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  • Today's Links (6/24/2011)

    - by Bob Rhubart
    Fusion Applications - How we look at the near future | Domien Bolmers Bolmers recaps a Logica pow-wow around Fusion Applications. Who invented e-mail? | Nicholas Carr IT apparently does matter to Nicholas Carr as he shares links to Errol Morris's 5-part NYT series about the origins of email. David Sprott's Blog: Service Oriented Cloud (SOC) "Whilst all the really good Cloud environments are Service Oriented," says Sprott, "it’s very much the minority of consumer SaaS that is today." Fast, Faster, JRockit | René van Wijk Oracle ACE René van Wijk tells you "everything you ever wanted to know about the JRockit JVM, well quite a lot anyway." Creating an XML document based on my POJO domain model – how will JAXB help me? | Lucas Jellema "I thought that adding a few JAXB annotations to my existing POJO model would do the trick," says Jellema, "but no such luck." Announcing Oracle Environmental Accounting and Reporting | Theresa Hickman Oracle Environmental Accounting and Reporting is designed to help companies track and report greenhouse emissions. Yoga framework for REST-like partial resource access | William Vambenepe Vambenepe says: "A tweet by Stefan Tilkov brought Yoga to my attention, 'a framework for supporting REST-like URI requests with field selectors.'" InfoQ: Pragmatic Software Architecture and the Role of the Architect "Joe Wirtley introduces software architecture and the role of the architect in software development along with techniques, tips and resources to help one get started thinking as an architect."

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  • How to use Pixel Bender (pbj) in ActionScript3 on large Vectors to make fast calculations?

    - by Arthur Wulf White
    Remember my old question: 2d game view camera zoom, rotation & offset using 'Filter' / 'Shader' processing? I figured I could use a Pixel Bender Shader to do the computation for any large group of elements in a game to save on processing time. At least it's a theory worth checking. I also read this question: Pass large array to pixel shader Which I'm guessing is about accomplishing the same thing in a different language. I read this tutorial: http://unitzeroone.com/blog/2009/03/18/flash-10-massive-amounts-of-3d-particles-with-alchemy-source-included/ I am attempting to do some tests. Here is some of the code: private const SIZE : int = Math.pow(10, 5); private var testVectorNum : Vector.<Number>; private function testShader():void { shader.data.ab.value = [1.0, 8.0]; shader.data.src.input = testVectorNum; shader.data.src.width = SIZE/400; shader.data.src.height = 100; shaderJob = new ShaderJob(shader, testVectorNum, SIZE / 4, 1); var time : int = getTimer(), i : int = 0; shaderJob.start(true); trace("TEST1 : ", getTimer() - time); } The problem is that I keep getting a error saying: [Fault] exception, information=Error: Error #1000: The system is out of memory. Update: I managed to partially workaround the problem by converting the vector into bitmapData: (Using this technique I still get a speed boost of 3x using Pixel Bender) private function testShader():void { shader.data.ab.value = [1.0, 8.0]; var time : int = getTimer(), i : int = 0; testBitmapData.setVector(testBitmapData.rect, testVectorInt); shader.data.src.input = testBitmapData; shaderJob = new ShaderJob(shader, testBitmapData); shaderJob.start(true); testVectorInt = testBitmapData.getVector(testBitmapData.rect); trace("TEST1 : ", getTimer() - time); }

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  • Roguelike FOV problem

    - by Manderin87
    I am working on a college compsci project and I would like some help with a field of view algorithm. I works mostly, but in some situations the algorithm sees through walls and hilights walls the player should not be able to see. void cMap::los(int x0, int y0, int radius) { //Does line of sight from any particular tile for(int x = 0; x < m_Height; x++) { for(int y = 0; y < m_Width; y++) { getTile(x,y)->setVisible(false); } } double xdif = 0; double ydif = 0; bool visible = false; float dist = 0; for (int x = MAX(x0 - radius,0); x < MIN(x0 + radius, m_Height); x++) { //Loops through x values within view radius for (int y = MAX(y0 - radius,0); y < MIN(y0 + radius, m_Width); y++) { //Loops through y values within view radius xdif = pow( (double) x - x0, 2); ydif = pow( (double) y - y0, 2); dist = (float) sqrt(xdif + ydif); //Gets the distance between the two points if (dist <= radius) { //If the tile is within view distance, visible = line(x0, y0, x, y); //check if it can be seen. if (visible) { //If it can be seen, getTile(x,y)->setVisible(true); //Mark that tile as viewable } } } } } bool cMap::line(int x0,int y0,int x1,int y1) { bool steep = abs(y1-y0) > abs(x1-x0); if (steep) { swap(x0, y0); swap(x1, y1); } if (x0 > x1) { swap(x0,x1); swap(y0,y1); } int deltax = x1-x0; int deltay = abs(y1-y0); int error = deltax/2; int ystep; int y = y0; if (y0 < y1) ystep = 1; else ystep = -1; for (int x = x0; x < x1; x++) { if ( steep && getTile(y,x)->isBlocked()) { getTile(y,x)->setVisible(true); getTile(y,x)->setDiscovered(true); return false; } else if (!steep && getTile(x,y)->isBlocked()) { getTile(x,y)->setVisible(true); getTile(x,y)->setDiscovered(true); return false; } error -= deltay; if (error < 0) { y = y + ystep; error = error + deltax; } } return true; } If anyone could help me make the first blocked tiles visible but stops the rest, I would appreciate it. thanks, Manderin87

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  • Algorithm for dragging objects on a fixed grid

    - by FlyingStreudel
    Hello, I am working on a program for the mapping and playing of the popular tabletop game D&D :D Right now I am working on getting the basic functionality like dragging UI elements around, snapping to the grid and checking for collisions. Right now every object when released from the mouse immediately snaps to the nearest grid point. This causes an issue when something like a player object snaps to a grid point that has a wall -or other- adjacent. So essentially when the player is dropped they wind up with some of the wall covering them. This is fine and working as intended, however the problem is that now my collision detection is tripped whenever you try to move this player because its sitting underneath a wall and because of this you cant drag the player anymore. Here is the relevant code: void UIObj_MouseMove(object sender, MouseEventArgs e) { blocked = false; if (dragging) { foreach (UIElement o in ((Floor)Parent).Children) { if (o.GetType() != GetType() && o.GetType().BaseType == typeof(UIObj) && Math.Sqrt(Math.Pow(((UIObj)o).cX - cX, 2) + Math.Pow(((UIObj)o).cY - cY, 2)) < Math.Max(r.Height + ((UIObj)o).r.Height, r.Width + ((UIObj)o).r.Width)) { double Y = e.GetPosition((Floor)Parent).Y; double X = e.GetPosition((Floor)Parent).X; Geometry newRect = new RectangleGeometry(new Rect(Margin.Left + (X - prevX), Margin.Top + (Y - prevY), Margin.Right + (X - prevX), Margin.Bottom + (Y - prevY))); GeometryHitTestParameters ghtp = new GeometryHitTestParameters(newRect); VisualTreeHelper.HitTest(o, null, new HitTestResultCallback(MyHitTestResultCallback), ghtp); } } if (!blocked) { Margin = new Thickness(Margin.Left + (e.GetPosition((Floor)Parent).X - prevX), Margin.Top + (e.GetPosition((Floor)Parent).Y - prevY), Margin.Right + (e.GetPosition((Floor)Parent).X - prevX), Margin.Bottom + (e.GetPosition((Floor)Parent).Y - prevY)); InvalidateVisual(); } prevX = e.GetPosition((Floor)Parent).X; prevY = e.GetPosition((Floor)Parent).Y; cX = Margin.Left + r.Width / 2; cY = Margin.Top + r.Height / 2; } } internal virtual void SnapToGrid() { double xPos = Margin.Left; double yPos = Margin.Top; double xMarg = xPos % ((Floor)Parent).cellDim; double yMarg = yPos % ((Floor)Parent).cellDim; if (xMarg < ((Floor)Parent).cellDim / 2) { if (yMarg < ((Floor)Parent).cellDim / 2) { Margin = new Thickness(xPos - xMarg, yPos - yMarg, xPos - xMarg + r.Width, yPos - yMarg + r.Height); } else { Margin = new Thickness(xPos - xMarg, yPos - yMarg + ((Floor)Parent).cellDim, xPos - xMarg + r.Width, yPos - yMarg + ((Floor)Parent).cellDim + r.Height); } } else { if (yMarg < ((Floor)Parent).cellDim / 2) { Margin = new Thickness(xPos - xMarg + ((Floor)Parent).cellDim, yPos - yMarg, xPos - xMarg + ((Floor)Parent).cellDim + r.Width, yPos - yMarg + r.Height); } else { Margin = new Thickness(xPos - xMarg + ((Floor)Parent).cellDim, yPos - yMarg + ((Floor)Parent).cellDim, xPos - xMarg + ((Floor)Parent).cellDim + r.Width, yPos - yMarg + ((Floor)Parent).cellDim + r.Height); } } } Essentially I am looking for a simple way to modify the existing code to allow the movement of a UI element that has another one sitting on top of it. Thanks!

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  • Fastest way to pad a number in Java to a certain number of digits

    - by Martin
    Am trying to create a well-optimised bit of code to create number of X-digits in length (where X is read from a runtime properties file), based on a DB-generated sequence number (Y), which is then used a folder-name when saving a file. I've come up with three ideas so far, the fastest of which is the last one, but I'd appreciate any advice people may have on this... 1) Instantiate a StringBuilder with initial capacity X. Append Y. While length < X, insert a zero at pos zero. 2) Instantiate a StringBuilder with initial capacity X. While length < X, append a zero. Create a DecimalFormat based on StringBuilder value, and then format the number when it's needed. 3) Create a new int of Math.pow( 10, X ) and add Y. Use String.valueOf() on the new number and then substring(1) it. The second one can obviously be split into outside-loop and inside-loop sections. So, any tips? Using a for-loop of 10,000 iterations, I'm getting similar timings from the first two, and the third method is approximately ten-times faster. Does this seem correct? Full test-method code below... // Setup test variables int numDigits = 9; int testNumber = 724; int numIterations = 10000; String folderHolder = null; DecimalFormat outputFormat = new DecimalFormat( "#,##0" ); // StringBuilder test long before = System.nanoTime(); for ( int i = 0; i < numIterations; i++ ) { StringBuilder sb = new StringBuilder( numDigits ); sb.append( testNumber ); while ( sb.length() < numDigits ) { sb.insert( 0, 0 ); } folderHolder = sb.toString(); } long after = System.nanoTime(); System.out.println( "01: " + outputFormat.format( after - before ) + " nanoseconds" ); System.out.println( "Sanity check: Folder = \"" + folderHolder + "\"" ); // DecimalFormat test before = System.nanoTime(); StringBuilder sb = new StringBuilder( numDigits ); while ( sb.length() < numDigits ) { sb.append( 0 ); } DecimalFormat formatter = new DecimalFormat( sb.toString() ); for ( int i = 0; i < numIterations; i++ ) { folderHolder = formatter.format( testNumber ); } after = System.nanoTime(); System.out.println( "02: " + outputFormat.format( after - before ) + " nanoseconds" ); System.out.println( "Sanity check: Folder = \"" + folderHolder + "\"" ); // Substring test before = System.nanoTime(); int baseNum = (int)Math.pow( 10, numDigits ); for ( int i = 0; i < numIterations; i++ ) { int newNum = baseNum + testNumber; folderHolder = String.valueOf( newNum ).substring( 1 ); } after = System.nanoTime(); System.out.println( "03: " + outputFormat.format( after - before ) + " nanoseconds" ); System.out.println( "Sanity check: Folder = \"" + folderHolder + "\"" );

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  • What is wrong with my speculair phong shading

    - by Thijser
    I'm sorry if this should be placed on stackoverflow instead however seeing as this is graphics related I was hoping you guys could help me: I'm attempting to write a phong shader and currently working on the specular. I came acros the following formula: base*pow(dot(V,R),shininess) and attempted to implement it (V is the posion of the viewer and R the reflective vector). This gave the following result and code: Vec3Df phongSpecular(const Vec3Df & vertexPos, Vec3Df & normal, const Vec3Df & lightPos, const Vec3Df & cameraPos, unsigned int index) { Vec3Df relativeLightPos=(lightPos-vertexPos); relativeLightPos.normalize(); Vec3Df relativeCameraPos= (cameraPos-vertexPos); relativeCameraPos.normalize(); int DotOfNormalAndLight = Vec3Df::dotProduct(normal,relativeLightPos); Vec3Df reflective =(relativeLightPos-(2*DotOfNormalAndLight*normal))*-1; reflective.normalize(); float phongyness= Vec3Df::dotProduct(reflective,relativeCameraPos); if (phongyness<0){ phongyness=0; } float shininess= Shininess[index]; float speculair = powf(phongyness,shininess); return Ks[index]*speculair; } I'm looking for something more like this:

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  • C#/.NET Little Wonders: ConcurrentBag and BlockingCollection

    - by James Michael Hare
    In the first week of concurrent collections, began with a general introduction and discussed the ConcurrentStack<T> and ConcurrentQueue<T>.  The last post discussed the ConcurrentDictionary<T> .  Finally this week, we shall close with a discussion of the ConcurrentBag<T> and BlockingCollection<T>. For more of the "Little Wonders" posts, see C#/.NET Little Wonders: A Redux. Recap As you'll recall from the previous posts, the original collections were object-based containers that accomplished synchronization through a Synchronized member.  With the advent of .NET 2.0, the original collections were succeeded by the generic collections which are fully type-safe, but eschew automatic synchronization.  With .NET 4.0, a new breed of collections was born in the System.Collections.Concurrent namespace.  Of these, the final concurrent collection we will examine is the ConcurrentBag and a very useful wrapper class called the BlockingCollection. For some excellent information on the performance of the concurrent collections and how they perform compared to a traditional brute-force locking strategy, see this informative whitepaper by the Microsoft Parallel Computing Platform team here. ConcurrentBag<T> – Thread-safe unordered collection. Unlike the other concurrent collections, the ConcurrentBag<T> has no non-concurrent counterpart in the .NET collections libraries.  Items can be added and removed from a bag just like any other collection, but unlike the other collections, the items are not maintained in any order.  This makes the bag handy for those cases when all you care about is that the data be consumed eventually, without regard for order of consumption or even fairness – that is, it’s possible new items could be consumed before older items given the right circumstances for a period of time. So why would you ever want a container that can be unfair?  Well, to look at it another way, you can use a ConcurrentQueue and get the fairness, but it comes at a cost in that the ordering rules and synchronization required to maintain that ordering can affect scalability a bit.  Thus sometimes the bag is great when you want the fastest way to get the next item to process, and don’t care what item it is or how long its been waiting. The way that the ConcurrentBag works is to take advantage of the new ThreadLocal<T> type (new in System.Threading for .NET 4.0) so that each thread using the bag has a list local to just that thread.  This means that adding or removing to a thread-local list requires very low synchronization.  The problem comes in where a thread goes to consume an item but it’s local list is empty.  In this case the bag performs “work-stealing” where it will rob an item from another thread that has items in its list.  This requires a higher level of synchronization which adds a bit of overhead to the take operation. So, as you can imagine, this makes the ConcurrentBag good for situations where each thread both produces and consumes items from the bag, but it would be less-than-idea in situations where some threads are dedicated producers and the other threads are dedicated consumers because the work-stealing synchronization would outweigh the thread-local optimization for a thread taking its own items. Like the other concurrent collections, there are some curiosities to keep in mind: IsEmpty(), Count, ToArray(), and GetEnumerator() lock collection Each of these needs to take a snapshot of whole bag to determine if empty, thus they tend to be more expensive and cause Add() and Take() operations to block. ToArray() and GetEnumerator() are static snapshots Because it is based on a snapshot, will not show subsequent updates after snapshot. Add() is lightweight Since adding to the thread-local list, there is very little overhead on Add. TryTake() is lightweight if items in thread-local list As long as items are in the thread-local list, TryTake() is very lightweight, much more so than ConcurrentStack() and ConcurrentQueue(), however if the local thread list is empty, it must steal work from another thread, which is more expensive. Remember, a bag is not ideal for all situations, it is mainly ideal for situations where a process consumes an item and either decomposes it into more items to be processed, or handles the item partially and places it back to be processed again until some point when it will complete.  The main point is that the bag works best when each thread both takes and adds items. For example, we could create a totally contrived example where perhaps we want to see the largest power of a number before it crosses a certain threshold.  Yes, obviously we could easily do this with a log function, but bare with me while I use this contrived example for simplicity. So let’s say we have a work function that will take a Tuple out of a bag, this Tuple will contain two ints.  The first int is the original number, and the second int is the last multiple of that number.  So we could load our bag with the initial values (let’s say we want to know the last multiple of each of 2, 3, 5, and 7 under 100. 1: var bag = new ConcurrentBag<Tuple<int, int>> 2: { 3: Tuple.Create(2, 1), 4: Tuple.Create(3, 1), 5: Tuple.Create(5, 1), 6: Tuple.Create(7, 1) 7: }; Then we can create a method that given the bag, will take out an item, apply the multiplier again, 1: public static void FindHighestPowerUnder(ConcurrentBag<Tuple<int,int>> bag, int threshold) 2: { 3: Tuple<int,int> pair; 4:  5: // while there are items to take, this will prefer local first, then steal if no local 6: while (bag.TryTake(out pair)) 7: { 8: // look at next power 9: var result = Math.Pow(pair.Item1, pair.Item2 + 1); 10:  11: if (result < threshold) 12: { 13: // if smaller than threshold bump power by 1 14: bag.Add(Tuple.Create(pair.Item1, pair.Item2 + 1)); 15: } 16: else 17: { 18: // otherwise, we're done 19: Console.WriteLine("Highest power of {0} under {3} is {0}^{1} = {2}.", 20: pair.Item1, pair.Item2, Math.Pow(pair.Item1, pair.Item2), threshold); 21: } 22: } 23: } Now that we have this, we can load up this method as an Action into our Tasks and run it: 1: // create array of tasks, start all, wait for all 2: var tasks = new[] 3: { 4: new Task(() => FindHighestPowerUnder(bag, 100)), 5: new Task(() => FindHighestPowerUnder(bag, 100)), 6: }; 7:  8: Array.ForEach(tasks, t => t.Start()); 9:  10: Task.WaitAll(tasks); Totally contrived, I know, but keep in mind the main point!  When you have a thread or task that operates on an item, and then puts it back for further consumption – or decomposes an item into further sub-items to be processed – you should consider a ConcurrentBag as the thread-local lists will allow for quick processing.  However, if you need ordering or if your processes are dedicated producers or consumers, this collection is not ideal.  As with anything, you should performance test as your mileage will vary depending on your situation! BlockingCollection<T> – A producers & consumers pattern collection The BlockingCollection<T> can be treated like a collection in its own right, but in reality it adds a producers and consumers paradigm to any collection that implements the interface IProducerConsumerCollection<T>.  If you don’t specify one at the time of construction, it will use a ConcurrentQueue<T> as its underlying store. If you don’t want to use the ConcurrentQueue, the ConcurrentStack and ConcurrentBag also implement the interface (though ConcurrentDictionary does not).  In addition, you are of course free to create your own implementation of the interface. So, for those who don’t remember the producers and consumers classical computer-science problem, the gist of it is that you have one (or more) processes that are creating items (producers) and one (or more) processes that are consuming these items (consumers).  Now, the crux of the problem is that there is a bin (queue) where the produced items are placed, and typically that bin has a limited size.  Thus if a producer creates an item, but there is no space to store it, it must wait until an item is consumed.  Also if a consumer goes to consume an item and none exists, it must wait until an item is produced. The BlockingCollection makes it trivial to implement any standard producers/consumers process set by providing that “bin” where the items can be produced into and consumed from with the appropriate blocking operations.  In addition, you can specify whether the bin should have a limited size or can be (theoretically) unbounded, and you can specify timeouts on the blocking operations. As far as your choice of “bin”, for the most part the ConcurrentQueue is the right choice because it is fairly light and maximizes fairness by ordering items so that they are consumed in the same order they are produced.  You can use the concurrent bag or stack, of course, but your ordering would be random-ish in the case of the former and LIFO in the case of the latter. So let’s look at some of the methods of note in BlockingCollection: BoundedCapacity returns capacity of the “bin” If the bin is unbounded, the capacity is int.MaxValue. Count returns an internally-kept count of items This makes it O(1), but if you modify underlying collection directly (not recommended) it is unreliable. CompleteAdding() is used to cut off further adds. This sets IsAddingCompleted and begins to wind down consumers once empty. IsAddingCompleted is true when producers are “done”. Once you are done producing, should complete the add process to alert consumers. IsCompleted is true when producers are “done” and “bin” is empty. Once you mark the producers done, and all items removed, this will be true. Add() is a blocking add to collection. If bin is full, will wait till space frees up Take() is a blocking remove from collection. If bin is empty, will wait until item is produced or adding is completed. GetConsumingEnumerable() is used to iterate and consume items. Unlike the standard enumerator, this one consumes the items instead of iteration. TryAdd() attempts add but does not block completely If adding would block, returns false instead, can specify TimeSpan to wait before stopping. TryTake() attempts to take but does not block completely Like TryAdd(), if taking would block, returns false instead, can specify TimeSpan to wait. Note the use of CompleteAdding() to signal the BlockingCollection that nothing else should be added.  This means that any attempts to TryAdd() or Add() after marked completed will throw an InvalidOperationException.  In addition, once adding is complete you can still continue to TryTake() and Take() until the bin is empty, and then Take() will throw the InvalidOperationException and TryTake() will return false. So let’s create a simple program to try this out.  Let’s say that you have one process that will be producing items, but a slower consumer process that handles them.  This gives us a chance to peek inside what happens when the bin is bounded (by default, the bin is NOT bounded). 1: var bin = new BlockingCollection<int>(5); Now, we create a method to produce items: 1: public static void ProduceItems(BlockingCollection<int> bin, int numToProduce) 2: { 3: for (int i = 0; i < numToProduce; i++) 4: { 5: // try for 10 ms to add an item 6: while (!bin.TryAdd(i, TimeSpan.FromMilliseconds(10))) 7: { 8: Console.WriteLine("Bin is full, retrying..."); 9: } 10: } 11:  12: // once done producing, call CompleteAdding() 13: Console.WriteLine("Adding is completed."); 14: bin.CompleteAdding(); 15: } And one to consume them: 1: public static void ConsumeItems(BlockingCollection<int> bin) 2: { 3: // This will only be true if CompleteAdding() was called AND the bin is empty. 4: while (!bin.IsCompleted) 5: { 6: int item; 7:  8: if (!bin.TryTake(out item, TimeSpan.FromMilliseconds(10))) 9: { 10: Console.WriteLine("Bin is empty, retrying..."); 11: } 12: else 13: { 14: Console.WriteLine("Consuming item {0}.", item); 15: Thread.Sleep(TimeSpan.FromMilliseconds(20)); 16: } 17: } 18: } Then we can fire them off: 1: // create one producer and two consumers 2: var tasks = new[] 3: { 4: new Task(() => ProduceItems(bin, 20)), 5: new Task(() => ConsumeItems(bin)), 6: new Task(() => ConsumeItems(bin)), 7: }; 8:  9: Array.ForEach(tasks, t => t.Start()); 10:  11: Task.WaitAll(tasks); Notice that the producer is faster than the consumer, thus it should be hitting a full bin often and displaying the message after it times out on TryAdd(). 1: Consuming item 0. 2: Consuming item 1. 3: Bin is full, retrying... 4: Bin is full, retrying... 5: Consuming item 3. 6: Consuming item 2. 7: Bin is full, retrying... 8: Consuming item 4. 9: Consuming item 5. 10: Bin is full, retrying... 11: Consuming item 6. 12: Consuming item 7. 13: Bin is full, retrying... 14: Consuming item 8. 15: Consuming item 9. 16: Bin is full, retrying... 17: Consuming item 10. 18: Consuming item 11. 19: Bin is full, retrying... 20: Consuming item 12. 21: Consuming item 13. 22: Bin is full, retrying... 23: Bin is full, retrying... 24: Consuming item 14. 25: Adding is completed. 26: Consuming item 15. 27: Consuming item 16. 28: Consuming item 17. 29: Consuming item 19. 30: Consuming item 18. Also notice that once CompleteAdding() is called and the bin is empty, the IsCompleted property returns true, and the consumers will exit. Summary The ConcurrentBag is an interesting collection that can be used to optimize concurrency scenarios where tasks or threads both produce and consume items.  In this way, it will choose to consume its own work if available, and then steal if not.  However, in situations where you want fair consumption or ordering, or in situations where the producers and consumers are distinct processes, the bag is not optimal. The BlockingCollection is a great wrapper around all of the concurrent queue, stack, and bag that allows you to add producer and consumer semantics easily including waiting when the bin is full or empty. That’s the end of my dive into the concurrent collections.  I’d also strongly recommend, once again, you read this excellent Microsoft white paper that goes into much greater detail on the efficiencies you can gain using these collections judiciously (here). Tweet Technorati Tags: C#,.NET,Concurrent Collections,Little Wonders

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  • Conflit between AVAudioRecorder and AVAudioPlayer

    - by John
    Hi, here is my problem : The code (FooController) : NSString *path = [[NSBundle mainBundle] pathForResource:@"mySound" ofType:@"m4v"]; soundEffect = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL]; [soundEffect play]; // MicBlow micBlow = [[MicBlowController alloc]init]; And MicBlowController contains : NSURL *url = [NSURL fileURLWithPath:@"/dev/null"]; NSDictionary *settings = [NSDictionary dictionaryWithObjectsAndKeys: [NSNumber numberWithFloat: 44100.0], AVSampleRateKey, [NSNumber numberWithInt: kAudioFormatAppleLossless], AVFormatIDKey, [NSNumber numberWithInt: 1], AVNumberOfChannelsKey, [NSNumber numberWithInt: AVAudioQualityMax], AVEncoderAudioQualityKey, nil]; and [recorder updateMeters]; const double ALPHA = 0.05; double peakPowerForChannel = pow(10,(0.05*[recorder peakPowerForChannel:0])); lowPassResults = ALPHA * peakPowerForChannel + (1.0 - ALPHA) * lowPassResults; NSLog(@"Average input: %f Peak input %f Low pass results: %f",[recorder averagePowerForChannel:0],[recorder peakPowerForChannel:0],lowPassResults); If I play the background sound and try to get the peak from the mic I get this log : Average input: 0.000000 Peak input -120.000000 Low pass results: 0.000001 But if I comment all parts about AVAudioPlayer it works. I think there is a problem of channel. Thanks

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  • Compiler optimization of repeated accessor calls

    - by apocalypse9
    I've found recently that for some types of financial calculations that the following pattern is much easier to follow and test especially in situations where we may need to get numbers from various stages of the computation. public class nonsensical_calculator { ... double _rate; int _term; int _days; double monthlyRate { get { return _rate / 12; }} public double days { get { return (1 - i); }} double ar { get { return (1+ days) /(monthlyRate * days) double bleh { get { return Math.Pow(ar - days, _term) public double raar { get { return bleh * ar/2 * ar / days; }} .... } Obviously this often results in multiple calls to the same accessor within a given formula. I was curious as to whether or not the compiler is smart enough to optimize away these repeated calls with no intervening change in state, or whether this style is causing a decent performance hit. Further reading suggestions are always appreciated

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  • Out of memory error in java

    - by Anuj
    I am getting OutOfMemoryError: java heap snippets of the method: { // step 1: I am creating a 2 dim array int totalCombination = (int) Math.pow(2.0, (double) vowelCount); here vowelCount > 10 // step2: initializing my array // step3: and using that array } My Question: each time this method is called, that array is getting created. Is it possible that the array is not getting released . In windows taskmanager i can see memory used by java is purely incremental. So it is not that at a point heap size is less, but memory is repetitively used and not released somehow. Please let me know if you need more detal. Please help to debug the error. Anuj

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  • Compilier optimization of repeated accessor calls C#

    - by apocalypse9
    I've found recently that for some types of financial calculations that the following pattern is much easier to follow and test especially in situations where we may need to get numbers from various stages of the computation. public class nonsensical_calculator { ... double _rate; int _term; int _days; double monthlyRate { get { return _rate / 12; }} public double days { get { return (1 - i); }} double ar { get { return (1+ days) /(monthlyRate * days) double bleh { get { return Math.Pow(ar - days, _term) public double raar { get { return bleh * ar/2 * ar / days; }} .... } Obviously this often results in multiple calls to the same accessor within a given formula. I was curious as to whether or not the compiler is smart enough to optimize away these repeated calls with no intervening change in state, or whether this style is causing a decent performance hit. Further reading suggestions are always appreciated

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  • OpenGL render vs. own Phong Illumination Implementation

    - by Myx
    Hello: I have implemented a Phong Illumination Scheme using a camera that's centered at (0,0,0) and looking directly at the sphere primitive. The following are the relevant contents of the scene file that is used to view the scene using OpenGL as well as to render the scene using my own implementation: ambient 0 1 0 dir_light 1 1 1 -3 -4 -5 # A red sphere with 0.5 green ambiance, centered at (0,0,0) with radius 1 material 0 0.5 0 1 0 0 1 0 0 0 0 0 0 0 0 10 1 0 sphere 0 0 0 0 1 The resulting image produced by OpenGL. The image that my rendering application produces. As you can see, there are various differences between the two: The specular highlight on my image is smaller than the one in OpenGL. The diffuse surface seems to not diffuse in the correct way, resulting in the yellow region to be unneccessarily large in my image, whereas in OpenGL there's a nice dark green region closer to the bottom of the sphere The color produced by OpenGL is much darker than the one in my image. Those are the most prominent three differences that I see. The following is my implementation of the Phong illumination: R3Rgb Phong(R3Scene *scene, R3Ray *ray, R3Intersection *intersection) { R3Rgb radiance; if(intersection->hit == 0) { radiance = scene->background; return radiance; } R3Vector normal = intersection->normal; R3Rgb Kd = intersection->node->material->kd; R3Rgb Ks = intersection->node->material->ks; // obtain ambient term R3Rgb intensity_ambient = intersection->node->material->ka*scene->ambient; // obtain emissive term R3Rgb intensity_emission = intersection->node->material->emission; // for each light in the scene, obtain calculate the diffuse and specular terms R3Rgb intensity_diffuse(0,0,0,1); R3Rgb intensity_specular(0,0,0,1); for(unsigned int i = 0; i < scene->lights.size(); i++) { R3Light *light = scene->Light(i); R3Rgb light_color = LightIntensity(scene->Light(i), intersection->position); R3Vector light_vector = -LightDirection(scene->Light(i), intersection->position); // calculate diffuse reflection intensity_diffuse += Kd*normal.Dot(light_vector)*light_color; // calculate specular reflection R3Vector reflection_vector = 2.*normal.Dot(light_vector)*normal-light_vector; reflection_vector.Normalize(); R3Vector viewing_vector = ray->Start() - intersection->position; viewing_vector.Normalize(); double n = intersection->node->material->shininess; intensity_specular += Ks*pow(max(0.,viewing_vector.Dot(reflection_vector)),n)*light_color; } radiance = intensity_emission+intensity_ambient+intensity_diffuse+intensity_specular; return radiance; } Here are the related LightIntensity(...) and LightDirection(...) functions: R3Vector LightDirection(R3Light *light, R3Point position) { R3Vector light_direction; switch(light->type) { case R3_DIRECTIONAL_LIGHT: light_direction = light->direction; break; case R3_POINT_LIGHT: light_direction = position-light->position; break; case R3_SPOT_LIGHT: light_direction = position-light->position; break; } light_direction.Normalize(); return light_direction; } R3Rgb LightIntensity(R3Light *light, R3Point position) { R3Rgb light_intensity; double distance; double denominator; if(light->type != R3_DIRECTIONAL_LIGHT) { distance = (position-light->position).Length(); denominator = light->constant_attenuation + light->linear_attenuation*distance + light->quadratic_attenuation*distance*distance; } switch(light->type) { case R3_DIRECTIONAL_LIGHT: light_intensity = light->color; break; case R3_POINT_LIGHT: light_intensity = light->color/denominator; break; case R3_SPOT_LIGHT: R3Vector from_light_to_point = position - light->position; light_intensity = light->color*( pow(light->direction.Dot(from_light_to_point), light->angle_attenuation)); break; } return light_intensity; } I would greatly appreciate any suggestions as to any implementation errors that are apparent. I am wondering if the differences could be occurring simply because of the gamma values used for display by OpenGL and the default gamma value for my display. I also know that OpenGL (or at least tha parts that I was provided) can't cast shadows on objects. Not that this is relevant for the point in question, but it just leads me to wonder if it's simply display and capability differences between OpenGL and what I am trying to do. Thank you for your help.

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  • How can I further optimize this color difference function?

    - by aLfa
    I have made this function to calculate color differences in the CIE Lab colorspace, but it lacks speed. Since I'm not a Java expert, I wonder if any Java guru around has some tips that can improve the speed here. The code is based on the matlab function mentioned in the comment block. /** * Compute the CIEDE2000 color-difference between the sample color with * CIELab coordinates 'sample' and a standard color with CIELab coordinates * 'std' * * Based on the article: * "The CIEDE2000 Color-Difference Formula: Implementation Notes, * Supplementary Test Data, and Mathematical Observations,", G. Sharma, * W. Wu, E. N. Dalal, submitted to Color Research and Application, * January 2004. * available at http://www.ece.rochester.edu/~gsharma/ciede2000/ */ public static double deltaE2000(double[] lab1, double[] lab2) { double L1 = lab1[0]; double a1 = lab1[1]; double b1 = lab1[2]; double L2 = lab2[0]; double a2 = lab2[1]; double b2 = lab2[2]; // Cab = sqrt(a^2 + b^2) double Cab1 = Math.sqrt(a1 * a1 + b1 * b1); double Cab2 = Math.sqrt(a2 * a2 + b2 * b2); // CabAvg = (Cab1 + Cab2) / 2 double CabAvg = (Cab1 + Cab2) / 2; // G = 1 + (1 - sqrt((CabAvg^7) / (CabAvg^7 + 25^7))) / 2 double CabAvg7 = Math.pow(CabAvg, 7); double G = 1 + (1 - Math.sqrt(CabAvg7 / (CabAvg7 + 6103515625.0))) / 2; // ap = G * a double ap1 = G * a1; double ap2 = G * a2; // Cp = sqrt(ap^2 + b^2) double Cp1 = Math.sqrt(ap1 * ap1 + b1 * b1); double Cp2 = Math.sqrt(ap2 * ap2 + b2 * b2); // CpProd = (Cp1 * Cp2) double CpProd = Cp1 * Cp2; // hp1 = atan2(b1, ap1) double hp1 = Math.atan2(b1, ap1); // ensure hue is between 0 and 2pi if (hp1 < 0) { // hp1 = hp1 + 2pi hp1 += 6.283185307179586476925286766559; } // hp2 = atan2(b2, ap2) double hp2 = Math.atan2(b2, ap2); // ensure hue is between 0 and 2pi if (hp2 < 0) { // hp2 = hp2 + 2pi hp2 += 6.283185307179586476925286766559; } // dL = L2 - L1 double dL = L2 - L1; // dC = Cp2 - Cp1 double dC = Cp2 - Cp1; // computation of hue difference double dhp = 0.0; // set hue difference to zero if the product of chromas is zero if (CpProd != 0) { // dhp = hp2 - hp1 dhp = hp2 - hp1; if (dhp > Math.PI) { // dhp = dhp - 2pi dhp -= 6.283185307179586476925286766559; } else if (dhp < -Math.PI) { // dhp = dhp + 2pi dhp += 6.283185307179586476925286766559; } } // dH = 2 * sqrt(CpProd) * sin(dhp / 2) double dH = 2 * Math.sqrt(CpProd) * Math.sin(dhp / 2); // weighting functions // Lp = (L1 + L2) / 2 - 50 double Lp = (L1 + L2) / 2 - 50; // Cp = (Cp1 + Cp2) / 2 double Cp = (Cp1 + Cp2) / 2; // average hue computation // hp = (hp1 + hp2) / 2 double hp = (hp1 + hp2) / 2; // identify positions for which abs hue diff exceeds 180 degrees if (Math.abs(hp1 - hp2) > Math.PI) { // hp = hp - pi hp -= Math.PI; } // ensure hue is between 0 and 2pi if (hp < 0) { // hp = hp + 2pi hp += 6.283185307179586476925286766559; } // LpSqr = Lp^2 double LpSqr = Lp * Lp; // Sl = 1 + 0.015 * LpSqr / sqrt(20 + LpSqr) double Sl = 1 + 0.015 * LpSqr / Math.sqrt(20 + LpSqr); // Sc = 1 + 0.045 * Cp double Sc = 1 + 0.045 * Cp; // T = 1 - 0.17 * cos(hp - pi / 6) + // + 0.24 * cos(2 * hp) + // + 0.32 * cos(3 * hp + pi / 30) - // - 0.20 * cos(4 * hp - 63 * pi / 180) double hphp = hp + hp; double T = 1 - 0.17 * Math.cos(hp - 0.52359877559829887307710723054658) + 0.24 * Math.cos(hphp) + 0.32 * Math.cos(hphp + hp + 0.10471975511965977461542144610932) - 0.20 * Math.cos(hphp + hphp - 1.0995574287564276334619251841478); // Sh = 1 + 0.015 * Cp * T double Sh = 1 + 0.015 * Cp * T; // deltaThetaRad = (pi / 3) * e^-(36 / (5 * pi) * hp - 11)^2 double powerBase = hp - 4.799655442984406; double deltaThetaRad = 1.0471975511965977461542144610932 * Math.exp(-5.25249016001879 * powerBase * powerBase); // Rc = 2 * sqrt((Cp^7) / (Cp^7 + 25^7)) double Cp7 = Math.pow(Cp, 7); double Rc = 2 * Math.sqrt(Cp7 / (Cp7 + 6103515625.0)); // RT = -sin(delthetarad) * Rc double RT = -Math.sin(deltaThetaRad) * Rc; // de00 = sqrt((dL / Sl)^2 + (dC / Sc)^2 + (dH / Sh)^2 + RT * (dC / Sc) * (dH / Sh)) double dLSl = dL / Sl; double dCSc = dC / Sc; double dHSh = dH / Sh; return Math.sqrt(dLSl * dLSl + dCSc * dCSc + dHSh * dHSh + RT * dCSc * dHSh); }

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  • Accelerometer Values from Android/iPhone device

    - by mrlinx
    I'm trying to map my movements with a android device into an OpenGL scene. I've recorded accelerometer values for a simples movement: Moving the phone (lies flat on a table) 10cm forward (+x), and then 10cm backward (-x). The problem is that this values when used to calculate velocity and position, makes only the opengl cube go forward. Seems like the negative acceleration recorded was not enough to reduce the speed and invert its movement. What can be the problem? This is my function that updates the velocity and position every time new data comes in: void updatePosition(double T2) { double T = 0.005; Vec3 old_pos = position.clone(), old_vel = velocity.clone(); velocity = old_vel.plus(acceleration.times(T)); position = old_pos.plus(old_vel.times(T).plus(acceleration.times(0.5 * Math.pow(T, 2)))); } This is the X,Y,Z accelerometer values over the entire captured time:

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  • Problem with the program!

    - by hopefulLLl
    Can you tell me what is the problem with this function. Can you help me to find the sum of digits of a number? #include<stdio.h> #include<math.h> void main() { int a,i=0,j=10,k,n=0,m; scanf("%d",&a); while((a%j!=0)&&i>=0) { m=pow(10,(i+1)); k=a%m; n=(a-(k*m)-n)/(m/10)+n; j=m*10; i++; } n=n+(n/(m/10)); printf("%d",n); } I need to use just the while loop... or the for loop! when i run it it shows"resumable processor fault"..help!

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  • How can I write a power function myself?

    - by Koning WWWWWWWWWWWWWWWWWWWWWWW
    Since I was 12, I was always wondering how I can make a function which calculates the power (e.g. 23) myself. In most languages these are included in the standard library, mostly as pow(double x, double y), but how can I write it myself? I was thinking about for loops, but it think my brain got in a loop (when I wanted to do a power with a non-integer exponent, like 54.5 or negatives 2-21) and I went crazy ;) So, how can I write a function which calculates the power of a real number? Thanks

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  • problem with the programme!!

    - by hopefulLLl
    kindly tell me what is the pblm with this function wont it help me find the sum of digits of a number?? #include<stdio.h> #include(math.h) void main() { int a,i=0,j=10,k,n=0,m; scanf("%d",&a); while((a%j!=0)&&i>=0) { m=pow(10,(i+1)); k=a%m; n=(a-(k*m)-n)/(m/10)+n; j=m*10; i++; } n=n+(n/(m/10)); printf("%d",n); } i know the parenthesis used with math.h are nt right..what else is the pblm..i need to use just while loop..or the for loop!

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  • What we call this kind of chaining in C#

    - by Thinking
    Can you please tell me what kind of construct in C# is this. Code Golf: Numeric equivalent of an Excel column name C.WriteLine(C.ReadLine() .Reverse() .Select((c, i) => (c - 64) * System.Math.Pow(26, i)) .Sum()); Though I am new to C# (only two months exp so far), but since the time I have joined a C# team, I have never seen this kind of chaining. It really attracted me and I want to learn more about it. Please give some insight about this.

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  • Efficient implementation of natural logarithm (ln) and exponentiation

    - by Donotalo
    Basically, I'm looking for implementation of log() and exp() functions provided in C library <math.h>. I'm working with 8 bit microcontrollers (OKI 411 and 431). I need to calculate Mean Kinetic Temperature. The requirement is that we should be able to calculate MKT as fast as possible and with as little code memory as possible. The compiler comes with log() and exp() functions in <math.h>. But calling either function and linking with the library causes the code size to increase by 5 Kilobytes, which will not fit in one of the micro we work with (OKI 411), because our code already consumed ~12K of available ~15K code memory. The implementation I'm looking for should not use any other C library functions (like pow(), sqrt() etc). This is because all library functions are packed in one library and even if one function is called, the linker will bring whole 5K library to code memory.

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  • sqrt(int_value + 0.0) ? The point?

    - by Earlz
    Hello, while doing some homework in my very strange C++ book, which I've been told before to throw away, had a very peculiar code segment. I know homework stuff always throws in extra "mystery" to try to confuse you like indenting 2 lines after a single-statement for-loop. But this one I'm confused on because it seems to serve some real-purpose. basically it is like this: int counter=10; ... if(pow(floor(sqrt(counter+0.0)),2) == counter) ... I'm interested in this part especially: sqrt(counter+0.0) Is there some purpose to the +0.0? Is this the poormans way of doing a static cast to a double? Does this avoid some compiler warning on some compiler I do not use? The entire program printed the exact same thing and compiled without warnings on g++ whenever I left out the +0.0 part. Maybe I'm not using a weird enough compiler?

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  • C++Math evaluating incorrectly

    - by Hayden
    I thought I can make life a little easier in data statistics by making a small program which returns the results of sampling distribution of the mean (with standard error). It does this part successfully but in an attempt to return the z-score by using the formula I found here, it returns -1#IND. My interpretation of that formula is: ((1/(sqrt(2*pi)*stdev))*pow(e, (normalpow)) where double normalpow=-0.5*((mean-popmean)*(mean-popmean)/stdev) I did a little more investigating and found that (mean-popmean)*(mean-popmean) was evaluating to 0 no matter what. How can I get around this problem of normalpow evaluating to 0.

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  • How do i change the address of a New struct in a loop?!

    - by Yasin
    Hi guys, i'm writing a simple code which is about polynomials using link lists in C#. the problem i have is that whenever it creates a new struct (node) in the for loop it gives it the same address as the previous node was given. so how do i fix it ? here is my struct : struct poly { public int coef; public int pow; public poly* link;} ; and here is the where the problem occurs: for (; i < this.textBox1.Text.Length; i++) { q = new poly(); ...... p->link = &q; } &q remains unchanged !

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  • How to find the largest power of 2 less than the given number

    - by nazar_art
    I need to find the largest power of 2 less than the given number. And I stuck and can't find any solution. Code: public class MathPow { public int largestPowerOf2 (int n) { int res = 2; while (res < n) { res =(int)Math.pow(res, 2); } return res; } } This doesn't work correctly. Testing output: Arguments Actual Expected ------------------------- 9 16 8 100 256 64 1000 65536 512 64 256 32 How to solve this issue?

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  • Exception for java Swing application?

    - by Rich Fluckiger
    For some reason this is locking up the java application. Did I handle the exception correctly? private void submitButtonActionPerformed(java.awt.event.ActionEvent evt) { double amount, interest,rateCalc, a, b, c, payment; int years, months; while (true){ try{ amount = Double.valueOf(loanAmount.getText()); interest = Double.valueOf(interestRate.getText()); years = Integer.valueOf(loanYears.getText()); rateCalc = (interest/12); months = (years*12); a = Math.pow((1+rateCalc),months); b = (a*rateCalc); c = (a-1); payment = (amount *(b/c)); monthlyPayment.setText("Mortgage Payment $ = " + payment); } catch (NumberFormatException nfe){ javax.swing.JOptionPane.showMessageDialog(null, "Please enter numbers and not letters"); return; } } } monthlyPayment returns to the java app.

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  • What is this kind of chaining in C# called?

    - by Thinking
    Can you please tell me what kind of construct in C# is this. Code Golf: Numeric equivalent of an Excel column name C.WriteLine(C.ReadLine() .Reverse() .Select((c, i) => (c - 64) * System.Math.Pow(26, i)) .Sum()); Though I am new to C# (only two months exp so far), but since the time I have joined a C# team, I have never seen this kind of chaining. It really attracted me and I want to learn more about it. Please give some insight about this.

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