Search Results

Search found 9 results on 1 pages for 'mustisignup'.

Page 1/1 | 1 

  • Core-audio - constructing an AudioBufferList struct (Q about c struct definition)

    - by mustISignUp
    The definition of AudioBufferList looks weird to me… i guess my C is not so good struct AudioBufferList { UInt32 mNumberBuffers; AudioBuffer mBuffers[kVariableLengthArray]; }; typedef struct AudioBufferList AudioBufferList; Why AudioBuffer mBuffers[kVariableLengthArray]; and not AudioBuffer *mBuffers; ? kVariableLengthArray appears to be == 1. Eh? I think i have it working but would appreciate it if anyone could set me straight.

    Read the article

  • Core-audio - constructing an AudioBufferList

    - by mustISignUp
    The definition of AudioBufferList looks weird to me… i guess my C is not so good struct AudioBufferList { UInt32 mNumberBuffers; AudioBuffer mBuffers[kVariableLengthArray]; }; typedef struct AudioBufferList AudioBufferList; Why AudioBuffer mBuffers[kVariableLengthArray]; and not AudioBuffer *mBuffers; ? kVariableLengthArray appears to be == 1. Eh? I think i have it working but would appreciate it if anyone could set me straight.

    Read the article

  • Adobe After Effects Plugin With Cocoa (Overriding malloc)

    - by mustISignUp
    Messing about a bit, i have a working Adobe After Effects plugin with a bit of Obj-c / Cocoa in it (NSArray and custom objects - not ui stuff). The SDK guide states:- Always use After Effects memory allocation functions. In low-memory conditions (such as during RAM preview), it’s very important that plug-ins not compete with After Effects for OS memory, and deal gracefully with out-of-memory conditions. Failing to use our functions can cause lock-ups, crashes, and tech support calls. Don’t do that. If you’re wrapping existing C++ code, overloading new and delete to use our functions will save substantial reimplementation. On Windows, derive all classes from a common base class which implements new and delete. so my question.. is something compatible with the above statement possible in Obj-c?

    Read the article

  • Seeking C Union clarity

    - by mustISignUp
    typedef union { float flts[4]; struct { GLfloat r; GLfloat theta; GLfloat phi; GLfloat w; }; struct { GLfloat x; GLfloat y; GLfloat z; GLfloat w; }; } FltVector; Ok, so i think i get how to use this, (or, this is how i have seen it used) ie. FltVector fltVec1 = {{1.0f, 1.0f, 1.0f, 1.0f}}; float aaa = fltVec1.x; etc. But i'm not really groking how much storage has been declared by the union (4 floats? 8 floats? 12 floats?), how? and why? Also why two sets of curly braces when using FltVector {{}}? Any pointers much appreciated (sorry for the pun)

    Read the article

  • Find a specific couple of lines of code from large git repo

    - by mustISignUp
    So i remember that i once did something in another project and (later removed it), that could be useful now. Thanks to some other SO post i managed to search for a half remembered string.. git grep halfRemeberedNameOfFunction $(git log -g --pretty=format:%h) and Yay! got some results 2d0bcde:path/to/project/file.c: result = halfRemeberedNameOfFunction( data ); 65fc672:path/to/project/file.c: result = halfRemeberedNameOfFunction( data ); 24f2858:path/to/project/file.c: result = halfRemeberedNameOfFunction( data ); 252e3a5:path/to/project/file.c: result = halfRemeberedNameOfFunction( data, args ); b58bc0b:path/to/project/file.c: result = _halfRemeberedNameOfFunction( data, options ); dce8d9d:path/to/project/file.c: result = halfRemeberedNameOfFunction( data, moreData ); But how do i get that file at one of those revisions? Many thanks

    Read the article

  • Adobe After Efects Plugin With Cocoa (Overriding malloc)

    - by mustISignUp
    Messing about a bit, i have a working Adobe After Effects plugin with a bit of Obj-c / Cocoa in it (NSArray and custom objects - not ui stuff). The SDK guide states:- Always use After Effects memory allocation functions. In low-memory conditions (such as during RAM preview), it’s very important that plug-ins not compete with After Effects for OS memory, and deal gracefully with out-of-memory conditions. Failing to use our functions can cause lock-ups, crashes, and tech support calls. Don’t do that. If you’re wrapping existing C++ code, overloading new and delete to use our functions will save substantial reimplementation. On Windows, derive all classes from a common base class which implements new and delete. so my question.. is something compatible with the above statement possible in Obj-c?

    Read the article

  • OpenType Font Parsing for Pleasure and Profit (anyone understand these damn tables?)

    - by mustISignUp
    So, this is mainly for fun, I'm poking around and trying to find my way inside a few fonts and i have a few questions i'd reeally appreciate some help on if anyone has done this kind of stuff. cmap table The fonts i am testing with contain several cmap subtables of different formats. I can read them, but i don't understand which i should be using. ie. what is the strategy for choosing the most appropriate subtable? Does this even make sense? glyf table This is really making my head hurt. I'm going by what is on here. Looking at the second table on that page.. I've got 'n' endPtsOfContours, 'n' instructions and 'n' flags but it is not clear to me if i have the same number of flags as contours (i know how many contours i have). Then, to make matters worse..(fun!) i have an array of xCoords and an array of yCoords. These arrays seem to be of indeterminate length and may contain data of either BYTE or SHORT but we are not going to tell you which.. Thanks to anyone willing to shed some light.

    Read the article

  • UIComponent in Swc

    - by mustISignUp
    In Flash, if i create a custom Movieclip, and compile it to a SWC, i can use it in .fla files (by linking to the .swc).. var mcInstance = new CustomMovieClip(); addChild(mcInstance); All the arrangement of graphics on the custom movieClip's layers is preserved. If i subclass UIComponent and compile to a swc, I can use the custom Class in my .fla file, but the new instance doesn't seem to construct the children arranged on the layers. I know that the correct way to make a custom component is to have the two frames, first to specify bounding box, second frame for assets, and that the first graphic in frame 1 is removed at runtime. But i'm not really trying to make a reusable component - i just want to use the UIComponent class (It seems to have some nice extensions to Sprite). As i really want some hand-positioned layers inside the component i figured i could have the bounding box as the first element on frame 1 (knowing that it would be removed), but any other items i put on frame 1 would be preserved - buttons, images, lines, etc. Is this possible?

    Read the article

1