; x < 8; x++){ for(int y = 0; y < 8; y++){ nx = x+(coordX - camCoordX)*8 ny = y+(coordY - camCoordY)*8 for(int z = 0; z < height[x][y]; z++){ blockarray[x][y][z] = Game.blocksInArea[nx][ny][z]; } } } My reasoning was that this would be much faster than doing the perlin noise all over again, but there are still little spikes of lag when you move in between chunks. Edit: Would it be possible to create a 3 dimensional array list so that shifting of chunks within the array would not be neccessary?

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  • Why is my card Unity blacklisted with all the requirements fulfilled?

    - by Oxwivi
    The following is the Unity test output: OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce FX 5500/AGP/SSE2 OpenGL version string: 2.1.2 NVIDIA 173.14.30 Not software rendered: yes Not blacklisted: no GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity supported: no As you can see, all requirements are fulfilled but my GPU is blacklisted. What can I do about it?

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