Search Results

Search found 2037 results on 82 pages for 'matrix multiplication'.

Page 63/82 | < Previous Page | 59 60 61 62 63 64 65 66 67 68 69 70  | Next Page >

  • Time complexity with bit cost

    - by Keyser
    I think I might have completely misunderstood bit cost analysis. I'm trying to wrap my head around the concept of studying an algorithm's time complexity with respect to bit cost (instead of unit cost) and it seems to be impossible to find anything on the subject. Is this considered to be so trivial that no one ever needs to have it explained to them? Well I do. (Also, there doesn't even seem to be anything on wikipedia which is very unusual). Here's what I have so far: The bit cost of multiplication and division of two numbers with n bits is O(n^2) (in general?) So, for example: int number = 2; for(int i = 0; i < n; i++ ){ number = i*i; } has a time complexity with respect to bit cost of O(n^3), because it does n multiplications (right?) But in a regular scenario we want the time complexity with respect to the input. So, how does that scenario work? The number of bits in i could be considered a constant. Which would make the time complexity the same as with unit cost except with a bigger constant (and both would be linear). Also, I'm guessing addition and subtraction can be done in constant time, O(1). Couldn't find any info on it but it seems reasonable since it's one assembler operation.

    Read the article

  • Audio playback, creating nested loop for fade in/out.

    - by Dave Slevin
    Hi Folks, First time poster here. A quick question about setting up a loop here. I want to set up a for loop for the first 1/3 of the main loop that will increase a value from .00001 or similar to 1. So I can use it to multiply a sample variable so as to create a fade-in in this simple audio file playback routine. So far it's turning out to be a bit of a head scratcher, any help greatfully recieved. for(i=0; i < end && !feof(fpin); i+=blockframes) { samples = fread(audioblock, sizeof(short), blocksamples, fpin); frames = samples; for(j=0; j < frames; j++) { for (f = 0; f< frames/3 ;f++) { fade = fade--; } output[j] = audioblock[j]/fade; } fwrite(output,sizeof(short), frames, fpoutput); } Apologies, So far I've read and re-write the file successfully. My problem is I'm trying to figure out a way to loop the variable 'fade' so it either increases or decreases to 1, so as I can modify the output variable. I wanted to do this in say 3 stages: 1. From 0 to frames/3 to increace a multiplication factor from .0001 to 1 2. from frames 1/3 to frames 2/3 to do nothing (multiply by 1) and 3. For the factor to decrease again below 1 so as for the output variable to decrease back to the original point. How can I create a loop that will increase and decrease these values over the outside loop?

    Read the article

  • Fastest way to generate delimited string from 1d numpy array

    - by Abiel
    I have a program which needs to turn many large one-dimensional numpy arrays of floats into delimited strings. I am finding this operation quite slow relative to the mathematical operations in my program and am wondering if there is a way to speed it up. For example, consider the following loop, which takes 100,000 random numbers in a numpy array and joins each array into a comma-delimited string. import numpy as np x = np.random.randn(100000) for i in range(100): ",".join(map(str, x)) This loop takes about 20 seconds to complete (total, not each cycle). In contrast, consider that 100 cycles of something like elementwise multiplication (x*x) would take than one 1/10 of a second to complete. Clearly the string join operation creates a large performance bottleneck; in my actual application it will dominate total runtime. This makes me wonder, is there a faster way than ",".join(map(str, x))? Since map() is where almost all the processing time occurs, this comes down to the question of whether there a faster to way convert a very large number of numbers to strings.

    Read the article

  • Matlab - Propagate points orthogonally on to the edge of shape boundaries

    - by Graham
    Hi I have a set of points which I want to propagate on to the edge of shape boundary defined by a binary image. The shape boundary is defined by a 1px wide white edge. I also have the coordinates of these points stored in a 2 row by n column matrix. The shape forms a concave boundary with no holes within itself made of around 2500 points. I want to cast a ray from each point from the set of points in an orthogonal direction and detect at which point it intersects the shape boundary at. What would be the best method to do this? Are there some sort of ray tracing algorithms that could be used? Or would it be a case of taking orthogonal unit vector and multiplying it by a scalar and testing after multiplication if the end point of the vector is outside the shape boundary. When the end point of the unit vector is outside the shape, just find the point of intersection? Thank you very much in advance for any help!

    Read the article

  • RFC: Whitespace's Assembly Mnemonics

    - by Noctis Skytower
    Request For Comment regarding Whitespace's Assembly Mnemonics What follows in a first generation attempt at creating mnemonics for a whitespace assembly language. STACK ===== push number copy copy number swap away away number MATH ==== add sub mul div mod HEAP ==== set get FLOW ==== part label call label goto label zero label less label back exit I/O === ochr oint ichr iint In the interest of making improvements to this small and simple instruction set, this is a second attempt. hold N Push the number onto the stack copy Duplicate the top item on the stack copy N Copy the nth item on the stack (given by the argument) onto the top of the stack swap Swap the top two items on the stack drop Discard the top item on the stack drop N Slide n items off the stack, keeping the top item add Addition sub Subtraction mul Multiplication div Integer Division mod Modulo save Store load Retrieve L: Mark a location in the program call L Call a subroutine goto L Jump unconditionally to a label if=0 L Jump to a label if the top of the stack is zero if<0 L Jump to a label if the top of the stack is negative return End a subroutine and transfer control back to the caller exit End the program print chr Output the character at the top of the stack print int Output the number at the top of the stack input chr Read a character and place it in the location given by the top of the stack input int Read a number and place it in the location given by the top of the stack What is the general consensus on the following revised list for Whitespace's assembly instructions? They definitely come from thinking outside of the box and trying to come up with a better mnemonic set than last time. When the previous python interpreter was written, it was completed over two contiguous, rushed evenings. This rewrite deserves significantly more time now that it is the summer. Of course, the next version of Whitespace (0.4) may have its instructions revised even more, but this is just a redesign of what originally was done in a few hours. Hopefully, the instructions make more sense to those new to programming jargon.

    Read the article

  • How to Use Calculated Color Values with ColorMatrix?

    - by Otaku
    I am changing color values of each pixel in an image based on a calculation. The problem is that this takes over 5 seconds on my machine with a 1000x1333 image and I'm looking for a way to optimize it to be much faster. I think ColorMatrix may be an option, but I'm having a difficult time figure out how I would get a set of pixel RGB values, use that to calculate and then set the new pixel value. I can see how this can be done if I was just modifying (multiplying, subtracting, etc.) the original value with ColorMatrix, but now how I can use the pixels returned value to use it to calculate and new value. For example: Sub DarkenPicture() Dim clrTestFolderPath = "C:\Users\Me\Desktop\ColorTest\" Dim originalPicture = "original.jpg" Dim Luminance As Single Dim bitmapOriginal As Bitmap = Image.FromFile(clrTestFolderPath + originalPicture) Dim Clr As Color Dim newR As Byte Dim newG As Byte Dim newB As Byte For x = 0 To bitmapOriginal.Width - 1 For y = 0 To bitmapOriginal.Height - 1 Clr = bitmapOriginal.GetPixel(x, y) Luminance = ((0.21 * (Clr.R) + (0.72 * (Clr.G)) + (0.07 * (Clr.B))/ 255 newR = Clr.R * Luminance newG = Clr.G * Luminance newB = Clr.B * Luminance bitmapOriginal.SetPixel(x, y, Color.FromArgb(newR, newG, newB)) Next Next bitmapOriginal.Save(clrTestFolderPath + "colorized.jpg", ImageFormat.Jpeg) End Sub The Luminance value is the calculated one. I know I can set ColorMatrix's M00, M11, M22 to 0, 0, 0 respectively and then put a new value in M40, M41, M42, but that new value is calculated based of a value multiplication and addition of that pixel's components (((0.21 * (Clr.R) + (0.72 * (Clr.G)) + (0.07 * (Clr.B)) and the result of that - Luminance - is multiplied by the color component). Is this even possible with ColorMatrix?

    Read the article

  • Pointer Implementation Details in C

    - by Will Bickford
    I would like to know architectures which violate the assumptions I've listed below. Also I would like to know if any of the assumptions are false for all architectures (i.e. if any of them are just completely wrong). sizeof(int *) == sizeof(char *) == sizeof(void *) == sizeof(func_ptr *) The in-memory representation of all pointers for a given architecture is the same regardless of the data type pointed to. The in-memory representation of a pointer is the same as an integer of the same bit length as the architecture. Multiplication and division of pointer data types are only forbidden by the compiler. NOTE: Yes I know this is nonsensical. What I mean is - is there hardware support to forbid this incorrect usage? All pointer values can be casted to a single integer. In other words, what architectures still make use of segments and offsets? Incrementing a pointer is equivalent to adding sizeof(the pointed data type) to the memory address stored by the pointer. If p is an int32* then p+1 is equal to the memory address 4 bytes after p. I'm most used to pointers being used in a contiguous, virtual memory space. For that usage, I can generally get by thinking of them as addresses on a number line. See (http://stackoverflow.com/questions/1350471/pointer-comparison/1350488#1350488).

    Read the article

  • C: 8x8 -> 16 bit multiply precision guaranteed by integer promotions?

    - by craig-blome
    I'm trying to figure out if the C Standard (C90, though I'm working off Derek Jones' annotated C99 book) guarantees that I will not lose precision multiplying two unsigned 8-bit values and storing to a 16-bit result. An example statement is as follows: unsigned char foo; unsigned int foo_u16 = foo * 10; Our Keil 8051 compiler (v7.50 at present) will generate a MUL AB instruction which stores the MSB in the B register and the LSB in the accumulator. If I cast foo to a unsigned int first: unsigned int foo_u16 = (unsigned int)foo * 10; then the compiler correctly decides I want a unsigned int there and generates an expensive call to a 16x16 bit integer multiply routine. I would like to argue beyond reasonable doubt that this defensive measure is not necessary. As I read the integer promotions described in 6.3.1.1, the effect of the first line shall be as if foo and 10 were promoted to unsigned int, the multiplication performed, and the result stored as unsigned int in foo_u16. If the compiler knows an instruction that does 8x8-16 bit multiplications without loss of precision, so much the better; but the precision is guaranteed. Am I reading this correctly? Best regards, Craig Blome

    Read the article

  • help understanding differences between #define, const and enum in C and C++ on assembly level.

    - by martin
    recently, i am looking into assembly codes for #define, const and enum: C codes(#define): 3 #define pi 3 4 int main(void) 5 { 6 int a,r=1; 7 a=2*pi*r; 8 return 0; 9 } assembly codes(for line 6 and 7 in c codes) generated by GCC: 6 mov $0x1, -0x4(%ebp) 7 mov -0x4(%ebp), %edx 7 mov %edx, %eax 7 add %eax, %eax 7 add %edx, %eax 7 add %eax, %eax 7 mov %eax, -0x8(%ebp) C codes(enum): 2 int main(void) 3 { 4 int a,r=1; 5 enum{pi=3}; 6 a=2*pi*r; 7 return 0; 8 } assembly codes(for line 4 and 6 in c codes) generated by GCC: 6 mov $0x1, -0x4(%ebp) 7 mov -0x4(%ebp), %edx 7 mov %edx, %eax 7 add %eax, %eax 7 add %edx, %eax 7 add %eax, %eax 7 mov %eax, -0x8(%ebp) C codes(const): 4 int main(void) 5 { 6 int a,r=1; 7 const int pi=3; 8 a=2*pi*r; 9 return 0; 10 } assembly codes(for line 7 and 8 in c codes) generated by GCC: 6 movl $0x3, -0x8(%ebp) 7 movl $0x3, -0x4(%ebp) 8 mov -0x4(%ebp), %eax 8 add %eax, %eax 8 imul -0x8(%ebp), %eax 8 mov %eax, 0xc(%ebp) i found that use #define and enum, the assembly codes are the same. The compiler use 3 add instructions to perform multiplication. However, when use const, imul instruction is used. Anyone knows the reason behind that?

    Read the article

  • How to insert zeros between bits in a bitmap?

    - by anatolyg
    I have some performance-heavy code that performs bit manipulations. It can be reduced to the following well-defined problem: Given a 13-bit bitmap, construct a 26-bit bitmap that contains the original bits spaced at even positions. To illustrate: 0000000000000000000abcdefghijklm (input, 32 bits) 0000000a0b0c0d0e0f0g0h0i0j0k0l0m (output, 32 bits) I currently have it implemented in the following way in C: if (input & (1 << 12)) output |= 1 << 24; if (input & (1 << 11)) output |= 1 << 22; if (input & (1 << 10)) output |= 1 << 20; ... My compiler (MS Visual Studio) turned this into the following: test eax,1000h jne 0064F5EC or edx,1000000h ... (repeated 13 times with minor differences in constants) I wonder whether i can make it any faster. I would like to have my code written in C, but switching to assembly language is possible. Can i use some MMX/SSE instructions to process all bits at once? Maybe i can use multiplication? (multiply by 0x11111111 or some other magical constant) Would it be better to use condition-set instruction (SETcc) instead of conditional-jump instruction? If yes, how can i make the compiler produce such code for me? Any other idea how to make it faster? Any idea how to do the inverse bitmap transformation (i have to implement it too, bit it's less critical)?

    Read the article

  • Hashtable is that fast

    - by Costa
    Hi s[0]*31^(n-1) + s[1]*31^(n-2) + ... + s[n-1]. Is the hash function of the java string, I assume the rest of languages is similar or close to this implementation. If we have hash-Table and a list of 50 elements. each element is 7 chars ABCDEF1, ABCDEF2, ABCDEF3..... ABCDEFn If each bucket of hashtable contains 5 strings (I think this function will make it one string per bucket, but let us assume it is 5). If we call col.Contains("ABCDEFn"); // will do 6 comparisons and discover the difference on the 7th. The hash-table will take around 70 operations (multiplication and additions) to get the hashcode and to compare with 5 strings in bucket. and BANG it found. For list it will take around 300 comparisons to find it. for the case that there is only 10 elements, the list will take around 70 operations but the Hashtable will take around 50 operations. and note that hashtable operations are more time consuming (it is multiplications). I conclude that HybirdDictionary in .Net probably is the best choice for that most cases that require Hashtable with unknown size, because it will let me use a list till the list becomes more than 10 elements. still need something like HashSet rather than a Dictionary of keys and values, I wonder why there is no HybirdSet!! So what do u think? Thanks

    Read the article

  • How to write a simple Lexer/Parser with antlr 2.7?

    - by Burkhard
    Hello, I have a complex grammar (in antlr 2.7) which I need to extend. Having never used antlr before, I wanted to write a very simple Lexer and Parser first. I found a very good explanation for antlr3 and tried to adapt it: header{ #include <iostream> using namespace std; } options { language="Cpp"; } class P2 extends Parser; /* This will be the entry point of our parser. */ eval : additionExp ; /* Addition and subtraction have the lowest precedence. */ additionExp : multiplyExp ( "+" multiplyExp | "-" multiplyExp )* ; /* Multiplication and addition have a higher precedence. */ multiplyExp : atomExp ( "*" atomExp | "/" atomExp )* ; /* An expression atom is the smallest part of an expression: a number. Or when we encounter parenthesis, we're making a recursive call back to the rule 'additionExp'. As you can see, an 'atomExp' has the highest precedence. */ atomExp : Number | "(" additionExp ")" ; /* A number: can be an integer value, or a decimal value */ number : ("0".."9")+ ("." ("0".."9")+)? ; /* We're going to ignore all white space characters */ protected ws : (" " | "\t" | "\r" | "\n") { newline(); } ; It does generate four files without errors: P2.cpp, P2.hpp, P2TokenTypes.hpp and P2TokenTypes.txt. But now what? How do I create a working programm with that? I tried to add these files to a VS2005-WinConsole-Project but it does not compile: p2.cpp(277) : fatal error C1010: unexpected end of file while looking for precompiled header. Did you forget to add '#include "stdafx.h"' to your source?

    Read the article

  • Computation overhead in C# - Using getters/setters vs. modifying arrays directly and casting speeds

    - by Jeffrey Kern
    I was going to write a long-winded post, but I'll boil it down here: I'm trying to emulate the graphical old-school style of the NES via XNA. However, my FPS is SLOW, trying to modify 65K pixels per frame. If I just loop through all 65K pixels and set them to some arbitrary color, I get 64FPS. The code I made to look-up what colors should be placed where, I get 1FPS. I think it is because of my object-orented code. Right now, I have things divided into about six classes, with getters/setters. I'm guessing that I'm at least calling 360K getters per frame, which I think is a lot of overhead. Each class contains either/and-or 1D or 2D arrays containing custom enumerations, int, Color, or Vector2D, bytes. What if I combined all of the classes into just one, and accessed the contents of each array directly? The code would look a mess, and ditch the concepts of object-oriented coding, but the speed might be much faster. I'm also not concerned about access violations, as any attempts to get/set the data in the arrays will done in blocks. E.g., all writing to arrays will take place before any data is accessed from them. As for casting, I stated that I'm using custom enumerations, int, Color, and Vector2D, bytes. Which data types are fastest to use and access in the .net Framework, XNA, XBox, C#? I think that constant casting might be a cause of slowdown here. Also, instead of using math to figure out which indexes data should be placed in, I've used precomputed lookup tables so I don't have to use constant multiplication, addition, subtraction, division per frame. :)

    Read the article

  • negative values in integer programming model

    - by Lucia
    I'm new at using the glpk tool, and after writing a model for certain integer problem and running the solver (glpsol) i get negative values in some constraint that shouldn't be negative at all: No.Row name Activity Lower bound Upper bound 8 act[1] 0 -0 9 act[2] -3 -0 10 act[2] -2 -0 That constraint is defined like this: act{j in J}: sum{i in I} d[i,j] <= y[j]*m; where the sets and variables used are like this: param m, integer, 0; param n, integer, 0; set I := 1..m; set J := 1..n; var y{j in J}, binary; As the upper bound is negative, i think the problem may be in the y[j]*m parte, of the right side of the inequality.. perhaps something with the multiplication of binarys? or that the j in that side of the constrait is undefined? i dont know... i would be greatly grateful if someone can help me with this! :) and excuse for my bad english thanks in advance!

    Read the article

  • [Python] Tips for making a fraction calculator code more optimized (faster and using less memory)

    - by Logic Named Joe
    Hello Everyone, Basicly, what I need for the program to do is to act a as simple fraction calculator (for addition, subtraction, multiplication and division) for the a single line of input, for example: -input: 1/7 + 3/5 -output: 26/35 My initial code: import sys def euclid(numA, numB): while numB != 0: numRem = numA % numB numA = numB numB = numRem return numA for wejscie in sys.stdin: wyjscie = wejscie.split(' ') a, b = [int(x) for x in wyjscie[0].split("/")] c, d = [int(x) for x in wyjscie[2].split("/")] if wyjscie[1] == '+': licz = a * d + b * c mian= b * d nwd = euclid(licz, mian) konA = licz/nwd konB = mian/nwd wynik = str(konA) + '/' + str(konB) print(wynik) elif wyjscie[1] == '-': licz= a * d - b * c mian= b * d nwd = euclid(licz, mian) konA = licz/nwd konB = mian/nwd wynik = str(konA) + '/' + str(konB) print(wynik) elif wyjscie[1] == '*': licz= a * c mian= b * d nwd = euclid(licz, mian) konA = licz/nwd konB = mian/nwd wynik = str(konA) + '/' + str(konB) print(wynik) else: licz= a * d mian= b * c nwd = euclid(licz, mian) konA = licz/nwd konB = mian/nwd wynik = str(konA) + '/' + str(konB) print(wynik) Which I reduced to: import sys def euclid(numA, numB): while numB != 0: numRem = numA % numB numA = numB numB = numRem return numA for wejscie in sys.stdin: wyjscie = wejscie.split(' ') a, b = [int(x) for x in wyjscie[0].split("/")] c, d = [int(x) for x in wyjscie[2].split("/")] if wyjscie[1] == '+': print("/".join([str((a * d + b * c)/euclid(a * d + b * c, b * d)),str((b * d)/euclid(a * d + b * c, b * d))])) elif wyjscie[1] == '-': print("/".join([str((a * d - b * c)/euclid(a * d - b * c, b * d)),str((b * d)/euclid(a * d - b * c, b * d))])) elif wyjscie[1] == '*': print("/".join([str((a * c)/euclid(a * c, b * d)),str((b * d)/euclid(a * c, b * d))])) else: print("/".join([str((a * d)/euclid(a * d, b * c)),str((b * c)/euclid(a * d, b * c))])) Any advice on how to improve this futher is welcome. Edit: one more thing that I forgot to mention - the code can not make use of any libraries apart from sys.

    Read the article

  • Parallelize or vectorize all-against-all operation on a large number of matrices?

    - by reve_etrange
    I have approximately 5,000 matrices with the same number of rows and varying numbers of columns (20 x ~200). Each of these matrices must be compared against every other in a dynamic programming algorithm. In this question, I asked how to perform the comparison quickly and was given an excellent answer involving a 2D convolution. Serially, iteratively applying that method, like so list = who('data_matrix_prefix*') H = cell(numel(list),numel(list)); for i=1:numel(list) for j=1:numel(list) if i ~= j eval([ 'H{i,j} = compare(' char(list(i)) ',' char(list(j)) ');']); end end end is fast for small subsets of the data (e.g. for 9 matrices, 9*9 - 9 = 72 calls are made in ~1 s). However, operating on all the data requires almost 25 million calls. I have also tried using deal() to make a cell array composed entirely of the next element in data, so I could use cellfun() in a single loop: # who(), load() and struct2cell() calls place k data matrices in a 1D cell array called data. nextData = cell(k,1); for i=1:k [nextData{:}] = deal(data{i}); H{:,i} = cellfun(@compare,data,nextData,'UniformOutput',false); end Unfortunately, this is not really any faster, because all the time is in compare(). Both of these code examples seem ill-suited for parallelization. I'm having trouble figuring out how to make my variables sliced. compare() is totally vectorized; it uses matrix multiplication and conv2() exclusively (I am under the impression that all of these operations, including the cellfun(), should be multithreaded in MATLAB?). Does anyone see a (explicitly) parallelized solution or better vectorization of the problem?

    Read the article

  • c++ float subtraction rounding error

    - by Volkan Ozyilmaz
    I have a float value between 0 and 1. I need to convert it with -120 to 80. To do this, first I multiply with 200 after 120 subtract. When subtract is made I had rounding error. Let's look my example. float val = 0.6050f; val *= 200.f; Now val is 121.0 as I expected. val -= 120.0f; Now val is 0.99999992 I thought maybe I can avoid this problem with multiplication and division. float val = 0.6050f; val *= 200.f; val *= 100.f; val -= 12000.0f; val /= 100.f; But it didn't help. I have still 0.99 on my hand. Is there a solution for it? Edit: After with detailed logging, I understand there is no problem with this part of code. Before my log shows me "0.605", after I had detailed log and I saw "0.60499995946884155273437500000000000000000000000000" the problem is in different place.

    Read the article

  • When to use CTEs to encapsulate sub-results, and when to let the RDBMS worry about massive joins.

    - by IanC
    This is a SQL theory question. I can provide an example, but I don't think it's needed to make my point. Anyone experienced with SQL will immediately know what I'm talking about. Usually we use joins to minimize the number of records due to matching the left and right rows. However, under certain conditions, joining tables cause a multiplication of results where the result is all permutations of the left and right records. I have a database which has 3 or 4 such joins. This turns what would be a few records into a multitude. My concern is that the tables will be large in production, so the number of these joined rows will be immense. Further, heavy math is performed on each row, and the idea of performing math on duplicate rows is enough to make anyone shudder. I have two questions. The first is, is this something I should care about, or will SQL Server intelligently realize these rows are all duplicates and optimize all processing accordingly? The second is, is there any advantage to grouping each part of the query so as to get only the distinct values going into the next part of the query, using something like: WITH t1 AS ( SELECT DISTINCT... [or GROUP BY] ), t2 AS ( SELECT DISTINCT... ), t3 AS ( SELECT DISTINCT... ) SELECT... I have often seen the use of DISTINCT applied to subqueries. There is obviously a reason for doing this. However, I'm talking about something a little different and perhaps more subtle and tricky.

    Read the article

  • CodePlex Daily Summary for Friday, May 28, 2010

    CodePlex Daily Summary for Friday, May 28, 2010New ProjectsBang: BangBox Office: Event Management for Community Theater Groups: Box Office is an event management web application to help theater groups manage & promote their shows. Manage performance schedules, sell tickets, ...CellsOnWeb: El espacio de las células del Programa Académico Microsoft en Argentina. CRM 4.0 Plugin Queue Item Counter: This is a crm 4.0 plugin to count queue items in each folder and display the number at the end of the name. For example, if the queue name is "Tes...Date Calculator: Date Calculator is a small desktop utility developed using Windows Forms .NET technology. This utility is analogous to the "Date calculation" modul...Enterprise Library Investigate: Enterprise Library Investigate ProjecteProject Management: Ứng dụng nền tảng web hỗ trợ quản lí và giám sát tiến độ dự án của tổ chức doanh nghiệp.Fiddler TreeView Panel Extension: Extension for Fiddler, to display the session information in a TreeView panel instead of the default ListBox, so it groups the information logicall...Git Source Control Provider: Git Source Control Provider is a Visual Studio Plug-in that integrates Git with Visual Studio.InspurProjects: Project on Inspur Co.Kryptonite: The Kryptonite project aims to improve development of websites based on the Kentico CMS. MLang .NET Wrapper: Detect the encoding of a text without BOM (Byte Order Mask) and choose the best Encoding for persistence or network transport of textMondaze: Proof of concept using Windows Azure.MultipointControls: A collection of controls that applied Windows Multipoint Mouse SDK. Windows Multipoint Mouse SDK enable app to have multiple mice interact simultan...Mundo De Bloques: "Mundo de bloques" makes it easier for analists to find the shortest way between two states in a problem using an heuristic function for Artificial...MyRPGtests: Just some tests :)OffInvoice Add-in for MS Office 2010: Project Description: The project it's based in the ability to extend funtionality in the Microsoft Office 2010 suite.OpenGraph .NET: A C# client for the Facebook Graph API. Supports desktop, web, ASP.NET MVC, and Silverlight connections and real-time updates. PLEASE NOTE: I dis...Portable Extensible Metadata (PEM) Data Annotation Generator: This project intends to help developers who uses PEM - Portable Extensible Metadata for Entity Framework generating Data Annotation information fro...Production and sale of plastic window systems: Automation company produces window design, production and sale of plastic window systems, management of sales contracts and their execution, print ...Renjian Storm (Renjian Image Viewer Uploader): Renjian Image Viewer UploaderShark Web Intelligence CMS: Shark Web Intelligence Inc. Content Management System.Shuffleboard Game for Windows Phone 7: This is a sample Shuffleboard game written in Silverlight for Windows Phone 7. It demonstrates physics, procedural animation, perspective transform...Silverlight Property Grid: Visual Studio Style PropertyGrid for Silverlight.SvnToTfs: Simple tool that migrates every Subversion revision toward Team Foundation Server 2010. It is developed in C# witn a WPF front-end.Tamias: Basic Cms Mvc Contrib Portable Area: The goal of this project is to have a easy-to-integrate basic cms for ASP.NET MVC applications based on MVC Contrib Portable Areas.TwitBy: TwitBy is a Twitter client for anyone who uses Twitter. It's easy to use and all of the major features are there. More features to come. H...Under Construction: A simple site that can be used as a splash for sites being upgraded or developed. UO Editor: The Owner & Organisation Editor makes it easy to view and edit the names of the registered owner and registered organization for your Windows OS. N...webform2010: this is the test projectWireless Network: ssWiX Toolset: The Windows Installer XML (WiX) is a toolset that builds Windows installation packages from XML source code. The toolset supports a command line en...Xna.Extend: A collection of easy to use Xna components for aiding a game programmer in developing thee next big thing. I plan on using the components from this...New ReleasesA Guide to Parallel Programming: Drop 4 - Guide Preface, Chapters 1 - 5, and code: This is Drop 4 with Guide Preface, Chapters 1 - 5, and References, and the accompanying code samples. This drop requires Visual Studio 2010 Beta 2 ...Ajax Toolkit for ASP.NET MVC: MAT 1.1: MAT 1.1Community Forums NNTP bridge: Community Forums NNTP Bridge V09: Release of the Community Forums NNTP Bridge to access the social and anwsers MS forums with a single, open source NNTP bridge. This release solves ...Community Forums NNTP bridge: Community Forums NNTP Bridge V10: Release of the Community Forums NNTP Bridge to access the social and anwsers MS forums with a single, open source NNTP bridge. This release has add...Community Forums NNTP bridge: Community Forums NNTP Bridge V11: Release of the Community Forums NNTP Bridge to access the social and anwsers MS forums with a single, open source NNTP bridge. This release has add...CSS 360 Planetary Calendar: Beta Release: =============================================================================== Beta Release Version: 0.2 Description: This is the beta release de...Date Calculator: DateCalculator v1.0: This is the first release and as far as I know this is a stable version.eComic: eComic 2010.0.0.4: Version 2010.0.0.4 Change LogFixed issues in the "Full Screen Control Panel" causing it to lack translucence Added loupe magnification control ...Expression Encoder Batch Processor: Runtime Application v0.2: New in this version: Added more error handling if files not exist. Added button/feature to quit after current encoding job. Added code to handl...Fiddler TreeView Panel Extension: FiddlerTreeViewPanel 0.7: Initial compiled version of the assembly, ready to use. Please refer to http://fiddlertreeviewpanel.codeplex.com/ for instructions and installation.Gardens Point LEX: Gardens Point LEX v1.1.4: The main distribution is a zip file. This contains the binary executable, documentation, source code and the examples. ChangesVersion 1.1.4 corre...Gardens Point Parser Generator: Gardens Point Parser Generator v1.4.1: Version 1.4.1 differs from version 1.4.0 only in containing a corrected version of a previously undocumented feature which allows the generation of...IsWiX: IsWiX 1.0.264.0: Build 1.0.264.0 - built against Fireworks 1.0.264.0. Adds support for autogenerating the SourceDir prepreprocessor variable and gives user choice t...Matrix: Matrix 0.5.2: Updated licenseMesopotamia Experiment: Mesopotamia 1.2.90: Release Notes - Ugraded to Microsoft Robotics Developer Studio 2008 R3 Bug Fixes - Fix to keep any sole organisms that penetrate to the next fitne...Microsoft Crm 4.0 Filtered Lookup: Microsoft Crm 4.0 Filtered Lookup: How to use: Allow passing custom querystring values: Create a DWORD registry key named [DisableParameterFilter] under [HKEY_LOCAL_MACHINE\SOFTWAR...MSBuild Extension Pack: May 2010: The MSBuild Extension Pack May 2010 release provides a collection of over 340 MSBuild tasks. A high level summary of what the tasks currently cover...MultiPoint Vote: MultiPointVote v.1: This accepts user inputs: number of participants, poll/survey title and the list of options A text file containing the items listed line per line...Mundo De Bloques: Mundo de Bloques, Release 1: "Mundo de bloques" makes it easier for analists to find the shortest way between two states in a problem using an heuristic function for Artificial...OffInvoice Add-in for MS Office 2010: OffInvoice for Office 2010 V1.0 Installer: Add-in for MS Word 2010 or MS Excel 2010 to allow the management (issuing, visualization and reception) of electronic invoices, based in the XML fo...OpenGraph .NET: 0.9.1 Beta: This is the first public release of OpenGraph .NET.patterns & practices: Composite WPF and Silverlight: Prism v2.2 - May 2010 Release: Composite Application Guidance for WPF and Silverlight - May 2010 Release (Prism V2.2) The Composite Application Guidance for WPF and Silverlight ...Portable Extensible Metadata (PEM) Data Annotation Generator: Release 49376: First release.Production and sale of plastic window systems: Yanuary 2009: NOTEBefore loading program, make sure you have installed MySQL and created DataBase that store in Source Code (look at below) Where Is The Source?...PROGRAMMABLE SOFTWARE DEVELOPMENT ENVIRONMENT: PROGRAMMABLE SOFTWARE DEVELOPMENT ENVIRONMENT--3.2: The current version of the Programmable Software Development Environment has the capability of reading an optional text file in each source develop...Rapidshare Episode Downloader: RED 0.8.6: - Fixed Edit form to actually save the data - Added Bypass Validation to enable future episodes - Added Search parameter to Edit form - Added refr...Renjian Storm (Renjian Image Viewer Uploader): Renjian Storm 0.6: 人间风暴 v0.6 稳定版sELedit: sELedit v1.1b: + Fixed: when export and import items to text files, there was a bug with "NULL" bytes in the unicode stringShake - C# Make: Shake v0.1.21: Changes: FileTask CopyDir method modified, see documentationSharePoint Labs: SPLab7001A-ENU-Level100: SPLab7001A-ENU-Level100 This SharePoint Lab will teach how to analyze and audit WSP files. WSP files are somewhere in a no man's land between ITPro...SharePoint Rsync List: 1.0.0.3: Fix spcontext dispose bug in menu try and run jobs only on central admin server mark a single file failure if file not copied don't delete destinat...Shuffleboard Game for Windows Phone 7: Shuffleboard 1.0.0.1: Source code, solution files, and assets.Software Is Hardwork: Sw. Is Hw. Lib. 3.0.0.x+04: Sw. Is Hw. Lib. 3.0.0.x+04SoulHackers Demon Unite(Chinese version): WPFClient pre alpha: can unite 2, 3 or more demons. can un-unite 1 demon to 2 demon (no triple un-unite yet).Team Deploy: Team Deploy 2010 R1: This is the initial release for Team Deploy 2010 for TFS Team Build 2010. All features from Team Build 2.x are functional in this version. Comple...Under Construction: Under Construction: All Files required to show under construction page. The Page will pull through the Domain name that the site is being run on this allows you to use...Unit Driven: Version 0.0.5: - Tests nested by namespace parts. - Run buttons properly disabled based on currently running tests. - Timeouts for async tests enabled.UO Editor: UO Editor v1.0: Initial ReleaseVCC: Latest build, v2.1.30527.0: Automatic drop of latest buildWeb Service Software Factory Contrib: Import WSDL 2010: Generate Service Contract models from existing WSDL documents for Web Service Software Factory 2010. Usage: Install the vsix and right click on a S...Most Popular ProjectsRawrWBFS ManagerAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)patterns & practices – Enterprise LibraryMicrosoft SQL Server Community & SamplesPHPExcelASP.NETMost Active ProjectsAStar.netpatterns & practices – Enterprise LibraryGMap.NET - Great Maps for Windows Forms & PresentationSqlServerExtensionsBlogEngine.NETRawrpatterns & practices: Windows Azure Security GuidanceCodeReviewCustomer Portal Accelerator for Microsoft Dynamics CRMIonics Isapi Rewrite Filter

    Read the article

  • How to maintain encapsulation with composition in C++?

    - by iFreilicht
    I am designing a class Master that is composed from multiple other classes, A, Base, C and D. These four classes have absolutely no use outside of Master and are meant to split up its functionality into manageable and logically divided packages. They also provide extensible functionality as in the case of Base, which can be inherited from by clients. But, how do I maintain encapsulation of Master with this design? So far, I've got two approaches, which are both far from perfect: 1. Replicate all accessors: Just write accessor-methods for all accessor-methods of all classes that Master is composed of. This leads to perfect encapsulation, because no implementation detail of Master is visible, but is extremely tedious and makes the class definition monstrous, which is exactly what the composition should prevent. Also, adding functionality to one of the composees (is that even a word?) would require to re-write all those methods in Master. An additional problem is that inheritors of Base could only alter, but not add functionality. 2. Use non-assignable, non-copyable member-accessors: Having a class accessor<T> that can not be copied, moved or assigned to, but overrides the operator-> to access an underlying shared_ptr, so that calls like Master->A()->niceFunction(); are made possible. My problem with this is that it kind of breaks encapsulation as I would now be unable to change my implementation of Master to use a different class for the functionality of niceFunction(). Still, it is the closest I've gotten without using the ugly first approach. It also fixes the inheritance issue quite nicely. A small side question would be if such a class already existed in std or boost. EDIT: Wall of code I will now post the code of the header files of the classes discussed. It may be a bit hard to understand, but I'll give my best in explaining all of it. 1. GameTree.h The foundation of it all. This basically is a doubly-linked tree, holding GameObject-instances, which we'll later get to. It also has it's own custom iterator GTIterator, but I left that out for brevity. WResult is an enum with the values SUCCESS and FAILED, but it's not really important. class GameTree { public: //Static methods for the root. Only one root is allowed to exist at a time! static void ConstructRoot(seed_type seed, unsigned int depth); inline static bool rootExists(){ return static_cast<bool>(rootObject_); } inline static weak_ptr<GameTree> root(){ return rootObject_; } //delta is in ms, this is used for velocity, collision and such void tick(unsigned int delta); //Interaction with the tree inline weak_ptr<GameTree> parent() const { return parent_; } inline unsigned int numChildren() const{ return static_cast<unsigned int>(children_.size()); } weak_ptr<GameTree> getChild(unsigned int index) const; template<typename GOType> weak_ptr<GameTree> addChild(seed_type seed, unsigned int depth = 9001){ GOType object{ new GOType(seed) }; return addChildObject(unique_ptr<GameTree>(new GameTree(std::move(object), depth))); } WResult moveTo(weak_ptr<GameTree> newParent); WResult erase(); //Iterators for for( : ) loop GTIterator& begin(){ return *(beginIter_ = std::move(make_unique<GTIterator>(children_.begin()))); } GTIterator& end(){ return *(endIter_ = std::move(make_unique<GTIterator>(children_.end()))); } //unloading should be used when objects are far away WResult unloadChildren(unsigned int newDepth = 0); WResult loadChildren(unsigned int newDepth = 1); inline const RenderObject& renderObject() const{ return gameObject_->renderObject(); } //Getter for the underlying GameObject (I have not tested the template version) weak_ptr<GameObject> gameObject(){ return gameObject_; } template<typename GOType> weak_ptr<GOType> gameObject(){ return dynamic_cast<weak_ptr<GOType>>(gameObject_); } weak_ptr<PhysicsObject> physicsObject() { return gameObject_->physicsObject(); } private: GameTree(const GameTree&); //copying is only allowed internally GameTree(shared_ptr<GameObject> object, unsigned int depth = 9001); //pointer to root static shared_ptr<GameTree> rootObject_; //internal management of a child weak_ptr<GameTree> addChildObject(shared_ptr<GameTree>); WResult removeChild(unsigned int index); //private members shared_ptr<GameObject> gameObject_; shared_ptr<GTIterator> beginIter_; shared_ptr<GTIterator> endIter_; //tree stuff vector<shared_ptr<GameTree>> children_; weak_ptr<GameTree> parent_; unsigned int selfIndex_; //used for deletion, this isn't necessary void initChildren(unsigned int depth); //constructs children }; 2. GameObject.h This is a bit hard to grasp, but GameObject basically works like this: When constructing a GameObject, you construct its basic attributes and a CResult-instance, which contains a vector<unique_ptr<Construction>>. The Construction-struct contains all information that is needed to construct a GameObject, which is a seed and a function-object that is applied at construction by a factory. This enables dynamic loading and unloading of GameObjects as done by GameTree. It also means that you have to define that factory if you inherit GameObject. This inheritance is also the reason why GameTree has a template-function gameObject<GOType>. GameObject can contain a RenderObject and a PhysicsObject, which we'll later get to. Anyway, here's the code. class GameObject; typedef unsigned long seed_type; //this declaration magic means that all GameObjectFactorys inherit from GameObjectFactory<GameObject> template<typename GOType> struct GameObjectFactory; template<> struct GameObjectFactory<GameObject>{ virtual unique_ptr<GameObject> construct(seed_type seed) const = 0; }; template<typename GOType> struct GameObjectFactory : GameObjectFactory<GameObject>{ GameObjectFactory() : GameObjectFactory<GameObject>(){} unique_ptr<GameObject> construct(seed_type seed) const{ return unique_ptr<GOType>(new GOType(seed)); } }; //same as with the factories. this is important for storing them in vectors template<typename GOType> struct Construction; template<> struct Construction<GameObject>{ virtual unique_ptr<GameObject> construct() const = 0; }; template<typename GOType> struct Construction : Construction<GameObject>{ Construction(seed_type seed, function<void(GOType*)> func = [](GOType* null){}) : Construction<GameObject>(), seed_(seed), func_(func) {} unique_ptr<GameObject> construct() const{ unique_ptr<GameObject> gameObject{ GOType::factory.construct(seed_) }; func_(dynamic_cast<GOType*>(gameObject.get())); return std::move(gameObject); } seed_type seed_; function<void(GOType*)> func_; }; typedef struct CResult { CResult() : constructions{} {} CResult(CResult && o) : constructions(std::move(o.constructions)) {} CResult& operator= (CResult& other){ if (this != &other){ for (unique_ptr<Construction<GameObject>>& child : other.constructions){ constructions.push_back(std::move(child)); } } return *this; } template<typename GOType> void push_back(seed_type seed, function<void(GOType*)> func = [](GOType* null){}){ constructions.push_back(make_unique<Construction<GOType>>(seed, func)); } vector<unique_ptr<Construction<GameObject>>> constructions; } CResult; //finally, the GameObject class GameObject { public: GameObject(seed_type seed); GameObject(const GameObject&); virtual void tick(unsigned int delta); inline Matrix4f trafoMatrix(){ return physicsObject_->transformationMatrix(); } //getter inline seed_type seed() const{ return seed_; } inline CResult& properties(){ return properties_; } inline const RenderObject& renderObject() const{ return *renderObject_; } inline weak_ptr<PhysicsObject> physicsObject() { return physicsObject_; } protected: virtual CResult construct_(seed_type seed) = 0; CResult properties_; shared_ptr<RenderObject> renderObject_; shared_ptr<PhysicsObject> physicsObject_; seed_type seed_; }; 3. PhysicsObject That's a bit easier. It is responsible for position, velocity and acceleration. It will also handle collisions in the future. It contains three Transformation objects, two of which are optional. I'm not going to include the accessors on the PhysicsObject class because I tried my first approach on it and it's just pure madness (way over 30 functions). Also missing: the named constructors that construct PhysicsObjects with different behaviour. class Transformation{ Vector3f translation_; Vector3f rotation_; Vector3f scaling_; public: Transformation() : translation_{ 0, 0, 0 }, rotation_{ 0, 0, 0 }, scaling_{ 1, 1, 1 } {}; Transformation(Vector3f translation, Vector3f rotation, Vector3f scaling); inline Vector3f translation(){ return translation_; } inline void translation(float x, float y, float z){ translation(Vector3f(x, y, z)); } inline void translation(Vector3f newTranslation){ translation_ = newTranslation; } inline void translate(float x, float y, float z){ translate(Vector3f(x, y, z)); } inline void translate(Vector3f summand){ translation_ += summand; } inline Vector3f rotation(){ return rotation_; } inline void rotation(float pitch, float yaw, float roll){ rotation(Vector3f(pitch, yaw, roll)); } inline void rotation(Vector3f newRotation){ rotation_ = newRotation; } inline void rotate(float pitch, float yaw, float roll){ rotate(Vector3f(pitch, yaw, roll)); } inline void rotate(Vector3f summand){ rotation_ += summand; } inline Vector3f scaling(){ return scaling_; } inline void scaling(float x, float y, float z){ scaling(Vector3f(x, y, z)); } inline void scaling(Vector3f newScaling){ scaling_ = newScaling; } inline void scale(float x, float y, float z){ scale(Vector3f(x, y, z)); } void scale(Vector3f factor){ scaling_(0) *= factor(0); scaling_(1) *= factor(1); scaling_(2) *= factor(2); } Matrix4f matrix(){ return WMatrix::Translation(translation_) * WMatrix::Rotation(rotation_) * WMatrix::Scale(scaling_); } }; class PhysicsObject; typedef void tickFunction(PhysicsObject& self, unsigned int delta); class PhysicsObject{ PhysicsObject(const Transformation& trafo) : transformation_(trafo), transformationVelocity_(nullptr), transformationAcceleration_(nullptr), tick_(nullptr) {} PhysicsObject(PhysicsObject&& other) : transformation_(other.transformation_), transformationVelocity_(std::move(other.transformationVelocity_)), transformationAcceleration_(std::move(other.transformationAcceleration_)), tick_(other.tick_) {} Transformation transformation_; unique_ptr<Transformation> transformationVelocity_; unique_ptr<Transformation> transformationAcceleration_; tickFunction* tick_; public: void tick(unsigned int delta){ tick_ ? tick_(*this, delta) : 0; } inline Matrix4f transformationMatrix(){ return transformation_.matrix(); } } 4. RenderObject RenderObject is a base class for different types of things that could be rendered, i.e. Meshes, Light Sources or Sprites. DISCLAIMER: I did not write this code, I'm working on this project with someone else. class RenderObject { public: RenderObject(float renderDistance); virtual ~RenderObject(); float renderDistance() const { return renderDistance_; } void setRenderDistance(float rD) { renderDistance_ = rD; } protected: float renderDistance_; }; struct NullRenderObject : public RenderObject{ NullRenderObject() : RenderObject(0.f){}; }; class Light : public RenderObject{ public: Light() : RenderObject(30.f){}; }; class Mesh : public RenderObject{ public: Mesh(unsigned int seed) : RenderObject(20.f) { meshID_ = 0; textureID_ = 0; if (seed == 1) meshID_ = Model::getMeshID("EM-208_heavy"); else meshID_ = Model::getMeshID("cube"); }; unsigned int getMeshID() const { return meshID_; } unsigned int getTextureID() const { return textureID_; } private: unsigned int meshID_; unsigned int textureID_; }; I guess this shows my issue quite nicely: You see a few accessors in GameObject which return weak_ptrs to access members of members, but that is not really what I want. Also please keep in mind that this is NOT, by any means, finished or production code! It is merely a prototype and there may be inconsistencies, unnecessary public parts of classes and such.

    Read the article

  • Frame Buffers wont work with pyglet.

    - by Matthew Mitchell
    I have this code: def setup_framebuffer(surface): #Create texture if not done already if surface.texture is None: create_texture(surface) #Render child to parent if surface.frame_buffer is None: surface.frame_buffer = glGenFramebuffersEXT(1) glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, surface.frame_buffer) glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, surface.texture, 0) glPushAttrib(GL_VIEWPORT_BIT) glViewport(0,0,surface._scale[0],surface._scale[1]) glMatrixMode(GL_PROJECTION) glLoadIdentity() #Load the projection matrix gluOrtho2D(0,surface._scale[0],0,surface._scale[1]) glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, surface.frame_buffer) for this despite the second parameter printing as 1 for a test I did, I get: glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, surface.frame_buffer) I only got this after implementing pyglet. GLUT is too limited. Thank you.

    Read the article

  • delete empty cell matlab

    - by AP
    I have a question : I am generating a excel file through matlab and i have empty cells in middle of it here is the code i am using to open a empty matrix newfile= cell(5,5); [newfile{:}]= deal(''); [newfile{:}]= deal(' '); I do some processing here then i write xlswrite .... now i output i get is file with some empty cells and some data. IS there a command by which i can delete the empty rows, without effecting the rows which have data? Another question : IS there a way to append onto this excel file i am writing. I run this file everyday and would like to add aumatically rather than me manually copying and pasting everyday. thanks

    Read the article

  • Error: (subscript) logical subscript too long

    - by frespider
    Can some one let me know why I am getting this error and how I can fix it? Here is the code What I am trying to do is remove the rows that associated 1's if the column of that one's less than 10 a0=rep(1,40) a=rep(0:1,20) b=c(rep(1,20),rep(0,20)) c0=c(rep(0,12),rep(1,28)) c1=c(rep(1,5),rep(0,35)) c2=c(rep(1,8),rep(0,32)) c3=c(rep(1,23),rep(0,17)) c4=c(rep(1,6),rep(0,34)) x=matrix(cbind(a0,a,b,c0,c1,c2,c3,c4),nrow=40,ncol=8) nam <- paste("V",2:9,sep="") colnames(x)<-nam dat <- cbind(y=rnorm(40,50,7),x) #=================================== toSum <- colSums(dat) Col <- Val <- NULL for(i in 1:length(toSum)){ if(toSum[i]<10){ Col <- c(Col,colnames(dat)[i]) Val <- c(Val,toSum[i])} } cs <- colSums(dat) < 10 indx <- dat[,which(cs)]==0 for(i in 1:dim(indx)[2]){ datnw <- dat[indx[,i],] dat <- datnw} datnw2 <- dat[, -which(cs)] Thanks

    Read the article

  • How to pass Multivalued parameters through URL in SSRS 2005

    - by Kali Charan Tripathi
    Hi All, I have main matrix report and I want to navigate my sub report from main report by Jump To URL:(Using below JavaScript function) method. ="javascript:void(window.open('http://localhost/ReportServer/Pages/ReportViewer.aspx?%2fKonsolidata_Data_Exporting_Project%2fEXPORT_REPORT_TEST&rs:Command=Render&RP_cntry="+Fields!STD_CTRY_NM.Value+"&RP_cll_typ_l1="+Join(Parameters!RP_cll_typ_l1.Value,",")+"'))" It is ok for the Single valued but giving exception for the multivalued Like An error has occurred during report processing. (rsProcessingAborted) Cannot read the next data row for the data set DS_GRID_DATA. (rsErrorReadingNextDataRow) Conversion failed when converting the nvarchar value '1,2,3,4' to data type int. Basically I have defined Parameters!RP_cll_typ_l1 as multivalued into my subreport as per ssrs multivalued parameter passing method. The value is going on sub report as '1,2,3,4' (not understandable by data set) It should be like as '1’,’2’,’3’,’4' or 1,2,3,4 How can I resolve this please help if any have solution? Thanks Kali Charan Tripathi(India) [email protected] [email protected]

    Read the article

  • OnVisualChildrenChanged in silverlight?

    - by user275561
    WPF has a method that you can override which is the OnVisualChildrenChanged so when Children are added or removed you know about them. However, it silverlight there is no such method. So how would I go implementing this? I am trying to create a BubbleBreaker type of game and so I have a class that extends the Canvas. The canvas will lay out those said bubbles in a matrix grid. When they pop I need to know to move the bubbles to the left.

    Read the article

< Previous Page | 59 60 61 62 63 64 65 66 67 68 69 70  | Next Page >