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  • Efficient method of getting all plist arrays into one array?

    - by cannyboy
    If I have a plist which is structured like this: Root Array Item 0 Dictionary City String New York People Array Item 0 String Steve Item 1 String Paul Item 2 String Fabio Item 3 String David Item 4 String Penny Item 1 Dictionary City String London People Array Item 0 String Linda Item 1 String Rachel Item 2 String Jessica Item 3 String Lou Item 2 Dictionary City String Barcelona People Array Item 0 String Edward Item 1 String Juan Item 2 String Maria Then what is the most efficient way of getting all the names of the people into one big NSArray?

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  • How to Declare an Array of Generic Dictionaries in C#?

    - by Nave
    I want to create an array of Dictionaries. But the array size is unknown. For integer, i used List to obtain the integer array of unknown size. But in the case of Dictionary, am not able to create a list of Dictionary. Is thr any wayz by which this can be done? Dictionary(int, String) paramList=null;I am want to create the array of paramList(above). I am using C Sharp.

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  • PHP output of foreach loop into a new array.

    - by RobHardgood
    I know I'm probably missing something easy, but I have a foreach loop and I'm trying to modify the values of the first array, and output a new array with the modifications as the new values. Basically I'm starting with an array: 0 = A:B 1 = B:C 2 = C:D And I'm using explode() to strip out the :'s and second letters, so I want to be left with an array: 0 = A 1 = B 2 = C The explode() part of my function works fine, but I only seem to get single string outputs. A, B, and C.

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  • How to store array in session in asp.net mvc?

    - by mary
    Can you please tell me how to store an array in session and how to retrieve that array from session? I am trying to store one array of type Double and assigning values of the same type but it is showing me an error so please can anyone tell me how to assign values to the array which is in session? Thank You

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  • My linux server takes more than an hour to boot. Suggestions?

    - by jamieb
    I am building a CentOS 5.4 system that boots off a compact flash card using a card reader that emulates an IDE drive. It literally takes about an hour to boot. The ultra-slow part occurs when Grub is loading the kernel. Once that's done, the rest of the boot process only takes about a minute to get to a login prompt. Does anyone have any suggestions? I suspect that it may have to do with UDMA. Everything IDE-related in my BIOS seems to checkout. The read performance hdparm is telling me 1.77 MB/s. Ouch! (But even at that rate, it still shouldn't take an hour to decompress and load the kernel) [root@server ~]# hdparm -tT /dev/hdc /dev/hdc: Timing cached reads: 2444 MB in 2.00 seconds = 1222.04 MB/sec Timing buffered disk reads: 6 MB in 3.39 seconds = 1.77 MB/sec Trying to enable DMA is a no-go though: [root@server ~]# hdparm -d1 /dev/hdc /dev/hdc: setting using_dma to 1 (on) HDIO_SET_DMA failed: Operation not permitted using_dma = 0 (off) Here's some command outputs that might help: System [root@server ~]# uname -a Linux server.localdomain 2.6.18-164.el5xen #1 SMP Thu Sep 3 04:47:32 EDT 2009 i686 i686 i386 GNU/Linux PCI info: [root@server ~]# lspci -v 00:00.0 Host bridge: Intel Corporation 82945G/GZ/P/PL Memory Controller Hub (rev 02) Subsystem: Intel Corporation 82945G/GZ/P/PL Memory Controller Hub Flags: bus master, fast devsel, latency 0 Capabilities: [e0] Vendor Specific Information 00:02.0 VGA compatible controller: Intel Corporation 82945G/GZ Integrated Graphics Controller (rev 02) (prog-if 00 [VGA controller]) Subsystem: Intel Corporation 82945G/GZ Integrated Graphics Controller Flags: bus master, fast devsel, latency 0, IRQ 10 Memory at fdf00000 (32-bit, non-prefetchable) [size=512K] I/O ports at ff00 [size=8] Memory at d0000000 (32-bit, prefetchable) [size=256M] Memory at fdf80000 (32-bit, non-prefetchable) [size=256K] Capabilities: [90] Message Signalled Interrupts: 64bit- Queue=0/0 Enable- Capabilities: [d0] Power Management version 2 00:1d.0 USB Controller: Intel Corporation 82801G (ICH7 Family) USB UHCI Controller #1 (rev 01) (prog-if 00 [UHCI]) Subsystem: Intel Corporation 82801G (ICH7 Family) USB UHCI Controller #1 Flags: bus master, medium devsel, latency 0, IRQ 16 I/O ports at fe00 [size=32] 00:1d.1 USB Controller: Intel Corporation 82801G (ICH7 Family) USB UHCI Controller #2 (rev 01) (prog-if 00 [UHCI]) Subsystem: Intel Corporation 82801G (ICH7 Family) USB UHCI Controller #2 Flags: bus master, medium devsel, latency 0, IRQ 17 I/O ports at fd00 [size=32] 00:1d.2 USB Controller: Intel Corporation 82801G (ICH7 Family) USB UHCI Controller #3 (rev 01) (prog-if 00 [UHCI]) Subsystem: Intel Corporation 82801G (ICH7 Family) USB UHCI Controller #3 Flags: bus master, medium devsel, latency 0, IRQ 18 I/O ports at fc00 [size=32] 00:1d.3 USB Controller: Intel Corporation 82801G (ICH7 Family) USB UHCI Controller #4 (rev 01) (prog-if 00 [UHCI]) Subsystem: Intel Corporation 82801G (ICH7 Family) USB UHCI Controller #4 Flags: bus master, medium devsel, latency 0, IRQ 19 I/O ports at fb00 [size=32] 00:1d.7 USB Controller: Intel Corporation 82801G (ICH7 Family) USB2 EHCI Controller (rev 01) (prog-if 20 [EHCI]) Subsystem: Intel Corporation 82801G (ICH7 Family) USB2 EHCI Controller Flags: bus master, medium devsel, latency 0, IRQ 16 Memory at fdfff000 (32-bit, non-prefetchable) [size=1K] Capabilities: [50] Power Management version 2 Capabilities: [58] Debug port 00:1e.0 PCI bridge: Intel Corporation 82801 PCI Bridge (rev e1) (prog-if 01 [Subtractive decode]) Flags: bus master, fast devsel, latency 0 Bus: primary=00, secondary=01, subordinate=01, sec-latency=32 I/O behind bridge: 0000d000-0000dfff Memory behind bridge: fde00000-fdefffff Prefetchable memory behind bridge: 00000000fdd00000-00000000fdd00000 Capabilities: [50] #0d [0000] 00:1f.0 ISA bridge: Intel Corporation 82801GB/GR (ICH7 Family) LPC Interface Bridge (rev 01) Subsystem: Intel Corporation 82801GB/GR (ICH7 Family) LPC Interface Bridge Flags: bus master, medium devsel, latency 0 Capabilities: [e0] Vendor Specific Information 00:1f.2 IDE interface: Intel Corporation 82801GB/GR/GH (ICH7 Family) SATA IDE Controller (rev 01) (prog-if 80 [Master]) Subsystem: Intel Corporation 82801GB/GR/GH (ICH7 Family) SATA IDE Controller Flags: bus master, 66MHz, medium devsel, latency 0, IRQ 17 I/O ports at <unassigned> I/O ports at <unassigned> I/O ports at <unassigned> I/O ports at <unassigned> I/O ports at f800 [size=16] Capabilities: [70] Power Management version 2 00:1f.3 SMBus: Intel Corporation 82801G (ICH7 Family) SMBus Controller (rev 01) Subsystem: Intel Corporation 82801G (ICH7 Family) SMBus Controller Flags: medium devsel, IRQ 17 I/O ports at 0500 [size=32] 01:04.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL-8139/8139C/8139C+ (rev 10) Subsystem: Realtek Semiconductor Co., Ltd. RTL-8139/8139C/8139C+ Flags: bus master, medium devsel, latency 32, IRQ 18 I/O ports at de00 [size=256] Memory at fdeff000 (32-bit, non-prefetchable) [size=256] Capabilities: [50] Power Management version 2 01:06.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL-8139/8139C/8139C+ (rev 10) Subsystem: Realtek Semiconductor Co., Ltd. RTL-8139/8139C/8139C+ Flags: bus master, medium devsel, latency 32, IRQ 17 I/O ports at dc00 [size=256] Memory at fdefe000 (32-bit, non-prefetchable) [size=256] Capabilities: [50] Power Management version 2 01:07.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL-8139/8139C/8139C+ (rev 10) Subsystem: Realtek Semiconductor Co., Ltd. RTL-8139/8139C/8139C+ Flags: bus master, medium devsel, latency 32, IRQ 19 I/O ports at da00 [size=256] Memory at fdefd000 (32-bit, non-prefetchable) [size=256] Capabilities: [50] Power Management version 2 hdparm ouput: [root@server ~]# hdparm /dev/hdc /dev/hdc: multcount = 0 (off) IO_support = 0 (default 16-bit) unmaskirq = 0 (off) using_dma = 0 (off) keepsettings = 0 (off) readonly = 0 (off) readahead = 256 (on) geometry = 8146/16/63, sectors = 8211168, start = 0 [root@server ~]# hdparm -I /dev/hdc /dev/hdc: ATA device, with non-removable media Model Number: InnoDisk Corp. - iCF4000 4GB Serial Number: 20091023AACA70000753 Firmware Revision: 081107 Standards: Supported: 5 Likely used: 6 Configuration: Logical max current cylinders 8146 8146 heads 16 16 sectors/track 63 63 -- CHS current addressable sectors: 8211168 LBA user addressable sectors: 8211168 device size with M = 1024*1024: 4009 MBytes device size with M = 1000*1000: 4204 MBytes (4 GB) Capabilities: LBA, IORDY(can be disabled) Standby timer values: spec'd by Vendor R/W multiple sector transfer: Max = 2 Current = 2 DMA: mdma0 mdma1 mdma2 udma0 udma1 *udma2 udma3 udma4 Cycle time: min=120ns recommended=120ns PIO: pio0 pio1 pio2 pio3 pio4 Cycle time: no flow control=120ns IORDY flow control=120ns Commands/features: Enabled Supported: * Power Management feature set * WRITE_BUFFER command * READ_BUFFER command * NOP cmd * CFA feature set * Mandatory FLUSH_CACHE HW reset results: CBLID- above Vih Device num = 0 CFA power mode 1: enabled and required by some commands Maximum current = 100ma Checksum: correct

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  • FFMPEG Segfault Solutions

    - by Brentley_11
    I'm trying to convert a bunch of movies into h.264 mp4's using FFMPEG. These movies are sourced from various portable camcorders such as the Flip Mino HD and the Kodak ZI8. One issue I'm having with video from the ZI8 is it seems to be causing FFMPEG to segfault. Here is my command: ffmpeg -i 'XmasSailor720p60fps.MOV' -threads 2 -acodec libfaac -ab 96kb -vcodec libx264 -vpre hq -b 500kb -s 484x272 XmasSailor.mp4 Here is the output: FFmpeg version SVN-r20668, Copyright (c) 2000-2009 Fabrice Bellard, et al. built on Dec 2 2009 18:37:34 with gcc 4.2.4 (Ubuntu 4.2.4-1ubuntu4) configuration: --enable-libfaac --enable-libfaad --enable-libmp3lame --enable-libx264 --enable-gpl --enable-nonfree --enable-postproc --enable-pthreads --enable-shared libavutil 50. 5. 1 / 50. 5. 1 libavcodec 52.42. 0 / 52.42. 0 libavformat 52.39. 2 / 52.39. 2 libavdevice 52. 2. 0 / 52. 2. 0 libswscale 0. 7. 2 / 0. 7. 2 libpostproc 51. 2. 0 / 51. 2. 0 Seems stream 0 codec frame rate differs from container frame rate: 59.94 (60000/1001) -> 29.97 (30000/1001) Input #0, mov,mp4,m4a,3gp,3g2,mj2, from 'XmasSailor720p60fps.MOV': Duration: 00:00:05.37, start: 0.000000, bitrate: 12021 kb/s Stream #0.0(eng): Video: h264, yuv420p, 1280x720 [PAR 1:1 DAR 16:9], 11994 kb/s, 29.97 tbr, 90k tbn, 59.94 tbc Stream #0.1(eng): Audio: aac, 48000 Hz, stereo, s16, 128 kb/s Metadata major_brand : qt minor_version : 0 compatible_brands: qt comment : KODAK Zi8 Pocket Video Camera comment-eng : KODAK Zi8 Pocket Video Camera [libx264 @ 0x99e1020]using SAR=1/1 [libx264 @ 0x99e1020]using cpu capabilities: MMX2 SSE2Fast SSSE3 FastShuffle SSE4.1 Cache64 [libx264 @ 0x99e1020]profile High, level 2.1 Output #0, mp4, to 'XmasSailor.mp4': Stream #0.0(eng): Video: libx264, yuv420p, 484x272 [PAR 1:1 DAR 121:68], q=10-51, 500 kb/s, 30k tbn, 29.97 tbc Stream #0.1(eng): Audio: aac, 48000 Hz, stereo, s16, 96 kb/s Metadata comment : Encoded with the Statusfirm Video Transcoder Stream mapping: Stream #0.0 -> #0.0 Stream #0.1 -> #0.1 Press [q] to stop encoding [h264 @ 0x99de950]B picture before any references, skipping [h264 @ 0x99de950]decode_slice_header error [h264 @ 0x99de950]no frame! Error while decoding stream #0.0 [h264 @ 0x99de950]B picture before any references, skipping [h264 @ 0x99de950]decode_slice_header error [h264 @ 0x99de950]no frame! Error while decoding stream #0.0 frame= 20 fps= 0 q=13797729.0 size= 0kB time=0.66 bitrate= 0.6kbits/s frame= 39 fps= 37 q=13797729.0 size= 0kB time=1.30 bitrate= 0.3kbits/s frame= 48 fps= 30 q=33.0 size= 11kB time=0.10 bitrate= 903.0kbits/s frame= 58 fps= 27 q=31.0 size= 22kB time=0.43 bitrate= 421.0kbits/s frame= 67 fps= 25 q=29.0 size= 41kB time=0.73 bitrate= 462.6kbits/s frame= 75 fps= 23 q=29.0 size= 59kB time=1.00 bitrate= 486.7kbits/s frame= 83 fps= 22 q=29.0 size= 81kB time=1.27 bitrate= 521.9kbits/s frame= 90 fps= 21 q=29.0 size= 97kB time=1.50 bitrate= 530.1kbits/s frame= 98 fps= 20 q=29.0 size= 114kB time=1.77 bitrate= 526.9kbits/s frame= 106 fps= 20 q=29.0 size= 134kB time=2.04 bitrate= 537.7kbits/s frame= 114 fps= 19 q=29.0 size= 150kB time=2.30 bitrate= 533.7kbits/s frame= 122 fps= 19 q=29.0 size= 172kB time=2.57 bitrate= 547.8kbits/s frame= 130 fps= 19 q=29.0 size= 193kB time=2.84 bitrate= 557.5kbits/s frame= 136 fps= 18 q=29.0 size= 211kB time=3.04 bitrate= 570.0kbits/s frame= 144 fps= 18 q=29.0 size= 242kB time=3.30 bitrate= 599.5kbits/s frame= 152 fps= 17 q=30.0 size= 261kB time=3.57 bitrate= 598.6kbits/s frame= 157 fps= 15 q=-1.0 Lsize= 368kB time=5.21 bitrate= 579.3kbits/s video:302kB audio:61kB global headers:0kB muxing overhead 1.416371% [libx264 @ 0x99e1020]frame I:1 Avg QP:27.22 size: 8720 [libx264 @ 0x99e1020]frame P:48 Avg QP:25.15 size: 3759 [libx264 @ 0x99e1020]frame B:108 Avg QP:30.10 size: 1105 [libx264 @ 0x99e1020]consecutive B-frames: 0.6% 11.5% 28.8% 59.0% [libx264 @ 0x99e1020]mb I I16..4: 28.5% 47.6% 23.9% [libx264 @ 0x99e1020]mb P I16..4: 0.8% 1.3% 0.5% P16..4: 50.6% 17.7% 13.1% 0.0% 0.0% skip:15.9% [libx264 @ 0x99e1020]mb B I16..4: 0.2% 0.3% 0.1% B16..8: 44.0% 1.2% 2.6% direct: 5.1% skip:46.5% L0:45.5% L1:51.0% BI: 3.5% [libx264 @ 0x99e1020]final ratefactor: 23.51 [libx264 @ 0x99e1020]8x8 transform intra:49.9% inter:67.9% [libx264 @ 0x99e1020]direct mvs spatial:98.1% temporal:1.9% [libx264 @ 0x99e1020]coded y,uvDC,uvAC intra: 54.7% 76.1% 41.4% inter: 17.1% 24.4% 7.8% [libx264 @ 0x99e1020]i16 v,h,dc,p: 18% 52% 5% 25% [libx264 @ 0x99e1020]i8 v,h,dc,ddl,ddr,vr,hd,vl,hu: 12% 22% 9% 7% 10% 10% 9% 8% 13% [libx264 @ 0x99e1020]i4 v,h,dc,ddl,ddr,vr,hd,vl,hu: 13% 18% 8% 8% 10% 13% 10% 9% 12% [libx264 @ 0x99e1020]Weighted P-Frames: Y:10.4% [libx264 @ 0x99e1020]ref P L0: 60.2% 15.3% 11.0% 7.6% 5.2% 0.7% [libx264 @ 0x99e1020]ref B L0: 72.6% 15.6% 11.8% [libx264 @ 0x99e1020]kb/s:471.17 Segmentation fault I'm wondering if anyone else has ran into similar issues. I wasn't able to find anything helpful via Google. Another question I have is if anyone knows of a company that offers paid support for FFMPEG. Thank you for your time.

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  • How can I pass an array of floats to the fragment shader using textures?

    - by James
    I want to map out a 2D array of depth elements for the fragment shader to use to check depth against to create shadows. I want to be able to copy a float array into the GPU, but using large uniform arrays causes segfaults in openGL so that is not an option. I tried texturing but the best i got was to use GL_DEPTH_COMPONENT glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 512, 512, 0, GL_DEPTH_COMPONENT, GL_FLOAT, smap); Which doesn't work because that stores depth components (0.0 - 1.0) which I don't want because I have no idea how to calculate them using the depth value produced by the light sources MVP matrix multiplied by the coordinate of each vertex. Is there any way to store and access large 2D arrays of floats in openGL?

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  • FFMPEG Segfault Solutions

    - by Brentley_11
    I'm trying to convert a bunch of movies into h.264 mp4's using FFMPEG. These movies are sourced from various portable camcorders such as the Flip Mino HD and the Kodak ZI8. One issue I'm having with video from the ZI8 is it seems to be causing FFMPEG to segfault. Here is my command: ffmpeg -i 'XmasSailor720p60fps.MOV' -threads 2 -acodec libfaac -ab 96kb -vcodec libx264 -vpre hq -b 500kb -s 484x272 XmasSailor.mp4 Here is the output: FFmpeg version SVN-r20668, Copyright (c) 2000-2009 Fabrice Bellard, et al. built on Dec 2 2009 18:37:34 with gcc 4.2.4 (Ubuntu 4.2.4-1ubuntu4) configuration: --enable-libfaac --enable-libfaad --enable-libmp3lame --enable-libx264 --enable-gpl --enable-nonfree --enable-postproc --enable-pthreads --enable-shared libavutil 50. 5. 1 / 50. 5. 1 libavcodec 52.42. 0 / 52.42. 0 libavformat 52.39. 2 / 52.39. 2 libavdevice 52. 2. 0 / 52. 2. 0 libswscale 0. 7. 2 / 0. 7. 2 libpostproc 51. 2. 0 / 51. 2. 0 Seems stream 0 codec frame rate differs from container frame rate: 59.94 (60000/1001) -> 29.97 (30000/1001) Input #0, mov,mp4,m4a,3gp,3g2,mj2, from 'XmasSailor720p60fps.MOV': Duration: 00:00:05.37, start: 0.000000, bitrate: 12021 kb/s Stream #0.0(eng): Video: h264, yuv420p, 1280x720 [PAR 1:1 DAR 16:9], 11994 kb/s, 29.97 tbr, 90k tbn, 59.94 tbc Stream #0.1(eng): Audio: aac, 48000 Hz, stereo, s16, 128 kb/s Metadata major_brand : qt minor_version : 0 compatible_brands: qt comment : KODAK Zi8 Pocket Video Camera comment-eng : KODAK Zi8 Pocket Video Camera [libx264 @ 0x99e1020]using SAR=1/1 [libx264 @ 0x99e1020]using cpu capabilities: MMX2 SSE2Fast SSSE3 FastShuffle SSE4.1 Cache64 [libx264 @ 0x99e1020]profile High, level 2.1 Output #0, mp4, to 'XmasSailor.mp4': Stream #0.0(eng): Video: libx264, yuv420p, 484x272 [PAR 1:1 DAR 121:68], q=10-51, 500 kb/s, 30k tbn, 29.97 tbc Stream #0.1(eng): Audio: aac, 48000 Hz, stereo, s16, 96 kb/s Metadata comment : Encoded with the Statusfirm Video Transcoder Stream mapping: Stream #0.0 -> #0.0 Stream #0.1 -> #0.1 Press [q] to stop encoding [h264 @ 0x99de950]B picture before any references, skipping [h264 @ 0x99de950]decode_slice_header error [h264 @ 0x99de950]no frame! Error while decoding stream #0.0 [h264 @ 0x99de950]B picture before any references, skipping [h264 @ 0x99de950]decode_slice_header error [h264 @ 0x99de950]no frame! Error while decoding stream #0.0 frame= 20 fps= 0 q=13797729.0 size= 0kB time=0.66 bitrate= 0.6kbits/s frame= 39 fps= 37 q=13797729.0 size= 0kB time=1.30 bitrate= 0.3kbits/s frame= 48 fps= 30 q=33.0 size= 11kB time=0.10 bitrate= 903.0kbits/s frame= 58 fps= 27 q=31.0 size= 22kB time=0.43 bitrate= 421.0kbits/s frame= 67 fps= 25 q=29.0 size= 41kB time=0.73 bitrate= 462.6kbits/s frame= 75 fps= 23 q=29.0 size= 59kB time=1.00 bitrate= 486.7kbits/s frame= 83 fps= 22 q=29.0 size= 81kB time=1.27 bitrate= 521.9kbits/s frame= 90 fps= 21 q=29.0 size= 97kB time=1.50 bitrate= 530.1kbits/s frame= 98 fps= 20 q=29.0 size= 114kB time=1.77 bitrate= 526.9kbits/s frame= 106 fps= 20 q=29.0 size= 134kB time=2.04 bitrate= 537.7kbits/s frame= 114 fps= 19 q=29.0 size= 150kB time=2.30 bitrate= 533.7kbits/s frame= 122 fps= 19 q=29.0 size= 172kB time=2.57 bitrate= 547.8kbits/s frame= 130 fps= 19 q=29.0 size= 193kB time=2.84 bitrate= 557.5kbits/s frame= 136 fps= 18 q=29.0 size= 211kB time=3.04 bitrate= 570.0kbits/s frame= 144 fps= 18 q=29.0 size= 242kB time=3.30 bitrate= 599.5kbits/s frame= 152 fps= 17 q=30.0 size= 261kB time=3.57 bitrate= 598.6kbits/s frame= 157 fps= 15 q=-1.0 Lsize= 368kB time=5.21 bitrate= 579.3kbits/s video:302kB audio:61kB global headers:0kB muxing overhead 1.416371% [libx264 @ 0x99e1020]frame I:1 Avg QP:27.22 size: 8720 [libx264 @ 0x99e1020]frame P:48 Avg QP:25.15 size: 3759 [libx264 @ 0x99e1020]frame B:108 Avg QP:30.10 size: 1105 [libx264 @ 0x99e1020]consecutive B-frames: 0.6% 11.5% 28.8% 59.0% [libx264 @ 0x99e1020]mb I I16..4: 28.5% 47.6% 23.9% [libx264 @ 0x99e1020]mb P I16..4: 0.8% 1.3% 0.5% P16..4: 50.6% 17.7% 13.1% 0.0% 0.0% skip:15.9% [libx264 @ 0x99e1020]mb B I16..4: 0.2% 0.3% 0.1% B16..8: 44.0% 1.2% 2.6% direct: 5.1% skip:46.5% L0:45.5% L1:51.0% BI: 3.5% [libx264 @ 0x99e1020]final ratefactor: 23.51 [libx264 @ 0x99e1020]8x8 transform intra:49.9% inter:67.9% [libx264 @ 0x99e1020]direct mvs spatial:98.1% temporal:1.9% [libx264 @ 0x99e1020]coded y,uvDC,uvAC intra: 54.7% 76.1% 41.4% inter: 17.1% 24.4% 7.8% [libx264 @ 0x99e1020]i16 v,h,dc,p: 18% 52% 5% 25% [libx264 @ 0x99e1020]i8 v,h,dc,ddl,ddr,vr,hd,vl,hu: 12% 22% 9% 7% 10% 10% 9% 8% 13% [libx264 @ 0x99e1020]i4 v,h,dc,ddl,ddr,vr,hd,vl,hu: 13% 18% 8% 8% 10% 13% 10% 9% 12% [libx264 @ 0x99e1020]Weighted P-Frames: Y:10.4% [libx264 @ 0x99e1020]ref P L0: 60.2% 15.3% 11.0% 7.6% 5.2% 0.7% [libx264 @ 0x99e1020]ref B L0: 72.6% 15.6% 11.8% [libx264 @ 0x99e1020]kb/s:471.17 Segmentation fault I'm wondering if anyone else has ran into similar issues. I wasn't able to find anything helpful via Google. Another question I have is if anyone knows of a company that offers paid support for FFMPEG. Thank you for your time.

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  • Problems with SAT Collision Detection

    - by DJ AzKai
    I'm doing a project in one of my modules for college in C++ with SFML and I was hoping someone may be able to help me. I'm using a vector of squares and triangles and I am using the SAT collision detection method to see if objects collide and to make the objects respond to the collision appropriately using the MTV(minimum translation vector) Below is my code: //from the main method int main(){ // Create the main window sf::RenderWindow App(sf::VideoMode(800, 600, 32), "SFML OpenGL"); // Create a clock for measuring time elapsed sf::Clock Clock; srand(time(0)); //prepare OpenGL surface for HSR glClearDepth(1.f); glClearColor(0.3f, 0.3f, 0.3f, 0.f); //background colour glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); //// Setup a perspective projection & Camera position glMatrixMode(GL_PROJECTION); glLoadIdentity(); //set up a 3D Perspective View volume //gluPerspective(90.f, 1.f, 1.f, 300.0f);//fov, aspect, zNear, zFar //set up a orthographic projection same size as window //this mease the vertex coordinates are in pixel space glOrtho(0,800,0,600,0,1); // use pixel coordinates // Finally, display rendered frame on screen vector<BouncingThing*> triangles; for(int i = 0; i < 10; i++) { //instantiate each triangle; triangles.push_back(new BouncingTriangle(Vector2f(rand() % 700, rand() % 500), 3)); } vector<BouncingThing*> boxes; for(int i = 0; i < 10; i++) { //instantiate each box; boxes.push_back(new BouncingBox(Vector2f(rand() % 700, rand() % 500), 4)); } CollisionDetection * b = new CollisionDetection(); // Start game loop while (App.isOpen()) { // Process events sf::Event Event; while (App.pollEvent(Event)) { // Close window : exit if (Event.type == sf::Event::Closed) App.close(); // Escape key : exit if ((Event.type == sf::Event::KeyPressed) && (Event.key.code == sf::Keyboard::Escape)) App.close(); } //Prepare for drawing // Clear color and depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Apply some transformations glMatrixMode(GL_MODELVIEW); glLoadIdentity(); for(int i = 0; i < 10; i++) { triangles[i]->draw(); boxes[i]->draw(); triangles[i]->update(Vector2f(800,600)); boxes[i]->draw(); boxes[i]->update(Vector2f(800,600)); } for(int j = 0; j < 10; j++) { for(int i = 0; i < 10; i++) { triangles[j]->setCollision(b->CheckCollision(*(triangles[j]),*(boxes[i]))); } } for(int j = 0; j < 10; j++) { for(int i = 0; i < 10; i++) { boxes[j]->setCollision(b->CheckCollision(*(boxes[j]),*(triangles[i]))); } } for(int i = 0; i < triangles.size(); i++) { for(int j = i + 1; j < triangles.size(); j ++) { triangles[j]->setCollision(b->CheckCollision(*(triangles[j]),*(triangles[i]))); } } for(int i = 0; i < triangles.size(); i++) { for(int j = i + 1; j < triangles.size(); j ++) { boxes[j]->setCollision(b->CheckCollision(*(boxes[j]),*(boxes[i]))); } } App.display(); } return EXIT_SUCCESS; } (ignore this line) //from the BouncingThing.cpp BouncingThing::BouncingThing(Vector2f position, int noSides) : pos(position), pi(3.14), radius(3.14), nSides(noSides) { collided = false; if(nSides ==3) { Vector2f vert1 = Vector2f(-12.0f,-12.0f); Vector2f vert2 = Vector2f(0.0f, 12.0f); Vector2f vert3 = Vector2f(12.0f,-12.0f); verts.push_back(vert1); verts.push_back(vert2); verts.push_back(vert3); } else if(nSides == 4) { Vector2f vert1 = Vector2f(-12.0f,12.0f); Vector2f vert2 = Vector2f(12.0f, 12.0f); Vector2f vert3 = Vector2f(12.0f,-12.0f); Vector2f vert4 = Vector2f(-12.0f, -12.0f); verts.push_back(vert1); verts.push_back(vert2); verts.push_back(vert3); verts.push_back(vert4); } velocity.x = ((rand() % 5 + 1) / 3) + 1; velocity.y = ((rand() % 5 + 1) / 3 ) +1; } void BouncingThing::update(Vector2f screenSize) { Transform t; t.rotate(0); for(int i=0;i< verts.size(); i++) { verts[i]=t.transformPoint(verts[i]); } if(pos.x >= screenSize.x || pos.x <= 0) { velocity.x *= -1; } if(pos.y >= screenSize.y || pos.y <= 0) { velocity.y *= -1; } if(collided) { //velocity.x *= -1; //velocity.y *= -1; collided = false; } pos += velocity; } void BouncingThing::setCollision(bool x){ collided = x; } void BouncingThing::draw() { glBegin(GL_POLYGON); glColor3f(0,1,0); for(int i = 0; i < verts.size(); i++) { glVertex2f(pos.x + verts[i].x,pos.y + verts[i].y); } glEnd(); } vector<Vector2f> BouncingThing::getNormals() { vector<Vector2f> normalVerts; if(nSides == 3) { Vector2f ab = Vector2f((verts[1].x + pos.x) - (verts[0].x + pos.x), (verts[1].y + pos.y) - (verts[0].y + pos.y)); ab = flip(ab); ab.x *= -1; normalVerts.push_back(ab); Vector2f bc = Vector2f((verts[2].x + pos.x) - (verts[1].x + pos.x), (verts[2].y + pos.y) - (verts[1].y + pos.y)); bc = flip(bc); bc.x *= -1; normalVerts.push_back(bc); Vector2f ac = Vector2f((verts[2].x + pos.x) - (verts[0].x + pos.x), (verts[2].y + pos.y) - (verts[0].y + pos.y)); ac = flip(ac); ac.x *= -1; normalVerts.push_back(ac); return normalVerts; } if(nSides ==4) { Vector2f ab = Vector2f((verts[1].x + pos.x) - (verts[0].x + pos.x), (verts[1].y + pos.y) - (verts[0].y + pos.y)); ab = flip(ab); ab.x *= -1; normalVerts.push_back(ab); Vector2f bc = Vector2f((verts[2].x + pos.x) - (verts[1].x + pos.x), (verts[2].y + pos.y) - (verts[1].y + pos.y)); bc = flip(bc); bc.x *= -1; normalVerts.push_back(bc); return normalVerts; } } Vector2f BouncingThing::flip(Vector2f v){ float vyTemp = v.x; float vxTemp = v.y * -1; return Vector2f(vxTemp, vyTemp); } (Ignore this line) CollisionDetection::CollisionDetection() { } vector<float> CollisionDetection::bubbleSort(vector<float> w) { int temp; bool finished = false; while (!finished) { finished = true; for (int i = 0; i < w.size()-1; i++) { if (w[i] > w[i+1]) { temp = w[i]; w[i] = w[i+1]; w[i+1] = temp; finished=false; } } } return w; } class Vector{ public: //static int dp_count; static float dot(sf::Vector2f a,sf::Vector2f b){ //dp_count++; return a.x*b.x+a.y*b.y; } static float length(sf::Vector2f a){ return sqrt(a.x*a.x+a.y*a.y); } static Vector2f add(Vector2f a, Vector2f b) { return Vector2f(a.x + b.y, a.y + b.y); } static sf::Vector2f getNormal(sf::Vector2f a,sf::Vector2f b){ sf::Vector2f n; n=a-b; n/=Vector::length(n);//normalise float x=n.x; n.x=n.y; n.y=-x; return n; } }; bool CollisionDetection::CheckCollision(BouncingThing & x, BouncingThing & y) { vector<Vector2f> xVerts = x.getVerts(); vector<Vector2f> yVerts = y.getVerts(); vector<Vector2f> xNormals = x.getNormals(); vector<Vector2f> yNormals = y.getNormals(); int size; vector<float> xRange; vector<float> yRange; for(int j = 0; j < xNormals.size(); j++) { Vector p; for(int i = 0; i < xVerts.size(); i++) { xRange.push_back(p.dot(xNormals[j], Vector2f(xVerts[i].x, xVerts[i].x))); } for(int i = 0; i < yVerts.size(); i++) { yRange.push_back(p.dot(xNormals[j], Vector2f(yVerts[i].x , yVerts[i].y))); } yRange = bubbleSort(yRange); xRange = bubbleSort(xRange); if(xRange[xRange.size() - 1] < yRange[0] || yRange[yRange.size() - 1] < xRange[0]) { return false; } float x3 = Min(xRange[0], yRange[0]); float y3 = Max(xRange[xRange.size() - 1], yRange[yRange.size() - 1]); float length = Max(x3, y3) - Min(x3, y3); } for(int j = 0; j < yNormals.size(); j++) { Vector p; for(int i = 0; i < xVerts.size(); i++) { xRange.push_back(p.dot(yNormals[j], xVerts[i])); } for(int i = 0; i < yVerts.size(); i++) { yRange.push_back(p.dot(yNormals[j], yVerts[i])); } yRange = bubbleSort(yRange); xRange = bubbleSort(xRange); if(xRange[xRange.size() - 1] < yRange[0] || yRange[yRange.size() - 1] < xRange[0]) { return false; } } return true; } float CollisionDetection::Min(float min, float max) { if(max < min) { min = max; } else return min; } float CollisionDetection::Max(float min, float max) { if(min > max) { max = min; } else return min; } On the screen the objects will freeze for a small amount of time before moving off again. However the problem is is that when this happens there are no collisions actually happening and I would really love to find out where the flaw is in the code. If you need any more information/code please don't hesitate to ask and I'll reply as soon as possible Regards, AzKai

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  • Why does my code dividing a 2D array into chunks fail?

    - by Borog
    I have a 2D-Array representing my world. I want to divide this huge thing into smaller chunks to make collision detection easier. I have a Chunk class that consists only of another 2D Array with a specific width and height and I want to iterate through the world, create new Chunks and add them to a list (or maybe a Map with Coordinates as the key; we'll see about that). world = new World(8192, 1024); Integer[][] chunkArray; for(int a = 0; a < map.getHeight() / Chunk.chunkHeight; a++) { for(int b = 0; b < map.getWidth() / Chunk.chunkWidth; b++) { Chunk chunk = new Chunk(); chunkArray = new Integer[Chunk.chunkWidth][Chunk.chunkHeight]; for(int x = Chunk.chunkHeight*a; x < Chunk.chunkHeight*(a+1); x++) { for(int y = Chunk.chunkWidth*b; y < Chunk.chunkWidth*(b+1); y++) { // Yes, the tileMap actually is [height][width] I'll have // to fix that somewhere down the line -.- chunkArray[y][x] = map.getTileMap()[x*a][y*b]; // TODO:Attach to chunk } } chunkList.add(chunk); } } System.out.println(chunkList.size()); The two outer loops get a new chunk in a specific row and column. I do that by dividing the overall size of the map by the chunkSize. The inner loops then fill a new chunkArray and attach it to the chunk. But somehow my maths is broken here. Let's assume the chunkHeight = chunkWidth = 64. For the first Array I want to start at [0][0] and go until [63][63]. For the next I want to start at [64][64] and go until [127][127] and so on. But I get an out of bounds exception and can't figure out why. Any help appreciated! Actually I think I know where the problem lies: chunkArray[y][x] can't work, because y goes from 0-63 just in the first iteration. Afterwards it goes from 64-127, so sure it is out of bounds. Still no nice solution though :/ EDIT: if(y < Chunk.chunkWidth && x < Chunk.chunkHeight) chunkArray[y][x] = map.getTileMap()[y][x]; This works for the first iteration... now I need to get the commonly accepted formula.

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  • Handy Javascript array Extensions &ndash; contains(&hellip;)

    - by Liam McLennan
    This javascript adds a method to javascript arrays that returns a boolean indicating if the supplied object is an element of the array Array.prototype.contains = function(item) { for (var i = 0; i < this.length; i += 1) { if (this[i] === item) { return true; } } return false; }; To test alert([1,1,1,2,2,22,3,4,5,6,7,5,4].contains(2)); // true alert([1,1,1,2,2,22,3,4,5,6,7,5,4].contains(99)); // false

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  • When to use an Array vs When to use a Vector, when dealing with GameObjects?

    - by user32465
    I understand that from other answers, Arrays and Vectors are the best choices. Many on SE claim that Linked Lists and Maps are bad for video game programming. I understand that for the most part, I can use Arrays. However, I don't really understand exactly when to use Vectors over Arrays. Why even use Vectors? Wouldn't it be best if I simply always used an Array, that way I know how much memory my game needs? Specifically my game would only ever load a single "Map" area of tiles, such as Map[100][100], so I could very easily have an array of GameObjectContainer GameObjects[100][100], which would reserve an entire map's worth of possible gameobjects, correct? So why use a Vector instead? Memory is quite large on modern hardware.

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  • Initialize array in O(1) -- how is this trick called?

    - by user946850
    There is this pattern that trades performance of array access against the need to iterate it when clearing it. You keep a generation counter with each entry, and also a global generation counter. The "clear" operation increases the generation counter. On each access, you compare local vs. global generation counters; if they differ, the array has been reset. This has come up in StackOverflow recently, but I don't remember if this trick has an official name. Does it? One use case is Dijkstra's algorithm if only a tiny subset of the nodes has to be relaxed, and if this has to be done repeatedly.

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  • PHP/GD - Cropping and Resizing Images

    - by Alix Axel
    I've coded a function that crops an image to a given aspect ratio and finally then resizes it and outputs it as JPG: <?php function Image($image, $crop = null, $size = null) { $image = ImageCreateFromString(file_get_contents($image)); if (is_resource($image) === true) { $x = 0; $y = 0; $width = imagesx($image); $height = imagesy($image); /* CROP (Aspect Ratio) Section */ if (is_null($crop) === true) { $crop = array($width, $height); } else { $crop = array_filter(explode(':', $crop)); if (empty($crop) === true) { $crop = array($width, $height); } else { if ((empty($crop[0]) === true) || (is_numeric($crop[0]) === false)) { $crop[0] = $crop[1]; } else if ((empty($crop[1]) === true) || (is_numeric($crop[1]) === false)) { $crop[1] = $crop[0]; } } $ratio = array ( 0 => $width / $height, 1 => $crop[0] / $crop[1], ); if ($ratio[0] > $ratio[1]) { $width = $height * $ratio[1]; $x = (imagesx($image) - $width) / 2; } else if ($ratio[0] < $ratio[1]) { $height = $width / $ratio[1]; $y = (imagesy($image) - $height) / 2; } /* How can I skip (join) this operation with the one in the Resize Section? */ $result = ImageCreateTrueColor($width, $height); if (is_resource($result) === true) { ImageSaveAlpha($result, true); ImageAlphaBlending($result, false); ImageFill($result, 0, 0, ImageColorAllocateAlpha($result, 255, 255, 255, 127)); ImageCopyResampled($result, $image, 0, 0, $x, $y, $width, $height, $width, $height); $image = $result; } } /* Resize Section */ if (is_null($size) === true) { $size = array(imagesx($image), imagesy($image)); } else { $size = array_filter(explode('x', $size)); if (empty($size) === true) { $size = array(imagesx($image), imagesy($image)); } else { if ((empty($size[0]) === true) || (is_numeric($size[0]) === false)) { $size[0] = round($size[1] * imagesx($image) / imagesy($image)); } else if ((empty($size[1]) === true) || (is_numeric($size[1]) === false)) { $size[1] = round($size[0] * imagesy($image) / imagesx($image)); } } } $result = ImageCreateTrueColor($size[0], $size[1]); if (is_resource($result) === true) { ImageSaveAlpha($result, true); ImageAlphaBlending($result, true); ImageFill($result, 0, 0, ImageColorAllocate($result, 255, 255, 255)); ImageCopyResampled($result, $image, 0, 0, 0, 0, $size[0], $size[1], imagesx($image), imagesy($image)); header('Content-Type: image/jpeg'); ImageInterlace($result, true); ImageJPEG($result, null, 90); } } return false; } ?> The function works as expected but I'm creating a non-required GD image resource, how can I fix it? I've tried joining both calls but I must be doing some miscalculations. <?php /* Usage Examples */ Image('http://upload.wikimedia.org/wikipedia/commons/4/47/PNG_transparency_demonstration_1.png', '1:1', '600x'); Image('http://upload.wikimedia.org/wikipedia/commons/4/47/PNG_transparency_demonstration_1.png', '2:1', '600x'); Image('http://upload.wikimedia.org/wikipedia/commons/4/47/PNG_transparency_demonstration_1.png', '2:', '250x300'); ?> Any help is greatly appreciated, thanks.

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  • TSQL Shred XML - Is this right or is there a better way (newbie @ shredding XML)

    - by drachenstern
    Ok, I'm a C# ASP.NET dev following orders: The orders are to take a given dataset, shred the XML and return columns. I've argued that it's easier to do the shredding on the ASP.NET side where we already have access to things like deserializers, etc, and the entire complex of known types, but no, the boss says "shred it on the server, return a dataset, bind the dataset to the columns of the gridview" so for now, I'm doing what I was told. This is all to head off the folks who will come along and say "bad requirements". Task at hand: Here's my code that works and does what I want it to: DECLARE @table1 AS TABLE ( ProductID VARCHAR(10) , Name VARCHAR(20) , Color VARCHAR(20) , UserEntered VARCHAR(20) , XmlField XML ) INSERT INTO @table1 SELECT '12345','ball','red','john','<sizes><size name="medium"><price>10</price></size><size name="large"><price>20</price></size></sizes>' INSERT INTO @table1 SELECT '12346','ball','blue','adam','<sizes><size name="medium"><price>12</price></size><size name="large"><price>25</price></size></sizes>' INSERT INTO @table1 SELECT '12347','ring','red','john','<sizes><size name="medium"><price>5</price></size><size name="large"><price>8</price></size></sizes>' INSERT INTO @table1 SELECT '12348','ring','blue','adam','<sizes><size name="medium"><price>8</price></size><size name="large"><price>10</price></size></sizes>' INSERT INTO @table1 SELECT '23456','auto','black','ann','<auto><type>car</type><wheels>4</wheels><doors>4</doors><cylinders>3</cylinders></auto>' INSERT INTO @table1 SELECT '23457','auto','black','ann','<auto><type>truck</type><wheels>4</wheels><doors>2</doors><cylinders>8</cylinders></auto><auto><type>car</type><wheels>4</wheels><doors>4</doors><cylinders>6</cylinders></auto>' DECLARE @x XML SELECT @x = ( SELECT ProductID , Name , Color , UserEntered , XmlField.query(' for $vehicle in //auto return <auto type = "{$vehicle/type}" wheels = "{$vehicle/wheels}" doors = "{$vehicle/doors}" cylinders = "{$vehicle/cylinders}" />') FROM @table1 table1 WHERE Name = 'auto' FOR XML AUTO ) SELECT @x SELECT ProductID = T.Item.value('../@ProductID', 'varchar(10)') , Name = T.Item.value('../@Name', 'varchar(20)') , Color = T.Item.value('../@Color', 'varchar(20)') , UserEntered = T.Item.value('../@UserEntered', 'varchar(20)') , VType = T.Item.value('@type' , 'varchar(10)') , Wheels = T.Item.value('@wheels', 'varchar(2)') , Doors = T.Item.value('@doors', 'varchar(2)') , Cylinders = T.Item.value('@cylinders', 'varchar(2)') FROM @x.nodes('//table1/auto') AS T(Item) SELECT @x = ( SELECT ProductID , Name , Color , UserEntered , XmlField.query(' for $object in //sizes/size return <size name = "{$object/@name}" price = "{$object/price}" />') FROM @table1 table1 WHERE Name IN ('ring', 'ball') FOR XML AUTO ) SELECT @x SELECT ProductID = T.Item.value('../@ProductID', 'varchar(10)') , Name = T.Item.value('../@Name', 'varchar(20)') , Color = T.Item.value('../@Color', 'varchar(20)') , UserEntered = T.Item.value('../@UserEntered', 'varchar(20)') , SubName = T.Item.value('@name' , 'varchar(10)') , Price = T.Item.value('@price', 'varchar(2)') FROM @x.nodes('//table1/size') AS T(Item) So for now, I'm trying to figure out if there's a better way to write the code than what I'm doing now... (I have a part 2 I'm about to go key in)

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  • How to implement dynamic binary search for search and insert operations of n element (C or C++)

    - by iecut
    The idea is to use multiple arrays, each of length 2^k, to store n elements, according to binary representation of n.Each array is sorted and different arrays are not ordered in any way. In the above mentioned data structure, SEARCH is carried out by a sequence of binary search on each array. INSERT is carried out by a sequence of merge of arrays of the same length until an empty array is reached. More Detail: Lets suppose we have a vertical array of length 2^k and to each node of that array there attached horizontal array of length 2^k. That is, to the first node of vertical array, a horizontal array of length 2^0=1 is connected,to the second node of vertical array, a horizontal array of length 2^1= 2 is connected and so on. So the insert is first carried out in the first horizontal array, for the second insert the first array becomes empty and second horizontal array is full with 2 elements, for the third insert 1st and 2nd array horiz. array are filled and so on. I implemented the normal binary search for search and insert as follows: int main() { int a[20]= {0}; int n, i, j, temp; int *beg, *end, *mid, target; printf(" enter the total integers you want to enter (make it less then 20):\n"); scanf("%d", &n); if (n = 20) return 0; printf(" enter the integer array elements:\n" ); for(i = 0; i < n; i++) { scanf("%d", &a[i]); } // sort the loaded array, binary search! for(i = 0; i < n-1; i++) { for(j = 0; j < n-i-1; j++) { if (a[j+1] < a[j]) { temp = a[j]; a[j] = a[j+1]; a[j+1] = temp; } } } printf(" the sorted numbers are:"); for(i = 0; i < n; i++) { printf("%d ", a[i]); } // point to beginning and end of the array beg = &a[0]; end = &a[n]; // use n = one element past the loaded array! // mid should point somewhere in the middle of these addresses mid = beg += n/2; printf("\n enter the number to be searched:"); scanf("%d",&target); // binary search, there is an AND in the middle of while()!!! while((beg <= end) && (*mid != target)) { // is the target in lower or upper half? if (target < *mid) { end = mid - 1; // new end n = n/2; mid = beg += n/2; // new middle } else { beg = mid + 1; // new beginning n = n/2; mid = beg += n/2; // new middle } } // find the target? if (*mid == target) { printf("\n %d found!", target); } else { printf("\n %d not found!", target); } getchar(); // trap enter getchar(); // wait return 0; } Could anyone please suggest how to modify this program or a new program to implement dynamic binary search that works as explained above!!

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  • Help with refactoring PHP code

    - by Richard Knop
    I had some troubles implementing Lawler's algorithm but thanks to SO and a bounty of 200 reputation I finally managed to write a working implementation: http://stackoverflow.com/questions/2466928/lawlers-algorithm-implementation-assistance I feel like I'm using too many variables and loops there though so I am trying to refactor the code. It should be simpler and shorter yet remain readable. Does it make sense to make a class for this? Any advice or even help with refactoring this piece of code is welcomed: <?php /* * @name Lawler's algorithm PHP implementation * @desc This algorithm calculates an optimal schedule of jobs to be * processed on a single machine (in reversed order) while taking * into consideration any precedence constraints. * @author Richard Knop * */ $jobs = array(1 => array('processingTime' => 2, 'dueDate' => 3), 2 => array('processingTime' => 3, 'dueDate' => 15), 3 => array('processingTime' => 4, 'dueDate' => 9), 4 => array('processingTime' => 3, 'dueDate' => 16), 5 => array('processingTime' => 5, 'dueDate' => 12), 6 => array('processingTime' => 7, 'dueDate' => 20), 7 => array('processingTime' => 5, 'dueDate' => 27), 8 => array('processingTime' => 6, 'dueDate' => 40), 9 => array('processingTime' => 3, 'dueDate' => 10)); // precedence constrainst, i.e job 2 must be completed before job 5 etc $successors = array(2=>5, 7=>9); $n = count($jobs); $optimalSchedule = array(); for ($i = $n; $i >= 1; $i--) { // jobs not required to precede any other job $arr = array(); foreach ($jobs as $k => $v) { if (false === array_key_exists($k, $successors)) { $arr[] = $k; } } // calculate total processing time $totalProcessingTime = 0; foreach ($jobs as $k => $v) { if (true === array_key_exists($k, $arr)) { $totalProcessingTime += $v['processingTime']; } } // find the job that will go to the end of the optimal schedule array $min = null; $x = 0; $lastKey = null; foreach($arr as $k) { $x = $totalProcessingTime - $jobs[$k]['dueDate']; if (null === $min || $x < $min) { $min = $x; $lastKey = $k; } } // add the job to the optimal schedule array $optimalSchedule[$lastKey] = $jobs[$lastKey]; // remove job from the jobs array unset($jobs[$lastKey]); // remove precedence constraint from the successors array if needed if (true === in_array($lastKey, $successors)) { foreach ($successors as $k => $v) { if ($lastKey === $v) { unset($successors[$k]); } } } } // reverse the optimal schedule array and preserve keys $optimalSchedule = array_reverse($optimalSchedule, true); // add tardiness to the array $i = 0; foreach ($optimalSchedule as $k => $v) { $optimalSchedule[$k]['tardiness'] = 0; $j = 0; foreach ($optimalSchedule as $k2 => $v2) { if ($j <= $i) { $optimalSchedule[$k]['tardiness'] += $v2['processingTime']; } $j++; } $i++; } echo '<pre>'; print_r($optimalSchedule); echo '</pre>';

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  • Delphi: EInvalidOp in neural network class (TD-lambda)

    - by user89818
    I have the following draft for a neural network class. This neural network should learn with TD-lambda. It is started by calling the getRating() function. But unfortunately, there is an EInvalidOp (invalid floading point operation) error after about 1000 iterations in the following lines: neuronsHidden[j] := neuronsHidden[j]+neuronsInput[t][i]*weightsInput[i][j]; // input -> hidden weightsHidden[j][k] := weightsHidden[j][k]+LEARNING_RATE_HIDDEN*tdError[k]*eligibilityTraceOutput[j][k]; // adjust hidden->output weights according to TD-lambda Why is this error? I can't find the mistake in my code :( Can you help me? Thank you very much in advance! unit uNeuronalesNetz; interface uses Windows, Messages, SysUtils, Variants, Classes, Graphics, Controls, Forms, Dialogs, ExtCtrls, StdCtrls, Grids, Menus, Math; const NEURONS_INPUT = 43; // number of neurons in the input layer NEURONS_HIDDEN = 60; // number of neurons in the hidden layer NEURONS_OUTPUT = 1; // number of neurons in the output layer NEURONS_TOTAL = NEURONS_INPUT+NEURONS_HIDDEN+NEURONS_OUTPUT; // total number of neurons in the network MAX_TIMESTEPS = 42; // maximum number of timesteps possible (after 42 moves: board is full) LEARNING_RATE_INPUT = 0.25; // in ideal case: decrease gradually in course of training LEARNING_RATE_HIDDEN = 0.15; // in ideal case: decrease gradually in course of training GAMMA = 0.9; LAMBDA = 0.7; // decay parameter for eligibility traces type TFeatureVector = Array[1..43] of SmallInt; // definition of the array type TFeatureVector TArtificialNeuralNetwork = class // definition of the class TArtificialNeuralNetwork private // GENERAL SETTINGS START learningMode: Boolean; // does the network learn and change its weights? // GENERAL SETTINGS END // NETWORK CONFIGURATION START neuronsInput: Array[1..MAX_TIMESTEPS] of Array[1..NEURONS_INPUT] of Extended; // array of all input neurons (their values) for every timestep neuronsHidden: Array[1..NEURONS_HIDDEN] of Extended; // array of all hidden neurons (their values) neuronsOutput: Array[1..NEURONS_OUTPUT] of Extended; // array of output neurons (their values) weightsInput: Array[1..NEURONS_INPUT] of Array[1..NEURONS_HIDDEN] of Extended; // array of weights: input->hidden weightsHidden: Array[1..NEURONS_HIDDEN] of Array[1..NEURONS_OUTPUT] of Extended; // array of weights: hidden->output // NETWORK CONFIGURATION END // LEARNING SETTINGS START outputBefore: Array[1..NEURONS_OUTPUT] of Extended; // the network's output value in the last timestep (the one before) eligibilityTraceHidden: Array[1..NEURONS_INPUT] of Array[1..NEURONS_HIDDEN] of Array[1..NEURONS_OUTPUT] of Extended; // array of eligibility traces: hidden layer eligibilityTraceOutput: Array[1..NEURONS_TOTAL] of Array[1..NEURONS_TOTAL] of Extended; // array of eligibility traces: output layer reward: Array[1..MAX_TIMESTEPS] of Array[1..NEURONS_OUTPUT] of Extended; // the reward value for all output neurons in every timestep tdError: Array[1..NEURONS_OUTPUT] of Extended; // the network's error value for every single output neuron t: Byte; // current timestep cyclesTrained: Integer; // number of cycles trained so far (learning rates could be decreased accordingly) last50errors: Array[1..50] of Extended; // LEARNING SETTINGS END public constructor Create; // create the network object and do the initialization procedure UpdateEligibilityTraces; // update the eligibility traces for the hidden and output layer procedure tdLearning; // learning algorithm: adjust the network's weights procedure ForwardPropagation; // propagate the input values through the network to the output layer function getRating(state: TFeatureVector; explorative: Boolean): Extended; // get the rating for a given state (feature vector) function HyperbolicTangent(x: Extended): Extended; // calculate the hyperbolic tangent [-1;1] procedure StartNewCycle; // start a new cycle with everything set to default except for the weights procedure setLearningMode(activated: Boolean=TRUE); // switch the learning mode on/off procedure setInputs(state: TFeatureVector); // transfer the given feature vector to the input layer (set input neurons' values) procedure setReward(currentReward: SmallInt); // set the reward for the current timestep (with learning then or without) procedure nextTimeStep; // increase timestep t function getCyclesTrained(): Integer; // get the number of cycles trained so far procedure Visualize(imgHidden: Pointer); // visualize the neural network's hidden layer end; implementation procedure TArtificialNeuralNetwork.UpdateEligibilityTraces; var i, j, k: Integer; begin // how worthy is a weight to be adjusted? for j := 1 to NEURONS_HIDDEN do begin for k := 1 to NEURONS_OUTPUT do begin eligibilityTraceOutput[j][k] := LAMBDA*eligibilityTraceOutput[j][k]+(neuronsOutput[k]*(1-neuronsOutput[k]))*neuronsHidden[j]; for i := 1 to NEURONS_INPUT do begin eligibilityTraceHidden[i][j][k] := LAMBDA*eligibilityTraceHidden[i][j][k]+(neuronsOutput[k]*(1-neuronsOutput[k]))*weightsHidden[j][k]*neuronsHidden[j]*(1-neuronsHidden[j])*neuronsInput[t][i]; end; end; end; end; procedure TArtificialNeuralNetwork.setReward; VAR i: Integer; begin for i := 1 to NEURONS_OUTPUT do begin // +1 = player A wins // 0 = draw // -1 = player B wins reward[t][i] := currentReward; end; end; procedure TArtificialNeuralNetwork.tdLearning; var i, j, k: Integer; begin if learningMode then begin for k := 1 to NEURONS_OUTPUT do begin if reward[t][k] = 0 then begin tdError[k] := GAMMA*neuronsOutput[k]-outputBefore[k]; // network's error value when reward is 0 end else begin tdError[k] := reward[t][k]-outputBefore[k]; // network's error value in the final state (reward received) end; for j := 1 to NEURONS_HIDDEN do begin weightsHidden[j][k] := weightsHidden[j][k]+LEARNING_RATE_HIDDEN*tdError[k]*eligibilityTraceOutput[j][k]; // adjust hidden->output weights according to TD-lambda for i := 1 to NEURONS_INPUT do begin weightsInput[i][j] := weightsInput[i][j]+LEARNING_RATE_INPUT*tdError[k]*eligibilityTraceHidden[i][j][k]; // adjust input->hidden weights according to TD-lambda end; end; end; end; end; procedure TArtificialNeuralNetwork.ForwardPropagation; var i, j, k: Integer; begin for j := 1 to NEURONS_HIDDEN do begin neuronsHidden[j] := 0; for i := 1 to NEURONS_INPUT do begin neuronsHidden[j] := neuronsHidden[j]+neuronsInput[t][i]*weightsInput[i][j]; // input -> hidden end; neuronsHidden[j] := HyperbolicTangent(neuronsHidden[j]); // activation of hidden neuron j end; for k := 1 to NEURONS_OUTPUT do begin neuronsOutput[k] := 0; for j := 1 to NEURONS_HIDDEN do begin neuronsOutput[k] := neuronsOutput[k]+neuronsHidden[j]*weightsHidden[j][k]; // hidden -> output end; neuronsOutput[k] := HyperbolicTangent(neuronsOutput[k]); // activation of output neuron k end; end; procedure TArtificialNeuralNetwork.setLearningMode; begin learningMode := activated; end; constructor TArtificialNeuralNetwork.Create; var i, j, k: Integer; begin inherited Create; Randomize; // initialize random numbers generator learningMode := TRUE; cyclesTrained := -2; // only set to -2 because it will be increased twice in the beginning StartNewCycle; for j := 1 to NEURONS_HIDDEN do begin for k := 1 to NEURONS_OUTPUT do begin weightsHidden[j][k] := abs(Random-0.5); // initialize weights: 0 <= random < 0.5 end; for i := 1 to NEURONS_INPUT do begin weightsInput[i][j] := abs(Random-0.5); // initialize weights: 0 <= random < 0.5 end; end; for i := 1 to 50 do begin last50errors[i] := 0; end; end; procedure TArtificialNeuralNetwork.nextTimeStep; begin t := t+1; end; procedure TArtificialNeuralNetwork.StartNewCycle; var i, j, k, m: Integer; begin t := 1; // start in timestep 1 cyclesTrained := cyclesTrained+1; // increase the number of cycles trained so far for j := 1 to NEURONS_HIDDEN do begin neuronsHidden[j] := 0; for k := 1 to NEURONS_OUTPUT do begin eligibilityTraceOutput[j][k] := 0; outputBefore[k] := 0; neuronsOutput[k] := 0; for m := 1 to MAX_TIMESTEPS do begin reward[m][k] := 0; end; end; for i := 1 to NEURONS_INPUT do begin for k := 1 to NEURONS_OUTPUT do begin eligibilityTraceHidden[i][j][k] := 0; end; end; end; end; function TArtificialNeuralNetwork.getCyclesTrained; begin result := cyclesTrained; end; procedure TArtificialNeuralNetwork.setInputs; var k: Integer; begin for k := 1 to NEURONS_INPUT do begin neuronsInput[t][k] := state[k]; end; end; function TArtificialNeuralNetwork.getRating; begin setInputs(state); ForwardPropagation; result := neuronsOutput[1]; if not explorative then begin tdLearning; // adjust the weights according to TD-lambda ForwardPropagation; // calculate the network's output again outputBefore[1] := neuronsOutput[1]; // set outputBefore which will then be used in the next timestep UpdateEligibilityTraces; // update the eligibility traces for the next timestep nextTimeStep; // go to the next timestep end; end; function TArtificialNeuralNetwork.HyperbolicTangent; begin if x > 5500 then // prevent overflow result := 1 else result := (Exp(2*x)-1)/(Exp(2*x)+1); end; end.

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  • How to store generated eigen faces for future face recognition?

    - by user3237134
    My code works in the following manner: 1.First, it obtains several images from the training set 2.After loading these images, we find the normalized faces,mean face and perform several calculation. 3.Next, we ask for the name of an image we want to recognize 4.We then project the input image into the eigenspace, and based on the difference from the eigenfaces we make a decision. 5.Depending on eigen weight vector for each input image we make clusters using kmeans command. Source code i tried: clear all close all clc % number of images on your training set. M=1200; %Chosen std and mean. %It can be any number that it is close to the std and mean of most of the images. um=60; ustd=32; %read and show images(bmp); S=[]; %img matrix for i=1:M str=strcat(int2str(i),'.jpg'); %concatenates two strings that form the name of the image eval('img=imread(str);'); [irow icol d]=size(img); % get the number of rows (N1) and columns (N2) temp=reshape(permute(img,[2,1,3]),[irow*icol,d]); %creates a (N1*N2)x1 matrix S=[S temp]; %X is a N1*N2xM matrix after finishing the sequence %this is our S end %Here we change the mean and std of all images. We normalize all images. %This is done to reduce the error due to lighting conditions. for i=1:size(S,2) temp=double(S(:,i)); m=mean(temp); st=std(temp); S(:,i)=(temp-m)*ustd/st+um; end %show normalized images for i=1:M str=strcat(int2str(i),'.jpg'); img=reshape(S(:,i),icol,irow); img=img'; end %mean image; m=mean(S,2); %obtains the mean of each row instead of each column tmimg=uint8(m); %converts to unsigned 8-bit integer. Values range from 0 to 255 img=reshape(tmimg,icol,irow); %takes the N1*N2x1 vector and creates a N2xN1 matrix img=img'; %creates a N1xN2 matrix by transposing the image. % Change image for manipulation dbx=[]; % A matrix for i=1:M temp=double(S(:,i)); dbx=[dbx temp]; end %Covariance matrix C=A'A, L=AA' A=dbx'; L=A*A'; % vv are the eigenvector for L % dd are the eigenvalue for both L=dbx'*dbx and C=dbx*dbx'; [vv dd]=eig(L); % Sort and eliminate those whose eigenvalue is zero v=[]; d=[]; for i=1:size(vv,2) if(dd(i,i)>1e-4) v=[v vv(:,i)]; d=[d dd(i,i)]; end end %sort, will return an ascending sequence [B index]=sort(d); ind=zeros(size(index)); dtemp=zeros(size(index)); vtemp=zeros(size(v)); len=length(index); for i=1:len dtemp(i)=B(len+1-i); ind(i)=len+1-index(i); vtemp(:,ind(i))=v(:,i); end d=dtemp; v=vtemp; %Normalization of eigenvectors for i=1:size(v,2) %access each column kk=v(:,i); temp=sqrt(sum(kk.^2)); v(:,i)=v(:,i)./temp; end %Eigenvectors of C matrix u=[]; for i=1:size(v,2) temp=sqrt(d(i)); u=[u (dbx*v(:,i))./temp]; end %Normalization of eigenvectors for i=1:size(u,2) kk=u(:,i); temp=sqrt(sum(kk.^2)); u(:,i)=u(:,i)./temp; end % show eigenfaces; for i=1:size(u,2) img=reshape(u(:,i),icol,irow); img=img'; img=histeq(img,255); end % Find the weight of each face in the training set. omega = []; for h=1:size(dbx,2) WW=[]; for i=1:size(u,2) t = u(:,i)'; WeightOfImage = dot(t,dbx(:,h)'); WW = [WW; WeightOfImage]; end omega = [omega WW]; end % Acquire new image % Note: the input image must have a bmp or jpg extension. % It should have the same size as the ones in your training set. % It should be placed on your desktop ed_min=[]; srcFiles = dir('G:\newdatabase\*.jpg'); % the folder in which ur images exists for b = 1 : length(srcFiles) filename = strcat('G:\newdatabase\',srcFiles(b).name); Imgdata = imread(filename); InputImage=Imgdata; InImage=reshape(permute((double(InputImage)),[2,1,3]),[irow*icol,1]); temp=InImage; me=mean(temp); st=std(temp); temp=(temp-me)*ustd/st+um; NormImage = temp; Difference = temp-m; p = []; aa=size(u,2); for i = 1:aa pare = dot(NormImage,u(:,i)); p = [p; pare]; end InImWeight = []; for i=1:size(u,2) t = u(:,i)'; WeightOfInputImage = dot(t,Difference'); InImWeight = [InImWeight; WeightOfInputImage]; end noe=numel(InImWeight); % Find Euclidean distance e=[]; for i=1:size(omega,2) q = omega(:,i); DiffWeight = InImWeight-q; mag = norm(DiffWeight); e = [e mag]; end ed_min=[ed_min MinimumValue]; theta=6.0e+03; %disp(e) z(b,:)=InImWeight; end IDX = kmeans(z,5); clustercount=accumarray(IDX, ones(size(IDX))); disp(clustercount); QUESTIONS: 1.It is working fine for M=50(i.e Training set contains 50 images) but not for M=1200(i.e Training set contains 1200 images).It is not showing any error.There is no output.I waited for 10 min still there is no output. I think it is going infinite loop.What is the problem?Where i was wrong? 2.Instead of running the training set everytime how eigen faces generated are stored so that stored eigen faces are used for future face recoginition for a new input image.So it reduces wastage of time.

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  • Vectorization of matlab code for faster execution

    - by user3237134
    My code works in the following manner: 1.First, it obtains several images from the training set 2.After loading these images, we find the normalized faces,mean face and perform several calculation. 3.Next, we ask for the name of an image we want to recognize 4.We then project the input image into the eigenspace, and based on the difference from the eigenfaces we make a decision. 5.Depending on eigen weight vector for each input image we make clusters using kmeans command. Source code i tried: clear all close all clc % number of images on your training set. M=1200; %Chosen std and mean. %It can be any number that it is close to the std and mean of most of the images. um=60; ustd=32; %read and show images(bmp); S=[]; %img matrix for i=1:M str=strcat(int2str(i),'.jpg'); %concatenates two strings that form the name of the image eval('img=imread(str);'); [irow icol d]=size(img); % get the number of rows (N1) and columns (N2) temp=reshape(permute(img,[2,1,3]),[irow*icol,d]); %creates a (N1*N2)x1 matrix S=[S temp]; %X is a N1*N2xM matrix after finishing the sequence %this is our S end %Here we change the mean and std of all images. We normalize all images. %This is done to reduce the error due to lighting conditions. for i=1:size(S,2) temp=double(S(:,i)); m=mean(temp); st=std(temp); S(:,i)=(temp-m)*ustd/st+um; end %show normalized images for i=1:M str=strcat(int2str(i),'.jpg'); img=reshape(S(:,i),icol,irow); img=img'; end %mean image; m=mean(S,2); %obtains the mean of each row instead of each column tmimg=uint8(m); %converts to unsigned 8-bit integer. Values range from 0 to 255 img=reshape(tmimg,icol,irow); %takes the N1*N2x1 vector and creates a N2xN1 matrix img=img'; %creates a N1xN2 matrix by transposing the image. % Change image for manipulation dbx=[]; % A matrix for i=1:M temp=double(S(:,i)); dbx=[dbx temp]; end %Covariance matrix C=A'A, L=AA' A=dbx'; L=A*A'; % vv are the eigenvector for L % dd are the eigenvalue for both L=dbx'*dbx and C=dbx*dbx'; [vv dd]=eig(L); % Sort and eliminate those whose eigenvalue is zero v=[]; d=[]; for i=1:size(vv,2) if(dd(i,i)>1e-4) v=[v vv(:,i)]; d=[d dd(i,i)]; end end %sort, will return an ascending sequence [B index]=sort(d); ind=zeros(size(index)); dtemp=zeros(size(index)); vtemp=zeros(size(v)); len=length(index); for i=1:len dtemp(i)=B(len+1-i); ind(i)=len+1-index(i); vtemp(:,ind(i))=v(:,i); end d=dtemp; v=vtemp; %Normalization of eigenvectors for i=1:size(v,2) %access each column kk=v(:,i); temp=sqrt(sum(kk.^2)); v(:,i)=v(:,i)./temp; end %Eigenvectors of C matrix u=[]; for i=1:size(v,2) temp=sqrt(d(i)); u=[u (dbx*v(:,i))./temp]; end %Normalization of eigenvectors for i=1:size(u,2) kk=u(:,i); temp=sqrt(sum(kk.^2)); u(:,i)=u(:,i)./temp; end % show eigenfaces; for i=1:size(u,2) img=reshape(u(:,i),icol,irow); img=img'; img=histeq(img,255); end % Find the weight of each face in the training set. omega = []; for h=1:size(dbx,2) WW=[]; for i=1:size(u,2) t = u(:,i)'; WeightOfImage = dot(t,dbx(:,h)'); WW = [WW; WeightOfImage]; end omega = [omega WW]; end % Acquire new image % Note: the input image must have a bmp or jpg extension. % It should have the same size as the ones in your training set. % It should be placed on your desktop ed_min=[]; srcFiles = dir('G:\newdatabase\*.jpg'); % the folder in which ur images exists for b = 1 : length(srcFiles) filename = strcat('G:\newdatabase\',srcFiles(b).name); Imgdata = imread(filename); InputImage=Imgdata; InImage=reshape(permute((double(InputImage)),[2,1,3]),[irow*icol,1]); temp=InImage; me=mean(temp); st=std(temp); temp=(temp-me)*ustd/st+um; NormImage = temp; Difference = temp-m; p = []; aa=size(u,2); for i = 1:aa pare = dot(NormImage,u(:,i)); p = [p; pare]; end InImWeight = []; for i=1:size(u,2) t = u(:,i)'; WeightOfInputImage = dot(t,Difference'); InImWeight = [InImWeight; WeightOfInputImage]; end noe=numel(InImWeight); % Find Euclidean distance e=[]; for i=1:size(omega,2) q = omega(:,i); DiffWeight = InImWeight-q; mag = norm(DiffWeight); e = [e mag]; end ed_min=[ed_min MinimumValue]; theta=6.0e+03; %disp(e) z(b,:)=InImWeight; end IDX = kmeans(z,5); clustercount=accumarray(IDX, ones(size(IDX))); disp(clustercount); Running time for 50 images:Elapsed time is 103.947573 seconds. QUESTIONS: 1.It is working fine for M=50(i.e Training set contains 50 images) but not for M=1200(i.e Training set contains 1200 images).It is not showing any error.There is no output.I waited for 10 min still there is no output. I think it is going infinite loop.What is the problem?Where i was wrong?

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