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  • Trying to calculate the 10001st prime number in Java.

    - by user247679
    Greetings. I am doing Problem 7 from Project Euler. What I am supposed to do is calculate the 10001st prime number. (A prime number being a number that is only divisible by itself and one.) Here is my current program: public class Problem7 { public static void main(String args []){ long numberOfPrimes = 0; long number = 2; while (numberOfPrimes < 10001){ if(isPrime(number)){ numberOfPrimes++; } number++; } System.out.println("10001st prime: "+ number); } public static boolean isPrime(long N) { if (N <= 1) return false; else return Prime(N,N-1); } public static boolean Prime(long X,long Y) { if (Y == 1) return true; else if (X % Y == 0) return false; else return Prime(X, Y-1); } } It works okay with finding, say the 100th prime number, but when I enter very large numbers such as 10001 it causes a stack overflow. Does anyone know of a way to fix this? Thanks for reading my problem!

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  • Quickly determine if a number is prime in Python for numbers < 1 billion

    - by Frór
    Hi, My current algorithm to check the primality of numbers in python is way to slow for numbers between 10 million and 1 billion. I want it to be improved knowing that I will never get numbers bigger than 1 billion. The context is that I can't get an implementation that is quick enough for solving problem 60 of project Euler: I'm getting the answer to the problem in 75 seconds where I need it in 60 seconds. http://projecteuler.net/index.php?section=problems&id=60 I have very few memory at my disposal so I can't store all the prime numbers below 1 billion. I'm currently using the standard trial division tuned with 6k±1. Is there anything better than this? Do I already need to get the Rabin-Miller method for numbers that are this large. primes_under_100 = [2, 3, 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41, 43, 47, 53, 59, 61, 67, 71, 73, 79, 83, 89, 97] def isprime(n): if n <= 100: return n in primes_under_100 if n % 2 == 0 or n % 3 == 0: return False for f in range(5, int(n ** .5), 6): if n % f == 0 or n % (f + 2) == 0: return False return True How can I improve this algorithm?

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  • Sum of even fibonacci numbers

    - by user300484
    This is a Project Euler problem. If you don't want to see candidate solutions don't look here. Hello you all! im developping an application that will find the sum of all even terms of the fibonacci sequence. The last term of this sequence is 4,000,000 . There is something wrong in my code but I cannot find the problem since it makes sense to me. Can you please help me? using System.Collections.Generic; using System.Linq; using System.Text; namespace ConsoleApplication1 { class Program { static void Main(string[] args) { long[] arr = new long [1000000] ; long i= 2; arr[i-2]=1; arr[i-1]=2; long n= arr[i]; long s=0; for (i=2 ; n <= 4000000; i++) { arr[i] = arr[(i - 1)] + arr[(i - 2)]; } for (long f = 0; f <= arr.Length - 1; f++) { if (arr[f] % 2 == 0) s += arr[f]; } Console.Write(s); Console.Read(); } } }

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  • Parse int to string with stringstream

    - by SoulBeaver
    Well! I feel really stupid for this question, and I wholly don't mind if I get downvoted for this, but I guess I wouldn't be posting this if I had not at least made an earnest attempt at looking for the solution. I'm currently working on Euler Problem 4, finding the largest palindromic number of two three-digit numbers [100..999]. As you might guess, I'm at the part where I have to work with the integer I made. I looked up a few sites and saw a few standards for converting an Int to a String, one of which included stringstream. So my code looked like this: // tempTotal is my int value I want converted. void toString( int tempTotal, string &str ) { ostringstream ss; // C++ Standard compliant method. ss << tempTotal; str = ss.str(); // Overwrite referenced value of given string. } and the function calling it was: else { toString( tempTotal, store ); cout << loop1 << " x " << loop2 << "= " << store << endl; } So far, so good. I can't really see an error in what I've written, but the output gives me the address to something. It stays constant, so I don't really know what the program is doing there. Secondly, I tried .ToString(), string.valueOf( tempTotal ), (string)tempTotal, or simply store = temptotal. All refused to work. When I simply tried doing an implicit cast with store = tempTotal, it didn't give me a value at all. When I tried checking output it literally printed nothing. I don't know if anything was copied into my string that simply isn't a printable character, or if the compiler just ignored it. I really don't know. So even though I feel this is a really, really lame question, I just have to ask: How do I convert that stupid integer to a string with the stringstream? The other tries are more or less irrelevant for me, I just really want to know why my stringstream solution isn't working.

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  • Inverse Kinematics with OpenGL/Eigen3 : unstable jacobian pseudoinverse

    - by SigTerm
    I'm trying to implement simple inverse kinematics test using OpenGL, Eigen3 and "jacobian pseudoinverse" method. The system works fine using "jacobian transpose" algorithm, however, as soon as I attempt to use "pseudoinverse", joints become unstable and start jerking around (eventually they freeze completely - unless I use "jacobian transpose" fallback computation). I've investigated the issue and turns out that in some cases jacobian.inverse()*jacobian has zero determinant and cannot be inverted. However, I've seen other demos on the internet (youtube) that claim to use same method and they do not seem to have this problem. So I'm uncertain where is the cause of the issue. Code is attached below: *.h: struct Ik{ float targetAngle; float ikLength; VectorXf angles; Vector3f root, target; Vector3f jointPos(int ikIndex); size_t size() const; Vector3f getEndPos(int index, const VectorXf& vec); void resize(size_t size); void update(float t); void render(); Ik(): targetAngle(0), ikLength(10){ } }; *.cpp: size_t Ik::size() const{ return angles.rows(); } Vector3f Ik::getEndPos(int index, const VectorXf& vec){ Vector3f pos(0, 0, 0); while(true){ Eigen::Affine3f t; float radAngle = pi*vec[index]/180.0f; t = Eigen::AngleAxisf(radAngle, Vector3f(-1, 0, 0)) * Eigen::Translation3f(Vector3f(0, 0, ikLength)); pos = t * pos; if (index == 0) break; index--; } return pos; } void Ik::resize(size_t size){ angles.resize(size); angles.setZero(); } void drawMarker(Vector3f p){ glBegin(GL_LINES); glVertex3f(p[0]-1, p[1], p[2]); glVertex3f(p[0]+1, p[1], p[2]); glVertex3f(p[0], p[1]-1, p[2]); glVertex3f(p[0], p[1]+1, p[2]); glVertex3f(p[0], p[1], p[2]-1); glVertex3f(p[0], p[1], p[2]+1); glEnd(); } void drawIkArm(float length){ glBegin(GL_LINES); float f = 0.25f; glVertex3f(0, 0, length); glVertex3f(-f, -f, 0); glVertex3f(0, 0, length); glVertex3f(f, -f, 0); glVertex3f(0, 0, length); glVertex3f(f, f, 0); glVertex3f(0, 0, length); glVertex3f(-f, f, 0); glEnd(); glBegin(GL_LINE_LOOP); glVertex3f(f, f, 0); glVertex3f(-f, f, 0); glVertex3f(-f, -f, 0); glVertex3f(f, -f, 0); glEnd(); } void Ik::update(float t){ targetAngle += t * pi*2.0f/10.0f; while (t > pi*2.0f) t -= pi*2.0f; target << 0, 8 + 3*sinf(targetAngle), cosf(targetAngle)*4.0f+5.0f; Vector3f tmpTarget = target; Vector3f targetDiff = tmpTarget - root; float l = targetDiff.norm(); float maxLen = ikLength*(float)angles.size() - 0.01f; if (l > maxLen){ targetDiff *= maxLen/l; l = targetDiff.norm(); tmpTarget = root + targetDiff; } Vector3f endPos = getEndPos(size()-1, angles); Vector3f diff = tmpTarget - endPos; float maxAngle = 360.0f/(float)angles.size(); for(int loop = 0; loop < 1; loop++){ MatrixXf jacobian(diff.rows(), angles.rows()); jacobian.setZero(); float step = 1.0f; for (int i = 0; i < angles.size(); i++){ Vector3f curRoot = root; if (i) curRoot = getEndPos(i-1, angles); Vector3f axis(1, 0, 0); Vector3f n = endPos - curRoot; float l = n.norm(); if (l) n /= l; n = n.cross(axis); if (l) n *= l*step*pi/180.0f; //std::cout << n << "\n"; for (int j = 0; j < 3; j++) jacobian(j, i) = n[j]; } std::cout << jacobian << std::endl; MatrixXf jjt = jacobian.transpose()*jacobian; //std::cout << jjt << std::endl; float d = jjt.determinant(); MatrixXf invJ; float scale = 0.1f; if (!d /*|| true*/){ invJ = jacobian.transpose(); scale = 5.0f; std::cout << "fallback to jacobian transpose!\n"; } else{ invJ = jjt.inverse()*jacobian.transpose(); std::cout << "jacobian pseudo-inverse!\n"; } //std::cout << invJ << std::endl; VectorXf add = invJ*diff*step*scale; //std::cout << add << std::endl; float maxSpeed = 15.0f; for (int i = 0; i < add.size(); i++){ float& cur = add[i]; cur = std::max(-maxSpeed, std::min(maxSpeed, cur)); } angles += add; for (int i = 0; i < angles.size(); i++){ float& cur = angles[i]; if (i) cur = std::max(-maxAngle, std::min(maxAngle, cur)); } } } void Ik::render(){ glPushMatrix(); glTranslatef(root[0], root[1], root[2]); for (int i = 0; i < angles.size(); i++){ glRotatef(angles[i], -1, 0, 0); drawIkArm(ikLength); glTranslatef(0, 0, ikLength); } glPopMatrix(); drawMarker(target); for (int i = 0; i < angles.size(); i++) drawMarker(getEndPos(i, angles)); } Any help will be appreciated.

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  • Maths: Determining angle in 3D space

    - by 742
    I hope this is the proper location to ask this question which is the same as this one, but expressed as pure math instead of graphically (at least I hope I translated the problem to math correctly). Considering: two vectors that are orthogonal: Up (ux, uy, uz) and Look (lx, ly, lz) a plane P which is perpendicular to Look (hence including Up) Y1 which is the projection of Y (vertical axis) along Look onto P Question: what is the value of the angle between Y1 and Up? As mathematicians will agree, this is a very basic question, but I've been scratching my head on walls now for at least two weeks without being able to visualize the solution... maybe now too old for finding solutions to school exercises. I'm looking for the scalar trigonometric solution, not a solution using a matrix. Thanks.

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  • 3D Math: Calculate Bank (Roll) angle from Look and Up orthogonal vectors

    - by 742
    I hope this is the proper location to ask this question which is the same as this one, but expressed as pure math instead of graphically (at least I hope I translated the problem to math correctly). Considering: two vectors that are orthogonal: Up (ux, uy, uz) and Look (lx, ly, lz) a plane P which is perpendicular to Look (hence including Up) Y1 which is the projection of Y (vertical axis) along Look onto P Question: what is the value of the angle between Y1 and Up? As mathematicians will agree, this is a very basic question, but I've been scratching my head for at least two weeks without being able to visualize how to project Y onto P... maybe now too old for finding solutions to school exercises. I'm looking for the trigonometric solution, not a solution using a matrix. Thanks.

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  • 3D points to quaternions

    - by Hubrus
    For the simplicity, we'll consider two 3D points, that moves one relatively to other, in time. Let's say: at moment t0, we have P1(0,0,0) and P2(0,2,0) at moment t1, P1 is still (0,0,0) but P2 changed to (0,2,2). From what I've understood reading about quaternions, is that, at moment t0, Q1 (representing P1) and Q2 (representing P2) will be both (0, 0, 0, 0). But at the moment t1, Q2 will become something else (w, x, y, z). How do I calculate the Q2 at t1 moment? I've googled a lot on this subject, but I was able to find only rotation between quaternions. I will appreciate any guidance. Thanks!

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  • Dynamic Programming Recursion and a sprinkle of Memoization

    - by Auburnate
    I have this massive array of ints from 0-4 in this triangle. I am trying to learn dynamic programming with Ruby and would like some assistance in calculating the number of paths in the triangle that meet three criterion: You must start at one of the zero points in the row with 70 elements. Your path can be directly above you one row (if there is a number directly above) or one row up heading diagonal to the left. One of these options is always available The sum of the path you take to get to the zero on the first row must add up to 140. Example, start at the second zero in the bottom row. You can move directly up to the one or diagonal left to the 4. In either case, the number you arrive at must be added to the running count of all the numbers you have visited. From the 1 you can travel to a 2 (running sum = 3) directly above or to the 0 (running sum = 1) diagonal to the left. 0 41 302 2413 13024 024130 4130241 30241302 241302413 1302413024 02413024130 413024130241 3024130241302 24130241302413 130241302413024 0241302413024130 41302413024130241 302413024130241302 2413024130241302413 13024130241302413024 024130241302413024130 4130241302413024130241 30241302413024130241302 241302413024130241302413 1302413024130241302413024 02413024130241302413024130 413024130241302413024130241 3024130241302413024130241302 24130241302413024130241302413 130241302413024130241302413024 0241302413024130241302413024130 41302413024130241302413024130241 302413024130241302413024130241302 2413024130241302413024130241302413 13024130241302413024130241302413024 024130241302413024130241302413024130 4130241302413024130241302413024130241 30241302413024130241302413024130241302 241302413024130241302413024130241302413 1302413024130241302413024130241302413024 02413024130241302413024130241302413024130 413024130241302413024130241302413024130241 3024130241302413024130241302413024130241302 24130241302413024130241302413024130241302413 130241302413024130241302413024130241302413024 0241302413024130241302413024130241302413024130 41302413024130241302413024130241302413024130241 302413024130241302413024130241302413024130241302 2413024130241302413024130241302413024130241302413 13024130241302413024130241302413024130241302413024 024130241302413024130241302413024130241302413024130 4130241302413024130241302413024130241302413024130241 30241302413024130241302413024130241302413024130241302 241302413024130241302413024130241302413024130241302413 1302413024130241302413024130241302413024130241302413024 02413024130241302413024130241302413024130241302413024130 413024130241302413024130241302413024130241302413024130241 3024130241302413024130241302413024130241302413024130241302 24130241302413024130241302413024130241302413024130241302413 130241302413024130241302413024130241302413024130241302413024 0241302413024130241302413024130241302413024130241302413024130 41302413024130241302413024130241302413024130241302413024130241 302413024130241302413024130241302413024130241302413024130241302 2413024130241302413024130241302413024130241302413024130241302413 13024130241302413024130241302413024130241302413024130241302413024 024130241302413024130241302413024130241302413024130241302413024130 4130241302413024130241302413024130241302413024130241302413024130241 30241302413024130241302413024130241302413024130241302413024130241302 241302413024130241302413024130241302413024130241302413024130241302413 1302413024130241302413024130241302413024130241302413024130241302413024 02413024130241302413024130241302413024130241302413024130241302413024130

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  • Is there any way to maximize PHP_INT_MAX?

    - by Tom
    I can't find this row in php.ini, so is there any way to do that? So ok, I understood, the answer is not, then how should I calculate the result of this task if I want it do with php? The prime factors of 13195 are 5, 7, 13 and 29. What is the largest prime factor of the number 600851475143 ?

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  • Is my program taking too much time to execute?

    - by Conrad C
    I wanted to solve a question from project euleur about finding the largest prime number of a big number. I run my code on a virtual machine on Visual studio 2012, and the code seems froze. When I step into the loop, the code works well, but when I execute it, the console is always there. It is as if the program is still running. Could it be that the program takes time to execute? My Code static void Main(string[] args) { long number = 5; for (long i = 1; i < 600851475143; i++) { if (i % 2 != 0 && i % 1 == 0 && i % i == 0) number = i; } }

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  • "Function object is unsubscriptable" in basic integer to string mapping function

    - by IanWhalen
    I'm trying to write a function to return the word string of any number less than 1000. Everytime I run my code at the interactive prompt it appears to work without issue but when I try to import wordify and run it with a test number higher than 20 it fails as "TypeError: 'function' object is unsubscriptable". Based on the error message, it seems the issue is when it tries to index numString (for example trying to extract the number 4 out of the test case of n = 24) and the compiler thinks numString is a function instead of a string. since the first line of the function is me defining numString as a string of the variable n, I'm not really sure why that is. Any help in getting around this error, or even just help in explaining why I'm seeing it, would be awesome. def wordify(n): # Convert n to a string to parse out ones, tens and hundreds later. numString = str(n) # N less than 20 is hard-coded. if n < 21: return numToWordMap(n) # N between 21 and 99 parses ones and tens then concatenates. elif n < 100: onesNum = numString[-1] ones = numToWordMap(int(onesNum)) tensNum = numString[-2] tens = numToWordMap(int(tensNum)*10) return tens+ones else: # TODO pass def numToWordMap(num): mapping = { 0:"", 1:"one", 2:"two", 3:"three", 4:"four", 5:"five", 6:"six", 7:"seven", 8:"eight", 9:"nine", 10:"ten", 11:"eleven", 12:"twelve", 13:"thirteen", 14:"fourteen", 15:"fifteen", 16:"sixteen", 17:"seventeen", 18:"eighteen", 19:"nineteen", 20:"twenty", 30:"thirty", 40:"fourty", 50:"fifty", 60:"sixty", 70:"seventy", 80:"eighty", 90:"ninety", 100:"onehundred", 200:"twohundred", 300:"threehundred", 400:"fourhundred", 500:"fivehundred", 600:"sixhundred", 700:"sevenhundred", 800:"eighthundred", 900:"ninehundred", } return mapping[num] if __name__ == '__main__': pass

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  • Strange output produced by program

    - by Boom_mooB
    I think that my code works. However, it outputs 01111E5, or 17B879DD, or something like that. Can someone please tell me why. I am aware that I set the limit of P instead of 10,001. My code is like that because I start with 3, skipping the prime number 2. #include <iostream> bool prime (int i) { bool result = true; int isitprime = i; for(int j = 2; j < isitprime; j++) ///prime number tester { if(isitprime%j == 0) result = false; } return result; } int main (void) { using namespace std; int PrimeNumbers = 1; int x = 0; for (int i = 3 ; PrimeNumbers <=10000; i++) { if(prime(i)) { int prime = i; PrimeNumbers +=1; } } cout<<prime<<endl; system ("pause"); return 0; }

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  • Which isometric angles can be mirrored (and otherwise transformed) for optimization?

    - by Tom
    I am working on a basic isometric game, and am struggling to find the correct mirrors. Mirror can be any form of transform. I have managed to get SE out of SW, by scaling the sprite on X axis by -1. Same applies for NE angle. Something is bugging me, that I should be able to also mirror N to S, but I cannot manage to pull this one off. Am I just too sleepy and trying to do the impossible, or a basic -1 scale on Y axis is not enough? What are the common used mirror table for optimizing 8 angle (N, NE, E, SE, S, SW, W, NW) isometric sprites?

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  • When to use Euler vs Axis angles vs Quaternions?

    - by manning18
    I understand the theory behind each but I was wondering if people could share their experiences in when one would use one over the other For instance, if you were implementing a chase camera, a FPS-style mouse look or writing some kinematic routine, what would be the factors you consider to go with one type over the other and when might you need to convert from one form of representation to the other? Are there certain things that only one system can do that the others can't? (eg smooth interpolation with quaternions)

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  • CodePlex Daily Summary for Friday, March 09, 2012

    CodePlex Daily Summary for Friday, March 09, 2012Popular ReleasesSSH.NET Library: 2012.3.9: There are still few outstanding issues I wanted to include in this release but since its been a while and there are few new features already I decided to create a new release now. New Features Add SOCKS4, SOCKS5 and HTTP Proxy support when connecting to remote server. For silverlight only IP address can be used for server address when using proxy. Add dynamic port forwarding support using ForwardedPortDynamic class. Add new ShellStream class to work with SSH Shell. Add supports for mu...fnr.exe - Find And Replace Tool: 1.0: You can read all about the new features here: Here is the Summary Preview Matches Stats File errors for read/write Support for regular expressions Fixed a bug that required you to press enter to continue after running fnr.exe from command line Context menu to display containing folder or open the file Double click on results row to open the file (similar to double clicking in windows explorer) Binary detection – skip files that are binaryTest Case Import Utilities for Visual Studio 2010 and Visual Studio 11 Beta: V1.2 RTM: This release (V1.2 RTM) includes: Support for connecting to Hosted Team Foundation Server Preview. Support for connecting to Team Foundation Server 11 Beta. Fix to issue with read-only attribute being set for LinksMapping-ReportFile which may have led to problems when saving the report file. Fix to issue with “related links” not being set properly in certain conditions. Fix to ensure that tool works fine when the Excel file contained rich text data. Note: Data is still imported in pl...Audio Pitch & Shift: Audio Pitch And Shift 3.5.0: Modules (mod, xm, it, etc..) supportcallisto: callisto 2.0.19: BUG FIX: Autorun.load() function in scripting now has sandboxed path (Thanks Mikey!) BUG FIX: UserObject.Name property now allows full 20 byte string replacements. FEATURE REQUEST: File.* script functions now allow file extensions.DotNetNuke® Community Edition CMS: 06.01.04: Major Highlights Fixed issue with loading the splash page skin in the login, privacy and terms of use pages Fixed issue when searching for words with special characters in them Fixed redirection issue when the user does not have permissions to access a resource Fixed issue when clearing the cache using the ClearHostCache() function Fixed issue when displaying the site structure in the link to page feature Fixed issue when inline editing the title of modules Fixed issue with ...Mayhem: Mayhem Developer Preview: This is the developer preview of Mayhem. Enjoy!Magelia WebStore Open-source Ecommerce software: Magelia WebStore 1.2: Medium trust compliant lot of small change for medium trust compliance full refactoring of user management refactoring of Client Refactoring of user management Magelia.WebStore.Client no longer reference Magelia.WebStore.Services.Contract Refactoring page category multi parent category added copy category feature added Refactoring page catalog copy catalog feature added variant management improvement ability to define a default variant for a variable product ability to ord...Delta Engine: Delta Engine Beta Preview v0.9.4: v0.9.4 is the release for February 2012, but it was delayed till 2012-03-07 until content generation worked much better for v0.9.4. The main improvements were done on the server side (content generation and improved build support for iOS and Android). v0.9.4 is also the first version everyone can use to deploy their application onto all supported platforms, see Marketplace Licensing for details: http://deltaengine.net/Marketplace Documentation for this version can be found at: http://help.de...PDFsharp - A .NET library for processing PDF: PDFsharp and MigraDoc Foundation 1.32: PDFsharp and MigraDoc Foundation 1.32 is a stable version that fixes a few bugs that were found with version 1.31. Version 1.32 includes solutions for Visual Studio 2010 only (but it should be possible to add the project files to existing solutions for VS 2005 or VS 2008). Users of VS 2005 or VS 2008 can still download version 1.31 with the solutions for those versions that allow them to easily try the samples that are included. While it may create smaller PDF files than version 1.30 because...Terminals: Version 2.0 - Release: Changes since version 1.9a:New art works New usability in Organize favorites window Improved usability of imports/exports and scans Large number of fixes Improvements in single instance mode Comparing November beta 4, this corrects: New application icons Doesn't show Logon error codes Fixed command line arguments exception for single instance mode Fixed detaching of tabs improved usability in detached window Fixed option settings for Capture manager Fixed system tray noti...AutoLoL: AutoLoL v2.1.5: Updated version of Autolol that works with the Fiora patch.MFCMAPI: March 2012 Release: Build: 15.0.0.1032 Full release notes at SGriffin's blog. If you just want to run the MFCMAPI or MrMAPI, get the executables. If you want to debug them, get the symbol files and the source. The 64 bit builds will only work on a machine with Outlook 2010 64 bit installed. All other machines should use the 32 bit builds, regardless of the operating system. Facebook BadgeSimple Injector: Simple Injector v1.4.1: This release adds two small improvements to the SimpleInjector.Extensions.dll. No changes have been made to the core library. New features and improvements in this release for the SimpleInjector.Extensions.dll The RegisterManyForOpenGeneric extension methods now accept non-generic decorator, as long as they implement the given open generic service type. GetTypesToRegister methods added to the OpenGenericBatchRegistrationExtensions class which allows to customize the behavior. Note that the...SQL Scriptz Runner: Application: Scriptz Runner source code and applicationPowerGUI Visual Studio Extension: PowerGUI VSX 1.5.2: Added support for PowerGUI 3.2.VidCoder: 1.3.1: Updated HandBrake core to 0.9.6 release (svn 4472). Removed erroneous "None" container choice. Change some logic and help text to stop assuming you have to pick the VIDEO_TS folder for a DVD scan. This should make previewing DVD titles on the Queue Multiple Titles window possible when you've picked the root DVD directory.Google Books Downloader for Windows: Google Books Downloader: Google Books Downloader 1.8ExtAspNet: ExtAspNet v3.1.0: ExtAspNet - ?? ExtJS ??? ASP.NET 2.0 ???,????? AJAX ?????????? ExtAspNet ????? ExtJS ??? ASP.NET 2.0 ???,????? AJAX ??????????。 ExtAspNet ??????? JavaScript,?? CSS,?? UpdatePanel,?? ViewState,?? WebServices ???????。 ??????: IE 7.0, Firefox 3.6, Chrome 3.0, Opera 10.5, Safari 3.0+ ????:Apache License 2.0 (Apache) ??:http://extasp.net/ ??:http://bbs.extasp.net/ ??:http://extaspnet.codeplex.com/ ??:http://sanshi.cnblogs.com/ ????: +2012-03-04 v3.1.0 -??Hidden???????(〓?〓)。 -?PageManager??...AcDown????? - Anime&Comic Downloader: AcDown????? v3.9.1: ?? ●AcDown??????????、??、??????,????1M,????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。??????AcPlay?????,??????、????????????????。 ● AcDown???????????????????????????,???,???????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ????32??64? Windows XP/Vista/7/8 ????????????? ??:????????Windows XP???,?????????.NET Framework 2.0???(x86),?????"?????????"??? ??????????????,??????????: ??"AcDo...New ProjectsAngry Birds in 1 Hour: This is a simple "Angry Birds" clone on Windows Phone 7 written in just 1 hour.ascent: ascent capture a capture productascentexpress: ascentexpressASP.NET MVVM Excalibur: ASP.NET MVVM Excalibur Project.this is Web Form base, has a new Binding Expression like WPF MVVM.Azure Virtual Directory: A program (or windows service) that registers a virtual directory on your local machine that is actually a gateway into an Azure Blob service. This will allow you to browse, create, modify and delete files directly in Windows Explorer, through a command prompt, or by any software that would be able to do so (as if it was writing to the local machine). This is not a directory that backs-up to Azure, but is rather *only* on Azure. Developed in C#.ClipFlair: ClipFlair - Foreign Language Learning through Interactive Revoicing and Captioning of ClipsCloudSpotter: CloudSpotter is a Windows Azure sample application that can be used for demo purposes or for learning the basic concepts of cloud application development. CloudSpotter makes it possible to convert, webcam based, cloud pictures to time-lapse video footage. Composing Wcf: Basic library providing a service host and service behavior capable of utilizing MEF for runtime composition of WCF SOAP and REST web services. Library provides composing Hosts and Host Factories for standard ServiceHost types, as well as WebServiceHost (RESTful).convert digit to word upto thousand: convert digit to word upto thousandDAL Generator using Database Application Block 5 and T4 Template: T4 template code for generating data base layer for normal CRUD operation using Repository Pattern. Database application block 5 features are used for generating database call and automatic mapping with DTOeuler 12 problem: euler 12 problemeuler 14 problem: euler 14 problemeuler 19 problem: euler 19 problemeuler 28: euler 28euler 30: euler 30euler 36 problem: euler 36 problemeuler 45: euler 45 problemeuler 52 problem: euler 52 problemeuler21: euler 21euler22: euler 22 problemeuler23: euler 23euler29: euler 29 problemeVet: eVet is a guidance project based on the fictional scenario of a Veterinary System used to monitor pets' medical history. It will be based on Azure and leverage the Worker role and SQL Azure datase to illustrate a multi-tenant cloud-based Pet management system. The ORM layer will be NHibernate and it will be based on the repository design pattern. If you want to help and learn Azure at the same time, I am looking for: - Designers (CSS3, HTML 5, Javascript) - Web Developers (ASP.Net ...Firemap: Generates a html page which displays key performance statistics of chosen computers. FolderHiderNet: FolderHiderNet, its a simple application developed in C#, that let users easily hide and unhide folder on their windows systems. It could be used in USB dispositives.Game of Life for Windows Phone: This is an XNA implementation of Conway's Game of Life for Windows Phone. The game is a grid of cells that live and die based on a simple set of rules. The player can arrange the live and dead cells, and start/stop the cell generation to see how the cells are interrelated. Features: - Save and load games - Start and stop generations - Adjust generation speed - Clear grid - Generate random grid - Sample shapes preloaded as saved games For more information on Conway's Game of Life...Gamoliyas: Gamoliyas is an open source John Conway's Game of Life game totally written in DHTML (JavaScript, CSS and HTML). Uses mouse and keyboard. Very configurable. This cross-platform and cross-browser game was tested under BeOS, Linux, *BSD, Windows and others.Gembed: Transform url into Embed code using javascript. It is developed using jQuery, jQuery templates and javascript. Any contribution would be really apreciated.GIFT: gift appImageLoader iOS: ImageLoader is developed on iOS and it can be used in iPhone and iPad. It try to make application to support image downloading and cache easily. It downloads the image file from url, depended on ASIHttpRequest. And it cache the images into local file.MakkysStackOverflow: Learning how to build stackoverflow like site mysimpleproject: This is my test projectNWN Hak Merging Utility: Mostly automated Hak Merging utility for NWN .hak files.Oasis Text: Oasis Text is a simple, free text editor for Windows. It is written in C# and built with the ScintillaNET editing component. It is a work in progress and is free and open source software. Opds4Net: A .NET Library for Open Publication Distribution System (OPDS) Catalog protocol, a syndication format for electronic publications based on Atom. This project is created to simplify the process of creating an OPDS Catalog in .NET and standardize the result OPDS with least effort. Pratiques: Endroit pour gérer les Pratiques.scooby: This is a scooby dooby doo projectStaffKey: Study Project Projet d'étude Permet le lancement d'un serveur web sur une clé usb.SugataTools: SugataTools are the helper classes that I usually use in my projects.testtom03082012hg05: testtom03082012hg05testtom03082012tfs01: testtom03082012tfs01testtom03082012tfs02: testtom03082012tfs02TNTSerializer: A simple serializer which -Is faster than any other serializer -Does not require ISeriablable - Uses generic cached Reflection wrappers (FAST) -Should serialize ANY structure, no questions asked, no special markup required. -Can handle common attributes -handles optional parameteWholemy.LinkedLists: Wholemy Linked Lists realizationsworkApp: workAppWPF Yahoo Stock API: WPF application using PRISM & MVVM to display stock details using Yahoo API (YPL)

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  • I need to write a program that reads angles in radians from an input disk and converts them in degre

    - by Amadou
    Write a program that reads angles in radians from an input disk le and converts them into degrees, minutes, and seconds. Output should be written into another le. A sample input le could be: # this is a comment # your program should be able to skip comment lines # and blank lines # input radian numbers could be seperated by blanks 0.0 1.0 # or by a newline 3.141593 6.0

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  • Is there bug in the Matrix.RotateAt method for certain angles? .Net Winforms

    - by Jules
    Here's the code i'm using to rotate: Dim m As New System.Drawing.Drawing2D.Matrix Dim size = image.Size m.RotateAt(degreeAngle, New PointF(CSng(size.Width / 2), CSng(size.Height / 2))) Dim temp As New Bitmap(600, 600, Imaging.PixelFormat.Format32bppPArgb) Dim g As Graphics = Graphics.FromImage(temp) g.Transform = m g.DrawImage(image, 0, 0) (1) Disposals removed for brevity. (2) I test the code with a 200 x 200 rectangle. (3) Size 600,600 it just an arbitrary large value that I know will fit the right and bottom sides of the rotated image for testing purposes. (4) I know, with this code, the top and left edges will be clipped because I'm not transforming the orgin after the rotate. The problem only occurs at certain angles: (1) At 90, the right hand edge disappears completely. (2) At 180, the right and bottom edges are there, but very faded. (3) At 270, the bottom edge disappears completely. Is this a known bug? If I manually rotate the corners an draw the image by specifying an output rectangle, I don't get the same problem - though it is slightly slower than using RotateAt.

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  • Matlab code help. Backward Euler method.

    - by m0s
    Here is the matlab/freemat code I got to solve ODE numerically using backward Euler method. However the results are inconsistent with my textbook results, and sometimes even ridiculously inconsistent. Please point out what is wrong with the code. I have already asked this question on mathoverflow.com no help there, hope someone here can help. function [x,y]=backEuler(f,xinit,yinit,xfinal,h) %f - this is your y prime %xinit - initial X %yinit - initial Y %xfinal - final X %h - step size n=(xfinal-xinit)/h; %Calculate steps %Inititialize arrays... %1st elements take xinit and yinit corespondigly, the rest fill with 0s x=[xinit zeros(1,n)]; y=[yinit zeros(1,n)]; %Numeric routine for i=1:n x(i+1)=x(i)+h; ynew=y(i)+h*(f(x(i),y(i))); y(i+1)=y(i)+h*f(x(i+1),ynew); end end

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  • Pie Charts Just Don't Work When Comparing Data - Number 10 of Top 10 Reasons to Never Ever Use a Pie

    - by Tony Wolfram
    When comparing data, which is what a pie chart is for, people have a hard time judging the angles and areas of the multiple pie slices in order to calculate how much bigger one slice is than the others. Pie Charts Don't Work A slice of pie is good for serving up a portion of desert. It's not good for making a judgement about how big the slice is, what percentage of 100 it is, or how it compares to other slices. People have trouble comparing angles and areas to each other. Controlled studies show that people will overestimate the percentage that a pie slice area represents. This is because we have trouble calculating the area based on the space between the two angles that define the slice. This picture shows how a pie chart is useless in determing the largest value when you have to compare pie slices.   You can't compare angles and slice areas to each other. Human perception and cognition is poor when viewing angles and areas and trying to make a mental comparison. Pie charts overload the working memory, forcing the person to make complicated calculations, and at the same time make a decision based on those comparisons. What's the point of showing a pie chart when you want to compare data, except to say, "well, the slices are almost the same, but I'm not really sure which one is bigger, or by how much, or what order they are from largest to smallest. But the colors sure are pretty. Plus, I like round things. Oh,was I suppose to make some important business decision? Sorry." Bad Choices and Bad Decisions Interaction Designers, Graphic Artists, Report Builders, Software Developers, and Executives have all made the decision to use pie charts in their reports, software applications, and dashboards. It was a bad decision. It was a poor choice. There are always better options and choices, yet the designer still made the decision to use a pie chart. I'll expore why people make such poor choices in my upcoming blog entires. (Hint: It has more to do with emotions than with analytical thinking.) I've outlined my opinions and arguments about the evils of using pie charts in "Countdown of Top 10 Reasons to Never Ever Use a Pie Chart." Each of my next 10 blog entries will support these arguments with illustrations, examples, and references to studies. But my goal is not to continuously and endlessly rage against the evils of using pie charts. This blog is not about pie charts. This blog is about understanding why designers choose to use a pie chart. Why, when give better alternatives, and acknowledging the shortcomings of pie charts, do designers over and over again still freely choose to place a pie chart in a report? As an extra treat and parting shot, check out the nice pie chart that Wikipedia uses to illustrate the United States population by state.   Remember, somebody chose to use this pie chart, with all its glorious colors, and post it on Wikipedia for all the world to see. My next blog will give you a better alternative for displaying comparable data - the sorted bar chart.

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  • Runge-Kutta (RK4) integration for game physics

    - by Kai
    Gaffer on Games has a great article about using RK4 integration for better game physics. The implementation is straightforward but the math behind it confuses me. I understand derivatives and integrals on a conceptual level but I haven't manipulated equations in a long time. Here's the brunt of Gaffer's implementation: void integrate(State &state, float t, float dt) { Derivative a = evaluate(state, t, 0.0f, Derivative()); Derivative b = evaluate(state, t+dt*0.5f, dt*0.5f, a); Derivative c = evaluate(state, t+dt*0.5f, dt*0.5f, b); Derivative d = evaluate(state, t+dt, dt, c); const float dxdt = 1.0f/6.0f * (a.dx + 2.0f*(b.dx + c.dx) + d.dx); const float dvdt = 1.0f/6.0f * (a.dv + 2.0f*(b.dv + c.dv) + d.dv) state.x = state.x + dxdt * dt; state.v = state.v + dvdt * dt; } Can anybody explain in simple terms how RK4 works? Specifically, why are we averaging the derivatives at 0.0f, 0.5f, 0.5f, and 1.0f? How is averaging derivatives up to the 4th order different from doing a simple euler integration with a smaller timestep? After reading the accepted answer below, and several other articles, I have a grasp on how RK4 works. To answer my own questions: Can anybody explain in simple terms how RK4 works? RK4 takes advantage of the fact that we can get a much better approximation of a function if we use its higher-order derivatives rather than just the first or second derivative. That's why the Taylor series converges much faster than Euler approximations. (take a look at the animation on the right side of that page) Specifically, why are we averaging the derivatives at 0.0f, 0.5f, 0.5f, and 1.0f? The Runge-Kutta method is an approximation of a function that samples derivatives of several points within a timestep, unlike the Taylor series which only samples derivatives of a single point. After sampling these derivatives we need to know how to weigh each sample to get the closest approximation possible. An easy way to do this is to pick constants that coincide with the Taylor series, which is how the constants of a Runge-Kutta equation are determined. This article made it clearer for me: http://web.mit.edu/10.001/Web/Course%5FNotes/Differential%5FEquations%5FNotes/node5.html. Notice how (15) is the Taylor series expansion while (17) is the Runge-Kutta derivation. How is averaging derivatives up to the 4th order different from doing a simple euler integration with a smaller timestep? Mathematically it converges much faster than doing many Euler approximations. Of course, with enough Euler approximations we can gain equal accuracy to RK4, but the computational power needed doesn't justify using Euler.

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  • LWJGL Determining whether or not a polygon is on-screen.

    - by Brandon oubiub
    Not sure whether this is an LWJGL or math question. I want to check whether a shape is on-screen, so that I don't have to render it if it isn't. First of all, is there any simple way to do this that I am overlooking? Like some method or something that I haven't found? I'm going to assume there isn't. I tried using my trigonometry skills, but it is hard to do this because of how glRotate also distorts the image a little for perspective and realism. Or, is there any way to easily determine if a ray starting from the camera, and going outward in a straight line intersects a shape? (I can probably do it with my math skillz, but is there an easier way?) By the way, I can easily determine the angle at which the camera is facing around the x and y axis. EDIT: Or, possibly, I could get the angles of a vector from the camera to the object, and compare those angles to my camera angles. But I have a feeling that the distorts from glRotate and glTranslate would be an issue. I'll try it though.

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  • Particle trajectory smoothing: where to do the simulation?

    - by nkint
    I have a particle system in which I have particles that are moving to a target and the new targets are received via network. The list of new target are some noisy coordinates of a moving target stored in the server that I want to smooth in the client. For doing the smoothing and the particle I wrote a simple particle engine with standard euler integration model. So, my pseudo code is something like that: # pseudo code class Particle: def update(): # do euler motion model integration: # if the distance to the target is more than a limit # add a new force to the accelleration # seeking the target, # and add the accelleration to velocity # and velocity to the position positionHistory.push_back(position); if history.length > historySize : history.pop_front() class ParticleEngine: particleById = dict() # an associative array # where the keys are the id # and particle istances are sotred as values # this method is called each time a new tcp packet is received and parsed def setNetTarget(int id, Vec2D new_target): particleById[id].setNewTarget(new_target) # this method is called each new frame def draw(): for p in particleById.values: p.update() beginVertex(LINE_STRIP) for v in p.positionHistory: vertex(v.x, v.y) endVertex() The new target that are arriving are noisy but setting some accelleration/velocity parameters let the particle to have a smoothed trajectories. But if a particle trajectory is a circle after a while the particle position converge to the center (a normal behaviour of euler integration model). So I decided to change the simulation and use some other interpolation (spline?) or smooth method (kalman filter?) between the targets. Something like: switch( INTERPOLATION_MODEL ): case EULER_MOTION: ... case HERMITE_INTERPOLATION: ... case SPLINE_INTERPOLATION: ... case KALMAN_FILTER_SMOOTHING: ... Now my question: where to write the motion simulation / trajectory interpolation? In the Particle? So I will have some Particle subclass like ParticleEuler, ParticleSpline, ParticleKalman, etc..? Or in the particle engine?

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  • xbox thumbstick used to rotate sprite, basic formula makes it "stick" or feel "sticky" at 90 degree intervals! how do get smooth rotation?

    - by Hugh
    Context: C#, XNA game I am using a very basic formula to calculate what angle my sprite (spaceship for example) should be facing based on the xbox controller thumbstick ie. you use the thumbstick to rotate the ship! in my main update method: shuttleAngle = (float) Math.Atan2(newGamePadState.ThumbSticks.Right.X, newGamePadState.ThumbSticks.Right.Y); in my main draw method: spriteBatch.Draw(shuttle, shuttleCoords, sourceRectangle, Color.White, shuttleAngle, origin, 1.0f, SpriteEffects.None, 1); as you can see its quite simple, i take the current radians from the thumbstick and store it in a float "shuttleAngle" and then use this as the rotation angle (in radians) arguement for drawing the shuttle. For some reason when i rotate the sprint it feels sticky at 0, 90, 180 and 270 degrees angles, it wants to settle at those angles. its not giving me a smooth and natural rotation like i would feel in a game that uses a similar mechanic. PS: my xbox controller is fine!

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  • Playing with F#

    - by mroberts
    Project Euler is a awesome site.   When working with a new language it can be tricky to find problems that need solving, that are more complex than "Hello World" and simpler than a full blown application. Project Euler gives use just that, cool and thought provoking problems that usually don't take days to solve.  I've solved a number of questions with C# and some with Java.  BTW, I used Java because it had BigInteger support before .Net. A couple weeks ago, back when winter had a firm grip on Columbus, OH, I began playing (researching) with F#.  I began with Problem #1 from Project Euler.  I started by looking at my solution in C#. Here is my solution in C#. 1: using System; 2: using System.Collections.Generic; 3:   4: namespace Problem001 5: { 6: class Program 7: { 8: static void Main(string[] args) 9: { 10: List<int> values = new List<int>(); 11:   12: for (int i = 1; i < 1000; i++) 13: { 14: if (i % 3 == 0 || i % 5 == 0) 15: values.Add(i); 16: } 17: int total = 0; 18:   19: values.ForEach(v => total += v); 20:   21: Console.WriteLine(total); 22: Console.ReadKey(); 23: } 24: } 25: }   Now, after much tweaking and learning, here is my solution in F#.   1: open System 2:   3: let calc n = 4: [1..n] 5: |> List.map (fun x -> if (x % 3 = 0 || x % 5 = 0) then x else 0) 6: |> List.sum 7:   8: let main() = 9: calc 999 10: |> printfn "result = %d" 11: Console.ReadKey(true) |> ignore 12:   13: main() Just this little example highlights some cool things about F#. Type inference. F# infers the type of a value.  In the C# code above we declare a number of variables, the list, and a couple ints.  F# does not require this, it infers the calc (a function) accepts a int and returns a int. Great built in functionality for Lists.  List.map for example. BTW, I don’t think I’m spilling the beans by giving away the code for Problem 1.  It by far is the easiest question, IMHO, solved by 92,000+ people. Next I’ll look into writing a class library with F#.

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