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  • Tracking form abandonment

    - by Alec Sanger
    I'm looking for a decent way to track form abandonment. Ideally, I would like to see how many people start filling out a form but do not complete it, as well as the last field that was filled out. The website is a fairly large Wordpress site with quite a few forms. Some of these forms are to register for events, some are for donations, some are for information requests. My first attempt at this was adding a generic jquery that bound functions to all forms on the site. When a form element was blurred, I would trigger a Google Analytics event with the name of the form, the name of the field, and whether or not it was filled. I expected to be able to go to the Event Flow section in Google Analytics and see the flow of these form events, however since there are so many forms and other events occurring on the website, Google wouldn't let me break them out very well. The other issue was the Quform doesn't name their fields anything relevant, and it doesn't look like we can name them ourselves. This results in a lot of ugly form names that don't mean anything without cross-referencing the actual form. Does anybody have any suggestions on how I can achieve more usable form abandonment metrics in a scenario like this?

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  • Did I Inadvertently Create a Mediator in my MVC?

    - by SoulBeaver
    I'm currently working on my first biggish project. It's a frontend facebook application that has, since last Tuesday, spanned some 6000-8000 LOC. I say this because I'm using the MVC, an architecture I have never rigidly enforced in any of my hobby projects. I read part of the PureMVC book, but I didn't quite grasp the concept of the Mediator. Since I didn't understand and didn't see the need for it, my project has yet to use a single mediator. Yesterday I went back to the design board because of some requirement changes and noticed that I could move all UI elements out of the View and into its own class. The View essentially only managed the lifetime of the UI and all events from the UI or Model. Technically, the View has now become a 'Mediator' between the Model and UI. Therefore, I realized today, I could just move all my UI stuff back into the View and create a mediator class that handles all events from the view and model. Is my understanding correct in thinking that I have devolved my View as it currently is (handling events from the Model and UI) into a Mediator and that the UI class is what should be the View?

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  • Working Qt controls in a 3d environment

    - by Jay
    I need some advice from a Qt expert. The background: I have a 3D engine (ogre3d) working in concert with Qt. The 3D Content is displayed in a widget (using a custom OS window in the client area). I'm able to overlay arbitrary Qt widgets onto the 3d world using the widget render() method and a shared bitmap. This makes a great "heads up display". I can use the standard Qt style sheets and animation using this technique. My goal I'd like to go a step further and allow the user to move these rendered widgets using the mouse. I'd like some advice on the best way to implement this. Possible solutions: The widgets in the HUD are not part of the inheritance chain. I render them manually. They don't get events though. I could add them to the inheritance chain so they get events in the usual way. Then I would need to change them to render to my shared bitmap instead of to the operating system. I looked at this once but couldn't find enough information to implement it. Capture mouse events in the 3D display widget and EMIT them to child controls. I basically create my own event handling chain. Any suggestions on how to implement this? I'm also considering switching to Qt5. I'm not sure how that might affect this decision.

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  • flash core engine by Dinesh [closed]

    - by hdinesh
    This post was a dump of the following code (without the highlights). No question, just a dump. Please update this q. with a real question to have it reopened. You (the asker) risk to be flagged as spammer (if not already) and a bad reputation. This is a q/a site, not a site to promote your own code libraries. package facers { import flash.display.*; import flash.events.*; import flash.geom.ColorTransform; import flash.utils.Dictionary; import org.papervision3d.cameras.*; import org.papervision3d.scenes.*; import org.papervision3d.objects.*; import org.papervision3d.objects.special.*; import org.papervision3d.objects.primitives.*; import org.papervision3d.materials.*; import org.papervision3d.events.FileLoadEvent; import org.papervision3d.materials.special.*; import org.papervision3d.materials.shaders.*; import org.papervision3d.materials.utils.*; import org.papervision3d.lights.*; import org.papervision3d.render.*; import org.papervision3d.view.*; import org.papervision3d.events.InteractiveScene3DEvent; import org.papervision3d.events.*; import org.papervision3d.core.utils.*; import org.papervision3d.core.geom.renderables.Vertex3D; import caurina.transitions.*; public class Main extends Sprite { public var viewport :BasicView; public var displayObject :DisplayObject3D; private var light :PointLight3D; private var shadowPlane :Plane; private var dataArray :Array; private var material :BitmapFileMaterial; private var planeByContainer :Dictionary = new Dictionary(); private var paperSize :Number = 0.5; private var cloudSize :Number = 1500; private var rotSize :Number = 360; private var maxAlbums :Number = 50; private var num :Number = 0; public function Main():void { trace("START APPLICATION"); viewport = new BasicView(1024, 690, true, true, CameraType.FREE); viewport.camera.zoom = 50; viewport.camera.extra = { goPosition: new DisplayObject3D(),goTarget: new DisplayObject3D() }; addChild(viewport); displayObject = new DisplayObject3D(); viewport.scene.addChild(displayObject); createAlbum(); addEventListener(Event.ENTER_FRAME, onRenderEvent); } private function createAlbum() { dataArray = new Array("images/thums/pic1.jpg", "images/thums/pic2.jpg", "images/thums/pic3.jpg", "images/thums/pic4.jpg", "images/thums/pic5.jpg", "images/thums/pic6.jpg", "images/thums/pic7.jpg", "images/thums/pic8.jpg", "images/thums/pic9.jpg", "images/thums/pic10.jpg", "images/thums/pic1.jpg", "images/thums/pic2.jpg", "images/thums/pic3.jpg", "images/thums/pic4.jpg", "images/thums/pic5.jpg", "images/thums/pic6.jpg", "images/thums/pic7.jpg", "images/thums/pic8.jpg", "images/thums/pic9.jpg", "images/thums/pic10.jpg"); for (var i:int = 0; i < dataArray.length; i++) { material = new BitmapFileMaterial(dataArray[i]); material.doubleSided = true; material.addEventListener(FileLoadEvent.LOAD_COMPLETE, loadMaterial); } } public function loadMaterial(event:Event) { var plane:Plane = new Plane(material, 300, 180); displayObject.addChild(plane); var _x:int = Math.random() * cloudSize - cloudSize/2; var _y:int = Math.random() * cloudSize - cloudSize/2; var _z:int = Math.random() * cloudSize - cloudSize/2; var _rotationX:int = Math.random() * rotSize; var _rotationY:int = Math.random() * rotSize; var _rotationZ:int = Math.random() * rotSize; Tweener.addTween(plane, { x:_x, y:_y, z:_z, rotationX:_rotationX, rotationY:_rotationY, rotationZ:_rotationZ, time:5, transition:"easeIn" } ); } protected function onRenderEvent(event:Event):void { var rotY: Number = (mouseY-(stage.stageHeight/2))/(900/2)*(1200); var rotX: Number = (mouseX-(stage.stageWidth/2))/(600/2)*(-1200); displayObject.rotationY = viewport.camera.x + (rotX - viewport.camera.x) / 50; displayObject.rotationX = viewport.camera.y + (rotY - viewport.camera.y) / 30; viewport.singleRender(); } } } package designLab.events { import flash.display.BlendMode; import flash.display.Sprite; import flash.events.Event; import flash.filters.BlurFilter; // Import designLab import designLab.layer.IntroLayer; import designLab.shadow.ShadowCaster; import designLab.utils.LayerConstant; // Import Papervision3D import org.papervision3d.cameras.*; import org.papervision3d.scenes.*; import org.papervision3d.objects.*; import org.papervision3d.objects.special.*; import org.papervision3d.objects.primitives.*; import org.papervision3d.materials.*; import org.papervision3d.materials.special.*; import org.papervision3d.materials.shaders.*; import org.papervision3d.materials.utils.*; import org.papervision3d.lights.*; import org.papervision3d.render.*; import org.papervision3d.view.*; import org.papervision3d.events.InteractiveScene3DEvent; import org.papervision3d.events.*; import org.papervision3d.core.utils.*; import org.papervision3d.core.geom.renderables.Vertex3D; public class CoreEnging extends Sprite { public var viewport :BasicView; // Create BasicView public var displayObject :DisplayObject3D; // Create DisplayObject public var shadowCaster :ShadowCaster; // Create ShadowCaster private var light :PointLight3D; // Create PointLight private var shadowPlane :Plane; // Create Plane private var layer :LayerConstant; // Create constant resource layer private static var instance :CoreEnging; // Create CoreEnging class static instance // CoreEnging class static instance mathod function public static function getinstance() { if (instance != null) return instance; else { instance = new CoreEnging(); return instance; } } // CoreEnging constrictor public function CoreEnging () { trace("INFO: Design Lab Application : Core Enging v0.1"); layer = new LayerConstant(); viewport = new BasicView(900, 600, true, true, CameraType.FREE); // pass the width, height, scaleToStage, interactive, cameraType to BasicView viewport.camera.zoom = 100; // Define the zoom level of camera addChild(viewport); createFloor(); // Create the floor displayObject = new DisplayObject3D(); // Create new instance of DisplayObject viewport.scene.addChild(displayObject); // Add the DisplayObject to the BasicView light = new PointLight3D(); // Create new instance of PointLight light.z = -50; // Position the Z of create instance light.x = 0; //Position the X of create instance light.rotationZ = 45; //Position the rotation angel of the Z of create instance light.y = 500; //Position the Y of create instance shadowCaster = new ShadowCaster("shadow", 0x000000, BlendMode.MULTIPLY, .1, [new BlurFilter(20, 20, 1)]); // pass shadowcaster name, color, blend mode, alpha and filters shadowCaster.setType(ShadowCaster.SPOTLIGHT); // Define the shadow type addEventListener(Event.ENTER_FRAME, onRenderEvent); // Add frame render event } // Start create floor public function createFloor() { var spr:Sprite = new Sprite(); // Create Sprite spr.graphics.beginFill(0xFFFFFF); // Define the fill color for sprite spr.graphics.drawRect(0, 0, 600, 600); // Define the X, Y, width, height of the sprite var sprMaterial:MovieMaterial = new MovieMaterial(spr, true, true, true); //Create a texture from an existing sprite instance shadowPlane = new Plane(sprMaterial, 2000, 2000, 1, 1); // create new instance of the Plane and pass the texture material, width, height, segmentsW and segmentsH shadowPlane.rotationX = 80; //Position the rotation angel of the X of Plane shadowPlane.y = -200; //Position the Y of Plane viewport.scene.addChild(shadowPlane); // Add the Plane to the BasicView } // switch method function of the page layer control public function addLayer(type:String) { switch (type) { case layer.INTRO: var intro:IntroLayer = new IntroLayer(); break; } } // Create get mathod function for DisplayObject public function getDisplayObject():DisplayObject3D { return displayObject; } // Create get mathod function for BasicView public function getViewport():BasicView { return viewport; } // Rendering function protected function onRenderEvent(event:Event):void { var rotY: Number = (mouseY-(stage.stageHeight/2))/(900/2)*(1200); var rotX: Number = (mouseX-(stage.stageWidth/2))/(600/2)*(-1200); displayObject.rotationY = viewport.camera.x + (rotX - viewport.camera.x) / 50; displayObject.rotationX = viewport.camera.y + (rotY - viewport.camera.y) / 30; // Remove the shadow shadowCaster.invalidate(); // create new shadow on DisplayObject move shadowCaster.castModel(displayObject, light, shadowPlane); viewport.singleRender(); } } } package designLab.layer { import flash.display.Sprite; import flash.events.Event; // Import designLab import designLab.materials.iBusinessCard; import designLab.events.CoreEnging; // Import Papervision3D import org.papervision3d.objects.primitives.Cube; import org.papervision3d.materials.ColorMaterial; import org.papervision3d.materials.MovieMaterial; public class IntroLayer { // IntroLayer constrictor public function IntroLayer() { trace("INFO: Load Intro layer"); var indexDP:DP_index = new DP_index(); //Create the library MovieClip var blackMaterial:MovieMaterial = new MovieMaterial(indexDP, true); //Create a texture from an existing library MovieClip instance blackMaterial.smooth = true; blackMaterial.doubleSided = false; var mycolor:ColorMaterial = new ColorMaterial(0x000000); //Create solid color material var mycard:iBusinessCard = new iBusinessCard(blackMaterial, blackMaterial, mycolor, 372, 10, 207); // Create custom 3D cube object to pass the Front, Back, All, CubeWidth, CubeDepth and CubeHeight CoreEnging.getinstance().getDisplayObject().addChild(mycard.create3DCube()); // Add the custom 3D cube to the DisplayObject } } } package designLab.materials { import flash.display.*; import flash.events.*; // Import Papervision3D import org.papervision3d.materials.*; import org.papervision3d.materials.utils.MaterialsList; import org.papervision3d.objects.primitives.Cube; public class iBusinessCard extends Sprite { private var materialsList :MaterialsList; private var cube :Cube; private var Front :MovieMaterial = new MovieMaterial(); private var Back :MovieMaterial = new MovieMaterial(); private var All :ColorMaterial = new ColorMaterial(); private var CubeWidth :Number; private var CubeDepth :Number; private var CubeHeight :Number; public function iBusinessCard(Front:MovieMaterial, Back:MovieMaterial, All:ColorMaterial, CubeWidth:Number, CubeDepth:Number, CubeHeight:Number) { setFront(Front); setBack(Back); setAll(All); setCubeWidth(CubeWidth); setCubeDepth(CubeDepth); setCubeHeight(CubeHeight); } public function create3DCube():Cube { materialsList = new MaterialsList(); materialsList.addMaterial(Front, "front"); materialsList.addMaterial(Back, "back"); materialsList.addMaterial(All, "left"); materialsList.addMaterial(All, "right"); materialsList.addMaterial(All, "top"); materialsList.addMaterial(All, "bottom"); cube = new Cube(materialsList, CubeWidth, CubeDepth, CubeHeight); cube.x = 0; cube.y = 0; cube.z = 0; cube.rotationY = 180; return cube; } public function setFront(Front:MovieMaterial) { this.Front = Front; } public function getFront():MovieMaterial { return Front; } public function setBack(Back:MovieMaterial) { this.Back = Back; } public function getBack():MovieMaterial { return Back; } public function setAll(All:ColorMaterial) { this.All = All; } public function getAll():ColorMaterial { return All; } public function setCubeWidth(CubeWidth:Number) { this.CubeWidth = CubeWidth; } public function getCubeWidth():Number { return CubeWidth; } public function setCubeDepth(CubeDepth:Number) { this.CubeDepth = CubeDepth; } public function getCubeDepth():Number { return CubeDepth; } public function setCubeHeight(CubeHeight:Number) { this.CubeHeight = CubeHeight; } public function getCubeHeight():Number { return CubeHeight; } } } package designLab.shadow { import flash.display.Sprite; import flash.filters.BlurFilter; import flash.geom.Point; import flash.geom.Rectangle; import flash.utils.Dictionary; import org.papervision3d.core.geom.TriangleMesh3D; import org.papervision3d.core.geom.renderables.Triangle3D; import org.papervision3d.core.geom.renderables.Vertex3D; import org.papervision3d.core.math.BoundingSphere; import org.papervision3d.core.math.Matrix3D; import org.papervision3d.core.math.Number3D; import org.papervision3d.core.math.Plane3D; import org.papervision3d.lights.PointLight3D; import org.papervision3d.materials.MovieMaterial; import org.papervision3d.objects.DisplayObject3D; import org.papervision3d.objects.primitives.Plane; public class ShadowCaster { private var vertexRefs:Dictionary; private var numberRefs:Dictionary; private var lightRay:Number3D = new Number3D() private var p3d:Plane3D = new Plane3D(); public var color:uint = 0; public var alpha:Number = 0; public var blend:String = ""; public var filters:Array; public var uid:String; private var _type:String = "point"; private var dir:Number3D; private var planeBounds:Dictionary; private var targetBounds:Dictionary; private var models:Dictionary; public static var DIRECTIONAL:String = "dir"; public static var SPOTLIGHT:String = "spot"; public function ShadowCaster(uid:String, color:uint = 0, blend:String = "multiply", alpha:Number = 1, filters:Array=null) { this.uid = uid; this.color = color; this.alpha = alpha; this.blend = blend; this.filters = filters ? filters : [new BlurFilter()]; numberRefs = new Dictionary(true); targetBounds = new Dictionary(true); planeBounds = new Dictionary(true); models = new Dictionary(true); } public function castModel(model:DisplayObject3D, light:PointLight3D, plane:Plane, faces:Boolean = true, cull:Boolean = false):void{ var ar:Array; if(models[model]) { ar = models[model]; }else{ ar = new Array(); getChildMesh(model, ar); models[model] = ar; } var reset:Boolean = true; for each(var t:TriangleMesh3D in ar){ if(faces) castFaces(light, t, plane, cull, reset); else castBoundingSphere(light, t, plane, 0.75, reset); reset = false; } } private function getChildMesh(do3d:DisplayObject3D, ar):void{ if(do3d is TriangleMesh3D) ar.push(do3d); for each(var d:DisplayObject3D in do3d.children) getChildMesh(d, ar); } public function setType(type:String="point"):void{ _type = type; } public function getType():String{ return _type; } public function castBoundingSphere(light:PointLight3D, target:TriangleMesh3D, plane:Plane, scaleRadius:Number=0.8, clear:Boolean = true):void{ var planeVertices:Array = plane.geometry.vertices; //convert to target space? var world:Matrix3D = plane.world; var inv:Matrix3D = Matrix3D.inverse(plane.transform); var lp:Number3D = new Number3D(light.x, light.y, light.z); Matrix3D.multiplyVector(inv, lp); p3d.setNormalAndPoint(plane.geometry.faces[0].faceNormal, new Number3D()); var b:BoundingSphere = target.geometry.boundingSphere; var bounds:Object = planeBounds[plane]; if(!bounds){ bounds = plane.boundingBox(); planeBounds[plane] = bounds; } var tbounds:Object = targetBounds[target]; if(!tbounds){ tbounds = target.boundingBox(); targetBounds[target] = tbounds; } var planeMovie:Sprite = Sprite(MovieMaterial(plane.material).movie); var movieSize:Point = new Point(planeMovie.width, planeMovie.height); var castClip:Sprite = getCastClip(plane); castClip.blendMode = this.blend; castClip.filters = this.filters; castClip.alpha = this.alpha; if(clear) castClip.graphics.clear(); vertexRefs = new Dictionary(true); var tlp:Number3D = new Number3D(light.x, light.y, light.z); Matrix3D.multiplyVector(Matrix3D.inverse(target.world), tlp); var center:Number3D = new Number3D(tbounds.min.x+tbounds.size.x*0.5, tbounds.min.y+tbounds.size.y*0.5, tbounds.min.z+tbounds.size.z*0.5); var dif:Number3D = Number3D.sub(lp, center); dif.normalize(); var other:Number3D = new Number3D(); other.x = -dif.y; other.y = dif.x; other.z = 0; other.normalize(); var cross:Number3D = Number3D.cross(new Number3D(plane.transform.n12, plane.transform.n22, plane.transform.n32), p3d.normal); cross.normalize(); //cross = new Number3D(-dif.y, dif.x, 0); //cross.normalize(); cross.multiplyEq(b.radius*scaleRadius); if(_type == DIRECTIONAL){ var oPos:Number3D = new Number3D(target.x, target.y, target.z); Matrix3D.multiplyVector(target.world, oPos); Matrix3D.multiplyVector(inv, oPos); dir = new Number3D(oPos.x-lp.x, oPos.y-lp.y, oPos.z-lp.z); } //numberRefs = new Dictionary(true); var pos:Number3D; var c2d:Point; var r2d:Point; //_type = SPOTLIGHT; pos = projectVertex(new Vertex3D(center.x, center.y, center.z), lp, inv, target.world); c2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); pos = projectVertex(new Vertex3D(center.x+cross.x, center.y+cross.y, center.z+cross.z), lp, inv, target.world); r2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); var dx:Number = r2d.x-c2d.x; var dy:Number = r2d.y-c2d.y; var rad:Number = Math.sqrt(dx*dx+dy*dy); castClip.graphics.beginFill(color); castClip.graphics.moveTo(c2d.x, c2d.y); castClip.graphics.drawCircle(c2d.x, c2d.y, rad); castClip.graphics.endFill(); } public function getCastClip(plane:Plane):Sprite{ var planeMovie:Sprite = Sprite(MovieMaterial(plane.material).movie); var movieSize:Point = new Point(planeMovie.width, planeMovie.height); var castClip:Sprite;// = new Sprite(); if(planeMovie.getChildByName("castClip"+uid)) return Sprite(planeMovie.getChildByName("castClip"+uid)); else{ castClip = new Sprite(); castClip.name = "castClip"+uid; castClip.scrollRect = new Rectangle(0, 0, movieSize.x, movieSize.y); //castClip.alpha = 0.4; planeMovie.addChild(castClip); return castClip; } } public function castFaces(light:PointLight3D, target:TriangleMesh3D, plane:Plane, cull:Boolean=false, clear:Boolean = true):void{ var planeVertices:Array = plane.geometry.vertices; //convert to target space? var world:Matrix3D = plane.world; var inv:Matrix3D = Matrix3D.inverse(plane.transform); var lp:Number3D = new Number3D(light.x, light.y, light.z); Matrix3D.multiplyVector(inv, lp); var tlp:Number3D; if(cull){ tlp = new Number3D(light.x, light.y, light.z); Matrix3D.multiplyVector(Matrix3D.inverse(target.world), tlp); } //Matrix3D.multiplyVector(Matrix3D.inverse(target.transform), tlp); //p3d.setThreePoints(planeVertices[0].getPosition(), planeVertices[1].getPosition(), planeVertices[2].getPosition()); p3d.setNormalAndPoint(plane.geometry.faces[0].faceNormal, new Number3D()); if(_type == DIRECTIONAL){ var oPos:Number3D = new Number3D(target.x, target.y, target.z); Matrix3D.multiplyVector(target.world, oPos); Matrix3D.multiplyVector(inv, oPos); dir = new Number3D(oPos.x-lp.x, oPos.y-lp.y, oPos.z-lp.z); } var bounds:Object = planeBounds[plane]; if(!bounds){ bounds = plane.boundingBox(); planeBounds[plane] = bounds; } var castClip:Sprite = getCastClip(plane); castClip.blendMode = this.blend; castClip.filters = this.filters; castClip.alpha = this.alpha; var planeMovie:Sprite = Sprite(MovieMaterial(plane.material).movie); var movieSize:Point = new Point(planeMovie.width, planeMovie.height); if(clear) castClip.graphics.clear(); vertexRefs = new Dictionary(true); //numberRefs = new Dictionary(true); var pos:Number3D; var p2d:Point; var s2d:Point; var hitVert:Number3D = new Number3D(); for each(var t:Triangle3D in target.geometry.faces){ if( cull){ hitVert.x = t.v0.x; hitVert.y = t.v0.y; hitVert.z = t.v0.z; if(Number3D.dot(t.faceNormal, Number3D.sub(tlp, hitVert)) <= 0) continue; } castClip.graphics.beginFill(color); pos = projectVertex(t.v0, lp, inv, target.world); s2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); castClip.graphics.moveTo(s2d.x, s2d.y); pos = projectVertex(t.v1, lp, inv, target.world); p2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); castClip.graphics.lineTo(p2d.x, p2d.y); pos = projectVertex(t.v2, lp, inv, target.world); p2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); castClip.graphics.lineTo(p2d.x, p2d.y); castClip.graphics.lineTo(s2d.x, s2d.y); castClip.graphics.endFill(); } } public function invalidate():void{ invalidateModels(); invalidatePlanes(); } public function invalidatePlanes():void{ planeBounds = new Dictionary(true); } public function invalidateTargets():void{ numberRefs = new Dictionary(true); targetBounds = new Dictionary(true); } public function invalidateModels():void{ models = new Dictionary(true); invalidateTargets(); } private function get2dPoint(pos3D:Number3D, min3D:Number3D, size3D:Number3D, movieSize:Point):Point{ return new Point((pos3D.x-min3D.x)/size3D.x*movieSize.x, ((-pos3D.y-min3D.y)/size3D.y*movieSize.y)); } private function projectVertex(v:Vertex3D, light:Number3D, invMat:Matrix3D, world:Matrix3D):Number3D{ var pos:Number3D = vertexRefs[v]; if(pos) return pos; var n:Number3D = numberRefs[v]; if(!n){ n = new Number3D(v.x, v.y, v.z); Matrix3D.multiplyVector(world, n); Matrix3D.multiplyVector(invMat, n); numberRefs[v] = n; } if(_type == SPOTLIGHT){ lightRay.x = light.x; lightRay.y = light.y; lightRay.z = light.z; }else{ lightRay.x = n.x-dir.x; lightRay.y = n.y-dir.y; lightRay.z = n.z-dir.z; } pos = p3d.getIntersectionLineNumbers(lightRay, n); vertexRefs[v] = pos; return pos; } } } package designLab.utils { public class LayerConstant { public const INTRO:String = "INTRO"; // Intro layer string constant } }*emphasized text*

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  • Silverlight for Windows Embedded tutorial (step 6)

    - by Valter Minute
    In this tutorial step we will develop a very simple clock application that may be used as a screensaver on our devices and will allow us to discover a new feature of Silverlight for Windows Embedded (transforms) and how to use an “old” feature of Windows CE (timers) inside a Silverlight for Windows Embedded application. Let’s start with some XAML, as usual: <UserControl xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Width="640" Height="480" FontSize="18" x:Name="Clock">   <Canvas x:Name="LayoutRoot" Background="#FF000000"> <Grid Height="24" Width="150" Canvas.Left="320" Canvas.Top="234" x:Name="SecondsHand" Background="#FFFF0000"> <TextBlock Text="Seconds" TextWrapping="Wrap" Width="50" HorizontalAlignment="Right" VerticalAlignment="Center" x:Name="SecondsText" Foreground="#FFFFFFFF" TextAlignment="Right" Margin="2,2,2,2"/> </Grid> <Grid Height="24" x:Name="MinutesHand" Width="100" Background="#FF00FF00" Canvas.Left="320" Canvas.Top="234"> <TextBlock HorizontalAlignment="Right" x:Name="MinutesText" VerticalAlignment="Center" Width="50" Text="Minutes" TextWrapping="Wrap" Foreground="#FFFFFFFF" TextAlignment="Right" Margin="2,2,2,2"/> </Grid> <Grid Height="24" x:Name="HoursHand" Width="50" Background="#FF0000FF" Canvas.Left="320" Canvas.Top="234"> <TextBlock HorizontalAlignment="Right" x:Name="HoursText" VerticalAlignment="Center" Width="50" Text="Hours" TextWrapping="Wrap" Foreground="#FFFFFFFF" TextAlignment="Right" Margin="2,2,2,2"/> </Grid> </Canvas> </UserControl> This XAML file defines three grid panels, one for each hand of our clock (we are implementing an analog clock using one of the most advanced technologies of the digital world… how cool is that?). Inside each hand we put a TextBlock that will be used to display the current hour, minute, second inside the dial (you can’t do that on plain old analog clocks, but it looks nice). As usual we use XAML2CPP to generate the boring part of our code. We declare a class named “Clock” and derives from the TClock template that XAML2CPP has declared for us. class Clock : public TClock<Clock> { ... }; Our WinMain function is more or less the same we used in all the previous samples. It initializes the XAML runtime, create an instance of our class, initialize it and shows it as a dialog: int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow) { if (!XamlRuntimeInitialize()) return -1;   HRESULT retcode;   IXRApplicationPtr app; if (FAILED(retcode=GetXRApplicationInstance(&app))) return -1; Clock clock;   if (FAILED(clock.Init(hInstance,app))) return -1;     UINT exitcode;   if (FAILED(clock.GetVisualHost()->StartDialog(&exitcode))) return -1;   return exitcode; } Silverlight for Windows Embedded provides a lot of features to implement our UI, but it does not provide timers. How we can update our clock if we don’t have a timer feature? We just use plain old Windows timers, as we do in “regular” Windows CE applications! To use a timer in WinCE we should declare an id for it: #define IDT_CLOCKUPDATE 0x12341234 We also need an HWND that will be used to receive WM_TIMER messages. Our Silverlight for Windows Embedded page is “hosted” inside a GWES Window and we can retrieve its handle using the GetContainerHWND function of our VisualHost object. Let’s see how this is implemented inside our Clock class’ Init method: HRESULT Init(HINSTANCE hInstance,IXRApplication* app) { HRESULT retcode;   if (FAILED(retcode=TClock<Clock>::Init(hInstance,app))) return retcode;   // create the timer user to update the clock HWND clockhwnd;   if (FAILED(GetVisualHost()->GetContainerHWND(&clockhwnd))) return -1;   timer=SetTimer(clockhwnd,IDT_CLOCKUPDATE,1000,NULL); return 0; } We use SetTimer to create a new timer and GWES will send a WM_TIMER to our window every second, giving us a chance to update our clock. That sounds great… but how could we handle the WM_TIMER message if we didn’t implement a window procedure for our window? We have to move a step back and look how a visual host is created. This code is generated by XAML2CPP and is inside xaml2cppbase.h: virtual HRESULT CreateHost(HINSTANCE hInstance,IXRApplication* app) { HRESULT retcode; XRWindowCreateParams wp;   ZeroMemory(&wp, sizeof(XRWindowCreateParams)); InitWindowParms(&wp);   XRXamlSource xamlsrc;   SetXAMLSource(hInstance,&xamlsrc); if (FAILED(retcode=app->CreateHostFromXaml(&xamlsrc, &wp, &vhost))) return retcode;   if (FAILED(retcode=vhost->GetRootElement(&root))) return retcode; return S_OK; } As you can see the CreateHostFromXaml function of IXRApplication accepts a structure named XRWindowCreateParams that control how the “plain old” GWES Window is created by the runtime. This structure is initialized inside the InitWindowParm method: // Initializes Windows parameters, can be overridden in the user class to change its appearance virtual void InitWindowParms(XRWindowCreateParams* wp) { wp->Style = WS_OVERLAPPED; wp->pTitle = windowtitle; wp->Left = 0; wp->Top = 0; } This method set up the window style, title and position. But the XRWindowCreateParams contains also other fields and, since the function is declared as virtual, we could initialize them inside our version of InitWindowParms: // add hook procedure to the standard windows creation parms virtual void InitWindowParms(XRWindowCreateParams* wp) { TClock<Clock>::InitWindowParms(wp);   wp->pHookProc=StaticHostHookProc; wp->pvUserParam=this; } This method calls the base class implementation (useful to not having to re-write some code, did I told you that I’m quite lazy?) and then initializes the pHookProc and pvUserParam members of the XRWindowsCreateParams structure. Those members will allow us to install a “hook” procedure that will be called each time the GWES window “hosting” our Silverlight for Windows Embedded UI receives a message. We can declare a hook procedure inside our Clock class: // static hook procedure static BOOL CALLBACK StaticHostHookProc(VOID* pv,HWND hwnd,UINT Msg,WPARAM wParam,LPARAM lParam,LRESULT* pRetVal) { ... } You should notice two things here. First that the function is declared as static. This is required because a non-static function has a “hidden” parameters, that is the “this” pointer of our object. Having an extra parameter is not allowed for the type defined for the pHookProc member of the XRWindowsCreateParams struct and so we should implement our hook procedure as static. But in a static procedure we will not have a this pointer. How could we access the data member of our class? Here’s the second thing to notice. We initialized also the pvUserParam of the XRWindowsCreateParams struct. We set it to our this pointer. This value will be passed as the first parameter of the hook procedure. In this way we can retrieve our this pointer and use it to call a non-static version of our hook procedure: // static hook procedure static BOOL CALLBACK StaticHostHookProc(VOID* pv,HWND hwnd,UINT Msg,WPARAM wParam,LPARAM lParam,LRESULT* pRetVal) { return ((Clock*)pv)->HostHookProc(hwnd,Msg,wParam,lParam,pRetVal); } Inside our non-static hook procedure we will have access to our this pointer and we will be able to update our clock: // hook procedure (handles timers) BOOL HostHookProc(HWND hwnd,UINT Msg,WPARAM wParam,LPARAM lParam,LRESULT* pRetVal) { switch (Msg) { case WM_TIMER: if (wParam==IDT_CLOCKUPDATE) UpdateClock(); *pRetVal=0; return TRUE; } return FALSE; } The UpdateClock member function will update the text inside our TextBlocks and rotate the hands to reflect current time: // udates Hands positions and labels HRESULT UpdateClock() { SYSTEMTIME time; HRESULT retcode;   GetLocalTime(&time);   //updates the text fields TCHAR timebuffer[32];   _itow(time.wSecond,timebuffer,10);   SecondsText->SetText(timebuffer);   _itow(time.wMinute,timebuffer,10);   MinutesText->SetText(timebuffer);   _itow(time.wHour,timebuffer,10);   HoursText->SetText(timebuffer);   if (FAILED(retcode=RotateHand(((float)time.wSecond)*6-90,SecondsHand))) return retcode;   if (FAILED(retcode=RotateHand(((float)time.wMinute)*6-90,MinutesHand))) return retcode;   if (FAILED(retcode=RotateHand(((float)(time.wHour%12))*30-90,HoursHand))) return retcode;   return S_OK; } The function retrieves current time, convert hours, minutes and seconds to strings and display those strings inside the three TextBlocks that we put inside our clock hands. Then it rotates the hands to position them at the right angle (angles are in degrees and we have to subtract 90 degrees because 0 degrees means horizontal on Silverlight for Windows Embedded and usually a clock 0 is in the top position of the dial. The code of the RotateHand function uses transforms to rotate our clock hands on the screen: // rotates a Hand HRESULT RotateHand(float angle,IXRFrameworkElement* Hand) { HRESULT retcode; IXRRotateTransformPtr rotatetransform; IXRApplicationPtr app;   if (FAILED(retcode=GetXRApplicationInstance(&app))) return retcode;   if (FAILED(retcode=app->CreateObject(IID_IXRRotateTransform,&rotatetransform))) return retcode;     if (FAILED(retcode=rotatetransform->SetAngle(angle))) return retcode;   if (FAILED(retcode=rotatetransform->SetCenterX(0.0))) return retcode;   float height;   if (FAILED(retcode==Hand->GetActualHeight(&height))) return retcode;   if (FAILED(retcode=rotatetransform->SetCenterY(height/2))) return retcode; if (FAILED(retcode=Hand->SetRenderTransform(rotatetransform))) return retcode;   return S_OK; } It creates a IXRotateTransform object, set its rotation angle and origin (the default origin is at the top-left corner of our Grid panel, we move it in the vertical center to keep the hand rotating around a single point in a more “clock like” way. Then we can apply the transform to our UI object using SetRenderTransform. Every UI element (derived from IXRFrameworkElement) can be rotated! And using different subclasses of IXRTransform also moved, scaled, skewed and distorted in many ways. You can also concatenate multiple transforms and apply them at once suing a IXRTransformGroup object. The XAML engine uses vector graphics and object will not look “pixelated” when they are rotated or scaled. As usual you can download the code here: http://cid-9b7b0aefe3514dc5.skydrive.live.com/self.aspx/.Public/Clock.zip If you read up to (down to?) this point you seem to be interested in Silverlight for Windows Embedded. If you want me to discuss some specific topic, please feel free to point it out in the comments! Technorati Tags: Silverlight for Windows Embedded,Windows CE

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  • Error in running script [closed]

    - by SWEngineer
    I'm trying to run heathusf_v1.1.0.tar.gz found here I installed tcsh to make build_heathusf work. But, when I run ./build_heathusf, I get the following (I'm running that on a Fedora Linux system from Terminal): $ ./build_heathusf Compiling programs to build a library of image processing functions. convexpolyscan.c: In function ‘cdelete’: convexpolyscan.c:346:5: warning: incompatible implicit declaration of built-in function ‘bcopy’ [enabled by default] myalloc.c: In function ‘mycalloc’: myalloc.c:68:16: error: invalid storage class for function ‘store_link’ myalloc.c: In function ‘mymalloc’: myalloc.c:101:16: error: invalid storage class for function ‘store_link’ myalloc.c: In function ‘myfree’: myalloc.c:129:27: error: invalid storage class for function ‘find_link’ myalloc.c:131:12: warning: assignment makes pointer from integer without a cast [enabled by default] myalloc.c: At top level: myalloc.c:150:13: warning: conflicting types for ‘store_link’ [enabled by default] myalloc.c:150:13: error: static declaration of ‘store_link’ follows non-static declaration myalloc.c:91:4: note: previous implicit declaration of ‘store_link’ was here myalloc.c:164:24: error: conflicting types for ‘find_link’ myalloc.c:131:14: note: previous implicit declaration of ‘find_link’ was here Building the mammogram resizing program. gcc -O2 -I. -I../common mkimage.o -o mkimage -L../common -lmammo -lm ../common/libmammo.a(aggregate.o): In function `aggregate': aggregate.c:(.text+0x7fa): undefined reference to `mycalloc' aggregate.c:(.text+0x81c): undefined reference to `mycalloc' aggregate.c:(.text+0x868): undefined reference to `mycalloc' ../common/libmammo.a(aggregate.o): In function `aggregate_median': aggregate.c:(.text+0xbc5): undefined reference to `mymalloc' aggregate.c:(.text+0xbfb): undefined reference to `mycalloc' aggregate.c:(.text+0xc3c): undefined reference to `mycalloc' ../common/libmammo.a(aggregate.o): In function `aggregate': aggregate.c:(.text+0x9b5): undefined reference to `myfree' ../common/libmammo.a(aggregate.o): In function `aggregate_median': aggregate.c:(.text+0xd85): undefined reference to `myfree' ../common/libmammo.a(optical_density.o): In function `linear_optical_density': optical_density.c:(.text+0x29e): undefined reference to `mymalloc' optical_density.c:(.text+0x342): undefined reference to `mycalloc' optical_density.c:(.text+0x383): undefined reference to `mycalloc' ../common/libmammo.a(optical_density.o): In function `log10_optical_density': optical_density.c:(.text+0x693): undefined reference to `mymalloc' optical_density.c:(.text+0x74f): undefined reference to `mycalloc' optical_density.c:(.text+0x790): undefined reference to `mycalloc' ../common/libmammo.a(optical_density.o): In function `map_with_ushort_lut': optical_density.c:(.text+0xb2e): undefined reference to `mymalloc' optical_density.c:(.text+0xb87): undefined reference to `mycalloc' optical_density.c:(.text+0xbc6): undefined reference to `mycalloc' ../common/libmammo.a(optical_density.o): In function `linear_optical_density': optical_density.c:(.text+0x4d9): undefined reference to `myfree' ../common/libmammo.a(optical_density.o): In function `log10_optical_density': optical_density.c:(.text+0x8f1): undefined reference to `myfree' ../common/libmammo.a(optical_density.o): In function `map_with_ushort_lut': optical_density.c:(.text+0xd0d): undefined reference to `myfree' ../common/libmammo.a(virtual_image.o): In function `deallocate_cached_image': virtual_image.c:(.text+0x3dc6): undefined reference to `myfree' virtual_image.c:(.text+0x3dd7): undefined reference to `myfree' ../common/libmammo.a(virtual_image.o):virtual_image.c:(.text+0x3de5): more undefined references to `myfree' follow ../common/libmammo.a(virtual_image.o): In function `allocate_cached_image': virtual_image.c:(.text+0x4233): undefined reference to `mycalloc' virtual_image.c:(.text+0x4253): undefined reference to `mymalloc' virtual_image.c:(.text+0x4275): undefined reference to `mycalloc' virtual_image.c:(.text+0x42e7): undefined reference to `mycalloc' virtual_image.c:(.text+0x44f9): undefined reference to `mycalloc' virtual_image.c:(.text+0x47a9): undefined reference to `mycalloc' virtual_image.c:(.text+0x4a45): undefined reference to `mycalloc' virtual_image.c:(.text+0x4af4): undefined reference to `myfree' collect2: error: ld returned 1 exit status make: *** [mkimage] Error 1 Building the breast segmentation program. gcc -O2 -I. -I../common breastsegment.o segment.o -o breastsegment -L../common -lmammo -lm breastsegment.o: In function `render_segmentation_sketch': breastsegment.c:(.text+0x43): undefined reference to `mycalloc' breastsegment.c:(.text+0x58): undefined reference to `mycalloc' breastsegment.c:(.text+0x12f): undefined reference to `mycalloc' breastsegment.c:(.text+0x1b9): undefined reference to `myfree' breastsegment.c:(.text+0x1c6): undefined reference to `myfree' breastsegment.c:(.text+0x1e1): undefined reference to `myfree' segment.o: In function `find_center': segment.c:(.text+0x53): undefined reference to `mycalloc' segment.c:(.text+0x71): undefined reference to `mycalloc' segment.c:(.text+0x387): undefined reference to `myfree' segment.o: In function `bordercode': segment.c:(.text+0x4ac): undefined reference to `mycalloc' segment.c:(.text+0x546): undefined reference to `mycalloc' segment.c:(.text+0x651): undefined reference to `mycalloc' segment.c:(.text+0x691): undefined reference to `myfree' segment.o: In function `estimate_tissue_image': segment.c:(.text+0x10d4): undefined reference to `mycalloc' segment.c:(.text+0x14da): undefined reference to `mycalloc' segment.c:(.text+0x1698): undefined reference to `mycalloc' segment.c:(.text+0x1834): undefined reference to `mycalloc' segment.c:(.text+0x1850): undefined reference to `mycalloc' segment.o:segment.c:(.text+0x186a): more undefined references to `mycalloc' follow segment.o: In function `estimate_tissue_image': segment.c:(.text+0x1bbc): undefined reference to `myfree' segment.c:(.text+0x1c4a): undefined reference to `mycalloc' segment.c:(.text+0x1c7c): undefined reference to `mycalloc' segment.c:(.text+0x1d8e): undefined reference to `myfree' segment.c:(.text+0x1d9b): undefined reference to `myfree' segment.c:(.text+0x1da8): undefined reference to `myfree' segment.c:(.text+0x1dba): undefined reference to `myfree' segment.c:(.text+0x1dc9): undefined reference to `myfree' segment.o:segment.c:(.text+0x1dd8): more undefined references to `myfree' follow segment.o: In function `estimate_tissue_image': segment.c:(.text+0x20bf): undefined reference to `mycalloc' segment.o: In function `segment_breast': segment.c:(.text+0x24cd): undefined reference to `mycalloc' segment.o: In function `find_center': segment.c:(.text+0x3a4): undefined reference to `myfree' segment.o: In function `bordercode': segment.c:(.text+0x6ac): undefined reference to `myfree' ../common/libmammo.a(aggregate.o): In function `aggregate': aggregate.c:(.text+0x7fa): undefined reference to `mycalloc' aggregate.c:(.text+0x81c): undefined reference to `mycalloc' aggregate.c:(.text+0x868): undefined reference to `mycalloc' ../common/libmammo.a(aggregate.o): In function `aggregate_median': aggregate.c:(.text+0xbc5): undefined reference to `mymalloc' aggregate.c:(.text+0xbfb): undefined reference to `mycalloc' aggregate.c:(.text+0xc3c): undefined reference to `mycalloc' ../common/libmammo.a(aggregate.o): In function `aggregate': aggregate.c:(.text+0x9b5): undefined reference to `myfree' ../common/libmammo.a(aggregate.o): In function `aggregate_median': aggregate.c:(.text+0xd85): undefined reference to `myfree' ../common/libmammo.a(cc_label.o): In function `cc_label': cc_label.c:(.text+0x20c): undefined reference to `mycalloc' cc_label.c:(.text+0x6c2): undefined reference to `mycalloc' cc_label.c:(.text+0xbaa): undefined reference to `myfree' ../common/libmammo.a(cc_label.o): In function `cc_label_0bkgd': cc_label.c:(.text+0xe17): undefined reference to `mycalloc' cc_label.c:(.text+0x12d7): undefined reference to `mycalloc' cc_label.c:(.text+0x17e7): undefined reference to `myfree' ../common/libmammo.a(cc_label.o): In function `cc_relabel_by_intensity': cc_label.c:(.text+0x18c5): undefined reference to `mycalloc' ../common/libmammo.a(cc_label.o): In function `cc_label_4connect': cc_label.c:(.text+0x1cf0): undefined reference to `mycalloc' cc_label.c:(.text+0x2195): undefined reference to `mycalloc' cc_label.c:(.text+0x26a4): undefined reference to `myfree' ../common/libmammo.a(cc_label.o): In function `cc_relabel_by_intensity': cc_label.c:(.text+0x1b06): undefined reference to `myfree' ../common/libmammo.a(convexpolyscan.o): In function `polyscan_coords': convexpolyscan.c:(.text+0x6f0): undefined reference to `mycalloc' convexpolyscan.c:(.text+0x75f): undefined reference to `mycalloc' convexpolyscan.c:(.text+0x7ab): undefined reference to `myfree' convexpolyscan.c:(.text+0x7b8): undefined reference to `myfree' ../common/libmammo.a(convexpolyscan.o): In function `polyscan_poly_cacheim': convexpolyscan.c:(.text+0x805): undefined reference to `mycalloc' convexpolyscan.c:(.text+0x894): undefined reference to `myfree' ../common/libmammo.a(mikesfileio.o): In function `read_segmentation_file': mikesfileio.c:(.text+0x1e9): undefined reference to `mycalloc' mikesfileio.c:(.text+0x205): undefined reference to `mycalloc' ../common/libmammo.a(optical_density.o): In function `linear_optical_density': optical_density.c:(.text+0x29e): undefined reference to `mymalloc' optical_density.c:(.text+0x342): undefined reference to `mycalloc' optical_density.c:(.text+0x383): undefined reference to `mycalloc' ../common/libmammo.a(optical_density.o): In function `log10_optical_density': optical_density.c:(.text+0x693): undefined reference to `mymalloc' optical_density.c:(.text+0x74f): undefined reference to `mycalloc' optical_density.c:(.text+0x790): undefined reference to `mycalloc' ../common/libmammo.a(optical_density.o): In function `map_with_ushort_lut': optical_density.c:(.text+0xb2e): undefined reference to `mymalloc' optical_density.c:(.text+0xb87): undefined reference to `mycalloc' optical_density.c:(.text+0xbc6): undefined reference to `mycalloc' ../common/libmammo.a(optical_density.o): In function `linear_optical_density': optical_density.c:(.text+0x4d9): undefined reference to `myfree' ../common/libmammo.a(optical_density.o): In function `log10_optical_density': optical_density.c:(.text+0x8f1): undefined reference to `myfree' ../common/libmammo.a(optical_density.o): In function `map_with_ushort_lut': optical_density.c:(.text+0xd0d): undefined reference to `myfree' ../common/libmammo.a(virtual_image.o): In function `deallocate_cached_image': virtual_image.c:(.text+0x3dc6): undefined reference to `myfree' virtual_image.c:(.text+0x3dd7): undefined reference to `myfree' ../common/libmammo.a(virtual_image.o):virtual_image.c:(.text+0x3de5): more undefined references to `myfree' follow ../common/libmammo.a(virtual_image.o): In function `allocate_cached_image': virtual_image.c:(.text+0x4233): undefined reference to `mycalloc' virtual_image.c:(.text+0x4253): undefined reference to `mymalloc' virtual_image.c:(.text+0x4275): undefined reference to `mycalloc' virtual_image.c:(.text+0x42e7): undefined reference to `mycalloc' virtual_image.c:(.text+0x44f9): undefined reference to `mycalloc' virtual_image.c:(.text+0x47a9): undefined reference to `mycalloc' virtual_image.c:(.text+0x4a45): undefined reference to `mycalloc' virtual_image.c:(.text+0x4af4): undefined reference to `myfree' collect2: error: ld returned 1 exit status make: *** [breastsegment] Error 1 Building the mass feature generation program. gcc -O2 -I. -I../common afumfeature.o -o afumfeature -L../common -lmammo -lm afumfeature.o: In function `afum_process': afumfeature.c:(.text+0xd80): undefined reference to `mycalloc' afumfeature.c:(.text+0xd9c): undefined reference to `mycalloc' afumfeature.c:(.text+0xe80): undefined reference to `mycalloc' afumfeature.c:(.text+0x11f8): undefined reference to `myfree' afumfeature.c:(.text+0x1207): undefined reference to `myfree' afumfeature.c:(.text+0x1214): undefined reference to `myfree' ../common/libmammo.a(aggregate.o): In function `aggregate': aggregate.c:(.text+0x7fa): undefined reference to `mycalloc' aggregate.c:(.text+0x81c): undefined reference to `mycalloc' aggregate.c:(.text+0x868): undefined reference to `mycalloc' ../common/libmammo.a(aggregate.o): In function `aggregate_median': aggregate.c:(.text+0xbc5): undefined reference to `mymalloc' aggregate.c:(.text+0xbfb): undefined reference to `mycalloc' aggregate.c:(.text+0xc3c): undefined reference to `mycalloc' ../common/libmammo.a(aggregate.o): In function `aggregate': aggregate.c:(.text+0x9b5): undefined reference to `myfree' ../common/libmammo.a(aggregate.o): In function `aggregate_median': aggregate.c:(.text+0xd85): undefined reference to `myfree' ../common/libmammo.a(convexpolyscan.o): In function `polyscan_coords': convexpolyscan.c:(.text+0x6f0): undefined reference to `mycalloc' convexpolyscan.c:(.text+0x75f): undefined reference to `mycalloc' convexpolyscan.c:(.text+0x7ab): undefined reference to `myfree' convexpolyscan.c:(.text+0x7b8): undefined reference to `myfree' ../common/libmammo.a(convexpolyscan.o): In function `polyscan_poly_cacheim': convexpolyscan.c:(.text+0x805): undefined reference to `mycalloc' convexpolyscan.c:(.text+0x894): undefined reference to `myfree' ../common/libmammo.a(mikesfileio.o): In function `read_segmentation_file': mikesfileio.c:(.text+0x1e9): undefined reference to `mycalloc' mikesfileio.c:(.text+0x205): undefined reference to `mycalloc' ../common/libmammo.a(optical_density.o): In function `linear_optical_density': optical_density.c:(.text+0x29e): undefined reference to `mymalloc' optical_density.c:(.text+0x342): undefined reference to `mycalloc' optical_density.c:(.text+0x383): undefined reference to `mycalloc' ../common/libmammo.a(optical_density.o): In function `log10_optical_density': optical_density.c:(.text+0x693): undefined reference to `mymalloc' optical_density.c:(.text+0x74f): undefined reference to `mycalloc' optical_density.c:(.text+0x790): undefined reference to `mycalloc' ../common/libmammo.a(optical_density.o): In function `map_with_ushort_lut': optical_density.c:(.text+0xb2e): undefined reference to `mymalloc' optical_density.c:(.text+0xb87): undefined reference to `mycalloc' optical_density.c:(.text+0xbc6): undefined reference to `mycalloc' ../common/libmammo.a(optical_density.o): In function `linear_optical_density': optical_density.c:(.text+0x4d9): undefined reference to `myfree' ../common/libmammo.a(optical_density.o): In function `log10_optical_density': optical_density.c:(.text+0x8f1): undefined reference to `myfree' ../common/libmammo.a(optical_density.o): In function `map_with_ushort_lut': optical_density.c:(.text+0xd0d): undefined reference to `myfree' ../common/libmammo.a(virtual_image.o): In function `deallocate_cached_image': virtual_image.c:(.text+0x3dc6): undefined reference to `myfree' virtual_image.c:(.text+0x3dd7): undefined reference to `myfree' ../common/libmammo.a(virtual_image.o):virtual_image.c:(.text+0x3de5): more undefined references to `myfree' follow ../common/libmammo.a(virtual_image.o): In function `allocate_cached_image': virtual_image.c:(.text+0x4233): undefined reference to `mycalloc' virtual_image.c:(.text+0x4253): undefined reference to `mymalloc' virtual_image.c:(.text+0x4275): undefined reference to `mycalloc' virtual_image.c:(.text+0x42e7): undefined reference to `mycalloc' virtual_image.c:(.text+0x44f9): undefined reference to `mycalloc' virtual_image.c:(.text+0x47a9): undefined reference to `mycalloc' virtual_image.c:(.text+0x4a45): undefined reference to `mycalloc' virtual_image.c:(.text+0x4af4): undefined reference to `myfree' collect2: error: ld returned 1 exit status make: *** [afumfeature] Error 1 Building the mass detection program. make: Nothing to be done for `all'. Building the performance evaluation program. gcc -O2 -I. -I../common DDSMeval.o polyscan.o -o DDSMeval -L../common -lmammo -lm ../common/libmammo.a(mikesfileio.o): In function `read_segmentation_file': mikesfileio.c:(.text+0x1e9): undefined reference to `mycalloc' mikesfileio.c:(.text+0x205): undefined reference to `mycalloc' collect2: error: ld returned 1 exit status make: *** [DDSMeval] Error 1 Building the template creation program. gcc -O2 -I. -I../common mktemplate.o polyscan.o -o mktemplate -L../common -lmammo -lm Building the drawimage program. gcc -O2 -I. -I../common drawimage.o -o drawimage -L../common -lmammo -lm ../common/libmammo.a(mikesfileio.o): In function `read_segmentation_file': mikesfileio.c:(.text+0x1e9): undefined reference to `mycalloc' mikesfileio.c:(.text+0x205): undefined reference to `mycalloc' collect2: error: ld returned 1 exit status make: *** [drawimage] Error 1 Building the compression/decompression program jpeg. gcc -O2 -DSYSV -DNOTRUNCATE -c lexer.c lexer.c:41:1: error: initializer element is not constant lexer.c:41:1: error: (near initialization for ‘yyin’) lexer.c:41:1: error: initializer element is not constant lexer.c:41:1: error: (near initialization for ‘yyout’) lexer.c: In function ‘initparser’: lexer.c:387:21: warning: incompatible implicit declaration of built-in function ‘strlen’ [enabled by default] lexer.c: In function ‘MakeLink’: lexer.c:443:16: warning: incompatible implicit declaration of built-in function ‘malloc’ [enabled by default] lexer.c:447:7: warning: incompatible implicit declaration of built-in function ‘exit’ [enabled by default] lexer.c:452:7: warning: incompatible implicit declaration of built-in function ‘exit’ [enabled by default] lexer.c:455:34: warning: incompatible implicit declaration of built-in function ‘calloc’ [enabled by default] lexer.c:458:7: warning: incompatible implicit declaration of built-in function ‘exit’ [enabled by default] lexer.c:460:3: warning: incompatible implicit declaration of built-in function ‘strcpy’ [enabled by default] lexer.c: In function ‘getstr’: lexer.c:548:26: warning: incompatible implicit declaration of built-in function ‘malloc’ [enabled by default] lexer.c:552:4: warning: incompatible implicit declaration of built-in function ‘exit’ [enabled by default] lexer.c:557:21: warning: incompatible implicit declaration of built-in function ‘calloc’ [enabled by default] lexer.c:557:28: warning: incompatible implicit declaration of built-in function ‘strlen’ [enabled by default] lexer.c:561:7: warning: incompatible implicit declaration of built-in function ‘exit’ [enabled by default] lexer.c: In function ‘parser’: lexer.c:794:21: warning: incompatible implicit declaration of built-in function ‘calloc’ [enabled by default] lexer.c:798:8: warning: incompatible implicit declaration of built-in function ‘exit’ [enabled by default] lexer.c:1074:21: warning: incompatible implicit declaration of built-in function ‘calloc’ [enabled by default] lexer.c:1078:8: warning: incompatible implicit declaration of built-in function ‘exit’ [enabled by default] lexer.c:1116:21: warning: incompatible implicit declaration of built-in function ‘calloc’ [enabled by default] lexer.c:1120:8: warning: incompatible implicit declaration of built-in function ‘exit’ [enabled by default] lexer.c:1154:25: warning: incompatible implicit declaration of built-in function ‘calloc’ [enabled by default] lexer.c:1158:5: warning: incompatible implicit declaration of built-in function ‘exit’ [enabled by default] lexer.c:1190:5: warning: incompatible implicit declaration of built-in function ‘exit’ [enabled by default] lexer.c:1247:25: warning: incompatible implicit declaration of built-in function ‘calloc’ [enabled by default] lexer.c:1251:5: warning: incompatible implicit declaration of built-in function ‘exit’ [enabled by default] lexer.c:1283:5: warning: incompatible implicit declaration of built-in function ‘exit’ [enabled by default] lexer.c: In function ‘yylook’: lexer.c:1867:9: warning: cast from pointer to integer of different size [-Wpointer-to-int-cast] lexer.c:1867:20: warning: cast from pointer to integer of different size [-Wpointer-to-int-cast] lexer.c:1877:12: warning: cast from pointer to integer of different size [-Wpointer-to-int-cast] lexer.c:1877:23: warning: cast from pointer to integer of different size [-Wpointer-to-int-cast] make: *** [lexer.o] Error 1

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  • Android app to remote control Samsung Smart TVs

    - by Gopinath
    Smart TV Remote is an unofficial Android app that lets you control Samsung Smart TVs connected over a local WiFi network. This app comes very handy when you want to control your TV which is not in line of sight of your TV remote control or just want to use your mobile phone/tablet to control the TV. Setting up a TV  is very easy using auto scan feature . Once the TV is setup, you are all set to start using the app as a remote control. A traditional remote controls makes use of infra red technology and it needs to be in the line of sight of the TV receiver to work. But this app make use of WiFi technology which give it flexibility of controlling the TV as long as the mobile & TV is connected to WiFi network. It just works even if the TV is behind a wall. The App provides very easy to use options to switch between channels and separate remotes with media controls, smart hub features and a numeric key pad if you want to navigate to a channel through its number. The App also provides a home screen widget with volume controls and channel navigation options. I use  this App to control Samsung E Series Smart Tv at home and it works very well. I’m impressed by the ease at which it allows to setup a TV, support for multiple TVs, controlling the TV though I’m not in the line of sight and using volume buttons of smart phone to control volume of TV. What’s annoying and missing with the app As advertised the app works very well in controlling Samsung TVs (B-, C-, D- E-, and F-Series) except it is very painful to move mouse pointer while browsing web on TV. When you try to move mouse pointer using the App, it mouse painfully slow especially. I gave us using the app to control mouse pointer after trying couple of times. I installed this App thinking that it may help me browse web on Smart TVs, especially a key board support to type web urls. App does not supports entering text either while browsing web or searching through Smart TV apps like YouTube, App Store etc. Developers of this App never advertised keyboard support so no complaints about this. But it would be very helpful if the developers allow this app use as a keyboard and rescue me from the pain of typing text using TV Remote control. Overall this is a very nice app and worth trying out – Download Smart TV Remote from Google Play

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  • How to set a target as image [on hold]

    - by Zadalaxmi
    How to set a target as image in given code. public void addListenerForImage(final Image roomImage) { final DragAndDrop dragAndDrop = new DragAndDrop(); dragAndDrop.addSource(new DragAndDrop.Source(roomImage) { public DragAndDrop.Payload dragStart (InputEvent event, float x, float y, int pointer) { DragAndDrop.Payload payload = new DragAndDrop.Payload(); payload.setDragActor(roomImage); dragAndDrop.setDragActorPosition(-x, -y + roomImage.getHeight()); return payload; } public void dragStop (InputEvent event, float x, float y, int pointer,Target target) { roomImage.setBounds(50, 125, roomImage.getWidth(), roomImage.getHeight()); if(target != null) { roomImage.setPosition(target.getActor().getX(), target.getActor().getY()); } System.out.println(target); stage.addActor(roomImage); } }); My problem is i can drag the images and i am not able to set target as image; and target shows as null;One more if a invisible some of the images in group how can i test that it is overlapped or not;Please give some links and suggestion

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  • Display problem with fresh install of 12.04

    - by Dan
    Just intalled Ubuntu 12.04 from CD and install went with no problems. After rebooting, I get the initial purple screen and then a black screen with mouse pointer and a few stray pixels at the bottom left of screen. Occasionally during the boot process, the purple screen comes back momentarily but then back to the black screen with the mouse pointer. When I finally give up and press the power button, the purple screen returns with the Shut Down box visible as it is shutting down. Any ideas? I have tried adding nomodeset after quiet splash, but no change. Possibly not doing it correctly, since I am somewhat of a newbie to linux. Thanks! Dan

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  • Pythonika installation error on ubuntu 12

    - by user1426913
    I have been following links: to install pythonika on ubuntu: How to install Pythonika on Ubuntu? I get error: $ sudo make -f Makefile.linux cc -c Pythonika.c -I/usr/local/Wolfram/Mathematica/9.0/SystemFiles/Links/MathLink/DeveloperKit/Linux/CompilerAdditions -I/usr/include/python2.7/ Pythonika.c: In function ‘PyUnicodeString’: Pythonika.c:109:5: warning: passing argument 1 of ‘PyUnicodeUCS4_FromUnicode’ from incompatible pointer type [enabled by default] /usr/include/python2.7/unicodeobject.h:464:23: note: expected ‘const Py_UNICODE *’ but argument is of type ‘short unsigned int *’ Pythonika.c: In function ‘python_to_mathematica_object’: Pythonika.c:411:13: warning: passing argument 2 of ‘MLPutUnicodeString’ from incompatible pointer type [enabled by default] /usr/local/Wolfram/Mathematica/9.0/SystemFiles/Links/MathLink/DeveloperKit/Linux/CompilerAdditions/mathlink.h:4299:1: note: expected ‘const short unsigned int *’ but argument is of type ‘Py_UNICODE ’ "/usr/local/Wolfram/Mathematica/9.0/SystemFiles/Links/MathLink/DeveloperKit/Linux/CompilerAdditions/mprep" Pythonika.tm -o Pythonikatm.c /bin/sh: 1: /usr/local/Wolfram/Mathematica/9.0/SystemFiles/Links/MathLink/DeveloperKit/Linux/CompilerAdditions/mprep: not found make: ** [Pythonikatm.o] Error 127

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  • Touchpad too sensitive on Samsung Series 7

    - by Amit Prakash
    I just installed Ubuntu 12.04 on my SAMSUNG Series 7 NP700Z5B-S01UB. The touchpad worked out of the box and that has been awesome. But the touch pad's tap to click is too sensitive. It keeps selecting things as I'm just trying to move the pointer. I didn't have this problem with windows so this tells me that it can be configured to be less sensitive. Need help doing this. PS: I know turning off tap to click is an option but I don't want that. PPS: I see various sensitivity sliders in the config but they seem to be at the lowest and mostly around acceleration of pointer not for tap sensitivity.

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  • WCF Duplex Interaction with Web Server

    - by Mark Struzinski
    Here is my scenario, and it is causing us a considerable amount of grief at the moment: We have a vendor web service which provides base level telephony functionality. This service has a SOAP api, which we are leveraging to build up a custom UI that is integrated into our in house web apps. The api functions on 2 levels. You make standard client calls into the service to initiate actions, such as Login, Place Call, Hang Up, etc. On a different thread, the service sends events back to the client to alert the user of things that are occurring on the system (agent successfully logged in, call was disconnected, etc). I implemented a WCF service to sit between the web server and the vendor service. This WCF service operates in duplex mode, establishing a 2 way connection with the web server. The web server makes outbound calls to the WCF service, which routes them to the vendor's web service. Events are received back to the WCF service, which passes them onto the web server via a callback channel on the WCF client. As events are received on the web server, they are placed into a hash table with the user's name as the key, and a .NET queue as the value to hold the event. Each event is enqueued to the agent who owns it. On a 2 second interval, the web page polls the web server via an ajax request to get new events for the logged in user. It hits the hash table for the user key, dequeues any events that are present, and serializes them back up to the web page. From there, they are processed in order and appropriate messages are displayed to the user. This implementation performs well in a single user scenario. The second I put more than 1 user on the system, I start getting frequent timeouts with the following CommunicationException: A connection attempt failed because the connected party did not properly respond after a period of time, or established connection failed because connected host has failed to respond We are running Windows Server 2008 R2 both servers. Both the web app and WCF service are running on .NET 3.5. The WCF service is running under the net.tcp protocol in duplex mode. The web app is ASP.NET MVC 2. Has anyone dealt with anything like this scenario? Is there a more efficient way (or a widely accepted pattern) to implement this?

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  • array and array_view from amp.h

    - by Daniel Moth
    This is a very long post, but it also covers what are probably the classes (well, array_view at least) that you will use the most with C++ AMP, so I hope you enjoy it! Overview The concurrency::array and concurrency::array_view template classes represent multi-dimensional data of type T, of N dimensions, specified at compile time (and you can later access the number of dimensions via the rank property). If N is not specified, it is assumed that it is 1 (i.e. single-dimensional case). They are rectangular (not jagged). The difference between them is that array is a container of data, whereas array_view is a wrapper of a container of data. So in that respect, array behaves like an STL container, whereas the closest thing an array_view behaves like is an STL iterator (albeit with random access and allowing you to view more than one element at a time!). The data in the array (whether provided at creation time or added later) resides on an accelerator (which is specified at creation time either explicitly by the developer, or set to the default accelerator at creation time by the runtime) and is laid out contiguously in memory. The data provided to the array_view is not stored by/in the array_view, because the array_view is simply a view over the real source (which can reside on the CPU or other accelerator). The underlying data is copied on demand to wherever the array_view is accessed. Elements which differ by one in the least significant dimension of the array_view are adjacent in memory. array objects must be captured by reference into the lambda you pass to the parallel_for_each call, whereas array_view objects must be captured by value (into the lambda you pass to the parallel_for_each call). Creating array and array_view objects and relevant properties You can create array_view objects from other array_view objects of the same rank and element type (shallow copy, also possible via assignment operator) so they point to the same underlying data, and you can also create array_view objects over array objects of the same rank and element type e.g.   array_view<int,3> a(b); // b can be another array or array_view of ints with rank=3 Note: Unlike the constructors above which can be called anywhere, the ones in the rest of this section can only be called from CPU code. You can create array objects from other array objects of the same rank and element type (copy and move constructors) and from other array_view objects, e.g.   array<float,2> a(b); // b can be another array or array_view of floats with rank=2 To create an array from scratch, you need to at least specify an extent object, e.g. array<int,3> a(myExtent);. Note that instead of an explicit extent object, there are convenience overloads when N<=3 so you can specify 1-, 2-, 3- integers (dependent on the array's rank) and thus have the extent created for you under the covers. At any point, you can access the array's extent thought the extent property. The exact same thing applies to array_view (extent as constructor parameters, incl. convenience overloads, and property). While passing only an extent object to create an array is enough (it means that the array will be written to later), it is not enough for the array_view case which must always wrap over some other container (on which it relies for storage space and actual content). So in addition to the extent object (that describes the shape you'd like to be viewing/accessing that data through), to create an array_view from another container (e.g. std::vector) you must pass in the container itself (which must expose .data() and a .size() methods, e.g. like std::array does), e.g.   array_view<int,2> aaa(myExtent, myContainerOfInts); Similarly, you can create an array_view from a raw pointer of data plus an extent object. Back to the array case, to optionally initialize the array with data, you can pass an iterator pointing to the start (and optionally one pointing to the end of the source container) e.g.   array<double,1> a(5, myVector.begin(), myVector.end()); We saw that arrays are bound to an accelerator at creation time, so in case you don’t want the C++ AMP runtime to assign the array to the default accelerator, all array constructors have overloads that let you pass an accelerator_view object, which you can later access via the accelerator_view property. Note that at the point of initializing an array with data, a synchronous copy of the data takes place to the accelerator, and then to copy any data back we'll see that an explicit copy call is required. This does not happen with the array_view where copying is on demand... refresh and synchronize on array_view Note that in the previous section on constructors, unlike the array case, there was no overload that accepted an accelerator_view for array_view. That is because the array_view is simply a wrapper, so the allocation of the data has already taken place before you created the array_view. When you capture an array_view variable in your call to parallel_for_each, the copy of data between the non-CPU accelerator and the CPU takes place on demand (i.e. it is implicit, versus the explicit copy that has to happen with the array). There are some subtleties to the on-demand-copying that we cover next. The assumption when using an array_view is that you will continue to access the data through the array_view, and not through the original underlying source, e.g. the pointer to the data that you passed to the array_view's constructor. So if you modify the data through the array_view on the GPU, the original pointer on the CPU will not "know" that, unless one of two things happen: you access the data through the array_view on the CPU side, i.e. using indexing that we cover below you explicitly call the array_view's synchronize method on the CPU (this also gets called in the array_view's destructor for you) Conversely, if you make a change to the underlying data through the original source (e.g. the pointer), the array_view will not "know" about those changes, unless you call its refresh method. Finally, note that if you create an array_view of const T, then the data is copied to the accelerator on demand, but it does not get copied back, e.g.   array_view<const double, 5> myArrView(…); // myArrView will not get copied back from GPU There is also a similar mechanism to achieve the reverse, i.e. not to copy the data of an array_view to the GPU. copy_to, data, and global copy/copy_async functions Both array and array_view expose two copy_to overloads that allow copying them to another array, or to another array_view, and these operations can also be achieved with assignment (via the = operator overloads). Also both array and array_view expose a data method, to get a raw pointer to the underlying data of the array or array_view, e.g. float* f = myArr.data();. Note that for array_view, this only works when the rank is equal to 1, due to the data only being contiguous in one dimension as covered in the overview section. Finally, there are a bunch of global concurrency::copy functions returning void (and corresponding concurrency::copy_async functions returning a future) that allow copying between arrays and array_views and iterators etc. Just browse intellisense or amp.h directly for the full set. Note that for array, all copying described throughout this post is deep copying, as per other STL container expectations. You can never have two arrays point to the same data. indexing into array and array_view plus projection Reading or writing data elements of an array is only legal when the code executes on the same accelerator as where the array was bound to. In the array_view case, you can read/write on any accelerator, not just the one where the original data resides, and the data gets copied for you on demand. In both cases, the way you read and write individual elements is via indexing as described next. To access (or set the value of) an element, you can index into it by passing it an index object via the subscript operator. Furthermore, if the rank is 3 or less, you can use the function ( ) operator to pass integer values instead of having to use an index object. e.g. array<float,2> arr(someExtent, someIterator); //or array_view<float,2> arr(someExtent, someContainer); index<2> idx(5,4); float f1 = arr[idx]; float f2 = arr(5,4); //f2 ==f1 //and the reverse for assigning, e.g. arr(idx[0], 7) = 6.9; Note that for both array and array_view, regardless of rank, you can also pass a single integer to the subscript operator which results in a projection of the data, and (for both array and array_view) you get back an array_view of rank N-1 (or if the rank was 1, you get back just the element at that location). Not Covered In this already very long post, I am not going to cover three very cool methods (and related overloads) that both array and array_view expose: view_as, section, reinterpret_as. We'll revisit those at some point in the future, probably on the team blog. Comments about this post by Daniel Moth welcome at the original blog.

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  • Strange error inserting new relationship data in core-data

    - by michael
    My app will allow users to create a personalised list of events from a large list of events. I have a table view which simply displays these events, tapping on one of them takes the user to the event details view, which has a button "add to my events". In this detailed view I own the original event object, retrieved via an NSFetchedResultsController and passed to the detailed view (via a table cell, the same as the core data recipes sample). I have no trouble retrieving/displaying information from this "event". I am then trying to add it to the list of MyEvents represented by a one to many (inverse) relationship: This code: NSManagedObjectContext *context = [event managedObjectContext]; MyEvents *myEvents = (MyEvents *)[NSEntityDescription insertNewObjectForEntityForName:@"MyEvents" inManagedObjectContext:context]; [myEvents addEventObject:event];//ERROR And this code (suggested below): //would this add to or overwrite the "list" i am attempting to maintain NSManagedObjectContext *context = [event managedObjectContext]; MyEvents *myEvents = (MyEvents *)[NSEntityDescription insertNewObjectForEntityForName:@"MyEvents" inManagedObjectContext:context]; NSMutableSet *myEvent = [myEvents mutableSetValueForKey:@"event"]; [myEvent addObject:event]; //ERROR Bot produce (at the line indicated by //ERROR): *** -[NSComparisonPredicate evaluateWithObject:]: message sent to deallocated instance Seems I may have missed something fundamental. I cant glean any more information through the use of debugging tools, with my knowledge of them. 1) Is this a valid way to compile and store an editable list like this? 2) Is there a better way? 3) What could possibly be the deallocated instance in error? -- I have now modified the Event entity to have a to-many relationship called "myEvents" which referrers to itself. I can add Events to this fine, and logging the object shows the correct memory addresses appearing for the relationship after a [event addMyEventObject:event];. The same failure happens right after this however. I am still at a loss to understand what is going wrong. This is the backtrace #0 0x01f753a7 in ___forwarding___ () #1 0x01f516c2 in __forwarding_prep_0___ () #2 0x01c5aa8f in -[NSFetchedResultsController(PrivateMethods) _preprocessUpdatedObjects:insertsInfo:deletesInfo:updatesInfo:sectionsWithDeletes:newSectionNames:treatAsRefreshes:] () #3 0x01c5d63b in -[NSFetchedResultsController(PrivateMethods) _managedObjectContextDidChange:] () #4 0x0002e63a in _nsnote_callback () #5 0x01f40005 in _CFXNotificationPostNotification () #6 0x0002bef0 in -[NSNotificationCenter postNotificationName:object:userInfo:] () #7 0x01bbe17d in -[NSManagedObjectContext(_NSInternalNotificationHandling) _postObjectsDidChangeNotificationWithUserInfo:] () #8 0x01c1d763 in -[NSManagedObjectContext(_NSInternalChangeProcessing) _createAndPostChangeNotification:withDeletions:withUpdates:withRefreshes:] () #9 0x01ba25ea in -[NSManagedObjectContext(_NSInternalChangeProcessing) _processRecentChanges:] () #10 0x01bdfb3a in -[NSManagedObjectContext processPendingChanges] () #11 0x01bd0957 in _performRunLoopAction () #12 0x01f4d252 in __CFRunLoopDoObservers () #13 0x01f4c65f in CFRunLoopRunSpecific () #14 0x01f4bc48 in CFRunLoopRunInMode () #15 0x0273878d in GSEventRunModal () #16 0x02738852 in GSEventRun () #17 0x002ba003 in UIApplicationMain () Cheers.

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  • Should *'s go next to the type or the variable name? [closed]

    - by derekerdmann
    Possible Duplicate: int* i; or int *i; or int * i; When working in C or C++, how should pointers be declared? Like this: char* derp; or this: char *derp; I typically use the first method, because the variable is a character pointer, but I know that it can create confusion when declaring multiple variables at once: char* herp, derp; herp becomes a character pointer, while derp is just a character. I know it often comes down to coding style, but which one is "better?" Should I sacrifice clarity to eliminate potential confusion?

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  • Windows move to external monitor when closing lid

    - by Martijn
    I'm using Cinnamon (on 12.10) on a laptop (Compaq 6710b business model) with an external monitor. Both screens run at 1680 x 1050, the external monitor is located on the right. During normal operation everything works fine; windows open in whatever monitor my mouse pointer is when they open and I can freely drag them to the other monitor. When I close the lid of my laptop both displays shut down as expected. When I open the lid, however, the lock window opens on the external monitor and any windows that were open on the laptop screen have moved to the external monitor as well. Nothing happens between closing the lid and opening it; no suspend, powerdown, hibernate or anything, monitor stays attached; even mouse is untouched (pointer on laptop screen). Is there any way to fix it so my windows stay on whatever monitor I left them before closing the lid? Alternative solutions are welcome.

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  • Cutom event dispatchment location

    - by Martino Wullems
    Hello, I've been looking into custom event (listeners) for quite some time, but never succeeded in making one. There are so many different mehods, extending the Event class, but also Extending the EventDispatcher class, very confusing! I want to settle with this once and for all and learn the appriopate technique. package{ import flash.events.Event; public class CustomEvent extends Event{ public static const TEST:String = 'test'; //what exac is the purpose of the value in the string? public var data:Object; public function CustomEvent(type:String, bubbles:Boolean = false, cancelable:Boolean = false, data:Object = null):void { this.data = data; super(); } } } As far as I know a custom class where you set the requirements for the event to be dispatched has to be made: package { import flash.display.MovieClip; public class TestClass extends MovieClip { public function TestClass():void { if (ConditionForHoldToComplete == true) { dispatchEvent(new Event(CustomEvent.TEST)); } } } } I'm not sure if this is correct, but it should be something along the lines of this. Now What I want is something like a mouseevent, which can be applied to a target and does not require a specific class. It would have to work something like this: package com.op_pad._events{ import flash.events.MouseEvent; import flash.utils.Timer; import flash.events.TimerEvent; import flash.events.EventDispatcher; import flash.events.Event; public class HoldEvent extends Event { public static const HOLD_COMPLETE:String = "hold completed"; var timer:Timer; public function SpriteEvent(type:String, bubbles:Boolean=true, cancelable:Boolean=false) { super( type, bubbles, cancelable ); timer = new Timer(1000, 1); //somehow find the target where is event is placed upon -> target.addEventlistener target.addEventListener(MouseEvent.MOUSE_DOWN, startTimer); target.addEventListener(MouseEvent.MOUSE_UP, stopTimer); } public override function clone():Event { return new SpriteEvent(type, bubbles, cancelable); } public override function toString():String { return formatToString("MovieEvent", "type", "bubbles", "cancelable", "eventPhase"); } ////////////////////////////////// ///// c o n d i t i o n s ///// ////////////////////////////////// private function startTimer(e:MouseEvent):void { timer.start(); timer.addEventListener(TimerEvent.TIMER_COMPLETE, complete); } private function stopTimer(e:MouseEvent):void { timer.stop() } public function complete(e:TimerEvent):void { dispatchEvent(new HoldEvent(HoldEvent.HOLD_COMPLETE)); } } } This obviously won't work, but should give you an idea of what I want to achieve. This should be possible because mouseevent can be applied to about everything.The main problem is that I don't know where I should set the requirements for the event to be executed to be able to apply it to movieclips and sprites. Thanks in advance

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  • Calculating the position of an object with regards to current position using OpenGL like matrices

    - by spartan2417
    i have a 1st person camera that collides with walls, i also have a small sphere in front of my camera denoted by the camera position plus the distance ahead. I cannot get the postion of the sphere but i have the position of my camera. e.g. i need to find the position of the point or at the very least find away of calculating the position using the camera positions. code: static Float P_z = 0; P_z = -15; PushMatrix(); LoadMatrix(&Inv); Material(SCEGU_AMBIENT, 0x00000066); TranslateXYZ(0,0,P_z); ScaleXYZ(0.1f,0.1f,0.1f); pointer.Render(); PopMatrix(); where Inv is the camera positions (Inv.w.x,Inv.w.z), pointer is the sphere.

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  • Is it any good to use binary arithmetic in a C++ code like "C style"?

    - by user827992
    I like the fact that the C language lets you use binary arithmetic in an explicit way in your code, sometimes the use of the binary arithmetic can also give you a little edge in terms of performance; but since I started studying C++ i can't really tell how much i have seen the explicit use of something like that in a C++ code, something like a pointer to pointer structure or an instruction for jumping to a specific index value through the binary arithmetic. Is the binary arithmetic still important and relevant in the C++ world? How i can optimize my arithmetic and/or an access to a specific index? What about the C++ and the way in which the bits are arranged according to the standard? ... or i have taken a look at the wrong coding conventions ... ?

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  • Lvalue required error [migrated]

    - by ankur.trapasiya
    While working with pointers i wrote the following code, int main() { int a[]={10,20,30,40,50}; int i; for(i=0;i<5;i++) { printf("\n%d",*a); a++; } return 0; } Now as per my understanding array name itself is an address in c and the pointer arithmetic done is here is correct as per my knowledge. But when i try to run the code it is giving me "Lvalue Required" error. So what is the exact reason for occuring Lvalue required error because before this also i have come across situations where this error is there. Secondly why the arithmetic on the pointer is not legal here in this case?

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  • Lockless queue implementation ends up having a loop under stress

    - by Fozi
    I have lockless queues written in C in form of a linked list that contains requests from several threads posted to and handled in a single thread. After a few hours of stress I end up having the last request's next pointer pointing to itself, which creates an endless loop and locks up the handling thread. The application runs (and fails) on both Linux and Windows. I'm debugging on Windows, where my COMPARE_EXCHANGE_PTR maps to InterlockedCompareExchangePointer. This is the code that pushes a request to the head of the list, and is called from several threads: void push_request(struct request * volatile * root, struct request * request) { assert(request); do { request->next = *root; } while(COMPARE_EXCHANGE_PTR(root, request, request->next) != request->next); } This is the code that gets a request from the end of the list, and is only called by a single thread that is handling them: struct request * pop_request(struct request * volatile * root) { struct request * volatile * p; struct request * request; do { p = root; while(*p && (*p)->next) p = &(*p)->next; // <- loops here request = *p; } while(COMPARE_EXCHANGE_PTR(p, NULL, request) != request); assert(request->next == NULL); return request; } Note that I'm not using a tail pointer because I wanted to avoid the complication of having to deal with the tail pointer in push_request. However I suspect that the problem might be in the way I find the end of the list. There are several places that push a request into the queue, but they all look generaly like this: // device->requests is defined as struct request * volatile requests; struct request * request = malloc(sizeof(struct request)); if(request) { // fill out request fields push_request(&device->requests, request); sem_post(device->request_sem); } The code that handles the request is doing more than that, but in essence does this in a loop: if(sem_wait_timeout(device->request_sem, timeout) == sem_success) { struct request * request = pop_request(&device->requests); // handle request free(request); } I also just added a function that is checking the list for duplicates before and after each operation, but I'm afraid that this check will change the timing so that I will never encounter the point where it fails. (I'm waiting for it to break as I'm writing this.) When I break the hanging program the handler thread loops in pop_request at the marked position. I have a valid list of one or more requests and the last one's next pointer points to itself. The request queues are usually short, I've never seen more then 10, and only 1 and 3 the two times I could take a look at this failure in the debugger. I thought this through as much as I could and I came to the conclusion that I should never be able to end up with a loop in my list unless I push the same request twice. I'm quite sure that this never happens. I'm also fairly sure (although not completely) that it's not the ABA problem. I know that I might pop more than one request at the same time, but I believe this is irrelevant here, and I've never seen it happening. (I'll fix this as well) I thought long and hard about how I can break my function, but I don't see a way to end up with a loop. So the question is: Can someone see a way how this can break? Can someone prove that this can not? Eventually I will solve this (maybe by using a tail pointer or some other solution - locking would be a problem because the threads that post should not be locked, I do have a RW lock at hand though) but I would like to make sure that changing the list actually solves my problem (as opposed to makes it just less likely because of different timing).

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  • Mouse cursor lag after lock screen, 64 bit 12.04

    - by Bill Jones
    Recently I have noticed that when I return to my computer after it has been "locked" for a while, the mouse pointer has significant lag. The cursor position appears to only update a few times a second. Moving the mouse results in the pointer "following" the movement in a jerky kind of way, and then continuing for some fraction of a second after I have stopped using the mouse. Replacing the mouse has no effect. (I have two differently branded and constructed usb optical mice). Plugging either mouse into a different usb port has no effect. Once the problem was resolved by "suspending" the system, and then re-starting it with the power switch, but this does not work every time. So far, the only fool-proof fix is to shut the system down and re-start it (re-boot). I have tried this suggested fix. It had no effect.

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  • OpenGL VBOs are slower then glDrawArrays.

    - by Arelius
    So, this seems odd to me. I upload a large buffer of vertices, then every frame I call glBindbuffer and then the appropriate gl*Pointer functions with offsets into the buffer, then I use glDrawArrays to draw all of my triangles. I'm only drawing about 100K triangles, however I'm getting about 15FPS. This is where it gets weird, if I change it to not call glBindBuffer, then change the gl*Pointer calls to be actual pointers into the array I have in system memory, and then call glDrawArrays the same, my framerate jumps up to about 50FPS. Any idea what I weird thing I could be doing that would cause this? Did I maybe forget to call glEnable(GL_ALLOW_VBOS_TO_RUN_FAST) or something?

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  • XNA content.load Dependancy

    - by Richard
    Quick question, My project i'm building for test purposes is working fine but i have dependencies flying around everywhere due to the XNA framework. In Update i have gametime passed everywhere... this is okay. In Draw i have gametime & spritebatch passed everywhere... this is okay. My issue is in the content.load textures/sounds/fonts. I have them as public variables ie Texture1 = Content.load(of texture2d)("Texture1") I'm passing a 'Game1' pointer into the constructor of every new class being instantiated to gain access to these variables. Am i missing an OOP trick to prevent me having to pass a pointer to 'game1' to every New class?

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