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  • onDraw() triggered but results don't show

    - by Don
    I have the following routine in a subclass of view: It calculates an array of points that make up a line, then erases the previous lines, then draws the new lines (impact refers to the width in pixels drawn with multiple lines). The line is your basic bell curve, squeezed or stretched by variance and x-factor. Unfortunately, nothing shows on the screen. A previous version with drawPoint() and no array worked, and I've verified the array contents are being loaded correctly, and I can see that my onDraw() is being triggered. Any ideas why it might not be drawn? Thanks in advance! protected void drawNewLine( int maxx, int maxy, Canvas canvas, int impact, double variance, double xFactor, int color) { // impact = 2 to 8; xFactor between 4 and 20; variance between 0.2 and 5 double x = 0; double y = 0; int cx = maxx / 2; int cy = maxy / 2; int mu = cx; int index = 0; points[maxx<<1][1] = points[maxx<<1][0]; for (x = 0; x < maxx; x++) { points[index][1] = points[index][0]; points[index][0] = (float) x; Log.i(DEBUG_TAG, "x: " + x); index++; double root = 1.0 / (Math.sqrt(2 * Math.PI * variance)); double exponent = -1.0 * (Math.pow(((x - mu)/maxx*xFactor), 2) / (2 * variance)); double ePow = Math.exp(exponent); y = Math.round(cy * root * ePow); points[index][1] = points[index][0]; points[index][0] = (float) (maxy - y - OFFSET); index++; } points[maxx<<1][0] = (float) impact; for (int line = 0; line < points[maxx<<1][1]; line++) { for (int pt = 0; pt < (maxx<<1); pt++) { pointsToPaint[pt] = points[pt][1]; } for (int skip = 1; skip < (maxx<<1); skip = skip + 2) pointsToPaint[skip] = pointsToPaint[skip] + line; myLinePaint.setColor(Color.BLACK); canvas.drawLines(pointsToPaint, bLinePaint); // draw over old lines w/blk } for (int line = 0; line < points[maxx<<1][0]; line++) { for (int pt = 0; pt < maxx<<1; pt++) { pointsToPaint[pt] = points[pt][0]; } for (int skip = 1; skip < maxx<<1; skip = skip + 2) pointsToPaint[skip] = pointsToPaint[skip] + line; myLinePaint.setColor(color); canvas.drawLines(pointsToPaint, myLinePaint); / new color } } update: Replaced the drawLines() with drawPoint() in loop, still no joy for (int p = 0; p<pointsToPaint.length; p = p + 2) { Log.i(DEBUG_TAG, "x " + pointsToPaint[p] + " y " + pointsToPaint[p+1]); canvas.drawPoint(pointsToPaint[p], pointsToPaint[p+1], myLinePaint); } /// canvas.drawLines(pointsToPaint, myLinePaint);

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  • I'm trying to make lots of the same object appear randomly on the screen subject to conditions and k

    - by Katsideswide
    Hi! A good friend recommended this site to me, it looks really useful! I'm a bit of a shameless noob at actionscript and after 3 days of tutorials and advice I've hit a brick wall. I've managed to get a sensor attached to an arduino talking to flash using something called AS3glue. it works, when i set up a trace("leaf") for the contition that the sensor reads 0, i get a printout of the word "leaf". however i want the program to make a graphic appear on the screen when this condition is met, not just trace something. I'm trying to get the program to generate a library object called "Enemy" on the screen at a random position each time the conditions are met. It's called enemy because I was following a game tutorial...actually it's a drawing of a leaf. Here's the bit of the code which is causing me problems: var army:Array; var enemy:Enemy; function AvoiderGame() { army = new Array(); var newEnemy = new Enemy( 100, 100 ); army.push( newEnemy ); addChild( newEnemy ); } function timerEvent(event:Event):void { if (a.getAnalogData(0) ==0 && a.getAnalogData(0) != this.lastposition){ trace("leaf"); var randomX:Number = (Math.random() * 200) + 100; var randomY:Number = (Math.random() * 150) + 50; var newEnemy = new Enemy( randomX, randomY); army.push( newEnemy ); addChild( newEnemy ); } else if (a.getAnalogData(0) == 0) { //don't trace anything } else { //don't trace anything } this.lastposition = a.getAnalogData(0); //afterwards, set the position to be the new lastposition and repeat. } I've imported "import flash.display.MovieClip;" and the code for the Enemy class looks like this: package { import flash.display.MovieClip; public class Enemy extends MovieClip { public function Enemy( startX:Number, startY:Number ) { x = startX; y = startY; } } } Here's my error. I've tried googling, it seems like a pretty general error: TypeError: Error #1009: Cannot access a property or method of a null object reference. at as3glue_program_fla::MainTimeline/timerEvent() at flash.utils::Timer/_timerDispatch() at flash.utils::Timer/tick() I've made sure that the "Enemy" object is exported for AS3. I'm going for something like this when it's programmed in AS2: leafCounter = 0; //set the counter to 0 counter.swapDepths(1000); //puts the counter on top of pretty much anything, unless you make more than 1000 leaves! counter.textbox.text = 0; //shows "0" in the text box in the "counter" movie clip this.onMouseDown = function() { //triggers when the mouse is clicked this.attachMovie("Leaf","Leaf"+leafCounter,leafCounter,{_x:Math.random()*Stage.width,_y:Math.random()*Stage.height,_rotation:Math.random()*360}); //adds a leaf to rthe stage with a random position and random rotation leafCounter++; //adds 1 to the leaf counter counter.textbox.text = leafCounter; //shows that number in the text box } I'm sure it must be a simple error, I can get the logic working when it just traces something on the screen but i can't get it to generate an "enemy" Any help or hints would be really useful! I know this is a bit of a ham-fisted job of altering existing code.

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  • Does program need additional symbols from .so shared library except those declared in header file?

    - by solotim
    In C programming, I thought that a object file can be successfully linked with a .so file as long as the .so file offers all symbols which have been declared in the header file. Suppose I have foo.c, bar.h and two libraries libbar.so.1 and libbar.so.2. The implementation of libbar.so.1 and libbar.so.2 is totally different, but I think it's OK as long as they both offers functions declared in bar.h. I linked foo.o with libbar.so.1 and produced an executable: foo.bin. This executable worked when libbar.so.1 is in LD_LIBRARY_PATH.(of course a symbolic link is made as libbar.so) However, when I change the symbolic link to libbar.so.2, foo.bin could not run and complainted this: undefined symbol: _ZSt4cerr I found this symbol type is 'B' and it does not appear in libbar.so.2. Obviously this symbol has nothing to do with those functions I decared in bar.h. What's wrong here?

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  • when to upgrade server to include more cores, versus more processors, versus additional server?

    - by gkdsp
    The server hosting market is separated into single, double, qual, etc., processors, where each processor has several cores, or CPUs. My company will offer a Linux-based web application that relies on an Apache web server and a middle tier for business logic. The middle tier is used to crunch math, and return result to a client. Many clients may access the application simultaneously. The company will start with one processor having 4 cores. I'm trying to understand how the app uses the cores and then how to scale the application as business grows, in terms of servers/processors/cores. For example, I'd assume initially one core would be used for Apache, and the other 3 used to process client's requests for math crunching... Question 1: does that mean, with the 3 cores available, I can handle 3 separate client requests simultaneously (e.g. 1 for each of 3 cores)? I mean, except for the shared RAM, is this effectively like having 3 individual machines (from pt of view or processing client requests simulaneously)? Or, only one client's request may be processed at any one time, but that client's request is divided up into up to 3 cores depending on the type of process running that does the math crunching and whether or not it can take advantage of multi threading (so the # of cores impacts how fast any one client request completes)? I'm confused about what the cores mean to the application here. Question 2: As the business grows and more client requests need to be processed, should the server be upgraded to (A) a new machine with more cores, (B) a new machine with two processors, 4 cores each, or (C) keep the original server and add another server with a single processor? Which route provides the most efficient way to scale the application, in terms of processing more client requests per time interval? Is the choice, for example, limited by RAM (when you need more RAM than box can handle it's time to add another server), or something else? Question 3: Is the total number of client requests processed simultaneously equal to the number of cores times the number of servers (minus the one core for Apache)?

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  • Simple Prime Generator in Python

    - by marc lincoln
    Hi, could someone please tell me what I'm doing wrong with this code. It is just printing 'count' anyway. I just want a very simple prime generator (nothing fancy). Thanks a lot. lincoln. import math def main(): count = 3 one = 1 while one == 1: for x in range(2, int(math.sqrt(count) + 1)): if count % x == 0: continue if count % x != 0: print count count += 1

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  • Random position without overlapping

    - by Hwang
    How to stop MCs from overlapping each other? private function loadWishes():void { for (i; i } } private function checkOverlap(wishB:MovieClip) { wishB.x=Math.random()*stage.stageWidth; wishB.y=Math.random()*stage.stageHeight; for (var i:uint=0; i This doesn't seems to be working cause the amount of it checking whether MC is overlapping is about the amount of MC on stage. how to make it keep checking till everything's fine?

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  • Can someone help me with this Java Chess game please?

    - by Chris Edwards
    Hey guys, Please can someone have a look at this code and let me know whether I am on the right track with the "check_somefigure_move"s and the "check_black/white_promotion"s please? And also any other help you can give would be greatly appreciated! Thanks! P.S. I know the code is not the best implementation, but its a template I have to follow :( Code: class Moves { private final Board B; private boolean regular; public Moves(final Board b) { B = b; regular = regular_position(); } public boolean get_regular_position() { return regular; } public void set_regular_position(final boolean new_reg) { regular = new_reg; } // checking whether B represents a "normal" position or not; // if not, then only simple checks regarding move-correctness should // be performed, only checking the direct characteristics of the figure // moved; // checks whether there is exactly one king of each colour, there are // no more figures than promotions allow, and there are no pawns on the // first or last rank; public boolean regular_position() { int[] counts = new int[256]; for (char file = 'a'; file <= 'h'; ++file) for (char rank = '1'; rank <= '8'; ++rank) ++counts[(int) B.get(file,rank)]; if (counts[Board.white_king] != 1 || counts[Board.black_king] != 1) return false; if (counts[Board.white_pawn] > 8 || counts[Board.black_pawn] > 8) return false; int count_w_promotions = 0; count_w_promotions += Math.max(counts[Board.white_queen]-1,0); count_w_promotions += Math.max(counts[Board.white_rook]-2,0); count_w_promotions += Math.max(counts[Board.white_bishop]-2,0); count_w_promotions += Math.max(counts[Board.white_knight]-2,0); if (count_w_promotions > 8 - counts[Board.white_pawn]) return false; int count_b_promotions = 0; count_b_promotions += Math.max(counts[Board.black_queen]-1,0); count_b_promotions += Math.max(counts[Board.black_rook]-2,0); count_b_promotions += Math.max(counts[Board.black_bishop]-2,0); count_b_promotions += Math.max(counts[Board.black_knight]-2,0); if (count_b_promotions > 8 - counts[Board.black_pawn]) return false; for (char file = 'a'; file <= 'h'; ++file) { final char fig1 = B.get(file,'1'); if (fig1 == Board.white_pawn || fig1 == Board.black_pawn) return false; final char fig8 = B.get(file,'8'); if (fig8 == Board.white_pawn || fig8 == Board.black_pawn) return false; } return true; } public boolean check_normal_white_move(final char file0, final char rank0, final char file1, final char rank1) { if (! Board.is_valid_white_figure(B.get(file0,rank0))) return false; if (! B.is_empty(file1,rank1) && ! Board.is_valid_black_figure(B.get(file1,rank1))) return false; if (B.get_active_colour() != 'w') return false; if (! check_move_simple(file0,rank0,file1,rank1)) return false; if (! regular) return true; final Board test_board = new Board(B); test_board.normal_white_move_0(file0,rank0,file1,rank1); final Moves test_move = new Moves(test_board); final char[] king_pos = test_move.white_king_position(); assert(king_pos.length == 2); return test_move.black_not_attacking(king_pos[0],king_pos[1]); } public boolean check_normal_black_move(final char file0, final char rank0, final char file1, final char rank1) { // ADDED THE CHECK NORMAL BLACK MOVE BASED ON THE CHECK NORMAL WHITE MOVE if (! Board.is_valid_black_figure(B.get(file0,rank0))) return false; if (! B.is_empty(file1,rank1) && ! Board.is_valid_white_figure(B.get(file1,rank1))) return false; if (B.get_active_colour() != 'b') return false; if (! check_move_simple(file0,rank0,file1,rank1)) return false; if (! regular) return true; final Board test_board = new Board(B); test_board.normal_black_move_0(file0,rank0,file1,rank1); final Moves test_move = new Moves(test_board); final char[] king_pos = test_move.black_king_position(); assert(king_pos.length == 2); return test_move.white_not_attacking(king_pos[0],king_pos[1]); } // for checking a normal move by just applying the move-rules private boolean check_move_simple(final char file0, final char rank0, final char file1, final char rank1) { final char fig = B.get(file0,rank0); if (fig == Board.white_king || fig == Board.black_king) return check_king_move(file0,rank0,file1,rank1); if (fig == Board.white_queen || fig == Board.black_queen) return check_queen_move(file0,rank0,file1,rank1); if (fig == Board.white_rook || fig == Board.black_rook) return check_rook_move(file0,rank0,file1,rank1); if (fig == Board.white_bishop || fig == Board.black_bishop) return check_bishop_move(file0,rank0,file1,rank1); if (fig == Board.white_knight || fig == Board.black_knight) return check_knight_move(file0,rank0,file1,rank1); if (fig == Board.white_pawn) return check_white_pawn_move(file0,rank0,file1,rank1); else return check_black_pawn_move(file0,rank0,file1,rank1); } private boolean check_king_move(final char file0, final char rank0, final char file1, final char rank1) { // ADDED KING MOVE int fileChange = file0 - file1; int rankChange = rank0 - rank1; return fileChange <= 1 && fileChange >= -1 && rankChange <= 1 && rankChange >= -1; } private boolean check_queen_move(final char file0, final char rank0, final char file1, final char rank1) { // ADDED QUEEN MOVE int fileChange = file0 - file1; int rankChange = rank0 - rank1; return fileChange <=8 && fileChange >= -8 && rankChange <= 8 && rankChange >= -8; } private boolean check_rook_move(final char file0, final char rank0, final char file1, final char rank1) { // ADDED ROOK MOVE int fileChange = file0 - file1; int rankChange = rank0 - rank1; return fileChange <=8 || fileChange >= -8 || rankChange <= 8 || rankChange >= -8; } private boolean check_bishop_move(final char file0, final char rank0, final char file1, final char rank1) { // ADDED BISHOP MOVE int fileChange = file0 - file1; int rankChange = rank0 - rank1; return fileChange <= 8 && rankChange <= 8 || fileChange <= 8 && rankChange >= -8 || fileChange >= -8 && rankChange >= -8 || fileChange >= -8 && rankChange <= 8; } private boolean check_knight_move(final char file0, final char rank0, final char file1, final char rank1) { // ADDED KNIGHT MOVE int fileChange = file0 - file1; int rankChange = rank0 - rank1; /* IS THIS THE CORRECT WAY? * return fileChange <= 1 && rankChange <= 2 || fileChange <= 1 && rankChange >= -2 || fileChange <= 2 && rankChange <= 1 || fileChange <= 2 && rankChange >= -1 || fileChange >= -1 && rankChange <= 2 || fileChange >= -1 && rankChange >= -2 || fileChange >= -2 && rankChange <= 1 || fileChange >= -2 && rankChange >= -1;*/ // OR IS THIS? return fileChange <= 1 || fileChange >= -1 || fileChange <= 2 || fileChange >= -2 && rankChange <= 1 || rankChange >= - 1 || rankChange <= 2 || rankChange >= -2; } private boolean check_white_pawn_move(final char file0, final char rank0, final char file1, final char rank1) { // ADDED PAWN MOVE int fileChange = file0 - file1; int rankChange = rank0 - rank1; return fileChange == 0 && rankChange <= 1; } private boolean check_black_pawn_move(final char file0, final char rank0, final char file1, final char rank1) { // ADDED PAWN MOVE int fileChange = file0 - file1; int rankChange = rank0 - rank1; return fileChange == 0 && rankChange >= -1; } public boolean check_white_kingside_castling() { // only demonstration code: final char c = B.get_white_castling(); if (c == '-' || c == 'q') return false; if (B.get_active_colour() == 'b') return false; if (B.get('e','1') != 'K') return false; if (! black_not_attacking('e','1')) return false; if (! free_white('f','1')) return false; // XXX return true; } public boolean check_white_queenside_castling() { // only demonstration code: final char c = B.get_white_castling(); if (c == '-' || c == 'k') return false; if (B.get_active_colour() == 'b') return false; // ADDED BASED ON KINGSIDE CASTLING if (B.get('e','1') != 'Q') return false; if (! black_not_attacking('e','1')) return false; if (! free_white('f','1')) return false; // XXX return true; } public boolean check_black_kingside_castling() { // only demonstration code: final char c = B.get_black_castling(); if (c == '-' || c == 'q') return false; if (B.get_active_colour() == 'w') return false; // ADDED BASED ON CHECK WHITE if (B.get('e','8') != 'K') return false; if (! black_not_attacking('e','8')) return false; if (! free_white('f','8')) return false; // XXX return true; } public boolean check_black_queenside_castling() { // only demonstration code: final char c = B.get_black_castling(); if (c == '-' || c == 'k') return false; if (B.get_active_colour() == 'w') return false; // ADDED BASED ON KINGSIDE CASTLING if (B.get('e','8') != 'Q') return false; if (! black_not_attacking('e','8')) return false; if (! free_white('f','8')) return false; // XXX return true; } public boolean check_white_promotion(final char pawn_file, final char figure) { // XXX // ADDED CHECKING FOR CORRECT FIGURE AND POSITION - ALTHOUGH IT SEEMS AS THOUGH // PAWN_FILE SHOULD BE PAWN_RANK, AS IT IS THE REACHING OF THE END RANK THAT // CAUSES PROMOTION OF A PAWN, NOT FILE if (figure == P && pawn_file == 8) { return true; } else return false; } public boolean check_black_promotion(final char pawn_file, final char figure) { // XXX // ADDED CHECKING FOR CORRECT FIGURE AND POSITION if (figure == p && pawn_file == 1) { return true; } else return false; } // checks whether black doesn't attack the field: public boolean black_not_attacking(final char file, final char rank) { // XXX return true; } public boolean free_white(final char file, final char rank) { // XXX return black_not_attacking(file,rank) && B.is_empty(file,rank); } // checks whether white doesn't attack the field: public boolean white_not_attacking(final char file, final char rank) { // XXX return true; } public boolean free_black(final char file, final char rank) { // XXX return white_not_attacking(file,rank) && B.is_empty(file,rank); } public char[] white_king_position() { for (char file = 'a'; file <= 'h'; ++file) for (char rank = '1'; rank <= '8'; ++rank) if (B.get(file,rank) == Board.white_king) { char[] result = new char[2]; result[0] = file; result[1] = rank; return result; } return new char[0]; } public char[] black_king_position() { for (char file = 'a'; file <= 'h'; ++file) for (char rank = '1'; rank <= '8'; ++rank) if (B.get(file,rank) == Board.black_king) { char[] result = new char[2]; result[0] = file; result[1] = rank; return result; } return new char[0]; } public static void main(final String[] args) { // checking regular_position { Moves m = new Moves(new Board()); assert(m.regular_position()); m = new Moves(new Board("8/8/8/8/8/8/8/8 w - - 0 1")); assert(!m.regular_position()); m = new Moves(new Board("KK6/8/8/8/8/8/8/8 w - - 0 1")); assert(!m.regular_position()); m = new Moves(new Board("kk6/8/8/8/8/8/8/8 w - - 0 1")); assert(!m.regular_position()); m = new Moves(new Board("Kk6/8/8/8/8/8/8/8 w - - 0 1")); assert(m.regular_position()); m = new Moves(new Board("Kk6/qqqqqqqq/QQQQQQQQ/Q7/q7/rrbbnn2/RRBBNN2/8 w - - 0 1")); assert(m.regular_position()); m = new Moves(new Board("Kk6/qqqqqqqq/QQQQQQQQ/Q7/q7/rrbbnn2/RRBBNN2/n7 w - - 0 1")); assert(!m.regular_position()); m = new Moves(new Board("Kk6/qqqqqqqq/QQQQQQQQ/Q7/q7/rrbbnn2/RRBBNN2/N7 w - - 0 1")); m = new Moves(new Board("Kk6/qqqqqqqq/QQQQQQQQ/Q7/q7/rrbbnn2/RRBBNN2/b7 w - - 0 1")); assert(!m.regular_position()); m = new Moves(new Board("Kk6/qqqqqqqq/QQQQQQQQ/Q7/q7/rrbbnn2/RRBBNN2/B7 w - - 0 1")); m = new Moves(new Board("Kk6/qqqqqqqq/QQQQQQQQ/Q7/q7/rrbbnn2/RRBBNN2/r7 w - - 0 1")); assert(!m.regular_position()); m = new Moves(new Board("Kk6/qqqqqqqq/QQQQQQQQ/Q7/q7/rrbbnn2/RRBBNN2/R7 w - - 0 1")); m = new Moves(new Board("Kk6/qqqqqqqq/QQQQQQQQ/Q7/q7/rrbbnn2/RRBBNN2/q7 w - - 0 1")); assert(!m.regular_position()); m = new Moves(new Board("Kk6/qqqqqqqq/QQQQQQQQ/Q7/q7/rrbbnn2/RRBBNN2/Q7 w - - 0 1")); assert(!m.regular_position()); m = new Moves(new Board("Kkp5/8/8/8/8/8/8/8 w - - 0 1")); assert(!m.regular_position()); m = new Moves(new Board("KkP5/8/8/8/8/8/8/8 w - - 0 1")); assert(!m.regular_position()); m = new Moves(new Board("Kk6/8/8/8/8/8/8/7p w - - 0 1")); assert(!m.regular_position()); m = new Moves(new Board("Kk6/8/8/8/8/8/8/7P w - - 0 1")); assert(!m.regular_position()); } // checking check_white/black_king/queenside_castling { Moves m = new Moves(new Board("4k2r/8/8/8/8/8/8/4K2R w Kk - 0 1")); assert(!m.check_white_kingside_castling()); assert(!m.check_black_kingside_castling()); assert(!m.check_white_queenside_castling()); assert(!m.check_black_queenside_castling()); m = new Moves(new Board("4k2r/8/8/8/8/8/8/4K2R b Kk - 0 1")); assert(!m.check_white_kingside_castling()); assert(!m.check_black_kingside_castling()); assert(!m.check_white_queenside_castling()); assert(!m.check_black_queenside_castling()); m = new Moves(new Board("4k2r/4pppp/8/8/8/8/4PPPP/4K2R w KQkq - 0 1")); assert(m.check_white_kingside_castling()); assert(!m.check_black_kingside_castling()); assert(!m.check_white_queenside_castling()); assert(!m.check_black_queenside_castling()); m = new Moves(new Board("4k2r/4pppp/8/8/8/8/4PPPP/4K2R b KQkq - 0 1")); assert(!m.check_white_kingside_castling()); assert(m.check_black_kingside_castling()); assert(!m.check_white_queenside_castling()); assert(!m.check_black_queenside_castling()); m = new Moves(new Board("r3k3/8/8/8/8/8/8/R3K3 w Qq - 0 1")); assert(!m.check_white_kingside_castling()); assert(!m.check_black_kingside_castling()); assert(!m.check_white_queenside_castling()); assert(!m.check_black_queenside_castling()); m = new Moves(new Board("r3k3/8/8/8/8/8/8/R3K3 b Qq - 0 1")); assert(!m.check_white_kingside_castling()); assert(!m.check_black_kingside_castling()); assert(!m.check_white_queenside_castling()); assert(!m.check_black_queenside_castling()); m = new Moves(new Board("r3k3/p7/8/8/8/8/8/R3K3 w Qq - 0 1")); assert(!m.check_white_kingside_castling()); assert(!m.check_black_kingside_castling()); assert(m.check_white_queenside_castling()); assert(!m.check_black_queenside_castling()); m = new Moves(new Board("r3k3/p7/8/8/8/8/8/R3K3 b Qq - 0 1")); assert(!m.check_white_kingside_castling()); assert(!m.check_black_kingside_castling()); assert(!m.check_white_queenside_castling()); assert(m.check_black_queenside_castling()); m = new Moves(new Board("r3k3/p7/8/8/8/n7/8/R3K3 w Qq - 0 1")); assert(!m.check_white_kingside_castling()); assert(!m.check_black_kingside_castling()); assert(!m.check_white_queenside_castling()); assert(!m.check_black_queenside_castling()); m = new Moves(new Board("r3k3/p7/B7/8/8/8/8/R3K3 b Qq - 0 1")); assert(!m.check_white_kingside_castling()); assert(!m.check_black_kingside_castling()); assert(!m.check_white_queenside_castling()); assert(!m.check_black_queenside_castling()); // XXX } } }

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  • 2 sided winform Tree - exist?

    - by Avi Harush
    Hi, I'm looking for a 2 sided winform Tree control. something like what you see in the math books. meaning that the tree can go both right and left in the control. Something like http://www.math.bas.bg/~nkirov/2010/NETB201/slides/ch06/pic3.jpg Thanks Avi

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

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

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  • java casting confusion

    - by Stardust
    Could anyone please tell me why the following casting is resulting in compile time error: Long l = (Long)Math.pow(5,2); But why not the following: long l = (long)Math.pow(5,2);

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  • java.bigDecimal divide in ruby environment

    - by Eyal
    I right script in Ruby that include java classes require 'java' include_class 'java.math.BigDecimal' include_class 'java.math.RoundingMode' during the script I need to divide 2 java.bigDecimal one = BigDecimal.new("1") number1 = BigDecimal.new("3") number1 = one.divide(number1,RoundingMode.new(HALF_EVEN)) since I don't have intellisense in this IDE I'm not sure the syntax is right and the runtime error is: uninitialized constant::HALF_EVEN do I combine java object in the ruby scrpit in the right way? how should I divide two java.bigDecimal object in ruby env?

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  • How do you implement position-sensitive zooming inside a JScrollPane?

    - by tucuxi
    I am trying to implement position-sensitive zooming inside a JScrollPane. The JScrollPane contains a component with a customized 'paint' that will draw itself inside whatever space it is allocated - so zooming is as easy as using a MouseWheelListener that resizes the inner component as required. But I also want zooming into (or out of) a point to keep that point as central as possible within the resulting zoomed-in (or -out) view (this is what I refer to as 'position-sensitive' zooming), similar to how zooming works in google maps. I am sure this has been done many times before - does anybody know the "right" way to do it under Java Swing?. Would it be better to play with Graphic2D's transformations instead of using JScrollPanes? Sample code follows: package test; import java.awt.*; import java.awt.event.*; import java.awt.geom.*; import javax.swing.*; public class FPanel extends javax.swing.JPanel { private Dimension preferredSize = new Dimension(400, 400); private Rectangle2D[] rects = new Rectangle2D[50]; public static void main(String[] args) { JFrame jf = new JFrame("test"); jf.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); jf.setSize(400, 400); jf.add(new JScrollPane(new FPanel())); jf.setVisible(true); } public FPanel() { // generate rectangles with pseudo-random coords for (int i=0; i<rects.length; i++) { rects[i] = new Rectangle2D.Double( Math.random()*.8, Math.random()*.8, Math.random()*.2, Math.random()*.2); } // mouse listener to detect scrollwheel events addMouseWheelListener(new MouseWheelListener() { public void mouseWheelMoved(MouseWheelEvent e) { updatePreferredSize(e.getWheelRotation(), e.getPoint()); } }); } private void updatePreferredSize(int n, Point p) { double d = (double) n * 1.08; d = (n > 0) ? 1 / d : -d; int w = (int) (getWidth() * d); int h = (int) (getHeight() * d); preferredSize.setSize(w, h); getParent().doLayout(); // Question: how do I keep 'p' centered in the resulting view? } public Dimension getPreferredSize() { return preferredSize; } private Rectangle2D r = new Rectangle2D.Float(); public void paint(Graphics g) { super.paint(g); g.setColor(Color.red); int w = getWidth(); int h = getHeight(); for (Rectangle2D rect : rects) { r.setRect(rect.getX() * w, rect.getY() * h, rect.getWidth() * w, rect.getHeight() * h); ((Graphics2D)g).draw(r); } } }

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  • getting Ceil() of Decimal in python?

    - by Gunjan
    Is there a way to get the ceil of a high precision Decimal in python? >>> import decimal; >>> decimal.Decimal(800000000000000000001)/100000000000000000000 Decimal('8.00000000000000000001') >>> math.ceil(decimal.Decimal(800000000000000000001)/100000000000000000000) 8.0 math rounds the value and returns non precise value

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  • Flip clock showing time issue (animations invovled)

    - by Hwang
    I'm creating a flip clock (clock where you always see in airport), but I can't seems to get the time to show at the correct timing. After the flip, then will see the number changing. But I want it to change before it flips. Currently I'm not sure whether is the animation problem, or isit I have to do something else on the script. I've uploaded the FLA so that you could have a look on how I set up the flipping animation. http://www.mediafire.com/?nzmymjgtntz Below is the AS3 code: package { import flash.display.MovieClip; import flash.events.TimerEvent; import flash.utils.Timer; public class flipClock extends MovieClip { private var clock:clockMC=new clockMC(); //seconds private var secTop1=clock.second.top1.digit; private var secTop2=clock.second.top2.digit; private var secBot1=clock.second.bot1.digit; private var secBot2=clock.second.bot2.digit; private var seconds:Number; private var minutes:Number; private var hours:Number; private var days:Number; public function flipClock():void { decrease(); addChild(clock); } private function decrease():void { var countdownTimer:Timer=new Timer(1000); //Adding an event listener to the timer object countdownTimer.addEventListener(TimerEvent.TIMER,updateTime); //Initializing timer object countdownTimer.start(); } private function updateTime(event:TimerEvent):void { decreasTimerFunction(); updateSecond(); //updateMinute(); } private function updateSecond():void { clock.second.play(); secTop1.text=num2; secTop2.text=num1; if (num1<10) { num1="0"+num1; } if (num2<10) { num2="0"+num2; } if (num1==60) { num1=0; } if (num2==60) { num2=0; } secTop1.text=num1; secTop2.text=num2; //secBot1.text=num1; //secBot2.text=num2; } private function decreasTimerFunction():void { //Create a date object for Christmas Morning var endTime:Date=new Date(2010,4,26,0,0,0,0); //Current date object var now:Date=new Date(); // Set the difference between the two date and times in milliseconds var timeDiff:Number=endTime.getTime()-now.getTime(); seconds=Math.floor(timeDiff/1000); minutes=Math.floor(seconds/60); hours=Math.floor(minutes/60); days=Math.floor(hours/24); // Set the remainder of the division vars above hours%=24; minutes%=60; seconds%=60; } } }

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  • Pick random property from a Javascript object

    - by Bemmu
    Suppose you have a Javascript object like {'cat':'meow','dog':'woof' ...} Is there a more concise way to pick a random property from the object than this long winded way I came up with: function pickRandomProperty(obj) { var prop, len = 0, randomPos, pos = 0; for (prop in obj) { if (obj.hasOwnProperty(prop)) { len += 1; } } randomPos = Math.floor(Math.random() * len); for (prop in obj) { if (obj.hasOwnProperty(prop)) { if (pos === randomPos) { return prop; } pos += 1; } } }

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  • Draggable Clones Jquery?

    - by jbatson
    Any ideas on how to make the clones draggable? $("#draggable").draggable({ helper: 'clone', cursor: 'pointer', }); $("#snaptarget").droppable({ drop: function(event, ui) { var randomnumber = Math.floor(Math.random()*1000000); var newId = '#draggable_'+randomnumber; $(ui.helper).clone(true).removeAttr('id').attr('id',newId).appendTo('#snaptarget'); $(newId).draggable(); } }); $(newId).draggable(); does not work.

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  • How to move a kinect skeleton to another position

    - by Ewerton
    I am working on a extension method to move one skeleton to a desired position in the kinect field os view. My code receives a skeleton to be moved and the destiny position, i calculate the distance between the received skeleton hip center and the destiny position to find how much to move, then a iterate in the joint applying this factor. My code, actualy looks like this. public static Skeleton MoveTo(this Skeleton skToBeMoved, Vector4 destiny) { Joint newJoint = new Joint(); ///Based on the HipCenter (i dont know if it is reliable, seems it is.) float howMuchMoveToX = Math.Abs(skToBeMoved.Joints[JointType.HipCenter].Position.X - destiny.X); float howMuchMoveToY = Math.Abs(skToBeMoved.Joints[JointType.HipCenter].Position.Y - destiny.Y); float howMuchMoveToZ = Math.Abs(skToBeMoved.Joints[JointType.HipCenter].Position.Z - destiny.Z); float howMuchToMultiply = 1; // Iterate in the 20 Joints foreach (JointType item in Enum.GetValues(typeof(JointType))) { newJoint = skToBeMoved.Joints[item]; // This adjust, try to keeps the skToBeMoved in the desired position if (newJoint.Position.X < 0) howMuchToMultiply = 1; // if the point is in a negative position, carry it to a "more positive" position else howMuchToMultiply = -1; // if the point is in a positive position, carry it to a "more negative" position // applying the new values to the joint SkeletonPoint pos = new SkeletonPoint() { X = newJoint.Position.X + (howMuchMoveToX * howMuchToMultiply), Y = newJoint.Position.Y, // * (float)whatToMultiplyY, Z = newJoint.Position.Z, // * (float)whatToMultiplyZ }; newJoint.Position = pos; skToBeMoved.Joints[item] = newJoint; //if (skToBeMoved.Joints[JointType.HipCenter].Position.X < 0) //{ // if (item == JointType.HandLeft) // { // if (skToBeMoved.Joints[item].Position.X > 0) // { // } // } //} } return skToBeMoved; } Actualy, only X position is considered. Now, THE PROBLEM: If i stand in a negative position, and move my hand to a positive position, a have a strange behavior, look this image To reproduce this behaviour you could use this code using (SkeletonFrame frame = e.OpenSkeletonFrame()) { if (frame == null) return new Skeleton(); if (skeletons == null || skeletons.Length != frame.SkeletonArrayLength) { skeletons = new Skeleton[frame.SkeletonArrayLength]; } frame.CopySkeletonDataTo(skeletons); Skeleton skeletonToTest = skeletons.Where(s => s.TrackingState == SkeletonTrackingState.Tracked).FirstOrDefault(); Vector4 newPosition = new Vector4(); newPosition.X = -0.03412333f; newPosition.Y = 0.0407479f; newPosition.Z = 1.927342f; newPosition.W = 0; // ignored skeletonToTest.MoveTo(newPosition); } I know, this is simple math, but i cant figure it out why this is happen. Any help will be apreciated.

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  • Converting HTML TAG Object to JSON Object

    - by cooldude
    Hi, I want to convert the html tag objects to json object in the javascript in order to send them to the server from the javascript. As i have to save these objects at the Ruby on Rails server. These HTML objects is the canvas tag object and the graphics objects created using CAKE API. I have used the stringify function but it is not working. Here is my code: var CAKECanvas = new Canvas(document.body, 1000,1000); var canvas=CAKECanvas.canvas; var text=document.createElement('textarea'); text.id="text"; text.rows="100"; text.cols="200"; document.body.appendChild(text); canvas.style.borderStyle="solid"; canvas.style.borderColor="black"; var rect= new Circle(); rect.radius=100; rect.centered=true; rect.cx=Math.random() * 500; rect.cy= Math.random() * 300; rect.stroke= false; rect.fill= "red"; rect.xDir = Math.random() > 0.5?1:-1; rect.yDir = Math.random() > 0.5?1:-1; var obj=new Object; var count = 0,k; for (k in rect) { if (rect.hasOwnProperty(k)) { count++; obj[k]=rect[k]; } } alert(count); rect.addFrameListener(function(t, dt) { this.cx += this.xDir * 50 * dt/1000; this.cy += this.yDir * 50 * dt/1000; if (this.cx > 550) { this.xDir = -1; } if (this.cx < 50) { this.xDir = 1; } if (this.cy > 350) { this.yDir = -1; } if (this.cy < 50) { this.yDir = 1; } } ); CAKECanvas.append(rect); var carAsJSON = JSON.stringify(obj); /////////////////ERROR

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  • Mathematical problem

    - by coolboycsaba
    I have the following function: function getLevel(points) { var level = -1 + Math.sqrt(4 + points/20); // Round down to nearest level return Math.floor(level); } The above function calculates the level of a player based on their points, my problem is that I need a function like this to calculate the points needed for a given level.

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  • any faster alternative??

    - by kaushik
    cost=0 for i in range(12): cost=cost+math.pow(float(float(q[i])-float(w[i])),2) cost=(math.sqrt(cost)) Any faster alternative to this? i am need to improve my entire code so trying to improve each statements performance. thanking u

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  • How do I get javascript-generated image maps to work with internet explorer?

    - by schwerwolf
    I'm using javascript to generate a high resolution grid for an image that I generated on a web server. The high-resolution grid is composed of a 'map' element with hundreds of 'area' child elements. Each 'area' element has onmouseover attribute that causes the display of a popup box. After assigning the map to the img (via the usemap attribute), Internet explorer ignores the 'onmouseover' attribute of the area elements that I added via javascript. The behavior is not caused by syntactical variations between IE and other browsers. A static map behaves correctly. Only the elements that I add dynamically to an existing image map fail to fire their corresponding mouse-over events. How can I get IE to fire the mouse-over event for the added 'area' elements? function generate_image_map ( img ) { var tile_width = 8; var tile_height = 10; var plotarea_left = 40; var plotarea_top = 45; var column_count = 100; var row_count = 120; var img_id = YAHOO.util.Dom.getAttribute(img, "id"); var img_map_id = YAHOO.util.Dom.getAttribute(img, "usemap"); var original_map = YAHOO.util.Selector.query(img_map_id)[0]; var area_nodes = YAHOO.util.Selector.query("area", original_map); var last_node = area_nodes[area_nodes.length - 1]; for (var y = 0; y < row_count; y++) { var top = Math.round(plotarea_top + (y * tile_height)); var bottom = Math.round(plotarea_top + (y * tile_height) + tile_height); for (var x = 0; x < column_count; x++) { var left = Math.round(plotarea_left + (x * tile_width)); var right = Math.round(plotarea_left + (x * tile_width) + tile_width); var area = document.createElement("area"); YAHOO.util.Dom.setAttribute(area, "shape", "rect"); YAHOO.util.Dom.setAttribute(area, "onmouseover", "alert('This does not appear in IE')" ); var coords = [ left, top, right, bottom ]; YAHOO.util.Dom.setAttribute(area, "coords", coords.join(",")); YAHOO.util.Dom.insertBefore(area, last_node); } } }

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  • Can some explain why this wont draw a circle? It is drawing roughly 3/4?

    - by Brandon Shockley
    If we want to use n small lines to outline our circle then we can just divide both the circumference and 360 degrees by n (i.e , (2*pi*r)/n and 360/n). Did I not do that? import turtle, math window = turtle.Screen() window.bgcolor('blue') body = turtle.Turtle() body.pencolor('black') body.fillcolor('white') body.speed(10) body.width(3) body.hideturtle() body.up() body.goto(0, 200) lines = 40 toprad = 40 top_circum = 2 * math.pi * toprad sol = top_circum / lines circle = 360 / lines for stops in range(lines): body.pendown() body.left(sol) body.forward(circle) window.exitonclick()

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  • why this sql code dont work

    - by magy
    <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=windows-1256"> <title>??? ?????? ???? ????</title> </head> <body> <table width="100%" border="1"> <tr> <td>name</td> <td>number</td> <td>math</td> <td>arab</td> <td>history</td> <td>geo</td> </tr> <?php require_once "conf.php"; $sql2=("SELECT * FROM student WHERE snum = $ss"); $rs2 = mysql_query($sql2) or die(mysql_error()); $num = mysql_num_rows($rs2); $ss= $_POST["ss"]; if (empty($ss)) { echo "please write your search words";} else if ($num < 1 ) { echo "not found any like "; }else { $sql=("SELECT * FROM student WHERE snum = $ss "); $rs = mysql_query($sql) or die(mysql_error()); while($data=mysql_fetch_array($rs)){ $name=$data["sname"]; $number=$data["snum"]; $math=$data["math"]; $arab=$data["arab"]; $history=$data["history"]; $geo=$data["geo"]; echo" <tr> <td>$name</td> <td>$number</td> <td>$math</td> <td>$arab</td> <td>$history</td> <td>$geo</td> </tr> "; } }; ?> </table> </body> </html>

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  • Create a timer countdown using hours, minutes & seconds from a future date

    - by Tommy Coffee
    I am using some code I found on the internet that creates a countdown from a certain date. I am trying to edit the code so that it only gives me a countdown from an hour, minute, and second that I specify from a future date. I cannot just have code that counts down from a specified time, I need it to countdown to a specified date in the future. This is important so that if the browser is refreshed the countdown doesn't start over but continues where left off. I will be using cookies so the browser remembers what future date was specified when it was first run. Here is the HTML: <form name="count"> <input type="text" size="69" name="count2"> </form> And here is the javascript: window.onload = function() { //change the text below to reflect your own, var montharray=new Array("Jan","Feb","Mar","Apr","May","Jun","Jul","Aug","Sep","Oct","Nov","Dec") function countdown(yr,m,d){ var theyear=yr; var themonth=m; var theday=d var today=new Date() var todayy=today.getYear() if (todayy < 1000) todayy+=1900; var todaym=today.getMonth() var todayd=today.getDate() var todayh=today.getHours() var todaymin=today.getMinutes() var todaysec=today.getSeconds() var todaystring=montharray[todaym]+" "+todayd+", "+todayy+" "+todayh+":"+todaymin+":"+todaysec futurestring=montharray[m-1]+" "+d+", "+yr var dd=Date.parse(futurestring)-Date.parse(todaystring) var dday=Math.floor(dd/(60*60*1000*24)*1) var dhour=Math.floor((dd%(60*60*1000*24))/(60*60*1000)*1) var dmin=Math.floor(((dd%(60*60*1000*24))%(60*60*1000))/(60*1000)*1) var dsec=Math.floor((((dd%(60*60*1000*24))%(60*60*1000))%(60*1000))/1000*1) if(dday==0&&dhour==0&&dmin==0&&dsec==1){ document.forms.count.count2.value=current return } else document.forms.count.count2.value= dhour+":"+dmin+":"+dsec; setTimeout(function() {countdown(theyear,themonth,theday)},1000) } //enter the count down date using the format year/month/day countdown(2012,12,25) } I am sure there is superfluous code above since I only need an hour, minute, and second that I would like to pass to the countdown() function. The year, month and day is unimportant but as I said this is code I am trying to edit which I found on the internet. Any help would be very appreciated. Thank you!

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