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  • Difference between float and double

    - by VaioIsBorn
    I know, i've read about the difference between double precision and single precision etc. But they should give the same results on most cases right ? I was solving a problem on a programming contest and there were calculations with floating point numbers that were not really big so i decided to use float instead of double, and i checked it - i was getting the correct results. But when i send the solution, it said only 1 of 10 tests was correct. I checked again and again, until i found that using float is not the same using double. I put double for the calculations and double for the output, and the program gave the SAME results, but this time it passed all the 10 tests correctly. I repeat, the output was the SAME, the results were the SAME, but putting float didn't work - only double. The values were not so big too, and the program gave the same results on the same tests both with float and double, but the online judge accepted only the double-provided solution. Why ? What is the difference ?

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  • looping problem while appending data to existing text file

    - by Manu
    try { stmt = conn.createStatement(); stmt1 = conn.createStatement(); stmt2 = conn.createStatement(); rs = stmt.executeQuery("select cust from trip1"); rs1 = stmt1.executeQuery("select cust from trip2"); rs2 = stmt2.executeQuery("select cust from trip3"); File f = new File(strFileGenLoc); OutputStream os = (OutputStream)new FileOutputStream(f,true); String encoding = "UTF8"; OutputStreamWriter osw = new OutputStreamWriter(os, encoding); BufferedWriter bw = new BufferedWriter(osw); } while ( rs.next() ) { while(rs1.next()){ while(rs2.next()){ bw.write(rs.getString(1)==null? "":rs.getString(1)); bw.write("\t"); bw.write(rs1.getString(1)==null? "":rs1.getString(1)); bw.write("\t"); bw.write(rs2.getString(1)==null? "":rs2.getString(1)); bw.write("\t"); bw.newLine(); } } } Above code working fine. My problem is 1. "rs" resultset contains one record in the table 2. "rs1" resultset contains 5 record in the table 3. "rs2" resultset contains 5 record in the table "rs" data is getting recursive. while writing to the same text file , the output i am getting like 1 2 3 1 12 21 1 23 25 1 10 5 1 8 54 but i need output like below 1 2 3 12 21 23 25 10 5 8 54 What things i need to change in my code.. Please advice

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  • What's the recommended implementation for hashing OLE Variants?

    - by Barry Kelly
    OLE Variants, as used by older versions of Visual Basic and pervasively in COM Automation, can store lots of different types: basic types like integers and floats, more complicated types like strings and arrays, and all the way up to IDispatch implementations and pointers in the form of ByRef variants. Variants are also weakly typed: they convert the value to another type without warning depending on which operator you apply and what the current types are of the values passed to the operator. For example, comparing two variants, one containing the integer 1 and another containing the string "1", for equality will return True. So assuming that I'm working with variants at the underlying data level (e.g. VARIANT in C++ or TVarData in Delphi - i.e. the big union of different possible values), how should I hash variants consistently so that they obey the right rules? Rules: Variants that hash unequally should compare as unequal, both in sorting and direct equality Variants that compare as equal for both sorting and direct equality should hash as equal It's OK if I have to use different sorting and direct comparison rules in order to make the hashing fit. The way I'm currently working is I'm normalizing the variants to strings (if they fit), and treating them as strings, otherwise I'm working with the variant data as if it was an opaque blob, and hashing and comparing its raw bytes. That has some limitations, of course: numbers 1..10 sort as [1, 10, 2, ... 9] etc. This is mildly annoying, but it is consistent and it is very little work. However, I do wonder if there is an accepted practice for this problem.

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  • Java threads, wait time always 00:00:00-Producer/Consumer

    - by user3742254
    I am currently doing a producer consumer problem with a number of threads and have had to set priorities and waits to them to ensure that one thread, the security thread, runs last. I have managed to do this and I have managed to get the buffer working. The last thing that I am required to do is to show the wait time of threads that are too large for the buffer and to calculate the average wait time. I have included code to do so, but everything I run the program, the wait time is always returned as 00:00:00, and by extension, the average is returned as the same. I was speaking to one of my colleagues who said that it is not a matter of the code but rather a matter of the computer needing to work off of one processor, which can be adjusted in the task manager settings. He has an HP like myself but his program prints the wait time 180 times, whereas mine prints usually about 3-7 times and is only 00:00:01 on one instance before finishing when I have made the processor adjustments. My other colleague has an iMac and hers puts out an average of 42:00:34(42 minutes??) I am very confused about this because I can see no difference between our codes and like my colleague said, I was wondering is it a computer issue. I am obviously concerned as I wanted to make sure that my code correctly calculated an average wait time, but that is impossible to tell when the wait times always show as 00:00:00. To calculate the thread duration, including the time it entered and exited the buffer was done by using a timestamp import, and then subtracting start time from end time. Is my code correct for this issue or is there something which is missing? I would be very grateful for any solutions. Below is my code: My buffer class package com.Com813cw; import java.text.DateFormat; import java.text.SimpleDateFormat; /** * Created by Rory on 10/08/2014. */ class Buffer { private int contents, count = 0, process = 200; private int totalRam = 1000; private boolean available = false; private long start, end, wait, request = 0; private DateFormat time = new SimpleDateFormat("ss:SSS"); public int avWaitTime =0; public void average(){ System.out.println("Average Application Request wait time: "+ time.format(request/count)); } public synchronized int get() { while (process <= 500) { try { wait(); } catch (InterruptedException e) { } } process -= 200; System.out.println("CPU After Process " + process); notifyAll(); return contents; } public synchronized void put(int value) { if (process <= 500) { process += value; } else { start = System.currentTimeMillis(); try { wait(); } catch (InterruptedException e) { } end = System.currentTimeMillis(); wait = end - start; count++; request += wait; System.out.println("Application Request Wait Time: " + time.format(wait)); process += value; contents = value; calcWait(wait, count); } notifyAll(); } public void calcWait(long wait, int count){ this.avWaitTime = (int) (wait/count); } public void printWait(){ System.out.println("Wait time is " + time.format(this.avWaitTime)); } } My spotify class package com.Com813cw; import java.sql.Timestamp; /** * Created by Rory on 11/08/2014. */ class Spotify extends Thread { private Buffer buffer; private int number; private int bytes = 250; public Spotify(Buffer c, int number) { buffer = c; this.number = number; } long startTime = System.currentTimeMillis(); public void run() { for (int i = 0; i < 20; i++) { buffer.put(bytes); System.out.println(getName() + this.number + " put: " + bytes + " bytes "); try { sleep(1000); } catch (InterruptedException e) { } } long endTime = System.currentTimeMillis(); long timeTaken = endTime - startTime; java.util.Date date = new java.util.Date(); System.out.println("-----------------------------"); System.out.println("Spotify has finished executing."); System.out.println("Time taken to execute was " + timeTaken + " milliseconds"); System.out.println("Time that Spotify thread exited Buffer was " + new Timestamp(date.getTime())); System.out.println("-----------------------------"); } } My BubbleWitch class package com.Com813cw; import java.lang.*; import java.lang.System; import java.sql.Timestamp; /** * Created by Rory on 10/08/2014. */ class BubbleWitch2 extends Thread { private Buffer buffer; private int number; private int bytes = 100; public BubbleWitch2(Buffer c, int number) { buffer = c; this.number=number ; } long startTime = System.currentTimeMillis(); public void run() { for (int i = 0; i < 10; i++) { buffer.put(bytes); System.out.println(getName() + this.number + " put: " + bytes + " bytes "); try { sleep(1000); } catch (InterruptedException e) { } } long endTime = System.currentTimeMillis(); long timeTaken = endTime - startTime; java.util.Date date = new java.util.Date(); System.out.println("-----------------------------"); System.out.println("BubbleWitch2 has finished executing."); System.out.println("Time taken to execute was " +timeTaken+ " milliseconds"); System.out.println("Time Bubblewitch2 thread exited Buffer was " + new Timestamp(date.getTime())); System.out.println("-----------------------------"); } } My Test class package com.Com813cw; /** * Created by Rory on 10/08/2014. */ public class ProducerConsumerTest { public static void main(String[] args) throws InterruptedException { Buffer c = new Buffer(); BubbleWitch2 p1 = new BubbleWitch2(c,1); Processor c1 = new Processor(c, 1); Spotify p2 = new Spotify(c, 2); SystemManagement p3 = new SystemManagement(c, 3); SecurityUpdate p4 = new SecurityUpdate(c, 4, p1, p2, p3); p1.setName("BubbleWitch2 "); p2.setName("Spotify "); p3.setName("System Management "); p4.setName("Security Update "); p1.setPriority(10); p2.setPriority(10); p3.setPriority(10); p4.setPriority(5); c1.start(); p1.start(); p2.start(); p3.start(); p4.start(); p2.join(); p3.join(); p4.join(); c.average(); System.exit(0); } } My security update package com.Com813cw; import java.lang.*; import java.lang.System; import java.sql.Timestamp; /** * Created by Rory on 11/08/2014. */ class SecurityUpdate extends Thread { private Buffer buffer; private int number; private int bytes = 150; private int process = 0; public SecurityUpdate(Buffer c, int number, BubbleWitch2 bubbleWitch2, Spotify spotify, SystemManagement systemManagement) throws InterruptedException { buffer = c; this.number = number; bubbleWitch2.join(); spotify.join(); systemManagement.join(); } long startTime = System.currentTimeMillis(); public void run() { for (int i = 0; i < 15; i++) { buffer.put(bytes); System.out.println(getName() + this.number + " put: " + bytes + " bytes"); try { sleep(1500); } catch (InterruptedException e) { } } long endTime = System.currentTimeMillis(); long timeTaken = endTime - startTime; java.util.Date date = new java.util.Date(); System.out.println("-----------------------------"); System.out.println("Security Update has finished executing."); System.out.println("Time taken to execute was " + timeTaken + " milliseconds"); System.out.println("Time that SecurityUpdate thread exited Buffer was " + new Timestamp(date.getTime())); System.out.println("------------------------------"); } } I'd be grateful as I said for any help as this is the last and most frustrating obstacle.

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  • How to implement a simple queue properly?

    - by Stephen Hsu
    The current Go library doesn't provide the queue container. To implement a simple queue, I use circle array as the underlying data structure. It follows algorithms mentioned in TAOCP: Insert Y into queue X: X[R]<-Y; R<-(R+1)%M; if R=F then OVERFLOW. Delete Y from queue X: if F=R then UNDERFLOW; Y<-X[F]; F<-(F+1) % M. F: Front, R: Rear, M: Array length. Following is the code: package main import ( "fmt" ) type Queue struct { len int head, tail int q []int } func New(n int) *Queue { return &Queue{n, 0, 0, make([]int, n)} } func (p *Queue) Enqueue(x int) bool { p.q[p.tail] = x p.tail = (p.tail + 1) % p.len return p.head != p.tail } func (p *Queue) Dequeue() (int, bool) { if p.head == p.tail { return 0, false } x := p.q[p.head] p.head = (p.head + 1) % p.len return x, true } func main() { q := New(10) for i := 1; i < 13; i++ { fmt.Println(i, q.Enqueue(i)) } fmt.Println() for i := 1; i < 13; i++ { fmt.Println(q.Dequeue()) } } But the output is obviously wrong: 1 true 2 true 3 true 4 true 5 true 6 true 7 true 8 true 9 true 10 false 11 true 12 true 11 true 12 true 0 false 0 false 0 false 0 false 0 false 0 false 0 false 0 false 0 false 0 false I think I need one more field to make the code work properly. What do you suggest?

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  • custom grid style in silverlight 4

    - by Archie
    Hello, I want to set background of a grid using a style. I style I'm setting the Background Property of the grid. But I have a border filled with LinearGradientFill and a Path which also has LinearGradientFill in it. But I'm not able to combine both. Below is sample code. I want to create it as a style. <Grid> <Border BorderBrush="Black" BorderThickness="2"> <Border.Background> <LinearGradientBrush EndPoint="1,0.5" StartPoint="0,0.5"> <GradientStop Color="Black" Offset="0.953" /> <GradientStop Color="White" Offset="0" /> </LinearGradientBrush> </Border.Background> </Border> <Path Data="M 0,0 C 0,620 10,10 560,0" Height="60" VerticalAlignment="Top"> <Path.Fill> <LinearGradientBrush EndPoint="1,0.5" StartPoint="0,0.5"> <GradientStop Color="Black" Offset="0" /> <GradientStop Color="White" Offset="0.779" /> </LinearGradientBrush> </Path.Fill> </Path> </Grid> It gives me an error as The Property 'Value' is set more than once. Can anyone help me with it? Thanks.

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  • error: invalid type argument of '->' (have 'struct node')

    - by Roshan S.A
    Why cant i access the pointer "Cells" like an array ? i have allocated the appropriate memory why wont it act like an array here? it works like an array for a pointer of basic data types. #include<stdio.h> #include<stdlib.h> #include<ctype.h> #define MAX 10 struct node { int e; struct node *next; }; typedef struct node *List; typedef struct node *Position; struct Hashtable { int Tablesize; List Cells; }; typedef struct Hashtable *HashT; HashT Initialize(int SIZE,HashT H) { int i; H=(HashT)malloc(sizeof(struct Hashtable)); if(H!=NULL) { H->Tablesize=SIZE; printf("\n\t%d",H->Tablesize); H->Cells=(List)malloc(sizeof(struct node)* H->Tablesize); should it not act like an array from here on? if(H->Cells!=NULL) { for(i=0;i<H->Tablesize;i++) the following lines are the ones that throw the error { H->Cells[i]->next=NULL; H->Cells[i]->e=i; printf("\n %d",H->Cells[i]->e); } } } else printf("\nError!Out of Space"); } int main() { HashT H; H=Initialize(10,H); return 0; } The error I get is as in the title-error: invalid type argument of '->' (have 'struct node').

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  • How to add a new Stage to my default stage?

    - by Raigomaru
    I want to add a new Stage called field to the default stage (i need to place different elements on it later). And then i want to add a bitmap called myBitmap to the field. But nothing happens. I don't understand what should i do... var field:Stage = new Stage(); field.x = 200; field.y = 200; field.width = 300; field.height = 300; stage.addChild(field); var bdWidth:Number = 100; var bdHeight:Number = 100; var bdTransparent:Boolean = true; var bdFillColorARGB:uint = 0xFF007090; var myBitmapData:BitmapData = new BitmapData(bdWidth, bdHeight, bdTransparent, bdFillColorARGB); var myBitmap:Bitmap = new Bitmap(myBitmapData); myBitmap.x = 10; myBitmap.y = 10; field.addChild(myBitmap);

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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  • Lazy loading is not working for one to many

    - by Shire
    Any 1-M that use the primary key of the parent table, but any 1-M that uses a different column does not work. It generates the SQL correctly, but put the value of the key into the SQL instead of the column value I want. Example mapping: public TemplateMap() { Table("IMPORT"); LazyLoad(); Id(x => x.ImportId).Column("IMPORT_ID").GeneratedBy.Assigned(); Map(x => x.ImportSetId).Column("IMPORTSET_ID"); HasMany(x => x.GoodChildren) .Access.CamelCaseField() .KeyColumns.Add("IMPORT_ID") .Cascade.Delete() .Inverse(); HasMany(x => x.BadChildren) .Access.CamelCaseField() .KeyColumns.Add("IMPORTSET_ID") .Cascade.Delete() .Inverse(); } Lazy loading works for GoodChildren, but not for BadChildren. The SQL statement is correct for both children. But the wrong values are use. If the value of IMPORT_ID is 10 and the value of IMPORTSET_ID is 12. The value 10 will be used for the IMPORTSET_ID in the SQL for BadChildren instead of 12. Anyone have any ideas what I need to change to get BadChildren to work correctly? Note: GoodChildren links to IMPORT_ID on Template BadChildren links to IMPORTSET_ID on Template

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  • Return 0 where django quersyet is none

    - by gramware
    I have a django queryset in my views whose values I pack before passing to my template. There is a problem when the queryset returns none since associated values are not unpacked. the quersyet is called comments. Here is my views.py def forums(request ): post_list = list(forum.objects.filter(child='0')&forum.objects.filter(deleted='0').order_by('postDate')) user = UserProfile.objects.get(pk=request.session['_auth_user_id']) newpostform = PostForm(request.POST) deletepostform = PostDeleteForm(request.POST) DelPostFormSet = modelformset_factory(forum, exclude=('child','postSubject','postBody','postPoster','postDate','childParentId')) readform = ReadForumForm(request.POST) comments =list( forum.objects.filter(deleted='0').filter(child='1').order_by('childParentId').values('childParentId').annotate(y=Count('childParentId'))) if request.user.is_staff== True : staff = 1 else: staff = 0 staffis = 1 if newpostform.is_valid(): topic = request.POST['postSubject'] poster = request.POST['postPoster'] newpostform.save() return HttpResponseRedirect('/forums') else: newpostform = PostForm(initial = {'postPoster':user.id}) if request.GET: form = SearchForm(request.GET) if form.is_valid(): query = form.cleaned_data['query'] post_list = list((forum.objects.filter(child='0')&forum.objects.filter(deleted='0')&forum.objects.filter(Q(postSubject__icontains=query)|Q(postBody__icontains=query)|Q(postDate__icontains=query)))or(forum.objects.filter(deleted='0')&forum.objects.filter(Q(postSubject__icontains=query)|Q(postBody__icontains=query)|Q(postDate__icontains=query)).values('childParentId'))) if request.method == 'POST': delpostformset = DelPostFormSet(request.POST) if delpostformset.is_valid(): delpostformset.save() return HttpResponseRedirect('/forums') else: delpostformset = DelPostFormSet(queryset=forum.objects.filter(child='0', deleted='0')) """if readform.is_valid(): user=get_object_or_404(UserProfile.objects.all()) readform.save() else: readform = ReadForumForm()""" post= zip( post_list,comments, delpostformset.forms) paginator = Paginator(post, 10) # Show 10 contacts per page # Make sure page request is an int. If not, deliver first page. try: page = int(request.GET.get('page', '1')) except ValueError: page = 1 # If page request (9999) is out of range, deliver last page of results. try: post = paginator.page(page) except (EmptyPage, InvalidPage): post = paginator.page(paginator.num_pages) return render_to_response('forum.html', {'post':post, 'newpostform': newpostform,'delpost':delpostformset, 'username':user.username, 'comments':comments, 'user':user, },context_instance = RequestContext( request ))

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  • Unable to use certain Fonts programatically in ASP.Net

    - by TooFat
    I am trying to programatically create a bitmap with a specified font in ASP.Net. The idea is that the text, font name, size color etc. will be passed in from variables and a bitmap of the text using the font etc will be returned. However, I have been finding that I am only able to do so using the following code with certain fonts. <div> <% string fontName = "Segoe Script"; //Change Font here System.Drawing.Bitmap bmp = new System.Drawing.Bitmap(100, 100); System.Drawing.Graphics graph = System.Drawing.Graphics.FromImage(bmp); System.Drawing.Font fnt = new System.Drawing.Font(fontName, 20); System.Drawing.SolidBrush brush = new System.Drawing.SolidBrush(System.Drawing.Color.Red); graph.DrawString("Help", fnt, brush, new System.Drawing.Point(10, 10)); bmp.Save(@"C:\Development\Path\image1.bmp"); this.Image1.ImageUrl = "http://mysite/Images/image1.bmp"; %> <asp:Label ID="Label1" runat="server" Text="Label" Font-Names="Segoe Script"> <%Response.Write("Help"); %></asp:Label> //Change font here <asp:Image ID="Image1" runat="server" /> </div> If I change the font name in the areas indicated by the comments to Arial or Verdana both the image and the label appear with the correct font. If however, I change the font name in both locations to something "Segoe Script" the Label will show up in Segoe Script but the image is in what looks like Arial.

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  • Accept All Cookies via HttpClient

    - by Vinay
    So this is currently how my app is set up: 1.) Login Activity. 2.) Once logged in, other activities may be fired up that use PHP scripts that require the cookies sent from logging in. I am using one HttpClient across my app to ensure that the same cookies are used, but my problem is that I am getting 2 of the 3 cookies rejected. I do not care about the validity of the cookies, but I do need them to be accepted. I tried setting the CookiePolicy, but that hasn't worked either. This is what logcat is saying: 11-26 10:33:57.613: WARN/ResponseProcessCookies(271): Cookie rejected: "[version: 0] [name: cookie_user_id][value: 1][domain: www.trackallthethings.com][path: trackallthethings][expiry: Sun Nov 25 11:33:00 CST 2012]". Illegal path attribute "trackallthethings". Path of origin: "/mobile-api/login.php" 11-26 10:33:57.593: WARN/ResponseProcessCookies(271): Cookie rejected: "[version: 0][name: cookie_session_id][value: 1985208971][domain: www.trackallthethings.com][path: trackallthethings][expiry: Sun Nov 25 11:33:00 CST 2012]". Illegal path attribute "trackallthethings". Path of origin: "/mobile-api/login.php" I am sure that my actual code is correct (my app still logs in correctly, just doesn't accept the aforementioned cookies), but here it is anyway: HttpGet httpget = new HttpGet(//MY URL); HttpResponse response; response = Main.httpclient.execute(httpget); HttpEntity entity = response.getEntity(); InputStream in = entity.getContent(); BufferedReader reader = new BufferedReader(new InputStreamReader(in)); StringBuilder sb = new StringBuilder(); From here I use the StringBuilder to simply get the String of the response. Nothing fancy. I understand that the reason my cookies are being rejected is because of an "Illegal path attribute" (I am running a script at /mobile-api/login.php whereas the cookie will return with a path of just "/" for trackallthethings), but I would like to accept the cookies anyhow. Is there a way to do this?

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  • Matlab GUI - How to get the previous value entered from a callback function?

    - by Graham
    Hi, I know that this is probably a simple problem but I am new to Matlab GUI's and basically want to get the old value which used to be stored in the text box to replace the value which has just been entered. E.g. Text box contains a valid string, User enters invalid string, Callback func, validates input and realises new input is an error and reverts to the old previous value. How should this be implemented or done? Atm I am just using the get and set property values. Below is some sample code: function sampledist_Callback(hObject, eventdata, handles) % hObject handle to sampledist (see GCBO) % eventdata reserved - to be defined in a future version of MATLAB % handles structure with handles and user data (see GUIDATA) % Hints: get(hObject,'String') returns contents of sampledist as text % str2double(get(hObject,'String')) returns contents of sampledist as a double input = str2double(get(hObject,'String')); if(input < 0 || input > 500) errordlg('Sampled Dist. must be > 0 and < 500','Sample Dist - Input Error'); set(handles.sampledist,'String',['10']); %<--- I would like this value 10 to be the previous entry! guidata(hObject,handles); else set(handles.sampledist,'String',['',input]); guidata(hObject,handles); end

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  • Extracting function declarations from a PHP file

    - by byronh
    I'm looking to create an on-site API reference for my framework and application. Basically, say I have a class file model.class.php: class Model extends Object { ... code here ... // Separates results into pages. // Returns Paginator object. final public function paginate($perpage = 10) { ... more code here ... } } and I want to be able to generate a reference that my developers can refer to quickly in order to know which functions are available to be called. They only need to see the comments directly above each function and the declaration line. Something like this (similar to a C++ header file): // Separates results into pages. // Returns Paginator object. final public function paginate($perpage = 10); I've done some research and this answer looked pretty good (using Reflection classes), however, I'm not sure how I can keep the comments in. Any ideas? EDIT: Sorry, but I want to keep the current comment formatting. Myself and the people who are working on the code hate the verbosity associated with PHPDocumentor. Not to mention a comment-rewrite of the entire project would take years, so I want to preserve just the // comments in plaintext.

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  • Binding not working correctly in silverlight

    - by Harsh Maurya
    I am using a DataGrid in my silverlight project which contains a custom checkbox column. I have binded its command property with a property of my ViewModel class. Now, the problem is that I want to send the "selected item" of DataGrid through the command paramter for which I have written the following code : <sdk:DataGrid AutoGenerateColumns="False" Margin="10,0,10,0" Name="dataGridOrders" ItemsSource="{Binding OrderList}" Height="190"> <sdk:DataGrid.Columns> <sdk:DataGridTemplateColumn Header="Select"> <sdk:DataGridTemplateColumn.CellTemplate> <DataTemplate> <CheckBox> <is:Interaction.Triggers> <is:EventTrigger EventName="Checked"> <is:InvokeCommandAction Command="{Binding Source={StaticResource ExecutionTraderHomePageVM},Path=OrderSelectedCommand,Mode=TwoWay}" CommandParameter="{Binding ElementName=dataGridOrders,Path=SelectedItem}" /> </is:EventTrigger> <is:EventTrigger EventName="Unchecked"> <is:InvokeCommandAction Command="{Binding Source={StaticResource ExecutionTraderHomePageVM},Path=OrderSelectedCommand,Mode=TwoWay}" CommandParameter="{Binding ElementName=dataGridOrders,Path=SelectedItem}" /> </is:EventTrigger> </is:Interaction.Triggers> </CheckBox> But I am always getting null in the parameter of my command's execute method. I have tried with other properties of DataGrid such as Width, ActualHeight e.t.c. but of no use. What am I missing here ?

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  • In Corona SDK the background image always cover other images

    - by user1446126
    I'm currently making a tower defense game with Corona SDK. However, while I'm making the gaming scene, The background scene always cover the monster spawn, I've tried background:toBack() ,however it's doesn't work.Here is my code: module(..., package.seeall) function new() local localGroup = display.newGroup(); local level=require(data.levelSelected); local currentDes = 1; monsters_list = display.newGroup() --The background local bg = display.newImage ("image/levels/1/bg.png"); bg.x = _W/2;bg.y = _H/2; bg:toBack(); --generate the monsters function spawn_monster(kind) local monster=require("monsters."..kind); newMonster=monster.new() --read the spawn(starting point) in level, and spawn the monster there newMonster.x=level.route[1][1];newMonster.y=level.route[1][2]; monsters_list:insert(newMonster); localGroup:insert(monsters_list); return monsters_list; end function move(monster,x,y) -- Using pythagoras to calauate the moving distace, Hence calauate the time consumed according to speed transition.to(monster,{time=math.sqrt(math.abs(monster.x-x)^2+math.abs(monster.y-y)^2)/(monster.speed/30),x=x, y=y, onComplete=newDes}) end function newDes() currentDes=currentDes+1; end --moake monster move according to the route function move_monster() for i=1,monsters_list.numChildren do move(monsters_list[i],200,200); print (currentDes); end end function agent() spawn_monster("basic"); end --Excute function above. timer2 = timer.performWithDelay(1000,agent,10); timer.performWithDelay(100,move_monster,-1); timer.performWithDelay(10,update,-1); move_monster(); return localGroup; end and the monster just stuck at the spawn point and stay there. but, When i comment these 3 lines of code: --local bg = display.newImage ("image/levels/1/bg.png"); --bg.x = _W/2;bg.y = _H/2; --bg:toBack(); The problem disappear Any ideas??Thanks for helping

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  • Rails ActionCaching with Memcached fragment hit but action gets called anyway

    - by baldtrol
    Hi stackoverflow. I'm running into something strange. I'm using memcached with a caches_action setup. I'm doing this in 4 different controllers. In two of them, it works flawlessly (so far), though admittedly those two controllers are less complicated than the two in which it doesn't seem to work. I'm doing something like this: caches_action :index, :expires_in => 6.hours, :cache_path => Proc.new {|controller| controller.send(:generate_cache_path) }, :layout => false, :if => Proc.new { |c| c.request.format.js? } The intention behind the above is to cache some results that are dependent on the params. my :generate_cache_path method just takes into account some params and session vars and creates a unique key for memcached. I can see in memcached -vv that this is working. What's weird is that I get my request from the rails app for a given key, and I see memcached (with -vv) get the request and send back the response. But then my action runs anyway, and a new value is then set for the same key, even when all the same params are given. I can watch it happen. In the controllers where everything is working, the request is made for the fragment, it gets it, and the action in the controller is halted, and the fragment is passed back. These lines come from the exact same request: Cached fragment hit: views/items/?page=1&rp=10&srtn=created_at&srto=DESC.js And then: Cached fragment miss: views/items/?page=1&rp=10&srtn=created_at&srto=DESC.js I don't know what to make of it, or if I'm doing something stupid. Any help or ideas where I could start looking for trouble would be greatly appreciated.

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  • Should my validator have access to my entire model?

    - by wb
    As the title states I'm wondering if it's a good idea for my validation class to have access to all properties from my model. Ideally, I would like to do that because some fields require 10+ other fields to verify whether it is valid or not. I could but would rather not have functions with 10+ parameters. Or would that make the model and validator too coupled with one another? Here is a little example of what I mean. This code however does not work because it give an infinite loop! Class User Private m_UserID Private m_Validator Public Sub Class_Initialize() End Sub Public Property Let Validator(value) Set m_Validator = value m_Validator.Initialize(Me) End Property Public Property Get Validator() Validator = m_Validator End Property Public Property Let UserID(value) m_UserID = value End property Public Property Get UserID() UserID = m_Validator.IsUserIDValid() End property End Class Class Validator Private m_User Public Sub Class_Initialize() End Sub Public Sub Initialize(value) Set m_User = value End Sub Public Function IsUserIDValid() IsUserIDValid = m_User.UserID > 13 End Function End Class Dim mike : Set mike = New User mike.UserID = 123456 mike.Validator = New Validator Response.Write mike.UserID If I'm right and it is a good idea, how can I go a head and fix the infinite loop with the get property UserID? Thank you.

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  • Hashtable is that fast

    - by Costa
    Hi s[0]*31^(n-1) + s[1]*31^(n-2) + ... + s[n-1]. Is the hash function of the java string, I assume the rest of languages is similar or close to this implementation. If we have hash-Table and a list of 50 elements. each element is 7 chars ABCDEF1, ABCDEF2, ABCDEF3..... ABCDEFn If each bucket of hashtable contains 5 strings (I think this function will make it one string per bucket, but let us assume it is 5). If we call col.Contains("ABCDEFn"); // will do 6 comparisons and discover the difference on the 7th. The hash-table will take around 70 operations (multiplication and additions) to get the hashcode and to compare with 5 strings in bucket. and BANG it found. For list it will take around 300 comparisons to find it. for the case that there is only 10 elements, the list will take around 70 operations but the Hashtable will take around 50 operations. and note that hashtable operations are more time consuming (it is multiplications). I conclude that HybirdDictionary in .Net probably is the best choice for that most cases that require Hashtable with unknown size, because it will let me use a list till the list becomes more than 10 elements. still need something like HashSet rather than a Dictionary of keys and values, I wonder why there is no HybirdSet!! So what do u think? Thanks

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  • Delphi: Center Specific Line in TRichEdit by Scrolling

    - by Anagoge
    I have a Delphi 2007 TRichEdit with several lines in it. I want to scroll the richedit vertically such that a specific line number if approximately centered in the visible/display area of the richedit. For example, I want to write the code for CenterLineInRichEdit in this example: procedure CenterLineInRichEdit(Edit: TRichEdit; LineNum: Integer); begin ... Edit.ScrollTo(...); end; procedure TForm1.FormCreate(Sender: TObject); var REdit: TRichEdit; i: Integer; begin REdit := TRichEdit.Create(Self); REdit.Parent := Self; Redit.ScrollBars := ssVertical; REdit.SetBounds(10, 10, 200, 150); for i := 1 to 25 do REdit.Lines.Add('This is line number ' + IntToStr(i)); CenterLineInRichEdit(REdit, 13); end; I looked into using the WM_VSCROLL message, and it allows scrolling up/down one line, etc. but not scrolling to center a specific line. I assume I would need to calculate the line height, the display area height, etc? Or is there an easier way?

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  • PyGTK: Trouble with size of ScrolledWindow

    - by canavanin
    Hi everyone! I am using PyGTK and the gtk.Assistant. On one page I have placed a treeview (one column, just strings) in a gtk.ScrolledWindow (I wanted the vertical scrollbar, since the list contains about 35 items). Everything is working fine; the only thing that bugs me is that I have not been able to figure out from the documentation how to set the size of the scrolled window. Currently only three items are displayed at a time; I would like to set this number to 10 or so. Below is the code. As you can see I have tried using a gtk.Adjustment to influence the scrolled window's size, but as - once more - I have been incompetent at retrieving the required info from the documentation, I don't actually know what values should be put into there. self.page7 = gtk.VBox() # The gtk.Adjustment: page_size = gtk.Adjustment(lower=10, page_size=100) # just used some arbitrary numbers here >_< scrolled_win = gtk.ScrolledWindow(page_size) scrolled_win.set_policy(gtk.POLICY_AUTOMATIC, gtk.POLICY_AUTOMATIC) # only display scroll bars when required self.character_traits_treeview = gtk.TreeView() self.character_traits_treestore = gtk.TreeStore(str) self.character_traits_treeview.set_model(self.character_traits_treestore) tc = gtk.TreeViewColumn("Character traits") self.character_traits_treeview.append_column(tc) cr = gtk.CellRendererText() tc.pack_start(cr, True) tc.add_attribute(cr, "text", 0) self.character_trait_selection = self.character_traits_treeview.get_selection() self.character_trait_selection.connect('changed', self.check_number_of_character_trait_selections) self.character_trait_selection.set_mode(gtk.SELECTION_MULTIPLE) self.make_character_traits_treestore() # adding the treeview to the scrolled window: scrolled_win.add(self.character_traits_treeview) self.page7.pack_start(scrolled_win, False, False, 0) self.assistant.append_page(self.page7) self.assistant.set_page_title(self.page7, "Step 7: Select 2-3 character traits") self.assistant.set_page_type(self.page7, gtk.ASSISTANT_PAGE_CONTENT) self.assistant.set_page_complete(self.page7, False) def check_number_of_character_trait_selections(self, blah): # ... def make_character_traits_treestore(self): # ... I know I should RTFM, but as I can't make head or tail of it, and as further searching, too, has been to no avail, I'm just hoping that someone on here can give me a hint. Thanks a lot in advance! PS: Here are the links to: the gtk.ScrolledWindow documentation the gtk.Adjustment documentation

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  • A feeling that I'm not that good developer

    - by Karim
    Hi, Im having a strange feeling, but let me first introduce myself as a software developer. I started to program when I was still a kid, I had about 10 or 11 years. I really enjoy my work and never get bored from it. It's amazing how somebody could be paid for what he really likes to do and would be doing it anyway even for free. WHen I first started to program, I was feeling proud of what I was doing, each application I built was for me a success and after 2-3 year I had a feeling that I'm a coding guru. It was a nice feeling ;-) But the more I was in the field, the more types of software I started to develop I was starting to have a feeling that I'm completely wrong in that I'm guru. I felt that I'm not even a mediocre developer. Each new field I start to work on is giving me this feeling. Like when I once developed a device driver for a client, I saw how much I need to learn about device drivers. When I developed a video filter for an application, I saw how much do I still need to learn about DirectShow, Color Spaces, and all the theory behind that. The worst thing was when I started to learn algorithms. It was several years ago. I knew then the basic structures and algorithms like the sorting, some types of trees, some hashtables, strings etc.. and when I really wanted to learn a group of structures I learned about 5-6 new types and saw that in fact even this small group has several hundred subtypes of structures. It's depressing how little time people have in their lives to learn all this stuff. I'm now a software developer with about 10 years of experience and I still feel that I'm not a proficient developer when I think about things that others do in the industry. Is this normal what I'm experiencing or is it a sign of a destructive excessive ambition? Thanks in advance for any comments.

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  • C ] How can I handle weird errors from calculating acos / sin / atan2?

    - by Phrixus
    Has anyone seen this weird value while handling sin / cos/ tan / acos.. math stuff? ===THE WEIRD VALUE=== -1.#IND00 ===================== void inverse_pos(double x, double y, double& theta_one, double& theta_two) { // Assume that L1 = 350 and L2 = 250 double B = sqrt(x*x + y*y); double angle_beta = atan2(y, x); double angle_alpha = acos((L2*L2 - B*B - L1*L1) / (-2*B*L1)); theta_one = angle_beta + angle_alpha; theta_two = atan2((y-L1*sin(theta_one)), (x-L1*cos(theta_one))); } This is the code I was working on. In a particular condition - like when x & y are 10 & 10, this code stores -1.#IND00 into theta_one & theta_two. It doesn't look like either characters or numbers :( Without a doubt, atan2 / acos / stuff are the problems. But the problem is, try and catch doesn't work either cuz those double variables have successfully stored some values in them. Moreover, the following calculations never complain about it and never break the program! I'm thinking of forcing to use this value somehow and make the entire program crash... So that I can catch this error.. Except for that idea, I have no idea how I should check whether these theta_one and theta_two variables have stored this crazy values. Any good ideas? Thank you in advance..

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  • How can I define a verb in J that applies a different verb alternately to each atom in a list?

    - by Gregory Higley
    Imagine I've defined the following name in J: m =: >: i. 2 4 5 This looks like the following: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 I want to create a monadic verb of rank 1 that applies to each list in this list of lists. It will double (+:) or add 1 (>:) to each alternate item in the list. If we were to apply this verb to the first row, we'd get 2 3 6 5 10. It's fairly easy to get a list of booleans which alternate with each item, e.g., 0 1 $~{:$ m gives us 0 1 0 1 0. I thought, aha! I'll use something like +:`>: @. followed by some expression, but I could never quite get it to work. Any suggestions? UPDATE The following appears to work, but perhaps it can be refactored into something more elegant by a J pro. poop =: monad define (($ y) $ 0 1 $~{:$ y) ((]+:)`(]:) @. [)"0 y )

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