void armazenaFA( std::vector <int> &vFA) // this function only knows about vFA { vsFA[n] [m]= simTime().dbl(); OR vsFA[n].push_back(simTime().dbl()); }
I have one code that use MPI broadcast and I want to change it into Asynchronous Point to Point communication. I am newbie in Parallel programming. Looking for implementation of one simple same program in broadcast and P2P ?
This is probably a very basic question, but I need to create two vectors and then loop through the vectors and output each pair that is found.
The user will input min1 and max1 with step1 for the first vector and min2 and max2 and step2 for the second vector. Then the loops will go through and return the combinations will return each pair of the two vectors.
So if I input min1=1 and max1=10 and step1=1 and same for vector two the return would be:
[1,1] [1,2] . . . [10,10]
This is for part of a homework assignment, but I can't continue on the assignment without first getting this simple part to work.
I am creating and implementing a left and a right rotation to balance a bst into an avl tree. I have made and tried 5 different codes that are commented in the functions left_rotate() and right_rotate() but none have run correctly. Sometimes the program works, sometimes there is a segmentation fault and sometimes not all inserted numbers are shown.
avl.c
Code: #include<stdio.h>#include<stdlib.h> #include<time.h> #include "avl.h" #define N 10 void swap(int *a, int *b){
The problem i have faced is image is getting cropped.
I want to rotate an image without cropping. I have searched a lot but I am not getting any algorithm based on C. How to get the algorithm for image rotation without cropping.
Just bought a new ST Micro iNEMO-M1 system, and am looking to have my code visually show me the rotation information. I've got a working C++ code which actively acquires data from the sensor, and I'm looking to extend that into some visual interface which will show me on-screen the position of the sensor.
I figure using rotation information in the form of quaternion data is the most useful (want to avoid the gimbal lock problems associated with Roll/Pitch/Yaw).
What would be the best method to visualize the rotation of my sensor in real-time?
I have a 3d Point in space. From this point I have vertices defind by(scale). I have a Quaternion representing the rotation of the object (lets say a block). So...
(1) I know the point in local and world space and can translate.
(2) I know the scale of the object and it's starting vertices intersections at zero rotation.
(3) I have the quaternion which represents the 3d rotation and can translate that to degrees and Eulers.
How do i find the exact points of the vertices after the rotation. (what I'm attempting to do is plot points from vertice to vertice all along the sides/top/bottom of the object.)I have looked at Matrix4 transformations and Quaternions and still do not understand how to find the vertices after rotation.
how I want my sprite movement to work: if my sprite is faced upwards and i press W, it will move up. If my sprite is faced to the right and i press W, it will go right. etc. // It doesn't work like that right now and how to do it.The sprite's rotation works fine.
My question is how do I move the character depending on the rotation?
Also, you might see the "if(havePlayersCollided == false) {playerSprite.move(yadiyada)}" . yes i dont need the haveplayerscollided function because it doesnt work the way I want it to. I might make a thread for it in the future, but right now I need to get the rotation movement fixed before I move onto the collision detection between players.
It is technically not a programming question and is more maths oriented. It has to do with game AI and specifically getting the AI to rotate correctly. I am trying to create the base method that handles AI rotation. It will take a target orientation and rotate the entity from it's current orientation to that target orientation.
Let's say we have a Entity that has the orientation of 1.57079 Radians (90 Degrees) and we want to change that Entity's orientation to 0 Radians (0 Degrees). How would one find the correct way to rotate from just them two orientations (IE find the shortest rotation direction from a current orientation to a target orientation)?
As my implementation stands now the Entity rotates just fine I think but always in a clockwise rotation (Because I can't figure out how to determine the best rotation direction). For example using the previous number (1.57079 Radians to 0 Radians) the Entity will rotate all the way around 270 Degrees clockwise instead of rotating just 90 degrees counter-clockwise.
I have thought about possibly projecting vectors a short distance forward from the current orientation and target orientation to figure out the rotation direction but not sure if that is a good way to implement it.
I am doing a project for a class which involves making a game where there is an arrray that holds a player (you) and a zombie (comp). The player is suppose to be able to turn clockwise or counter clockwise, move forward, and backward and shoot. Im having trouble trying to rotate the char in an array. I am also trying to switch from using the W,S,D,A to the arrow keys but doesnt seem to work.
#include <iostream> #include <windows.h> #include "color.h" using namespace std; using namespace Petter; const int COL = 15; void initBoard(char[][COL], int, int);
I am working on a Paint program and I have a nice routine (copied from the Net) that beautifully rotates my Image by any chosen degree, and even preserving the entire Image with a 'noclipping' option.
The problem is - That after the rotation, say 45degrees, the areas in the corners, that originally were not part of the Image, cannot be drawn to. I have an 'eye dropper tool' that shows these areas to be null, having no color. My drawing tools will not work on these areas.
public static Bitmap RotateImage(Image image, float rotateAtX, float rotateAtY, float angle, bool bNoClip) { int W, H, X, Y; if (bNoClip) // use Clipping { double dW = (double)image.Width; double dH = (double)image.Height; double degrees = Math.Abs(angle);
I have been asked to develop a program with 6 methods which I have presented below. The aim of the program is to find and generate a magic square with a given dimension. This is a console program and so the 'Main' is also provided. However, I am having a problem with my code. When ever I try to generate a magic square it continuously cycles through 'forever' and I have never yet got a magic square; no matter what dimension I enter.
I must use methods 'CreateRandomlyAssignedArray' and 'CheckSquareMatrix'. There is another method 'SearchForValue', which we were told to creat. How this can be useful.
I have provided my code below:
class Program { static Random rand = new Random(); static void Main(string[] args) { int[,] array = new int[5,5]; array = GenerateMagicSquare(5);
Write a function that generates 1000 normally distributed (Gaussian Probability Distribution) random numbers. Range should be between -3 and +3. Numbers should be double floating point.
There's more to it than that, but I've got it from there.
whats the difference between functions as pointer and normal function, eg:
void function1(void) void *function1(void)
What is the difference between the two?I'm doing parallel programming and we use pointer functions (void *function1(void)) when calling threads. I want to why it is done.
An object of this class will return a normal random when it's member function operator()() is called:
template<typename RG> double class NRG::operator()() { static int flag = 0; static double N2 = 0.0; if(flag==0)
[Code] ....
However, when I run this I get an error which says:
C:UsersavadhootDesktopb.cpp|69|error: 'template<class RG> class NRG' used without template parameters| C:UsersavadhootDesktopb.cpp|69|error: expected identifier before 'operator'| C:UsersavadhootDesktopb.cpp|69|error: two or more data types in declaration of 'operator()'| ||=== Build failed: 3 error(s), 0 warning(s) (0 minute(s), 0 second(s)) ===|
The following function finds the normal to a terrain represented by a texture. I found it somewhere online , it works but i couldn't understand the math behind it. So , How (or Why ?) does it works ?
//psuedo code Vector2 normal(x,y) { Vector2 avg; for(int w = -3; w <= 3; w++) { for(int h = -3; h <= 3; h++)
I wrote the following program shown below that produces a normally distributed random number several times, and then takes the average of them. The problem that I have been having though is that the output it has been producing is 0.0288385 despite the fact that I set the mean of the normal distribution to be 0.1. Why this output value would be so far off from 0.1 despite having averaged over such a large number of random numbers namely 10,000 of them? Also, how to randomly seed this random number generator such that it gives a different value each time its run perhaps by seeding it with the windows timer? Below is the program.
#include <iostream> #include <random> using namespace std; int main() { default_random_engine generator; normal_distribution<double> distribution1(0.1,3.0); double number1,sum,n;
I'm implementing an normal_distribution to select objects on a vector. The thing is I can't use values greater then 1 or less then -1. Here is what could be done:
The question is if the distribution would loose it's power to be a normal distribution, because some of the gerated numbers wouldn't be used. Any way to set ranges for the distribution?
Okay I'm trying to calculate vertex normals for my terrain mesh. Obviously it's not working, but I can't work out why. Either its the way I calculate the normals, or the way I assign the final normal.
line 416 is where the normals are assigned to each point in my mesh. line 735 is the function for normals