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  • mingw32-make : "Input line too long" issue

    - by hjsblogger
    We have a Makefile which runs on a Windows 2003 machine and we are using mingw32-make for it. Since the Makefile has many include paths, it exceeds the buffer size of 8K that the cmd can handle [Ref - http://support.microsoft.com/kb/830473/EN-US/due to which the compilation results in "input line too long" issue. I wanted to know the following - What would be the best way to optimize the Makefile as I have already removed unwanted compiler switches, include paths etc. Is there any way we can put all the INCLUDE paths in one .txt file and import it in the Makefile.I could not find any mingw32 documentation for the same. Any other inputs/hints/reference links are most welcome. Thanks, -HJSblogger

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  • 2 AudioQueue questions

    - by iter
    I am learning to use AudioQueue. I wish to generate an audio stream programmatically. I have 2 issues that I cannot account for. I am getting audio when I run in the simulator, but not on an iPhone. (Other apps do produce sound on the phone). I get about 20ms-long gaps of silence between buffers. In my testing, I generate an audio buffer on startup and repeatedly enqueue it without modification. I don't spend any processing on filling audio buffers at runtime, not even copying them. Ari.

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  • Audio -- How much performance improvement can I expect from from reducing function calls by using bu

    - by morgancodes
    I'm working on an audio-intensive app for the iPhone. I'm currently calling a number of different functions for each sample I need to calculate. For example, I have an envelope class. When I calculate a sample, I do something like: sampleValue = oscilator->tic() * envelope->tic(); But I could also do something like: for(int i = 0; i < bufferLength; i++){ buffer[i] = oscilatorBuffer[i] * evelopeBuffer[i]; } I know the second will be more efficient, but don't know by how much. Are function calls expensive enough that I'd be crazy not to use buffers if I care event a tiny bit about performance?

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  • setsockopt TCP_NODELAY question on Windows Mobile

    - by weki
    Hi all, I have a problem on Windows Mobile 6.0. I would like to create a TCP connection which does not use the Nagle algorithm, so it sends my data when I call "send" function, and does not buffer calls, having too small amount of data. I tried the following: BOOL b = TRUE; setsockopt(socketfd, IPPROTO_TCP, TCP_NODELAY, (char*)(&b), sizeof(BOOL)); It works fine on desktop. But on Windows Mobile, if I set this value, than I make a query for it, the returned value is 8. And the network traffic analysis shows that the nothing changed. Is there any way to force a flush to my socket?

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  • How to create a Binary Tree from a General Tree?

    - by mno4k
    I have to solve the following constructor for a BinaryTree class in java: BinaryTree(GeneralTree<T> aTree) This method should create a BinaryTree (bt) from a General Tree (gt) as follows: Every Vertex from gt will be represented as a leaf in bt. If gt is a leaf, then bt will be a leaf with the same value as gt If gt is not a leaf, then bt will be constructed as an empty root, a left subTree (lt) and a right subTree (lr). Lt is a stric binary tree created from the oldest subtree of gt (the left-most subtree) and lr is a stric binary tree created from gt without its left-most subtree. The frist part is trivial enough, but the second one is giving me some trouble. I've gotten this far: public BinaryTree(GeneralTree<T> aTree){ if (aTree.isLeaf()){ root= new BinaryNode<T>(aTree.getRootData()); }else{ root= new BinaryNode<T>(null); // empty root LinkedList<GeneralTree<T>> childs = aTree.getChilds(); // Childs of the GT are implemented as a LinkedList of SubTrees child.begin(); //start iteration trough list BinaryTree<T> lt = new BinaryTree<T>(childs.element(0)); // first element = left-most child this.addLeftChild(lt); aTree.DeleteChild(hijos.elemento(0)); BinaryTree<T> lr = new BinaryTree<T>(aTree); this.addRightChild(lr); } } Is this the right way? If not, can you think of a better way to solve this? Thank you!

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  • label backgrond flicking on a WinForms user control has background image enabled

    - by slowlycooked
    I am working on a windows form project and having some problem with UserControl Double Buffering. I created a usercontrol and has a background image, then on top of it I have few radio buttons and labels. Radio buttons and labels are all having transparent background as color. However, when I show and hide the User control, I can see the flickering on those labels and radio buttons that has transparent background. And I tried Me.SetStyle(ControlStyles.DoubleBuffer _ Or ControlStyles.AllPaintingInWmPaint _ Or ControlStyles.UserPaint _ Or ControlStyles.SupportsTransparentBackColor, _ True) After initializeComponent() to enable double buffer on this user control, but it doesn’t seem to work.

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  • Should I use uint in C# for values that can't be negative?

    - by Johannes Rössel
    I have just tried implementing a class where numerous length/count properties, etc. are uint instead of int. However, while doing so I noticed that it's actually painful to do so, like as if no one actually wants to do that. Nearly everything that hands out an integral type returns an int, therefore requiring casts in several points. I wanted to construct a StringBuffer with its buffer length defaulted to one of the fields in that class. Requires a cast too. So I wondered whether I should just revert to int here. I'm certainly not using the entire range anyway. I just thought since what I'm dealing with there simply can't be negative (if it was, it'd be an error) it'd be a nice idea to actually use uint. P.S.: I saw this question and this at least explains why the framework itself always uses int but even in own code it's actually cumbersome to stick to uint which makes me think it apparently isn't really wanted.

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  • Sharing output streams through a JNI interface

    - by Chris Conway
    I am writing a Java application that uses a C++ library through a JNI interface. The C++ library creates objects of type Foo, which are duly passed up through JNI to Java. Suppose the library has an output function void Foo::print(std::ostream &os) and I have a Java OutputStream out. How can I invoke Foo::print from Java so that the output appears on out? Is there any way to coerce the OutputStream to a std::ostream in the JNI layer? Can I capture the output in a buffer the JNI layer and then copy it into out?

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  • Piping SoX in Python - subprocess alternative?

    - by Cochise Ruhulessin
    I use SoX in an application. The application uses it to apply various operations on audiofiles, such as trimming. This works fine: from subprocess import Popen, PIPE kwargs = {'stdin': PIPE, 'stdout': PIPE, 'stderr': PIPE} pipe = Popen(['sox','-t','mp3','-', 'test.mp3','trim','0','15'], **kwargs) output, errors = pipe.communicate(input=open('test.mp3','rb').read()) if errors: raise RuntimeError(errors) This will cause problems on large files hower, since read() loads the complete file to memory; which is slow and may cause the pipes' buffer to overflow. A workaround exists: from subprocess import Popen, PIPE import tempfile import uuid import shutil import os kwargs = {'stdin': PIPE, 'stdout': PIPE, 'stderr': PIPE} tmp = os.path.join(tempfile.gettempdir(), uuid.uuid1().hex + '.mp3') pipe = Popen(['sox','test.mp3', tmp,'trim','0','15'], **kwargs) output, errors = pipe.communicate() if errors: raise RuntimeError(errors) shutil.copy2(tmp, 'test.mp3') os.remove(tmp) So the question stands as follows: Are there any alternatives to this approach, aside from writing a Python extension to the Sox C API?

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  • casting void* to float* creates only zeros

    - by Paperflyer
    I am reading an audio file using CoreAudio (Extended Audio File Read Services). The audio data gets converted to 4-byte float and handed to me as a void* buffer. It can be played with Audio Queue Services, so its content is correct. Next, I want to draw a waveform and thus need access to the actual samples. So, I cast void* audioData to float*: Float32 *floatData = (Float32 *)audioData; When accessing this data however, I only get 0.0 regardless of the index. Float32 value = floatData[index]; // Is always zero for any index Am I doing something wrong with the cast?

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  • OpenGL ES clarifying question regarding FBOs -- sorry can't find this info anywhere else?

    - by DevDevDev
    If I instantiate an FBO without binding a rendering buffer or a texture to it, what happens when I draw to it, nothing? Do I need to associate a rendering target (renderbuffer or texture) to have an FBO do anything? What I'm trying to do is precache some buffers and then merge them later, but that doesn't seem to work at all. Ideally I'd like to do something like glBindFramebufferOES(GL_FRAMEBUFFER_OES, fbo1); // Draw some stuff to fbo1 glBindFramebufferOES(GL_FRAMEBUFFER_OES, fbo2); // Draw some stuff to fbo2 // ... // ... // glRenderFbo(fbo1); -- Not a func // Set blending, etc. etc. // glRenderFbo(fbo2); -- Not a func

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  • python socket.recv/sendall call blocking

    - by fsm
    Hi everyone. This post is incorrectly tagged 'send' since I cannot create new tags. I have a very basic question about this simple echo server. Here are some code snippets. client while True: data = raw_input("Enter data: ") mySock.sendall(data) echoedData = mySock.recv(1024) if not echoedData: break print echoedData server while True: print "Waiting for connection" (clientSock, address) = serverSock.accept() print "Entering read loop" while True: print "Waiting for data" data = clientSock.recv(1024) if not data: break clientSock.send(data) clientSock.close() Now this works alright, except when the client sends an empty string (by hitting the return key in response to "enter data: "), in which case I see some deadlock-ish behavior. Now, what exactly happens when the user presses return on the client side? I can only imagine that the sendall call blocks waiting for some data to be added to the send buffer, causing the recv call to block in turn. What's going on here? Thanks for reading!

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  • Python pixel manipulation library

    - by silinter
    So I'm going through the beginning stages of producing a game in Python, and I'm looking for a library that is able to manipulate pixels and blit them relatively fast. My first thought was pygame, as it deals in pure 2D surfaces, but it only allows pixel access through pygame.get_at(), pygame.set_at() and pygame.get_buffer(), all of which lock the surface each time they're called, making them slow to use. I can also use the PixelArray and surfarray classes, but they are locked for the duration of their lifetimes, and the only way to blit them to a surface is to either copy the pixels to a new surface, or use surfarray.blit_array, which requires creating a subsurface of the screen and blitting it to that, if the array is smaller than the screen (if it's bigger I can just use a slice of the array, which is no problem). I don't have much experience with PyOpenGL or Pyglet, but I'm wondering if there is a faster library for doing pixel manipulation in, or if there is a faster method, in Pygame, for doing pixel manupilation. I did some work with SDL and OpenGL in C, and I do like the idea of adding vertex/fragment shaders to my program. My program will chiefly be dealing in loading images and writing/reading to/from surfaces.

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  • Why use multiple OpenGL context

    - by Luca
    For rendering I have a current GL context, associated to a window. In the case the application render multiple scenes (for example using accumulation or different viewports) I think it is ok to reuse the same context. My question, indeed, is: why should I use multiple GL context? I red on ARB_framebuffer_object extension spec that MakeCurrent call could be expansive, and in the case the ARB_framebuffer_object extension is present I can render on a generic buffer without using MakeCurrent. Apparently the only reason to use multiple GL context is to avoid to setup context state (pixel store, transfer, point size, polygon stipple...) or to have avaialable multiple render buffers configuration (one context with accumulation, another without). How to determine when is better an alternative context instead of setting context state? Thankyou all!

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  • Converting raw bytes into audio sound

    - by Afro Genius
    In my application I inherit a javastreamingaudio class from the freeTTS package then bypass the write method which sends an array of bytes to the SourceDataLine for audio processing. Instead of writing to the data line, I write this and subsequent byte arrays into a buffer which I then bring into my class and try to process into sound. My application processes sound as arrays of floats so I convert to float and try to process but always get static sound back. I am sure this is the way to go but am missing something along the way. I know that sound is processed as frames and each frame is a group of bytes so in my application I have to process the bytes into frames somehow. Am I looking at this the right way? Thanx in advance for any help.

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  • [C#] Onpaint events (invalidated) changing execution order after a period normal operation (runtime)

    - by Luke Mcneice
    Hi all, I have 3 data graphs that are painted via the their paint events. When I have data that I need to insert into the graph I call the controls invalidate() command. The first control's paint event actually creates a bitmap buffer for the other 2 graphs to avoid repeating a long loop. So the invalidate commands are in a specific order (1,2,3). This works well, however when the graphed data reaches the end of the graph window (PictureBox) where the data would normally start scrolling, the paint events begin firing in the wrong order (2,3,1). has anyone came across this before? why might this be happening?

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  • Is writing to a socket an arbitrary limitation of the sendfile() syscall?

    - by Sufian
    Prelude sendfile() is an extremely useful syscall for two reasons: First, it's less code than a read()/write() (or recv()/send() if you prefer that jive) loop. Second, it's faster (less syscalls, implementation may copy between devices without buffer, etc...) than the aforementioned methods. Less code. More efficient. Awesome. In UNIX, everything is (mostly) a file. This is the ugly territory from the collision of platonic theory and real-world practice. I understand that sockets are fundamentally different than files residing on some device. I haven't dug through the sources of Linux/*BSD/Darwin/whatever OS implements sendfile() to know why this specific syscall is restricted to writing to sockets (specifically, streaming sockets). I just want to know... Question What is limiting sendfile() from allowing the destination file descriptor to be something besides a socket (like a disk file, or a pipe)?

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  • Logging Mechanism using memory mapping technique

    - by Tushar
    Just create a mapping of the file of the required size (CreateFileMapping or mmap), write the lines in the buffer and start over when the maximum number is reached. -- Your answer for write-a-circular-file-in-c. I am also writing the LogWriter module. In this caase i am mapping the whole file to the memory using mmap(). I am maintaining the Read and Write pointers.I want to write the log to the file in append mode. Then when logger service is started first time it writes it appends the logs. But when system gets shutdown next time when i run the service it doesn't append the data at the end. I want to maintain the write and read offsets even if system shut down.How to achieve this ..? How to find the how much data is written to the log file. ??

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  • Python Bitstream implementations

    - by Danielb
    I am writing a huffman implementation in Python as a learning exercise. I have got to the point of writing out my variable length huffman codes to a buffer (or file). Only to find there does not seem to be a bitstream class implemented by Python! I have had a look at the array and struct modules but they do not seem to do what I need without extra work. A bit of goggling turned up this bitstream implementation, which is more like what I am wanting. Is there really no comparable bitstream class in the Python standard library?

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  • Pipe less to emacs

    - by Steve
    When viewing piped output to Less, sometimes I'd like to be able to view it in Emacs in order to get syntax highlighting and use emacs commands for searching, marking, copying, etc. I see that Less has a v command that can be used to open the currently viewed file in $EDITOR. Unfortunately this doesn't work when viewing piped input. Also, I don't know how to get Emacs to display stdin as a read-only document. So, is it possible to set up Less with something like v but that pumps the current buffer into Emacs as a read-only file? Thanks.

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  • How to return an image in an HTTP response with CherryPy

    - by colinmarc
    I have code which generates a Cairo ImageSurface, and I expose it like so: def preview(...): surface = cairo.ImageSurface(cairo.FORMAT_ARGB32, width, height) ... cherrypy.response.headers['Content-Type'] = "image/png" return surface.get_data() preview.exposed = True This doesn't work (browsers report that the image has errors). I've tested that surface.write_to_png('test.png') works, but I'm not sure what to dump the data into to return it. I'm guessing some file-like object? According to the pycairo documentation, get_data() returns a buffer. I've also now tried: tempf = os.tmpfile() surface.write_to_png(tempf) return tempf Also, is it better to create and hold this image in memory (like I'm trying to do) or write it to disk as a temp file and serve it from there? I only need the image once, then it can be discarded.

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  • Serializing chinese characters with Xerces 2.6

    - by Gianluca
    I have a Xerces (2.6) DOMNode object encoded UTF-8. I use to read its TEXT element like this: CBuffer DomNodeExtended::getText( const DOMNode* node ) const { char* p = XMLString::transcode( node->getNodeValue( ) ); CBuffer xNodeText( p ); delete p; return xNodeText; } Where CBuffer is, well, just a buffer object which is lately persisted as it is in a DB. This works until in the TEXT there are just common ASCII characters. If we have i.e. chinese ones they get lost in the transcode operation. I've googled a lot seeking for a solution. It looks like with Xerces 3, the DOMWriter class should solve the problem. With Xerces 2.6 I'm trying the XMLTranscoder, but no success yet. Could anybody help?

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  • Why is a fixed size buffers (arrays) must be unsafe?

    - by brickner
    Let's say I want to have a value type of 7 bytes (or 3 or 777). I can define it like that: public struct Buffer71 { public byte b0; public byte b1; public byte b2; public byte b3; public byte b4; public byte b5; public byte b6; } A simpler way to define it is using a fixed buffer public struct Buffer72 { public unsafe fixed byte bs[7]; } Of course the second definition is simpler. The problem lies with the unsafe keyword that must be provided for fixed buffers. I understand that this is implemented using pointers and hence unsafe. My question is why does it have to be unsafe? Why can't C# provide arbitrary constant length arrays and keep them as a value type instead of making it a C# reference type array or unsafe buffers?

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  • Thread safe lockfree mutual ByteArray queue

    - by user313421
    A byte stream should be transferred and there is one producer thread and a consumer one. Speed of producer is higher than consumer most of the time, and I need enough buffered data for QoS of my application. I read about my problem and there are solutions like shared buffer, PipeStream .NET class ... This class is going to be instantiated many times on server so I need and optimized solution. Is it good idea to use a Queue of ByteArray ? If yes, I'll use an optimization algorithm to guess the Queue size and each ByteArray capacity and theoretically it fits my case. If no, I what's the best approach ? Please let me know if there's a good lock free thread safe implementation of ByteArray Queue in C# or VB. Thanks in advance

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  • When to use "property" builtin: auxiliary functions and generators

    - by Seth Johnson
    I recently discovered Python's property built-in, which disguises class method getters and setters as a class's property. I'm now being tempted to use it in ways that I'm pretty sure are inappropriate. Using the property keyword is clearly the right thing to do if class A has a property _x whose allowable values you want to restrict; i.e., it would replace the getX() and setX() construction one might write in C++. But where else is it appropriate to make a function a property? For example, if you have class Vertex(object): def __init__(self): self.x = 0.0 self.y = 1.0 class Polygon(object): def __init__(self, list_of_vertices): self.vertices = list_of_vertices def get_vertex_positions(self): return zip( *( (v.x,v.y) for v in self.vertices ) ) is it appropriate to add vertex_positions = property( get_vertex_positions ) ? Is it ever ok to make a generator look like a property? Imagine if a change in our code meant that we no longer stored Polygon.vertices the same way. Would it then be ok to add this to Polygon? @property def vertices(self): for v in self._new_v_thing: yield v.calculate_equivalent_vertex()

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