How to average values of more frames in Processing - processing

I'm working on this code to manage and save data coming from the Microsoft kinect, the data are stored in the int array int[] depthValues, what I'd like to do is to store and save an average of more frames (let's say 10), in order to get smoother data, leaving the remaining part of the code as it is.
Here's the code:
import java.io.File;
import SimpleOpenNI.*;
import java.util.*;
SimpleOpenNI kinect;
void setup()
{
size(640, 480);
kinect = new SimpleOpenNI(this);
kinect.enableDepth();
}
int precedente = millis();
void draw()
{
kinect.update();
PImage depthImage = kinect.depthImage();
image(depthImage, 0, 0);
int[] depthValues = kinect.depthMap();
StringBuilder sb = new StringBuilder();
Deque<Integer> row = new LinkedList<Integer>();
int kinectheight = 770; // kinect distance from the baselevel [mm]
int scaleFactor = 1;
int pixelsPerRow = 640;
int pixelsToSkip = 40;
int rowNum = 0;
for (int i = 0; i < depthValues.length; i++) {
if (i > 0 && i == (rowNum + 1) * pixelsPerRow) {
fillStringBuilder(sb, row);
rowNum++;
sb.append("\n");
row = new LinkedList<Integer>();
}
if (i >= (rowNum * pixelsPerRow) + pixelsToSkip) {
row.addFirst((kinectheight - depthValues[i]) * scaleFactor);
}
}
fillStringBuilder(sb, row);
String kinectDEM = sb.toString();
final String[] txt= new String[1]; //creates a string array of 2 elements
int savingtimestep = 15000; // time step in millisec between each saving
if (millis() > precedente + savingtimestep) {
txt[0] = "ncols 600\nnrows 480\nxllcorner 0\nyllcorner 0\ncellsize 91.6667\nNODATA_value 10\n" +kinectDEM;
saveStrings("kinectDEM0.tmp", txt);
precedente = millis();
// delete the old .txt file, from kinectDEM1 to kinectDEMtrash
File f = new File (sketchPath("kinectDEM1.txt"));
boolean success = f.delete();
// rename the old .txt file, from kinectDEM0 to kinectDEM1
File oldName1 = new File(sketchPath("kinectDEM0.txt"));
File newName1 = new File(sketchPath("kinectDEM1.txt"));
oldName1.renameTo(newName1);
// rename kinectDEM0.tmp file to kinectDEM0.txt
File oldName2 = new File(sketchPath("kinectDEM0.tmp"));
File newName2 = new File(sketchPath("kinectDEM0.txt"));
oldName2.renameTo(newName2);
}
}
void fillStringBuilder(StringBuilder sb, Deque<Integer> row) {
boolean emptyRow = false;
while (!emptyRow) {
Integer val = row.pollFirst();
if (val == null) {
emptyRow = true;
} else {
sb.append(val);
val = row.peekFirst();
if (val != null) {
sb.append(" ");
}
}
}
}

You have an int[] array variable named depthValues. You can use this value just like you can use any other value. In other words, you can create an array or ArrayList that holds multiple int[] values.
Here's how you might use an ArrayList to hold previous values:
ArrayList<int[]> previousDepthValues = new ArrayList<int[]>();
void draw(){
//add current depth map to ArrayList
previousDepthValues.add(kinect.depthMap());
//limit the ArrayList to hold 10 values
if(previousDepthValues.size() == 11){
previousDepthValues.remove(0);
}
//create an array to hold the averaged values
int[] averageDepthValues = new int[previousDepthValues.get(0).length];
//loop over the 10 previous depth values in the ArrayList
for(int[] depthValue : previousDepthValues){
//loop over the ints in each previous depth values array
for(int i = 0; i < averageDepthValues.length; i++){
//add all of the values up
averageDepthValues[i] += depthValue[i];
}
}
//divide each number to get the average
for(int i = 0; i < averageDepthValues.length; i++){
averageDepthValues[i] /= averageDepthValues.length;
}
//averageDepthValues now holds the average of the last 10 frames
}

Related

Delete leftmost circle on the canvas

I was able to write a code that draws different circles on a canvas and i need to find a way i could delete the leftmost circle when any key is pressed. i've been at this for hours and i feel like i am close to the answer. i am most klikely going to look for the array whenever a key is pressed and delete the array position.
float colour = random(256);
final int DIAM = 20;
final int MAX_NUM = 1000;
int numPointsX = 0;
int numPointsY = 0;
int [] xPos = new int[MAX_NUM];
int [] yPos = new int [MAX_NUM];
boolean start = false;
void setup() {
size (500, 500);
}
void draw() {
background(150);
fill(random(256), random(256), random(256));
for (int i=0; i<numPointsX; i++) {
circle(xPos[i], yPos[i], DIAM);
}
println(xPos[0]);
}
void mouseClicked() {
insertXandY();
}
void insertXandY() {
int x = mouseX;
int y = mouseY;
xPos[numPointsX] = x;
yPos[numPointsY] = y;
numPointsX += 1;
numPointsY += 1;
start = true;
}
void printArrays() {
println("X Positions");
for (int i = 0; i < 20; i++) {
println("\t" + xPos[i]);
}
}
void keyPressed() {
if (key == 'p') {
printArrays();
}
}
You are on the right track.
In broad terms you'd need two steps:
find the smallest X
delete the data associated with the smallest X
The 1st part is trivial:
use a variable to keep track of the currently smallest value (initialised with a bigger than than your data has)
iterate through each value
compare each value with the current smallest:
if it's bigger ignore
if it's smallest: update the currently smallest value (and remember the index)
at the end of the iteration the currently smallest value is the smallest possible value and index can be used to associate between x,y arrays (which are incremented in sync)
Here's a slightly modified version of your code to illustrate this:
float colour = random(256);
final int DIAM = 20;
final int MAX_NUM = 1000;
int numPoints = 0;
int [] xPos = new int[MAX_NUM];
int [] yPos = new int [MAX_NUM];
void setup() {
size (500, 500);
}
void draw() {
background(150);
fill(random(256), random(256), random(256));
for (int i=0; i < numPoints; i++) {
circle(xPos[i], yPos[i], DIAM);
}
}
void mouseClicked() {
insertXandY();
}
void insertXandY() {
int x = mouseX;
int y = mouseY;
xPos[numPoints] = x;
yPos[numPoints] = y;
numPoints++;
}
void deleteLeftMost(){
// find leftmost index
// start with a large X value
int smallestX = width;
int smallestXIndex = -1;
// iterate through each X
for(int i = 0 ; i < numPoints; i++){
// if xPos[i] is smaller than the smallest value so far...
if (xPos[i] < smallestX){
// ...remember it's value and index
smallestX = xPos[i];
smallestXIndex = i;
}
}
// delete the item at this index: fake it for now: move coordinates offscreen (to the right so left search still works)
xPos[smallestXIndex] = width * 2;
}
void printArrays() {
println("X Positions");
for (int i = 0; i < 20; i++) {
println("\t" + xPos[i]);
}
}
void keyPressed() {
if (key == 'p') {
printArrays();
}
if (keyCode == DELETE || keyCode == BACKSPACE){
deleteLeftMost();
}
}
I've made a few of other minor adjustments:
deleted start since it was assigned but not used (when debugging delete anything that isn't necessary)
renamed numPointsX to numPoints and deleted numPointsY: you are using two arrays indeed, however there is only one index for each point that could be re-used to access each array
numPoints++ is shorthand for numPoints = numPoints + 1;
Also, I've used a hacky placeholder for the remove a point just visually.
This means in terms of memory the xPos/yPos for deleted points will still be allocated.
To actually delete the array is a bit tricker since the array datatype does not change size, however you could manually put something together using subset() and concat(). You can achieve a similar effect to deleting an element by concatenating two subset array: from the start to the index to delete and from the index next to the one to delete to the end of the array.
Something like this:
void setup(){
println(deleteIndex(new int[]{1,2,3,4,5,6},-1));
println(deleteIndex(new int[]{1,2,3,4,5,6},2));
println(deleteIndex(new int[]{1,2,3,4,5,6},6));
}
int[] deleteIndex(int[] sourceArray, int indexToDelete){
if(sourceArray == null){
System.err.println("can't process null array");
return null;
}
if(indexToDelete < 0){
System.err.println("invalid index " + indexToDelete + "\nit's < 0");
return null;
}
if(indexToDelete >= sourceArray.length){
System.err.println("invalid index " + indexToDelete + "\nmax index = " + sourceArray.length);
return null;
}
return concat(subset(sourceArray, 0, indexToDelete),
subset(sourceArray, indexToDelete + 1, sourceArray.length - indexToDelete - 1));
}
It's a good idea to check arguments to a method to ensure they are valid and test with at least a few edge cases.
Here's a version of the above sketch using this delete method:
float colour = random(256);
final int DIAM = 20;
final int MAX_NUM = 1000;
int numPoints = 0;
int [] xPos = new int[MAX_NUM];
int [] yPos = new int [MAX_NUM];
void setup() {
size (500, 500);
}
void draw() {
background(150);
fill(random(256), random(256), random(256));
for (int i=0; i < numPoints; i++) {
circle(xPos[i], yPos[i], DIAM);
}
}
void mouseClicked() {
insertXandY();
}
void insertXandY() {
int x = mouseX;
int y = mouseY;
xPos[numPoints] = x;
yPos[numPoints] = y;
numPoints++;
}
void deleteLeftMost(){
// find leftmost index
// start with a large X value
int smallestX = width;
int smallestXIndex = -1;
// iterate through each X
for(int i = 0 ; i < numPoints; i++){
// if xPos[i] is smaller than the smallest value so far...
if (xPos[i] < smallestX){
// ...remember it's value and index
smallestX = xPos[i];
smallestXIndex = i;
}
}
// delete xPos item at this index
xPos = deleteIndex(xPos, smallestXIndex);
// delete yPos as well
yPos = deleteIndex(yPos, smallestXIndex);
// update size counter
numPoints--;
}
int[] deleteIndex(int[] sourceArray, int indexToDelete){
if(sourceArray == null){
System.err.println("can't process null array");
return null;
}
if(indexToDelete < 0){
System.err.println("invalid index " + indexToDelete + "\nit's < 0");
return null;
}
if(indexToDelete >= sourceArray.length){
System.err.println("invalid index " + indexToDelete + "\nmax index = " + sourceArray.length);
return null;
}
return concat(subset(sourceArray, 0, indexToDelete),
subset(sourceArray, indexToDelete + 1, sourceArray.length - indexToDelete - 1));
}
void printArrays() {
println("X Positions");
for (int i = 0; i < xPos.length; i++) {
println("\t" + xPos[i]);
}
}
void keyPressed() {
if (key == 'p') {
printArrays();
}
if (keyCode == DELETE || keyCode == BACKSPACE){
deleteLeftMost();
}
}
If manually deleting an item from an array looks tedious it's because it is :)
Array is meant to be fixed size: deleting an item actually allocates 3 arrays: two subset arrays and one for concatenation.
A better option is to use a dynamic sized array data structure like ArrayList. Speaking of data structures, to represent a point you can use the PVector class (which has x,y properties, but can also do much more).
You might have not encountered ArrayList and PVector yet, but there are plenty of resources out there (including CodingTrain/NatureOfCode videos).
Here's an example using these:
final int DIAM = 20;
final int MAX_NUM = 1000;
ArrayList<PVector> points = new ArrayList<PVector>();
void setup() {
size (500, 500);
}
void draw() {
background(150);
fill(random(256), random(256), random(256));
for (PVector point : points) {
circle(point.x, point.y, DIAM);
}
}
void mouseClicked() {
insertXandY();
}
void insertXandY() {
if(points.size() < MAX_NUM){
points.add(new PVector(mouseX, mouseY));
}
}
void deleteLeftMost(){
// find leftmost index
// start with a large X value
float smallestX = Float.MAX_VALUE;
int smallestXIndex = -1;
// iterate through each X
for(int i = 0 ; i < points.size(); i++){
PVector point = points.get(i);
// if xPos[i] is smaller than the smallest value so far...
if (point.x < smallestX){
// ...remember it's value and index
smallestX = point.x;
smallestXIndex = i;
}
}
// remove item from list
points.remove(smallestXIndex);
}
void keyPressed() {
if (key == 'p') {
println(points);
}
if (keyCode == DELETE || keyCode == BACKSPACE){
deleteLeftMost();
}
}
Hopefully this step by step approach is easy to follow.
Have fun learning !

Processing - deprecated OpenKinect library

I am trying to replicate a project for Kinect for this music video, but the code is seriously outdated.
After weeks searching, I have not found anything about this.
I would be greatly thankful to anyone who points out to me what is deprecated in the following code:
(I'm using Processing 3)
import org.openkinect.*;
import org.openkinect.processing.*;
import java.io.*;
// Kinect Library object
Kinect kinect;
float a = 0;
// Size of kinect image
int w = 640;
int h = 480;
// writing state indicator
boolean write = false;
// treshold filter initial value
int fltValue = 950;
// "recording" object. each vector element holds a coordinate map vector
Vector <Object> recording = new Vector<Object>();
// We'll use a lookup table so that we don't have to repeat the math over and over
float[] depthLookUp = new float[2048];
void setup() {
size(800,600,P3D);
kinect = new Kinect(this);
kinect.start();
kinect.enableDepth(true);
// We don't need the grayscale image in this example
// so this makes it more efficient
kinect.processDepthImage(false);
// Lookup table for all possible depth values (0 - 2047)
for (int i = 0; i < depthLookUp.length; i++) {
depthLookUp[i] = rawDepthToMeters(i);
}
}
void draw() {
background(0);
fill(255);
textMode(SCREEN);
text("Kinect FR: " + (int)kinect.getDepthFPS() + "\nProcessing FR: " + (int)frameRate,10,16);
// Get the raw depth as array of integers
int[] depth = kinect.getRawDepth();
// We're just going to calculate and draw every 4th pixel (equivalent of 160x120)
int skip = 4;
// Translate and rotate
translate(width/2,height/2,-50);
rotateY(a);
//noStroke();
//lights();
int index = 0;
PVector[] frame = new PVector[19200];
for(int x=0; x<w; x+=skip) {
for(int y=0; y<h; y+=skip) {
int offset = x+y*w;
// Convert kinect data to world xyz coordinate
int rawDepth = depth[offset];
boolean flt = true;
PVector v = depthToWorld(x,y,rawDepth);
if (flt && rawDepth > fltValue)
{
v = depthToWorld(x,y,2047);
}
frame[index] = v;
index++;
stroke(map(rawDepth,0,2048,0,256));
pushMatrix();
// Scale up by 200
float factor = 400;
translate(v.x*factor,v.y*factor,factor-v.z*factor);
//sphere(1);
point(0,0);
//line (0,0,1,1);
popMatrix();
}
}
if (write == true) {
recording.add(frame);
}
// Rotate
//a += 0.015f;
}
// These functions come from:http://graphics.stanford.edu/~mdfisher/Kinect.html
float rawDepthToMeters(int depthValue) {
if (depthValue < 2047) {
return (float)(1.0 / ((double)(depthValue) * -0.0030711016 + 3.3309495161));
}
return 0.0f;
}
PVector depthToWorld(int x, int y, int depthValue) {
final double fx_d = 1.0 / 5.9421434211923247e+02;
final double fy_d = 1.0 / 5.9104053696870778e+02;
final double cx_d = 3.3930780975300314e+02;
final double cy_d = 2.4273913761751615e+02;
PVector result = new PVector();
double depth = depthLookUp[depthValue];//rawDepthToMeters(depthValue);
result.x = (float)((x - cx_d) * depth * fx_d);
result.y = (float)((y - cy_d) * depth * fy_d);
result.z = (float)(depth);
return result;
}
void stop() {
kinect.quit();
super.stop();
}
int currentFile = 0;
void saveFile() {
}
void keyPressed() { // Press a key to save the data
if (key == '1')
{
fltValue += 50;
println("fltValue: " + fltValue);
}
else if (key == '2')
{
fltValue -= 50;
println("fltValue: " + fltValue);
}
else if (key=='4'){
if (write == true) {
write = false;
println( "recorded " + recording.size() + " frames.");
// saveFile();
// save
Enumeration e = recording.elements();
println("Stopped Recording " + currentFile);
int i = 0;
while (e.hasMoreElements()) {
// Create one directory
boolean success = (new File("out"+currentFile)).mkdir();
PrintWriter output = createWriter("out"+currentFile+"/frame" + i++ +".txt");
PVector [] frame = (PVector []) e.nextElement();
for (int j = 0; j < frame.length; j++) {
output.println(j + ", " + frame[j].x + ", " + frame[j].y + ", " + frame[j].z );
}
output.flush(); // Write the remaining data
output.close();
}
currentFile++;
}
}
else if (key == '3') {
println("Started Recording "+currentFile);
recording.clear();
write = true;
}
}
If the code works, then I wouldn't worry too much about it. Deprecated can just mean that a newer version is available, not that the older version stopped working.
However, if the code does not work, then updating to a newer library is probably a good idea anyway. Check out the library section of the Processing homepage, which lists several Kinect libraries.
In fact, one of those libraries is the updated version of the old library you're using: Open Kinect for Processing.
Edit: It looks like both of the errors you mentioned are due to missing import statements. You need to import both Vector and Enumeration to use them:
import java.util.Vector;
import java.util.Enumeration;

Manipulate the scale of my images

I have to work in processing for my school project. So I load in pictures in an array and then in a new class I have another array and I put the pictures in that array every time I create that class. Everytime I create that class I put the images on a different location and that works fine but as soon as I try to adjust the scale of those images it adjusts the scale for the images in the other classes as well. I assume that it changes the scale of all those images because it changes the scale of the images in my first array and I dont create a new one. Is there a way to work around this? This is my code. This is where I load my images:
class ItemLoader
{
PImage[] itemArray;
ArrayList itemCollection;
String itemType;
int amountOfFrames;
int amountOfItems = 1;
ItemLoader()
{
itemCollection = new ArrayList();
LoadImage();
}
void LoadImage()
{
for(int ii = 0; ii < amountOfItems; ii++)
{
AssignItemType(ii);
itemArray = new PImage[amountOfFrames];
for(int i = 0; i < amountOfFrames; i ++)
{
String filenaam = itemType + nf(i, 5) + ".png";
itemArray[i] = loadImage(filenaam);
}
itemCollection.add(itemArray);
}
}
void AssignItemType(int itemNumber)
{
switch(itemNumber)
{
case 0: itemType = "Leaves"; amountOfFrames = 21;
break;
case 1: itemType = "Apple";
break;
case 2: itemType = "Bannana";
break;
case 3: itemType = "Pear";
break;
case 4: itemType = "Cherry";
break;
case 5: itemType = "Owl";
break;
case 6: itemType = "Bird";
break;
}
}
}
Then this is when I create an instance of the class:
itemList.add(new ItemSpawn(randomX,randomY,0, strokeThickness,itemLoader.itemCollection));
And this is where I loop trough the array to animate the images:
class ItemSpawn
{
PImage[] animationFrames;
PImage lastFrame;
float frameCounter;
int x_loc;
int y_loc;
float ImageScale = 0;
int ImageRotation = 0;
ItemSpawn(int x_loc_par, int y_loc_par, int _itemType, float _strokeSize, ArrayList _tempArray)
{
animationFrames = (PImage[]) _tempArray.get(_itemType);
x_loc = x_loc_par;
y_loc = y_loc_par;
ApplyScaleRotation();
}
void ApplyScaleRotation()
{
ImageScale = 0.5;
ImageRotation = int(random(0,360));
for(int i = 0; i < animationFrames.length; i++)
{
animationFrames[i].resize(int(animationFrames[i].width * ImageScale), int(animationFrames[i].height * ImageScale));
}
}
void LoopAnimation()
{
int convertCount = int(round(frameCounter));
if(convertCount < animationFrames.length - 1)
{
image(animationFrames[convertCount],x_loc - (animationFrames[convertCount].width/2) ,y_loc - (animationFrames[convertCount].height/2));
frameCounter += 0.4;
}else
{
image(animationFrames[animationFrames.length - 1],x_loc - (animationFrames[convertCount].width/2),y_loc - (animationFrames[convertCount].height/2));
}
}
}
In your code each object of class ItemSpawn uses the same PImage[] array. When you change image in one of ItemSpawn instance - all other instances see this change.
Each ItemSpawn object shoud have private copy of image - then it can modify image safely.
Consider such simplified class:
class X {
int[] array;
X(int[] array) {
this.array = array;
}
void modify() {
array[0] = 99;
}
}
We can create 2 different objects (x1 and x2) of this class using the same array:
int[] values = {1,2,3,4};
X x1 = new X(values);
X x2 = new X(values);
And next x1 modifies array:
x1.modify();
println(x1.array[0]); // output: 99
println(x2.array[0]); // output: 99
The solution is to create deep copy of PImage[] array for each object of ItemSpawn class:
ItemSpawn(int x_loc_par, int y_loc_par, int _itemType, float _strokeSize, ArrayList _tempArray)
{
// old:
// animationFrames = (PImage[]) _tempArray.get(_itemType);
// new:
PImage[] images = _tempArray.get(_itemType);
animationFrames = new PImage[images.length]; // create new array with the same length
// copy all images
for (int i = 0; i < images.length; i++) {
PImage img = images[i];
animationFrames[i] = img.get(); // returns copy of this image
}
...
}

unable to create second deck from same code for a queue

I have to set up a queue class that implements from a deque class. I need to use this to set up two deck cards with a random order. I have the code below, it works when the first deck is created but for some reason it does not work with the second deck, its the same code that im reusing.
Exception in thread "main" java.lang.ArrayIndexOutOfBoundsException: 5
at prog.pkg4.Deque.insertOnBack(Prog4.java:93)
at prog.pkg4.Queue.insert(Prog4.java:153)
at prog.pkg4.Prog4.createDeck(Prog4.java:465)
at prog.pkg4.Prog4.topTrump(Prog4.java:444)
at prog.pkg4.Prog4.main(Prog4.java:287)
initiates the two decks
Queue player = new Queue();
Queue computer = new Queue();
player = createDeck(player, cards);
computer = createDeck(computer, cards);
code to create random deck
public static Queue createDeck(Queue queue, GreekHero[] cards){
Random rand = new Random();
int temp = 0;
int r;
for(int i = 0; i < 30; i++){
r = rand.nextInt(30);
cards[temp] = cards[i];
cards[i] = cards[r];
cards[r] = cards[temp];
}
for(int i = 0; i < 29; i++){
queue.insert(cards[i]);
System.out.println(queue.insertions());
System.out.println(queue);
}
return queue;
}
class Queue{
private Deque queue;
public Queue(){
queue = new Deque();
}
public void insert(Object o){
queue.insertOnBack(o);
}
public Object delete(){
return queue.deleteFromFront();
}
public boolean isEmpty(){
return queue.isEmpty();
}
public String toString(){
return queue.toString();
}
public int insertions(){
return queue.getInsertions();
}
}
i've tested out the deque code several times i know it works, as demonstrated by the first deck that is created, im just not sure what could be causing the problem for the second deck.
EDIT: I've added the Deque class code below, the way i have this set up is that if the number of insertions equals the size of the array, it should double in size, as mentioned before it works with the first deque but on the second deque it stops at size of array - 1. I've increased the size to test out and I could make it bigger to satisfy this project but I need to create a deque with an increasing array.
class Deque{
private Object[] arrayObject;
private int beggining; //tracks first element in array
private int insertions; //counts the items in the array
private static int SIZE = 30; //size of array
public Deque(){
arrayObject = new Object[SIZE];
beggining = 0;
insertions = 0;
}
// displays position of first element in circular array
public Object getBeggining(){
int temp = beggining + 1;
if(temp == SIZE)
temp = 0;
return temp;
}
public int getInsertions(){
return insertions;
}
public Object indexOne(){
int temp = beggining + 1;
if(temp == SIZE)
temp = 0;
return arrayObject[temp];
}
public String toString(){
if(isEmpty())
return "Empty";
int temp = beggining + 1;
if( temp >= SIZE)
temp = 0;
String s = "Current Index:\n[("+arrayObject[temp]+")";
int loops = 0;
for(int i = temp + 1; loops < insertions - 1; i++){
if(i >= SIZE)
i = 0;
s += ", ("+arrayObject[i]+")";
loops++;
}
s += "]";
return s;
}
public String toStore(){
String s = "Store Index:\n[(1: "+arrayObject[1]+")";
for(int i = 1; i <= SIZE - 1; i++)
s += ", ("+(i+1)+": "+arrayObject[i]+")";
s += "]";
return s;
}
public void insertOnFront(Object o){
if(insertions == SIZE)
arrayObject = increaseArray();
arrayObject[beggining] = o;
beggining--;
if(beggining < 0)
beggining = SIZE - 1;
insertions++;
}
public Object deleteFromFront(){
if(isEmpty())
return null;
int count = beggining + 1;
if(count >= SIZE)
count = 0;
Object temp = arrayObject[count];
beggining += 1;
insertions--;
if(insertions > 0)
insertions = 0;
return temp;
}
public void insertOnBack(Object o){
int temp = beggining + insertions + 1;
if(insertions == SIZE - 1)
arrayObject = increaseArray();
if(temp >= SIZE)
temp = 0 + (temp - SIZE);
arrayObject[temp] = o;
insertions++;
}
public Object deleteFromBack(){
if(isEmpty())
return null;
int count = beggining + insertions;
Object temp = arrayObject[count];
insertions--;
if(insertions >= 0)
insertions = 0;
return temp;
}
public boolean isEmpty(){
if(insertions > 0)
return false;
else
return true;
}
public Object[] increaseArray(){
SIZE *= 2;
int loops = 0;
int j = beggining;
Object[] newArray = new Object[SIZE];
for(int i = j; loops <= SIZE/2; i++){
if(j >= SIZE/2)
j = 0;
newArray[i] = arrayObject[j];
loops++;
j++;
}
return newArray;
}
}
I solved the issue by moving the SIZE variable as an instance variable of the class and removed static from it. I don't know why the issue popped in on the second iteration rather than on the first try, ill look it up later, if anyone knows please post it here.

Calculating sum matrix with in Reducer

I have a custom class MW. MW gets 2 matrices-(ke matrix and val matrix).
And I am trying to sumup all the matrices coming into reducer.
So I need to first parse my string and I stored them into 2 double array.
I am geting all the ke matrix and val matrix in reducer.
But I am not able to sumup.
Any suggestion.
Inorder to get the sum outside the forloop,i declared them as static.
public class Reducer extends
Reducer<IntWritable, MW, Text, Text> {
static double[][] key;
static double[][] value;
public void reduce(IntWritable keys,
Iterable<MW> values, Context context)
throws IOException, InterruptedException {
for (MW c : values)
{
String data = c.toString();
data = data.trim();
String[] parts = data.split("#");
String part1 = parts[0];
String part2 = parts[1];
/*
* Parse key
*/
String[] keyrows = part1.split(",");
String[][] keymatrix = new String[keyrows.length][];
int keyr = 0;
for (String keyrow : keyrows) {
keymatrix[keyr++] = keyrow.split("\\|");
}
double[][] ke = new double[keymatrix.length][keymatrix[0].length];
for (int i = 0; i<keymatrix.length; i++) {
for (int j = 0; j<keymatrix[0].length; j++) {
ke[i][j] = Double.valueOf(keymatrix[i][j]);
}
}
key = new double[ke.length][ke[0].length];
for(int sumi = 0;sumi<ke.length;sumi++){
for(int sumj=0;sumj<ke[0].length;sumj++){
key[sumi][sumj] += ke[sumi][sumj];
}
}
/*Parsing value
*/
String[] valuerows = part2.split(",");
String[][] valuematrix = new String[valuerows.length][];
int valr = 0;
for (String valuerow : valuerows) {
valuematrix[valr++] = valuerow.split("\\|");
}
double[][] val = new double[valuematrix.length][valuematrix[0].length];
for (int i = 0; i<valuematrix.length; i++) {
for (int j = 0; j<valuematrix[0].length; j++) {
val[i][j] = Double.valueOf(valuematrix[i][j]);
}
}
//calculating sum for value
value = new double[val.length][val[0].length];
for(int sumi = 0;sumi<val.length;sumi++){
for(int sumj=0;sumj<val[0].length;sumj++){
value[sumi][sumj] += val[sumi][sumj];
}
}
}
System.out.println("sum 1");
for(int diai=0;diai<key.length;diai++){
for(int diaj=0;diaj<key[0].length;diaj++){
System.out.print(key[diai][diaj]+"\t");
}
System.out.println("");
}
System.out.println("sum 2");
for(int diai=0;diai<value.length;diai++){
for(int diaj=0;diaj<value[0].length;diaj++){
System.out.print(value[diai][diaj]+"\t");
}
System.out.println("");
}
UPDATE
I think the problem is with in line
key = new double[ke.length][ke[0].length];
and
value = new double[val.length][val[0].length];
before summing I am rebuilding the matrix key and value inside the loop.
It should build it once before the loop and then add to it.
But to do that I should do
double[][] key = new double[ke.length][ke[0].length];
double[][] value = new double[val.length][val[0].length];
before
for (MW c : values)
{
but
How will I get the dimensions outside the for loop?
yes i solved the problem .
i emitted the dimensions as key to reducer. It worked.

Resources