コード例 #1
0
ファイル: Terrain.cpp プロジェクト: dominique-lavault/MineSim
void  CTerrain::init(void)
{
	int i, j, k;

	for (i = 0 ; i < BB ; i++) {
		p[i] = i;
		g1[i] = (float)((myRand() % (BB + BB)) - BB) / BB;
		for (j = 0 ; j < 2 ; j++)
			g2[i][j] = (float)((myRand() % (BB + BB)) - BB) / BB;

		normalize2(g2[i]);

		for (j = 0 ; j < 3 ; j++)
			g3[i][j] = (float)((myRand() % (BB + BB)) - BB) / BB;
		normalize3(g3[i]);
	}

	while (--i) {
		k = p[i];
		p[i] = p[j = myRand() % BB];
		p[j] = k;
	}

	for (i = 0 ; i < BB + 2 ; i++) {
		p[BB + i] = p[i];
		g1[BB + i] = g1[i];
		for (j = 0 ; j < 2 ; j++)
			g2[BB + i][j] = g2[i][j];
		for (j = 0 ; j < 3 ; j++)
			g3[BB + i][j] = g3[i][j];
	}
}
コード例 #2
0
ファイル: blutils.c プロジェクト: bstrie/MollyDB
/*
 * Add bits of given value to the signature.
 */
void
signValue(BloomState *state, SignType *sign, Datum value, int attno)
{
	uint32		hashVal;
	int			nBit,
				j;

	/*
	 * init generator with "column's" number to get "hashed" seed for new
	 * value. We don't want to map the same numbers from different columns
	 * into the same bits!
	 */
	mySrand(attno);

	/*
	 * Init hash sequence to map our value into bits. the same values in
	 * different columns will be mapped into different bits because of step
	 * above
	 */
	hashVal = DatumGetInt32(FunctionCall1(&state->hashFn[attno], value));
	mySrand(hashVal ^ myRand());

	for (j = 0; j < state->opts.bitSize[attno]; j++)
	{
		/* prevent mutiple evaluation */
		nBit = myRand() % (state->opts.bloomLength * BITSIGNTYPE);
		SETBIT(sign, nBit);
	}
}
コード例 #3
0
ファイル: Node.cpp プロジェクト: smurakami/GPGame
Node::Node(){
  _nodeType = TERM;
  _termKind = (TermKind)(myRand() % TERM_KIND_NUM);
  _left = NULL;
  _right = NULL;
  _val = myRand() % SENSOR_NUM;
}
コード例 #4
0
ファイル: LinearGenerator.cpp プロジェクト: Kavenon/jimp-2014
int LinearGenerator::toGenerate() {

  setSeed(myRand());
  while((getSeed() > getMaxValue()) || (getSeed() < getMinValue()))
    setSeed(myRand());
  print(std::cout);
  return getSeed();
}
コード例 #5
0
ファイル: quickSortP.c プロジェクト: ddallago/Projet-Syst-me
void fillTab(int *x, int theSize){
  int i,j;
  for (i=0;i<theSize;i++){
    x[i] = myRand(0, theSize*10);
    for(j=0;j<i-1;j++){
      if(x[j]==x[i]){
	x[j] = myRand(0, theSize*10);	
      }
    }
  }
}
コード例 #6
0
ファイル: genrtrip.c プロジェクト: aydenlin/SmallerC
void testrand(unsigned cnt)
{
  while (cnt--)
  {
    unsigned v;
    v = myRand() & 0x7FFF;
    v = (v << 15) | (myRand() & 0x7FFF);
    v = (v << 1) | (myRand() & 0x1);
    test10(v);
  }
}
コード例 #7
0
ファイル: Node.cpp プロジェクト: smurakami/GPGame
void Node::addTerm(){
  if(_nodeType == OP){
    if(myRand()%2) _left->addTerm();
    else _right->addTerm();
    return;
  }
  _nodeType = OP;
  _opKind = (OpKind)(myRand() % OP_KIND_NUM);
  _left = new Node();
  _right = new Node();
}
コード例 #8
0
ファイル: rs_engine.cpp プロジェクト: MageCraft/pyfreecell
void RS_Engine::new_block()
{
    if( block != NULL )
    {
        BlockFactory::destroyBlock( block );
    }

    BlockType newType = (BlockType)myRand(7);
    int unit_value = myRand(6);
    qDebug("type:%d, color:%d", newType, unit_value);
    block = BlockFactory::createBlock( newType , unit_value , units );
}
コード例 #9
0
double run_optim_full_calcA2(const genome &g,const std::vector<perChr>&pc,para&p){
  toOptim2 *to = new toOptim2(g,pc);
  double tsk[4];//tmparray used of saving stackpointers
  to->tsk = tsk;
  double pars[2]; pars[0]=myRand(0,1);pars[1]=myRand(0,1-pars[0]);
  //fix last pars
  double lbd[2]={0.000001,0.000001};
  double ubd[2]={0.999999,0.999999};
  int nbd[2]={2,2};
  double opt= -findmax_bfgs(2,pars,(void *)to, bfgs_call_full_calcA2,NULL,lbd, ubd,nbd, -1);
  p.k0=pars[0];
  p.k1=pars[1];
  p.k2=1-pars[0]-pars[1];
  p.a=calculateA(p.k0,p.k1,p.k2,PHI);
  return opt;
}
コード例 #10
0
void FieldBackStone::init(const int32_t &x, const int32_t &y)
{
	FieldBack::init(x, y);

	switch (myRand(x ^ (y<<2)) % 6)
	{
	case 0:
		image = load_image("Background/Erze/Steine/Steine01.png");
		break;
	case 1:
		image = load_image("Background/Erze/Steine/Steine02.png");
		break;
	case 2:
		image = load_image("Background/Erze/Steine/Steine03.png");
		break;
	case 3:
		image = load_image("Background/Erze/Steine/Steine04.png");
		break;
	case 4:
		image = load_image("Background/Erze/Steine/Steine05.png");
		break;
	case 5:
		image = load_image("Background/Erze/Steine/Steine06.png");
		break;
	}
}
コード例 #11
0
void FieldBackSilver::init(const int32_t &x, const int32_t &y)
{
	FieldBack::init(x, y);

	switch (myRand(x ^ (y<<2)) % 6)
	{
	case 0:
		image = load_image("Background/Erze/Silber/Silber01.png");
		break;
	case 1:
		image = load_image("Background/Erze/Silber/Silber02.png");
		break;
	case 2:
		image = load_image("Background/Erze/Silber/Silber03.png");
		break;
	case 3:
		image = load_image("Background/Erze/Silber/Silber04.png");
		break;
	case 4:
		image = load_image("Background/Erze/Silber/Silber05.png");
		break;
	case 5:
		image = load_image("Background/Erze/Silber/Silber06.png");
		break;
	}
}
コード例 #12
0
ファイル: genopa.c プロジェクト: alexfru/SmallerC
Node* GenLvalExpr(void)
{
  Node* n = NewNode();
  n->type = 'L';
  n->varNum = VarCnt++;
  n->varVal = myRand() & 3;
  return n;
}
コード例 #13
0
ファイル: gol.c プロジェクト: biyu/PlayGround
void createRandGridMembers(GridMember** memberList)
{
  int i, j;
  for(i=0; i<20; i++) {
    for(j=0; j<20; j++) {
      memberList[i][j].alive = myRand();
      memberList[i][j].no_of_neighbours = 0;
    }
  }
}
コード例 #14
0
double run_optim_full2(const genome &g,const std::vector<perChr>&pc,para&p){
  toOptim2 *to = new toOptim2(g,pc);
  double tsk[4];//tmparray used of saving stackpointers
  to->tsk = tsk;
  double pars[3];pars[0]=myRand(alim[0],alim[1]); pars[1]=myRand(0,1);pars[2]=myRand(0,1-pars[1]);
  //double pars[3];pars[0]=myRand(alim[0],alim[1]); pars[1]=myRand(0,1);pars[2]=1-pars[1];pars[2]=0;
  //  double pars[3]={0.045854, 0.823746,0.176254};
  //fix last pars
  double lbd[3]={alim[0],0.000001,0.000001};
  double ubd[3]={alim[1],0.999999,0.999999};
  int nbd[3]={2,2,2};
  double opt= -findmax_bfgs(3,pars,(void *)to, bfgs_call_full2,NULL,lbd, ubd,nbd, -1);
  p.a=pars[0];
  p.k0=pars[1];
  p.k1=pars[2];
  p.k2=1-pars[1]-pars[2];

  return opt;
}
コード例 #15
0
ファイル: Dictonary.cpp プロジェクト: amanuel2/C-Examples
string Dictonary::randomItem()
{
  srand (time(NULL));
  randNum = myRand(0,10);
  
  if((ITEMS.at(randNum)).empty())
      this -> randomItem();
    
  return (ITEMS.at(randNum)); 
}
コード例 #16
0
ファイル: lightController.c プロジェクト: dreid1991/avr
void pulse() {
	const signed char bitesize = 30;
	for (unsigned char i=0; i<NUMCH; i++) {
		float rnd = myRand();
		speed[i] += 20*(rnd - .5);	
		if (rnd < 0.01) {
			speed[i] *= 1.1;
		} else { 
			speed[i] = speed[i] * 0.99;
		}
		if (rnd < 0.5 && rnd > 0.4993) { //every 10000 or so, add bias of up to 10000
			buffA[i] = myRand() * 60000 - 30000;
		}
		if (rnd < 0.6 && rnd > 0.599) {
			speed[i] = -speed[i];
		}
			
		
		if (absFloat(speed[i]) > SCHARMAX) {
			speed[i] *= 0.5;
		}
		signed char dBright = myRound(speed[i]);
		if (buffA[i] != 0 && dBright <= SCHARMAX-bitesize && dBright >= -SCHARMAX+bitesize) {
			if (buffA[i] < 0) {
				dBright-=10;
				buffA[i]+=10;
			} else {
				dBright+=10;
				buffA[i]-=10;
			}
			if (absFloat(buffA[i]) < 10) {
				buffA[i] = 0;
			}
		}
		signed char bndRes = boundShort(&brightness[i], &dBright);
		if (bndRes != 0) {
			speed[i] = -.5*speed[i];
		}
	}

}
コード例 #17
0
ファイル: CNeuralNet.cpp プロジェクト: Cvetochki/tavli
void CNeuron::setNumOfWeights(int n) {
	m_numOfInputs = n;
	m_w = new real[m_numOfInputs + 1]; /// The +1 part is for the BIAS
	if (!m_w) {
		std::cerr << "Uh oh, no memory for weights..." << std::endl;
		return;
	}
	real sum = 0;
	for (int i = 0; i < m_numOfInputs + 1; ++i)
		sum += m_w[i] = myRand(-1.0, 1.0);
	//std::cout << "Average = " << sum/m_numOfInputs << std::endl;
}
コード例 #18
0
ファイル: conway.c プロジェクト: Theo-Stone/Conway
//Generates a map with random cells.
void buildMap()
{
	clearMap();

	int i, j;
 
	for ( i = 0; i < 30; i++ )
	{
    	for ( j = 0; j < 30; j++ )
    	{
        	currentMap[i][j] = myRand(2);
    	}
   }
}
コード例 #19
0
ファイル: connect4.c プロジェクト: farbod-salimi/Connect4
int play(int _player) {
    int rndCol = myRand(0,6);

    // Check row if empty
    int i;
    for (i = 0; i < ROW; i++) {
        if (grid[i][rndCol] == 0) {
            grid[i][rndCol] = _player;
            break;
        }
    }

    return 0;
}
コード例 #20
0
void *producer(void *param)
{
	int random;
	int r;

	while(TRUE)
	{
		r = rand() % MAX_SLEEP;
		sleep(r);
		random = myRand();

		printf("Producer %lu tries to insert %d at time %d\n", pthread_self(), random, buffer_time); 

		if(insert_item(random))
			fprintf(stderr, "Error");
	}
}
コード例 #21
0
double run_optim_k2zero_calcA2(const genome &g,const std::vector<perChr>&pc,para&p){
  toOptim2 *to = new toOptim2(g,pc);
  double tsk[4];//tmparray used of saving stackpointers
  to->tsk = tsk;
 
  double pars[1]={myRand(0,1)};
  //  fprintf(stderr,"pars=%f\n",pars[0]);
  double lbd[1]={0.000001};
  double ubd[1]={0.999999};
  int nbd[1]={2};

  double opt= -findmax_bfgs(1,pars,(void *)to, bfgs_call_k2zero_calcA2,NULL,lbd, ubd,nbd, -1);
  p.k0=pars[0];
  p.k1=1-p.k0;
  p.k2=0;
  p.a=calculateA(p.k0,p.k1,p.k2,PHI);
  return opt;
}
コード例 #22
0
void ParticleGenerator::initParticles()
{
    for(int i=0; i<mMaxParticles; i++)   // Boucle sur toutes les particules
    {
        mParticles[i].active = true;       // On rend la particule active
        mParticles[i].life = 1.0;   // Maximum de vie

        mParticles[i].fade = myRand(0.001,0.005);   // Vitesse de disparition aléatoire
        mParticles[i].r=myRand(0.0,1.0);  // Quantité aléatoire de Rouge
        mParticles[i].g=myRand(0.0,1.0);  // Quantité aléatoire de Vert
        mParticles[i].b=myRand(0.0,1.0);  // Quantité aléatoire de Bleu

        mParticles[i].xi = myRand(-1.0,1.0);   // Vitesse aléatoire
        mParticles[i].yi = myRand(-1.0,1.0);
        mParticles[i].zi = myRand(1.0,2.0);

        mParticles[i].size = 0.1;
    }
}
コード例 #23
0
int inject_8_low_error( int pid, long pos )
{
	int iRet;
	long origData;
	long newData;

	////read
	iRet = ptraceGetReg( pid, pos, origData );
	if( iRet == RT_FAIL ) { return RT_FAIL; }

	//low 8 bits random error
	newData = origData ^ ( myRand() & 0x00000000000000ffL );

	////write
	iRet = ptraceSetReg( pid, pos, newData );
	if( iRet == RT_FAIL ) { return RT_FAIL; }

	cout << "Fault on " << offset2name( pos ) << "(0X" << hex << origData << " -> 0X" << newData << ")" << dec << endl;

	return RT_OK;
}
コード例 #24
0
ファイル: lightController.c プロジェクト: dreid1991/avr
void pulseSweepInit() {
	for (unsigned int i=0; i<NUMCH; i++) {
		speed[i] = 2 * myRand() + 0.1;
	}
}
コード例 #25
0
ファイル: weapon.cpp プロジェクト: Norrius/Shovel-and-Shotgun
void weaponSmg::shoot(double x, double y)
{
    double a = atan2(y - (owner->y()+owner->h()/2), x - (owner->x()+owner->w()/2));
    if (cooldown == 0)
    {
        if (ammoLoad > 0)
        {
            owner->core->createBullet(owner->id(), owner->x() + owner->w()/2, owner->y() + owner->h()/2, a + myRand(-0.05, 0.05), baseDamage);
            ammoLoad--;
            cooldown = cooldownTime;
        } else
            reload();
    }
}
コード例 #26
0
ファイル: weapon.cpp プロジェクト: Norrius/Shovel-and-Shotgun
void weaponShotgun::shoot(double x, double y)
{
    double a = atan2(y - (owner->y()+owner->h()/2), x - (owner->x()+owner->w()/2));
    if (cooldown == 0)
    {
        if (ammoLoad > 0)
        {
            for (int i=0; i<6; i++)
                owner->core->createBullet(owner->id(), owner->x() + owner->w()/2, owner->y() + owner->h()/2, a + myRand(-0.1, 0.1), baseDamage);
            ammoLoad--;
            cooldown = cooldownTime;
        } else
            reload();
    }
}
コード例 #27
0
int randBool(void)
{
  return myRand() < (int)RAND_MAX / 2;
}
コード例 #28
0
Node* genSubExpr(int depth, int lvalNeeded)
{
  Node *n = newNode(), *left = NULL, *right = NULL, *cond = NULL;
  if (lvalNeeded)
  {
lval:
    n->type = ntVar;
    n->base = randBool() ? bsInt : (randBool() ? bsShort : bsChar);
    n->sign = randBool() ? sgnSigned : sgnUnsigned;
    genVal(n);
    n->varNum = varCnt++;
    n->struc = randBool() ? strVar : strArrEl;
    n->storage = randBool() ? srgAuto : srgStatic;
    return n;
  }
  if (depth <= 1)
  {
    if (randBool())
      goto lval;
    n->type = ntVal;
    n->base = bsInt;
    n->sign = randBool() ? sgnSigned : sgnUnsigned;
    genVal(n);
    return n;
  }

  n->type = ntOperator;
  if (randBool())
  {
    n->op = opUnaryFirst + myRand() % (opUnaryLast + 1 - opUnaryFirst);
    lvalNeeded = operatorNeedsLvalue(n->op);
    left = genSubExpr(depth - 1, lvalNeeded);
  }
  else
  {
    int divguard = 0, shiftguard = 0;
    n->op = opBinaryFirst + myRand() % (opBinaryLast + 1 - opBinaryFirst);
    switch (n->op)
    {
    case opDiv:
    case opMod:
    case opAssignDiv:
    case opAssignMod:
      divguard = 1;
      break;
    case opShl:
    case opShr:
    case opAssignShl:
    case opAssignShr:
      shiftguard = 1;
      break;
    default:;
    }
    lvalNeeded = operatorNeedsLvalue(n->op);
    if (n->op == opCond)
      cond = genSubExpr(depth - 1, 0);
    left = genSubExpr(depth - 1, lvalNeeded);
    right = genSubExpr(depth - 1, 0);
    if (divguard || shiftguard)
    {
      // Prevent division by 0 and shifts by more than 31 and less than 0
      Node *n1 = newNode(), *n2 = newNode();
      n1->type = ntOperator;
      n1->op = divguard ? opOr : opAnd;
      n2->type = ntVal;
      n2->val = divguard ? 1 : 31;
      n2->base = bsInt;
      n2->sign = sgnSigned;
      attach2Nodes(n1, right, n2);
      right = n1;
    }
  }
  attach2Nodes(n, left, right);
  n->child[2] = cond;
  return n;
}
コード例 #29
0
void genVal(Node* n)
{
  n->val = myRand() % 255 - 127;
  truncVal(n);
}
コード例 #30
0
void ParticleGenerator::render()
{
    glPushAttrib(GL_ALL_ATTRIB_BITS);
    // Right and up direction of camera
    float r[3], u[3];
	camera_directions(r,u,NULL);
    static int iteration = 0;
//    mShader.enable();
//    mShader.setFloat("nbActiveModifier", mColorModifiers.size());
//    mShader.setFloatArray("modifiersDistance", mModifiersDistance);
//    mShader.setVec3Array("colorModiers", mColorModifiers);
//
//    mShader.setFloat("nbActiveForces", mForces.size());
//    mShader.setVec3Array("forces", mForces);
//    mShader.setFloat("iteration", iteration++);

    glPushMatrix();

        int a = 0;
        for(int i=0; i<mMaxParticles; i++) // For each particle
        {
            if(mParticles[i].active)         // If it is active
            {
                float x = mParticles[i].x;   // Get its position
                float y = mParticles[i].y;
                float z = mParticles[i].z;

                /* Particle color, transparence is life */
                glColor4d(mParticles[i].r, mParticles[i].g, mParticles[i].b, mParticles[i].life);

                glBegin(GL_TRIANGLE_STRIP);
                float size = mParticles[i].size;
                    glVertex3f(size*(x+r[0]+u[0]),size*(y+r[1]+u[1]),size*(z+r[2]+u[2]));
                    glVertex3f(size*(x-r[0]+u[0]),size*(y-r[1]+u[1]),size*(z-r[2]+u[2]));
                    glVertex3f(size*(x+r[0]-u[0]),size*(y+r[1]-u[1]),size*(z+r[2]-u[2]));
                    glVertex3f(size*(x-r[0]-u[0]),size*(y-r[1]-u[1]),size*(z-r[2]-u[2]));
                glEnd();

                /* Move particles */
                mParticles[i].x += mParticles[i].xi;
                mParticles[i].y += mParticles[i].yi;
                mParticles[i].z += mParticles[i].zi;

                /* Apply forces */
                std::vector<sf::Vector3f>::const_iterator it;
                for(it = mForces.begin(); it != mForces.end(); it++) {
                    mParticles[i].x += (*it).x;
                    mParticles[i].y += (*it).y;
                    mParticles[i].z += (*it).z;
                }

                //std::cerr << "m "<< x << "\t" << y << "\t" << z << std::endl;


                mParticles[i].life -= mParticles[i].fade;

                /* If particle died, we regenerate it */
                if (mParticles[i].life < 0.0)
                {   mParticles[i].life = 1.0;    // Full life
                    mParticles[i].fade = myRand(0.01,0.05);

                    mParticles[i].x = 0.0; // Put particle back to the emitter
                    mParticles[i].y = 0.0;
                    mParticles[i].z = 0.0;

                    mParticles[i].xi = myRand(-10.0,10.0);   // Random speed
                    mParticles[i].yi = myRand(-10.0,10.0);
                    mParticles[i].zi = myRand(10.0,20.0);

                    mParticles[i].r=myRand(0.0,1.0);
                    mParticles[i].g=myRand(0.0,1.0);
                    mParticles[i].b=myRand(0.0,1.0);
                }
            }
        }
        //std::cerr << std::endl;
    glPopMatrix();
    glPopAttrib();
//    mShader.disable();
}