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  • I am not able to kill a child process using TerminateProcess

    - by user1681210
    I have a problem to kill a child process using TerminateProcess. I call to this function and the process still there (in the Task Manager) This piece of code is called many times launching the same program.exe many times and these process are there in the task manager which i think is not good. sorry, I am quiet new in c++ I will really appreciate any help. thanks a lot!! the code is the following: STARTUPINFO childProcStartupInfo; memset( &childProcStartupInfo, 0, sizeof(childProcStartupInfo)); childProcStartupInfo.cb = sizeof(childProcStartupInfo); childProcStartupInfo.hStdInput = hFromParent; // stdin childProcStartupInfo.hStdOutput = hToParent; // stdout childProcStartupInfo.hStdError = hToParentDup; // stderr childProcStartupInfo.dwFlags = STARTF_USESTDHANDLES | STARTF_USESHOWWINDOW; childProcStartupInfo.wShowWindow = SW_HIDE; PROCESS_INFORMATION childProcInfo; /* for CreateProcess call */ bOk = CreateProcess( NULL, // filename pCmdLine, // full command line for child NULL, // process security descriptor */ NULL, // thread security descriptor */ TRUE, // inherit handles? Also use if STARTF_USESTDHANDLES */ 0, // creation flags */ NULL, // inherited environment address */ NULL, // startup dir; NULL = start in current */ &childProcStartupInfo, // pointer to startup info (input) */ &childProcInfo); // pointer to process info (output) */ CloseHandle( hFromParent ); CloseHandle( hToParent ); CloseHandle( hToParentDup ); CloseHandle( childProcInfo.hThread); CloseHandle( childProcInfo.hProcess); TerminateProcess( childProcInfo.hProcess ,0); //this is not working, the process thanks

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  • Is the REST support in Spring 3's MVC Framework production quality yet?

    - by glenjohnson
    Hi all, Since Spring 3 was released in December last year, I have been trying out the new REST features in the MVC framework for a small commercial project involving implementing a few RESTful Web Services which consume XML and return XML views using JiBX. I plan to use either Hibernate or JDBC Templates for the data persistence. As a Spring 2.0 developer, I have found Spring 3's (and 2.5's) new annotations way of doing things quite a paradigm shift and have personally found some of the new MVC annotation features difficult to get up to speed with for non-trivial applications - as such, I am often having to dig for information in forums and blogs that is not apparent from going through the reference guide or from the various Spring 3 REST examples on the web. For deadline-driven production quality and mission critical applications implementing a RESTful architecture, should I be holding off from Spring 3 and rather be using mature JSR 311 (JAX-RS) compliant frameworks like RESTlet or Jersey for the REST layer of my code (together with Spring 2 / 2.5 to tie things together)? I had no problems using RESTlet 1.x in a previous project and it was quite easy to get up to speed with (no magic tricks behind the scenes), but when starting my current project it initially looked like the new REST stuff in Spring 3's MVC Framework would make life easier. Do any of you out there have any advice to give on this? Does anyone know of any commercial / production-quality projects using, or having successfully delivered with, the new REST stuff in Spring 3's MVC Framework. Many thanks Glen

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  • Initialize Static Array of Structs in C

    - by russell_h
    I implementing a card game in C. There are lots of types of cards and each has a bunch of information, including some actions that will need to be individually scripted associated with it. Given a struct like this (and I'm not certain I have the syntax right for the function pointer) struct CARD { int value; int cost; // This is a pointer to a function that carries out actions unique // to this card int (*do_actions) (struct GAME_STATE *state, int choice1, int choice2); }; I would like to initialize a static array of these, one for each card. I'm guessing this would look something like this int do_card0(struct GAME_STATE *state, int choice1, int choice2) { // Operate on state here } int do_card1(struct GAME_STATE *state, int choice1, int choice2) { // Operate on state here } extern static struct cardDefinitions[] = { {0, 1, do_card0}, {1, 3, do_card1} }; Will this work, and am I going about this the right way at all? I'm trying to avoid huge numbers of switch statements. Do I need to define the 'do_cardN' functions ahead of time, or is there some way to define them inline in the initialization of the struct (something like a lambda function in python)? I'll need read-only access to cardDefinitions from a different file - is 'extern static' correct for that? I know this is a lot of questions rolled into one but I'm really a bit vague about how to go about this. Thanks.

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  • error: invalid type argument of '->' (have 'struct node')

    - by Roshan S.A
    Why cant i access the pointer "Cells" like an array ? i have allocated the appropriate memory why wont it act like an array here? it works like an array for a pointer of basic data types. #include<stdio.h> #include<stdlib.h> #include<ctype.h> #define MAX 10 struct node { int e; struct node *next; }; typedef struct node *List; typedef struct node *Position; struct Hashtable { int Tablesize; List Cells; }; typedef struct Hashtable *HashT; HashT Initialize(int SIZE,HashT H) { int i; H=(HashT)malloc(sizeof(struct Hashtable)); if(H!=NULL) { H->Tablesize=SIZE; printf("\n\t%d",H->Tablesize); H->Cells=(List)malloc(sizeof(struct node)* H->Tablesize); should it not act like an array from here on? if(H->Cells!=NULL) { for(i=0;i<H->Tablesize;i++) the following lines are the ones that throw the error { H->Cells[i]->next=NULL; H->Cells[i]->e=i; printf("\n %d",H->Cells[i]->e); } } } else printf("\nError!Out of Space"); } int main() { HashT H; H=Initialize(10,H); return 0; } The error I get is as in the title-error: invalid type argument of '->' (have 'struct node').

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  • c++-to-python swig caused memory leak! Related to Py_BuildValue and SWIG_NewPointerObj

    - by usfree74
    Hey gurus, I have the following Swig code that caused memory leak. PyObject* FindBestMatch(const Bar& fp) { Foo* ptr(new Foo()); float match; // call a function to fill the foo pointer return Py_BuildValue( "(fO)", match, SWIG_NewPointerObj(ptr, SWIGTYPE_p_Foo, 0 /* own */)); } I figured that ptr is not freed properly. So I did the following: PyObject* FindBestMatch(const Bar& fp) { Foo* ptr(new Foo()); float match; // call a function to fill the foo pointer *PyObject *o = SWIG_NewPointerObj(ptr, SWIGTYPE_p_Foo, 1 /* own */);* <------- 1 means pass the ownership to python PyObject *result = Py_BuildValue("(fO)", match, o); Py_XDECREF(o); return result; } But I am not very sure whether this will cause memory corruption. Here, Py_XDECREF(o) will decrease the ref count, which can free memory used by object "o". But o is part of the return value "result". Freeing "o" can cause data corrupt, I guess? I tried my change. It works fine and the caller (python code) does see the expected data. But this could be because nobody else overwrites to that memory area. So what's the right way to deal with memory management of the above code? I search the swig docs, but don't see very concrete description. Please help! Thanks, xin

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  • how to elegantly duplicate a graph (neural network)

    - by macias
    I have a graph (network) which consists of layers, which contains nodes (neurons). I would like to write a procedure to duplicate entire graph in most elegant way possible -- i.e. with minimal or no overhead added to the structure of the node or layer. Or yet in other words -- the procedure could be complex, but the complexity should not "leak" to structures. They should be no complex just because they are copyable. I wrote the code in C#, so far it looks like this: neuron has additional field -- copy_of which is pointer the the neuron which base copied from, this is my additional overhead neuron has parameterless method Clone() neuron has method Reconnect() -- which exchanges connection from "source" neuron (parameter) to "target" neuron (parameter) layer has parameterless method Clone() -- it simply call Clone() for all neurons network has parameterless method Clone() -- it calls Clone() for every layer and then it iterates over all neurons and creates mappings neuron=copy_of and then calls Reconnect to exchange all the "wiring" I hope my approach is clear. The question is -- is there more elegant method, I particularly don't like keeping extra pointer in neuron class just in case of being copied! I would like to gather the data in one point (network's Clone) and then dispose it completely (Clone method cannot have an argument though).

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  • Is learning C++ a good idea?

    - by chang
    The more I hear and read about C++ (e.g. this: http://lwn.net/Articles/249460/), I get the impression, that I'd waste my time learning C++. I some wrote network routing algorithm in C++ for a simulator, and it was a pain (as expected, especially coming from a perl/python/Java background ...). I'm never happy about giving up on some technology, but I would be happy, if I could limit my knowledge of C-family languages to just C, C# and Objective-C (even OS Xs Cocoa, which is huge and takes a lot of time to learn looks like joy compared to C++ ...). Do I need to consider myself dumb or unwilling, just because I'm not partial to the pain involved learning this stuff? Technologies advance and there will be options other than C++, when deciding on implementation languages, or not? And for speed: If speed were that critical, I'd go for a plain C implementation instead, or write C extensions for much more productive languages like ruby or python ... The one-line version of the above: Will C++ stay such a relevant language that every committed programmer should be familiar with it? [ edit / thank you very much for your interesting and useful answers so far .. ] [ edit / .. i am accepting the top-rated answer; thanks again for all answers! ]

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  • In Corona SDK the background image always cover other images

    - by user1446126
    I'm currently making a tower defense game with Corona SDK. However, while I'm making the gaming scene, The background scene always cover the monster spawn, I've tried background:toBack() ,however it's doesn't work.Here is my code: module(..., package.seeall) function new() local localGroup = display.newGroup(); local level=require(data.levelSelected); local currentDes = 1; monsters_list = display.newGroup() --The background local bg = display.newImage ("image/levels/1/bg.png"); bg.x = _W/2;bg.y = _H/2; bg:toBack(); --generate the monsters function spawn_monster(kind) local monster=require("monsters."..kind); newMonster=monster.new() --read the spawn(starting point) in level, and spawn the monster there newMonster.x=level.route[1][1];newMonster.y=level.route[1][2]; monsters_list:insert(newMonster); localGroup:insert(monsters_list); return monsters_list; end function move(monster,x,y) -- Using pythagoras to calauate the moving distace, Hence calauate the time consumed according to speed transition.to(monster,{time=math.sqrt(math.abs(monster.x-x)^2+math.abs(monster.y-y)^2)/(monster.speed/30),x=x, y=y, onComplete=newDes}) end function newDes() currentDes=currentDes+1; end --moake monster move according to the route function move_monster() for i=1,monsters_list.numChildren do move(monsters_list[i],200,200); print (currentDes); end end function agent() spawn_monster("basic"); end --Excute function above. timer2 = timer.performWithDelay(1000,agent,10); timer.performWithDelay(100,move_monster,-1); timer.performWithDelay(10,update,-1); move_monster(); return localGroup; end and the monster just stuck at the spawn point and stay there. but, When i comment these 3 lines of code: --local bg = display.newImage ("image/levels/1/bg.png"); --bg.x = _W/2;bg.y = _H/2; --bg:toBack(); The problem disappear Any ideas??Thanks for helping

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  • vector <T *> destructor

    - by Daniel.Z
    I have a class defined like: Class A { public: int num; A *parent; vector<A *> children; ... // constructor without parameters A(void) { this->num = 3; this->parent = 0; for (int i=0;i<num;++i) children.push_back(new A(this,num-1)); } // constructor with parameters A(A *a,int n) { this->num = n; this->children->parent = a; for (int i=0;i<num;++i) this->children.push_back(new A(this,this->num-1)); } }; now, the constructor works fine. there are some problem with destructor. currently, the destructor is defined as: A::~A(void) { if (this->parent!=0) this->parent = 0; for (int i=0;i<(int)children.size();++i) this->children[i]->~A(); vector <A *> ().swap(this->children); } but every time when I debug it, it will break at: void deallocate(pointer _Ptr, size_type) { // deallocate object at _Ptr, ignore size ::operator delete(_Ptr); } it looks like I cannot delete the pointer in the vector of this-children, is there any way that I can de-construct the class successfully?

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  • C to Assembly code - what does it mean

    - by Smith
    I'm trying to figure out exactly what is going on with the following assembly code. Can someone go down line by line and explain what is happening? I input what I think is happening (see comments) but need clarification. .file "testcalc.c" .section .rodata.str1.1,"aMS",@progbits,1 .LC0: .string "x=%d, y=%d, z=%d, result=%d\n" .text .globl main .type main, @function main: leal 4(%esp), %ecx // establish stack frame andl $-16, %esp // decrement %esp by 16, align stack pushl -4(%ecx) // push original stack pointer pushl %ebp // save base pointer movl %esp, %ebp // establish stack frame pushl %ecx // save to ecx subl $36, %esp // alloc 36 bytes for local vars movl $11, 8(%esp) // store 11 in z movl $6, 4(%esp) // store 6 in y movl $2, (%esp) // store 2 in x call calc // function call to calc movl %eax, 20(%esp) // %esp + 20 into %eax movl $11, 16(%esp) // WHAT movl $6, 12(%esp) // WHAT movl $2, 8(%esp) // WHAT movl $.LC0, 4(%esp) // WHAT?!?! movl $1, (%esp) // move result into address of %esp call __printf_chk // call printf function addl $36, %esp // WHAT? popl %ecx popl %ebp leal -4(%ecx), %esp ret .size main, .-main .ident "GCC: (Ubuntu 4.3.3-5ubuntu4) 4.3.3" .section .note.GNU-stack,"",@progbits Original code: #include <stdio.h> int calc(int x, int y, int z); int main() { int x = 2; int y = 6; int z = 11; int result; result = calc(x,y,z); printf("x=%d, y=%d, z=%d, result=%d\n",x,y,z,result); }

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  • Indices instead of pointers in STL containers?

    - by zvrba
    Due to specific requirements [*], I need a singly-linked list implementation that uses integer indices instead of pointers to link nodes. The indices are always interpreted with respect to a vector containing the list nodes. I thought I might achieve this by defining my own allocator, but looking into the gcc's implementation of , they explicitly use pointers for the link fields in the list nodes (i.e., they do not use the pointer type provided by the allocator): struct _List_node_base { _List_node_base* _M_next; ///< Self-explanatory _List_node_base* _M_prev; ///< Self-explanatory ... } (For this purpose, the allocator interface is also deficient in that it does not define a dereference function; "dereferencing" an integer index always needs a pointer to the underlying storage.) Do you know a library of STL-like data structures (i am mostly in need of singly- and doubly-linked list) that use indices (wrt. a base vector) instead of pointers to link nodes? [*] Saving space: the lists will contain many 32-bit integers. With two pointers per node (STL list is doubly-linked), the overhead is 200%, or 400% on 64-bit platform, not counting the overhead of the default allocator.

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  • Using shared_ptr to implement RCU (read-copy-update)?

    - by yongsun
    I'm very interested in the user-space RCU (read-copy-update), and trying to simulate one via tr1::shared_ptr, here is the code, while I'm really a newbie in concurrent programming, would some experts help me to review? The basic idea is, reader calls get_reading_copy() to gain the pointer of current protected data (let's say it's generation one, or G1). writer calls get_updating_copy() to gain a copy of the G1 (let's say it's G2), and only one writer is allowed to enter the critical section. After the updating is done, writer calls update() to do a swap, and make the m_data_ptr pointing to data G2. The ongoing readers and the writer now hold the shared_ptr of G1, and either a reader or a writer will eventually deallocate the G1 data. Any new readers would get the pointer to G2, and a new writer would get the copy of G2 (let's say G3). It's possible the G1 is not released yet, so multiple generations of data my co-exists. template <typename T> class rcu_protected { public: typedef T type; typedef std::tr1::shared_ptr<type> rcu_pointer; rcu_protected() : m_data_ptr (new type()) {} rcu_pointer get_reading_copy () { spin_until_eq (m_is_swapping, 0); return m_data_ptr; } rcu_pointer get_updating_copy () { spin_until_eq (m_is_swapping, 0); while (!CAS (m_is_writing, 0, 1)) {/* do sleep for back-off when exceeding maximum retry times */} rcu_pointer new_data_ptr(new type(*m_data_ptr)); // as spin_until_eq does not have memory barrier protection, // we need to place a read barrier to protect the loading of // new_data_ptr not to be re-ordered before its construction _ReadBarrier(); return new_data_ptr; } void update (rcu_pointer new_data_ptr) { while (!CAS (m_is_swapping, 0, 1)) {} m_data_ptr.swap (new_data_ptr); // as spin_until_eq does not have memory barrier protection, // we need to place a write barrier to protect the assignments of // m_is_writing/m_is_swapping be re-ordered bofore the swapping _WriteBarrier(); m_is_writing = 0; m_is_swapping = 0; } private: volatile long m_is_writing; volatile long m_is_swapping; rcu_pointer m_data_ptr; };

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  • Where to store site settings: DB? XML? CONFIG? CLASS FILES?

    - by Emin
    I am re-building a news portal of which already have a large number of visits every day. One of the major concerns when re-building this site was to maximize performance and speed. Having said this, we have done many things from caching, to all sort of other measures to ensure speed. Now towards the end of the project, I am having a dilemma of where to store my site settings that would least affect performance. The site settings will include things such as: Domain, DefaultImgPath, Google Analytics code, default emails of editors as well as more dynamic design/display feature settings such as the background color of specific DIVs and default color for links etc.. As far as I know, I have 4 choices in storing all these info. Database: Storing general settings in the DB and caching them may be a solution however, I want to limit the access to the database for only necessary and essential functions of the project which generally are insert/update/delete news items, author articles etc.. XML: I can store these settings in an XML file but I have not done this sort of thing before so I don't know what kind of problems -if any- I might face in the future. CONFIG: I can also store these settings in web.config CLASS FILE: I can hard code all these settings in a SiteSettings class, but since the site admin himself will be able to edit these settings, It may not be the best solution. Currently, I am more close to choosing web.config but letting people fiddle with it too often is something I do not want. E.g. if somehow, I miss out a validation for something and it breaks the web.config, the whole site will go down. My concern basically is that, I cannot forsee any possible consequences of using any of the methods above (or is there any other?), I was hoping to get this question over to more experienced people out here who hopefully help make my decision.

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  • template specialization of a auto_ptr<T>

    - by Chris Kaminski
    Maybe I'm overcomplicating things, but then again, I do sort of like clean interfaces. Let's say I want a specialization of auto_ptr for an fstream - I want a default fstream for the generic case, but allow a replacement pointer? tempate <> class auto_ptr<fstream> static fstream myfStream; fstream* ptr; public: auto_ptr() { // set ptr to &myfStream; } reset(fstream* newPtr) { // free old ptr if not the static one. ptr = newPtr }; } Would you consider something different or more elegant? And how would you keep something like the above from propagating outside this particular compilation unit? [The actual template is a boost::scoped_ptr.] EDIT: It's a contrived example. Ignore the fstream - it's about providing a default instance of object for an auto_ptr. I may not want to provide a specialized instance, but would like to keep the auto_ptr semantics for this static default object. class UserClass { public: auto_ptr<fstream> ptr; UserClass() { } } I may not provide an dynamic object at construction time - I still want it to have a meaningful default. Since I'm not looking at ownership-transfer semantics, it really shouldn't matter that my pointer class is pointing to a statically allocated object, no?

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  • center div tags inside parent div

    - by Senthilnathan
    I have two div tags inside a parent div. I want to display the two divs in same line and centered. Below is the html code. <div id="parent"> <div id="addEditBtn" style="display:inline-block; vertical-align: middle; width:20px; cursor:pointer;" class="ui-state-default ui-corner-all"> <span class="ui-icon ui-icon-pencil"></span></div> <div id="deleteBtn" style="display:inline-block; vertical-align: middle; width:20px; cursor:pointer;" class="ui-state-default ui-corner-all"> <span class="ui-icon ui-icon-trash"></span></div> </div> I tried with "display:inline-block; vertical-align: middle;" but its getting aligned left. Please help me out to centered the div tags inside the parent div.

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  • Can I prevent a Linux user space pthread yielding in critical code?

    - by KermitG
    I am working on an user space app for an embedded Linux project using the 2.6.24.3 kernel. My app passes data between two file nodes by creating 2 pthreads that each sleep until a asynchronous IO operation completes at which point it wakes and runs a completion handler. The completion handlers need to keep track of how many transfers are pending and maintain a handful of linked lists that one thread will add to and the other will remove. // sleep here until events arrive or time out expires for(;;) { no_of_events = io_getevents(ctx, 1, num_events, events, &timeout); // Process each aio event that has completed or thrown an error for (i=0; i<no_of_events; i++) { // Get pointer to completion handler io_complete = (io_callback_t) events[i].data; // Get pointer to data object iocb = (struct iocb *) events[i].obj; // Call completion handler and pass it the data object io_complete(ctx, iocb, events[i].res, events[i].res2); } } My question is this... Is there a simple way I can prevent the currently active thread from yielding whilst it runs the completion handler rather than going down the mutex/spin lock route? Or failing that can Linux be configured to prevent yielding a pthread when a mutex/spin lock is held?

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  • Using `<List>` when dealing with pointers in C#.

    - by Gorchestopher H
    How can I add an item to a list if that item is essentially a pointer and avoid changing every item in my list to the newest instance of that item? Here's what I mean: I am doing image processing, and there is a chance that I will need to deal with images that come in faster than I can process (for a short period of time). After this "burst" of images I will rely on the fact that I can process faster than the average image rate, and will "catch-up" eventually. So, what I want to do is put my images into a <List> when I acquire them, then if my processing thread isn't busy, I can take an image from that list and hand it over. My issue is that I am worried that since I am adding the image "Image1" to the list, then filling "Image1" with a new image (during the next image acquisition) I will be replacing the image stored in the list with the new image as well (as the image variable is actually just a pointer). So, my code looks a little like this: while (!exitcondition) { if(ImageAvailabe()) { Image1 = AcquireImage(); ImgList.Add(Image1); } if(ImgList.Count 0) { ProcessEngine.NewImage(ImgList[0]); ImgList.RemoveAt(0); } } Given the above, how can I ensure that: - I don't replace all items in the list every time Image1 is modified. - I don't need to pre-declare a number of images in order to do this kind of processing. - I don't create a memory devouring monster. Any advice is greatly appreciated.

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  • What does it mean to pass a &variable to a function? E.g., string& insert ( size_t pos1, const strin

    - by Bob Montgomery
    I understand passing a pointer, and returning a pointer: char * strcat ( char * destination, const char * source ); You're passing a variable that contains the address to a char; returning the same. But what does it mean to pass something using the reference operator? Or to return it? string& insert ( size_t pos1, const string& str ); I mean, I understand what actually happens, I just don't understand the notation. Why isn't the notation this instead: string * insert ( size_t pos1, const string * str ); //made up I presume it has something to do with passing/returning the instance of a class, but what? Is this syntax valid; if not why not and if so what does it mean? char & strcat ( char & destination, const char & source ); //made up (all of the function declarations, except the last made-up two, are from http://www.cplusplus.com )

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  • What is the fastest way to do division in C for 8bit MCUs?

    - by Jordan S
    I am working on the firmware for a device that uses an 8bit mcu (8051 architecture). I am using SDCC (Small Device C Compiler). I have a function that I use to set the speed of a stepper motor that my circuit is driving. The speed is set by loading a desired value into the reload register for a timer. I have a variable, MotorSpeed that is in the range of 0 to 1200 which represents pulses per second to the motor. My function to convert MotorSpeed to the correct 16bit reload value is shown below. I know that float point operations are pretty slow and I am wondering if there is a faster way of doing this... void SetSpeed() { float t = MotorSpeed; unsigned int j = 0; t = 1/t ; t = t / 0.000001; j = MaxInt - t; TMR3RL = j; // Set reload register for desired freq return; }

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  • Weird stuttering issues not related to GC.

    - by Smills
    I am getting some odd stuttering issues with my game even though my FPS never seems to drop below 30. About every 5 seconds my game stutters. I was originally getting stuttering every 1-2 seconds due to my garbage collection issues, but I have sorted those and will often go 15-20 seconds without a garbage collection. Despite this, my game still stutters periodically even when there is no GC listed in logcat anywhere near the stutter. Even when I take out most of my code and simply make my "physics" code the below code I get this weird slowdown issue. I feel that I am missing something or overlooking something. Shouldn't that "elapsed" code that I put in stop any variance in the speed of the main character related to changes in FPS? Any input/theories would be awesome. Physics: private void updatePhysics() { //get current time long now = System.currentTimeMillis(); //added this to see if I could speed it up, it made no difference Thread myThread = Thread.currentThread(); myThread.setPriority(Thread.MAX_PRIORITY); //work out elapsed time since last frame in seconds double elapsed = (now - mLastTime2) / 1000.0; mLastTime2 = now; //measures FPS and displays in logcat once every 30 frames fps+=1/elapsed; fpscount+=1; if (fpscount==30) { fps=fps/fpscount; Log.i("myActivity","FPS: "+fps+" Touch: "+touch); fpscount=0; } //this should make the main character (theoretically) move upwards at a steady pace mY-=100*elapsed; //increase amount I translate the draw to = main characters Y //location if the main character goes upwards if (mY<=viewY) { viewY=mY; } }

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  • Simplification / optimization of GPS track

    - by GreyCat
    I've got a GPS track, produces by gpxlogger(1) (supplied as a client for gpsd). GPS receiver updates its coordinates every 1 second, gpxlogger's logic is very simple, it writes down location (lat, lon, ele) and a timestamp (time) received from GPS every n seconds (n = 3 in my case). After writing down a several hours worth of track, gpxlogger saves several megabyte long GPX file that includes several thousands of points. Afterwards, I try to plot this track on a map and use it with OpenLayers. It works, but several thousands of points make using the map a sloppy and slow experience. I understand that having several thousands of points of suboptimal. There are myriads of points that can be deleted without losing almost anything: when there are several points making up roughly the straight line and we're moving with the same constant speed between them, we can just leave the first and the last point and throw anything else. I thought of using gpsbabel for such track simplification / optimization job, but, alas, it's simplification filter works only with routes, i.e. analyzing only geometrical shape of path, without timestamps (i.e. not checking that the speed was roughly constant). Is there some ready-made utility / library / algorithm available to optimize tracks? Or may be I'm missing some clever option with gpsbabel?

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  • How to store and remove dynamically and automatic variable of generic data type in custum list data

    - by Vineel Kumar Reddy
    Hi I have created a List data structure implementation for generic data type with each node declared as following. struct Node { void *data; .... .... } So each node in my list will have pointer to the actual data(generic could be anything) item that should be stored in the list. I have following signature for adding a node to the list AddNode(struct List *list, void* eledata); the problem is when i want to remove a node i want to free even the data block pointed by *data pointer inside the node structure that is going to be freed. at first freeing of datablock seems to be straight forward free(data) // forget about the syntax..... But if data is pointing to a block created by malloc then the above call is fine....and we can free that block using free function int *x = (int*) malloc(sizeof(int)); *x = 10; AddNode(list,(void*)x); // x can be freed as it was created using malloc what if a node is created as following int x = 10; AddNode(list,(void*)&x); // x cannot be freed as it was not created using malloc Here we cannot call free on variable x!!!! How do i know or implement the functionality for both dynamically allocated variables and static ones....that are passed to my list.... Thanks in advance...

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  • A trivial Python SWIG error question

    - by Alex
    I am trying to get Python running with swig to do C/C++. I am running the tutorial here, 'building a python module'. When I do the call gcc -c example.c example_wrap.c -I /my_correct_path/python2.5 I get an error: my_correct_path/python2.5/pyport.h:761:2: error: #error "LONG_BIT definition appears wrong for platform (bad gcc/glibc config?)." example_wrap.c: In function 'SWIG_Python_ConvertFunctionPtr': example_wrap.c:2034: warning: initialization discards qualifiers from pointer target type example_wrap.c: In function 'SWIG_Python_FixMethods': example_wrap.c:3232: warning: initialization discards qualifiers from pointer target type It actually does create an example.o file, but it doesn't work. I am using python2.5 not 2.1 as in the example, is this a problem? The error (everything else is just a 'warning') says something about wrong platform. This is a 64bit machine; is this a problem? Is my gcc configured wrong for my machine? How do I get past this? UPDATE: I am still having problems. How do I actually implement this "fix"?

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  • Delivering activity feed items in a moderately scalable way

    - by sotangochips
    The application I'm working on has an activity feed where each user can see their friends' activity (much like Facebook). I'm looking for a moderately scalable way to show a given users' activity stream on the fly. I say 'moderately' because I'm looking to do this with just a database (Postgresql) and maybe memcached. For instance, I want this solution to scale to 200k users each with 100 friends. Currently, there is a master activity table that stores the rendered html for the given activity (Jim added a friend, George installed an application, etc.). This master activity table keeps the source user, the html, and a timestamp. Then, there's a separate ('join') table that simply keeps a pointer to the person who should see this activity in their friend feed, and a pointer to the object in the main activity table. So, if I have 100 friends, and I do 3 activities, then the join table will then grow to 300 items. Clearly this table will grow very quickly. It has the nice property, though, that fetching activity to show to a user takes a single (relatively) inexpensive query. The other option is to just keep the main activity table and query it by saying something like: select * from activity where source_user in (1, 2, 44, 2423, ... my friend list) This has the disadvantage that you're querying for users who may never be active, and as your friend list grows, this query can get slower and slower. I see the pros and the cons of both sides, but I'm wondering if some SO folks might help me weigh the options and suggest one way or they other. I'm also open to other solutions, though I'd like to keep it simple and not install something like CouchDB, etc. Many thanks!

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  • Multithreaded linked list traversal

    - by Rob Bryce
    Given a (doubly) linked list of objects (C++), I have an operation that I would like multithread, to perform on each object. The cost of the operation is not uniform for each object. The linked list is the preferred storage for this set of objects for a variety of reasons. The 1st element in each object is the pointer to the next object; the 2nd element is the previous object in the list. I have solved the problem by building an array of nodes, and applying OpenMP. This gave decent performance. I then switched to my own threading routines (based off Windows primitives) and by using InterlockedIncrement() (acting on the index into the array), I can achieve higher overall CPU utilization and faster through-put. Essentially, the threads work by "leap-frog'ing" along the elements. My next approach to optimization is to try to eliminate creating/reusing the array of elements in my linked list. However, I'd like to continue with this "leap-frog" approach and somehow use some nonexistent routine that could be called "InterlockedCompareDereference" - to atomically compare against NULL (end of list) and conditionally dereference & store, returning the dereferenced value. I don't think InterlockedCompareExchangePointer() will work since I cannot atomically dereference the pointer and call this Interlocked() method. I've done some reading and others are suggesting critical sections or spin-locks. Critical sections seem heavy-weight here. I'm tempted to try spin-locks but I thought I'd first pose the question here and ask what other people are doing. I'm not convinced that the InterlockedCompareExchangePointer() method itself could be used like a spin-lock. Then one also has to consider acquire/release/fence semantics... Ideas? Thanks!

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