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<0> the data in question is an int <1> its some scalor quantity, double or float, doesn't matter <1> what matters is complexity.. i am sorting 100% of the data to use only the top 5%, so time is wasted on sorting elements i don't need <2> :o nice here <3> I think you can derive from priority_queue and access 'c' to trim the bottom. <1> what's c? <2> :> <3> protected: <3> Container c; <4> grr <2> Run is busy:( <1> ah <1> someone's got to have done this before already. don't want to reinvent the wheel <2> Run busy?;) <4> i don't think vim and splitvt mix very well <5> dextre once you use the top 5% then what?
<5> do you use the top 5% and then throw the whole thing away and start fresh by creating an ew one? <5> or do you keep tha ttop 5%, let more data come, and sort it, and then trim back to that 5% again <1> i am implementing K Nearest Neighbor <1> and i have a list of distances <1> and i wanted like.. the top 5 near elements <1> and there's a lot of far elements the KNN doesn't care about <1> can some1 suggest me a container? <5> but I'm confused... if you have a priority queue <1> because what i'm currently doing feels stupid <5> and you pop the top 5, don't you ahve what you want? <1> that works, but every insertion is going to cost a lot <0> ok.. <5> why because it's going to sort it on inserT? <1> i would like to just maintain 5 elements in the queue is that possible? <5> oh, I see... <0> if i have Collision c; where collision is a struct, and i say.. c = getSomeStruct(); - why does that not copy? <1> i don't know.. if u use a priority queue and pop the top 5, isn't that the same as aggregating it all into a vector and then running a sort? and then truncating after the first 5 entries? <5> dextre I didn't realize you only wanted to ever keep 5 elements <1> i need the top 5 for KNN where K=5 <1> 5 nearest neighbors <5> yes, I realize what you're saying now... I ***umed you wanted to keep all values until you were ready for the top K elements <1> and currently i am sorting like 100 neighbors, just to get the top 5 <1> if it's the top 2 or top 3, i can write an O(n) loop to collect them <3> I think you best write your own cl*** for that. <1> but then K might vary.. might be 20, might be 10 <4> hmm, where's impatient: http://blogs.msdn.com/federaldev/archive/2006/05/23/604675.aspx <5> hrmmm, sounds like a double ended priority queue, but I also think you might be best off writing your own container <4> would help if p***port wasn't fubar'd right now <5> peterhu well that's what you get for going to 3rd world countries to have *** with pre-teen boys <1> lol <4> microsoft p***port you freak <3> Nah, don't like them black boys <5> ooooh, _that_ p***port <6> Is there anyway to p*** a multidimensional array to a function if you don't know the size of the array at run time? <3> renx99: That is called a vector. <6> hmmm...obvioiusly i need too look at the STL more.... <3> if you don't know the size of the array at run time: if you use C++ you shouldn't have that problem. <3> A two dimensional array would be a vector<vector<> >, but personally I think that code that uses multi-dimensional arrays is badly written. <3> At the very least, you should hide it in a cl*** - and then the implementation of that cl*** could use a one dimensional array anyway. <0> what gets copied over in a struct if i say StructName c = someFunctionThatReturnsAStruct(); ? <6> what alternative would you suggest then? <0> because i seem to be losing an int somewhere <3> thekeit: nothing that constructs the StructName c inplace, inside the function (***uming it returns by-value) <3> nothing, (comma) <6> you know Run, using a cl*** is so obvious, I feel like an idiot..duh.. god i've rusty <0> so.. can you offer any explanation as to why in someFunctionThatReturnsAStruct(), struct.intval is CLEARLY being set to 1, while back in the function that declares StructName s = someFunc...(), i NEVER get struct.intval == 0? <5> you mean you NEVER get struct.intval = 1; ? <5> ==* <0> yeah, NEVER <5> paste your code somewhere <5> let's have a look <0> k, gimme a sec <3> "the function that declares StructName s = someFunc...()" makes no sense. <3> Hmm, ok I get it. <0> ok, http://rafb.net/paste/results/UKc3T796.html <7> thanks for the advise Run <0> there's bits from three .cpp files in there <5> k <3> thekeit: what line number does the call? <0> 16 is the creation of it
<3> Well, this doesn't compile <3> Collision is not defined anywhere. <5> of course it doesn't, he said itcomes from 3 different files <5> yes it's defined in line 54 <3> Oh, smart order <0> 108 is where .outline gets set - and i've confirmed it does <3> And where is RenderObject defined? <5> thekeit set a breakpoint on return c;, line 115 <0> elsewhere <5> and tell me if c.outline is 1 <3> thekeit: This is the most horrible thing I've seen in a long time... how long have you been coding "C++"? <0> 3 days? <3> right... well, the typedef struct is a C thing. <3> Change line 55 into: <3> struct Collision { <3> and lines 61 and 62 into one line: <3> }; <8> last night he said that the problem was that on line 16, r is 0 <5> Run that isn't his problem though <8> there's no need for that C cast on line 12, either <3> That is syntactical though - you are not coding OO at all. Members of a cl*** should be private. <8> (you shouldnt be using C casts at all - learn C++!!) <3> [m]aniac: I'm not here to help people debugging their code, I'm here to be a mentor type of thing (IF I feel like it). So, I talk about is the worst thing in his code; not only about whatever causes his _current_ problem. <4> i'm here mostly to riddicule <3> We know <8> hu hu hu <3> And paste blogs <5> Run well I would suggest offering solutions to his current problem on top of "mentoring" the rest of his code, not the other way around <5> I mean, we're side stepping his issue <0> xcode is having serious issues setting breakpoints on that line :/ <8> i just give out this link: http://www.rudbek.com/books.html <5> rdragon lol yea that's about all Is ee you say ;) <8> ;) <4> pfft <3> I will if he fixes the things I already said and then paste code that actually compiles. I can't inspect the call on line 16 without seeing how RenderObject is defined. <4> i wish irssi re-ran my post-login commands after a disconnect and reconnect <3> It could do ANYTHING, maybe it isn't even calling the function he thinks it is. <4> i'm too lazy to login to X manually <4> i'll just restart irssi heh <5> hehe <5> khan, that lazy bitch <8> mirc does, problem is usually the old connection is still around so i can't re-authenticate <3> peterhu: I'm writing a program that will do that for you (it goes between the client and server). Needs to run on linux though. <4> 11:25 Linux mercury 2.6.15-gentoo-r1 #6 SMP PREEMPT Wed Mar 1 14:09:24 EST 2006 i686 Intel(R) Pentium(R) M processor 1600MHz GNU/Linux <4> w00t <8> weak <3> Ok, it will take a while until I finished it though... I'm at 7000 lines of code now. <8> 7000 lines to re-authenticate you on disconnect? <3> No, it will do more :) <9> Morning.. <8> 'afternoon <9> ..right... <3> Hmm <3> /usr/src/ircproxy/ircproxy/src>for i in `s`; do echo -n "$i " | sed -e 's%.*/%'; cat $i | wc --lines; done | sed -e 's/\(.*\) \([0-9]*\)/\2 \1/' | sort -n | tail -n 5 <3> 270 debug.cc <3> 306 debug_ostream_operators.cc <3> 335 table_gen.cc <3> 362 PersistXML.h <3> 920 Expression.h <3> Most lines are from Expression.h :) <9> C spot Run <3> That's the file that allows me to construct expressions of 'Watched<>' variables that will do a call back as soon as the expression turns true. <3> PersistXML.h is a file for keeping an XML backup of it's internal state (whatever is relevant anyway). <0> thats weird <0> i have a breakpoint on the return c; line in ddd, but it's NEVER stopping there <3> thekeit: Add debug output then. <0> im compiling with -g3... i think <0> better check that <3> [MeDeea]!*@* added to ignore list. <9> hehe <0> Woah. <0> on the line printf("%d ", c.outline);, ddd takes me to SceneObject::getRefractiveIndex();
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