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  • How do I merge cells of the same column in LyX?

    - by brickner
    I have 3 subfigures I want to arrange so that 1 will be in the left and 2 will be in the right (one above the other): Figure 1 | Figure 2 Figure 1 | Figure 3 Figure 1 should appear only once of course - across the entire column. I thought I should use 2x2 table to arrange them, but I can't find a way to merge the two cells in the same column to one cell in order to put figure 1 there. How can I merge the two cells in the same column?

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  • How can you force a floating div to be the height of its parent?

    - by ErnieStings
    HTML markup: <div class="planRisk"> <div class="innerPlanRiskRight"> <div class="rmPlanFrequency">10 </div> <div class="rmPlanSeverity"> 5</div> <div class="rmPlanRiskFactor">50 </div> <div class="rmPlanNumSolutions">2</div> <div class="rmPlanPercentComplete">34% </div> <div class="rmPlanDeletePlanRisk"> X </div> </div> <div class="rmPlanRiskTitle"> Pandemic Influenza</div> </div> CSS: .planRisk{background-color:#DEECD1; border:1px solid #BEBEBE;} .innerPlanRiskRight{float:right; color:#000000;} .rmPlanFrequency{float:left; width:46px;background-color:#d9dee1; text-align:center; border-right:1px solid #ebebeb; padding:0.2em;} .rmPlanSeverity{float:left; width:46px; background-color:#dbe1d4; text-align:center; border-right:1px solid #ebebeb; padding:0.2em;} .rmPlanRiskFactor{float:left; width:46px; background-color:#e5d5da; text-align:center; border-right:1px solid #ebebeb; padding:0.2em;} .rmPlanNumSolutions{float:left; width:46px; background-color:#dae4e4; text-align:center; border-right:1px solid #ebebeb; padding:0.2em;} .rmPlanPercentComplete{float:left; width:46px; background-color:#dddddd; text-align:center; padding:0.2em; } .rmPlanDeletePlanRisk{float:left; width:30px; background-color:#DEECD1; text-align:center; padding:0.2em;} .rmPlanRiskTitle{padding:0.2em; } .rmPlanSolutionContainer{background-color:#f0f9e8; border: 0 1px 1px; border-left:1px solid #CDCDCD; border-right:1px solid #cdcdcd; } .innerSolutionRight{float:right;} .rmPlanSolution{border-bottom:1px solid #CDCDCD; padding-left:1em;} .rmPlanSolutionPercentComplete{float:left; width:46px; background-color:#E2EADA; padding-left:0.2em; padding-right:0.2em; text-align:center;} .rmPlanDeleteSolution{float:left; width:30px; text-align:center; padding-left:0.2em; padding-right:0.2em; }

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  • How do you calculate div and mod of floating point numbers?

    - by boost
    In Perl, the % operator seems to assume integers. For instance: sub foo { my $n1 = shift; my $n2 = shift; print "perl's mod=" . $n1 % $n2, "\n"; my $res = $n1 / $n2; my $t = int($res); print "my div=$t", "\n"; $res = $res - $t; $res = $res * $n2; print "my mod=" . $res . "\n\n"; } foo( 3044.952963, 7.1 ); foo( 3044.952963, -7.1 ); foo( -3044.952963, 7.1 ); foo( -3044.952963, -7.1 ); gives perl's mod=6 my div=428 my mod=6.15296300000033 perl's mod=-1 my div=-428 my mod=6.15296300000033 perl's mod=1 my div=-428 my mod=-6.15296300000033 perl's mod=-6 my div=428 my mod=-6.15296300000033 Now as you can see, I've come up with a "solution" already for calculating div and mod. However, what I don't understand is what effect the sign of each argument should have on the result. Wouldn't the div always be positive, being the number of times n2 fits into n1? How's the arithmetic supposed to work in this situation?

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  • Div not filling width of floated container (css expert needed

    - by Rayden
    I know there are many variations of this question posted, but none I've found quite provide an answer that works for this case. I basically have two left floated divs. Inside those two divs are div headers and tabled content. I want the Div headers (Hour/Minute) to stretch to the width of the tabled content, but they only do this in FF and Chrome, not IE7. IE7 is my works official browser so the one I need it to work with the most. Here is the CSS: #ui-timepicker-div { padding:0.2em; } #ui-timepicker-hours { float:left; } #ui-timepicker-minutes { margin:0 0 0 0.2em; float:left; } .ui-timepicker .ui-timepicker-header { padding:0.2em 0; } .ui-timepicker .ui-timepicker-title { line-height:1.8em; text-align:center; } .ui-timepicker table { margin:0.15em 0 0 0; font-size:.9em; border-collapse:collapse; } .ui-timepicker td { padding:1px; width:2.2em; } .ui-timepicker th, .ui-timepicker td { border:0; } .ui-timepicker td a { display:block; padding:0.2em 0.3em 0.2em 0.5em; text-align:right; text-decoration:none; } Here is the HTML (did not include tabled content): <div style="position: absolute; top: 252.667px; left: 648px; z-index: 1; display: none;" class="ui-timepicker ui-widget ui-widget-content ui-helper-clearfix ui-corner-all" id="ui-timepicker-div"> <div id="ui-timepicker-hours"> <div class="ui-timepicker-header ui-widget-header ui-helper-clearfix ui-corner-all"> <div class="ui-timepicker-title">Hour</div> </div> <table class="ui-timepicker"> </table> </div> <div id="ui-timepicker-minutes"> <div class="ui-timepicker-header ui-widget-header ui-helper-clearfix ui-corner-all"> <div class="ui-timepicker-title">Minutes</div> </div> <table class="ui-timepicker"> </table> </div> </div>

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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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  • Why are there so many floats in the Android API?

    - by Brian
    The default floating point type in Java is the double. If you hard code a constant like 2.5 into your program, Java makes it a double automatically. When you do an operation on floats or ints that could potentially benefit from more precision, the type is 'promoted' to a double. But in the Android API, everything seems to be a float from sound volumes to rectangle coordinates. There's a structure called RectF used in most drawing; the F is for float. It's really a pain for programmers who are casting promoted doubles back to (float) pretty often. Don't we all agree that Java code is messy and verbose enough as it is? Usually math coprocessors and accelerators prefer double in Java because it corresponds to one of the internal types. Is there something about Android's Dalvik VM that prefers floats for some reason? Or are all the floats just a result of perversion in API design?

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  • How to shoot a triangle out of an asteroid which floats all of the way up to the screen?

    - by Holland
    I currently have an asteroid texture loaded as my "test player" for the game I'm writing. What I'm trying to figure out how to do is get a triangle to shoot from the center of the asteroid, and keep going until it hits the top of the screen. What happens in my case (as you'll see from the code I've posted), is that the triangle will show, however it will either be a long line, or it will just be a single triangle which stays in the same location as the asteroid moving around (that disappears when I stop pressing the space bar), or it simply won't appear at all. I've tried many different methods, but I could use a formula here. All I'm trying to do is write a space invaders clone for my final in C#. I know how to code fairly well, my formulas just need work is all. So far, this is what I have: Main Logic Code protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(ClearOptions.Target, Color.Black, 1, 1); mAsteroid.Draw(mSpriteBatch); if (mIsFired) { mPositions.Add(mAsteroid.LastPosition); mRay.Fire(mPositions); mIsFired = false; mRay.Bullets.Clear(); mPositions.Clear(); } base.Draw(gameTime); } Draw Code public void Draw() { VertexPositionColor[] vertices = new VertexPositionColor[3]; int stopDrawing = mGraphicsDevice.Viewport.Width / mGraphicsDevice.Viewport.Height; for (int i = 0; i < mRayPos.Length(); ++i) { vertices[0].Position = new Vector3(mRayPos.X, mRayPos.Y + 5f, 10); vertices[0].Color = Color.Blue; vertices[1].Position = new Vector3(mRayPos.X - 5f, mRayPos.Y - 5f, 10); vertices[1].Color = Color.White; vertices[2].Position = new Vector3(mRayPos.X + 5f, mRayPos.Y - 5f, 10); vertices[2].Color = Color.Red; mShader.CurrentTechnique.Passes[0].Apply(); mGraphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.TriangleStrip, vertices, 0, 1); mRayPos += new Vector2(0, 1f); mGraphicsDevice.ReferenceStencil = 1; } }

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  • how to read specific number of floats from file in python?

    - by sahel
    I am reading a text file from the web. The file starts with some header lines containing the number of data points, followed the actual vertices (3 coordinates each). The file looks like: # comment HEADER TEXT POINTS 6 float 1.1 2.2 3.3 4.4 5.5 6.6 7.7 8.8 9.9 1.1 2.2 3.3 4.4 5.5 6.6 7.7 8.8 9.9 POLYGONS the line starting with the word POINTS contains the number of vertices (in this case we have 3 vertices per line, but that could change) This is how I am reading it right now: ur=urlopen("http://.../file.dat") j=0 contents = [] while 1: line = ur.readline() if not line: break else: line=line.lower() if 'points' in line : myline=line.strip() word=myline.split() node_number=int(word[1]) node_type=word[2] while 'polygons' not in line : line = ur.readline() line=line.lower() myline=line.split() i=0 while(i<len(myline)): contents[j]=float(myline[i]) i=i+1 j=j+1 How can I read a specified number of floats instead of reading line by line as strings and converting to floating numbers? Instead of ur.readline() I want to read the specified number of elements in the file Any suggestion is welcome..

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  • What's a good way to add a large number of small floats together?

    - by splicer
    Say you have 100000000 32-bit floating point values in an array, and each of these floats has a value between 0.0 and 1.0. If you tried to sum them all up like this result = 0.0; for (i = 0; i < 100000000; i++) { result += array[i]; } you'd run into problems as result gets much larger than 1.0. So what are some of the ways to more accurately perform the summation?

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  • Why do you need float/double?

    - by acidzombie24
    I was watching http://www.joelonsoftware.com/items/2011/06/27.html and laughed at Jon Skeet joke about 0.3 not being 0.3. I personally never had problems with floats/decimals/doubles but then I remember I learned 6502 very early and never needed floats in most of my programs. The only time I used it was for graphics and math where inaccurate numbers were ok and the output was for the screen and not to be stored (in a db, file) or dependent on. My question is, where are places were you typically use floats/decimals/double? So I know to watch out for these gotchas. With money I use longs and store values by the cent, for speed of an object in a game I add ints and divide (or bitshift) the value to know if I need to move a pixel or not. (I made object move in the 6502 days, we had no divide nor floats but had shifts). So I was mostly curious.

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  • Floats will not align, stay staggered, can't find a solution?

    - by Sarah Proper
    What I am trying to do is build a multi column layout. The main two sections are divided 2/3 to 1/3 and inside the 2/3 column is divided 2/3 1/3 as well. My problem is that my floats will not align nicely with each other, choosing instead to stagger like stairs. I have tried declaring the widths smaller, floating them individually, including in the float sections display:block,inline, or inline-block and nothing seems to be working. I am getting really frustrated and would appreciate any help! Thanks! <div class="wrapper"> <div class="width50" style="float:left;"> <h1>Our Mission:</h1> <p> Bacon ipsum dolor sit amet swine spare ribs pork meatloaf pancetta filet mignon. Rump frankfurter pork belly prosciutto beef boudin andouille pig pork chop meatball ham drumstick filet mignon. Strip steak flank shank pig, tongue tri-tip jowl leberkas sirloin brisket t-bone. Ground round spare ribs salami capicola filet mignon. Capicola turkey t-bone corned beef sausage ham hock. Corned beef capicola leberkas pork chop, swine pastrami drumstick. Frankfurter fatback bacon jowl short loin, jerky pancetta bresaola corned beef shoulder drumstick ball tip tri-tip.</p> <div class="width50 float-left"> <img src="@Url.StaticContent(Links.Content.images.map_homepage_png)" alt="Map" /> </div> <div class="width33 float-right"> <img src="@Url.StaticContent(Links.Content.images.address_line_text_png)" alt="addressline" /> <br /> <h3>address</h3> <b>405 Empire Boulevard<br /> Rochester, NY 14609 </b> </div> </div> <div class="width33" style="float:right;"> <h1>Events</h1> <ul class="events"> <li> <h2>Fall Volunteer Festival</h2> <p> <b>october 6<br /> 10 am to 3pm </b> </p> <p> come to our town location for some fun activities for family and friends! </p> </li> <li> <h2>Fall Volunteer Festival</h2> <p> <b>october 6<br /> 10 am to 3pm </b> </p> <p> come to our town location for some fun activities for family and friends! </p> </li> <li> <h2>Fall Volunteer Festival</h2> <p> <b>october 6<br /> 10 am to 3pm </b> </p> <p> come to our town location for some fun activities for family and friends! </p> </li> </ul> </div> </div> </div> and the css: .clearfix:before, .clearfix:after, .grid-block:before, .grid-block:after, .deepest:before, .deepest:after { content: ""; display: table; } .clearfix:after, .grid-block:after, .deepest:after { clear: both; } .grid-box { float: left; } /* Grid Units */ .width16 { width: 16.666%; } .width20 { width: 20%; } .width25 { width: 25%; } .width33 { width: 39.333%; } .width40 { width: 40%; } .width50 { width: 50%; } .width60 { width: 60%; } .width66 { width: 66.666%; } .width75 { width: 75%; } .width80 { width: 80%; } .width100 { width: 100%; } .width16, .width20, .width25, .width33, .width40, .width50, .width60, .width66, .width75, .width80, .width100 { -moz-box-sizing: border-box; -webkit-box-sizing: border-box; box-sizing: border-box; padding: 5px 10px 5px 10px; } /* Create new Block Formatting Contexts */ .bfc-o { overflow: hidden; } .bfc-f { -moz-box-sizing: border-box; -webkit-box-sizing: border-box; box-sizing: border-box; width: 100%; float: left; } /* Align Boxes */ .float-left { float: left; } .float-right { float: right; } /* Grid Gutter */ .grid-gutter.grid-block { margin: 0 -15px; } .grid-gutter > .grid-box > * { margin: 0 15px; } .grid-gutter > .grid-box > * > :first-child { margin-top: 0; } .grid-gutter > .grid-box > * > :last-child { margin-bottom: 0; } /* Layout Defaults --------------------------------------------------------------------------------------- -------------*/ /* Center Page */ .wrapper { -moz-box-sizing: border-box; -webkit-box-sizing: border-box; box-sizing: border-box; margin: auto; } /* Header */ #header { position: relative; padding-top: 10px; } #toolbar .float-left .module, #toolbar .float-left > time { margin: 0 15px 0 0; float: left; } #toolbar .float-right .module { margin: 0 0 0 15px; float: right; } #headerbar .module { max-width: 300px; margin-right: 0; float: right; } #logo, #logo > img, #menu { float: left; } #search { float: right; } #banner { position: absolute; top: 0; right: -200px; } /* Footer */ #footer { position: relative; text-align: center; } /* Absolute */ #absolute { position: absolute; z-index: 15; width: 100%; }

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  • When should I use indexed arrays of OpenGL vertices?

    - by Tartley
    I'm trying to get a clear idea of when I should be using indexed arrays of OpenGL vertices, drawn with gl[Multi]DrawElements and the like, versus when I should simply use contiguous arrays of vertices, drawn with gl[Multi]DrawArrays. (Update: The consensus in the replies I got is that one should always be using indexed vertices.) I have gone back and forth on this issue several times, so I'm going to outline my current understanding, in the hopes someone can either tell me I'm now finally more or less correct, or else point out where my remaining misunderstandings are. Specifically, I have three conclusions, in bold. Please correct them if they are wrong. One simple case is if my geometry consists of meshes to form curved surfaces. In this case, the vertices in the middle of the mesh will have identical attributes (position, normal, color, texture coord, etc) for every triangle which uses the vertex. This leads me to conclude that: 1. For geometry with few seams, indexed arrays are a big win. Follow rule 1 always, except: For geometry that is very 'blocky', in which every edge represents a seam, the benefit of indexed arrays is less obvious. To take a simple cube as an example, although each vertex is used in three different faces, we can't share vertices between them, because for a single vertex, the surface normals (and possible other things, like color and texture co-ord) will differ on each face. Hence we need to explicitly introduce redundant vertex positions into our array, so that the same position can be used several times with different normals, etc. This means that indexed arrays are of less use. e.g. When rendering a single face of a cube: 0 1 o---o |\ | | \ | | \| o---o 3 2 (this can be considered in isolation, because the seams between this face and all adjacent faces mean than none of these vertices can be shared between faces) if rendering using GL_TRIANGLE_FAN (or _STRIP), then each face of the cube can be rendered thus: verts = [v0, v1, v2, v3] colors = [c0, c0, c0, c0] normal = [n0, n0, n0, n0] Adding indices does not allow us to simplify this. From this I conclude that: 2. When rendering geometry which is all seams or mostly seams, when using GL_TRIANGLE_STRIP or _FAN, then I should never use indexed arrays, and should instead always use gl[Multi]DrawArrays. (Update: Replies indicate that this conclusion is wrong. Even though indices don't allow us to reduce the size of the arrays here, they should still be used because of other performance benefits, as discussed in the comments) The only exception to rule 2 is: When using GL_TRIANGLES (instead of strips or fans), then half of the vertices can still be re-used twice, with identical normals and colors, etc, because each cube face is rendered as two separate triangles. Again, for the same single cube face: 0 1 o---o |\ | | \ | | \| o---o 3 2 Without indices, using GL_TRIANGLES, the arrays would be something like: verts = [v0, v1, v2, v2, v3, v0] normals = [n0, n0, n0, n0, n0, n0] colors = [c0, c0, c0, c0, c0, c0] Since a vertex and a normal are often 3 floats each, and a color is often 3 bytes, that gives, for each cube face, about: verts = 6 * 3 floats = 18 floats normals = 6 * 3 floats = 18 floats colors = 6 * 3 bytes = 18 bytes = 36 floats and 18 bytes per cube face. (I understand the number of bytes might change if different types are used, the exact figures are just for illustration.) With indices, we can simplify this a little, giving: verts = [v0, v1, v2, v3] (4 * 3 = 12 floats) normals = [n0, n0, n0, n0] (4 * 3 = 12 floats) colors = [c0, c0, c0, c0] (4 * 3 = 12 bytes) indices = [0, 1, 2, 2, 3, 0] (6 shorts) = 24 floats + 12 bytes, and maybe 6 shorts, per cube face. See how in the latter case, vertices 0 and 2 are used twice, but only represented once in each of the verts, normals and colors arrays. This sounds like a small win for using indices, even in the extreme case of every single geometry edge being a seam. This leads me to conclude that: 3. When using GL_TRIANGLES, one should always use indexed arrays, even for geometry which is all seams. Please correct my conclusions in bold if they are wrong.

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  • Why won't my DIV height grow? Is it because I am using floats?

    - by user1684636
    Please help! I am trying to create some div sections and some of these div sections have some other divs that are floated. All of which I have cleared. But the sections are not growing to accomodate the content inside of them. The following is my HTML - <div class="data"> <div class="name">Data</div> <div class="first section"> <div class="title">First Section</div> <div class="left settings"> <div class="row"> <div class="field">First Name</div> <div class="value">John</div> </div> <div class="row"> <div class="field">Last Name</div> <div class="value">Smith</div> </div> </div> <div class="right settings"> <div class="row"> <div class="field">ID</div> <div class="value">321</div> </div> <div class="row"> <div class="field">Group</div> <div class="value">Eng</div> </div> </div> </div> <div class="second section"> <div class="title">Second Section</div> </div> <div class="third section"> <div class="title">Third Section</div> </div> </div> The following is my CSS - div.data { position: relative; top: 1em; width: 100em; } div.data div.name { color: #0066FF; font-weight: bold; } div.data div.section div.title { color: green; font-weight: bold; } /** first section **/ div.data div.first div.settings { position: relative; width: 799px; border-top: 1px solid; float: left; } div.data div.first div.left { border-left: 1px solid; } div.data div.first div.settings div.row { border-bottom: 1px solid; clear: both; height: 2em; } div.data div.first div.settings div.row div { float: left; height: 22px; padding: 5px; border-right: 1px solid; } div.data div.first div.settings div.row div.field { width: 192px; } div.data div.first div.settings div.row div.value { width: 585px; } /** second section **/ div.data div.second { clear: both; } For the first section, I have a title and a table that is made up of a left and right. Both of these are floated left and cleared. The rows of the left and right table have a field and value which are also floated left and right and cleared. At this point, I expect "first section" to grow as the content inside of it grows. But instead the height is stuck at 22px, the same height as the section title! What is going on? I tried overflow:auto for div.section and that worked. But when I tried to set this style for div.settings in "first section": div.data div.first div.settings { position: relative; top: 1em; } I end up with these scroll bars, instead of the height growing to fit the new changes. And everything was out of whack. I am really at my wit's end trying to figure this out. If anyone can give me any suggestions on what I am doing wrong, it would be a great help. Thanks.

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  • Floats in CSS - Gap/space left on top when floated to the right?

    - by bobthabuilda
    This is a little difficult to describe, but basically there is undesired space left by a floated div on my page. Here are pictures describing the problem. The black boxes are divs. Before floating: After floating: Desired effect: And I'm not sure if it makes a difference, but I also have an empty div with "clear: both" placed immediately after the floated div. How can I achieve this?

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  • Do I need to use decimal places when using floats? Is the "f" suffix necessary?

    - by Paulo Fierro
    I've seen several examples in books and around the web where they sometimes use decimal places when declaring float values even if they are whole numbers, and sometimes using an "f" suffix. Is this necessary? For example: [UIColor colorWithRed:0.8 green:0.914 blue:0.9 alpha:1.00]; How is this different from: [UIColor colorWithRed:0.8f green:0.914f blue:0.9f alpha:1.00f]; Does the trailing "f" mean anything special? Getting rid of the trailing zeros for the alpha value works too, so it becomes: [UIColor colorWithRed:0.8 green:0.914 blue:0.9 alpha:1]; So are the decimal zeros just there to remind myself and others that the value is a float? Just one of those things that has puzzled me so any clarification is welcome :)

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  • Why would Ruby fail equality on 2 floats that appear the same?

    - by btelles
    Hi there, I have a calculation that generates what appears to be the Float 22.23, and a literal 22.23 like so: some_object.total => 22.23 some_object.total.class => Float 22.23 => 22.23 22.23.class => Float But for some reason, the following is false: some_object.total == 22.23 ? true : false Wacky, right? Is there some kind of precision mechanism being used that maybe isn't completely transparent through the some_object.total call?

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  • Turning Floats into Their Closest (UTF-8 Character) Fraction.

    - by Mark Tomlin
    I want to take any real number, and return the closest number, with the closest fraction as available in the UTF-8 character set, appropriate. 0/4 = 0.00 = # < .125 1/4 = 0.25 = ¼ # > .125 & < .375 2/4 = 0.50 = ½ # > .375 & < .625 3/4 = 0.75 = ¾ # > .625 & < .875 4/4 = 1.00 = # > .875 I made this function to do that task: function displayFraction($realNumber) { if (!is_float($realNumber)) { return $realNumber; } list($number, $decimal) = explode('.', $realNumber); $decimal = '.' . $decimal; switch($decimal) { case $decimal < 0.125: return $number; case $decimal > 0.125 && $decimal < 0.375: return $number . '¼'; # 188 ¼ &#188; case $decimal > 0.375 && $decimal < 0.625: return $number . '½'; # 189 ½ &#189; case $decimal > 0.625 && $decimal < 0.875: return $number . '¾'; # 190 ¾ &#190; case $decimal < 0.875: return ++$number; } } What are the better / diffrent way to do this? echo displayFraction(3.1) . PHP_EOL; # Outputs: 3 echo displayFraction(3.141593) . PHP_EOL; # Outputs: 3¼ echo displayFraction(3.267432) . PHP_EOL; # Outputs: 3¼ echo displayFraction(3.38) . PHP_EOL; # Outputs: 3½ Expand my mind!

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  • Floats not staying inside div in webkit browser, but do if cached.

    - by Shadi Almosri
    Hiya All, I have a rather strange bug which i can't make sense of that is apearing in webkit based browsers (chrome and safari). When this page http://bluprintliving.mammalworld.com/turnmill-street loads for the first time the content seems to jump out of the container but only at the end of the render. on refresh it stays in and behaves. Generally the page in cache and out of cache looks different. Anyone have any ideas or clues they can shed on this issue? Much appreciated. Shadi ** Update ** Bug appears in: Chrome: 4.1.249.1064 (45376) Chromium: 5.0.349.0 (40908) Safari: 4.0.5 (531.22.7)

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  • What is the standard way to parse floats at runtime in C?

    - by Joel J. Adamson
    Hello, I have a scientific application for which I want to input initial values at runtime. I have an option to get them from the command line, or to get them from an input file. Either of these options are input to a generic parser that uses strtod to return a linked list of initial values for each simulation run. I either use the command-line argument or getline() to read the values. The question is, should I be rolling my own parser, or should I be using a parser-generator or some library? What is the standard method? This is the only data I will read at runtime, and everything else is set at compile time (except for output files and a few other totally simple things). Thanks, Joel

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  • Cloning ID3DXMesh with declration that has 12 floats breaks?

    - by meds
    I have the following vertex declration: struct MESHVERTInstanced { float x, y, z; // Position float nx, ny, nz; // Normal float tu, tv; // Texcoord float idx; // index of the vertex! float tanx, tany, tanz; // The tangent const static D3DVERTEXELEMENT9 Decl[6]; static IDirect3DVertexDeclaration9* meshvertinstdecl; }; And I declare it as such: const D3DVERTEXELEMENT9 MESHVERTInstanced::Decl[] = { { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 }, { 0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 }, { 0, 24, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 }, { 0, 32, D3DDECLTYPE_FLOAT1, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 }, { 0, 36, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 0 }, D3DDECL_END() }; What I try to do next is copy an ID3DXMesh into another one with the new vertex declaration as such: model->CloneMesh( model->GetOptions(), MESHVERTInstanced::Decl, gd3dDevice, &pTempMesh ); When I try to get the FVF size of pTempMesh (D3DXGetFVFVertexSize(pTempMesh-GetFVF())) I get '0' though the size should be 48. The whole thing is fine if I don't have the last declaration, '{ 0, 36, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 0 },' in it and the CloneMesh function does not return a FAIL. I've also tried using different declarations such as D3DDECLUSAGE_TEXCOORD and that has worked fine, returning a size of 48. Is there something specific about D3DDECLUSAGE_TANGENT I don't know? I'm at a complete loss as to why this isn't working...

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