depth

nested hashmaps of unknown depth java

夙愿已清 提交于 2019-12-07 20:01:57
问题 I have a requirement in which I need to have an nested hashmap. But the depth would be decided at run time. E.g. If at runtime, user says 3, then my hashmap should be like HashMap<String, HashMAp<String, HashMap<String, String>>> if he says 4 then HashMap<String, HashMAp<String, HashMap<String, HashMap<String, String>>>> Is there any way to implement this kind of functionality? Some other API or toolkit?? 回答1: Oh, this is almost certainly a very bad idea. You sound like you really want a tree

What is the average asymptotic depth of a simple unbalanced search tree?

三世轮回 提交于 2019-12-07 17:38:38
问题 For a balanced search tree, it is O(log(N)) for all cases. For unbalanced search trees, the worst case is O(N), e.g., insert 1, 2, 3, 4,.. and best case complexity is when it is balanced, e.g., insert 6, 4, 8, 3, 5 7. How do we define the average case complexity for unbalanced search tree? 回答1: The average height of Binary Trees is Theta(sqrt(n)). This has been shown (or referenced, not very sure) in the following paper: http://www.dtc.umn.edu/~odlyzko/doc/arch/extreme.heights.pdf. But

How to get the position (x,y) from a Kinect depth array?

与世无争的帅哥 提交于 2019-12-07 12:27:19
问题 While working with the kinect I found out, that the bitmap and its depth information are unreliable and for some reason much more disturbed than the data from the actual byte array. I realised this when I tried get the min and max by accessing the bitmap like this for (var y = 0; y < height; y++) { var heightOffset = y * width; for (var x = 0; x < width; x++) { var index = ((width - x - 1) + heightOffset) * 4; var distance = GetDistance(depth[depthIndex], depth[depthIndex + 1]); But on the

Why is openGL glDepthFunc() not working?

纵然是瞬间 提交于 2019-12-07 09:33:37
问题 im playing with openGL and im trying to get rid of blue marked triangles. I use for it this code: glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glEnable(GL_CULL_FACE); And yes I use glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in my main loop. I've read the problem can be projection matrix. I use these values: ProjectionMatrix = glm::perspective(45.5f, 4.0f / 3.0f, 0.1f, 100.0f); I was trying to change the near and far value but its still the same. I was also trying change parameter

nested hashmaps of unknown depth java

不想你离开。 提交于 2019-12-06 13:36:47
I have a requirement in which I need to have an nested hashmap. But the depth would be decided at run time. E.g. If at runtime, user says 3, then my hashmap should be like HashMap<String, HashMAp<String, HashMap<String, String>>> if he says 4 then HashMap<String, HashMAp<String, HashMap<String, HashMap<String, String>>>> Is there any way to implement this kind of functionality? Some other API or toolkit?? Oh, this is almost certainly a very bad idea. You sound like you really want a tree or graph and don't know how to write it, so you're inventing this notation to try and make it work with

OpenGL - don't write depth if alpha

两盒软妹~` 提交于 2019-12-06 09:57:03
问题 What I'm want to do in OpenGL using C++ and GLSL: When texture has alpha (texture.a! = 1.0;) then this pixel is not written to the depth buffer. (for color buffer it is written) Write depth occurs only when a pixel texture.a == 1.0; Discarding in shader is not a solution - then this pixel is not written to color buffer. Any ideas? @UPDATE: Example: I've got some UI images rendered by OpenGL. Some of them have alpha in corners. In scene rendering I have "depth prepass" to save some pixels by

mysql to get depth of record, count parent and ancestor records

烂漫一生 提交于 2019-12-06 08:59:16
问题 Say I have a post table containing the fields post_id and parent_post_id . I want to return every record in the post table with a count of the "depth" of the post. By depth, I mean, how many parent and ancestor records exist. Take this data for example... post_id parent_post_id ------- -------------- 1 null 2 1 3 1 4 2 5 4 The data represents this hierarchy... 1 |_ 2 | |_ 4 | |_ 5 |_ 3 The result of the query should be... post_id depth ------- ----- 1 0 2 1 3 1 4 2 5 3 Thanks in advance! 回答1:

generate a point cloud from a given depth image-matlab Computer Vision System Toolbox

限于喜欢 提交于 2019-12-06 04:34:17
I am a beginner in matlab, I have purchased Computer Vision System Toolbox. I have being given 400 of depth images (.PNG images). I would like to create a point cloud for each image. I looked at the documentation of Computer Vision System Toolbox, and there is an example of converting depth image to point cloud ( http://uk.mathworks.com/help/vision/ref/depthtopointcloud.html ): [xyzPoints,flippedDepthImage] = depthToPointCloud(depthImage,depthDevice) depthDevice = imaq.VideoDevice('kinect',2) but the thing that I don't understand is that it requires Kinect camera and connection . I am not

使用深度优先搜索DFS求解star battle游戏

|▌冷眼眸甩不掉的悲伤 提交于 2019-12-06 03:42:30
  这里的star battle游戏不是指别的(像war frame),就是puzzle team club搞的游戏,在 https://www.puzzle-star-battle.com/ 里面可以找到。   这里要解题的话,不能再像上回那样用舞蹈表(dancing link)了,因为游戏规则决定了方块的占用位置不是全部都要用,一个方格可以相邻1个或2个星星,无法像之前那样使用精确覆盖的做法。但是,这里要解题还是很简单的,约束条件的某一种(行内必须正好有n个星星)可以利用这点搞DFS。   star battle的规则如下:放置一定数量的星星在棋盘,使所有的星星邻近8格没有星星,且每行、每列、每个区域正好有指定数量的星星,至于指定数量是多少要看星星★左边是哪个数字    图1.1★表示每行每列每块必须正好有1个星星;3★则是正好有3个   这里就需要初始化每行每列每块占据的星星数为指定数字(这里的深度优先搜索参数就是行数,操作也是基于单行搜索,所以省略了每行占据星星数) def init(): with open('starBattleChess1.txt','r') as f: chessStr = f.read() rowStrs = chessStr.split('\n') global rowsize, colsize rowsize = len(rowStrs)

WebGL display framebuffer?

天涯浪子 提交于 2019-12-06 03:18:46
I used the WEBKIT_WEBGL_depth_texture Extension. And init the buffers below. But how am I able to draw this framebuffer?? I'm totaly stuck right now. -.- function InitDepthtextures (){ var size = 256; // Create a color texture var colorTexture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, colorTexture); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); gl.texImage2D