Hello stack overflow community. I have some questions about community detection in social networks.
I searched about it here in stack overflow which helped but now I have some questions that I couldn't find answers for.
1- would you please tell me what exactly "ground truth" is? I saw it here in one of the topics but couldn't find the explanation.
2- where can I find a list of datasets used in this field?
3- programing languages and any other tools for community detection and evaluating metrics?
4- where can I find about machine learning/ deep learning techniques used for community detection?
5- what is quality function? do we have to necessarily use it or we can just use evaluation measures?
sorry if my questions are very simple, but I've just started and it would really help me if someone answers them.
and sorry if anything is wrong with text, it's because I'm not good at English.
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I'm looking for sites with examples and tutorials for OpenGL. The OpenGL SuperBible seemed to be a must-have so I just got it and it seems a bit too complicated for me at the moment due to my lack of math knowledge. Therefore, I have decided to start out with simple 2D-games which shouldn't be that hard. The tutorials and examples need to be up-to-date which seems hard to find. I'd love a very simple 2D game example like Pong or similar that I could build upon.
Also: what math is necessary for 3D-programming? Would it be possible for me to learn most of it by myself or do I have to wait for college/late high school?
And of course there's Nicol Bolas' site which is much nicer and more up to date than NeHe and the typical sites that deal with 10-15 year old OpenGL.
As mentioned in other posts, NeHe is great. It is getting a bit old though. Lighthouse 3D is pretty helpful as well. For the most up-to-date references, just go straight to OpenGL. It's a great resource. Real-Time Rendering is a great book for computer graphics. The website has tons of resources as well.
Regarding the math that you should know, linear algebra is a must in computer graphics. Many computer graphics books will provide an overview of the math that you should be familiar with. The book I mentioned above (Real-Time Rendering) provides a great overview. Another decent book relating to the math required for computer graphics is Fundamentals of Computer Graphics. There may be better books out there in terms of the math overview that you're looking for, but I've found these two to be helpful. Be aware, though, that neither of these books will have a lot of examples; they cover some of the more theoretical aspects of computer graphics.
I would recommend having a look at Joe's Blog as well.
For math, have a look at this book.
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I am looking for a basic and simple-to-install digital version of a Scrum board.
I do prefer physical index cards, but in this case logistics makes it hard. Thus, I need to have it on the computer.
No real need to share data between several clients. To us it is enough if it runs on one single machine.
Just need basic functionality. A drag-drop board and a sprint burndown would do fine.
Due to regularly constraints I cannot use an online SaaS, must keep the data local.
Time is short, so simple install and ready-to-go.
Does not need to be free, but of course price is interesting.
I have not had this set of constraints earlier, so I am unfamiliar.
I have done some research and have some general experience. For example VersionOne, Mingle and Hansoft seem to have a good reputation. Anyone can comment on how those fit the above list? Anyone have other recommendations?
This thread is a bit old now, but leaving my find in the hope to help others searching the same topic.
If you are looking for a simple tool for developers to collaborate on a Scrum project, http://trello.com/ is very simple and intuitive. Absolutely no clutter and easily lets a small team manage their cards.
I would have a look at Atlassian Jira with the GreenHopper plugin - it has a nice dashboard.
http://www.atlassian.com/software/greenhopper/
Have a look at Mingle from ThoughtWorks. A really great tool. Wall looks like this
Free download/install for 1 year / 5 users.
Excel (or OpenOffice) spreadsheet? Why do you need a special tool for this?
I had a similar decision to make a year ago and went for Version One Team Edition - which is free.
http://www.versionone.com/Product/Compare_Editions.asp
It's easy to deploy the SQL database wherever you want it - so locally in your case.
Our team found using the software easy and intuitive.
The free version (up to 10 users) has ample features - the sprints/stories/tasks are easy to setup and view. The burndown chart is good.
All in all, I've no regrets with choosing Verison One - it's easy to install, easy to use and free.
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What good resources are there for R idioms, in the same line as there are for Java and Python?
I would primarily recommend the R Inferno. In particular, study section 3 on vectorization, which is probably the key concept in R programming.
Beyond that, I would second Dirk's recommendation of John Chambers book.
Going a step farther: the R language is derived primarily from Scheme. One of the best ways to deeply understand R programming (as compared to a language like Java or C) is by learning about functional programming. For this, the best resource might be SICP (the "Structure and Interpretation of Computer Programs", available free online) which uses Scheme. You can find the relevant video lectures online as well: MIT 6.001 and Berkeley 61a.
There is Rosetta Code which presents many common programming tasks in different programming languages. Then there is a blog post by Stephen Turner that lists several ressources for programmers coming from other languages, for instance you can find slides from Drew Conway who compares Python with R.
Easy: 2200+ packages and counting on CRAN :)
Actually, jokes aside, the best description I have read was in Chambers (2008).
This is a very interesting question -- R is indeed full of idioms, and the situation is made even more difficult by the fact that there are many idioms for data analysis, in addition to the more general programming ones. Combined with R's expressiveness and its penchant for violating the principle of least surprise, this often makes the learning curve a bit steeper than one would like.
Personally, I picked up most of what I know by reading help, reading various tutorials and tip collections, and occasionally looking at source code of built-in functions. R FAQ has useful tidbits to start with. Revolution Computing has links to good resources, particularly for programmers. Also, I found Howard Seltman's collection of tips and links to be useful; I would bet that links on that page would cover most useful R idioms, but I am curious to see what else is out there.
This may or may not help you on your quest to figuring out R. But back when I was getting accustomed to R, I found that matlab to R dictionaries helped quite a bit (i.e. assuming you know how to use matlab). I can't seem to find the one I used, but found this one, which seems to illustrate things nicely.
Nowadays, I'd say the most definite resource on all details of the R language is Hadley Wickham's book.
Reading this, you'll get a very thorough understanding of how R works.
The book covers - among many other things - functional and object-oriented approaches to programming in R. Other chapters are devoted to the basic data structures and to performance issues in R.
Note that this really is a published, high-quality book that is freely accessible online.
There is also Rchaeology: Idioms of R Programming by Paul E. Johnson, which is one of the vignettes for the rockchalk package.
He says 'it includes "deep insights" and programming advice that reflects the customs and mannerisms of the R leaders.'
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I am looking for a tutorial which will show me how to do simple 2d physics like the ones in this (http://www.teagames.com/games/tgmotocross/play.php). The part that I am most interested in is how the collision detection is done between the character / player and the terrain, as well as how to store / generate the terrain.
The language of the tutorial doesn't matter - I am just interested in how to do this in general.
Many thanks.
EDIT: To clarify, I already know how to perform collision detection between two sprites, and enough physics to write a 2d game - I am looking specifically for a tutorial / example on how to implement the smooth terrain which can be collided with (I understand how destroyable landscapes are done, and I presume that this would be related somehow). Also, I am aware of the N tutorials but that uses discrete shapes whereas I am interested in a smooth landscape.
I suggest that you take a look at the Farseer Physics Engine which is a 2d engine for .NET written in C#. You can look here for some examples of this package in use. Very easy to use and understand. A great place to get started understanding such things. Also, the people making the product are very easy to get ahold of and chat with if you have questions!
I have found that this link is somewhat helpful (mostly for a worms type game) - at the bottom it says that if you want to find the normal at the collision point (which would probably be needed to orientate a vehicle correctly) you have to scan the area around the collision point and create a plane for further maths.
I assume that you already:
understand Vectors
understand Physics
Take a look at this.
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I'm thinking of forming a Hackers Club at work. My idea is that we would meet monthly and at each meeting one member would present an interesting hack he had created. (The hacks presented wouldn't necessarily have to be software hacks; they could also be the sort of things you read about in MAKE magazine.)
There would also be ANSI standard pizza, veggie pizza, and beer and pop available for socializing afterward. I'm even thinking of calling the club "TMRC" even though it will have nothing to do with model railroads.
Has anyone ever tried doing something like this or have any advice?
We do this at the office. I call it 'Developer Fight Club'
Usually do challenges of varying difficulty and compete against one another.
At the end of it, we go over our solutions, do code-reviews and discussions, and then use either benchmark results or other people as the deciding factor for who wins.
Typically, the loser has to buy lunch for the winner :)
For ideas of things to do, try stuff from Top Coder, programming questions on Stack Overflow, or even simple "crackme" applications available on different programming sites.
The main rules you'll need to adhere to are:
Make It Fun
Make It Educational Make
Make It Fair
Try to rotate the challenges, so either everyone is really good at the subject, equally bad, or at least mix it up often enough that it doesn't favor one person's skillset too much.
If there are women in your 'hacker' group, consider the advice given in the Howto Encourage Women in Linux. Especially the 'meeting places and times' section.
This is a little beyond what you asked, but there is good info on how to plan for hackers and how to resolve issues among members in a polite, hackerly manner.
Overview:
http://events.ccc.de/congress/2007/Fahrplan/events/2133.en.html
Videos:
http://chaosradio.ccc.de/23c3_m4v_1500.html
http://chaosradio.ccc.de/24c3_m4v_2133.html
My favorite is the Tuesday Pattern:
If there's a scheduling conflict such that no day of the week is good for everybody, just hold the event on Tuesday. No exceptions! Simple and fair :-)