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  • how do i ininitialize a float to it's max/min value?

    - by Faken
    How do i hard code an absolute maximum or minimum value for a float or double? I want to search out the max/min of an array by simply iterating through and catching the largest. There are also positive and negative infinity for floats, should i use those instead? if so, how do i denote that in my code?

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  • how do I initialize a float to its max/min value?

    - by Faken
    How do I hard code an absolute maximum or minimum value for a float or double? I want to search out the max/min of an array by simply iterating through and catching the largest. There are also positive and negative infinity for floats, should I use those instead? If so, how do I denote that in my code?

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  • OpenCv Error ( unhandeld exeption) after execute

    - by hamza
    Hi , i m using VS2010 i m trting to make a gray image more bright , the code did compile normaly but no change in the seconde picture , and an error message ( undhadled exeception .. .. ) showed up after that the execute is done showed up here is a peace of my code : int main(int argc, _TCHAR* argv[]) { IplImage *img = cvLoadImage("mra.jpg"); if (!img) { printf("Error: Couldn't open the image file.\n"); return 1; } //IplImage* new_image = getlargersize(img); double Min , Max ; Min = Max = 0 ; Max_Min (img , &Min , &Max); cout<<"the max value in the picture is :"<<Min<<" and the minimum value is :"<<Max<<endl ; IplImage* img2 = eclaircir(Min ,Max ,img); cvNamedWindow("Image:", CV_WINDOW_AUTOSIZE); cvNamedWindow("Image2:", CV_WINDOW_AUTOSIZE); cvShowImage("Image2:", img2); cvShowImage("Image:", img); cvWaitKey(0); cvDestroyWindow("Image2:"); cvDestroyWindow("Image:"); cvReleaseImage(&img2); cvReleaseImage(&img); return 0; } void Max_Min(IplImage* temp , double *min , double *max ){ CvScalar pix ; for (int i = 0 ; i < temp->height ; i++){ for (int j = 0 ; j < temp->width ; j++){ pix = cvGet2D(temp , i , j); if ( pix.val[0] >= *max ){ *max = pix.val[0]; } if ( pix.val[0] <= *min){ *min = pix.val[0]; } } } } IplImage* eclaircir (double min , double max , IplImage* image){ double temp = max - min ; CvScalar pix ; for (int i = 0 ; i < image->height ; i++){ for (int j = 0 ; j < image->width ; j++){ pix = cvGet2D(image , i , j); pix.val[0] = ( pix.val[0] - min)*255 ; pix.val[0] = pix.val[0]/temp ; cvSet2D(image , i , j , pix ); } } return image ; } thanks

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  • Round time to 5 minute nearest SQL Server

    - by Drako
    i don't know if it can be usefull to somebody but I went crazy looking for a solution and ended up doing it myself. Here is a function that (according to a date passed as parameter), returns the same date and approximate time to the nearest multiple of 5. It is a slow query, so if anyone has a better solution, it is welcome. A greeting. CREATE FUNCTION [dbo].[RoundTime] (@Time DATETIME) RETURNS DATETIME AS BEGIN DECLARE @min nvarchar(50) DECLARE @val int DECLARE @hour int DECLARE @temp int DECLARE @day datetime DECLARE @date datetime SET @date = CONVERT(DATETIME, @Time, 120) SET @day = (select DATEADD(dd, 0, DATEDIFF(dd, 0, @date))) SET @hour = (select datepart(hour,@date)) SET @min = (select datepart(minute,@date)) IF LEN(@min) > 1 BEGIN SET @val = CAST(substring(@min, 2, 1) as int) END else BEGIN SET @val = CAST(substring(@min, 1, 1) as int) END IF @val <= 2 BEGIN SET @val = CAST(CAST(@min as int) - @val as int) END else BEGIN IF (@val <> 5) BEGIN SET @temp = 5 - CAST(@min%5 as int) SET @val = CAST(CAST(@min as int) + @temp as int) END IF (@val = 60) BEGIN SET @val = 0 SET @hour = @hour + 1 END IF (@hour = 24) BEGIN SET @day = DATEADD(day,1,@day) SET @hour = 0 SET @min = 0 END END RETURN CONVERT(datetime, CAST(DATEPART(YYYY, @day) as nvarchar) + '-' + CAST(DATEPART(MM, @day) as nvarchar) + '-' + CAST(DATEPART(dd, @day) as nvarchar) + ' ' + CAST(@hour as nvarchar) + ':' + CAST(@val as nvarchar), 120) END

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  • Ball bouncing at a certain angle and efficiency computations

    - by X Y
    I would like to make a pong game with a small twist (for now). Every time the ball bounces off one of the paddles i want it to be under a certain angle (between a min and a max). I simply can't wrap my head around how to actually do it (i have some thoughts and such but i simply cannot implement them properly - i feel i'm overcomplicating things). Here's an image with a small explanation . One other problem would be that the conditions for bouncing have to be different for every edge. For example, in the picture, on the two small horizontal edges i do not want a perfectly vertical bounce when in the middle of the edge but rather a constant angle (pi/4 maybe) in either direction depending on the collision point (before the middle of the edge, or after). All of my collisions are done with the Separating Axes Theorem (and seem to work fine). I'm looking for something efficient because i want to add a lot of things later on (maybe polygons with many edges and such). So i need to keep to a minimum the amount of checking done every frame. The collision algorithm begins testing whenever the bounding boxes of the paddle and the ball intersect. Is there something better to test for possible collisions every frame? (more efficient in the long run,with many more objects etc, not necessarily easy to code). I'm going to post the code for my game: Paddle Class public class Paddle : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private bool keybEnabled; private bool isLeftPaddle; private Texture2D paddleSprite; private Vector2 paddlePosition; private float paddleSpeedY; private Vector2 paddleScale = new Vector2(1f, 1f); private const float DEFAULT_Y_SPEED = 150; private Vector2[] Normals2Edges; private Vector2[] Vertices = new Vector2[4]; private List<Vector2> lst = new List<Vector2>(); private Vector2 Edge; #endregion #region Properties public float Speed { get {return paddleSpeedY; } set { paddleSpeedY = value; } } public Vector2[] Normal2EdgesVector { get { NormalsToEdges(this.isLeftPaddle); return Normals2Edges; } } public Vector2[] VertexVector { get { return Vertices; } } public Vector2 Scale { get { return paddleScale; } set { paddleScale = value; NormalsToEdges(this.isLeftPaddle); } } public float X { get { return paddlePosition.X; } set { paddlePosition.X = value; } } public float Y { get { return paddlePosition.Y; } set { paddlePosition.Y = value; } } public float Width { get { return (Scale.X == 1f ? (float)paddleSprite.Width : paddleSprite.Width * Scale.X); } } public float Height { get { return ( Scale.Y==1f ? (float)paddleSprite.Height : paddleSprite.Height*Scale.Y ); } } public Texture2D GetSprite { get { return paddleSprite; } } public Rectangle Boundary { get { return new Rectangle((int)paddlePosition.X, (int)paddlePosition.Y, (int)this.Width, (int)this.Height); } } public bool KeyboardEnabled { get { return keybEnabled; } } #endregion private void NormalsToEdges(bool isLeftPaddle) { Normals2Edges = null; Edge = Vector2.Zero; lst.Clear(); for (int i = 0; i < Vertices.Length; i++) { Edge = Vertices[i + 1 == Vertices.Length ? 0 : i + 1] - Vertices[i]; if (Edge != Vector2.Zero) { Edge.Normalize(); //outer normal to edge !! (origin in top-left) lst.Add(new Vector2(Edge.Y, -Edge.X)); } } Normals2Edges = lst.ToArray(); } public float[] ProjectPaddle(Vector2 axis) { if (Vertices.Length == 0 || axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, Vertices[0]); max = min; for (int i = 1; i < Vertices.Length; i++) { float p = Vector2.Dot(axis, Vertices[i]); if (p < min) min = p; else if (p > max) max = p; } return (new float[2] { min, max }); } public Paddle(Game game, bool isLeftPaddle, bool enableKeyboard = true) : base(game) { contentManager = new ContentManager(game.Services); keybEnabled = enableKeyboard; this.isLeftPaddle = isLeftPaddle; } public void setPosition(Vector2 newPos) { X = newPos.X; Y = newPos.Y; } public override void Initialize() { base.Initialize(); this.Speed = DEFAULT_Y_SPEED; X = 0; Y = 0; NormalsToEdges(this.isLeftPaddle); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleSprite = contentManager.Load<Texture2D>(@"Content\pongBar"); } public override void Update(GameTime gameTime) { //vertices array Vertices[0] = this.paddlePosition; Vertices[1] = this.paddlePosition + new Vector2(this.Width, 0); Vertices[2] = this.paddlePosition + new Vector2(this.Width, this.Height); Vertices[3] = this.paddlePosition + new Vector2(0, this.Height); // Move paddle, but don't allow movement off the screen if (KeyboardEnabled) { float moveDistance = Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState newKeyState = Keyboard.GetState(); if (newKeyState.IsKeyDown(Keys.Down) && Y + paddleSprite.Height + moveDistance <= Game.GraphicsDevice.Viewport.Height) { Y += moveDistance; } else if (newKeyState.IsKeyDown(Keys.Up) && Y - moveDistance >= 0) { Y -= moveDistance; } } else { if (this.Y + this.Height > this.GraphicsDevice.Viewport.Height) { this.Y = this.Game.GraphicsDevice.Viewport.Height - this.Height - 1; } } base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Texture,null); spriteBatch.Draw(paddleSprite, paddlePosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Ball Class public class Ball : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private const float DEFAULT_SPEED = 50; private float speedIncrement = 0; private Vector2 ballScale = new Vector2(1f, 1f); private const float INCREASE_SPEED = 50; private Texture2D ballSprite; //initial texture private Vector2 ballPosition; //position private Vector2 centerOfBall; //center coords private Vector2 ballSpeed = new Vector2(DEFAULT_SPEED, DEFAULT_SPEED); //speed #endregion #region Properties public float DEFAULTSPEED { get { return DEFAULT_SPEED; } } public Vector2 ballCenter { get { return centerOfBall; } } public Vector2 Scale { get { return ballScale; } set { ballScale = value; } } public float SpeedX { get { return ballSpeed.X; } set { ballSpeed.X = value; } } public float SpeedY { get { return ballSpeed.Y; } set { ballSpeed.Y = value; } } public float X { get { return ballPosition.X; } set { ballPosition.X = value; } } public float Y { get { return ballPosition.Y; } set { ballPosition.Y = value; } } public Texture2D GetSprite { get { return ballSprite; } } public float Width { get { return (Scale.X == 1f ? (float)ballSprite.Width : ballSprite.Width * Scale.X); } } public float Height { get { return (Scale.Y == 1f ? (float)ballSprite.Height : ballSprite.Height * Scale.Y); } } public float SpeedIncreaseIncrement { get { return speedIncrement; } set { speedIncrement = value; } } public Rectangle Boundary { get { return new Rectangle((int)ballPosition.X, (int)ballPosition.Y, (int)this.Width, (int)this.Height); } } #endregion public Ball(Game game) : base(game) { contentManager = new ContentManager(game.Services); } public void Reset() { ballSpeed.X = DEFAULT_SPEED; ballSpeed.Y = DEFAULT_SPEED; ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } public void SpeedUp() { if (ballSpeed.Y < 0) ballSpeed.Y -= (INCREASE_SPEED + speedIncrement); else ballSpeed.Y += (INCREASE_SPEED + speedIncrement); if (ballSpeed.X < 0) ballSpeed.X -= (INCREASE_SPEED + speedIncrement); else ballSpeed.X += (INCREASE_SPEED + speedIncrement); } public float[] ProjectBall(Vector2 axis) { if (axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, this.ballCenter) - this.Width/2; //center - radius max = min + this.Width; //center + radius return (new float[2] { min, max }); } public void ChangeHorzDirection() { ballSpeed.X *= -1; } public void ChangeVertDirection() { ballSpeed.Y *= -1; } public override void Initialize() { base.Initialize(); ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); ballSprite = contentManager.Load<Texture2D>(@"Content\ball"); } public override void Update(GameTime gameTime) { if (this.Y < 1 || this.Y > GraphicsDevice.Viewport.Height - this.Height - 1) this.ChangeVertDirection(); centerOfBall = new Vector2(ballPosition.X + this.Width / 2, ballPosition.Y + this.Height / 2); base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.Draw(ballSprite, ballPosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Main game class public class gameStart : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public gameStart() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.Window.Title = "Pong game"; } protected override void Initialize() { ball = new Ball(this); paddleLeft = new Paddle(this,true,false); paddleRight = new Paddle(this,false,true); Components.Add(ball); Components.Add(paddleLeft); Components.Add(paddleRight); this.Window.AllowUserResizing = false; this.IsMouseVisible = true; this.IsFixedTimeStep = false; this.isColliding = false; base.Initialize(); } #region MyPrivateStuff private Ball ball; private Paddle paddleLeft, paddleRight; private int[] bit = { -1, 1 }; private Random rnd = new Random(); private int updates = 0; enum nrPaddle { None, Left, Right }; private nrPaddle PongBar = nrPaddle.None; private ArrayList Axes = new ArrayList(); private Vector2 MTV; //minimum translation vector private bool isColliding; private float overlap; //smallest distance after projections private Vector2 overlapAxis; //axis of overlap #endregion protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleLeft.setPosition(new Vector2(0, this.GraphicsDevice.Viewport.Height / 2 - paddleLeft.Height / 2)); paddleRight.setPosition(new Vector2(this.GraphicsDevice.Viewport.Width - paddleRight.Width, this.GraphicsDevice.Viewport.Height / 2 - paddleRight.Height / 2)); paddleLeft.Scale = new Vector2(1f, 2f); //scale left paddle } private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] <= circle[0] || circle[1] <= pad[0]) { return false; } if (pad[1] - circle[0] < circle[1] - pad[0]) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax; } } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * overlap; } return true; } protected override void Update(GameTime gameTime) { updates += 1; float ftime = 5 * (float)gameTime.ElapsedGameTime.TotalSeconds; if (updates == 1) { isColliding = false; int Xrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; int Yrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; ball.SpeedX = Xrnd * ball.SpeedX; ball.SpeedY = Yrnd * ball.SpeedY; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } else { updates = 100; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } //autorun :) paddleLeft.Y = ball.Y; //collision detection PongBar = nrPaddle.None; if (ball.Boundary.Intersects(paddleLeft.Boundary)) { PongBar = nrPaddle.Left; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleLeft.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleLeft.VertexVector, ball.ballCenter)); } } else if (ball.Boundary.Intersects(paddleRight.Boundary)) { PongBar = nrPaddle.Right; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleRight.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleRight.VertexVector, ball.ballCenter)); } } if (PongBar != nrPaddle.None && !isColliding) switch (PongBar) { case nrPaddle.Left: if (ShapesIntersect(paddleLeft, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; case nrPaddle.Right: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; default: break; } if (!ShapesIntersect(paddleRight, ball) && !ShapesIntersect(paddleLeft, ball)) isColliding = false; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; //check ball movement if (ball.X > paddleRight.X + paddleRight.Width + 2) { //IncreaseScore(Left); ball.Reset(); updates = 0; return; } else if (ball.X < paddleLeft.X - 2) { //IncreaseScore(Right); ball.Reset(); updates = 0; return; } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Aquamarine); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.End(); base.Draw(gameTime); } } And one method i've used: public static Vector2 NormAxisFromCircle2ClosestVertex(Vector2[] vertices, Vector2 circle) { Vector2 temp = Vector2.Zero; if (vertices.Length > 0) { float dist = (circle.X - vertices[0].X) * (circle.X - vertices[0].X) + (circle.Y - vertices[0].Y) * (circle.Y - vertices[0].Y); for (int i = 1; i < vertices.Length;i++) { if (dist > (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y)) { temp = vertices[i]; //memorize the closest vertex dist = (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y); } } temp = circle - temp; temp.Normalize(); } return temp; } Thanks in advance for any tips on the 4 issues. EDIT1: Something isn't working properly. The collision axis doesn't come out right and the interpolation also seems to have no effect. I've changed the code a bit: private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] < circle[0] || circle[1] < pad[0]) { return false; } if (Math.Abs(pad[1] - circle[0]) < Math.Abs(circle[1] - pad[0])) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax * (-1); } //to get the proper axis } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * Math.Abs(overlap); } return true; } And part of the Update method: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) { ball.X += MTV.X; ball.Y += MTV.Y; } //test if (overlapAxis.X == 0) //collision with horizontal edge { } else if (overlapAxis.Y == 0) //collision with vertical edge { float factor = Math.Abs(ball.ballCenter.Y - paddleRight.Y) / paddleRight.Height; if (factor > 1) factor = 1f; if (overlapAxis.X < 0) //left edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(-1, -3), new Vector2(-1, 3), factor)))); else //right edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(1, -3), new Vector2(1, 3), factor)))); } else //vertex collision??? { ball.Speed = -ball.Speed; } } What seems to happen is that "overlapAxis" doesn't always return the right one. So instead of (-1,0) i get the (1,0) (this happened even before i multiplied with -1 there). Sometimes there isn't even a collision registered even though the ball passes through the paddle... The interpolation also seems to have no effect as the angles barely change (or the overlapAxis is almost never (-1,0) or (1,0) but something like (0.9783473, 0.02743843)... ). What am i missing here? :(

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  • How to attach turrets to tiles in a tile based game

    - by Joseph St. Pierre
    I am a flash developer, and I am building a Tower Defense game. The world is being built through tiles, and I have gotten that accomplished easily. I have also gotten level changes and enemy spawning down as well. However, I wish the player to be able to spawn turrets, and have those turrets be on specific tiles, based upon where the player placed it. Here is my code: stop(); colOffset = 50; rowOffset = 50; guns = []; placed = true; dead = 0; spawned = 0; level = 1; interval = 350 / level; amount = level * 20; counter = 0; numCol = 14; numRow = 10; tiles = []; k = 0; create = false; tileName = new Array("road","grass","end", "start"); board = new Array( new Array(1,1,1,1,3,1,1,1,1,1,2,1,1,1), new Array(1,1,1,0,0,1,1,1,1,1,0,1,1,1), new Array(1,1,1,0,1,1,1,1,1,1,0,0,1,1), new Array(1,1,1,0,0,0,1,1,1,1,1,0,1,1), new Array(1,1,1,0,1,0,0,0,1,1,1,0,0,1), new Array(1,1,1,0,1,1,1,0,0,1,1,1,0,1), new Array(1,1,0,0,1,1,1,1,0,1,1,0,0,1), new Array(1,1,0,1,1,1,1,1,0,1,0,0,1,1), new Array(1,1,0,0,0,0,0,0,0,1,0,1,1,1), new Array(1,1,1,1,1,1,1,1,0,0,0,1,1,1) ); buildBoard(); function buildBoard(){ for ( col = 0; col < numCol; col++){ for ( row = 0; row < numRow; row++){ _root.attachMovie("tile", "tile_" + col + "_" + row, _root.getNextHighestDepth()); theTile = eval("tile_" + col + "_" + row); theTile._x = (col * 50); theTile._y = (row * 50); theTile.row = row; theTile.col = col; tileType = board[row][col]; theTile.gotoAndStop(tileName[tileType]); tiles.push(theTile); } } } init(); function init(){ onEnterFrame = function(){ counter += 1; if ( spawned < amount && counter > 50){ min= _root.attachMovie("minion","minion",_root.getNextHighestDepth()); min._x = tile_4_0._x + 25; min._y = tile_4_0._y + 25; min.health = 100; choose = Math.round(Math.random()); if ( choose == 0 ){ min.waypointX = [ tile_4_1._x +25, tile_3_1._x + 25, tile_3_2._x + 25, tile_3_6._x + 25, tile_2_6._x + 25, tile_2_8._x + 25, tile_8_8._x + 25, tile_8_9._x + 25, tile_10_9._x + 25, tile_10_7._x + 25, tile_11_7._x + 25, tile_11_6._x + 25, tile_12_6._x + 25, tile_12_4._x + 25, tile_11_4._x + 25, tile_11_2._x + 25, tile_10_2._x + 25, tile_10_0._x + 25]; min.waypointY = [ tile_4_1._y +25, tile_3_1._y + 25, tile_3_2._y + 25, tile_3_6._y + 25, tile_2_6._y + 25, tile_2_8._y + 25, tile_8_8._y + 25, tile_8_9._y + 25, tile_10_9._y + 25, tile_10_7._y + 25, tile_11_7._y + 25, tile_11_6._y + 25, tile_12_6._y + 25, tile_12_4._y + 25, tile_11_4._y + 25, tile_11_2._y + 25, tile_10_2._y + 25, tile_10_0._y + 25]; } else if ( choose == 1 ){ min.waypointX = [ tile_4_1._x +25, tile_3_1._x + 25, tile_3_2._x + 25, tile_3_3._x + 25, tile_5_3._x + 25, tile_5_4._x + 25, tile_7_4._x + 25, tile_7_5._x + 25, tile_8_5._x + 25, tile_8_8._x + 25, tile_8_9._x + 25, tile_10_9._x + 25, tile_10_7._x + 25, tile_11_7._x + 25, tile_11_6._x + 25, tile_12_6._x + 25, tile_12_4._x + 25, tile_11_4._x + 25, tile_11_2._x + 25, tile_10_2._x + 25, tile_10_0._x + 25 ]; min.waypointY = [ tile_4_1._y +25, tile_3_1._y + 25, tile_3_2._y + 25, tile_3_3._y + 25, tile_5_3._y + 25, tile_5_4._y + 25, tile_7_4._y + 25, tile_7_5._y + 25, tile_8_5._y + 25, tile_8_8._y + 25, tile_8_9._y + 25, tile_10_9._y + 25, tile_10_7._y + 25, tile_11_7._y + 25, tile_11_6._y + 25, tile_12_6._y + 25, tile_12_4._y + 25, tile_11_4._y + 25, tile_11_2._y + 25, tile_10_2._y + 25, tile_10_0._y + 25 ]; } min.i = 0; counter = 0; spawned += 1; min.onEnterFrame = function(){ dx = this.waypointX[this.i] - this._x; dy = this.waypointY[this.i] - this._y; radians = Math.atan2(dy,dx); degrees = radians * 180 / Math.PI; xspeed = Math.cos(radians); yspeed = Math.sin(radians); this._x += xspeed; this._y += yspeed; if( this._x == this.waypointX[this.i] && this._y == this.waypointY[this.i]){ this.i++; } if ( this._x == tile_10_0._x + 25 && this._y == tile_10_0._y + 25){ this.removeMovieClip(); dead += 1; } } } if ( dead >= amount ){ dead = 0; level += 1; amount = level * 20; spawned = 0; } } btnM.onRelease = function(){ create = true; } } game.onEnterFrame = function(){ } It is possible for me however to complete this task, but only once. I am able to make the turret, drag it over to a tile, and have it attach itself to the tile. No problem. The issue is, I cannot do these multiple times. Please Help.

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  • What is the most efficiant way to get the highest and the lowest value in a Array

    - by meo
    is there something like PHP: max() in javascript? lets say i have an array like this: [2, 3, 23, 2, 2345, 4, 86, 8, 231, 75] and i want to return the highest and the lowest value in this array. What is the fastest way to do that? i have tried: function madmax (arr) { var max = arr[0], min = arr[1] if (min > max) { max = arr[1] min = arr[0] } for (i=1;i<=arr.length;i++){ if( arr[i] > max ) { max = arr[i] }else if( arr[i] < min ) { min = arr[i] } } return max, min } madmax([123, 2, 345, 153, 5, 98, 456, 4323456, 1, 234, 19874, 238, 4]) Is there a simpler way retrieve the max and min value of a array?

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  • What is the most efficient way to get the highest and the lowest values in a Array

    - by meo
    is there something like PHP: max() in javascript? lets say i have an array like this: [2, 3, 23, 2, 2345, 4, 86, 8, 231, 75] and i want to return the highest and the lowest value in this array. What is the fastest way to do that? i have tried: function madmax (arr) { var max = arr[0], min = arr[1] if (min > max) { max = arr[1] min = arr[0] } for (i=1;i<=arr.length;i++){ if( arr[i] > max ) { max = arr[i] }else if( arr[i] < min ) { min = arr[i] } } return max, min } madmax([123, 2, 345, 153, 5, 98, 456, 4323456, 1, 234, 19874, 238, 4]) Is there a simpler way retrieve the max and min value of a array?

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  • How to tune down the Hyperic built-in postgresql database for a small setup

    - by Svish
    We are testing out Hyperic 4.5.1 in a quite small environment for now. Currently there are just 1-5 agents and there probably won't be any more than 10-15. When I run ps ax there are 20(!) postgres processes running. For a small setup like this, that can't be necessary, can it? I'm a software developer and don't have much experience with setting up servers and such though, so don't really know. Either way, what settings are appropriate for a small Hyperic setup like this? Current, default and untouched configuration file, hqdb/data/postgresql.conf: # ----------------------------- # PostgreSQL configuration file # ----------------------------- # # This file consists of lines of the form: # # name = value # # (The '=' is optional.) White space may be used. Comments are introduced # with '#' anywhere on a line. The complete list of option names and # allowed values can be found in the PostgreSQL documentation. The # commented-out settings shown in this file represent the default values. # # Please note that re-commenting a setting is NOT sufficient to revert it # to the default value, unless you restart the server. # # Any option can also be given as a command line switch to the server, # e.g., 'postgres -c log_connections=on'. Some options can be changed at # run-time with the 'SET' SQL command. # # This file is read on server startup and when the server receives a # SIGHUP. If you edit the file on a running system, you have to SIGHUP the # server for the changes to take effect, or use "pg_ctl reload". Some # settings, which are marked below, require a server shutdown and restart # to take effect. # # Memory units: kB = kilobytes MB = megabytes GB = gigabytes # Time units: ms = milliseconds s = seconds min = minutes h = hours d = days #--------------------------------------------------------------------------- # FILE LOCATIONS #--------------------------------------------------------------------------- # The default values of these variables are driven from the -D command line # switch or PGDATA environment variable, represented here as ConfigDir. #data_directory = 'ConfigDir' # use data in another directory # (change requires restart) #hba_file = 'ConfigDir/pg_hba.conf' # host-based authentication file # (change requires restart) #ident_file = 'ConfigDir/pg_ident.conf' # ident configuration file # (change requires restart) # If external_pid_file is not explicitly set, no extra PID file is written. #external_pid_file = '(none)' # write an extra PID file # (change requires restart) #--------------------------------------------------------------------------- # CONNECTIONS AND AUTHENTICATION #--------------------------------------------------------------------------- # - Connection Settings - #listen_addresses = 'localhost' # what IP address(es) to listen on; # comma-separated list of addresses; # defaults to 'localhost', '*' = all # (change requires restart) port = 9432 # (change requires restart) max_connections = 100 # (change requires restart) # Note: increasing max_connections costs ~400 bytes of shared memory per # connection slot, plus lock space (see max_locks_per_transaction). You # might also need to raise shared_buffers to support more connections. #superuser_reserved_connections = 3 # (change requires restart) #unix_socket_directory = '' # (change requires restart) #unix_socket_group = '' # (change requires restart) #unix_socket_permissions = 0777 # octal # (change requires restart) #bonjour_name = '' # defaults to the computer name # (change requires restart) # - Security & Authentication - #authentication_timeout = 1min # 1s-600s #ssl = off # (change requires restart) #password_encryption = on #db_user_namespace = off # Kerberos #krb_server_keyfile = '' # (change requires restart) #krb_srvname = 'postgres' # (change requires restart) #krb_server_hostname = '' # empty string matches any keytab entry # (change requires restart) #krb_caseins_users = off # (change requires restart) # - TCP Keepalives - # see 'man 7 tcp' for details #tcp_keepalives_idle = 0 # TCP_KEEPIDLE, in seconds; # 0 selects the system default #tcp_keepalives_interval = 0 # TCP_KEEPINTVL, in seconds; # 0 selects the system default #tcp_keepalives_count = 0 # TCP_KEEPCNT; # 0 selects the system default #--------------------------------------------------------------------------- # RESOURCE USAGE (except WAL) #--------------------------------------------------------------------------- # - Memory - shared_buffers = 64MB # min 128kB or max_connections*16kB # (change requires restart) #temp_buffers = 8MB # min 800kB #max_prepared_transactions = 5 # can be 0 or more # (change requires restart) # Note: increasing max_prepared_transactions costs ~600 bytes of shared memory # per transaction slot, plus lock space (see max_locks_per_transaction). work_mem = 2MB # min 64kB maintenance_work_mem = 32MB # min 1MB #max_stack_depth = 2MB # min 100kB # - Free Space Map - max_fsm_pages = 204800 # min max_fsm_relations*16, 6 bytes each # (change requires restart) #max_fsm_relations = 1000 # min 100, ~70 bytes each # (change requires restart) # - Kernel Resource Usage - #max_files_per_process = 1000 # min 25 # (change requires restart) #shared_preload_libraries = '' # (change requires restart) # - Cost-Based Vacuum Delay - #vacuum_cost_delay = 0 # 0-1000 milliseconds #vacuum_cost_page_hit = 1 # 0-10000 credits #vacuum_cost_page_miss = 10 # 0-10000 credits #vacuum_cost_page_dirty = 20 # 0-10000 credits #vacuum_cost_limit = 200 # 0-10000 credits # - Background writer - #bgwriter_delay = 200ms # 10-10000ms between rounds #bgwriter_lru_percent = 1.0 # 0-100% of LRU buffers scanned/round #bgwriter_lru_maxpages = 5 # 0-1000 buffers max written/round #bgwriter_all_percent = 0.333 # 0-100% of all buffers scanned/round #bgwriter_all_maxpages = 5 # 0-1000 buffers max written/round #--------------------------------------------------------------------------- # WRITE AHEAD LOG #--------------------------------------------------------------------------- # - Settings - fsync = on # turns forced synchronization on or off #wal_sync_method = fsync # the default is the first option # supported by the operating system: # open_datasync # fdatasync # fsync # fsync_writethrough # open_sync #full_page_writes = on # recover from partial page writes #wal_buffers = 64kB # min 32kB # (change requires restart) commit_delay = 100000 # range 0-100000, in microseconds #commit_siblings = 5 # range 1-1000 # - Checkpoints - checkpoint_segments = 10 # in logfile segments, min 1, 16MB each #checkpoint_timeout = 5min # range 30s-1h #checkpoint_warning = 30s # 0 is off # - Archiving - #archive_command = '' # command to use to archive a logfile segment #archive_timeout = 0 # force a logfile segment switch after this # many seconds; 0 is off #--------------------------------------------------------------------------- # QUERY TUNING #--------------------------------------------------------------------------- # - Planner Method Configuration - #enable_bitmapscan = on #enable_hashagg = on #enable_hashjoin = on #enable_indexscan = on #enable_mergejoin = on #enable_nestloop = on #enable_seqscan = on #enable_sort = on #enable_tidscan = on # - Planner Cost Constants - #seq_page_cost = 1.0 # measured on an arbitrary scale #random_page_cost = 4.0 # same scale as above #cpu_tuple_cost = 0.01 # same scale as above #cpu_index_tuple_cost = 0.005 # same scale as above #cpu_operator_cost = 0.0025 # same scale as above #effective_cache_size = 128MB # - Genetic Query Optimizer - #geqo = on #geqo_threshold = 12 #geqo_effort = 5 # range 1-10 #geqo_pool_size = 0 # selects default based on effort #geqo_generations = 0 # selects default based on effort #geqo_selection_bias = 2.0 # range 1.5-2.0 # - Other Planner Options - #default_statistics_target = 10 # range 1-1000 #constraint_exclusion = off #from_collapse_limit = 8 #join_collapse_limit = 8 # 1 disables collapsing of explicit # JOINs #--------------------------------------------------------------------------- # ERROR REPORTING AND LOGGING #--------------------------------------------------------------------------- # - Where to Log - log_destination = 'stderr' # Valid values are combinations of # stderr, syslog and eventlog, # depending on platform. # This is used when logging to stderr: redirect_stderr = on # Enable capturing of stderr into log # files # (change requires restart) # These are only used if redirect_stderr is on: log_directory = '../../logs' # Directory where log files are written # Can be absolute or relative to PGDATA log_filename = 'hqdb-%Y-%m-%d.log' # Log file name pattern. # Can include strftime() escapes #log_truncate_on_rotation = off # If on, any existing log file of the same # name as the new log file will be # truncated rather than appended to. But # such truncation only occurs on # time-driven rotation, not on restarts # or size-driven rotation. Default is # off, meaning append to existing files # in all cases. log_rotation_age = 1d # Automatic rotation of logfiles will # happen after that time. 0 to # disable. #log_rotation_size = 10MB # Automatic rotation of logfiles will # happen after that much log # output. 0 to disable. # These are relevant when logging to syslog: #syslog_facility = 'LOCAL0' #syslog_ident = 'postgres' # - When to Log - #client_min_messages = notice # Values, in order of decreasing detail: # debug5 # debug4 # debug3 # debug2 # debug1 # log # notice # warning # error #log_min_messages = notice # Values, in order of decreasing detail: # debug5 # debug4 # debug3 # debug2 # debug1 # info # notice # warning # error # log # fatal # panic #log_error_verbosity = default # terse, default, or verbose messages #log_min_error_statement = error # Values in order of increasing severity: # debug5 # debug4 # debug3 # debug2 # debug1 # info # notice # warning # error # fatal # panic (effectively off) log_min_duration_statement = 10000 # -1 is disabled, 0 logs all statements # and their durations. #silent_mode = off # DO NOT USE without syslog or # redirect_stderr # (change requires restart) # - What to Log - #debug_print_parse = off #debug_print_rewritten = off #debug_print_plan = off #debug_pretty_print = off #log_connections = off #log_disconnections = off #log_duration = off #log_line_prefix = '' # Special values: # %u = user name # %d = database name # %r = remote host and port # %h = remote host # %p = PID # %t = timestamp (no milliseconds) # %m = timestamp with milliseconds # %i = command tag # %c = session id # %l = session line number # %s = session start timestamp # %x = transaction id # %q = stop here in non-session # processes # %% = '%' # e.g. '<%u%%%d> ' #log_statement = 'none' # none, ddl, mod, all #log_hostname = off #--------------------------------------------------------------------------- # RUNTIME STATISTICS #--------------------------------------------------------------------------- # - Query/Index Statistics Collector - #stats_command_string = on #update_process_title = on stats_start_collector = on # needed for block or row stats # (change requires restart) stats_block_level = on stats_row_level = on stats_reset_on_server_start = off # (change requires restart) # - Statistics Monitoring - #log_parser_stats = off #log_planner_stats = off #log_executor_stats = off #log_statement_stats = off #--------------------------------------------------------------------------- # AUTOVACUUM PARAMETERS #--------------------------------------------------------------------------- #autovacuum = off # enable autovacuum subprocess? # 'on' requires stats_start_collector # and stats_row_level to also be on #autovacuum_naptime = 1min # time between autovacuum runs #autovacuum_vacuum_threshold = 500 # min # of tuple updates before # vacuum #autovacuum_analyze_threshold = 250 # min # of tuple updates before # analyze #autovacuum_vacuum_scale_factor = 0.2 # fraction of rel size before # vacuum #autovacuum_analyze_scale_factor = 0.1 # fraction of rel size before # analyze #autovacuum_freeze_max_age = 200000000 # maximum XID age before forced vacuum # (change requires restart) #autovacuum_vacuum_cost_delay = -1 # default vacuum cost delay for # autovacuum, -1 means use # vacuum_cost_delay #autovacuum_vacuum_cost_limit = -1 # default vacuum cost limit for # autovacuum, -1 means use # vacuum_cost_limit #--------------------------------------------------------------------------- # CLIENT CONNECTION DEFAULTS #--------------------------------------------------------------------------- # - Statement Behavior - #search_path = '"$user",public' # schema names #default_tablespace = '' # a tablespace name, '' uses # the default #check_function_bodies = on #default_transaction_isolation = 'read committed' #default_transaction_read_only = off #statement_timeout = 0 # 0 is disabled #vacuum_freeze_min_age = 100000000 # - Locale and Formatting - datestyle = 'iso, mdy' #timezone = unknown # actually, defaults to TZ # environment setting #timezone_abbreviations = 'Default' # select the set of available timezone # abbreviations. Currently, there are # Default # Australia # India # However you can also create your own # file in share/timezonesets/. #extra_float_digits = 0 # min -15, max 2 #client_encoding = sql_ascii # actually, defaults to database # encoding # These settings are initialized by initdb -- they might be changed lc_messages = 'C' # locale for system error message # strings lc_monetary = 'C' # locale for monetary formatting lc_numeric = 'C' # locale for number formatting lc_time = 'C' # locale for time formatting # - Other Defaults - #explain_pretty_print = on #dynamic_library_path = '$libdir' #local_preload_libraries = '' #--------------------------------------------------------------------------- # LOCK MANAGEMENT #--------------------------------------------------------------------------- #deadlock_timeout = 1s #max_locks_per_transaction = 64 # min 10 # (change requires restart) # Note: each lock table slot uses ~270 bytes of shared memory, and there are # max_locks_per_transaction * (max_connections + max_prepared_transactions) # lock table slots. #--------------------------------------------------------------------------- # VERSION/PLATFORM COMPATIBILITY #--------------------------------------------------------------------------- # - Previous Postgres Versions - #add_missing_from = off #array_nulls = on #backslash_quote = safe_encoding # on, off, or safe_encoding #default_with_oids = off #escape_string_warning = on #standard_conforming_strings = off #regex_flavor = advanced # advanced, extended, or basic #sql_inheritance = on # - Other Platforms & Clients - #transform_null_equals = off #--------------------------------------------------------------------------- # CUSTOMIZED OPTIONS #--------------------------------------------------------------------------- #custom_variable_classes = '' # list of custom variable class names SELECT * FROM pg_stat_activity; datid | datname | procpid | usesysid | usename | current_query | waiting | query_start | backend_start | client_addr | client_port -------+---------+---------+----------+---------+---------------------------------+---------+-------------------------------+-------------------------------+-------------+------------- 16384 | hqdb | 3267 | 10 | hqadmin | <IDLE> | f | 2011-02-08 15:51:20.036781+01 | 2011-02-08 15:51:20.02413+01 | 127.0.0.1 | 47892 16384 | hqdb | 3268 | 10 | hqadmin | <IDLE> | f | 2011-02-08 15:51:20.050994+01 | 2011-02-08 15:51:20.047393+01 | 127.0.0.1 | 47893 16384 | hqdb | 3269 | 10 | hqadmin | <IDLE> | f | 2011-02-08 15:51:20.056661+01 | 2011-02-08 15:51:20.053201+01 | 127.0.0.1 | 47894 16384 | hqdb | 3271 | 10 | hqadmin | <IDLE> | f | 2011-02-08 15:51:20.062351+01 | 2011-02-08 15:51:20.058822+01 | 127.0.0.1 | 47895 16384 | hqdb | 3272 | 10 | hqadmin | <IDLE> | f | 2011-02-08 15:51:20.068328+01 | 2011-02-08 15:51:20.064517+01 | 127.0.0.1 | 47896 16384 | hqdb | 3273 | 10 | hqadmin | <IDLE> | f | 2011-02-08 15:51:20.07444+01 | 2011-02-08 15:51:20.070755+01 | 127.0.0.1 | 47897 16384 | hqdb | 3274 | 10 | hqadmin | <IDLE> | f | 2011-02-08 15:51:20.080941+01 | 2011-02-08 15:51:20.076983+01 | 127.0.0.1 | 47898 16384 | hqdb | 3275 | 10 | hqadmin | <IDLE> | f | 2011-02-08 15:51:20.08741+01 | 2011-02-08 15:51:20.083697+01 | 127.0.0.1 | 47899 16384 | hqdb | 3276 | 10 | hqadmin | <IDLE> | f | 2011-02-08 15:51:20.093597+01 | 2011-02-08 15:51:20.089977+01 | 127.0.0.1 | 47900 16384 | hqdb | 3277 | 10 | hqadmin | <IDLE> in transaction | f | 2011-02-08 15:51:20.133974+01 | 2011-02-08 15:51:20.096149+01 | 127.0.0.1 | 47901 16384 | hqdb | 3308 | 10 | hqadmin | <IDLE> | f | 2011-02-09 10:49:27.402197+01 | 2011-02-08 15:51:29.826321+01 | 127.0.0.1 | 47902 16384 | hqdb | 3309 | 10 | hqadmin | <IDLE> | f | 2011-02-08 15:51:55.572395+01 | 2011-02-08 15:51:29.865243+01 | 127.0.0.1 | 47903 16384 | hqdb | 3310 | 10 | hqadmin | <IDLE> | f | 2011-02-08 15:51:55.586273+01 | 2011-02-08 15:51:29.874346+01 | 127.0.0.1 | 47904 16384 | hqdb | 3311 | 10 | hqadmin | <IDLE> | f | 2011-02-09 10:10:03.024088+01 | 2011-02-08 15:51:29.883598+01 | 127.0.0.1 | 47905 16384 | hqdb | 3312 | 10 | hqadmin | <IDLE> in transaction | f | 2011-02-08 15:51:35.804457+01 | 2011-02-08 15:51:29.892925+01 | 127.0.0.1 | 47906 16384 | hqdb | 3418 | 10 | hqadmin | <IDLE> | f | 2011-02-08 15:51:55.580207+01 | 2011-02-08 15:51:55.56911+01 | 127.0.0.1 | 47910 16384 | hqdb | 3419 | 10 | hqadmin | <IDLE> | f | 2011-02-08 15:51:55.59781+01 | 2011-02-08 15:51:55.588609+01 | 127.0.0.1 | 47911 16384 | hqdb | 3422 | 10 | hqadmin | <IDLE> | f | 2011-02-09 10:10:02.668836+01 | 2011-02-08 15:51:55.603076+01 | 127.0.0.1 | 47914 16384 | hqdb | 3421 | 10 | hqadmin | <IDLE> | f | 2011-02-08 15:51:55.770427+01 | 2011-02-08 15:51:55.603086+01 | 127.0.0.1 | 47913 16384 | hqdb | 3420 | 10 | hqadmin | <IDLE> | f | 2011-02-08 15:51:55.680785+01 | 2011-02-08 15:51:55.637058+01 | 127.0.0.1 | 47912 16384 | hqdb | 18233 | 10 | hqadmin | SELECT * FROM pg_stat_activity; | f | 2011-02-09 10:49:29.688949+01 | 2011-02-09 10:48:13.031475+01 | | -1 (21 rows)

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  • Postfix configuration - Uing virtual min but server is bouncing back my mail.

    - by brodiebrodie
    I have no experience in setting up postfix, and thought virtualmin minght do the legwork for me. Appears not. When I try to send mail to the domain (either [email protected] [email protected] or [email protected]) I get the following message returned This is the mail system at host dedq239.localdomain. I'm sorry to have to inform you that your message could not be delivered to one or more recipients. It's attached below. For further assistance, please send mail to <postmaster> If you do so, please include this problem report. You can delete your own text from the attached returned message. The mail system <[email protected]> (expanded from <[email protected]>): User unknown in virtual alias table Final-Recipient: rfc822; [email protected] Original-Recipient: rfc822;[email protected] Action: failed Status: 5.0.0 Diagnostic-Code: X-Postfix; User unknown in virtual alias table How can I diagnose the problem here? It seems that the mail gets to my server but the server fails to locally deliver the message to the correct user. (This is a guess, truthfully I have no idea what is happening). I have checked my virtual alias table and it seems to be set up correctly (I can post if this would be helpful). Can anyone give me a clue as to the next step? Thanks alias_database = hash:/etc/aliases alias_maps = hash:/etc/aliases broken_sasl_auth_clients = yes command_directory = /usr/sbin config_directory = /etc/postfix daemon_directory = /usr/libexec/postfix debug_peer_level = 2 html_directory = no local_recipient_maps = $virtual_mailbox_maps mailq_path = /usr/bin/mailq.postfix manpage_directory = /usr/share/man mydestination = $myhostname, localhost.$mydomain, localhost, $mydomain myorigin = $mydomain newaliases_path = /usr/bin/newaliases.postfix readme_directory = /usr/share/doc/postfix-2.3.3/README_FILES sample_directory = /usr/share/doc/postfix-2.3.3/samples sendmail_path = /usr/sbin/sendmail.postfix setgid_group = postdrop smtpd_recipient_restrictions = permit_mynetworks reject_unauth_destination smtpd_sasl_auth_enable = yes soft_bounce = no unknown_local_recipient_reject_code = 550 virtual_alias_maps = hash:/etc/postfix/virtual My mail log file (the last entry) Sep 30 15:13:47 dedq239 postfix/cleanup[7237]: 207C6B18158: message-id=<[email protected]> Sep 30 15:13:47 dedq239 postfix/qmgr[7177]: 207C6B18158: from=<[email protected]>, size=1805, nrcpt=1 (queue active) Sep 30 15:13:47 dedq239 postfix/error[7238]: 207C6B18158: to=<[email protected]>, orig_to=<[email protected]>, relay=none, delay=0.64, delays=0.61/0.01/0/0.02, dsn=5.0.0, status=bounced (User unknown in virtual alias table) Sep 30 15:13:47 dedq239 postfix/cleanup[7237]: 8DC13B18169: message-id=<[email protected]> Sep 30 15:13:47 dedq239 postfix/qmgr[7177]: 8DC13B18169: from=<>, size=3691, nrcpt=1 (queue active) Sep 30 15:13:47 dedq239 postfix/bounce[7239]: 207C6B18158: sender non-delivery notification: 8DC13B18169 Sep 30 15:13:47 dedq239 postfix/qmgr[7177]: 207C6B18158: removed Sep 30 15:13:48 dedq239 postfix/smtp[7240]: 8DC13B18169: to=<[email protected]>, relay=gmail-smtp-in.l.google.com[209.85.216.55]:25, delay=1.3, delays=0.02/0.01/0.58/0.75, dsn=2.0.0, status=sent (250 2.0.0 OK 1254348828 36si15082901pxi.91) Sep 30 15:13:48 dedq239 postfix/qmgr[7177]: 8DC13B18169: removed Sep 30 15:14:17 dedq239 postfix/smtpd[7233]: disconnect from mail-bw0-f228.google.com[209.85.218.228] etc.aliases file below I have not touched this file - myvirtualdomain is a replacement for my real domain name # Aliases in this file will NOT be expanded in the header from # Mail, but WILL be visible over networks or from /bin/mail. # # >>>>>>>>>> The program "newaliases" must be run after # >> NOTE >> this file is updated for any changes to # >>>>>>>>>> show through to sendmail. # # Basic system aliases -- these MUST be present. mailer-daemon: postmaster postmaster: root # General redirections for pseudo accounts. bin: root daemon: root adm: root lp: root sync: root shutdown: root halt: root mail: root news: root uucp: root operator: root games: root gopher: root ftp: root nobody: root radiusd: root nut: root dbus: root vcsa: root canna: root wnn: root rpm: root nscd: root pcap: root apache: root webalizer: root dovecot: root fax: root quagga: root radvd: root pvm: root amanda: root privoxy: root ident: root named: root xfs: root gdm: root mailnull: root postgres: root sshd: root smmsp: root postfix: root netdump: root ldap: root squid: root ntp: root mysql: root desktop: root rpcuser: root rpc: root nfsnobody: root ingres: root system: root toor: root manager: root dumper: root abuse: root newsadm: news newsadmin: news usenet: news ftpadm: ftp ftpadmin: ftp ftp-adm: ftp ftp-admin: ftp www: webmaster webmaster: root noc: root security: root hostmaster: root info: postmaster marketing: postmaster sales: postmaster support: postmaster # trap decode to catch security attacks decode: root # Person who should get root's mail #root: marc abuse-myvirtualdomain.com: [email protected] My etc/postfix/virtual file is below - again myvirtualdomain is a replacement. I think this file was generated by Virtualmin and I have tried messing around with is with no success... This is the version without my changes. myunixusername@myvirtualdomain .com myunixusername myvirtualdomain .com myvirtualdomain.com [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] [email protected]

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  • How to change x-axis min/max of Column chart in Excel?

    - by Ian Boyd
    Here i have a column chart of binomial distribution, showing how many times you can expect to roll a six in 235 dice rolls: Note: You could also call it a binomial mass distribution for p=1/6, n=235 Now that graph is kinda squooshed. i'd like to change the Minimum and Maximum on the horizontal axis. i'd like to change them to: Minimum: 22 Maximum: 57 Meaning i want to zoom in on this section of the graph: Bonus points to the reader who can say how the numbers 22 and 57 were arrived at If this were a Scatter graph in Excel, i could adjust the horizintal axis minimum and maximum as i desired: Unfortunately, this is a Column chart, where there are no options to adjust the minimum and maximum limits of the ordinate axis: i can do a pretty horrible thing to the graph in Photoshop, but it's not very useful afterwards: Question: how to a change the x-axis minimum and maximum of a Column chart in Excel (2007)?

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  • Parallelism in .NET – Part 7, Some Differences between PLINQ and LINQ to Objects

    - by Reed
    In my previous post on Declarative Data Parallelism, I mentioned that PLINQ extends LINQ to Objects to support parallel operations.  Although nearly all of the same operations are supported, there are some differences between PLINQ and LINQ to Objects.  By introducing Parallelism to our declarative model, we add some extra complexity.  This, in turn, adds some extra requirements that must be addressed. In order to illustrate the main differences, and why they exist, let’s begin by discussing some differences in how the two technologies operate, and look at the underlying types involved in LINQ to Objects and PLINQ . LINQ to Objects is mainly built upon a single class: Enumerable.  The Enumerable class is a static class that defines a large set of extension methods, nearly all of which work upon an IEnumerable<T>.  Many of these methods return a new IEnumerable<T>, allowing the methods to be chained together into a fluent style interface.  This is what allows us to write statements that chain together, and lead to the nice declarative programming model of LINQ: double min = collection .Where(item => item.SomeProperty > 6 && item.SomeProperty < 24) .Min(item => item.PerformComputation()); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Other LINQ variants work in a similar fashion.  For example, most data-oriented LINQ providers are built upon an implementation of IQueryable<T>, which allows the database provider to turn a LINQ statement into an underlying SQL query, to be performed directly on the remote database. PLINQ is similar, but instead of being built upon the Enumerable class, most of PLINQ is built upon a new static class: ParallelEnumerable.  When using PLINQ, you typically begin with any collection which implements IEnumerable<T>, and convert it to a new type using an extension method defined on ParallelEnumerable: AsParallel().  This method takes any IEnumerable<T>, and converts it into a ParallelQuery<T>, the core class for PLINQ.  There is a similar ParallelQuery class for working with non-generic IEnumerable implementations. This brings us to our first subtle, but important difference between PLINQ and LINQ – PLINQ always works upon specific types, which must be explicitly created. Typically, the type you’ll use with PLINQ is ParallelQuery<T>, but it can sometimes be a ParallelQuery or an OrderedParallelQuery<T>.  Instead of dealing with an interface, implemented by an unknown class, we’re dealing with a specific class type.  This works seamlessly from a usage standpoint – ParallelQuery<T> implements IEnumerable<T>, so you can always “switch back” to an IEnumerable<T>.  The difference only arises at the beginning of our parallelization.  When we’re using LINQ, and we want to process a normal collection via PLINQ, we need to explicitly convert the collection into a ParallelQuery<T> by calling AsParallel().  There is an important consideration here – AsParallel() does not need to be called on your specific collection, but rather any IEnumerable<T>.  This allows you to place it anywhere in the chain of methods involved in a LINQ statement, not just at the beginning.  This can be useful if you have an operation which will not parallelize well or is not thread safe.  For example, the following is perfectly valid, and similar to our previous examples: double min = collection .AsParallel() .Select(item => item.SomeOperation()) .Where(item => item.SomeProperty > 6 && item.SomeProperty < 24) .Min(item => item.PerformComputation()); However, if SomeOperation() is not thread safe, we could just as easily do: double min = collection .Select(item => item.SomeOperation()) .AsParallel() .Where(item => item.SomeProperty > 6 && item.SomeProperty < 24) .Min(item => item.PerformComputation()); In this case, we’re using standard LINQ to Objects for the Select(…) method, then converting the results of that map routine to a ParallelQuery<T>, and processing our filter (the Where method) and our aggregation (the Min method) in parallel. PLINQ also provides us with a way to convert a ParallelQuery<T> back into a standard IEnumerable<T>, forcing sequential processing via standard LINQ to Objects.  If SomeOperation() was thread-safe, but PerformComputation() was not thread-safe, we would need to handle this by using the AsEnumerable() method: double min = collection .AsParallel() .Select(item => item.SomeOperation()) .Where(item => item.SomeProperty > 6 && item.SomeProperty < 24) .AsEnumerable() .Min(item => item.PerformComputation()); Here, we’re converting our collection into a ParallelQuery<T>, doing our map operation (the Select(…) method) and our filtering in parallel, then converting the collection back into a standard IEnumerable<T>, which causes our aggregation via Min() to be performed sequentially. This could also be written as two statements, as well, which would allow us to use the language integrated syntax for the first portion: var tempCollection = from item in collection.AsParallel() let e = item.SomeOperation() where (e.SomeProperty > 6 && e.SomeProperty < 24) select e; double min = tempCollection.AsEnumerable().Min(item => item.PerformComputation()); This allows us to use the standard LINQ style language integrated query syntax, but control whether it’s performed in parallel or serial by adding AsParallel() and AsEnumerable() appropriately. The second important difference between PLINQ and LINQ deals with order preservation.  PLINQ, by default, does not preserve the order of of source collection. This is by design.  In order to process a collection in parallel, the system needs to naturally deal with multiple elements at the same time.  Maintaining the original ordering of the sequence adds overhead, which is, in many cases, unnecessary.  Therefore, by default, the system is allowed to completely change the order of your sequence during processing.  If you are doing a standard query operation, this is usually not an issue.  However, there are times when keeping a specific ordering in place is important.  If this is required, you can explicitly request the ordering be preserved throughout all operations done on a ParallelQuery<T> by using the AsOrdered() extension method.  This will cause our sequence ordering to be preserved. For example, suppose we wanted to take a collection, perform an expensive operation which converts it to a new type, and display the first 100 elements.  In LINQ to Objects, our code might look something like: // Using IEnumerable<SourceClass> collection IEnumerable<ResultClass> results = collection .Select(e => e.CreateResult()) .Take(100); If we just converted this to a parallel query naively, like so: IEnumerable<ResultClass> results = collection .AsParallel() .Select(e => e.CreateResult()) .Take(100); We could very easily get a very different, and non-reproducable, set of results, since the ordering of elements in the input collection is not preserved.  To get the same results as our original query, we need to use: IEnumerable<ResultClass> results = collection .AsParallel() .AsOrdered() .Select(e => e.CreateResult()) .Take(100); This requests that PLINQ process our sequence in a way that verifies that our resulting collection is ordered as if it were processed serially.  This will cause our query to run slower, since there is overhead involved in maintaining the ordering.  However, in this case, it is required, since the ordering is required for correctness. PLINQ is incredibly useful.  It allows us to easily take nearly any LINQ to Objects query and run it in parallel, using the same methods and syntax we’ve used previously.  There are some important differences in operation that must be considered, however – it is not a free pass to parallelize everything.  When using PLINQ in order to parallelize your routines declaratively, the same guideline I mentioned before still applies: Parallelization is something that should be handled with care and forethought, added by design, and not just introduced casually.

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  • Getting minimum - Min() - for DateTime column in a DataTable using LINQ to DataSets?

    - by Jay Stevens
    I need to get the minimum DateTime value of a column in a DataTable. The DataTable is generated dynamically from a CSV file, therefore I don't know the name of that column until runtime. Here is code I've got that doesn't work... private DateTime GetStartDateFromCSV(string inputFile, string date_attr) { EnumerableRowCollection<DataRow> table = CsvStreamReader.GetDataTableFromCSV(inputFile, "input", true).AsEnumerable(); DateTime dt = table.Select(record => record.Field<DateTime>(date_attr)).Min(); return dt; } The variable table is broken out just for clarity. I basically need to find the minimum value as a DateTime for one of the columns (to be chosen at runtime and represented by date_attr). I have tried several solutions from SO (most deal with known columns and/or non-DateTime fields). What I've got throws an error at runtime telling me that it can't do the DateTime conversion (that seems to be a problem with Linq?) I've confirmed that the data for the column name that is in the string date_attr is a date value.

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  • HLSL - How can I set sampler Min/Mag/Mip filters to disable all filtering/anti-aliasing?

    - by RJFalconer
    I have a tex2D sampler I want to only return precisely those colours that are present on my texture. In the event of a texel overlapping multiple colours, I want it to pick one and have the whole texel be that colour. I think to do this I want to disable mipmapping, or at least trilinear filtering of mips. sampler2D gColourmapSampler : register(s0) = sampler_state { Texture = <gColourmapTexture>; //Defined above MinFilter = None; //Controls sampling. None, Linear, or Point. MagFilter = None; //Controls sampling. None, Linear, or Point. MipFilter = None; //Controls how the mips are generated. None, Linear, or Point. //... }; My problem is I don't really understand Min/Mag/Mip filtering, so am not sure what combination I need to set these in, or if this is even what I am after. MSDN has this to say; D3DSAMP_MAGFILTER: Magnification filter of type D3DTEXTUREFILTERTYPE D3DSAMP_MINFILTER: Minification filter of type D3DTEXTUREFILTERTYPE. D3DSAMP_MIPFILTER: Mipmap filter to use during minification. See D3DTEXTUREFILTERTYPE. D3DTEXF_NONE: When used with D3DSAMP_MIPFILTER, disables mipmapping.

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  • Code Contracts: Unit testing contracted code

    - by DigiMortal
    Code contracts and unit tests are not replacements for each other. They both have different purpose and different nature. It does not matter if you are using code contracts or not – you still have to write tests for your code. In this posting I will show you how to unit test code with contracts. In my previous posting about code contracts I showed how to avoid ContractExceptions that are defined in code contracts runtime and that are not accessible for us in design time. This was one step further to make my randomizer testable. In this posting I will complete the mission. Problems with current code This is my current code. public class Randomizer {     public static int GetRandomFromRangeContracted(int min, int max)     {         Contract.Requires<ArgumentOutOfRangeException>(             min < max,             "Min must be less than max"         );           Contract.Ensures(             Contract.Result<int>() >= min &&             Contract.Result<int>() <= max,             "Return value is out of range"         );           var rnd = new Random();         return rnd.Next(min, max);     } } As you can see this code has some problems: randomizer class is static and cannot be instantiated. We cannot move this class between components if we need to, GetRandomFromRangeContracted() is not fully testable because we cannot currently affect random number generator output and therefore we cannot test post-contract. Now let’s solve these problems. Making randomizer testable As a first thing I made Randomizer to be class that must be instantiated. This is simple thing to do. Now let’s solve the problem with Random class. To make Randomizer testable I define IRandomGenerator interface and RandomGenerator class. The public constructor of Randomizer accepts IRandomGenerator as argument. public interface IRandomGenerator {     int Next(int min, int max); }   public class RandomGenerator : IRandomGenerator {     private Random _random = new Random();       public int Next(int min, int max)     {         return _random.Next(min, max);     } } And here is our Randomizer after total make-over. public class Randomizer {     private IRandomGenerator _generator;       private Randomizer()     {         _generator = new RandomGenerator();     }       public Randomizer(IRandomGenerator generator)     {         _generator = generator;     }       public int GetRandomFromRangeContracted(int min, int max)     {         Contract.Requires<ArgumentOutOfRangeException>(             min < max,             "Min must be less than max"         );           Contract.Ensures(             Contract.Result<int>() >= min &&             Contract.Result<int>() <= max,             "Return value is out of range"         );           return _generator.Next(min, max);     } } It seems to be inconvenient to instantiate Randomizer now but you can always use DI/IoC containers and break compiled dependencies between the components of your system. Writing tests for randomizer IRandomGenerator solved problem with testing post-condition. Now it is time to write tests for Randomizer class. Writing tests for contracted code is not easy. The main problem is still ContractException that we are not able to access. Still it is the main exception we get as soon as contracts fail. Although pre-conditions are able to throw exceptions with type we want we cannot do much when post-conditions will fail. We have to use Contract.ContractFailed event and this event is called for every contract failure. This way we find ourselves in situation where supporting well input interface makes it impossible to support output interface well and vice versa. ContractFailed is nasty hack and it works pretty weird way. Although documentation sais that ContractFailed is good choice for testing contracts it is still pretty painful. As a last chance I got tests working almost normally when I wrapped them up. Can you remember similar solution from the times of Visual Studio 2008 unit tests? Cannot understand how Microsoft was able to mess up testing again. [TestClass] public class RandomizerTest {     private Mock<IRandomGenerator> _randomMock;     private Randomizer _randomizer;     private string _lastContractError;       public TestContext TestContext { get; set; }       public RandomizerTest()     {         Contract.ContractFailed += (sender, e) =>         {             e.SetHandled();             e.SetUnwind();               throw new Exception(e.FailureKind + ": " + e.Message);         };     }       [TestInitialize()]     public void RandomizerTestInitialize()     {         _randomMock = new Mock<IRandomGenerator>();         _randomizer = new Randomizer(_randomMock.Object);         _lastContractError = string.Empty;     }       #region InputInterfaceTests     [TestMethod]     [ExpectedException(typeof(Exception))]     public void GetRandomFromRangeContracted_should_throw_exception_when_min_is_not_less_than_max()     {         try         {             _randomizer.GetRandomFromRangeContracted(100, 10);         }         catch (Exception ex)         {             throw new Exception(string.Empty, ex);         }     }       [TestMethod]     [ExpectedException(typeof(Exception))]     public void GetRandomFromRangeContracted_should_throw_exception_when_min_is_equal_to_max()     {         try         {             _randomizer.GetRandomFromRangeContracted(10, 10);         }         catch (Exception ex)         {             throw new Exception(string.Empty, ex);         }     }       [TestMethod]     public void GetRandomFromRangeContracted_should_work_when_min_is_less_than_max()     {         int minValue = 10;         int maxValue = 100;         int returnValue = 50;           _randomMock.Setup(r => r.Next(minValue, maxValue))             .Returns(returnValue)             .Verifiable();           var result = _randomizer.GetRandomFromRangeContracted(minValue, maxValue);           _randomMock.Verify();         Assert.AreEqual<int>(returnValue, result);     }     #endregion       #region OutputInterfaceTests     [TestMethod]     [ExpectedException(typeof(Exception))]     public void GetRandomFromRangeContracted_should_throw_exception_when_return_value_is_less_than_min()     {         int minValue = 10;         int maxValue = 100;         int returnValue = 7;           _randomMock.Setup(r => r.Next(10, 100))             .Returns(returnValue)             .Verifiable();           try         {             _randomizer.GetRandomFromRangeContracted(minValue, maxValue);         }         catch (Exception ex)         {             throw new Exception(string.Empty, ex);         }           _randomMock.Verify();     }       [TestMethod]     [ExpectedException(typeof(Exception))]     public void GetRandomFromRangeContracted_should_throw_exception_when_return_value_is_more_than_max()     {         int minValue = 10;         int maxValue = 100;         int returnValue = 102;           _randomMock.Setup(r => r.Next(10, 100))             .Returns(returnValue)             .Verifiable();           try         {             _randomizer.GetRandomFromRangeContracted(minValue, maxValue);         }         catch (Exception ex)         {             throw new Exception(string.Empty, ex);         }           _randomMock.Verify();     }     #endregion        } Although these tests are pretty awful and contain hacks we are at least able now to make sure that our code works as expected. Here is the test list after running these tests. Conclusion Code contracts are very new stuff in Visual Studio world and as young technology it has some problems – like all other new bits and bytes in the world. As you saw then making our contracted code testable is easy only to the point when pre-conditions are considered. When we start dealing with post-conditions we will end up with hacked tests. I hope that future versions of code contracts will solve error handling issues the way that testing of contracted code will be easier than it is right now.

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  • export web page data to excel using javascript [on hold]

    - by Sreevani sri
    I have created web page using html.When i clicked on submit button it will export to excel. using javascript i wnt to export thadt data to excel. my html code is 1. Please give your Name:<input type="text" name="Name" /><br /> 2. Area where you reside:<input type="text" name="Res" /><br /> 3. Specify your age group<br /> (a)15-25<input type="text" name="age" /> (b)26-35<input type="text" name="age" /> (c)36-45<input type="text" name="age" /> (d) Above 46<input type="text" name="age" /><br /> 4. Specify your occupation<br /> (a) Student<input type="checkbox" name="occ" value="student" /> (b) Home maker<input type="checkbox" name="occ" value="home" /> (c) Employee<input type="checkbox" name="occ" value="emp" /> (d) Businesswoman <input type="checkbox" name="occ" value="buss" /> (e) Retired<input type="checkbox" name="occ" value="retired" /> (f) others (please specify)<input type="text" name="others" /><br /> 5. Specify the nature of your family<br /> (a) Joint family<input type="checkbox" name="family" value="jfamily" /> (b) Nuclear family<input type="checkbox" name="family" value="nfamily" /><br /> 6. Please give the Number of female members in your family and their average age approximately<br /> Members Age 1 2 3 4 5<br /> 8. Please give your highest level of education (a)SSC or below<input type="checkbox" name="edu" value="ssc" /> (b) Intermediate<input type="checkbox" name="edu" value="int" /> (c) Diploma <input type="checkbox" name="edu" value="dip" /> (d)UG degree <input type="checkbox" name="edu" value="deg" /> (e) PG <input type="checkbox" name="edu" value="pg" /> (g) Doctorial degree<input type="checkbox" name="edu" value="doc" /><br /> 9. Specify your monthly income approximately in RS <input type="text" name="income" /><br /> 10. Specify your time spent in making a purchase decision at the outlet<br /> (a)0-15 min <input type="checkbox" name="dis" value="0-15 min" /> (b)16-30 min <input type="checkbox" name="dis" value="16-30 min" /> (c) 30-45 min<input type="checkbox" name="dis" value="30-45 min" /> (d) 46-60 min<input type="checkbox" name="dis" value="46-60 min" /><br /> <input type="submit" onclick="exportToExcel()" value="Submit" /> </div> </form>

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  • How to achieve the following RTO & RPO with logshipping only using SQL Server?

    - by Jimmy Chandra
    Trying to come up with viable backup restore & logshipping solution for achieving the following: 15 minutes Recovery Point Objective (no more than 15 minutes data loss at any time) 5 minutes Recovery Time Objective (must be able to get the db up and running back by 5 minutes) Considering using logshipping only (which I think is kind of pushing it, but I want to know if anyone else know how to achieve this). Some other info for consideration: Using 40 Gbit / sec fiber channel between the primary and disaster recovery (DRC) sites The sites are about 600 km apart. At close of business, the amount of data generated is predicted to be about 150 MB/sec. Log backup is planned for every 5 min. Doing some rough calculation I came up w/ the following numbers: 40 Gbit / sec = 5 MB / sec @ 100% network efficiency. 5 MB / sec = 300 MB / min. @ 300 MB / min, the total amount of data that can be transfer considering the 5min RTO is about 1.5GB, but that will left no time for the actual backup and restore, so if we cut it down to 3min logshipping time, which equals to ~900 MB over 3 minutes at 100% network efficiency, that will left about 1 min backup time and 1 minute restore time. Currently don't have any information if the system being used is capable of restoring 900 MB in 1 min, but assume it can. for COB scenario... 150 MB/sec, and considering the 3 min logshipping time, which should equal to about 27 GB of data over 3 mins...??? I think this is where the SLA will break... since there is no way to transfer 27 GB of data over a 40Gbit/sec line in 3 min. Can I get someone else opinion? I am thinking database mirroring might be a better answer for this...

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  • calculate AUC (GAM) in R [migrated]

    - by ahmad
    I used the following script to calculate AUC in R: library(mgcv) library(ROCR) library(AUC) data1=read.table("d:\\2005.txt", header=T) GAM<-gam(tuna ~ s(chla)+s(sst)+s(ssha),family=binomial, data=data1) gampred<- predict(GAM, type="response") rp <- prediction(gampred, data1$tuna) auc <- performance( rp, "auc")@y.values[[1]] auc roc <- performance( rp, "tpr", "fpr") plot( roc ) But when I was running the script, the result is: **rp <- prediction(gampred, data1$tuna) Error in prediction(gampred, data1$tuna) : Format of predictions is invalid. > > auc <- performance( rp, "auc")@y.values[[1]] Error in performance(rp, "auc") : object 'rp' not found > auc function (x, min = 0, max = 1) { if (any(class(x) == "roc")) { if (min != 0 || max != 1) { x$fpr <- x$fpr[x$cutoffs >= min & x$cutoffs <= max] x$tpr <- x$tpr[x$cutoffs >= min & x$cutoffs <= max] } ans <- 0 for (i in 2:length(x$fpr)) { ans <- ans + 0.5 * abs(x$fpr[i] - x$fpr[i - 1]) * (x$tpr[i] + x$tpr[i - 1]) } } else if (any(class(x) %in% c("accuracy", "sensitivity", "specificity"))) { if (min != 0 || max != 1) { x$cutoffs <- x$cutoffs[x$cutoffs >= min & x$cutoffs <= max] x$measure <- x$measure[x$cutoffs >= min & x$cutoffs <= max] } ans <- 0 for (i in 2:(length(x$cutoffs))) { ans <- ans + 0.5 * abs(x$cutoffs[i - 1] - x$cutoffs[i]) * (x$measure[i] + x$measure[i - 1]) } } return(as.numeric(ans)) } <bytecode: 0x03012f10> <environment: namespace:AUC> > > roc <- performance( rp, "tpr", "fpr") Error in performance(rp, "tpr", "fpr") : object 'rp' not found > plot( roc ) Error in levels(labels) : argument "labels" is missing, with no default** Can anybody help me to solve this problem? Thank you in advance.

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  • rand() generating the same number – even with srand(time(NULL)) in my main!

    - by Nick Sweet
    So, I'm trying to create a random vector (think geometry, not an expandable array), and every time I call my random vector function I get the same x value, thought y and z are different. int main () { srand ( (unsigned)time(NULL)); Vector<double> a; a.randvec(); cout << a << endl; return 0; } using the function //random Vector template <class T> void Vector<T>::randvec() { const int min=-10, max=10; int randx, randy, randz; const int bucket_size = RAND_MAX/(max-min); do randx = (rand()/bucket_size)+min; while (randx <= min && randx >= max); x = randx; do randy = (rand()/bucket_size)+min; while (randy <= min && randy >= max); y = randy; do randz = (rand()/bucket_size)+min; while (randz <= min && randz >= max); z = randz; } For some reason, randx will consistently return 8, whereas the other numbers seem to be following the (pseudo) randomness perfectly. However, if I put the call to define, say, randy before randx, randy will always return 8. Why is my first random number always 8? Am I seeding incorrectly?

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  • (1 2 3 . #<void>)- heapsort

    - by superguay
    Hello everybody: I tried to implement a "pairing heap" with all the regular operations (merge, delete-min etc.), then I've been requested to write a function that would sort a list using my newly constructed heap implementation. Unfortunately it seems that someting goes wrong... Here's the relevant code: (define (heap-merge h1 h2) (cond ((heap-empty? h1) h2) ((heap-empty? h2) h1) (else (let ((min1 (heap-get-min h1)) (min2 (heap-get-min h2))) (if ((heap-get-less h1) min1 min2) (make-pairing-heap (heap-get-less h1) min1 (cons h2 (heap-get-subheaps h1))) (make-pairing-heap (heap-get-less h1) min2 (cons h1 (heap-get-subheaps h2)))))))) (define (heap-insert element h) (heap-merge (make-pairing-heap (heap-get-less h) element '()) h)) (define (heap-delete-min h) (define (merge-in-pairs less? subheaps) (cond ((null? subheaps) (make-heap less?)) ((null? (cdr subheaps)) (car subheaps)) (else (heap-merge (heap-merge (car subheaps) (cadr subheaps)) (merge-in-pairs less? (cddr subheaps)))))) (if (heap-empty? h) (error "expected pairing-heap for first argument, got an empty heap ") (merge-in-pairs (heap-get-less h) (heap-get-subheaps h)))) (define (heapsort l less?) (let aux ((h (accumulate heap-insert (make-heap less?) l))) (if (not (heap-empty? h)) (cons (heap-get-min h) (aux (heap-delete-min h)))))) And these are some selectors that may help you to understand the code: (define (make-pairing-heap less? min subheaps) (cons less? (cons min subheaps))) (define (make-heap less?) (cons less? '())) (define (heap-get-less h) (car h)) (define (heap-empty? h) (if (null? (cdr h)) #t #f)) Now lets get to the problem: When i run 'heapsort' it returns the sorted list with "void", as you can see: (heapsort (list 1 2 3) <) (1 2 3 . #)..HOW CAN I FIX IT? Regards, Superguay

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  • Unable to run Ajax Minifier as post-build in Visual Studio.

    - by James South
    I've set up my post build config as demonstrated at http://www.asp.net/ajaxlibrary/ajaxminquickstart.ashx I'm getting the following error though: The "JsSourceFiles" parameter is not supported by the "AjaxMin" task. Verify the parameter exists on the task, and it is a settable public instance property. My configuration settings...... <Import Project="$(MSBuildExtensionsPath)\Microsoft\MicrosoftAjax\ajaxmin.tasks" /> <Target Name="AfterBuild"> <ItemGroup> <JS Include="**\*.js" Exclude="**\*.min.js" /> </ItemGroup> <ItemGroup> <CSS Include="**\*.css" Exclude="**\*.min.css" /> </ItemGroup> <AjaxMin JsSourceFiles="@(JS)" JsSourceExtensionPattern="\.js$" JsTargetExtension=".min.js" CssSourceFiles="@(CSS)" CssSourceExtensionPattern="\.css$" CssTargetExtension=".min.css" /> </Target> I had a look at the AjaxMinTask.dll with reflector and noted that the publicly exposed properties do not match the ones in my config. There is an array of ITaskItem called SourceFiles though so I edited my configuration to match. <Import Project="$(MSBuildExtensionsPath)\Microsoft\MicrosoftAjax\ajaxmin.tasks" /> <Target Name="AfterBuild"> <ItemGroup> <JS Include="**\*.js" Exclude="**\*.min.js" /> </ItemGroup> <ItemGroup> <CSS Include="**\*.css" Exclude="**\*.min.css" /> </ItemGroup> <AjaxMin SourceFiles="@(JS);@(CSS)" SourceExtensionPattern="\.js$;\.css$" TargetExtension=".min.js;.min.css"/> </Target> I now get the error: The "SourceFiles" parameter is not supported by the "AjaxMin" task. Verify the parameter exists on the task, and it is a settable public instance property. I'm scratching my head now. Surely it should be easier than this? I'm running Visual Studio 2010 Ultimate on a Windows 7 64 bit installation.

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