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Search found 501 results on 21 pages for 'sin'.

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  • Saving "heavy" image to PDF in MATLAB - rendering problem

    - by yuk
    I generate a figure in MATLAB with lot amount of points (100000+) and want to save it into a PDF file. With zbuffer or painters renderer I've got very large and slowly opened file (over 4 Mb) - all points are in vector format. Using OpenGL renderer rasterize the figure in PDF, ok for the plot, but not good for text labels. The file size is about 150 Kb. Try this simplified code, for example: x=linspace(1,10,100000); y=sin(x)+randn(size(x)); plot(x,y,'.') set(gcf,'Renderer','zbuffer') print -dpdf -r300 testpdf_zb set(gcf,'Renderer','painters') print -dpdf -r300 testpdf_pa set(gcf,'Renderer','opengl') print -dpdf -r300 testpdf_op The actual figure is much more complex with several axes and different types of plots. Is there a way to rasterize the figure, but keep text labels as vectors? Another problem with OpenGL is that is does not work in terminal mode (-nosplash -nodesktop) under Mac OSX. Looks like OpenGL is not supported. I have to use terminal mode for automation. The MATLAB version I run is 2007b. Mac OSX server 10.4.

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  • Meaning of Execute_priv on mysql.db table

    - by Ben Reisner
    I created user 'restriceduser' on my mysql server that is 'locked down'. The mysql.user table has a N for all priveledges for that account. The mysql.db table has Y for only Select, Insert, Update, Delete, Create, Drop; all other privileges are N for that account. I tried to create a stored procedure and then grant him access to run only that procedure, no others, but it does not work. The user receives: Error: execute command denied to user 'restricteduser'@'%' for routine 'mydb.functionname' The stored procedure: CREATE DEFINER = 'restriceduser'@'%' FUNCTION `functionname`(sIn MEDIUMTEXT, sformat MEDIUMTEXT) RETURNS int(11) NOT DETERMINISTIC CONTAINS SQL SQL SECURITY DEFINER COMMENT '' BEGIN .... END; The grant statement I tried: GRANT EXECUTE ON PROCEDURE mydb.functionname TO 'restricteduser'@'%'; I was able to work around by modifying his mysql.db entry with update mysql.db set execute_priv='Y' where user='restricteduser' This seems to be more then I want, because it opens up permissions for him to run any stored procedure in that database, while I only wanted him to have permissions to run the designated function. Does anyone see where my issue may lie?

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  • Drawing an honeycomb with as3

    - by vitto
    Hi, I'm trying to create an honeycomb with as3 but I have some problem on cells positioning. I've already created the cells (not with code) and for cycled them to a funcion and send to it the parameters which what I thought was need (the honeycomb cell is allready on a sprite container in the center of the stage). to see the structure of the cycle and which parameters passes, please see the example below, the only thing i calculate in placeCell is the angle which I should obtain directly inside tha called function Note: the angle is reversed but it isn't important, and the color are useful in example only for visually divide cases. My for cycle calls placeCell and passes cell, current_case, counter (index) and the honeycomb cell_lv (cell level). I thought it was what i needed but I'm not skilled in geometry and trigonometry, so I don't know how to position cells correctly: function placeCell (cell:Sprite, current_case:int, counter:int, cell_lv:int):void { var margin:int = 2; var angle:Number = (360 / (cell_lv * 6)) * (current_case + counter); var radius:Number = (cell.width + margin) * cell_lv; cell.x = radius * Math.cos (angle); cell.y = radius * Math.sin (angle); trace ("LV " + cell_lv + " current_case " + current_case + " counter " + counter + " angle " + angle + " radius " + radius) } how can I do to solve it?

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  • Box2dx: Cancel force on a body?

    - by Rosarch
    I'm doing pathfinding where I use force to push body to waypoints. However, once they get close enough to the waypoint, I want to cancel out the force. How can I do this? Do I need to maintain separately all the forces I've applied to the body in question? I'm using Box2dx (C#/XNA). Here is my attempt, but it doesn't work at all: internal PathProgressionStatus MoveAlongPath(PositionUpdater posUpdater) { Vector2 nextGoal = posUpdater.Goals.Peek(); Vector2 currPos = posUpdater.Model.Body.Position; float distanceToNextGoal = Vector2.Distance(currPos, nextGoal); bool isAtGoal = distanceToNextGoal < PROXIMITY_THRESHOLD; Vector2 forceToApply = new Vector2(); double angleToGoal = Math.Atan2(nextGoal.Y - currPos.Y, nextGoal.X - currPos.X); forceToApply.X = (float)Math.Cos(angleToGoal) * posUpdater.Speed; forceToApply.Y = (float)Math.Sin(angleToGoal) * posUpdater.Speed; float rotation = (float)(angleToGoal + Math.PI / 2); posUpdater.Model.Body.Rotation = rotation; if (!isAtGoal) { posUpdater.Model.Body.ApplyForce(forceToApply, posUpdater.Model.Body.Position); posUpdater.forcedTowardsGoal = true; } if (isAtGoal) { // how can the body be stopped? posUpdater.forcedTowardsGoal = false; //posUpdater.Model.Body.SetLinearVelocity(new Vector2(0, 0)); //posUpdater.Model.Body.ApplyForce(-forceToApply, posUpdater.Model.Body.GetPosition()); posUpdater.Goals.Dequeue(); if (posUpdater.Goals.Count == 0) { return PathProgressionStatus.COMPLETE; } } UPDATE If I do keep track of how much force I've applied, it fails to account for other forces that may act on it. I could use reflection and set _force to zero directly, but that feels dirty.

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  • How to create closed areas (convex polygons) from set of line segments ?

    - by Marten
    The following problem is in 2D, so some simplifications can be made when suggesting answers. I need to create closed areas (defined either by line segments or just set of points - convex polygon) from a set of points/line segments. Basically I used Voronoi to generate "roads". Then I changed some of the data. Now I need a way to loop through that data (which is still line segments but doesn't comply with Voronoi anymore) and generate "neigbourhoods" that are bordered with the "roads". I looked at some graph diagrams and shortest path theories, but I could not figure it out. Logically it could be done by starting at left edge from one point, finding the way back to that point using the shortest path with available lines (using only clockwise directions). Then mark this line set down and remove from the data. Then you can repeat the same process and get all the areas like that. I tried to implement that but it did not get me anywhere as I could not figure out a way to write a C++ code that could do that. Problem was with choosing the most counterclockwise line from available lines from a specific point. All angle based math I did gave wrong answers because the way sin/cos are implemented in c++. So to summarize - if you can help me with a totally new approach to the problem its good, if not could you help me find a way to write the part of the code that finds the shortest clockwise path back to the beginning point using the line segment set as paths back. Thank you for your help!

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  • Retrieve the Value of An Integer Variable

    - by Abluescarab
    This is probably easily figured out (I feel very stupid right now), but I can't find a solution anywhere, for some reason. Perhaps I'm not searching for the right thing. And maybe it's in some beginner tutorial I haven't watched. Anyway, I was wondering how to retrieve the value of an integer variable in C++? I know you can use cin.getline() for string variables, but I received an error message when I attempted that with an integer variable (and rightfully so, I know it was wrong, but I was looking for a solution). My project is a Win32 console application. What I'm trying to do is ask a user to input a number, stored in the variable n. Then I take the value of n and perform various math functions with it. In my header file, I have string, windows, iostream, stdio, math, and fstream. Do I need to add another library? There's not much more to tell. I can post my code if I must. EDIT: cout << "TEST SINE"; cout << "\nPlease enter a number.\n\n"; cin >> n; break; Here's the code I'm trying to use. Is this all I need to do? If so, how do I incorporate the variable so I can test it using sin, cos, and tan? Yet again, thanks ahead of time.

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  • How to easily Generate Synth Chords Sounds in Android?

    - by barata7
    How to easily Generate Synth Chords Sounds in Android? I wanna be able to generate dynamically an in game Music using 8bit. Tried with AudioTrack, but did not get good results of nice sounds yet. Any examples out there? I have tried the following code without success: public class BitLoose { private final int duration = 1; // seconds private final int sampleRate = 4200; private final int numSamples = duration * sampleRate; private final double sample[] = new double[numSamples]; final AudioTrack audioTrack; public BitLoose() { audioTrack = new AudioTrack(AudioManager.STREAM_MUSIC, sampleRate, AudioFormat.CHANNEL_CONFIGURATION_MONO, AudioFormat.ENCODING_PCM_8BIT, numSamples, AudioTrack.MODE_STREAM); audioTrack.play(); } public void addTone(final int freqOfTone) { // fill out the array for (int i = 0; i < numSamples; ++i) { sample[i] = Math.sin(2 * Math.PI * i / (sampleRate / freqOfTone)); } // convert to 16 bit pcm sound array // assumes the sample buffer is normalised. final byte generatedSnd[] = new byte[numSamples]; int idx = 0; for (final double dVal : sample) { // scale to maximum amplitude final short val = (short) ((((dVal * 255))) % 255); // in 16 bit wav PCM, first byte is the low order byte generatedSnd[idx++] = (byte) (val); } audioTrack.write(generatedSnd, 0, sampleRate); } public void stop() { audioTrack.stop(); }

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  • OpenGL circle rotation

    - by user350632
    I'm using following code to draw my circles: double theta = 2 * 3.1415926 / num_segments; double c = Math.Cos(theta);//precalculate the sine and cosine double s = Math.Sin(theta); double t; double x = r;//we start at angle = 0 double y = 0; GL.glBegin(GL.GL_LINE_LOOP); for(int ii = 0; ii < num_segments; ii++) { float first = (float)(x * scaleX + cx) / xyFactor; float second = (float)(y * scaleY + cy) / xyFactor; GL.glVertex2f(first, second); // output Vertex //apply the rotation matrix t = x; x = c * x - s * y; y = s * t + c * y; } GL.glEnd(); The problem is that when scaleX is different from scaleY then circles are transformed in the right way except for the rotation. In my code sequence looks like this: circle.Scale(tmp_p.scaleX, tmp_p.scaleY); circle.Rotate(tmp_p.rotateAngle); My question is what other calculations should i perform for circle to rotate properly when scaleX and scaleY are not equal?

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  • context.Scale() with non-aspect ratio preserving parameters screws effective lineWith

    - by rrenaud
    I am trying to apply some natural transformations whereby the x axis is remapped to some very small domain, like from 0 to 1, whereas y is remapped to some small, but substantially larger domain, like 0 to 30. This way, drawing code can be nice and clean and only care about the model space. However, if I apply a scale, then lines are also scaled, which means that horizontal lines become extremely fat relative to vertical ones. Here is some sample code. When natural_height is much less than natural_height, the picture doesn't look as intended. I want the picture to look like this, which is what happens with a scale that preserves aspect ratio. rftgstats.c om/canvas_good.png However, with a non-aspect ratio preserving scale, the results look like this. rftgstats.c om/canvas_bad.png <html><head><title>Busted example</title></head> <body> <canvas id=example height=300 width=300> <script> var canvas = document.getElementById('example'); var ctx = canvas.getContext('2d'); var natural_width = 10; var natural_height = 50; ctx.scale(canvas.width / natural_width, canvas.height / natural_height); var numLines = 20; ctx.beginPath(); for (var i = 0; i < numLines; ++i) { ctx.moveTo(natural_width / 2, natural_height / 2); var angle = 2 * Math.PI * i / numLines; // yay for screen size independent draw calls. ctx.lineTo(natural_width / 2 + natural_width * Math.cos(angle), natural_height / 2 + natural_height * Math.sin(angle)); } ctx.stroke(); ctx.closePath(); </script> </body> </html>

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  • Simple Physics Simulation in java not working.

    - by Static Void Main
    Dear experts, I wanted to implement ball physics and as i m newbie, i adapt the code in tutorial http://adam21.web.officelive.com/Documents/JavaPhysicsTutorial.pdf . i try to follow that as i much as i can, but i m not able to apply all physical phenomenon in code, can somebody please tell me, where i m mistaken or i m still doing some silly programming mistake. The balls are moving when i m not calling bounce method and i m unable to avail the bounce method and ball are moving towards left side instead of falling/ending on floor**, Can some body recommend me some better way or similar easy compact way to accomplish this task of applying physics on two ball or more balls with interactivity. here is code ; import java.awt.*; public class AdobeBall { protected int radius = 20; protected Color color; // ... Constants final static int DIAMETER = 40; // ... Instance variables private int m_x; // x and y coordinates upper left private int m_y; private double dx = 3.0; // delta x and y private double dy = 6.0; private double m_velocityX; // Pixels to move each time move() is called. private double m_velocityY; private int m_rightBound; // Maximum permissible x, y values. private int m_bottomBound; public AdobeBall(int x, int y, double velocityX, double velocityY, Color color1) { super(); m_x = x; m_y = y; m_velocityX = velocityX; m_velocityY = velocityY; color = color1; } public double getSpeed() { return Math.sqrt((m_x + m_velocityX - m_x) * (m_x + m_velocityX - m_x) + (m_y + m_velocityY - m_y) * (m_y + m_velocityY - m_y)); } public void setSpeed(double speed) { double currentSpeed = Math.sqrt(dx * dx + dy * dy); dx = dx * speed / currentSpeed; dy = dy * speed / currentSpeed; } public void setDirection(double direction) { m_velocityX = (int) (Math.cos(direction) * getSpeed()); m_velocityY = (int) (Math.sin(direction) * getSpeed()); } public double getDirection() { double h = ((m_x + dx - m_x) * (m_x + dx - m_x)) + ((m_y + dy - m_y) * (m_y + dy - m_y)); double a = (m_x + dx - m_x) / h; return a; } // ======================================================== setBounds public void setBounds(int width, int height) { m_rightBound = width - DIAMETER; m_bottomBound = height - DIAMETER; } // ============================================================== move public void move() { double gravAmount = 0.02; double gravDir = 90; // The direction for the gravity to be in. // ... Move the ball at the give velocity. m_x += m_velocityX; m_y += m_velocityY; // ... Bounce the ball off the walls if necessary. if (m_x < 0) { // If at or beyond left side m_x = 0; // Place against edge and m_velocityX = -m_velocityX; } else if (m_x > m_rightBound) { // If at or beyond right side m_x = m_rightBound; // Place against right edge. m_velocityX = -m_velocityX; } if (m_y < 0) { // if we're at top m_y = 0; m_velocityY = -m_velocityY; } else if (m_y > m_bottomBound) { // if we're at bottom m_y = m_bottomBound; m_velocityY = -m_velocityY; } // double speed = Math.sqrt((m_velocityX * m_velocityX) // + (m_velocityY * m_velocityY)); // ...Friction stuff double fricMax = 0.02; // You can use any number, preferably less than 1 double friction = getSpeed(); if (friction > fricMax) friction = fricMax; if (m_velocityX >= 0) { m_velocityX -= friction; } if (m_velocityX <= 0) { m_velocityX += friction; } if (m_velocityY >= 0) { m_velocityY -= friction; } if (m_velocityY <= 0) { m_velocityY += friction; } // ...Gravity stuff m_velocityX += Math.cos(gravDir) * gravAmount; m_velocityY += Math.sin(gravDir) * gravAmount; } public Color getColor() { return color; } public void setColor(Color newColor) { color = newColor; } // ============================================= getDiameter, getX, getY public int getDiameter() { return DIAMETER; } public double getRadius() { return radius; // radius should be a local variable in Ball. } public int getX() { return m_x; } public int getY() { return m_y; } } using adobeBall: import java.awt.*; import java.awt.event.*; import javax.swing.*; public class AdobeBallImplementation implements Runnable { private static final long serialVersionUID = 1L; private volatile boolean Play; private long mFrameDelay; private JFrame frame; private MyKeyListener pit; /** true means mouse was pressed in ball and still in panel. */ private boolean _canDrag = false; private static final int MAX_BALLS = 50; // max number allowed private int currentNumBalls = 2; // number currently active private AdobeBall[] ball = new AdobeBall[MAX_BALLS]; public AdobeBallImplementation(Color ballColor) { frame = new JFrame("simple gaming loop in java"); frame.setSize(400, 400); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); pit = new MyKeyListener(); pit.setPreferredSize(new Dimension(400, 400)); frame.setContentPane(pit); ball[0] = new AdobeBall(34, 150, 7, 2, Color.YELLOW); ball[1] = new AdobeBall(50, 50, 5, 3, Color.BLUE); frame.pack(); frame.setVisible(true); frame.setBackground(Color.white); start(); frame.addMouseListener(pit); frame.addMouseMotionListener(pit); } public void start() { Play = true; Thread t = new Thread(this); t.start(); } public void stop() { Play = false; } public void run() { while (Play == true) { // bounce(ball[0],ball[1]); runball(); pit.repaint(); try { Thread.sleep(mFrameDelay); } catch (InterruptedException ie) { stop(); } } } public void drawworld(Graphics g) { for (int i = 0; i < currentNumBalls; i++) { g.setColor(ball[i].getColor()); g.fillOval(ball[i].getX(), ball[i].getY(), 40, 40); } } public double pointDistance (double x1, double y1, double x2, double y2) { return Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1)); } public void runball() { while (Play == true) { try { for (int i = 0; i < currentNumBalls; i++) { for (int j = 0; j < currentNumBalls; j++) { if (pointDistance(ball[i].getX(), ball[i].getY(), ball[j].getX(), ball[j].getY()) < ball[i] .getRadius() + ball[j].getRadius() + 2) { // bounce(ball[i],ball[j]); ball[i].setBounds(pit.getWidth(), pit.getHeight()); ball[i].move(); pit.repaint(); } } } try { Thread.sleep(50); } catch (Exception e) { System.exit(0); } } catch (Exception e) { e.printStackTrace(); } } } public static double pointDirection(int x1, int y1, int x2, int y2) { double H = Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1)); // The // hypotenuse double x = x2 - x1; // The opposite double y = y2 - y1; // The adjacent double angle = Math.acos(x / H); angle = angle * 57.2960285258; if (y < 0) { angle = 360 - angle; } return angle; } public static void bounce(AdobeBall b1, AdobeBall b2) { if (b2.getSpeed() == 0 && b1.getSpeed() == 0) { // Both balls are stopped. b1.setDirection(pointDirection(b1.getX(), b1.getY(), b2.getX(), b2 .getY())); b2.setDirection(pointDirection(b2.getX(), b2.getY(), b1.getX(), b1 .getY())); b1.setSpeed(1); b2.setSpeed(1); } else if (b2.getSpeed() == 0 && b1.getSpeed() != 0) { // B1 is moving. B2 is stationary. double angle = pointDirection(b1.getX(), b1.getY(), b2.getX(), b2 .getY()); b2.setSpeed(b1.getSpeed()); b2.setDirection(angle); b1.setDirection(angle - 90); } else if (b1.getSpeed() == 0 && b2.getSpeed() != 0) { // B1 is moving. B2 is stationary. double angle = pointDirection(b2.getX(), b2.getY(), b1.getX(), b1 .getY()); b1.setSpeed(b2.getSpeed()); b1.setDirection(angle); b2.setDirection(angle - 90); } else { // Both balls are moving. AdobeBall tmp = b1; double angle = pointDirection(b2.getX(), b2.getY(), b1.getX(), b1 .getY()); double origangle = b1.getDirection(); b1.setDirection(angle + origangle); angle = pointDirection(tmp.getX(), tmp.getY(), b2.getX(), b2.getY()); origangle = b2.getDirection(); b2.setDirection(angle + origangle); } } public static void main(String[] args) { javax.swing.SwingUtilities.invokeLater(new Runnable() { public void run() { new AdobeBallImplementation(Color.red); } }); } } *EDIT:*ok splitting the code using new approach for gravity from this forum: this code also not working the ball is not coming on floor: public void mymove() { m_x += m_velocityX; m_y += m_velocityY; if (m_y + m_bottomBound > 400) { m_velocityY *= -0.981; // setY(400 - m_bottomBound); m_y = 400 - m_bottomBound; } // ... Bounce the ball off the walls if necessary. if (m_x < 0) { // If at or beyond left side m_x = 0; // Place against edge and m_velocityX = -m_velocityX; } else if (m_x > m_rightBound) { // If at or beyond right side m_x = m_rightBound - 20; // Place against right edge. m_velocityX = -m_velocityX; } if (m_y < 0) { // if we're at top m_y = 1; m_velocityY = -m_velocityY; } else if (m_y > m_bottomBound) { // if we're at bottom m_y = m_bottomBound - 20; m_velocityY = -m_velocityY; } } thanks a lot for any correction and help. jibby

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  • To use the 'I' prefix for interfaces or not to

    - by ng
    That is the question? So how big a sin is it not to use this convention when developing a c# project? This convention is widely used in the .NET class library. However, I am not a fan to say the least, not just for asthetic reasons but I don't think it makes any contribution. For example is IPSec an interface of PSec? Is IIOPConnection An interface of IOPConnection, I usually go to the definition to find out anyway. So would not using this convention cause confusion? Are there any c# projects or libraries of note that drop this convention? Do any c# projects that mix conventions, as unfortunately Apache Wicket does? The Java class libraries have existed without this for many years, I don't feel I have ever struggled to read code without it. Also, should the interface not be the most primitive description? I mean IList<T> as an interface for List<T> in c#, is it not better to have List<T> and LinkedList<T> or ArrayList<T> or even CopyOnWriteArrayList<T>? The classes describe the implementation? I think I get more information here, than I do from List<T> in c#.

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  • Silverlight 3 ArcSegment to always draw circle's

    - by kapaboo
    Hi everyone, Ok, my arcSegment must always draw Circle's. For this reason I calculate the Arc's Width with the following formula: arcXRadius = (4 * Math.Pow(height, 2) + Math.Pow(distanceArcPoints, 2)) / (8 * height); so Arcs.Size = (arcXRadius,height) But seems that the height is scaled down when drawn. I want to add a small Circle to the Arc's middle (highest point) so when you drag it it changes the arc Height but also changes the Width so it will remain a circle. Here's how I calculate the Circle's (highest) point: Point middlePoint = GetMiddlePoint(arcPointA,arcPointB); double arcYRadius = arcSegment.Size.Height; if (arcYRadius <= 0) return middlePoint; double angle = arcSegment.RotationAngle; Point ellinewPoint = new Point(); ellinewPoint.X = Math.Cos((angle + 90) * Math.PI / 180) * arcYRadius + middlePoint.X; ellinewPoint.Y = Math.Sin((angle + 90) * Math.PI / 180) * arcYRadius + middlePoint.Y; Until Arc's.Size.Height Property gets Closer to the Width my Circle is not at the right Point. So maybe someone can give me a hint or tell me what am I doing wrong. Cheers, kapaboo

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  • Deterministic floating point and .NET

    - by code2code
    How can I guarantee that floating point calculations in a .NET application (say in C#) always produce the same bit-exact result? Especially when using different versions of .NET and running on different platforms (x86 vs x86_64). Inaccuracies of floating point operations do not matter. In Java I'd use strictfp. In C/C++ and other low level languages this problem is essentially solved by accessing the FPU / SSE control registers but that's probably not possible in .NET. Even with control of the FPU control register the JIT of .NET will generate different code on different platforms. Something like HotSpot would be even worse in this case... Why do I need it? I'm thinking about writing a real-time strategy (RTS) game which heavily depends on fast floating point math together with a lock stepped simulation. Essentially I will only transmit user input across the network. This also applies to other games which implement replays by storing the user input. Not an option are: decimals (too slow) fixed point values (too slow and cumbersome when using sqrt, sin, cos, tan, atan...) update state across the network like an FPS: Sending position information for hundreds or a few thousand units is not an option Any ideas?

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  • best web database solution for scala for a high traffic site?

    - by egervari
    I am in charge of a rebuilding a website that gets about 250,000 visitors a day. We'd like to use Scala, but it does not work very well with Spring (in some minor cases) and Hibernate (there is a major and very annoying mismatch here if you want to use scala collections, which we do). The application itself is going to have about 40-50 tables. Other than Hibernate, is there an ORM that works awesome with Scala and is as performant and reliable as Hibernate? Does it also have the same capabilities, or are we going to run into leaky-abstractions if we don't use Hibernate? It would be a big risk for us to go with a framework that is newer and doesn't seem to have a lot of industry backing... and at the same time, Hibernate is a real pain to program against when using Scala. 1) The Java Collection <- Scala Collection is absolutely painful. There is a lot more boilerplate and crap to write. 2) The IDE doesn't import JavaConversions and java interfaces automatically... so we this needs to be done manually. Optimizing Imports in IDEA is going to destroy all the manual work. 3) There is also a performance cost to converting back and forth all the time in your domain objects and your dao classes. 4) Not to mention there needs to be a lot of casting, which produces code ugly as sin. I actually would love to write my own orm that is 100% tailored to scala, but obviously this is really outside of the scope of our project for now. So what is the best approach?

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  • How to implement a grapher in C#

    - by iansinke
    So I'm writing a graphing calculator. So far I have a semi-functional grapher, however, I'm having a hard time getting a good balance between accurate graphs and smooth looking curves. The current implementation (semi-pseudo-code) looks something like this: for (float i = GraphXMin; i <= GraphXMax; i++) { PointF P = new PointF(i, EvaluateFunction(Function, i) ListOfPoints.Add(P) } Graphics.DrawCurve(ListOfPoints) The problem with this is since it only adds a point at every integer value, graphs end up distorted when their turning points don't fall on integers (e.g. sin(x)^2). I tried incrementing i by something smaller (like 0.1), which works, but the graph looks very rough. I am using C# and GDI+. I have SmoothingMethod set to AntiAlias, so that's not the problem, as you can see from the first graph. Is there some sort of issue with drawing curves with a lot of points? Should the points perhaps be positioned exactly on pixels? I'm sure some of you have worked on something very similar before, so any suggestions? While you're at it, do you have any suggestions for graphing functions with asymptotes? e.g. 1/x^2 P.S. I'm not looking for a library that does all this - I want to write it myself.

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  • Efficient way to remove empty lists from lists without evaluating held expressions?

    - by Alexey Popkov
    In previous thread an efficient way to remove empty lists ({}) from lists was suggested: Replace[expr, x_List :> DeleteCases[x, {}], {0, Infinity}] Using the Trott-Strzebonski in-place evaluation technique this method can be generalized for working also with held expressions: f1[expr_] := Replace[expr, x_List :> With[{eval = DeleteCases[x, {}]}, eval /; True], {0, Infinity}] This solution is more efficient than the one based on ReplaceRepeated: f2[expr_] := expr //. {left___, {}, right___} :> {left, right} But it has one disadvantage: it evaluates held expressions if they are wrapped by List: In[20]:= f1[Hold[{{}, 1 + 1}]] Out[20]= Hold[{2}] So my question is: what is the most efficient way to remove all empty lists ({}) from lists without evaluating held expressions? The empty List[] object should be removed only if it is an element of another List itself. Here are some timings: In[76]:= expr = Tuples[Tuples[{{}, {}}, 3], 4]; First@Timing[#[expr]] & /@ {f1, f2, f3} pl = Plot3D[Sin[x y], {x, 0, Pi}, {y, 0, Pi}]; First@Timing[#[pl]] & /@ {f1, f2, f3} Out[77]= {0.581, 0.901, 5.027} Out[78]= {0.12, 0.21, 0.18} Definitions: Clear[f1, f2, f3]; f3[expr_] := FixedPoint[ Function[e, Replace[e, {a___, {}, b___} :> {a, b}, {0, Infinity}]], expr]; f1[expr_] := Replace[expr, x_List :> With[{eval = DeleteCases[x, {}]}, eval /; True], {0, Infinity}]; f2[expr_] := expr //. {left___, {}, right___} :> {left, right};

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  • Collision Handling in Javascript - Particles Get Stuck

    - by Conner Ruhl
    I am trying to recreate this, and I have been fairly successful. I am having issues with the collision handling though. Although the collision handling seems to work, it has very strange behavior. Here is what I have so far. This is the code that handles collisions: var dx = particle2.getX() - particle1.getX(); var dy = particle2.getY() - particle1.getY(); var angle = Math.atan2(dy, dx); var newP2X = particle1.getX() + (particle1.getRadius() + particle2.getRadius()) * Math.cos(angle); var newP2Y = particle1.getY() + (particle1.getRadius() + particle2.getRadius()) * Math.sin(angle); particle2.setX(newP2X); particle2.setY(newP2Y); var p1Vxi = particle1.getVx(); var p1Vyi = particle1.getVy(); var p1Mass = particle1.getMass(); var p2Vxi = particle2.getVx(); var p2Vyi = particle2.getVy(); var p2Mass = particle2.getMass(); var vxf = (p1Mass * p1Vxi + p2Mass * p2Vxi) / (p1Mass + p2Mass); var vyf = (p1Mass * p1Vyi + p2Mass * p2Vyi) / (p1Mass + p2Mass); particle1.setVx(vxf); particle1.setVy(vyf); particle2.setVx(vxf); particle2.setVy(vyf); EDIT: I have tried to change it to inelastic collisions like suggested, but for some reason the balls collide erratically. Check it out here. Any help is much appreciated!

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  • Linear Interpolation. How to implement this algorithm in C ? (Python version is given)

    - by psihodelia
    There exists one very good linear interpolation method. It performs linear interpolation requiring at most one multiply per output sample. I found its description in a third edition of Understanding DSP by Lyons. This method involves a special hold buffer. Given a number of samples to be inserted between any two input samples, it produces output points using linear interpolation. Here, I have rewritten this algorithm using Python: temp1, temp2 = 0, 0 iL = 1.0 / L for i in x: hold = [i-temp1] * L temp1 = i for j in hold: temp2 += j y.append(temp2 *iL) where x contains input samples, L is a number of points to be inserted, y will contain output samples. My question is how to implement such algorithm in ANSI C in a most effective way, e.g. is it possible to avoid the second loop? NOTE: presented Python code is just to understand how this algorithm works. UPDATE: here is an example how it works in Python: x=[] y=[] hold=[] num_points=20 points_inbetween = 2 temp1,temp2=0,0 for i in range(num_points): x.append( sin(i*2.0*pi * 0.1) ) L = points_inbetween iL = 1.0/L for i in x: hold = [i-temp1] * L temp1 = i for j in hold: temp2 += j y.append(temp2 * iL) Let's say x=[.... 10, 20, 30 ....]. Then, if L=1, it will produce [... 10, 15, 20, 25, 30 ...]

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  • ASP Chart Control doesn't ahow anything

    - by Esabe
    Hi everyone, I am using the new ASP control "Chart", but I have some problems with it: I can't see anything when I execute the aspx. The data is binded to a ObjectDataSource, like this: <asp:Chart ID="RcrBufferChart" runat="server" Visible="true" DataSourceID="RcrBufferSizeODS" BackColor="WhiteSmoke" BackGradientStyle="TopBottom" BackSecondaryColor="White" Palette="BrightPastel" BorderDashStyle="Solid" BorderColor="26, 59, 105" Height="583px" Width="1159px" > <borderskin skinstyle="Emboss"></borderskin> <series> <asp:series Name="Series1" ChartType="Spline" ShadowColor="Black" BorderColor="180, 26, 59, 105" Color="224, 64, 10" IsValueShownAsLabel="True" XValueMember="CreationDate" XValueType="DateTime" YValueMembers="Size" YValueType="Double"></asp:series> </series> <chartareas> <asp:ChartArea Name="ChartArea1"> <AxisY Title="Tamaño RCR sin enviar"> </AxisY> <AxisX Title="Fecha"> </AxisX> </asp:ChartArea> </chartareas> </asp:Chart> <asp:ObjectDataSource ID="RcrBufferSizeODS" runat="server" SelectMethod="GetByAppliance" TypeName="Esabe.Grazalema.Business.RcrBufferSizes"> <SelectParameters> <asp:QueryStringParameter Name="serialNumber" QueryStringField="SerialNumber" Type="String" /> </SelectParameters> </asp:ObjectDataSource> but the result I get is the following: Does anyone know why it isn't showing anything? Thanks a lot in advance!!

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  • Collision between 2 objects of the same class

    - by user1826033
    Okay, so I have an enemy class(With rotation, position, texture and so on). I spawn a few enemies on the screen, they move around, but they overlap each other. So I tried to do a collision check between two enemies of the same class. But no matter what method I try, it isn't quite working. The best thing I tried was: foreach (Enemy enemy1 in enemies) { enemy1Pos = new Vector2(enemy1.position.X, enemy1.position.Y) foreach (Enemy enemy2 in enemies) { enemy2Pos = new Vector2(enemy2.position.X, enemy2.position.Y) if (Vector2.Distance(enemy2Pos, enemy1Pos) < 200) { enemy1Pos += new Vector2((float)(enemy1.Speed * Math.Cos(enemy1.Rotation)), (float)(enemy1.Speed * Math.Sin(enemy1.Rotation))); } } } This is not to exact code, so it might have some mistakes in it. Anyway when i implemented this solution, the enemies were not overlapping so everything was fine on that part. But, they were always moving to the right side of the screen. I've also looked up flocking etc, but I would like to know, how can I detect collision between 2 objects of the same class?

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  • C++, inject additional data in a method

    - by justik
    I am adding the new modul in some large library. All methods here are implemented as static. Let mi briefly describe the simplified model: typedef std::vector<double> TData; double test ( const TData &arg ) { return arg ( 0 ) * sin ( arg ( 1 ) + ...;} double ( * p_test ) ( const TData> &arg) = &test; class A { public: static T f1 (TData &input) { .... //some computations B::f2 (p_test); } }; Inside f1() some computations are perfomed and a static method B::f2 is called. The f2 method is implemented by another author and represents some simulation algorithm (example here is siplified). class B { public: static double f2 (double ( * p_test ) ( const TData &arg ) ) { //difficult algorithm working p_test many times double res = p_test(arg); } }; The f2 method has a pointer to some weight function (here p_test). But in my case some additional parameters computed in f1 for test() methods are required double test ( const TData &arg, const TData &arg2, char *arg3.... ) { } How to inject these parameters into test() (and so to f2) to avoid changing the source code of the f2 methods (that is not trivial), redesign of the library and without dirty hacks :-) ? The most simple step is to override f2 static double f2 (double ( * p_test ) ( const TData &arg ), const TData &arg2, char *arg3.... ) But what to do later? Consider, that methods are static, so there will be problems with objects. Thanks for your help.

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  • Object disapear/don't scale in the Z-AXIS of OPENGL.

    - by user315684
    This code is susposed to have a QUAD orbit around a center point in basically a circle. The problem is while it does the X rotation fine it disapears when it moves in Z axis and doesn't appear to change in size. It feel like it's rendering everything in Orthagraphic view or something. This is my first OpenGL project. OPENGL CODE START HERE glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); glMatrixMode (GL_PROJECTION); glPushMatrix(); //glRotatef(theta, 0.0f, 0.0f, 1.0f); glScalef(0.75f, 0.75f, 0.75f); glTranslatef(planeX, -0.0f, 0.0f); glBegin(GL_QUADS); glColor3f(1.0f, 0.0f, 0.0f); glVertex3f(0.0f, 0.0f, planeZ); glColor3f(0.0f, 1.0f, 0.0f); glVertex3f(0.0f, 1.0f, planeZ); glColor3f(0.0f, 0.0f, 1.0f); glVertex3f(1.0f, 1.0f, planeZ); glColor3f(0.0f, 0.0f, 1.0f); glVertex3f(1.0f, 0.0f, planeZ); glEnd(); glPopMatrix(); SwapBuffers(hDC); theta += 1.0f; planeX = (sin(0.0314159265f*theta)); planeZ = (cos(0.0314159265f*theta)); Sleep (1); ENDS HERE

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  • c++ problem, maybe with types...

    - by Infinity
    Hi guys! I have a little problem in my code. The variables don't want to change their values. Can you say why? Here is my code: vector<coordinate> rocks(N); double angle; double x, y; // other code while (x > 1.0 || x < -1.0 || y > 1.0 || y < -1.0) { angle = rand() * 2.0 * M_PI; cout << angle << endl; cout << rocks[i - 1].x << endl; cout << rocks[i - 1].y << endl; x = rocks[i-1].x + r0 * cos(angle); y = rocks[i-1].y + r0 * sin(angle); cout << x << endl; cout << y << endl << endl; } // other code And the result on the console is: 6.65627e+09 0.99347 0.984713 1.09347 0.984713 1.16964e+09 0.99347 0.984713 1.09347 0.984713 As you see the values of x, y variables doesn't change and this while be an infinity loop. What's the problem? What do you think?

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  • JavaScript Browser Hacks

    Recently during one of my client side scripting classes, I was trying to show my students some basic examples of JavaScript as an introduction to the language.  My first basic example was to show an alert box using JavaScript via the address bar. The student’s reaction to my browser hack example really caught me off guard in a good way. After programming with a language for close to 10 years you start to lose the "Awe Cool!" effect that new learners of a language experience when writing code. New learns of JavaScript are the reason why I created this post. Please enjoy. Note: Place JavaScript in to address bar and then press the enter key. Example 1: JavaScript Alert box displaying My name: John Doe Javascript:alert('My name: \n John Doe') ; Example 2: JavaScript alert box displaying name entered by user. javascript:alert('My name: \n ' + prompt('Enter Name','Name')) ; Example 3: JavaScript alert box displaying name entered by user, and then displays the length of the name. javascript:var name= prompt('Enter Name','Name'); alert('My name: \n ' + name); alert(name.length); If you notice, the address bar will execute JavaScript on the current page loaded in the browser using the Document Object Model (DOM). Additionally, the address bar will allow multiple lines to be executed sequentially even though all of the code is contained within one line due to the fact that the JavaScript interpreter uses the “;” to indicate where a line of ends and a new one begins. After doing a little more research on the topic of JavaScript Browser Hacks I found a few other cool JavaScript hacks which I will list below. Example 4: Make any webpage editableSource: http://www.openjason.com/2008/09/02/browser-hack-make-any-web-page-editable/ javascript:document.body.contentEditable='true'; document.designMode='on'; void 0; Example 5: CHINESE DRAGON DANCING Source: http://nzeyi.wordpress.com/2009/06/01/dwrajaxjavascript-hacks-the-secrets-of-javascript-in-the-adress-bar/ javascript:R=0;x1=0.1;y1=0.05;x2=0.25;y2=0.24;x3=1.6; y3=0.24;x4=300;y4=200;x5=300;y5=200;DI=document.links; DIL=DI.length;A=function(){for(i=0;i-DIL;i++){DI[i].style. position='absolute';DI[i].style.left=Math.sin(R*x1+i*x2+x3)*x4+ x5;DI[i].style.top=Math.cos(R*y1+i*y2+y3)*y4+y5}R++;}; setInterval('A()',5);void(0); Example 6: Reveal content stored in password protected fields javascript:(function(){var s,F,j,f,i; s = “”; F = document.forms; for(j=0; j Example 7: Force user to close browser windowSource: http://forums.digitalpoint.com/showthread.php?t=767053 javascript:while(1){alert('Restart your brower to close this box!')} Learn more about JavaScript Browser Hacks.

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  • Oracle OpenWorld 2012. Rueda de prensa de Mark Hurd: pilares de la estrategia de Oracle

    - by Fabian Gradolph
    Estamos en la segunda jornada de OpenWorld 2012. La sesión ha comenzado con la presentación de Mark Hurd, quien después de su intervención, ha ofrecido una rueda de prensa multitudinaria. Es probable que más de 80 o 90 periodistas estuviesen presentes en la sala. El presidente de Oracle nos ha presentado una muy buena síntesis sobre la estrategia de la compañía, que básicamente está basada en cuatro pilares. He aquí un breve resumen: 1. Ofrecer los mejores productos y soluciones en cada una de las capas tecnológicas. Es decir, los mejores productos de almacenamiento de información, los mejores servidores, la mejor base de datos… todos ellos basados en estándares de la industria, lo que favorece la interoperabilidad con los productos de otros fabricantes, si esa es la elección del cliente. 2. Integrar los productos desde la fase de diseño y desarrollo para ofrecer a los clientes soluciones que proporcionen un rendimiento extremo. Los mayores exponentes de esta estrategia son los Engineered Systems (sistemas de ingeniería conjunta), que incluyen productos estrella como Exadata, Exalogic, o Exalitycs. Al combinar las mejores capacidades de los productos Oracle e integrarlos verticalmente, se consiguen los siguientes beneficios. Rendimiento extremo de las soluciones tecnológicas. Por ejemplo, la última versión de Exadata, presentada ahora, ofrece una velocidad hasta 100 veces mayor que la anterior. Reducción de costes. Los sistemas integrados permiten reducir la necesidad de espacio, el tiempo de instalación e integración y los costes de mantenimiento. Su mayor rendimiento también se traduce en una menor necesidad de inversión en infraestructura. Simplificación de la gestión y el mantenimiento. Al integrar diferentes tipos de soluciones en una sola, también se simplifica la contratación de sistemas de soporte, centralizándolos en un único proveedor. 3. 3. Una propuesta completa para entornos cloud. La propuesta de Oracle incluye una cloud pública (Oracle Public Cloud), infraestructura para clouds privadas e infraestructura para sistemas híbridos. Así, la compañía ofrece Aplicaciones como Servicio (AaaS), Plataforma como servicio (PaaS) e infraestructura como servicio (IaaS). Al mismo tiempo, facilita soluciones para que las empresas construyan sus propias infraestructuras cloud. La ventaja de la propuesta de Oracle es que se utiliza la misma tecnología para la cloud pública o la privada, de forma que los clientes tengan facilidad para escoger qué aplicaciones mantendrán en un sistema público, cuáles en un sistema privado, etc. La máxima interoperabilidad permite, además, trasnferir aplicaciones de unas modalidades a otras sin problemas. 4. Aplicaciones sectoriales. Oracle está apostando fuertemente por el desarrollo de aplicaciones específicas para los diferentes sectores de actividad. Así, Oracle proporciona soluciones concretas para Banca y Finanzas, Distribución, Logística, Sector Público, Telecomunicaciones y un largo etcétera. Tras sus palabras preliminares hubo una interesante ronda de preguntas. No es posible hacer un resumen de todas ellas, pero me quedo con un mensaje que Mark ha repetido en un par de ocasiones: Oracle quiere seguir creciendo en todos los mercados en los que opera y se trata de una estrategia para crecer. Así lo esperamos todos.

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