Package gnu.trove.iterator

Examples of gnu.trove.iterator.TIntIntIterator


        continue;


      ArrayList<Integer> ids = new ArrayList<Integer>();
      ids.add(id1);
      TIntIntIterator it = similarityMap[id1].iterator();
      for ( int i = similarityMap[id1].size(); i-- > 0; ) {
        it.advance();
        int id2 = it.key();       
        double sim = ((double)(it.value()* 2)) / (featureLen[id1] + featureLen[id2]);
        if(sim > thres ){
          dup[id2]= true;
          ids.add(id2);
        }
      }
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      feature.setStopIncrement(false);
      freeze = true;
    }

    TIntIntHashMap index = new TIntIntHashMap();
    TIntIntIterator it = feature.iterator();
    while (it.hasNext()) {
      it.advance();
      int value = it.key();
      int key = it.value();
      index.put(key, value);
    }
    int[] idx = index.keys();
    Arrays.sort(idx);
    int length = weights.length;
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        }
      }
    }

    float diff = 0;
    TIntIntIterator it = diffF.iterator();
    for (int i = diffF.size(); i-- > 0;) {
      it.advance();
      diff += it.value() * it.value();
    }
    it = null;
    float alpha;
    float delta;
    if (useLoss) {
      delta = loss;
    } else
      delta = 1;
    if (diffW < delta) {

      tS = 0;
      pS = 0;
      ne = 0;
      alpha = (delta - diffW) / diff;
      // System.out.println(alpha);
      alpha = Math.min(c, alpha);
      it = diffF.iterator();
      for (int i = diffF.size(); i-- > 0;) {
        it.advance();
        weights[it.key()] += it.value() * alpha;
      }

      return loss;
    } else {
      return 0;
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      if (block != null) {
        modified.add(block);
      }
    }

    TIntIntIterator j = originalLight.iterator();
    while (j.hasNext()) {
      j.advance();
      org.getspout.spoutapi.material.Block block = MaterialData.getBlock(j.key());
      if (block != null) {
        modified.add(block);
      }
    }
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        }
    }

    @Override
    public void recompile() {
        TIntIntIterator it = shaderPrograms.iterator();
        while (it.hasNext()) {
            it.advance();
            GL20.glDeleteProgram(it.value());
        }
        shaderPrograms.clear();
        uniformLocationMap.clear();

        shaderPrograms.put(0, shader.linkShaderProgram(0));
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        disposeData();
        disposed = true;
    }

    private void disposeData() {
        TIntIntIterator it = shaderPrograms.iterator();
        while (it.hasNext()) {
            it.advance();
            GL20.glDeleteProgram(it.value());
        }
        shaderPrograms.clear();
        uniformLocationMap.clear();
        shader = null;
    }
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        disposeData();
        disposed = true;
    }

    private void disposeData() {
        TIntIntIterator it = fragmentPrograms.iterator();
        while (it.hasNext()) {
            it.advance();
            GL20.glDeleteShader(it.value());
        }
        fragmentPrograms.clear();

        it = vertexPrograms.iterator();
        while (it.hasNext()) {
            it.advance();
            GL20.glDeleteShader(it.value());
        }
        vertexPrograms.clear();
        shaderProgramBase = null;
    }
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        if (currentOnly) {
            enable();
            int id = getUniformLocation(getActiveShaderProgramId(), desc);
            GL20.glUniform1f(id, f);
        } else {
            TIntIntIterator it = shaderPrograms.iterator();
            while (it.hasNext()) {
                it.advance();

                GL20.glUseProgram(it.value());
                int id = getUniformLocation(it.value(), desc);
                GL20.glUniform1f(id, f);
            }

            restoreStateAfterUniformsSet();
        }
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        if (currentOnly) {
            enable();
            int id = getUniformLocation(getActiveShaderProgramId(), desc);
            GL20.glUniform1(id, buffer);
        } else {
            TIntIntIterator it = shaderPrograms.iterator();
            while (it.hasNext()) {
                it.advance();

                GL20.glUseProgram(it.value());
                int id = getUniformLocation(it.value(), desc);
                GL20.glUniform1(id, buffer);
            }

            restoreStateAfterUniformsSet();
        }
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        if (currentOnly) {
            enable();
            int id = getUniformLocation(getActiveShaderProgramId(), desc);
            GL20.glUniform2f(id, f1, f2);
        } else {
            TIntIntIterator it = shaderPrograms.iterator();
            while (it.hasNext()) {
                it.advance();

                GL20.glUseProgram(it.value());
                int id = getUniformLocation(it.value(), desc);
                GL20.glUniform2f(id, f1, f2);
            }

            restoreStateAfterUniformsSet();
        }
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