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  • free( ) pointers

    - by user1043625
    I'm required to use a special library to keep track of my memory leaks where malloc()= allocate( ) and free( ) = unallocate( ). I'm trying to complete free a linked-list but it seems like the "root" value isn't being freed. typedef struct _node { struct _node *child; char *command; } Command_list; void delete_commands(Command_list **root) { Command_list *temp; while( *root != NULL ){ temp = (*root)->child; //printf("STRING: %s\n", *root->command ); unallocate( *root ); *root = temp; } } The function that's calling it void file_processing( .... ){ Command_list *root = allocate(sizeof (Command_list)); root = NULL; .... delete_commands( &root ); } } I believe that Command_list *root = allocate(sizeof (Command_list)) isn't being properly de-allocated for some reason. Anyone can give me some hints? UPDATE: I found out that instead of Command_list *root = allocate(sizeof (Command_list)); root = NULL; this works: Command_list *root = NULL;

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  • Optimize MySQL database query

    - by rajeeesh
    I had a commenting application in my web site. The comments will store in a MySQL table . table structure as follows id | Comment | user | created_date ------------------------------------------------------ 12 | comment he | 1245 | 2012-03-30 12:15:00 ------------------------------------------------------ I need to run a query for listing all the comments after a specific time. ie .. a query like this SELECT * FROM comments WHERE created_date > "2012-03-29 12:15:00" ORDER BY created_date DESC Its working fine.. My question is if I got a 1-2 lakh entry in this table is this query is sufficient for the purpose ? or this query will take time to execute ? In most cases I have to show last 2 days data + periodically ( interval of 10 mins ) checking for updates with ajax from this table ... Please help Thanks

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  • C++: Delete a struct?

    - by Rosarch
    I have a struct that contains pointers: struct foo { char* f; int* d; wchar* m; } I have a vector of shared pointers to these structs: vector<shared_ptr<foo>> vec; vec is allocated on the stack. When it passes out of scope at the end of the method, its destructor will be called. (Right?) That will in turn call the destructor of each element in the vector. (Right?) Does calling delete foo delete just the pointers such as foo.f, or does it actually free the memory from the heap?

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  • Objects leaking immediately from allocation using either new or [[Object alloc] init];

    - by Sam
    While running Instruments to find leaks in my code, after I've loaded a file and populate an NSMutableArray with new objects, leaks pop up! I am correctly releasing the objects. Sample code below: //NSMutableArray declared as a retained property in the parent class if(!mutableArray) mutableArray = [[NSMutableArray alloc] initWithCapacity:objectCount]; else [mutableArray removeAllObjects]; //Iterates through the read in data and populate the NSMutableArray for(int i = 0; i < objectCount; i++){ //Initializes a new object with data MyObject *object = [MyObject new]; //Adds the object to the mutableArray [mutableArray addObject:object]; //Releases the object [object release]; } I get a number of leaks from Instruments terminating at the addition of the 'object' into the 'mutableArray', but also including the allocation of the 'object' and the 'mutableArray'. I don't get it. Not to mention, this is happening on the first call of the enclosing method so the allocation of the NSMutableArray is being hit in the logic block, not the 'removeAllObjects' selector. Lastly, does Core Foundation have a major bug in it that randomly creates CFStrings and mismanages their memory? My code does not even use those, nor do the leaks where they occur have anything to do with my code. Almost all of my applications so far deal with OpenGL (in case anyone knows of a threading issue that arises from trying to synch the backend of the program with the front end of displaying the contents of an NSOpenGLView class or whatever it is).

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  • How do you handle large projects?

    - by cam
    I've just inherited a large project previously coded by about 4-5 people. The documentation consists of comments, and is not very well written. I have to get up to date on this project. How do I start? It consists of many different source files. Do you just dig in? Are there tools that can help visualize the structure/flow?

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  • Handling out of memory errors in iPhone

    - by hgpc
    I would like to handle out of memory errors in iPhone to execute logic with lesser memory requirements in case I run of of memory. In particular, I would like to do something very similar to the followin pseudo-code: UIImage* image; try { image = [UIImage imageNamed:@"high_quality_image.png"]; } catch (OutOfMemoryException e) { image = [UIImage imageNamed:@"low_quality_image.jpg"]; } First I attempt to load a high-quality image, and if I run out of memory while doing it, then I use a lower quality image. Would this be possible?

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  • When to give in and start The Big Rewrite?

    - by John Cromartie
    I've had my share of projects where the first thing I think is "let's just rewrite it in ." Everybody feels the urge at some point. In fact, I think I've had the urge to rewrite pretty much every project I've ever been on. However, it is accepted wisdom that a total rewrite is generally a bad idea. The question is: when do you look at a project and say: "OK, it's time to start over." What sort of metrics or examples can you cite of where a rewrite was truly necessary? How bad does the code have to be? How old can a project get before there too much invested?

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  • Memory interleaving

    - by Tim Green
    Hello, I have this question that has me rather confused. Suppose that a 1G x 32-bit main memory is built using 256M x 4-bit RAM chips and that this memory is byte-addressable. I have deduced that one would require 4*1G = 2^2*2*30 = 2^32 - so 32 bits to address the full memory. My problem now comes with, say, if you had memory (byte) address "14", determine which memory module this would go into. (There would have to be 8 chips per module to make the 32-bit wide memory, and 4 modules overall giving 32 chips in total. Modules are numbered from 0). In high-order interleave, it appears trivial that it's the first (0) memory module given a lot of the first few bits are 0. However, low-order interleave has me stumped. I can't figure out (for sure) how many bits are used to determine a memory module (possibly 2, given there are 4 in total?). The given solution is Module 3. This is not homework in the same sense so I will not be tagging it as such.

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  • Allocating 32-bit integer arrays in 64-bit machines

    - by Shredderroy
    I have a 64-bit i7 machine. Suppose I allocate memory for n 32-bit integers. How many physical registers will actually be used in the allocation: n, or n/2? I tried to write the following simple programme to find out. #include <iostream> #include <cstdlib> using namespace std; int main (int argc, char *argv[]) { int a[4]; cout << &a[0] << "\t" << &a[3] << endl; cin.ignore (1); return 0; } // End main () The output is: 0018FA04 0018FA10 They seem further apart than they should be. Why aren't the addresses 04 and 07? And does this mean that the system is actually allocating four (or more) integers, instead of packing the four 32-bit integers into two 64-bit registers? Thanks in advance for your help.

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  • Resource grouping? people with the same skill?

    - by crick3r
    Let's say I have 4 people. Sometimes anyone can do a task, but sometimes they are specific. I would like to group people by skill. Is there any way I can do that? Right now, I have something like this: Resources: SkillA=3, GuyA=1, GuyB=1, GuyC=1 Task A <= SkillA Anyone can do it Task B <= SkillA, GuyB Only B can do it, but I also allocate the skill just to be sure I don't allocate more than 3 people at the same time. My problem with this approach is that sometimes GuyA is on holidays, but I can't reduce SkillA from 3 to 2 in that period.. Any tips?

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  • Objective-c when to release objects

    - by Chris
    -(IBAction)registerUpdate:(id)sender { HTTPRequest* request = [[HTTPRequest alloc] initWithUrl:@"http://www.yahoo.com" delegate:self]; [request doRequest]; } The HTTPRequest makes an asynchronous request and calls the onHTTPResponse method in the current class. My question is do I have to release request? My guess is that I'm supposed to make it an instance variable? [NSString stringWithFormat:@"Data received: %@", [[NSString alloc] initWithData:data encoding:NSASCIIStringEncoding]]; How would I release that string object, or should I assign it to a variable?

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  • Why this kind of release doesn't work?

    - by parkyprg
    Hello, I have a newbie question about the following: - (NSString *)tableView:(UITableView *)tableView titleForHeaderInSection:(NSInteger)section { NSArray *anArray; anArray = [dictionary objectForKey: [NSString stringWithFormat:@"%d", section]]; //here dictionary is of type NSDictionary, initialized in another place. AnObject *obj = [[AnObject alloc] init]; obj = [anArray objectAtIndex:0]; [anArray release]; return obj.title; } If I run it as it is I will get an error. If I don't put [anArray release] it works just fine. I don't quite understand why is this happening? Thanks.

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  • When are temporaries created as part of a function call destroyed?

    - by Michael Mrozek
    Is a temporary created as part of an argument to a function call guaranteed to stay around until the called function ends, even if the temporary isn't passed directly to the function? There's virtually no chance that was coherent, so here's an example: class A { public: A(int x) : x(x) {printf("Constructed A(%d)\n", x);} ~A() {printf("Destroyed A\n");} int x; int* y() {return &x;} }; void foo(int* bar) { printf("foo(): %d\n", *bar); } int main(int argc, char** argv) { foo(A(4).y()); } If A(4) were passed directly to foo it would definitely not be destroyed until after the foo call ended, but instead I'm calling a method on the temporary and losing any reference to it. I would instinctively think the temporary A would be destroyed before foo even starts, but testing with GCC 4.3.4 shows it isn't; the output is: Constructed A(4) foo(): 4 Destroyed A The question is, is GCC's behavior guaranteed by the spec? Or is a compiler allowed to destroy the temporary A before the call to foo, invaliding the pointer to its member I'm using?

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  • XNA: What is the point of Unload()?

    - by Rosarch
    XNA games have an Unload() method, where content is supposed to be unloaded. But what is the point of this? If all the content is being unloaded, then the game must be exiting, in which case everything would be garbage collected anyway, right?

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  • Managing modes in Windows application working directly with SQL Server 2008

    - by hgulyan
    Hi, I have a MS Access 97 application (but the question is general) working directly with SQL Server 2008 (without application server or anything). Numbers of users can be up to 1000. Windows Authentication is used. The question is: How to handle modes, so some users will be allowed to work in read-only mode some users won't have access to db for some time My versions: Using a table with a mode id for every group of users, that will work the same way. On Form Load application will query that table for mode id. Using trigger on the tables, that must work according to that mode. The trigger will query mode value and doesn't work if access is closed or it's in read-only mode I know it's not these are not the best solutions, that's why I'm asking for your advice. There's one more point. If the mode is changed to "access-is-closed" for a group of users, that group must not be able to query to DB starting that moment. With first solution I wrote it won't work, because user can be in application at that moment and no form load event will work. How can I do this? Is there any optimal solution? Thank you. Any help would be appreciated.

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  • Can I just release the top object (iPhone)?

    - by yar
    If I release the object that's holding a reference to the variable that I need to release, is that sufficient? Or must I release at every level of the containment hierarchy? I fear that my logic comes from working with a garbage collector for too long. For instance, I assigned to this property of a UIPickerView instance by hand instead of using IB @property(nonatomic, assign) id<UIPickerViewDelegate> delegate Since it's an assign property, I can't just release the reference after I assign it. When I finally release my UIPickerView instance, do I need to do this: [singlePicker.delegate release]; [singlePicker release]; or is the second line sufficient? Also: Are these assign properties the norm, or is that mostly for Interface Builder? I thought that retain properties were the normal thing to expect.

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  • C++: Unitialized variables garbage

    - by Hardware Problem
    int myInt; cout << myInt; // Garbage like 429948, etc If I output and/or work with unitialized variables in C++, what are their assumed values? Actual values in the memory from the "last user"? e.g.: Program A is closed, it had an int with the value 1234 at 0x1234 - I run my program, myInt gets the address 0x1234, I output it like above - 1234 Is it just random garbage?

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  • AS3/AIR: Managing Run-Time Image Data

    - by grey
    I'm developing a game with AS3 and AIR. I will have a large-ish quantity of images that I need to load for display elements. It would be nice not to embed all of the images that the game needs, thereby avoiding having them all in memory at once. That's okay in smaller projects, but doesn't make sense here. I'm curious about strategies for loading images during run time. Since all of the files are quite small and local ( in my current project ) loading them on request might be the best solution, but I'd like to hear what ideas people have for managing this. For bonus points, I'm also curious about solutions for loading images on-demand server-side as well.

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  • How can pointers to functions point to something that doesn't exist in memory yet? Why do prototypes have different addresses?

    - by Kacy Raye
    To my knowledge, functions do not get added to the stack until run-time after they are called in the main function. So how can a pointer to a function have a function's memory address if it doesn't exist in memory? For example: using namespace std; #include <iostream> void func() { } int main() { void (*ptr)() = func; cout << reinterpret_cast<void*>(ptr) << endl; //prints 0x8048644 even though func never gets added to the stack } Also, this next question is a little less important to me, so if you only know the answer to my first question, then that is fine. But anyway, why does the value of the pointer ( the memory address of the function ) differ when I declare a function prototype and implement the function after main? In the first example, it printed out 0x8048644 no matter how many times I ran the program. In the next example, it printed out 0x8048680 no matter how many times I ran the program. For example: using namespace std; #include <iostream> void func(); int main() { void ( *ptr )() = func; cout << reinterpret_cast<void*>(ptr) << endl; } void func(){ }

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  • Proper way to reassign pointers in c++

    - by user272689
    I want to make sure i have these basic ideas correct before moving on (I am coming from a Java/Python background). I have been searching the net, but haven't found a concrete answer to this question yet. When you reassign a pointer to a new object, do you have to call delete on the old object first to avoid a memory leak? My intuition is telling me yes, but i want a concrete answer before moving on. For example, let say you had a class that stored a pointer to a string class MyClass { private: std::string *str; public: MyClass (const std::string &_str) { str=new std::string(_str); } void ChangeString(const std::string &_str) { // I am wondering if this is correct? delete str; str = new std::string(_str) /* * or could you simply do it like: * str = _str; */ } .... In the ChangeString method, which would be correct? I think i am getting hung up on if you dont use the new keyword for the second way, it will still compile and run like you expected. Does this just overwrite the data that this pointer points to? Or does it do something else? Any advice would be greatly appricated :D

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