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  • Python elegant inverse function of int(string,base)

    - by random guy
    python allows conversions from string to integer using any base in the range [2,36] using: int(string,base) im looking for an elegant inverse function that takes an integer and a base and returns a string for example >>> str_base(224,15) 'ee' i have the following solution: def digit_to_char(digit): if digit < 10: return chr(ord('0') + digit) else: return chr(ord('a') + digit - 10) def str_base(number,base): if number < 0: return '-' + str_base(-number,base) else: (d,m) = divmod(number,base) if d: return str_base(d,base) + digit_to_char(m) else: return digit_to_char(m) note: digit_to_char() works for bases <= 169 arbitrarily using ascii characters after 'z' as digits for bases above 36 is there a python builtin, library function, or a more elegant inverse function of int(string,base) ?

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  • Converting WAR to EAR and other Glassfish stories

    - by Random
    Hello! I am really new in this so I hopefully don't make any terrible mistake. I apologize before hand if I have. In my project I was using tomcat and deploying WAR files. But now some bosses wants to deploy EAR files. So there we go. I first downloaded Glassfish (don't know if it's the apropiate application server for a newbie like me), instaled it and all (I even deployed the hello.war in the autodeploy _< ). Then prepared an EAR file. From what I know, I just need to create an Enterprise Application Project in Eclipse and add to the module my war file. This changes the application.xml file automatically (thanks eclipse project!). So I exported it to an EAR file and uploaded it to the glassfish server. Wonders of wonders, it doesn't work. I also tried deploying the old WAR file in this new shiny glassfish but it goes on http-404 not found error. The glassfish seems to say that my project is not in ~/domains/domain1/docroot. By the way I am using windows and I am aware of some problems between glassfish and windows due to some updating open files or such. So I have to questions: First, Am I doing the EAR package correctly? Second, Do I need to do some especial configuration to the glassfish server to deploy EAR and WAR files? Thanks!

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  • Trouble getting QMainWindow to scroll

    - by random
    A minimal example: class MainWindow(QtGui.QMainWindow): def __init__(self, parent = None): QtGui.QMainWindow.__init__(self, parent) winWidth = 683 winHeight = 784 screen = QtGui.QDesktopWidget().availableGeometry() screenCenterX = (screen.width() - winWidth) / 2 screenCenterY = (screen.height() - winHeight) / 2 self.setGeometry(screenCenterX, screenCenterY, winWidth, winHeight) layout = QtGui.QVBoxLayout() layout.addWidget(FormA()) mainWidget = QtGui.QWidget() mainWidget.setLayout(layout) self.setCentralWidget(mainWidget) FormA is a QFrame with a VBoxLayout that can expand to an arbitrary number of entries. In the code posted above, if the entries in the forms can't fit in the window then the window itself grows. I'd prefer for the window to become scrollable. I've also tried the following... replacing mainWidget = QtGui.QWidget() mainWidget.setLayout(layout) self.setCentralWidget(mainWidget) with mainWidget = QtGui.QScrollArea() mainWidget.setLayout(layout) self.setCentralWidget(mainWidget) results in the forms and entries shrinking if they can't fit in the window. Replacing it with mainWidget = QtGui.QWidget() mainWidget.setLayout(layout) scrollWidget = QtGui.QScrollArea() scrollWidget.setWidget(mainWidget) self.setCentralWidget(scrollWidget) results in the mainwidget (composed of the forms) being scrunched in the top left corner of the window, leaving large blank areas on the right and bottom of it, and still isn't scrollable. I can't set a limit on the size of the window because I wish for it to be resizable. How can I make this window scrollable?

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  • Python: What's a correct and good way to implement __hash__()?

    - by random-name
    What's a correct and good way to implement hash()? I am talking about the function that returns a hashcode that is then used to insert objects into hashtables aka dictionaries. As hash() returns an integer and is used for "binning" objects into hashtables I assume that the values of the returned integer should be uniformly distributed for common data (to minimize collisions). What's a good practice to get such values? Are collisions a problem? In my case I have a small class which acts as a container class holding some ints, some floats and a string.

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  • Music and Mathematics. Finding the natural scale generator. The best way?

    - by Alfonso de la Osa
    Hi! I wrote this post Music and Mathematics, finding the Natural and the Pentatonic scales. Is a method to find the Natural scale. I want to discuss it and find if its true. This is the code of the reasoning in js. <script> var c = 12/7; var tot = 0; var scale = []; while(tot < (14 - c)){ tot += c; scale.push(Math.round(tot)); } if(scale.length == 8){ document.write(scale + " " + c + "<br />"); } </script>

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  • XNA 3D model collision is inaccurate

    - by Daniel Lopez
    I am creating a classic game in 3d that deals with asteriods and you have to shoot them and avoid being hit from them. I can generate the asteroids just fine and the ship can shoot bullets just fine. But the asteroids always hit the ship even it doesn't look they are even close. I know 2D collision very well but not 3D so can someone please shed some light to my problem. Thanks in advance. Code For ModelRenderer: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { class ModelRenderer { private float aspectratio; private Model model; private Vector3 camerapos; private Vector3 modelpos; private Matrix rotationy; float radiansy = 0; private bool isalive; public ModelRenderer(Model m, float AspectRatio, Vector3 initial_pos, Vector3 initialcamerapos) { isalive = true; model = m; if (model.Meshes.Count == 0) { throw new Exception("Invalid model because it contains zero meshes!"); } modelpos = initial_pos; camerapos = initialcamerapos; aspectratio = AspectRatio; return; } public float RadiusOfSphere { get { return model.Meshes[0].BoundingSphere.Radius; } } public BoundingBox BoxBounds { get { return BoundingBox.CreateFromSphere(model.Meshes[0].BoundingSphere); } } public BoundingSphere SphereBounds { get { return model.Meshes[0].BoundingSphere; } } public Vector3 CameraPosition { set { camerapos = value; } get { return camerapos; } } public bool IsAlive { get { return isalive; } } public Vector3 ModelPosition { set { modelpos = value; } get { return modelpos; } } public void RotateY(float radians) { radiansy += radians; rotationy = Matrix.CreateRotationY(radiansy); } public Matrix RotationY { set { rotationy = value; } get { return rotationy; } } public float AspectRatio { set { aspectratio = value; } get { return aspectratio; } } public void Kill() { isalive = false; } public void Draw(float scale) { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } public void Draw() { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } } Code For Game1: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; int score = 0, lives = 5; SpriteBatch spriteBatch; GameState gstate = GameState.OnMenuScreen; Menu menu = new Menu(Color.Yellow, Color.White); SpriteFont font; Texture2D background; ModelRenderer ship; Model b, a; List<ModelRenderer> bullets = new List<ModelRenderer>(); List<ModelRenderer> asteriods = new List<ModelRenderer>(); float time = 0.0f; int framecount = 0; SoundEffect effect; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 796; graphics.ApplyChanges(); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); font = Content.Load<SpriteFont>("Fonts\\Lucida Console"); background = Content.Load<Texture2D>("Textures\\B1_stars"); Model p1 = Content.Load<Model>("Models\\p1_wedge"); b = Content.Load<Model>("Models\\pea_proj"); a = Content.Load<Model>("Models\\asteroid1"); effect = Content.Load<SoundEffect>("Audio\\tx0_fire1"); ship = new ModelRenderer(p1, GraphicsDevice.Viewport.AspectRatio, new Vector3(0, 0, 0), new Vector3(0, 0, 9000)); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState state = Keyboard.GetState(PlayerIndex.One); switch (gstate) { case GameState.OnMenuScreen: { if (state.IsKeyDown(Keys.Enter)) { switch (menu.SelectedChoice) { case MenuChoices.Play: { gstate = GameState.GameStarted; break; } case MenuChoices.Exit: { this.Exit(); break; } } } if (state.IsKeyDown(Keys.Down)) { menu.MoveSelectedMenuChoiceDown(gameTime); } else if(state.IsKeyDown(Keys.Up)) { menu.MoveSelectedMenuChoiceUp(gameTime); } else { menu.KeysReleased(); } break; } case GameState.GameStarted: { foreach (ModelRenderer bullet in bullets) { if (bullet.ModelPosition.X < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.Z < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.X > (ship.ModelPosition.Z - 4000) && bullet.ModelPosition.Z > (ship.ModelPosition.Z - 4000)) { bullet.ModelPosition += (bullet.RotationY.Forward * 120); } else if (collidedwithasteriod(bullet)) { bullet.Kill(); } else { bullet.Kill(); } } foreach (ModelRenderer asteroid in asteriods) { if (ship.SphereBounds.Intersects(asteroid.BoxBounds)) { lives -= 1; asteroid.Kill(); // This always hits no matter where the ship goes. } else { asteroid.ModelPosition -= (asteroid.RotationY.Forward * 50); } } for (int index = 0; index < asteriods.Count; index++) { if (asteriods[index].IsAlive == false) { asteriods.RemoveAt(index); } } for (int index = 0; index < bullets.Count; index++) { if (bullets[index].IsAlive == false) { bullets.RemoveAt(index); } } if (state.IsKeyDown(Keys.Left)) { ship.RotateY(0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Right)) { ship.RotateY(-0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Up)) { ship.ModelPosition += (ship.RotationY.Forward * 50); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Space)) { time += gameTime.ElapsedGameTime.Milliseconds; if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0.0f; } if ((framecount % 60) == 0) { createasteroid(); framecount = 0; } framecount++; break; } } base.Update(gameTime); } void firebullet() { if (bullets.Count < 3) { ModelRenderer bullet = new ModelRenderer(b, GraphicsDevice.Viewport.AspectRatio, ship.ModelPosition, new Vector3(0, 0, 9000)); bullet.RotationY = ship.RotationY; bullets.Add(bullet); } } void createasteroid() { if (asteriods.Count < 2) { Random random = new Random(); float z = random.Next(-13000, -11000); float x = random.Next(-9000, -8000); Random random2 = new Random(); int degrees = random.Next(0, 45); float radians = MathHelper.ToRadians(degrees); ModelRenderer asteroid = new ModelRenderer(a, GraphicsDevice.Viewport.AspectRatio, new Vector3(x, 0, z), new Vector3(0,0, 9000)); asteroid.RotateY(radians); asteriods.Add(asteroid); } } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (gstate) { case GameState.OnMenuScreen: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); menu.DrawMenu(ref spriteBatch, font, new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2) - new Vector2(50f), 100f); spriteBatch.End(); break; } case GameState.GameStarted: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.DrawString(font, "Score: " + score.ToString() + "\nLives: " + lives.ToString(), Vector2.Zero, Color.White); spriteBatch.End(); ship.Draw(); foreach (ModelRenderer bullet in bullets) { bullet.Draw(); } foreach (ModelRenderer asteroid in asteriods) { asteroid.Draw(0.1f); } break; } } base.Draw(gameTime); } bool collidedwithasteriod(ModelRenderer bullet) { foreach (ModelRenderer asteroid in asteriods) { if (bullet.SphereBounds.Intersects(asteroid.BoxBounds)) { score += 10; asteroid.Kill(); return true; } } return false; } } } }

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  • IDEA modular problem (jsp)

    - by Jeriho
    I have project in with 2 separate modules(frontend and backend, first depends on second). When I'm trying to access backend code from frontend code, things going fine. Things turn for the worse when I do the same from jsp. This is stacktrase for simple accessign bean <jsp:useBean id="mybean" class="backend.main.MyBean" scope="request"></jsp:useBean> org.apache.jasper.JasperException: /results.jsp(9,0) The value for the useBean class attribute backend.main.MyBean is invalid. org.apache.jasper.compiler.DefaultErrorHandler.jspError(DefaultErrorHandler.java:40) org.apache.jasper.compiler.ErrorDispatcher.dispatch(ErrorDispatcher.java:407) org.apache.jasper.compiler.ErrorDispatcher.jspError(ErrorDispatcher.java:148) org.apache.jasper.compiler.Generator$GenerateVisitor.visit(Generator.java:1220) org.apache.jasper.compiler.Node$UseBean.accept(Node.java:1178) org.apache.jasper.compiler.Node$Nodes.visit(Node.java:2361) org.apache.jasper.compiler.Node$Visitor.visitBody(Node.java:2411) org.apache.jasper.compiler.Node$Visitor.visit(Node.java:2417) org.apache.jasper.compiler.Node$Root.accept(Node.java:495) org.apache.jasper.compiler.Node$Nodes.visit(Node.java:2361) org.apache.jasper.compiler.Generator.generate(Generator.java:3416) org.apache.jasper.compiler.Compiler.generateJava(Compiler.java:231) org.apache.jasper.compiler.Compiler.compile(Compiler.java:347) org.apache.jasper.compiler.Compiler.compile(Compiler.java:327) org.apache.jasper.compiler.Compiler.compile(Compiler.java:314) org.apache.jasper.JspCompilationContext.compile(JspCompilationContext.java:589) org.apache.jasper.servlet.JspServletWrapper.service(JspServletWrapper.java:317) org.apache.jasper.servlet.JspServlet.serviceJspFile(JspServlet.java:313) org.apache.jasper.servlet.JspServlet.service(JspServlet.java:260) javax.servlet.http.HttpServlet.service(HttpServlet.java:717) And this error will appear if I try to access regular class: An error occurred at line: 12 in the jsp file: /results.jsp backend.main.RegularClass cannot be resolved to a type Stacktrace: org.apache.jasper.compiler.DefaultErrorHandler.javacError(DefaultErrorHandler.java:92) org.apache.jasper.compiler.ErrorDispatcher.javacError(ErrorDispatcher.java:330) org.apache.jasper.compiler.JDTCompiler.generateClass(JDTCompiler.java:439) org.apache.jasper.compiler.Compiler.compile(Compiler.java:349) org.apache.jasper.compiler.Compiler.compile(Compiler.java:327) org.apache.jasper.compiler.Compiler.compile(Compiler.java:314) org.apache.jasper.JspCompilationContext.compile(JspCompilationContext.java:589) org.apache.jasper.servlet.JspServletWrapper.service(JspServletWrapper.java:317) org.apache.jasper.servlet.JspServlet.serviceJspFile(JspServlet.java:313) org.apache.jasper.servlet.JspServlet.service(JspServlet.java:260) javax.servlet.http.HttpServlet.service(HttpServlet.java:717) Sorry for so many stacktraces.

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  • NHibernate HiLo generation and SQL 2005/8 Schemas

    - by Kirk Clawson
    I have an issue on my hands that I've spent several days searching for an answer to no avail... We're using HiLo Id generation, and everything seems to be working fine, as long as the entity table is in the same schema as the hibernate_unique_key table. The table structure is pretty simple. I have my hi value table in the db as dbo.hibernate_unique_key. Several entity table are also in the dbo schema, and they work without issue. Then we have tables under the "Contact" schema (such as Contact.Person and Contact.Address). In the Person Mapping file: <class name="Person" table="Person" schema="Contact"> <id name="Id" unsaved-value="0"> <generator class="hilo"> <param name="max_lo">100</param> </generator> </id> ... When I try to insert a Person entity, I get an error of "Invalid object name 'Contact.hibernate_unique_key'. That error is certainly clear enough. So I add: <param name="schema">dbo</param> to my mapping file/generator element. Now, when the SessionFactory is built, I get a "An item with the same key has already been added." error. So now I'm a bit stuck. I can't leave the HiLo generator without a schema, because it picks up the schema from the Class, and I can't specify the schema because it's already been added (presumably because it's my "default_schema" as identified in my XML cfg file). Am I completely hosed here? Must I either A) Keep all my tables in the dbo schema or B) Create a separate HiLo Key table for each unique schema in the DB? Neither of those scenarios is particularly palatable for my application, so I'm hoping that I can "fix" my mapping files to address this issue.

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  • nHibernate Self Join Mapping

    - by kmoo01
    Hi Guys, This is probably incredibly simple, but I just cant see the wood for the trees at the moment. For brevity, I would like to model a word object, that has related words to it (synonyms), In doing so I could have the following mappings: <class name="Word" table="bs_word"> <id name="Id" column="WordId" type="Int32" unsaved-value="-1"> <generator class="native"> <param name="sequence"></param> </generator> </id> <property name="Key" column="word" type="String" length="50" /> <many-to-one name="SynonymGroup" class="BS.Core.Domain.Synonym, BS.Core" column="SynonymId" lazy="false"/> <class name="Synonym" table="bs_Synonym"> <id name="Id" column="SynonymId" type="Int32" unsaved-value="-1"> <generator class="native"> <param name="sequence"></param> </generator> </id> <property name="Alias" column="Alias" type="String" length="50" /> <bag name="Words" cascade="none" lazy="false" inverse="true"> <key column="SynonymId" /> <one-to-many class="Word" /> </bag> Mapping it like this would mean for a given word, I can access related words (synonyms) like this: word.SynonymGroup.Words However I would like to know if it is possible to map a bag of objects on an instance of a word object...if that makes sense, so I can access the related words like this: word.Words I've tried playing around with the map element, and composite elements, all to no avail - so I was wondering if some kind person could point me in the right direction? ta, kmoo01

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  • How to migrate primary key generation from "increment" to "hi-lo"?

    - by Bevan
    I'm working with a moderate sized SQL Server 2008 database (around 120 tables, backups are around 4GB compressed) where all the table primary keys are declared as simple int columns. At present, primary key values are generated by NHibernate with the increment identity generator, which has worked well thus far, but precludes moving to a multiprocessing environment. Load on the system is growing, so I'm evaluating the work required to allow the use of multiple servers accessing a common database backend. Transitioning to the hi-lo generator seems to be the best way forward, but I can't find a lot of detail about how such a migration would work. Will NHibernate automatically create rows in the hi-lo table for me, or do I need to script these manually? If NHibernate does insert rows automatically, does it properly take account of existing key values? If NHibernate does take care of thing automatically, that's great. If not, are there any tools to help? Update NHibernate's increment identifier generator works entirely in-memory. It's seeded by selecting the maximum value of used identifiers from the table, but from that point on allocates new values by a simple increment, without reference back to the underlying database table. If any other process adds rows to the table, you end up with primary key collisions. You can run multiple threads within the one process just fine, but you can't run multiple processes. For comparison, the NHibernate identity generator works by configuring the database tables with identity columns, putting control over primary key generation in the hands of the database. This works well, but compromises the unit of work pattern. The hi-lo algorithm sits inbetween these - generation of primary keys is coordinated through the database, allowing for multiprocessing, but actual allocation can occur entirely in memory, avoiding problems with the unit of work pattern.

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  • Is there "good" PRNG generating values without hidden state?

    - by actual
    I need some good pseudo random number generator that can be computed like a pure function from its previous output without any state hiding. Under "good" I mean: I must be able to parametrize generator in such way that running it for 2^n iterations with any parameters should cover all or almost all values between 0 and 2^n - 1, where n is the number of bits in output value. Combined generator output of n + p bits must cover all or almost all values between 0 and 2^(n + p) - 1 if I run it for 2^n iterations for every possible combination of its parameters, where p is the number of bits in parameters. For example, LCG can be computed like a pure function and it can meet first condition, but it can not meet second one. Say, we have 32-bit generator, m = 2^32 and it is constant, our p = 64 (two 32-bit parameters a and c), n + p = 96, so we must peek data by three ints from output to meet second condition. Unfortunately, condition can not be meet because of strictly alternating sequence of odd and even ints in output. To overcome this, hidden state must be introduced, but that makes function not pure and breaks first condition (period become much longer). Am I wanting too much?

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  • OpenGL/SharpGL - Points only on -near surface of Ortho projection?

    - by FTLPhysicsGuy
    When you create points using three dimensions for each point and you use an Ortho projection to view the points, would there be a reason that only the points on the -near surface would appear? For example, if you use (the SharpGL method) gl.Ortho(0, width, height, 0, -10, 10), only the points at z=10 (because the near surface is at -10) actually show up. I'm currently using SharpGL - but I'm hoping the issue I'm having isn't with that particular implementation/library. EDIT: I'm adding the code below that demonstrates the issue. Note that this example requires SharpGL and is in fact a modification of a WPF sample project that comes with the current SharpGL source code (the original sample project is called TwoDSample). The project requires a MainWindow.xaml and a MainWindow.xaml.cs. Here's the xaml: <Window x:Class="TwoDSample.MainWindow" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="MainWindow" Height="350" Width="525" xmlns:my="clr-namespace:SharpGL.WPF;assembly=SharpGL.WPF"> <Grid> <my:OpenGLControl Name="openGLControl1" OpenGLDraw="openGLControl1_OpenGLDraw" OpenGLInitialized="openGLControl1_OpenGLInitialized" Resized="openGLControl1_Resized"/> </Grid> </Window> Here is the code behind: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Windows; using System.Windows.Controls; using System.Windows.Data; using System.Windows.Documents; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Imaging; using System.Windows.Navigation; using System.Windows.Shapes; using SharpGL.Enumerations; namespace TwoDSample { /// <summary> /// Interaction logic for MainWindow.xaml /// </summary> public partial class MainWindow : Window { public MainWindow() { InitializeComponent(); } // NOTE: I use this to restrict the openGLControl1_OpenGLDraw method to // drawing only once after m_drawCount is set to zero; int m_drawCount = 0; private void openGLControl1_OpenGLDraw(object sender, SharpGL.SceneGraph.OpenGLEventArgs args) { // NOTE: Only draw once after m_drawCount is set to zero if (m_drawCount < 1) { // Get the OpenGL instance. var gl = args.OpenGL; gl.Color(1f, 0f, 0f); gl.PointSize(2.0f); // Draw 10000 random points. gl.Begin(BeginMode.Points); Random random = new Random(); for (int i = 0; i < 10000; i++) { double x = 10 + 400 * random.NextDouble(); double y = 10 + 400 * random.NextDouble(); double z = (double)random.Next(-10, 0); // Color the point according to z value gl.Color(0f, 0f, 1f); // default to blue if (z == -10) gl.Color(1f, 0f, 0f); // Red for z = -10 else if (z == -1) gl.Color(0f, 1f, 0f); // Green for z = -1 gl.Vertex(x, y, z); } gl.End(); m_drawCount++; } } private void openGLControl1_OpenGLInitialized(object sender, SharpGL.SceneGraph.OpenGLEventArgs args) { } private void openGLControl1_Resized(object sender, SharpGL.SceneGraph.OpenGLEventArgs args) { // NOTE: force the draw routine to happen again when resize occurs m_drawCount = 0; // Get the OpenGL instance. var gl = args.OpenGL; // Create an orthographic projection. gl.MatrixMode(MatrixMode.Projection); gl.LoadIdentity(); // NOTE: Basically no matter what I do, the only points I see are those at // the "near" surface (with z = -zNear)--in this case, I only see green points gl.Ortho(0, openGLControl1.ActualWidth, openGLControl1.ActualHeight, 0, 1, 10); // Back to the modelview. gl.MatrixMode(MatrixMode.Modelview); } } }

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  • How to get image's coordinate on JPanel

    - by Jessy
    This question is related to my previous question http://stackoverflow.com/questions/2376027/how-to-generate-cartesian-coordinate-x-y-from-gridbaglayout I have successfully get the coordinate of each pictures, however when I checked the coordinate through (System.out.println) and the placement of the images on the screen, it seems to be wrong. e.g. if on the screen it was obvious that the x point of the first picture is on cell 2 which is on coordinate of 20, but the program shows x=1. Here is part of the code: public Grid (){ setPreferredSize(new Dimension(600,600)); .... setLayout(new GridBagLayout()); GridBagConstraints gc = new GridBagConstraints(); gc.weightx = 1d; gc.weighty = 1d; gc.insets = new Insets(0, 0, 0, 0);//top, left, bottom, and right gc.fill = GridBagConstraints.BOTH; JLabel[][] label = new JLabel[ROWS][COLS]; Random rand = new Random(); // fill the panel with labels for (int i=0;i<IMAGES;i++){ ImageIcon icon = createImageIcon("myPics.jpg"); int r, c; do{ //pick random cell which is empty r = (int)Math.floor(Math.random() * ROWS); c = (int)Math.floor(Math.random() * COLS); } while (label[r][c]!=null); //randomly scale the images int x = rand.nextInt(50)+30; int y = rand.nextInt(50)+30; Image image = icon.getImage().getScaledInstance(x,y, Image.SCALE_SMOOTH); icon.setImage(image); JLabel lbl = new JLabel(icon); // Instantiate GUI components gc.gridx = r; gc.gridy = c; add(lbl, gc); //add(component, constraintObj); label[r][c] = lbl; } I checked the coordinate through this code: Component[] components = getComponents(); for (Component component : components) { System.out.println(component.getBounds()); }

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  • vtk glyphs 3D, indenpently color and rotation

    - by user3684219
    I try to display thanks to vtk (python wrapper) several glyphs in a scene with each their own colour and rotation. Unfortunately, just the rotation (using vtkTensorGlyph) is taken in consideration by vtk. Reversely, just color is taken in consideration when I use a vtkGlyph3D. Here is a ready to use piece of code with a vtkTensorGlyph. Each cube should have a random color but there all will be in the same color. I read and read again the doc of vtk but I found no solution. Thanks in advance for any idea #!/usr/bin/env python # -*- coding: utf-8 -*- import vtk import scipy.linalg as sc import random as ra import numpy as np import itertools points = vtk.vtk.vtkPoints() # where to locate each glyph in the scene tensors = vtk.vtkDoubleArray() # rotation for each glyph tensors.SetNumberOfComponents(9) colors = vtk.vtkUnsignedCharArray() # should be the color for each glyph colors.SetNumberOfComponents(3) # let's make 10 cubes in the scene for i in range(0, 50, 5): points.InsertNextPoint(i, i, i) # position of a glyph colors.InsertNextTuple3(ra.randint(0, 255), ra.randint(0, 255), ra.randint(0, 255) ) # pick random color rot = list(itertools.chain(*np.reshape(sc.orth(np.random.rand(3, 3)).transpose(), (1, 9)).tolist())) # random rotation matrix (row major) tensors.InsertNextTuple9(*rot) polydata = vtk.vtkPolyData() # create the polydatas polydata.SetPoints(points) polydata.GetPointData().SetTensors(tensors) polydata.GetPointData().SetScalars(colors) cubeSource = vtk.vtkCubeSource() cubeSource.Update() glyphTensor = vtk.vtkTensorGlyph() glyphTensor.SetColorModeToScalars() # is it really work ? try: glyphTensor.SetInput(polydata) except AttributeError: glyphTensor.SetInputData(polydata) glyphTensor.SetSourceConnection(cubeSource.GetOutputPort()) glyphTensor.ColorGlyphsOn() # should not color all cubes independently ? glyphTensor.ThreeGlyphsOff() glyphTensor.ExtractEigenvaluesOff() glyphTensor.Update() # next is usual vtk code mapper = vtk.vtkPolyDataMapper() mapper.SetInputConnection(glyphTensor.GetOutputPort()) actor = vtk.vtkActor() actor.SetMapper(mapper) ren = vtk.vtkRenderer() ren.SetBackground(0.2, 0.5, 0.3) ren.AddActor(actor) renwin = vtk.vtkRenderWindow() renwin.AddRenderer(ren) iren = vtk.vtkRenderWindowInteractor() iren.SetInteractorStyle(vtk.vtkInteractorStyleTrackballCamera()) iren.SetRenderWindow(renwin) renwin.Render() iren.Initialize() renwin.Render() iren.Start()

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  • Creating a protected link

    - by user303907
    Is there a way to create a protected download link which is random, expiry, requires a password and pointing to a specific file in C# that is associated with IIS 7.0? Several random links can link to the same file. Built-in codes or perhaps 3rd party libraries? For example, http://www.example.com/<some random gibberish>/<md5 of file>/file.jpg

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  • Best practice for assigning A/B test variation based on IP address

    - by mojones
    I am starting to write some code for A/B testing in a Grails web application. I want to ensure that requests from the same IP address always see the same variation. Rather than store a map of IP-variant, is it OK to simply turn the IP address into an integer by removing the dots, then use that as the seed for a random number generator? The following is taking place in a Grails Filter: def ip = request.remoteAddr def random = new Random(ip.replaceAll(/\./, '').toInteger()) def value = random.nextBoolean() session.assignment = value // value should always be the same for a given IP address I know that identifying users by IP address is not reliable, and I will be using session variables/cookies as well, but this seems to be useful for the case where we have a new session, and no cookies set (or the user has cookies disabled).

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  • Recursive XSLT, part 2

    - by Eric
    Ok, following on from my question here. Lets say my pages are now like this: A.xml: <page> <header>Page A</header> <content-a>Random content for page A</content-a> <content-b>More of page A's content</content-b> <content-c>More of page A's content</content-c> <!-- This doesn't keep going: there are a predefined number of sections --> </page> B.xml: <page include="A.xml"> <header>Page B</header> <content-a>Random content for page B</content-a> <content-b>More of page B's content</content-b> <content-c>More of page B's content</content-c> </page> C.xml: <page include="B.xml"> <header>Page C</header> <content-a>Random content for page C</content-a> <content-b>More of page C's content</content-b> <content-c>More of page C's content</content-c> </page> After the transform (on C.xml), I'd like to end up with this: <h1>Page C</h1> <div> <p>Random content for page C</p> <p>Random content for page B</p> <p>Random content for page A</p> </div> <div> <p>More of page C's content</p> <p>More of page B's content</p> <p>More of page A's content</p> </div> <div> <p>Yet more of page C's content</p> <p>Yet more of page B's content</p> <p>Yet more of page A's content</p> </div> I know that I can use document(@include) to include another document. However, the recursion is a bit beyond me. How would I go about writing such a transform?

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  • Python/Biophysics- Trying to code a simple stochastic simulation!

    - by user359597
    Hey guys- I'm trying to figure out what to make of the following code- this is not the clear, intuitive python I've been learning. Was it written in C or something then wrapped in a python fxn? The code I wrote (not shown) is using the same math, but I couldn't figure out how to write a conditional loop. If anyone could explain/decipher/clean this up, I'd be really appreciative. I mean- is this 'good' python- or does it look funky? I'm brand new to this- but it's like the order of the fxns is messed up? I understand Gillespie's- I've successfully coded several simpler simulations. So in a nutshell- good code-(pythonic)? order? c? improvements? am i being an idiot? The code shown is the 'answer,' to the following question from a biophysics text (petri-net not shown and honestly not necessary to understand problem): "In a programming language of your choice, implement Gillespie’s First Reaction Algorithm to study the temporal behaviour of the reaction A---B in which the transition from A to B can only take place if another compound, C, is present, and where C dynamically interconverts with D, as modelled in the Petri-net below. Assume that there are 100 molecules of A, 1 of C, and no B or D present at the start of the reaction. Set kAB to 0.1 s-1 and both kCD and kDC to 1.0 s-1. Simulate the behaviour of the system over 100 s." def sim(): # Set the rate constants for all transitions kAB = 0.1 kCD = 1.0 kDC = 1.0 # Set up the initial state A = 100 B = 0 C = 1 D = 0 # Set the start and end times t = 0.0 tEnd = 100.0 print "Time\t", "Transition\t", "A\t", "B\t", "C\t", "D" # Compute the first interval transition, interval = transitionData(A, B, C, D, kAB, kCD, kDC) # Loop until the end time is exceded or no transition can fire any more while t <= tEnd and transition >= 0: print t, '\t', transition, '\t', A, '\t', B, '\t', C, '\t', D t += interval if transition == 0: A -= 1 B += 1 if transition == 1: C -= 1 D += 1 if transition == 2: C += 1 D -= 1 transition, interval = transitionData(A, B, C, D, kAB, kCD, kDC) def transitionData(A, B, C, D, kAB, kCD, kDC): """ Returns nTransition, the number of the firing transition (0: A->B, 1: C->D, 2: D->C), and interval, the interval between the time of the previous transition and that of the current one. """ RAB = kAB * A * C RCD = kCD * C RDC = kDC * D dt = [-1.0, -1.0, -1.0] if RAB > 0.0: dt[0] = -math.log(1.0 - random.random())/RAB if RCD > 0.0: dt[1] = -math.log(1.0 - random.random())/RCD if RDC > 0.0: dt[2] = -math.log(1.0 - random.random())/RDC interval = 1e36 transition = -1 for n in range(len(dt)): if dt[n] > 0.0 and dt[n] < interval: interval = dt[n] transition = n return transition, interval if __name__ == '__main__': sim()

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  • Help needed in grokking password hashes and salts

    - by javafueled
    I've read a number of SO questions on this topic, but grokking the applied practice of storing a salted hash of a password eludes me. Let's start with some ground rules: a password, "foobar12" (we are not discussing the strength of the password). a language, Java 1.6 for this discussion a database, postgreSQL, MySQL, SQL Server, Oracle Several options are available to storing the password, but I want to think about one (1): Store the password hashed with random salt in the DB, one column Found on SO and elsewhere is the automatic fail of plaintext, MD5/SHA1, and dual-columns. The latter have pros and cons MD5/SHA1 is simple. MessageDigest in Java provides MD5, SHA1 (through SHA512 in modern implementations, certainly 1.6). Additionally, most RDBMSs listed provide methods for MD5 encryption functions on inserts, updates, etc. The problems become evident once one groks "rainbow tables" and MD5 collisions (and I've grokked these concepts). Dual-column solutions rest on the idea that the salt does not need to be secret (grok it). However, a second column introduces a complexity that might not be a luxury if you have a legacy system with one (1) column for the password and the cost of updating the table and the code could be too high. But it is storing the password hashed with a random salt in single DB column that I need to understand better, with practical application. I like this solution for a couple of reasons: a salt is expected and considers legacy boundaries. Here's where I get lost: if the salt is random and hashed with the password, how can the system ever match the password? I have theory on this, and as I type I might be grokking the concept: Given a random salt of 128 bytes and a password of 8 bytes ('foobar12'), it could be programmatically possible to remove the part of the hash that was the salt, by hashing a random 128 byte salt and getting the substring of the original hash that is the hashed password. Then re hashing to match using the hash algorithm...??? So... any takers on helping. :) Am I close?

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  • Select Table Rows by Grouping them Adjacent to each Other using XPath

    - by Adnan Yaseen
    I am not clear how to express my problem correctly in the question so forgive me if I am not able to properly convey my problem. I have following data. <tr class="header">Random Value 1</tr> <tr class="item">1</tr> <tr class="item">2</tr> <tr class="item">3</tr> <tr class="header">Random Value 2</tr> <tr class="item">4</tr> <tr class="item">5</tr> <tr class="item">6</tr> <tr class="header">Random Value 3</tr> <tr class="item">7</tr> <tr class="item">8</tr> <tr class="item">9</tr> What I want to acheive is that I want to select the with class header. I have achieved this by using the following line of code, HtmlNodeCollection headerNodes = doc.DocumentNode.SelectNodes("//tr[@class='header']"); Now I have all the header rows in the collection. Now I loop through all the header nodes and I want to get the table rows which are adjacent to the respective header rows. foreach (HtmlNode node in headerNodes) { HtmlNodeCollection itemNodes = ??? } My question is that what I should write here so that for header row with text "Random Value 1" I get the item rows 1,2 and 3. Similarly for header row with text "Random Value 2" I get the item row 4,5 and 6 and so on.

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  • non static method cannot be referenced from a static context.

    - by David
    First some code: import java.util.*; ... class TicTacToe { ... public static void main (String[]arg) { Random Random = new Random() ; toerunner () ; // this leads to a path of methods that eventualy gets us to the rest of the code } ... public void CompTurn (int type, boolean debug) { ... boolean done = true ; int a = 0 ; while (!done) { a = Random.nextInt(10) ; if (debug) { int i = 0 ; while (i<20) { System.out.print (a+", ") ; i++; }} if (possibles[a]==1) done = true ; } this.board[a] = 2 ; } ... } //to close the class Here is the error message: TicTacToe.java:85: non-static method nextInt(int) cannot be referenced from a static context a = Random.nextInt(10) ; ^ What exactly went wrong? What does that error message "non static method cannot be referenced from a static context" mean?

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  • How to determine position (x,y) relative to the page of every character inside spans through javascript?

    - by Fernando
    This is as simple as I can get. I will have several spans randomly positioned on the screen through something like: $(".hidden:first").css('-webkit-transform','rotate('+((0.5-Math.random())*40)+'deg)'); $(".hidden:first").animate({ left: '+=' + (((screen.width-800-224)/2) + Math.random()*800), top: '+=' + (50+Math.random()*600) } [...] and later on I would like to iterate through every char of every of those elements (that are randomly position and have random rotation), and I would need to discover the (x,y) position of every character on the screen so I can colorize it, forming certain draws according to certain functions. Is this easily achievable? I am really inexperienced at javascript. Thanks. Fernando.

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  • My first c# app and first null object exception

    - by Fresheyeball
    Total noob here. This is my first c# attempt, its a console application that simulates a drinking game called 'Left Right Center'. In the console I receive the following: CONSOLE Unhandled Exception: System.NullReferenceException: Object reference not set to an instance of an object at LeftRightCenter.MainClass.Main (System.String[] args) [0x00038] in /Users/apple/Projects/LearningC/LearningC/Main.cs:80 [ERROR] FATAL UNHANDLED EXCEPTION: System.NullReferenceException: Object reference not set to an instance of an object at LeftRightCenter.MainClass.Main (System.String[] args) [0x00038] in /Users/apple/Projects/LearningC/LearningC/Main.cs:80 C# using System; namespace LeftRightCenter { class Player { //fields private int _quarters = 4; public int Quarters { get{ return _quarters; } set{ _quarters += value; } } public Player (string name) { } } class Dice { Random random = new Random(); public int Roll () { random = new Random (); int diceSide; diceSide = random.Next (0, 6); diceSide = (diceSide > 2) ? 3 : diceSide; return diceSide; } } class MainClass { static int activePlayer = 0; static int theCup = 0; static Player[] thePlayers = { new Player ("Jessica"), new Player ("Isaac"), new Player ("Ed"), new Player ("Bella"), new Player ("Elisa"), new Player ("Fake RedHead"), new Player ("Linda"), new Player ("MJ"), new Player ("Irene"), new Player("Devin") }; static Dice[] theDice = new Dice[2]; private static void MoveQuarter (int direction) { int numberOfPlayers = thePlayers.Length - 1; switch (direction) { case 0: thePlayers [activePlayer].Quarters = -1; theCup++; break; case 1: thePlayers [activePlayer].Quarters = -1; int leftPlayer = (activePlayer == 0) ? numberOfPlayers : activePlayer - 1; thePlayers [leftPlayer].Quarters = +1; break; case 2: thePlayers [activePlayer].Quarters = -1; int rightPlayer = (activePlayer == numberOfPlayers) ? 0 : activePlayer + 1; thePlayers [rightPlayer].Quarters = +1; break; } } public static void Main (string[] args) { int cupEndPoint = thePlayers.Length * 4 - 1; while (theCup < cupEndPoint) { foreach (Dice rattle in theDice) { if (thePlayers [activePlayer].Quarters > 0) { MoveQuarter (rattle.Roll ()); // this line seems to be the problem } } Console.WriteLine ("{0} Quarters In the Cup", theCup); } } } } I have no idea what the problem is or why, and my googling have proven more use confusing than helpful.

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  • C++ ofstream cannot write to file....

    - by user69514
    Hey I am trying to write some numbers to a file, but when I open the file it is empty. Can you help me out here? Thanks. /** main function **/ int main(){ /** variables **/ RandGen* random_generator = new RandGen; int random_numbers; string file_name; /** ask user for quantity of random number to produce **/ cout << "How many random number would you like to create?" << endl; cin >> random_numbers; /** ask user for the name of the file to store the numbers **/ cout << "Enter name of file to store random number" << endl; cin >> file_name; /** now create array to store the number **/ int random_array [random_numbers]; /** file the array with random integers **/ for(int i=0; i<random_numbers; i++){ random_array[i] = random_generator -> randInt(-20, 20); cout << random_array[i] << endl; } /** open file and write contents of random array **/ const char* file = file_name.c_str(); ofstream File(file); /** write contents to the file **/ for(int i=0; i<random_numbers; i++){ File << random_array[i] << endl; } /** close the file **/ File.close(); return 0; /** END OF PROGRAM **/ }

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  • Python/Biomolecular Physics- Trying to code a simple stochastic simulation of a system exhibiting co

    - by user359597
    *edited 6/17/10 I'm trying to understand how to improve my code (make it more pythonic). Also, I'm interested in writing more intuitive 'conditionals' that would describe scenarios that are commonplace in biochemistry. The conditional criteria in the below program is explained in Answer #2, but I am not satisfied with it- it is correct, but isn't obvious and isn't easy to implement for more complicated conditional scenarios. Ideas welcome. Comments/criticisms welcome. First posting experience @ stackoverflow- please comment on etiquette if needed. The code generates a list of values that are the solution to the following exercise: "In a programming language of your choice, implement Gillespie’s First Reaction Algorithm to study the temporal behaviour of the reaction A---B in which the transition from A to B can only take place if another compound, C, is present, and where C dynamically interconverts with D, as modelled in the Petri-net below. Assume that there are 100 molecules of A, 1 of C, and no B or D present at the start of the reaction. Set kAB to 0.1 s-1 and both kCD and kDC to 1.0 s-1. Simulate the behaviour of the system over 100 s." def sim(): # Set the rate constants for all transitions kAB = 0.1 kCD = 1.0 kDC = 1.0 # Set up the initial state A = 100 B = 0 C = 1 D = 0 # Set the start and end times t = 0.0 tEnd = 100.0 print "Time\t", "Transition\t", "A\t", "B\t", "C\t", "D" # Compute the first interval transition, interval = transitionData(A, B, C, D, kAB, kCD, kDC) # Loop until the end time is exceded or no transition can fire any more while t <= tEnd and transition >= 0: print t, '\t', transition, '\t', A, '\t', B, '\t', C, '\t', D t += interval if transition == 0: A -= 1 B += 1 if transition == 1: C -= 1 D += 1 if transition == 2: C += 1 D -= 1 transition, interval = transitionData(A, B, C, D, kAB, kCD, kDC) def transitionData(A, B, C, D, kAB, kCD, kDC): """ Returns nTransition, the number of the firing transition (0: A->B, 1: C->D, 2: D->C), and interval, the interval between the time of the previous transition and that of the current one. """ RAB = kAB * A * C RCD = kCD * C RDC = kDC * D dt = [-1.0, -1.0, -1.0] if RAB > 0.0: dt[0] = -math.log(1.0 - random.random())/RAB if RCD > 0.0: dt[1] = -math.log(1.0 - random.random())/RCD if RDC > 0.0: dt[2] = -math.log(1.0 - random.random())/RDC interval = 1e36 transition = -1 for n in range(len(dt)): if dt[n] > 0.0 and dt[n] < interval: interval = dt[n] transition = n return transition, interval if __name__ == '__main__': sim()

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